Character Origins in Idris | World Anvil
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Character Origins

The following are extra options that can be added to a character from Idris with no consequence. The benefits are given at character creation and simulate a character growing up in a particular culture of Idris   ETHARIS:   Having lived in constant fear and darkness, the Etharans are a hardy and resourceful people. They survive with what little they have in the hopes of getting a chance to strike back at the horrors of the night, and as such have become inoculated to its terrors. You gain +1 to your Wisdom Score.   Choose one of the following regions to have originated from in Etharis:   Hunter of Voros   As a Hunter of Voros, you were trained to face the horrors of the night head on. Shunned from society, the Hunters move at night and move to kill, chasing their prey with an inhuman tenacity. You gain +5 to your maximum hp.   Joining their ranks is to be privileged with training in exotic weapons not afforded to the general public, and even ownership of one yourself. You may start with one of the following rare or advanced weapons and gain proficiency with it: Cavalry Hammer, Saber, Claymore, Blackpowder Pistol, Blackpowder Rifle, Repeater Crossbow, Blunderbuss, Flame Bellows, any Firearm (Exandria), Saw Cleaver.   However, you are not one who is accustomed to dealing with the common folk of the land. So long have you been isolated that you lack the ability to become a functioning member of society. You gain -1 to your Charisma Score. (to a min of 6, after all negatives)   Gravewatcher of Malkova   Malkova is a city built on the precipice of an ancient battle in Etharis’s history. The Citadel sits as a lonely testament to the lives lost on this ancient battlefield. So large was the death toll, that this mass grave was never scoured, bodies never returned, souls trapped within the land. As such the landscape changed and adapted to this necrotic host. You were born in this city of the damned, where the dead rising is an all too common occurrence. Years of harsh survival have prepared you to be wary of the hordes of Night Creatures that prowl the streets. You gain the ability to innately cast Detect Evil and Good, without a spell slot or material components required.   However, being touched by the dead has taken its toll on your soul. Your body is adverse to the healing energies that normally suffuse creatures. Whenever you are healed via magical healing, healing effects are reduced by 2, to a minimum of 1.   Prowler of Ostoya   The Kingdom of Ostoya is surprisingly civil for Etharis. Featuring free trade and even an annual ball for the entire region. Such class is to be expected when living beneath vampires. You adapted to live in this Kingdom of Fangs, ever wary that your Lord’s next tithes may be paid in blood...   The gazes of the Crimson Court are constantly upon you. As a result you have grown resistant to their charming eyes. You gain advantage on saving throws against Enchantment spells and the Charmed condition   Furthermore, such a life requires that you learn how to manipulate others for your own gain, else you are on the wrong side of a Vampyr’s fangs. You gain proficiency in Insight or Deception (your choice.)   However, your cautious nature has lent you to be slow to trust-perhaps impossibly slow. You cannot take the Help action or have it taken on you.   Weeper of Liesech   Liesech is a city ravaged by plague. The weeping pox has swept through, indiscriminately killing all but the undead nobility who rule the city from the shadows. Your life has been one of hard survival against famine, disease, and rampant corruption. Fortunately such a squalid life has rendered you… tempered.. against such ill humours. You gain resistance to poison damage, advantage on saving throws against poison, disease, and supernatural blight.   Unfortunately, the Weeping Pox is no ordinary disease and exposure to it has certainly taken its toll on your health. You gain -1 to your Constitution Score.   Dawnblessed of Altenheim   Altenheim runs on hope, it is said. The Archbishop Aurelia had sacrificed her life in a fight with the Spawn of the Devoured, and in so doing consecrated the land to repel the darkness. Her luminance has allowed the humans of the land to fight another day, if only just. However her blessing is always waning, the darkness always encroaching, and so it falls to those exceptionally endowed by her blessing to maintain the last bastion of humanity. So called Dawnblessed, You gain Resistance to Necrotic and Radiant Damage, and can choose to automatically succeed a Death Saving Throw once per Long Rest. You also gain advantage on all saving throws against the abilities of an Undead (ex. Ghoul paralysis. A Lich’s spell does not count)   However, Aurelia’s grace is not free of charge. Light cracks the soul just as much as darkness does, and your soul is brimming with light. You are not protected by the Pact of Ae, and can have your Mind, Dreams or Soul invaded by extraplanar beings.   