A young scholar rolls a parchment beside their teacher in a weathered archive, with a travel bag and a misty road beyond.
On this page

You were shaped before you chose to become.

Before you walked the hero’s path, you endured another. Your Origin is the world that raised you—the trade you knew, the land that marked you, the truth you carried. It shaped your instincts, your tools, your first scars. From craterborn scavengers to silent acolytes, your Origin isn’t just where you’re from. It’s what clings to you still.

From every past, a reason to rise. From every backstory, an adventure waiting to be lived.

What Is an Origin?

The roots of your legend grow beneath the story's first page.

An Origin defines your character’s life before adventure. It provides cultural grounding, personal history, and immediate mechanical traits. Origins grant starting Skills, gear, and a narrative prompt, all tied to Shatterholme’s lore.

Ask yourself:

  • What truths shaped you before you stepped into myth?
  • What skill or burden from that life still guides your hand?
  • What legacy or wound do you carry forward?

Choosing Your Origin

To select your Origin:

  • Choose an Origin directly connected to your Bloodline from its individual Bloodline page.
  • Browse all available Origins by Bloodline in the directory later in this chapter.
  • Create a custom Origin using the rules later in this chapter.

Tip: In the same way as choosing your Bloodline, base your Origin selection on what story excites you the most. If nothing fits, write your own. Make it personal.

Example: Ahwatan Shaman’s Apprentice

I knew I wanted my Ahwatan character to feel guided—not just reactive. ‘Shaman’s Apprentice’ felt personal. Their Medicine, Occult, and ceremonial Performance training made them feel like someone who heals the living while carrying Coyote’s lessons into every spirit rite.

Example: K’aan Ritualistic Venom Crafter

Serpent-blooded? Sure. But I wanted something quieter. ‘Ritualistic Venom Crafter’ gave me the image: my character alone in the mist, using Alchemy, Beastcraft, and Finesse to whisper to snakes, prepare venoms, and administer every ritual dose precisely. This isn’t a warrior. It’s a ritualist who can unmake you slowly. And politely.

Example: Acacian Necromancer’s Apprentice

My Acacian could’ve gone Temple Acolyte, sure—but ‘Necromancer’s Apprentice’ gave me political ambition and magical grit. Medicine, Occult, and Society let me flavour them as someone trained in death rites who also understands the institutions and factions competing to control them. The ritual scroll already has a name in my notes: The Breathless Accord. This character doesn’t serve death. They manage it.

Example: Ceiban Jungle Warrior

After choosing the Ceiban Bloodline, I wanted to ground the power in duty. ‘Jungle Warrior’ gave me that—Beastcraft, Melee, and Survival training for facing jungle threats. This isn’t a flashy shaman. She’s a shield for her people. The ceremonial blade and garb told me all I needed: she’d rather die in the mud than let her kin fall to K’aan poison.

Example: Ashborn Ash-Bound Acolyte

The Eternal Ash isn’t just fuel or omen—it’s memory. I pictured my character kneeling in a soot-slicked shrine, whispering the names of those lost in the last fall. ‘Ash-bound Acolyte’ gave me a ritualist whose Artifice, Occult, and Performance training all serve the Eternal Ash. The ash urn in her gear? It holds more than dust. She doesn’t wield power. She tends it.

Applying Your Origin

Once chosen, apply the following:

  • Gain the three Skills listed in the Origin (Level 1 each).
  • Add all starting Equipment and Resources to your inventory.
  • Use the Narrative Prompt to shape your backstory or first scene.
  • Treat Roleplay Traits as inspiration—not limitations.
  • Record all Origin details clearly on your character sheet.

Note: All Origin equipment is usable and follows standard rules for encumbrance, trade, and durability unless stated otherwise.

Reading Origin Equipment and Resources

Origin gear uses the following standards:

  • A named weapon or armour item uses the matching profile in Equipment. A cultural or ceremonial name does not add hidden Weapon Damage, Soak, or Traits.
  • A tool, kit, or set of supplies lets the character attempt tasks that require appropriate equipment. It grants Advantage only when its description explicitly says so.
  • A consumable lists its number of uses. Expend one use when its effect is applied; expended uses must be replaced during play.
  • If an item grants Advantage, normal Edge rules apply. Advantage does not stack, and it cancels Disadvantage normally.
  • Clothing that protects against an environment removes Disadvantage caused solely by the named ordinary exposure. It does not protect against damage, magical weather, extreme hazards, or lack of air.
  • Trade goods may be exchanged for their listed value when an appropriate buyer accepts them. They are not additional coin and may be difficult to sell in the wrong place.
  • Rations and water list how many days they support one character under ordinary conditions.
  • Origin equipment is personal, worn, fitted, ceremonial, or second-hand—not trade stock. It has no guaranteed resale value at character creation. Only Resources with a listed Dritch value count as readily exchangeable starting wealth.

Balance Principle: Origin gear provides a useful starting hook, not a superior adventuring loadout. Its effects are deliberately narrow and do not replace Class Powers, spells, specialist equipment, or Guide judgement.

  1. 01Choose a Bloodline
  2. 02Choose an Origin

Choose Origin by Bloodline

Open your chosen Bloodline below to compare its three Origins. Each Origin shows its story prompt, three starting Skills, equipment, resources, and role-playing hooks.

