Backgrounds: Difference between revisions

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A player character's background is selected during [[Character Creation|character creation]] in ''[[The Domains of Dread]],'' being a representation for a biographical aspect of that character's story prior to being Misted. Every character selects a single background and receives bonuses and/or maluses regarding that background as listed below. While a character is required to select a background from this list, a generic background is also made available for cases where none of the provided backgrounds are desirous or applicable.
A background represents some biographical aspect of a player character in ''[[The Domains of Dread]]'', providing unique bonuses and/or maluses as selected during [[Character Creation|character creation]]. Players may likewise choose a generic background in case none of the available backgrounds are desired or applicable.


A background does not need to be the sole point of interest in any given character's origin, but should factor in to at least a negligible degree. General backgrounds may be chosen by anyone (except for natives of domains with limited background selection, which are marked in the character creation process), and special backgrounds by characters who fulfill their requirements.
Backgrounds do not need to reflect a character’s origins completely, but should factor in to at least some degree. General backgrounds may be chosen by anyone (except for natives whose domain limits background selection), and special backgrounds by those who fulfill their listed requirements.


== General Backgrounds in ''The Domains of Dread'' ==
== General Backgrounds in ''The Domains of Dread'' ==


=== Acolyte ===
=== Acolyte ===
An acolyte has always been touched by faith. Even without the structure of a church, there are those who place matters of soul and spirit ahead of earthly concerns. For some, this path of enlightenment is a source of strength that follows them throughout their lives—in others, a method to escape the shackles of tradition. In either case an acolyte presents unmatched conviction.
An acolyte has been touched by faith. Even without the structures found in churches, they are those who place matters of soul and spirit ahead of earthly want or concern. For these people, enlightenment and the strength necessary to pursue it follows them throughout their lives, granting them freedom even to escape tradition.
  - 75sp starting silver stipend.
  - 75sp starting silver stipend.
  - Acquires a cloth outfit, a censer, incense, a folio stack of papers, and an inkwell.
  - Acquires a cloth outfit, a censer, incense, a folio stack of papers, and an inkwell.
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=== Apprentice ===
=== Apprentice ===
Those who understand society intuit that waiting for a prodigy to come and resolve society’s problems would bring the world to a slow, resolute halt. People are people, and people are mortals, so their skills must be passed onto the next generation. It is this new generation that is represented by the apprentice, chosen to carry on the legacies of their craft no matter its scale—be it weaving baskets or the grand web of the Weave itself.
An apprentice understands that prodigies are not born, but made. Following after a master of any craft or profession, these peoples are diligent heirs and students that go about their lives with practical curiosity. In time, they themselves shall become the artisans whose work they have labored for, but this is not them yet.
  - 150sp starting silver stipend.
  - 150sp starting silver stipend.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
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=== Adventurer ===
=== Adventurer ===
Rare is the individual that could be called adventurer from their earliest days. Yet however they have come into this title, even if they have not yet seen a ruin or clashed with beasts grand and horrible, the adventurer is forever thrust along into the unknown whether for glory, gain, or the simple joy of doing. Here they espouse an endless font of wanderlust, living by their instincts—after all, if their instincts were not enough, they would be as dead today.
An adventurer, though oft decried as mere soldiers of fortune in the Realms of Terror, nevertheless have made their name being thrust long into the unknown be for glory, gain, or the simple joy of having done it. Common to Outlanders who have managed to map their former lifestyles in the Prime Material to something almost familiar beyond the Misty Border, these people live well by their instincts—after all, should instincts have failed, they would have been claimed already by the demiplane.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a set of climbing equipment, a torch, a carving dagger and a small bag.
  - Acquires a cloth outfit, a set of climbing equipment, a torch, a carving dagger and a small bag.
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=== Artisan ===
=== Artisan ===
Some see the world differently: in colors, shape and patterns which do not presently exist and either with pursuit or mad inspiration, bring them into being through their work. Artisans are not necessarily the most disciplined among craftspeople—but they work, and enough that they live. Nor do they have to put on the airs of a sculptor or cathedral illuminator as an artisan might as well take enough pride from wood framing as they would marble masterworks.
An artisan sees the world differently: in colors, shapes and patterns, each novel and something new. They conspire to artifice these ideas into tangible reality through hard work and almost frantic inspiration. This makes them not always disciplined compared to regular craftspeople—but they work, and what work they have made.
  - 200sp starting silver stipend.
  - 200sp starting silver stipend.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
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=== Athlete ===
=== Athlete ===
Whether through muscle or speed, an athlete takes on the drudgery of life with zest as they dedicate it to the maintenance or their mortal machine. They might be laborers, performers or simple survivors with nothing left to rely on but their bodies. The mark of an athlete is a synchronicity with their form to then find, challenge, and exceed those limits at will.
An athlete is defined by their near preternatural strength or speed. Here they take on the drudgery of life in the Realms of Terror with zest, dedicating it to maintaining their mortal machines. They may be laborers, performers or just survivors, but they have all learned to rely on their bodies enough to be able to exceed those limits at will, if only temporarily.
  - 75sp starting silver stipend.
  - 75sp starting silver stipend.
  - Acquires a cloth outfit.
  - Acquires a cloth outfit.
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=== Bookkeeper ===
=== Bookkeeper ===
Before ink and paper, chalk and slate, beans and jars, there have always been those responsible for the numerical record. A bookkeeper knows where something is, or where it might be found. They know how much it costs and where to acquire it cheaply. They know who to use and who isn’t pulling their weight. Even at their most disorganized, weighing the analysis of cost versus benefit comes as easily to them as breathing. Some are precise, others swear by mere feeling, but in any case they’re confident enough to make others see what they see—and at least enough proof that they were right all along should it fall apart.
A bookkeeper has been keeping numerical records since before ink and paper, chalk and slate, or even beans and jars. They know where something is, and for how much it should be found. They know who is and isn’t pulling their weight. Even at their most disorganized, analysis comes as easy to them as breathing. Some value precision, others intuition, but both are confident that they can make others see what they see, no matter how many ledgers they need to prise free to do this.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a currency pouch, a folio stack of papers, an inkwell, and a small bag.