Warrior of the Valikans   Far to the North in Etharis, the Valikan clans are a land of brutal cold, savage Jotunn, and the Warrior Clans who call the unforgiving wastes home. They are a close knit group of berserkers, sailors, and shamans, desperately struggling against the horrors of the cold and dark. Such a life renders you as unforgiving as the winds of the Valikan peaks. You gain +1 to your Constitution Score, and gain resistance to Cold Damage.   However your life is not one suited to the formal sciences. The only lore worth studying is that pertaining to your immediate survival, and your education is one consisting of blood and bone. You gain -1 to your Intelligence score.   Waste-Wanderer of Ath-Sahta   In the distant south, the waterless deserts of Ath-Sahta represent some of the most inhospitable terrain in all of Idris. Brutal warlords rule over what few resources remain in the magic-scarred wasteland, and the few pockets of civilization that remain are often constantly harassed by dust storms and attacks from strange mutant monsters or territorial rivals. Slavery and bloodsports are common occurances, and it seems that life can only thrive in spite of nature instead of because of it. But life finds a way, and in doing so changes the physiology of even the lowliest to be hardy. You gain a +1 to your Strength score, and can go up to a week without food, water, or rest.   Your strange adaptations do not come without consequence however. In surviving the mundane, you are unaccustomed to surviving the supernatural. You gain a -1 penalty on saving throws vs spells or magical effects.   GAERIATH:   The people of Gaeriath are simple, but in that simplicity belies the power for epic destinies. Although maybe from humble origins, that lends you a versatility many lack. You gain proficiency in a skill of your choice and +1 to your Constitution Score.   Choose one of the following regions to have originated from in Gaeriath:   Farmer of Aurais   Aurais is said to be the most fertile region in all of Gaeriath. The word of the commonfolk is that long ago the baron was blessed by Saint Ashuin herself to have the harvest always protected from the forces of blight or disaster, and so it was that the serfs grew up unusually hardy and well nurtured. It’s land is blessed to yield bountiful harvests and strong people, and as a result you gain +5 to your maximum hit points.   Minesworn of Khoi-Rham   The Khoi-Rham Mountains, a place where nothing grows and nothing can change that fact. However the mines beneath the Earth can produce ore with value beyond the wildest dreams of most, and so the people are put to work. Mining in these peaks has shown you that much lies within the stone, and so as a result you gain proficiency with the perception skill, jewelers tools, and +3 on your passive perception and investigation.   Noble of the Baronies   Gaeriath is a feudal society, and as such nobles abound in every part of the continent. You are one such noble, whose birthright bestows upon them economic and societal advantages not enjoyed by most of the peasantry. You start with 200 extra GP.   Zyrrian   The kingdom of Zyrria is the most prosperous kingdom that yet remains in the whole of Gaeriath, and so many from all across the continent come to settle within its borders. Such a wide swath of cultures just from within Gaeriath, not to mention exposure to other continents entirely through the Aurrex-Sommne sea, has allowed you to grow up having adapted to all of the different walks of the world. You gain proficiency with History, and gain two additional languages.   Wildlander   The wilds of Gaeriath are vast, and their allure is difficult for some to resist. Between the Wealds and Woods of the North to the great hills of the South, the continent is wild in a way few others truly are. As one living in the wilds, You gain proficiency in Survival and Nature.   THERIOUSTIN:   Therioustin is the most technologically sophisticated region in all of Idris. Magic and technology flourish under the vast Arialyonian Empire and the education available for citizens certainly reflects that fact. You gain +1 to your Intelligence Score.   