Other Bloodlines

12 Origins
BloodlineAshbornScavenger KinAsh WalkerAshbound Acolyte3 Origins
View the Ashborn Bloodline

Origin 01 of 03

Scavenger Kin

I grew up in ash-covered ruins, where survival meant finding value in remnants and recovering fragile salvage from old mechanisms and traps.

  • Background: “I grew up in ash-covered ruins, where survival meant finding value in remnants and recovering fragile salvage from old mechanisms and traps.”
  • Narrative Prompt: “What piece of the world’s past do I keep with me as a reminder of survival?”
  • Starting Skills (Level 1 each):
    • Finesse: Handling delicate salvage, mechanisms, and traps.
    • Observation: Discovering hidden items in ruins.
    • Survival: Finding resources in harsh areas.
  • Starting Equipment:
    • Patchwork Clothing: Reinforced clothing that removes Disadvantage caused solely by ordinary ash, grit, or abrasive debris; it is not armour.
    • Rudimentary Tool Set: A prying bar, fine picks, and compact salvage tools, enabling simple prying, delicate salvage, dismantling, and repair tasks without improvised-tool penalties.
    • Foraged Rations: Three days of dried roots and preserved food.
  • Starting Resources:
    • Trade Items: Salvaged fittings and semi-precious stones worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Values practicality and survival, distrustful of polished environments, prefers self-reliance.

Origin 02 of 03

Ash Walker

Raised by wandering Ashborn, I learned to drive ash-sledges, read the ash winds, and survive on minimal resources.

  • Background: “Raised by wandering Ashborn, I learned to drive ash-sledges, read the ash winds, and survive on minimal resources.”
  • Narrative Prompt: “What draws me to the constant movement of life as an Ash Walker?”
  • Starting Skills (Level 1 each):
    • Athletics: For long travels in harsh environments.
    • Piloting: Operating ash-sledges and carts through hazardous terrain.
    • Survival: Survival in desolate areas.
  • Starting Equipment:
    • Traveler’s Cloak: Layered clothing that removes Disadvantage caused solely by ordinary ashfall or cold wind.
    • Compass: A reliable navigation tool; ignore Disadvantage caused solely by poor orientation when making Survival checks to navigate.
    • Dried Rations: Seven days of lightweight provisions.
  • Starting Resources:
    • Barter Trinkets: Interesting finds worth 4 Dritch to an appropriate buyer.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Feels at home in open spaces, wary of large settlements, values independence.

Origin 03 of 03

Ashbound Acolyte

I grew up in an order revering the Eternal Ash, learning rituals connecting me to heritage.

  • Background: “I grew up in an order revering the Eternal Ash, learning rituals connecting me to heritage.”
  • Narrative Prompt: “What ancient teachings drive my connection to the Eternal Ash?”
  • Starting Skills (Level 1 each):
    • Artifice: Creating and maintaining ritual tools.
    • Occult: Interpreting the rites and mysteries of the Eternal Ash.
    • Performance: Leading ceremonial remembrances and invocations.
  • Starting Equipment:
    • Ceremonial Ash Vessel: An ash-filled ritual focus that enables rites requiring a vessel; it grants no bonus by itself.
    • Ash-Stone Amulet: A recognised Eternal Ash holy symbol that can establish the bearer’s religious affiliation.
    • Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  • Starting Resources:
    • Sacred Trinkets: Ritual tokens that function as holy items or are worth 4 Dritch to an appropriate believer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Devoted to ash rituals, contemplative, values tradition and spiritual resilience.
BloodlineCoillarnHidden Grove WatcherHollow HerbalistKeeper of Small Promises3 Origins
View the Coillarn Bloodline

Origin 01 of 03

Hidden Grove Watcher

I grew up watching the approaches to our hidden grove, learning to spot intruders, shadow their movements, and defend our woodland homes with a bow.

  • Background: “I grew up watching the approaches to our hidden grove, learning to spot intruders, shadow their movements, and defend our woodland homes with a bow.”
  • Narrative Prompt: “Who did I allow through our boundaries, and what followed them home?”
  • Starting Skills (Level 1 each):
    • Observation: Detecting intruders, disturbed vegetation, and concealed threats around the grove.
    • Ranged: Practising archery to defend woodland approaches.
    • Stealth: Watching strangers and moving between concealed vantage points without revealing the settlement.
  • Starting Equipment:
    • Grove Bow and Quiver: A weapon using the Bow profile, with 20 arrows.
    • Watcher’s Leathers: Fitted woodland armour using the Leather Armour profile.
    • Signal Whistle: An ordinary wooden whistle used to sound agreed warnings; it grants no Advantage.
  • Starting Resources:
    • Carved Woodwork: Small wooden fittings and ornaments worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Notices exits and approaches, prefers to observe before speaking, feels responsible for those under their protection.

Origin 02 of 03

Hollow Herbalist

Apprenticed to a healer in a sheltered woodland hollow, I gathered medicinal plants, prepared remedies, and tended the injuries of those who came to our door.

  • Background: “Apprenticed to a healer in a sheltered woodland hollow, I gathered medicinal plants, prepared remedies, and tended the injuries of those who came to our door.”
  • Narrative Prompt: “Whom did I shelter and heal despite my community’s objections?”
  • Starting Skills (Level 1 each):
    • Survival: Finding, identifying, and carefully gathering useful plants.
    • Alchemy: Preparing herbal mixtures, balms, and remedies.
    • Medicine: Diagnosing ailments, dressing injuries, and caring for patients.
  • Starting Equipment:
    • Herbalist’s Kit: A mortar, preparation vessels, bandages, and basic treatment tools, enabling ordinary herbal preparation and field-care tasks that require suitable equipment; it grants no bonus by itself.
    • Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
    • Healer’s Token: A carved token identifying the bearer’s apprenticeship to a particular Coillarn healer; it grants no authority outside communities that recognise it.
  • Starting Resources:
    • Aromatic Herbs: Dried culinary and fragrant plants worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Watches for signs of discomfort, dislikes wasting useful materials, offers practical care before asking difficult questions.