  - Acquires a cloth outfit, a currency pouch, a folio stack of papers, an inkwell, and a small bag.
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=== Charmer ===
=== Charmer ===
Those who live their lives by the lie are creatures of manifold names and faces, impossible to define—for as soon as they are, the charmer has cut themselves anew from whole cloth and a smile. At their guarded cores a charmer might be anyone with any skill be they bold or cowardly, rich or poor, strong or weak. All that’s ever really required is the audacity to cheat and working methods to escape consequence. Some charmers, ever duplicitous, are even unaware about their nature—they just can’t help themselves.
A charmer lives their lives as creatures of manifold names and faces, delighting in the simple but delicate art of the lie. They guard their cores greedily, for they may really be bold or cowardly, rich or poor, strong or weak—yet no truth shall ever come to any persona the charmer chooses to wear as readily as they would second skins. Ever duplicitous, some are even tricking themselves, believing that there is no lie at all except what they want to believe.
  - 150sp starting silver stipend.
  - 150sp starting silver stipend.
  - Acquires a cloth outfit, a disguise kit, and a small bag.
  - Acquires a cloth outfit, a disguise kit, and a small bag.
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=== Courtier ===
=== Courtier ===
In each society there are those who are elevated to be winners and let to be losers—somewhere between either extreme are those who attach themselves to others, presenting themselves as like kind through cunning or simple luck. A courtier knows exactly how to transform a phrase into a cutting jest or hidden code with little more than a shift in tone or a look in the eye. Even when these alliances dissolve and the winners change, they seek new roosts, changing themselves however necessary in order to remain ingratiated.
A courtier is someone who tries to associate with only a society’s winners, no matter how the Realms of Terror guarantee that for every winner there must be a loser. Here they attach to those “ascendant” with cunning or simple luck, seeking to prop themselves up be they formerly at the baronial courts of [[Necropolis (Darkon)|Darkon]] or the intrigues of [[Borca|Borcan]] aristocracy. Here they transform phrases into cutting jesters or code with little more than tone or looks. Even when alliances inevitably dissolve and these “ascendants” change, courtiers will be there, changing themselves however necessary to remain ingratiated.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a fan, and a small bag.
  - Acquires a cloth outfit, a fan, and a small bag.
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=== Criminal ===
=== Criminal ===
A criminal is anyone who survives in defiance of the supposed “common good”. No matter the law whether true or unjust, these people live by a code of strength, filtering down into the dregs of society as those who have crossed the law one way or another. Criminals might be wrongly accused, accused without consequence, or those for whom “law” is only a three letter word relevant only to those without enough legs, but all have been dealt their current hand at some point.
A criminal is anyone who survives in defiance of the “common good”. Whether they subvert laws just or unjust, these people live by a code which values personal attainment before all others. Though they may at one time been wrongly accused, those who become like criminals have filtered down into the dregs of society and found like shoes for like feet.
  - 75sp starting silver stipend.
  - 75sp starting silver stipend.
  - Acquires a cloth outfit, a currency pouch, a set of thieves' tools, and a small bag.
  - Acquires a cloth outfit, a currency pouch, a set of thieves' tools, and a small bag.
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=== Deprived ===
=== Deprived ===
To be deprived is to have nothing, not even one’s own. It is to have hunger, thirst and fatigue as familiar as family and just as ignored until their absences are natural. A deprived person may strive to escape this reality or settle, numbly, into whatever might be its embrace. These are the beggars and the diseased in the Realms of Terror, the refugees and the downtrodden. A rare few may have even chosen this way of life, perhaps in pursuit of some ideal or as self-flagellation.
A deprived is someone who has nothing except for hunger, thirst, and fatigue. They are the forgotten in the Realms of Terror who, while not being born into this life, have succumbed to its numb embrace. These are the beggars and the diseased, the refugees and the downtrodden. A rare few may have even chosen this as a result of past wrongs or to pursue some twisted self-enlightenment.
  - 25sp starting silver stipend.
  - 25sp starting silver stipend.
  - Acquires a cloth outfit.
  - Acquires a cloth outfit.
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=== Entertainer ===
=== Entertainer ===
Wherever there are people among the civilization in the Realms of Terror, so must follow meal and music. The entertainer has made it their point and purpose to provide the latter—celebrating for all those around them. Some struggle, regarding these performances as the act of another “self” while feeling nothing for anything in their private moments. Others assure themselves grandiose about their own skill and importance, even when those skills are all but unremarkable. But so long as an entertainer is paid and not harried out of every last establishment down to the last tavern, the show must go on.
An entertainer may be found wherever there are people around civilization in the Realms of Terror, bringing with them intrigue and music. Though these minstrels are most often from [[Kartakass]], they by nature have spread themselves widely across the Core. Likewise do many struggle quietly, regarding their performances as the act of another persona alien to their real selves, and yet others behave with all grandiosity expected at the end of a charming smile and tuned lute.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a choice of performing instrument, a choice of costume hat, and a small bag.
  - Acquires a cloth outfit, a choice of performing instrument, a choice of costume hat, and a small bag.
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=== Farmer ===
=== Farmer ===
It is through sweat and toil that the farmer provides for themselves, their families and their communities—so long as the master cares to share their harvest. Hardworking individuals who foster a deep connection to their land, whether it be solely agriculture, husbandry or cultivars that assembles the (often thankless) tasks of their homestead. The transition from farmer into someone of more significance is often abrupt—even if it is chosen by themselves. Many heroes in Prime Material worlds and beyond the Misty Border alike were once these farmers who grew disenchanted with sowing yet more fields and digging yet more holes.
A farmer is accustomed to providing worth to their families and communities through sweat and constant toil. Such hardworking individuals are not uncommon in the Realms of Terror, fostering deep connections to their land whether they use it for agriculture, husbandry or cultivars. Why a farmer would leave their homesteads is not always a story of simple discovery or wanderlust, but also as a reaction to untold and often senseless tragedy. Nevertheless, many Outlander heroes and native ones alike were once more comfortable with a pitchfork than they ever were a sword.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a choice of metal tool, a bundle of field rations, and a small bag.
  - Acquires a cloth outfit, a choice of metal tool, a bundle of field rations, and a small bag.
