A character's background describes the sort of life they lived before they began adventuring. Every background gives a small list of features, typically 2 to 3 Skill Proficiencies, 0 to 2 Languages, and 0 to 2 Tool Proficiencies. In addition to this, each background gives a +1 to one of your Ability Scores from a list appropriate for the background, and each gives a primarily roleplay-oriented feature. In general, a background is designed to be only minorly impactful to a character, as to make it non-detrimental to choose based on character backstory over mechanical priorities.   Each of the backgrounds below are sorted by their source, and they include a short description of the background to make choosing easy.

Official Backgrounds

  • Acolyte. You were raised in a religious sense, often within a temple, doing menial chores and learning the faith.
  • Archeologist. You are interested in the past, and have explored ruins and similar to learn about it.
  • Athlete. You performed in shows of strength, agility, or something else.
  • Charlatan. You made your living off the gullible or otherwise easily fooled with your rigged games of chance, scams, or other means.
  • Courtier. You were a personage of some significance in a noble court of bureaucratic organization.
  • Criminal. You survived off illicit activities, earning ill-gotten gains under the nose of the law.
  • Entertainer. You performed for people, seeking to bring smiles and cheers from all.
  • Fisher. You lived on the sea or the coast, surviving by harvesting the ocean's bounty.
  • Folk Hero. You're a hometown legend, having accomplished some deed to get the attention of those you lived among.
  • Gladiator. Similar to an Entertainer, you performed live for people, though this time in the sport of combat.
  • Guild Artisan. You are part of a crafting guild, and in return for your guild fees, you have access to a large organization.
  • Haunted One. You are haunted by a creature, experience, or something else, and it dictates much of your life.
  • Hermit. You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone.
  • Knight. You are among the lowest rank of nobility. You may be a horseman of Cetandar, a samurai of Lungao, or something else entirely.
  • Mercenary Veteran. You are an ex-member of one of the many mercenary companies of Elaris.
  • Noble. You are a member of the upper crust of society, above common folk and knights.
  • Outlander. You grew up in the wilds, far from civilization and the comforts of town and technology.
  • Pirate. You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages.
  • Sage. You spent years learning the lore of the universe. You scoured manuscripts, studied scrolls, and listed to the greatest experts on the subjects that interest you.
  • Sailor. You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths.
  • Shipwright. You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers.
  • Soldier. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield.
  • Spy. Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent.

Other Sources

Elaris Unbroken Backgrounds

  • Bandit Defector. Once, you lived outside the law, surviving by preying on the weak and taking what you wanted.
  • Courier. Swift feet, sharp wits, and unwavering determination define your past.
  • Cultist. You are or were once part of a secretive and often fanatical order devoted to a higher power.
  • Duelist. You are no mere brawler or street fighter; you are a practitioner of the art of single combat, where skill, honor, and precision determine victory.
  • Executioner. You were the hand of justice, the blade that severed the guilty from the living.
  • Exile. You were cast out from your homeland, forced to leave behind everything you knew.
  • Gravekeeper. You have spent your life tending the dead and ensuring they remain undisturbed.
  • Guild Enforcer. You were the strong arm of an organization that needed muscle to ensure its rules were followed, debts were paid, and orders were obeyed.
  • Hunter. The wilderness has always been your domain, where the laws of nature dictate survival.
  • Inquisitor. You were once an agent of a powerful religious order, royal court, or secretive faction tasked with rooting out heresy, corruption, and hidden threats.
  • Locksmith. You have spent years mastering the art of locks, whether crafting intricate mechanisms, securing valuables, or finding ways to bypass barriers.
  • Marauder. You once lived by the law of the blade, taking what you wanted and leaving nothing but ruin in your wake.
  • Rat Catcher. You made a living crawling through the filth of the world, rooting out vermin where others dared not tread.
  • Relic Seeker.You have dedicated your life to the pursuit of ancient artifacts, lost knowledge, and forgotten treasures.
  • Runaway. You left behind a life that was not your own, fleeing from an oppressive master, a cruel family, an arranged fate, or a dark past.
  • Vigilante. You took justice into your own hands, operating outside the law to punish criminals, protect the weak, or enforce your own ideals.

Wysteria's Journey through Faerie

  • Archfey's Courtier. You are a courtier in the majestic courts of a powerful archfey, such as Prince Embermane, the Duchess of Thirteen Teacups, the Laughing King, or another archfey of your choice.
  • Debtbearer. At some point, you accepted something from another—a favor, a meal, protection, a treasured possession, a secret, or perhaps something as simple as a kind word during a moment of need.
  • Storykeeper. Stories shape the world. Long before books were common, before kingdoms rose and fell, knowledge passed from one generation to the next through the spoken word.
  • Tale-Lost. Once, you belonged to a story. Whatever your role, it should have defined the course of your life. Instead, something went wrong.