Origin 03 of 03

Keeper of Small Promises

I accompanied our elders to meetings with Crannach neighbours and visiting fey, learning to negotiate woodland access, recognise concealed grievances, and observe the rites surrounding our agreements.

  • Background: “I accompanied our elders to meetings with Crannach neighbours and visiting fey, learning to negotiate woodland access, recognise concealed grievances, and observe the rites surrounding our agreements.”
  • Narrative Prompt: “What promise have I inherited that I can no longer keep without betraying someone?”
  • Starting Skills (Level 1 each):
    • Influence: Negotiating access, exchanging favours, and settling disputes between neighbouring communities.
    • Insight: Recognising unspoken concerns, competing motives, and resentment during negotiations.
    • Occult: Studying fey customs, sacred obligations, and the ritual meaning of gifts and boundaries.
  • Starting Equipment:
    • Agreement Ledger: A personal record of local arrangements, customary gifts, and past disputes; it enables reference to recorded information but grants no bonus or binding authority.
    • Traveller’s Cloak: Removes Disadvantage caused solely by ordinary rain or cold wind; it is not armour.
    • Journey Rations: Three days of preserved food for one character.
  • Starting Resources:
    • Exchange Trinkets: Carved beads, ribbons, and small ornaments worth 4 Dritch to an appropriate buyer.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Chooses words carefully, remembers favours, asks permission before handling another person’s belongings.
BloodlineK’aanSerpent Plains WandererRitualistic Venom CrafterJungle Guardian3 Origins
View the K’aan Bloodline

Origin 01 of 03

Serpent Plains Wanderer

Raised in the Serpent Plains, I learned to survive among serpents and deliver their venom with precisely thrown blades.

  • Description: “Raised in the Serpent Plains, I learned to survive among serpents and deliver their venom with precisely thrown blades.”
  • Narrative Prompt: “What lesson did the serpents teach me about survival?”
  • Starting Skills (Level 1 each):
    • Beastcraft: Commanding serpentine creatures.
    • Ranged: Delivering venom with thrown blades at a distance.
    • Survival: Knowledge of plants and creatures.
  • Starting Equipment:
    • Venom Kit: Enables safe extraction and preparation of mundane venom using Alchemy; it grants no bonus by itself.
    • Jungle Cloak: In matching jungle terrain, the wearer may attempt Stealth while stationary even without full cover.
    • Bone Dagger: A weapon using the Dagger profile.
  • Starting Resources:
    • Venom Vials (3 uses):
      • Coat: Expend one use to coat one weapon or up to three pieces of ammunition.
      • Trigger: The next hit that causes at least 1 Wound before the end of the scene forces the target to make an Athletics Skill Check at Challenging DR 1.
      • Failure: On a failure, its next Acrobatics, Athletics, Melee, or Ranged Skill Check before the end of its next turn has Disadvantage.
      • Limit: A creature can suffer this effect only once per scene.
    • Minor Currency: 6 Dritch.
  • Role-Playing Traits: Highly observant, calculated in actions, sees allies as essential but fleeting.

Origin 02 of 03

Ritualistic Venom Crafter

I trained in the sacred art of crafting and administering potent poisons for ritualistic purposes.

  • Background: “I trained in the sacred art of crafting and administering potent poisons for ritualistic purposes.”
  • Narrative Prompt: “What poison recipe or ceremony do I value most?”
  • Starting Skills (Level 1 each):
    • Alchemy: Creates poisons, antidotes, and venom preparations.
    • Beastcraft: Skilled with venomous creatures.
    • Finesse: Administering venoms and handling precise ritual doses.
  • Starting Equipment:
    • Venom Kit: Enables safe extraction and preparation of mundane venom using Alchemy; it grants no bonus by itself.
    • Ritual Garb: Recognised crafter’s clothing; it is not armour.
    • Small Serpent: A trained noncombatant companion. It follows simple commands and can carry a tiny item or inspect a narrow space, but it cannot attack, Boost, provide cover, or grant combat bonuses.
  • Starting Resources:
    • Poisonous Herbs (2 batches): With ten minutes, a Venom Kit, and a successful Alchemy check at Challenging DR 1, turn one batch into one Venom Vial with the standard effect described under Serpent Plains Wanderer. A failed check consumes the batch.
    • Trade Trinkets: Crafter’s charms worth 4 Dritch to an appropriate buyer.
  • Role-Playing Traits: Reveres tradition, focused on ritual precision, takes pride in venom-crafting lineage.

Origin 03 of 03

Jungle Guardian

As protector of the serpent shrines, I know the hidden paths and threats in the Serpent Plains.