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=== Fisher ===
=== Fisher ===
The presence of water—in certain environs, semi-permeable mud—guarantees that there are edible things and creatures to be wrested free. To fish is not at all the profession for simpletons as is so often described, instead encompassing stoic souls able to sense the weather and fearless divers prying pearls from the jaws of shellfish. Masters of patience, they may even be feared for this by their quarry—or so they, the fishers, might attest.
A fisher finds all matter of creatures from all matter of wet places be they oceans, lakes, streams or even pools of mud. To be among these people is to be a patient, stoic soul that can sense the weather and be ready to dive at a moment’s notice so to prise not only pearls but other fortunes from underwater sources. Some would even describe themselves as feared for this aspect—at least so they attest.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a fishing set, a bundle of field rations, and a small bag.
  - Acquires a cloth outfit, a fishing set, a bundle of field rations, and a small bag.
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=== Game Hunter ===
=== Game Hunter ===
Hunting is an act as old as life itself. For the game hunter it may be to them art, science or even an unconscious compulsion. Some may see hunting as subsistence, or the pursuit of power and the thrill of the kill. They may be friend, foe or even component of the Cycle that is Nature, but even the most conscientious game hunter often has a look about them that is a narrow eye forever in search of prey.
A game hunter participates in an act as old as life itself whether for sustenance, art, science or simple compulsion. In this some game hunters would say they only participate for their subsistence, where others would thrill in the chase and the kill. They may be friend, foe or even component in the Cycle of Nature, but even the most conscientious game hunter often has a look about them that is forever in search of prey.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a carving knife, a bundle of field rations, and a small bag.
  - Acquires a cloth outfit, a carving knife, a bundle of field rations, and a small bag.
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=== Hermit ===
=== Hermit ===
No two people ever have the same reason for hermitage in the Realms of Terror. Whether for mere bad luck such as the case for castaways and lone survivors or something more, the call of self-sufficiency has been given and duly answered. Even should they live only ever a stone’s throw away from society, anyone who keeps their own company and defies integration may become a hermit. Though solitude is an opportunity for honing the mind, nothing is ever certain beyond the Misty Border—it may just as well be used as the wedge which leads them down to dark places.
A hermit has their own reason to pursuit hermitage in the Realms of Terror, be it bad luck, lone survivors, or the call of self-sufficiency duly answered. While many live in frank and desolate solitude, others eeke out their living near society, albeit only ever from a distance. Though these hermits often come to believe that their lifestyle is for their own benefit, nothing is ever so certain beyond the Misty Border—these lonesome souls may well be advantaged by the dark forces at play, leading them down paths darker still.
  - 50sp starting silver stipend.
  - 50sp starting silver stipend.
  - Acquires a cloth outfit.
  - Acquires a cloth outfit.
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=== Investigator ===
=== Investigator ===
The unknown is forever past tense in presence of a good investigator. Uncoverers of the hidden, seekers of the truth, and students of all that is, an investigator knows a little bit about everything—and how best they might find they don’t know yet. This is orchestrated with the occasional sleepless night and confronting groups of suspicious strangers. An inherent double edged sword in the Realms of Terror, some investigators stave off the darkness by becoming creatures of feckless justice and ethics, where others delicately thread the line between genius and simply being meddlesome.
An investigator wills for nothing more than the unknown in past tense. Discoverers of the hidden, seekers of the truth, and students of all that is, these investigators know a little bit about everything—and how best to find what they don’t know yet. This is a double edged sword in the Realms of Terror, for the Mists endlessly conspire how best to tempt the curious into uncovering secrets man was not made to comprehend.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
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=== Merchant ===
=== Merchant ===
A merchant beyond the Misty Border becomes the gleeful “best friend” of any newly Mist-led, promising opportunity in exchange for a spare weapon, some silver, a small gem and whatever else might glitter to their eyes. Even in cultures that dispense with coinage, merchants are masters of the barter, able to walk away with more for less. They’ll anticipate their fellows’ needs before they do, and stock easy trusting that they’ll be soon back for more.
A merchant is the gleeful best friend of any new to the Mists, promising unlimited opportunity in exchange for spare weapons, silver, gems and whatever else may capture their fantasy. Even in domains which dispense with coinage, merchants become masters of the barter, always able to walk away with more for less. But those who are truly unscrupulous about their product may find that the “best” markets in the Realms of Terror deal in items obscure and forbidden—for good reason.
  - 250sp starting silver stipend.
  - 250sp starting silver stipend.
  - Acquires a cloth outfit, a currency pouch, and a medium bag.
  - Acquires a cloth outfit, a currency pouch, and a medium bag.
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=== Sage ===
=== Sage ===
The Realms of Terror are vast, and time beyond the Misty Border without definite measure. There is more to study here than what might ever be possible for any mortal lifetime, but sages tend to take this fact not as discouragement, but fuel to the fire. Whether they be academics, students of natural science or simple people with a burning need to “know”, all sages proceed in the pursuit of a single but blinding truth or the sum of everything. Inevitably, one with this path must contend at some point in their lives the question of what knowledge in the Core should be left forbidden—and too often, contend with it far too late.
A sage knows the Realms of Terror are vast and time beyond the Misty Border without easy measure. There is more to study in the Core than what could be encompassed by several mortal lifetimes, but sages take to this fact not with discouragement, but inspiration. Whether academics, students of the natural sciences or just someone with a burning need to “know”, all sages chase after blinding truths and grand revelations. Inevitably, they will contend at some point whether certain knowledge in the Core should have been left to lie—and far too often, too late.
  - 125sp starting silver stipend.
  - 125sp starting silver stipend.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
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=== Sailor ===
=== Sailor ===
Sailors follow wherever there are open bodies of water no matter if they are either Shrouded Sea or only a lake. Folk unsteady on solid ground, most sailors distrust straight roads in favor for the complex, inscrutable webs of nautical navigation. They keep their eyes on the horizon—searching for destination or, perhaps, wearied watch for ill omens. Creatures of no home except a galley, sailors find their friends and foes best among their own peers.