Choose one of the following regions in Therioustin to have originated from:   Riamal   You were born to the domain Riamal, the seat of law and the Northern territories of the Empire that established themselves firmly in the Bad-Assahk Peaks. Overseeing the territories are many guilds of law and the press that take the role of administering much of the Bureaucracy of the Empire. Growing up in such a territory endows you with both a keen understanding of society and law as well as how best to apply that knowledge to your own ends. You gain proficiency in History and Persuasion.   Kassysyn   You were born to the domain Kassysyn, the Northwestern seat of God and the Ishtaran Church. A theocratic society where those with authority in the church oversee the day to day life of citizens, Kassysyn has taught you much about the ways of gods and angels; if not voluntarily. You gain proficiency in Religion, and gain advantage on religion checks for the purposes of identifying celestials or gods.   Ershtiam   You were born to the domain Ershtiam, the Southwestern territories that are entirely dependent on the industry of war. The factories and academies of the war machine that fuel the Empire’s expansion are all found within Ershtiam, and almost every child is drafted for mandatory service within the armed forces. Some elite members are granted permanent roles as Glassknights, the peacekeepers of the Empire, while most spend the rest of their days unfit for combat and relegated to work in the factories. Regardless, growing up in the territory grants you Proficiency with Martial Weapons, Firearms, and Medicine.   Velos   You were born to the domain Velos, the Southeastern territory of the arcane and magic. Velosian society is dominated by spellcraft, with Wizard academies being regular sights across the countryside. Chief amongst them is the Royal College of Sorcery, the finest academy of Wizards in the history of Idris. Growing up within a society dominated by mages endows you with a few of their tricks, and as a result You gain a wizard cantrip of your choice.   Toreihamis   You were born to the domain Toreihamis, the Southern territory of artifice and mysterious technology. A bastion of scientific progress in the world, the territory is founded on the notion that no discovery ought not be pursued. The strange magic of Brightglass is used to fuel most artifice in the kingdom, with a hallmark of Toreihamin cities being brilliant glass skylines and technology. Due to the heavily scientific nature of the society, You gain proficiency in Arcana and advantage on Arcana checks for the purposes of operating technology.   Ezhjebeth   You were born to the domain Ezhjebeth, the Northwestern territory of miners, laborers, and the common person. Known as the seat of sand, the territory is best known for operating the Brightsand Mines that fuel the endless creation of Brightglass technology. The harsh life in the mines takes its toll on many though, and as a result you gain proficiency in Athletics and can go 48 hours without sleep before gaining exhaustion levels.   Arialyos   You were born to the domain Arialyos, the Western seat of the Empire and location of Arialyon itself; the greatest city in the history of the world. A bastion of industry, history, and magical power, the Gilded Kingdom represents the best and worst that untold progress reaps. The Lords of the city, resolute in their power, ensure that the populace is made aware of this majesty through comprehensive education about the greatness and superiority of their people. You gain proficiency in History and advantage on History checks about the History of the Arialyonian Empire.   MELREMARQUE:   Melremarque is the melting pot of Idris; a mishmash of cultures and ideas that flourish and compete across the continent. Your exposure to peoples far and wide grants you a +1 to your Charisma Score.   Choose one of the following regions of Melremarque to have originated from:   The Pyramids of Khasashthep   The kingdom of Scarabs in the Holy Desert, Khasashthep is a grand kingdom of monuments to civilizations long forgotten. There are a scant few towns populating the countryside that loosely confederate to resist foreign powers, but the majority of the landscape is dominated by the ancient Pyramids to forgotten gods. The sweltering heat of the desert is an omnipresent fact of life however, and consequently You gain resistance to either Fire or Cold damage.   