  • Background: “As protector of the serpent shrines, I know the hidden paths and threats in the Serpent Plains.”
  • Narrative Prompt: “What part of the jungle are you sworn to protect, and why?”
  • Starting Skills (Level 1 each):
    • Melee: Skilled in close-range combat.
    • Observation: Detecting hidden paths and threats around serpent shrines.
    • Survival: Knowledge of flora and fauna.
  • Starting Equipment:
    • Guardian Staff: A snake-adorned weapon using the Quarterstaff profile.
    • Protective Wraps: Durable ceremonial clothing; they provide no Soak and are not armour.
    • Herb Pouch (2 uses): Expend one use either during a Rest to make a Medicine check to aid Wound recovery with Advantage, or before a check to resist or treat mundane poison to make that check with Advantage.
  • Starting Resources:
    • Shrine Relics: Spiritual artefacts worth 4 Dritch to an appropriate believer or collector.
    • Minor Currency: 6 Dritch.
  • Role-Playing Traits: Protective of the jungle, distrustful of outsiders, sees life and death as a natural cycle.
BloodlineNecrokinBound SpiritSpirit GuideCursed Outcast3 Origins
View the Necrokin Bloodline

Origin 01 of 03

Bound Spirit

Once bound to a necromancer, I learned to read my captor’s intent, escaped servitude, and now seek purpose beyond control.

  • Description: “Once bound to a necromancer, I learned to read my captor’s intent, escaped servitude, and now seek purpose beyond control.”
  • Narrative Prompt: “What memory of servitude drives my will to remain free?”
  • Starting Skills (Level 1 each):
    • Finesse: Escaping bindings and manipulating locks with precision.
    • Insight: Recognizing coercion and the motives of those who seek control.
    • Stealth: Used for escape and concealment.
  • Starting Equipment:
    • Bone Amulet: A personal necromantic focus and remnant of past servitude; it grants no bonus by itself.
    • Tattered Cloak: When fully covered and observed only at a distance, the wearer may attempt Stealth or Influence to conceal their undead nature; the cloak provides no armour.
    • Lockpicks: Enable Finesse checks to open ordinary mechanical locks without improvised-tool penalties.
  • Starting Resources:
    • Crypt Coins: Old but spendable coinage worth 8 Dritch.
    • Grave Dust: Necromantic reagent worth 4 Dritch to an appropriate practitioner.
  • Role-Playing Traits: Distrustful of authority, deeply values autonomy, respectful of others’ freedom.

Origin 02 of 03

Spirit Guide

Raised amongst mediums, I am training as a necromantic mediator between life and death.

  • Description: “Raised amongst mediums, I am training as a necromantic mediator between life and death.”
  • Narrative Prompt: “What message or spirit from beyond most shapes my purpose?”
  • Starting Skills (Level 1 each):
    • Influence: For spirit and mortal communication.
    • Insight: Reading the needs and motives of spirits and mortals.
    • Occult: Understanding necromancy, spirits, and rites between life and death.
  • Starting Equipment:
    • Spirit Lantern: Once per Rest, light it before an Occult check to detect or contact a nearby spirit to make that check with Advantage. It does not summon or control spirits.
    • Ritual Garments: Recognised spirit-calling clothing and a ritual focus; they are not armour.
    • Necrotic Tome: Enables research and lesser rites concerning spirits and necromancy; it grants no bonus by itself.
  • Starting Resources:
    • Wraith Stone: A necrotic gem worth 4 Dritch to an appropriate mystic or collector.
    • Old Coins: Spendable coinage worth 8 Dritch.
  • Role-Playing Traits: Respectful of the dead, seeks balance between realms, prefers peaceful resolutions.

Origin 03 of 03

Cursed Outcast

Marked by my undead nature, I’ve wandered alone, surviving with tenacity and cunning.

  • Description: “Marked by my undead nature, I’ve wandered alone, surviving with tenacity and cunning.”
  • Narrative Prompt: “What keeps me returning to the land of the living despite my outcast status?”
  • Starting Skills (Level 1 each):
    • Acrobatics: Escaping pursuit through agile movement over dangerous terrain.
    • Stealth: Avoids detection by those who might hunt you.
    • Survival: Navigating desolate wastelands.
  • Starting Equipment:
    • Hooded Cloak: When fully covered and observed only at a distance, the wearer may attempt Stealth or Influence to conceal their undead nature; the cloak provides no armour.
    • Grave Dagger: A small weapon using the Dagger profile.
    • Tattered Bag: Contains cord, chalk, tinder, and simple utensils, enabling routine camp and escape tasks without improvised tools.
  • Starting Resources:
    • Corpse Coins: Eerie but spendable coinage worth 6 Dritch.
    • Spirit Ashes: Necromantic reagent worth 4 Dritch to an appropriate practitioner.
  • Role-Playing Traits: Self-reliant, wary of strangers, driven by survival rather than comfort.

Human Bloodlines

36 Origins
Human BloodlineAcacianAcacian Temple AcolyteDesert WandererNecromancer's Apprentice3 Origins
View the Acacian Bloodline

Origin 01 of 03

Acacian Temple Acolyte

Raised in temple walls, I studied necromantic arts and rites to honor Osiris and Isis.

  • Background: “Raised in temple walls, I studied necromantic arts and rites to honor Osiris and Isis.”
  • Narrative Prompt: “How do Osiris's teachings of renewal and the afterlife shape my view on life and death?”
  • Starting Skills (Level 1 each):
    • Artifice: Skilled in making ritual items.
    • Languages: Proficient with one other language.
    • Occult: Studying necromantic rites and divine mysteries.
  • Starting Equipment:
    • Ceremonial Dagger: A ritual blade using the Dagger profile.
    • Osirian Amulet: Recognised proof of temple office and a holy focus; it can secure ordinary access to Acacian faithful.
    • Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  • Starting Resources:
    • Sacred Tokens: Minor relics worth 4 Dritch to an appropriate believer.
    • Temple Stipend: 11 Dritch.
  • Role-Playing Traits: Deeply values legacy, rigorously upholds tradition, and wields power with careful restraint.