A sailor follows wherever there are open bodies of water no matter if they are rivers, lakes, or the three Shrouded Seas. Unsteady on solid ground, these sailors tend to distrust landways in favor for the complex, inscrutable webs of nautical navigation. Keeping their eyes ever on the horizon, sailors search for their destination or, perhaps, ill omens. Creatures who commander no home except on galleys, these shipwrights find friends and foes among their own peers.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a sightglass, and a small bag.
  - Acquires a cloth outfit, a sightglass, and a small bag.
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=== Scribe ===
=== Scribe ===
Despite the incongruence native to histories regarding the Realms of Terror, there has never been any lacking for those willing to write them down anyway. The scribe is more than a knowledge-giver or passive observer of this history—often they are there as it happens, recording and cataloguing in their shorthand that might vex even a gifted arcanist. They can find, notate, and copy anything before them, at times resenting having to do precisely what they record: speak. Not all scribes are happy with their lot—their work is often a thankless task, and being there to notice all the ways that what they write does not match leaves them vulnerable to the Mists.
A scribe has taken it upon themselves to record history, no matter the incongruent, inconsistent and baffling qualities so native to their work in the Realms of Terror. Here they are more than mere knowledge-givers or passive observers about this history—scribes are frequently there as it happens, taking down and cataloguing in shorthand which may vex even a gifted arcanist. They find, notate and copy anything set before them, and at times resent having to do precisely what they record: speak. Not all scribes are happy with this state of affairs beyond the Misty Border—their work is work often thankless, and being there to spot discrepancies in the written record leaves them vulnerable to manipulation by the Mists.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a medium bag.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a medium bag.
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=== Smuggler ===
=== Smuggler ===
Trade has never existed before forbidden trade. Where others might concern themselves with matters of law, prices, inventories and whims of the faceless “market”, a smuggler would find all points amusing, but irrelevant. All they need concern themselves with is the location for an “acquisition” and whether said “acquisition” might be nailed down. A smuggler may do this work for their own gain and own gain only, but all are agents of resistance that let slip under the nose of order.
A smuggler would say that there was no trade before forbidden trade in the Realms of Terror. Where others may concern themselves with matters of law, prices, inventories and the whims of a faceless “market”, smugglers find all points amusing but irrelevant. All they need to concern themselves with, per their own account, is the location of acquisition and whether or not said acquisition might be nailed down. A smuggler may do this work for to enrich themselves and enrich themselves only, but all are agents of resistance that let slip under the nose of order.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit and a medium bag.
  - Acquires a cloth outfit and a medium bag.
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=== Spy ===
=== Spy ===
Be for service to cult, country, or the highest bidder, there will always be those living tidy little lives that may become later asset insomuch subject of folk legend—and yet, the origins of the spy may be as rudimentary as being the wrong person in the right place. Should they take to the opportunity and do it correctly, they will never be known for it. Spies are often attached to some extant organization or country and are, just as frequently, told to take on new lives elsewhere. This may be well to their preference for there will always be work for a sharp set of ears and sharper knife in the Realms of Terror.
A spy, whether in service to cult, country or the highest bidder, seem to live tidy little lives inasmuch as those tidy little lives cover up the real work. Should they do everything right, they will never be known for it. These spies are oft attached to some extant organization or country in the Realms of Terror and, likewise, are oft told to take on new lives elsewhere. This may well be to their preference for there is never a dearth of contracts available to those with sharp ears and sharper knives across the Core.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
  - Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
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=== Watch ===
=== Watch ===
The profession of watchman is, given its frequency, perhaps the singlemost contentious in all the demiplane. Asked to arbitrate laws they themselves might understand little better than a layperson and to dispense this justice judicially but rarely promptly, the closeness to authority bodies of the Core no doubt open them to endless opportunity to question and be questioned. How many fallen, one must wonder, were once the ignorant men and women behind their sallet helms who dared look out into the darkest nights? Yet such people continue in this toil nevertheless, no matter if out of a real sense of law and order or the easy promise of a pouch of silver at the day’s end.
A watch has a profession contentious and maligned in the Realms of Terror. Asked to arbitrate laws they might themselves fail to understand and near universally the thin end of the wedge to dark forces around the Core, these people must navigate the murky depths of domain authorities without any guide or raft. How many of night’s creations were once these sallet helms who dared range beyond their walls? How many of the mad and the insane could tell stories about what they found while on those walls? Yet these people persist in their toil nevertheless, though whether for real love of law and order or just desperation for an “honest day’s work” remains uncertain.
  - 100sp starting silver stipend.
  - 100sp starting silver stipend.
  - Acquires a cloth outfit, a choice of metal weapon, a choice of metal helm, and a small bag.
  - Acquires a cloth outfit, a choice of metal weapon, a choice of metal helm, and a small bag.
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=== Urchin ===
=== Urchin ===
Attributed falsely to be the sole domain of delinquents, the truest urchin is that of its namesake, now called “hedgehog” (for the waifs and beggars have stolen this name in the night). An urchin is foremost an opportunist, and relentless in their pursuit. Lightning fast and quick on their feet, they are able to comfortably thrive in the margins of society, getting by with just enough misdeeds that their actions are mistaken for nuisance rather than a feral drive for self-enrichment.
An urchin is someone who is no mere delinquent, but an opportunist. Lightning fast and quick on their feet, these urchins live comfortably between the margins of society, getting along with just enough casual misdeeds such that their actions are mistaken for nuisance rather than a feral drive for self-enrichment.
  - 75sp starting silver stipend.
  - 75sp starting silver stipend.
  - Acquires a cloth outfit and a medium bag.
  - Acquires a cloth outfit and a medium bag.
  - +1 to DEX, -1 to WIS.
  - +1 to DEX, -1 to WIS.
  - Acquires innate ability: ''easy getaway (Ex).'' An urchin has a +2 circumstantial bonus to any check made to resist being detained, manacled, or otherwise rendered ''immobile.'' If they succeed on any such check, they have 5% increased movement speed for a duration equal to 1 round + 1 round/level.
  - Acquires innate ability: ''easy getaway (Ex).'' An urchin has a +2 circumstantial bonus to any check made to resist being detained, manacled, or otherwise rendered ''immobile.'' If they succeed on any such check, they have 5% increased movement speed for a duration equal to 1 round + 1 round/level.