The Palaces of Bathadir   A kingdom embroiled in Civil War between the ancient Dragons and mighty Djinn, Bathadir is a broken land with pockets of respite from the brutal conflict that civilization is able to live in. Among these are true marvels of extraplanar magic, a fact of which does little to shelter the average populace from their divine masters. Living in an environment where conflict between demigods rages lends you a resistance to their powers that many do not share, thus You gain resistance to either Lightning or Acid damage.   The Parthenons of Arkhos   The realm of Epic Heroes, the land of Arkhos is one of disparate city states and an ancient blessing by the Dragon Gods to preclude its residents toward epic destinies. You as a native of Arkhos have been touched by the Gods to accomplish some epic deed in your lifetime, such as slaying the Ancient Minotaur King, or solving Empirius’s Paradox, or perhaps plundering the lost treasure of Captain Bronzebeard in the Isles of Dresdhara. Regardless, this destiny affords you some divine protection that other mortals do not possess, and so You gain +1 to AC.   The Ziggurats of Zabari’i   One of the oldest and most powerful kingdoms in Idris, the Sunlands of Zabari’i are a wide plains of sun drenched Savannah and dense jungles populated by great Ziggurats and kingdoms as well as the rare beasts known as Dinosaurs to the outside world. The cities that form the Kingdom are prosperous and blessed by the beating sun, a fact which grants the people a powerful protection against that which would sear or wither. You gain resistance against Necrotic or Radiant damage.   The Northlands of Nanukksakar   A frigid land of tough people, the Nannuki tribes that call the Northlands home are ever vigilant in their defense against the forces of the Iron-Crowned King. Fields of ice and snow mean that the hunting of the creatures that inhabit the far north is a necessity, all the while knowing that beneath a frozen lake could be an undead army waiting to stir. Such a life protects you against both the frozen and the damned, and thus grants you resistance to either Cold or Necrotic Damage.   The Deep-Forests of Sindusa   The deep and lush jungles and rainforests of Sindusa house the most ancient line of Witches, Sorcerers, and spellcasters in all of Idris. You were born into the land of ancient magic, closer than any other to the realm of Spirits and the great Reaper. The powerful lands house generations of lore and secrets, guarded by the fierce and intricate undead societies of Zombies and Witch-Doctors. This arcane pastiche wards your soul from spellcasting of all types, and as a result You gain +2 on Saving Throws against Spellcasting and Magical Effects.   LUGIAI:   A land of warring clans fighting over the remnants of a long dead dynasty, Lugiai is a land where honor is sharper than steel and your worth is defined by your ability to lead your line to greatness. You gain +1 to your Strength Score.   Choose one of the following regions to have originated from:   Dragon Clan   “May the Sacred Lore be kept”   The monks of Dragon Clan lay claim to Mount Celestia, said to be the closest point in Idris to the heavens. Vertical frozen lakes and sheer cliffs impossibly high form the side of the monument, and all along its surface are the monasteries of the clan. All manner of Ki based martial arts are taught there, and strict discipline to keeping the records passed down by the sages of old creates a culture that highly values history and society, as well as the physical skill required to traverse such a perilous landscape. You gain proficiency in History, and +5 to your movement speed.   Lotus Clan   “May we rule, through quill and sword”   The aristocracy and samurai of Lotus Clan pride themselves for their dignity and respect for the traditions of feudal society, and oversee much of the mideastern marshland of Lugiai. Their opulence is matched only by their love for hierarchy, and respect for tradition is key to attaining status within the region. This society breeds those who can strictly follow the defined order and root out deviency, and as a result You gain proficiency in Insight and Advantage on Insight Checks to determine a lie.   Serpent Clan   “May gold flow like water”   The merchants of the Serpent Clan control the least territory of any force within Lugiai, yet are able to exert influence through their dominance of the seas and ability to facilitate trade and commerce. Their society instills values of industriousness and mercantile spirit, which has granted you a knack for seeking out a good deal on any item. You gain proficiency in Investigation, and advantage on persuasion checks for negotiating a deal with merchants.   