Origin 02 of 03

Desert Wanderer

Raised in Acacia’s deserts, I've survived harsh conditions and learned respect for life’s powers.

  • Background: “Raised in Acacia’s deserts, I've survived harsh conditions and learned respect for life’s powers.”
  • Narrative Prompt: “What lessons did the desert teach me about endurance and resilience?”
  • Starting Skills (Level 1 each):
    • Survival: Skilled in survival.
    • Athletics: Endurance for tough terrain.
    • Observation: Skilled at finding water and shelter.
  • Starting Equipment:
    • Desert Cloak: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
    • Water Flask: Carries one day of water for one character under ordinary conditions.
    • Rations: Five days of lightweight provisions.
  • Starting Resources:
    • Barter Items: Desert trinkets and trade goods worth 4 Dritch to an appropriate buyer.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Resourceful and resilient, prefers self-reliance, suspicious of crowded areas.

Origin 03 of 03

Necromancer's Apprentice

Apprenticed to a necromancer, I studied death rituals and Acacia’s political conflicts.

  • Background: “Apprenticed to a necromancer, I studied death rituals and Acacia’s political conflicts.”
  • Narrative Prompt: “What do I seek to gain from the knowledge of life and death?”
  • Starting Skills (Level 1 each):
    • Medicine: Skilled in anatomy and life stabilization.
    • Occult: Studying necromancy, death rites, and spirit binding.
    • Society: Understanding Acacian politics, institutions, and factions.
  • Starting Equipment:
    • Necromantic Pouch: Basic herbs and spell materials, enabling preparation of lesser necromantic rites that require supplies.
    • Kohl-lined Phylactery: A personal necromantic focus; it does not contain a soul or grant protection by itself.
    • Ritual Scroll: Once per Rest, consult it before an Occult check concerning necromantic rites to make that check with Advantage.
  • Starting Resources:
    • Priestly Tokens: Ritual tokens worth 4 Dritch to an appropriate priest or collector.
    • Limited Coinage: 8 Dritch.
  • Role-Playing Traits: Ambitious, respects authority, values calculated risks that promise long-term gains.
Human BloodlineAhwatanNomadic GuideAhwatan Shaman’s ApprenticeTribal Scout3 Origins
View the Ahwatan Bloodline

Origin 01 of 03

Nomadic Guide

Raised by nomads, I learned to drive tribal wagons, read the land, and guide travellers through shifting terrain.

  • Background: “Raised by nomads, I learned to drive tribal wagons, read the land, and guide travellers through shifting terrain.”
  • Narrative Prompt: “What part of my homeland do I cherish, and how do I protect it?”
  • Starting Skills (Level 1 each):
    • Beastcraft: Knowledge of travel animals.
    • Piloting: Driving tribal wagons and sledges through shifting terrain.
    • Survival: Navigating and reading landscapes.
  • Starting Equipment:
    • Travelers’ Tunic: Sturdy ordinary clothing; it is not armour.
    • Compass: Ignore Disadvantage caused solely by poor orientation when making Survival checks to navigate.
    • Dried Rations: Three days of lightweight food.
  • Starting Resources:
    • Barter Goods: Travel trinkets worth 4 Dritch to an appropriate buyer.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Deep respect for nature, wary of strangers, protector of the Ahwatan homelands.

Origin 02 of 03

Ahwatan Shaman’s Apprentice

Guided by a shaman, I learned ancient arts and how to connect with the spirit realm.

  • Background: “Guided by a shaman, I learned ancient arts and how to connect with the spirit realm.”
  • Narrative Prompt: “What spirit teachings do I hold most dear, and how do they guide me?”
  • Starting Skills (Level 1 each):
    • Medicine: Proficient in healing and natural remedies.
    • Occult: To interpret spiritual signs and read omens.
    • Performance: Conducting spirit rites and ceremonial invocations.
  • Starting Equipment:
    • Herbal Pouch (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
    • Beaded Necklace: A recognised apprenticeship symbol and spirit-working focus; it grants no bonus by itself.
    • Water Flask: Carries one day of water for one character under ordinary conditions.
  • Starting Resources:
    • Sacred Tokens: Spirit-working items worth 4 Dritch to an appropriate believer or practitioner.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Respects the spirit realm deeply, values tradition, seeks Coyote’s guidance.

Origin 03 of 03

Tribal Scout

As a tribal scout, I learned to detect land changes and guard Ahwatan borders.

  • Background: “As a tribal scout, I learned to detect land changes and guard Ahwatan borders.”
  • Narrative Prompt: “What drives me to protect my people, and how do I assess threats?”
  • Starting Skills (Level 1 each):
    • Observation: Detecting border changes, tracks, and threats.
    • Ranged: Proficient with long-range weapons.
    • Stealth: Skilled at remaining unseen.
  • Starting Equipment:
    • Bow and Quiver: A Bow with 20 arrows.
    • Camouflage Cloak: In matching natural terrain, the wearer may attempt Stealth while stationary even without full cover.
    • Smoke Pouch (2 uses): Expend one use before a Stealth or Influence check to create a plausible visual diversion and make that check with Advantage. The smoke provides no lasting cover and causes no damage.
  • Starting Resources:
    • Tradeable Goods: Tribal goods worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Wary of outsiders, loyal to the tribe, values sharp observation and quick responses.
Human BloodlineBoabanGuardian of the WellsWanderer of the RootsHerbalist of the Baobabs3 Origins
View the Boaban Bloodline

Origin 01 of 03

Guardian of the Wells

Trained from youth to guard Baoban wells, I am a defender and honor the sacred waters.