Latest revision as of 08:33, 22 September 2025

A background represents some biographical aspect of a player character in The Domains of Dread, providing unique bonuses and/or maluses as selected during character creation. Players may likewise choose a generic background in case none of the available backgrounds are desired or applicable.

Backgrounds do not need to reflect a character’s origins completely, but should factor in to at least some degree. General backgrounds may be chosen by anyone (except for natives whose domain limits background selection), and special backgrounds by those who fulfill their listed requirements.

General Backgrounds in The Domains of Dread

Acolyte

An acolyte has been touched by faith. Even without the structures found in churches, they are those who place matters of soul and spirit ahead of earthly want or concern. For these people, enlightenment and the strength necessary to pursue it follows them throughout their lives, granting them freedom even to escape tradition.

- 75sp starting silver stipend.
- Acquires a cloth outfit, a censer, incense, a folio stack of papers, and an inkwell.
- +1 to Lore.
- Acquires innate ability: divine icon (Su). At rest time the acolyte may choose to pray over or otherwise consecrate an item of their ideoligion or personal faith. They may then brandish this item in combat as a free action, provoking a DC 15 Will save on a broadcast target. If the target fails, they are shaken for a duration equal to 1 round + 1 round/level. 1/rest.

Apprentice

An apprentice understands that prodigies are not born, but made. Following after a master of any craft or profession, these peoples are diligent heirs and students that go about their lives with practical curiosity. In time, they themselves shall become the artisans whose work they have labored for, but this is not them yet.

- 150sp starting silver stipend.
- Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
- +1 to Knowledge.
- Acquires innate ability: learning through seeing (Ex). The apprentice receives a 25% bonus to experience earned while performing the tasks of a profession while in the nearby company of another player character with a higher profession level.

