Connections
Every player character must be linked to at least two other characters in the party by your backstories, and no one can be left out of having a connection to someone. I encourage you to figure out what works best for your characters, but if you are looking for inspiration, I've got your back!
With the player you are forging a connection to, one of you roll 1d10 for a category below. Then the other player rolls 1d8 for an entry from that category. You can take it as-is, reroll if you don't like it at all, or just use it as a jumping off point for inspiration.
1. You share a bond of love or blood
1. You share a bond of love or blood
- And the sibling rivalry it comes with, via blood relation or adoption.
- With one of you a teen, the other their parent or caretaker.
- Each contending for the same love interest, who has yet to decide.
- Forged in extremis, sworn blood siblings closer than family.
- But all that sex doesn't mean you’re dating, does it?
- As scions of rival clans, formed by a family split in past generations.
- Your parents arranged for you to marry. Did it happen? Up to you!
- As inseparable “creepy twins” who finish each other’s sentences.
- Guards to a nascent merchant caravan, trying to forge a safe route.
- Artist and patron, or supplier and client; one feeds the other’s need.
- Entertainers, brought together to work for the same troupe.
- Doctor and patient, over a long treatment and recovery process.
- Clerks for two different merchants who do business together.
- Co-owners of a failed business venture, which ended unfortunately.
- Children of two merchant families, playing as your parents bartered.
- Nightly patrons of the same taverna, who sort of just fell in together.
- A charlatan grifter and their accomplice, traveling town to town.
- Smuggling contraband goods, people or lore.
- Victims of the same villains, linked by your shared experience.
- Outlaws from justice or mob fury, hiding names and alleged crimes.
- Quarry finally meeting bounty hunter, hired for reasons unknown.
- One’s family having always been victimized by that of the other.
- Minions of the same crime ring, working together in the shadows.
- One privy to knowledge of a secret wrong done unto the other.
- Both of you prayed for aid, but only one prayer could be answered.
- Neither was expecting to have a new body, least of all the other's.
- Your wish was worded poorly. They're part of the backlash.
- One shed a cursed item on the other, hoping to escape misfortune.
- The one you gave everything for came back from death changed.
- The power that you teamed up to get had an unexpected price.
- A cryptic omen was misinterpreted, with dire consequences.
- One’s gift of magic was at the other’s expense.
- As effective serfs, press-ganged to fight as cannon fodder.
- But deserted as Mist rolled over the sea and the screams started.
- On different sides, forced to team up to fight an enormous monster.
- As mercenaries or privateers, switching sides as alliances shifted.
- And were the only survivors of a bloody ambush, left for dead.
- Participating in a great wrong, one that is slowly coming to light.
- Taking curious mementos as spoils which have warped your fate.
- Serving under the dictator of Pelekys, who instigated the fight.
- Reappearing in reality years later, though only gone a few weeks.
- Exhausted of supplies when distance traveled didn't match reality.
- Meeting and deciding to work together to escape from the Fey.
- Pulled in when you saw the other’s reflection instead of your own.
- Tricked by a rare seemingly friendly Fey, who secretly stole something vital.
- Protected within a complex apparatus as horrors raged just outside.
- Finding cracks in the world where even the vicious Fey dare not go.
- At a place you can’t recall. You share almost the same life story...
- Neophytes schooled under the same quirky master of esoteric arts.
- Volunteer militia in the Guard of your polis.
- Students in a guild-sponsored professional school.
- Mentor and protégé, one tasked to train or indoctrinate the other.
- Acolytes of a small secret society or cult, hidden from the public.
- One-time apprentices to a mentor long since dead or vanished.
- Well-off kits, with a tutor hired jointly by yours and other parents.
- Musicians, artisans or the like, with a noted local master of the skill.
- Your town was burned to ash, by accident or intent.
- Disease afflicted the town, bringing pain, disfigurement and death.
- An eldritch song echoed through town and every male disappeared.
- A stampede of fleeing beasts overran a festival, killing many.
- Your town was spared the red flood, but then the refugees came.
- A cruel predator devoured your town’s adults, leaving the kits alone.
- A curse wound throughout the community, spreading like a plague.
- Crafty slavers put the town to sleep to steal away the younglings.
- Pen pals, sending letters back and forth for many years.
- Marked as youths with the same brand by the same cloaked figure.
- Inspired by the teachings of the same wanderer or philosopher.
- Arranged to be born in special circumstances, vying for a prophecy.
- Brought together by the executor of a mysterious decedent’s estate.
- Strongly connected in a previous life, for good or ill.
- Switched at birth, each given the family and life meant for the other.
- Identical or fraternal twins, not knowing the other lived until chosen for the Colony.
- Guided or manipulated by elders who themselves are rivals.
- You hate them, and that they’re the only one who understands you.
- But just “on the clock”; you wouldn’t know it to see you otherwise.
- One wildborn, the other townborn, skills honed in different ways.
- And that makes the sex really intense when you get time alone!
- Each jealous of a third party who effortlessly surpasses you both.
- The best at home at two different arts you work to prove superior.
- Pitted against each other by a shared mentor to see who’s best.

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