  • Background: “Trained from youth to guard Baoban wells, I am a defender and honor the sacred waters.”
  • Narrative Prompt: “What drives my devotion to guarding the wells, and how far will I go to protect them?”
  • Starting Skills (Level 1 each):
    • Melee: Skilled in close combat to guard wells.
    • Observation: Detects threats or changes nearby.
    • Influence: Negotiates to uphold water sanctity.
  • Starting Equipment:
    • Ceremonial Spear: A weapon using the Spear profile.
    • Water Amulet: When making a Survival check to locate drinkable water, ignore Disadvantage caused solely by obscured or unfamiliar natural signs.
    • Herbal Poultices (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  • Starting Resources:
    • Sacred Tokens: Water-blessed objects worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values duty and loyalty, wary of strangers, committed to Baoban traditions.

Origin 02 of 03

Wanderer of the Roots

Guided by the Eternal Baobab, I journey to deepen the bond with nature and my people.

  • Background: “Guided by the Eternal Baobab, I journey to deepen the bond with nature and my people.”
  • Narrative Prompt: “What mysteries of the land captivate me, and how do they deepen my bond with nature?”
  • Starting Skills (Level 1 each):
    • Survival: Knowledge of nature and survival.
    • Athletics: Endurance for treks and rugged paths.
    • Languages: Proficiency in one extra language.
  • Starting Equipment:
    • Traveler's Satchel: Contains basic cord, tinder, and utensils, enabling routine camp and survival tasks without improvised tools.
    • Baobab Sap Flask (1 use): During a Rest, expend the flask to make a Medicine check to aid Wound recovery with Advantage.
    • Foraged Rations: Three days of dried fruits and roots.
  • Starting Resources:
    • Barter Goods: Unusual natural finds worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Driven by curiosity, values exploration and learning, holds a deep respect for ancestral wisdom.

Origin 03 of 03

Herbalist of the Baobabs

Trained by a Baoban shaman, I mastered using herbs for healing and harmony.

  • Background: “Trained by a Baoban shaman, I mastered using herbs for healing and harmony.”
  • Narrative Prompt: “What aspect of healing fulfills me, and how has it shaped my view of Baoban legacy?”
  • Starting Skills (Level 1 each):
    • Alchemy: Makes herbal poultices, teas, and remedies.
    • Insight: Reading patients’ distress and guiding care with empathy.
    • Medicine: Skilled in injury care and natural remedies.
  • Starting Equipment:
    • Healer's Satchel: Basic bandages and tools, enabling Medicine checks that require proper field-care supplies.
    • Ritual Charm: A recognised Baoban healing focus; it grants no bonus by itself.
    • Dried Baobab Leaves (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  • Starting Resources:
    • Balms and Potions: Nonmagical remedies worth 4 Dritch to an appropriate buyer; they restore no VIT unless separately prepared during play.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Compassionate, values harmony, has a deep connection to Baoban heritage and healing traditions.
Human BloodlineBohdiBodhi Temple AcolyteSeeker of EnlightenmentGuardian of the Mists3 Origins
View the Bohdi Bloodline

Origin 01 of 03

Bodhi Temple Acolyte

Raised in Bohdi temples, I trained under monks to master spiritual practices and teachings.

  • Background: “Raised in Bohdi temples, I trained under monks to master spiritual practices and teachings.”
  • Narrative Prompt: “What temple wisdom guides me, and how does it shape my view of time?”
  • Starting Skills (Level 1 each):
    • Insight: Reading emotion and motive through disciplined attention.
    • Languages: Proficient in one extra language.
    • Occult: Interprets sacred teachings and the mysteries of time.
  • Starting Equipment:
    • Monastic Robes: Resilient ordinary clothing; they are not armour.
    • Scripture Scroll: Once per Rest, consult it before a Society or Occult check concerning Bohdi teachings to make that check with Advantage.
    • Herbal Teas (2 uses): After ten minutes of quiet preparation, expend one use to gain Advantage on the next Skill Check made before the end of the scene to resist fear, panic, or distraction.
  • Starting Resources:
    • Temple Offerings: Devotional tokens worth 4 Dritch to an appropriate temple.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Composed, values introspection, holds a deep reverence for tradition and spiritual knowledge.

Origin 02 of 03

Seeker of Enlightenment

Seeking the truths of time, I left the temple, exploring Shatterholme for wisdom.

  • Background: “Seeking the truths of time, I left the temple, exploring Shatterholme for wisdom.”
  • Narrative Prompt: “What truth am I searching for, and how does it connect to Bohdi’s temporal mysteries?”
  • Starting Skills (Level 1 each):
    • Athletics: Endurance for long travels.
    • Observation: Examining signs, ruins, and anomalies encountered on pilgrimage.
    • Survival: Self-sufficiency on journeys.
  • Starting Equipment:
    • Walking Staff: A travel aid using the Quarterstaff profile when wielded as a weapon.
    • Weathered Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, or harsh sun.
    • Dried Provisions: Five days of dried fruit and rice.
  • Starting Resources:
    • Tradeable Goods: Herbs and trinkets worth 4 Dritch to an appropriate buyer.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Driven by curiosity, values exploration and discovery, often reflective on life’s transient nature.