Adventurer

An adventurer, though oft decried as mere soldiers of fortune in the Realms of Terror, nevertheless have made their name being thrust long into the unknown be for glory, gain, or the simple joy of having done it. Common to Outlanders who have managed to map their former lifestyles in the Prime Material to something almost familiar beyond the Misty Border, these people live well by their instincts—after all, should instincts have failed, they would have been claimed already by the demiplane.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a set of climbing equipment, a torch, a carving dagger and a small bag.
- +1 to Search and Survival.
- Acquires innate ability: travel ready (Ex). The adventurer takes 1.25x as long to become fatigued from mundane sources.

Artisan

An artisan sees the world differently: in colors, shapes and patterns, each novel and something new. They conspire to artifice these ideas into tangible reality through hard work and almost frantic inspiration. This makes them not always disciplined compared to regular craftspeople—but they work, and what work they have made.

- 200sp starting silver stipend.
- Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
- +5 to an applicable profession level of choice.
- Acquires innate ability: foresee masterwork (Ex). Once a week IRT the artisan may choose to guarantee their next profession project to reward the most profession experience available OR to be at the highest possible quality level.

Athlete

An athlete is defined by their near preternatural strength or speed. Here they take on the drudgery of life in the Realms of Terror with zest, dedicating it to maintaining their mortal machines. They may be laborers, performers or just survivors, but they have all learned to rely on their bodies enough to be able to exceed those limits at will, if only temporarily.

- 75sp starting silver stipend.
- Acquires a cloth outfit.
- +1 to DEX OR STR, -1 to WIS.
- Acquires innate ability: ride adrenaline (Ex). The athlete may push themselves even further beyond as a free action, gaining 15% increased movement speed for a duration equal to 1 round + 1 round/level if they selected Dexterity, or +3 bludgeoning damage on hit for a duration equal to 1 round + 1 round/level if they selected Strength. 1/rest.

Bookkeeper

A bookkeeper has been keeping numerical records since before ink and paper, chalk and slate, or even beans and jars. They know where something is, and for how much it should be found. They know who is and isn’t pulling their weight. Even at their most disorganized, analysis comes as easy to them as breathing. Some value precision, others intuition, but both are confident that they can make others see what they see, no matter how many ledgers they need to prise free to do this.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a currency pouch, a folio stack of papers, an inkwell, and a small bag.
- +1 to Appraise.
- Acquires innate ability: present records (Ex). Once a day IRT the bookkeeper may select a neutral non-player character vendor to have 15% better base buy/sell rates before Appraise for their next 3 transactions. This ability cannot trigger on a vendor whose demeanor is dissatisfied with the bookkeeper.

Charmer

A charmer lives their lives as creatures of manifold names and faces, delighting in the simple but delicate art of the lie. They guard their cores greedily, for they may really be bold or cowardly, rich or poor, strong or weak—yet no truth shall ever come to any persona the charmer chooses to wear as readily as they would second skins. Ever duplicitous, some are even tricking themselves, believing that there is no lie at all except what they want to believe.

- 150sp starting silver stipend.
- Acquires a cloth outfit, a disguise kit, and a small bag.
- +2 to Deception.
- Acquires innate ability: sell the steal (Ex). A charlatan has one more disguise slot than usual and any disguise set in this innate slot does not suffer disadvantages related to being an unestablished disguise.

Courtier

A courtier is someone who tries to associate with only a society’s winners, no matter how the Realms of Terror guarantee that for every winner there must be a loser. Here they attach to those “ascendant” with cunning or simple luck, seeking to prop themselves up be they formerly at the baronial courts of Darkon or the intrigues of Borcan aristocracy. Here they transform phrases into cutting jesters or code with little more than tone or looks. Even when alliances inevitably dissolve and these “ascendants” change, courtiers will be there, changing themselves however necessary to remain ingratiated.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a fan, and a small bag.
- +1 to PRS.
- Acquires innate ability: sense the tides (Ex). A courtier experiences 0.75x the negative NR shift that would be suffered for a socially adverse action, and 1.25x the positive NR shift for a socially desirous action. This ability cannot trigger more than once a week IRT, but may trigger twice if separately for a negative action and a positive one.

Criminal

A criminal is anyone who survives in defiance of the “common good”. Whether they subvert laws just or unjust, these people live by a code which values personal attainment before all others. Though they may at one time been wrongly accused, those who become like criminals have filtered down into the dregs of society and found like shoes for like feet.

- 75sp starting silver stipend.
- Acquires a cloth outfit, a currency pouch, a set of thieves' tools, and a small bag.
- +1 to Sleight of Hand and Handle Device.
- Acquires innate ability: market connections (Ex). A criminal has their target NR adjusted to Disfavored in the major domains, and allocates Sign Language as a free language. Certain non-player characters may have different reactions to criminal player characters, including the possibility for unique fencing opportunities for stolen goods or revealing hidden areas.

Deprived

A deprived is someone who has nothing except for hunger, thirst, and fatigue. They are the forgotten in the Realms of Terror who, while not being born into this life, have succumbed to its numb embrace. These are the beggars and the diseased, the refugees and the downtrodden. A rare few may have even chosen this as a result of past wrongs or to pursue some twisted self-enlightenment.

- 25sp starting silver stipend.
- Acquires a cloth outfit.
- +1 to CON, -1 to PRS.
- +2 to Survival.
- Acquires innate ability: inured survival (Ex). A deprived suffers 0.5x any damage suffered due to mundane sources of weather, and does not require a lit campfire to successfully rest.