Mirror Clan   “May the Arcane become real”   The Onmyoji of the Mirror clan are the most powerful spellcasters and communers with spirits in all of Lugiai, and their practice of the mystic arts is dedication to the point of near fanaticism. Their dominance over the Moonstone Fields of the North, where the link to the spirit world is said to fray, endows them with great power and knowledge of all things supernatural. You gain proficiency in your choice of Arcana or Religion, and advantage on skill checks to determine knowledge about a Fey, Fiend, or Celestial.   Tiger Clan   “May none be left behind”   The nomadic Tiger clan are the clan of the simple, downtrodden, or outcast. Their clan promotes freedom above all else, and they allow all to join their ranks harmoniously even as their life necessitates conflict from the other great clans. Their wanderlust has its benefits though, and being raised in their ranks grants you Proficiency in Survival or Perception, and advantage on skill checks to track a creature or object.   Scorpion Clan   “May the unseen watch, and wait”   The Scorpion Clan are a highly secretive society of informants, assassins, and spies within and without all parts of Lugiai. The Clan of Whispers and Shadows promotes a lifestyle of brutal survival amidst its ranks and subterfuge above all else. Coming of age in their midst grants you Proficiency in Stealth or Sleight of Hand, and Deception.   Crab Clan   “May the Wall hold eternal”   The Crab Clan are the ardent defenders of the Wall of San-Uchiha, a monument that stands to shield Lugiai from the Edge of the World and the horrors of the void. Theirs is a fight against unknowable threats that seek to rip reality asunder, and consequently You gain proficiency in Athletics or Religion, and have +1 to attack and damage rolls vs extraplanar creatures (Fey, Fiends, Celestials, Aberrations)   ANWYN:   The forests of Anwyn and the veiled Feywild within are truly called home only by the fey in its midst, who pledge themselves to the Courts of their fey lord and wage war for the Wild Hunt. Their nimble physique and playful nature make them more agile than most, and so You gain +1 to Dexterity.     Choose one of the following regions to have originated from:     The Court of the Sun   The Court of the Sun houses the fey of light, nature, and order, such as the High Elves and their ilk. Pledged to empyrial gods like Brynn the Orderly and Isekthamnos the Immortal, these Fey are blessed by the day and summer to bring about healing and law to the wild. You gain the Light cantrip and the Faerie Fire spell which you can cast once per long rest.     The Court of the Night   The Court of the Night houses the fey of darkness, the moon, and death, such as Avalon the Moonlit and Sol’Anya the Shadowed. You are loved by the Night and it loves you, and consequently You gain the Mage Hand cantrip and the Darkness spell which you can cast once per long rest. You also gain 60 feet of Darkvision.     The Court of the Hunt   The Court of the Hunt houses the fey of the woods, the mountains, and nature. Gods such as Yutragg the Hunter and Mirann the Wildmother dwell within its arboreal depths, and civilization is castigated in favor of natural right and survival of the fittest. You gain the Druidcraft cantrip and gain the Animal Friendship spell which you can cast once per long rest.     The Court of the Seasons   The Court of the Seasons houses the fey of change, the elements, and much of the natural world. Fey lords like Akembe the Autumn Harvest, Meliore the Snow Dancer, and M’Tumb the Rainbringer all have followers in the court. You gain the cantrip Create Flame, Shape Water, Mold Earth, or Gust and the Absorb Elements spell which you can cast once per long rest.     The Court of Chaos   The Court of Chaos houses the fey of wild magic and change, and as a result is a favorite among spellcasters and tricksters. Fey lords like Bacho the Drunk, Pan the Discordant, and The Witch Queen are amongst its ranks. You gain the Prestidigitation cantrip, and can choose either the spell Chaos Bolt or Charm Person to cast once per long rest.     The Court of Humanities   The Court of Humanities are the fey who embody aspects of society, culture, or art, and as a result more esoteric fey lords like Bodishtura the Wise or The Lovers find themselves in the court. You gain the Message cantrip, and can cast Comprehend Languages once per long rest.

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