Origin 03 of 03

Guardian of the Mists

Trained as a temple guard, I hone my martial skills, protecting sacred sites in misty lands.

  • Background: “Trained as a temple guard, I hone my martial skills, protecting sacred sites in misty lands.”
  • Narrative Prompt: “What duty binds me to protect Bohdi, and how do I maintain my inner peace amid chaos?”
  • Starting Skills (Level 1 each):
    • Acrobatics: Agile movement in sacred grounds.
    • Melee: Skilled in close-quarters defense.
    • Society: Knowing temple customs, offices, and sacred-site protocols.
  • Starting Equipment:
    • Monastic Blade: A temple guard weapon using the Arming Sword profile.
    • Meditation Beads: Once per Rest, use them before a Skill Check to maintain concentration or composure to make that check with Advantage.
    • Water Flask: Carries one day of water for one character under ordinary conditions.
  • Starting Resources:
    • Temple Insignia: Recognised proof of temple authority that can secure ordinary access or an audience within Bohdi institutions.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Values inner strength, focused and disciplined, prioritizes duty and protection over personal ambition.
Human BloodlineCeibanJungle WarriorCeiban Shaman’s ApprenticeHunter of the Wilds3 Origins
View the Ceiban Bloodline

Origin 01 of 03

Jungle Warrior

Trained in Ceiba’s jungles, I learned to survive and guard against natural and mystical threats.

  • Background: “Trained in Ceiba’s jungles, I learned to survive and guard against natural and mystical threats.”
  • Narrative Prompt: “What drives me to protect the balance of life and death within the jungle?”
  • Starting Skills (Level 1 each):
    • Beastcraft: Understanding and managing dangerous jungle creatures.
    • Melee: Skilled in close combat.
    • Survival: Knowledge of flora and fauna.
  • Starting Equipment:
    • Ceremonial Blade: A weapon using the Arming Sword profile.
    • Jungle Garb: Removes Disadvantage caused solely by ordinary jungle heat, rain, or abrasive vegetation.
    • Medicinal Herbs (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
  • Starting Resources:
    • Tribal Relics: Ceremonial charms worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Strong sense of duty, resilient in adversity, values strength and balance.

Origin 02 of 03

Ceiban Shaman’s Apprentice

Guided by a Ceiban shaman, I trained in rituals and learned to harness volatile jungle spirits.

  • Background: “Guided by a Ceiban shaman, I trained in rituals and learned to harness volatile jungle spirits.”
  • Narrative Prompt: “What mysteries of the jungle do I seek to unravel, and how does its energy shape me?”
  • Starting Skills (Level 1 each):
    • Beastcraft: Knowledge of creatures for harmony.
    • Occult: Skilled in reading spiritual clues.
    • Performance: Conducts rites for spirits.
  • Starting Equipment:
    • Ritual Staff: A shamanic focus using the Quarterstaff profile when wielded as a weapon.
    • Sacred Paints (2 uses): Expend one use before an Occult check to contact, identify, or appease a spirit to make that check with Advantage.
    • Herbal Pouch: Basic ritual and field-care herbs, enabling Medicine or Occult tasks that require appropriate supplies; it grants no bonus by itself.
  • Starting Resources:
    • Spiritual Tokens: Spirit-working tokens worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Seeks balance, curious about spiritual mysteries, cautious and respectful of jungle forces.

Origin 03 of 03

Hunter of the Wilds

Silent and swift, I track and hunt in Ceiba’s wilderness, blending patience and agility.

  • Background: “Silent and swift, I track and hunt in Ceiba’s wilderness, blending patience and agility.”
  • Narrative Prompt: “What keeps me tied to the jungle’s spirit, and what do I fear might disrupt its balance?”
  • Starting Skills (Level 1 each):
    • Stealth: Silent in dense terrain.
    • Ranged: Skilled with hunting weapons.
    • Survival: Survival in hostile areas.
  • Starting Equipment:
    • Hunter’s Bow: A Bow with 20 arrows.
    • Camouflage Cloak: In matching jungle terrain, the wearer may attempt Stealth while stationary even without full cover.
    • Provisions: Seven days of trail supplies.
  • Starting Resources:
    • Tradeable Skins: Prepared hides worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Quiet and observant, respects nature’s cycles, values adaptability and self-sufficiency.
Human BloodlineCrannachKeeper of the GroveFey-Touched WandererWarrior of the Glade3 Origins
View the Crannach Bloodline

Origin 01 of 03

Keeper of the Grove

Raised among the sacred groves, I learned nature’s ways and fey-touched power.

  • Background: “Raised among the sacred groves, I learned nature’s ways and fey-touched power.”
  • Narrative Prompt: “What visions do the sacred trees share with me, and how do they guide my path?”
  • Starting Skills (Level 1 each):
    • Beastcraft: Harmonizing with grove creatures.
    • Medicine: Treating injuries with grove herbs and natural remedies.
    • Survival: Knowledge of flora and fauna.
  • Starting Equipment:
    • Druidic Staff: A ritual focus using the Quarterstaff profile when wielded as a weapon.
    • Herbal Satchel (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
    • Woolen Cloak: Removes Disadvantage caused solely by ordinary rain, cold, or wind.
  • Starting Resources:
    • Sacred Tokens: Druidic charms worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Deeply reverent of nature, contemplative, prefers peace but will fiercely defend sacred lands.