Entertainer

An entertainer may be found wherever there are people around civilization in the Realms of Terror, bringing with them intrigue and music. Though these minstrels are most often from Kartakass, they by nature have spread themselves widely across the Core. Likewise do many struggle quietly, regarding their performances as the act of another persona alien to their real selves, and yet others behave with all grandiosity expected at the end of a charming smile and tuned lute.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a choice of performing instrument, a choice of costume hat, and a small bag.
- +2 to Performance, -1 to Stealth.
- Acquires innate ability: encouraging ditty (Ex). An entertainer may play a pithy set of music with an equipped instrument, providing +1 to saves made against Fear, Horror and Delirium in a medium area around them for a duration equal to 1 turn + 1 round/level. 1/rest. This improves to +2 should the entertainer achieve 10 hard ranks in Performance.

Farmer

A farmer is accustomed to providing worth to their families and communities through sweat and constant toil. Such hardworking individuals are not uncommon in the Realms of Terror, fostering deep connections to their land whether they use it for agriculture, husbandry or cultivars. Why a farmer would leave their homesteads is not always a story of simple discovery or wanderlust, but also as a reaction to untold and often senseless tragedy. Nevertheless, many Outlander heroes and native ones alike were once more comfortable with a pitchfork than they ever were a sword.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a choice of metal tool, a bundle of field rations, and a small bag.
- +1 to Survival and Handle Animal.
- Acquires innate ability: steer the flock (Ex). A farmer begins with their choice of mundane animal companion, able to be called or sent away from any outdoor environment. 1/rest. Should this companion die and be buried, the farmer may call after another animal after a week IRT. This animal companion is separate from any companion obtained for reasons of being a Druid or a Hunter.

Fisher

A fisher finds all matter of creatures from all matter of wet places be they oceans, lakes, streams or even pools of mud. To be among these people is to be a patient, stoic soul that can sense the weather and be ready to dive at a moment’s notice so to prise not only pearls but other fortunes from underwater sources. Some would even describe themselves as feared for this aspect—at least so they attest.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a fishing set, a bundle of field rations, and a small bag.
- +1 to Survival and Perception.
- Acquires innate ability: resist the waves (Ex). A fisher, while fishing, does not suffer any adverse effect on the outcome due to time of day or present weather. They may make Perception checks in heavy rain as though it is not raining for purposes of detecting entities who are hidden or otherwise in stealth.

Game Hunter

A game hunter participates in an act as old as life itself whether for sustenance, art, science or simple compulsion. In this some game hunters would say they only participate for their subsistence, where others would thrill in the chase and the kill. They may be friend, foe or even component in the Cycle of Nature, but even the most conscientious game hunter often has a look about them that is forever in search of prey.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a carving knife, a bundle of field rations, and a small bag.
- +1 to Survival and Perception.
- Acquires innate ability: bounty of the kill (Ex). When a game hunter skins or otherwise interacts with a slain animal, they have a 25% chance to receive double the product and bestow themselves +1 to saves made against Fear, Horror and Delirium checks until their next rest.

Hermit

A hermit has their own reason to pursuit hermitage in the Realms of Terror, be it bad luck, lone survivors, or the call of self-sufficiency duly answered. While many live in frank and desolate solitude, others eeke out their living near society, albeit only ever from a distance. Though these hermits often come to believe that their lifestyle is for their own benefit, nothing is ever so certain beyond the Misty Border—these lonesome souls may well be advantaged by the dark forces at play, leading them down paths darker still.

- 50sp starting silver stipend.
- Acquires a cloth outfit.
- +1 to WIS.
- Acquires innate ability: tune of solitude (Ex). The hermit may meditate at rest time, bestowing +1 to saves made against Fear, Horror and Delirium so long as no one else enters their sight radius, and do not require a campfire to successfully rest outdoors.

Investigator

An investigator wills for nothing more than the unknown in past tense. Discoverers of the hidden, seekers of the truth, and students of all that is, these investigators know a little bit about everything—and how best to find what they don’t know yet. This is a double edged sword in the Realms of Terror, for the Mists endlessly conspire how best to tempt the curious into uncovering secrets man was not made to comprehend.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
- +1 to Search and Knowledge.
- Acquires innate ability: commit to memory (Ex). When an investigator reveals a hidden sight or object, they are guaranteed to find it again for all future Search checks performed to find that sight or object. This ability does not trigger for sights or objects which are hidden through supernatural or player character related means.

Merchant

A merchant is the gleeful best friend of any new to the Mists, promising unlimited opportunity in exchange for spare weapons, silver, gems and whatever else may capture their fantasy. Even in domains which dispense with coinage, merchants become masters of the barter, always able to walk away with more for less. But those who are truly unscrupulous about their product may find that the “best” markets in the Realms of Terror deal in items obscure and forbidden—for good reason.

- 250sp starting silver stipend.
- Acquires a cloth outfit, a currency pouch, and a medium bag.
- +1 to Appraise.
- Acquires innate ability: turn over coinage (Ex). A merchant may exchange their itemized currency for the currency of the present domain without losing any to moneylender taxes. They may carry 1.25x the amount of loose silver before suffering encumbrance.

Sage

A sage knows the Realms of Terror are vast and time beyond the Misty Border without easy measure. There is more to study in the Core than what could be encompassed by several mortal lifetimes, but sages take to this fact not with discouragement, but inspiration. Whether academics, students of the natural sciences or just someone with a burning need to “know”, all sages chase after blinding truths and grand revelations. Inevitably, they will contend at some point whether certain knowledge in the Core should have been left to lie—and far too often, too late.

- 125sp starting silver stipend.
- Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
- +1 to Lore and Knowledge.
- Acquires innate ability: identify the esoteric (Ex). Checks performed by a sage to identify a world object or translate written language are rolled twice.

Sailor

A sailor follows wherever there are open bodies of water no matter if they are rivers, lakes, or the three Shrouded Seas. Unsteady on solid ground, these sailors tend to distrust landways in favor for the complex, inscrutable webs of nautical navigation. Keeping their eyes ever on the horizon, sailors search for their destination or, perhaps, ill omens. Creatures who commander no home except on galleys, these shipwrights find friends and foes among their own peers.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a sightglass, and a small bag.
- +1 to Perception and Acrobatics.
- Acquires innate ability: all routes to the seas (Ex). The sailor enjoys +1 to saves made against Fear, Horror and Delirium if they are near a long body of water or were near a long body of water within the last hour IGT. If they rest near this long body of water and are uninjured, they will be bestowed a 4 HP overheal before other sources. They do not require a campfire to rest outdoors if the above need is met.

Scribe

A scribe has taken it upon themselves to record history, no matter the incongruent, inconsistent and baffling qualities so native to their work in the Realms of Terror. Here they are more than mere knowledge-givers or passive observers about this history—scribes are frequently there as it happens, taking down and cataloguing in shorthand which may vex even a gifted arcanist. They find, notate and copy anything set before them, and at times resent having to do precisely what they record: speak. Not all scribes are happy with this state of affairs beyond the Misty Border—their work is work often thankless, and being there to spot discrepancies in the written record leaves them vulnerable to manipulation by the Mists.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a folio stack of papers, an inkwell, and a medium bag.
- +1 to INT, -1 to PRS.
- Acquires innate ability: copywork (Ex). A scribe may freely produce a nascent copy of any written article in their inventory without the need for an additional paper, pulling the copy "from somewhere". 1/rest. At rest time they may similarly produce a folio stack of papers once per day IRT.

Smuggler

A smuggler would say that there was no trade before forbidden trade in the Realms of Terror. Where others may concern themselves with matters of law, prices, inventories and the whims of a faceless “market”, smugglers find all points amusing but irrelevant. All they need to concern themselves with, per their own account, is the location of acquisition and whether or not said acquisition might be nailed down. A smuggler may do this work for to enrich themselves and enrich themselves only, but all are agents of resistance that let slip under the nose of order.

- 100sp starting silver stipend.
- Acquires a cloth outfit and a medium bag.
- +1 to Appraise.
- Acquires innate ability: underhand (Ex). A smuggler may choose any single item on their persons to hide for purposes of being strip searched. Should they fail their Sleight of Hand check, all but the chosen item will be revealed. This item cannot exceed 3x2 size, or 10.0 units of encumbrance.

Spy

A spy, whether in service to cult, country or the highest bidder, seem to live tidy little lives inasmuch as those tidy little lives cover up the real work. Should they do everything right, they will never be known for it. These spies are oft attached to some extant organization or country in the Realms of Terror and, likewise, are oft told to take on new lives elsewhere. This may well be to their preference for there is never a dearth of contracts available to those with sharp ears and sharper knives across the Core.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a folio stack of papers, an inkwell, and a small bag.
- +1 to Deception and Perception.
- Acquires innate ability: clearer listening (Ex). A spy may hear the whispers of other characters 1.25x as far away, scaling with Perception until 1.50x at 10.

Watch

A watch has a profession contentious and maligned in the Realms of Terror. Asked to arbitrate laws they might themselves fail to understand and near universally the thin end of the wedge to dark forces around the Core, these people must navigate the murky depths of domain authorities without any guide or raft. How many of night’s creations were once these sallet helms who dared range beyond their walls? How many of the mad and the insane could tell stories about what they found while on those walls? Yet these people persist in their toil nevertheless, though whether for real love of law and order or just desperation for an “honest day’s work” remains uncertain.

- 100sp starting silver stipend.
- Acquires a cloth outfit, a choice of metal weapon, a choice of metal helm, and a small bag.
- +1 to Perception and Intuition, -1 to Stealth.
- Acquires innate ability: eye on them (Ex). A watch always counts as close range for purposes of attempting to undisguise, and do not suffer disadvantages on their Intuition check due to environment or weather.

Urchin

An urchin is someone who is no mere delinquent, but an opportunist. Lightning fast and quick on their feet, these urchins live comfortably between the margins of society, getting along with just enough casual misdeeds such that their actions are mistaken for nuisance rather than a feral drive for self-enrichment.

- 75sp starting silver stipend.
- Acquires a cloth outfit and a medium bag.
- +1 to DEX, -1 to WIS.
- Acquires innate ability: easy getaway (Ex). An urchin has a +2 circumstantial bonus to any check made to resist being detained, manacled, or otherwise rendered immobile. If they succeed on any such check, they have 5% increased movement speed for a duration equal to 1 round + 1 round/level.