Origin 02 of 03

Fey-Touched Wanderer

Having met the fey, I am drawn to and wary of their allure, often caught between worlds.

  • Background: “Having met the fey, I am drawn to and wary of their allure, often caught between worlds.”
  • Narrative Prompt: “What fey secrets have you seen, and how do they shape your tie to Crann Bethadh?”
  • Starting Skills (Level 1 each):
    • Insight: Reading the motives and emotional cues of fey beings.
    • Languages: Proficiency in Fey Tongue.
    • Stealth: Moving unseen through fey-touched places.
  • Starting Equipment:
    • Fey Charm: Once per Rest, use it before an Insight check to read a fey being or a Stealth check to evade fey attention to make that check with Advantage.
    • Traveler’s Garb: In matching natural terrain, the wearer may attempt Stealth while stationary even without full cover.
    • Foraged Rations: Three days of gathered food.
  • Starting Resources:
    • Unique Fey Relics: Minor curios worth 4 Dritch to an appropriate collector.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Intrigued by the mystical, cautious of mortal ambitions, values balance between realms.

Origin 03 of 03

Warrior of the Glade

Trained to guard the glades at close quarters and at range, I protect Crann Bethadh’s laws and secrets.

  • Background: “Trained to guard the glades at close quarters and at range, I protect Crann Bethadh’s laws and secrets.”
  • Narrative Prompt: “What ancient forces compel me to guard, and what threats do I fear the most?”
  • Starting Skills (Level 1 each):
    • Melee: Skilled in close defense.
    • Ranged: Defending glade boundaries with thrown spears.
    • Society: Knowing Crannach customs and the laws protecting sacred groves.
  • Starting Equipment:
    • Glade Spear: A guardian weapon using the Spear profile.
    • Leather Armour: Soak 1, Bulk 1.
    • Horn of Warning: An activation sounds an unmistakable alarm audible across a nearby settlement, grove, or battlefield when conditions allow.
  • Starting Resources:
    • Warrior's Trinkets: Victory charms worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Devoted protector, values tradition, skeptical of outsiders and their motives.
Human BloodlineEtsaiZealot of the Withered RootDevotee of the Cleansing FlameZamarai Hunter3 Origins
View the Etsai Bloodline

Origin 01 of 03

Zealot of the Withered Root

Trained by the Order, I guard Etzrael’s purity, standing as a bulwark against corruption.

  • Background: “Trained by the Order, I guard Etzrael’s purity, standing as a bulwark against corruption.”
  • Narrative Prompt: “What drives my devotion to cleanse, and what corruption concerns me most?”
  • Starting Skills (Level 1 each):
    • Melee: Proficient in armed combat.
    • Athletics: Endurance across rugged terrain.
    • Observation: Uncovering traces of impurity.
  • Starting Equipment:
    • Spear or Arming Sword: Choose one standard weapon profile; the blessing adds no hidden damage.
    • Leather Armour: Soak 1, Bulk 1.
    • Withered Root Amulet: Recognised proof of an Etsai purity oath and a holy focus; it grants no bonus by itself.
  • Starting Resources:
    • Sacred Relics: Revered tokens worth 4 Dritch to an appropriate believer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Zealous, dutiful to the Order, distrustful of other realms and their customs.

Origin 02 of 03

Devotee of the Cleansing Flame

Raised in Etzrael’s doctrines, I call to Yahweh’s light to expel corruption and uphold order.

  • Background: “Raised in Etzrael’s doctrines, I call to Yahweh’s light to expel corruption and uphold order.”
  • Narrative Prompt: “What keeps my faith unwavering, and what impurities do I fear remain?”
  • Starting Skills (Level 1 each):
    • Influence: Commanding presence.
    • Occult: Detects signs of spiritual impurity.
    • Performance: Leading cleansing rites and formal invocations.
  • Starting Equipment:
    • Cleansing Flame Pendant: A recognised Etsai holy focus that establishes the bearer’s religious affiliation.
    • Ritual Staff: A ceremonial focus using the Quarterstaff profile when wielded as a weapon.
    • Ceremonial Robes: Heavy ordinary clothing; they are not armour.
  • Starting Resources:
    • Consecrated Relics: Tokens of past rites worth 4 Dritch to an appropriate believer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Unwavering, morally strict, views the faith as a means to purify all realms.

Origin 03 of 03

Zamarai Hunter

Trained to hunt Zamarai abominations, I stalk them through corrupted ground, read their signs, and strike with consecrated spears before they close.

  • Background: “Trained to hunt Zamarai abominations, I stalk them through corrupted ground, read their signs, and strike with consecrated spears before they close.”
  • Narrative Prompt: “What feeds my pursuit of the Zamarai, and what sacrifices am I unwilling to make?”
  • Starting Skills (Level 1 each):
    • Observation: Finds signs of corruption.
    • Ranged: Striking abominations with thrown consecrated spears.
    • Stealth: Stalking abominations without revealing the hunt.
  • Starting Equipment:
    • Sacred Spear: A weapon using the Spear profile; its consecration adds no hidden damage.
    • Leather Armour: Soak 1, Bulk 1.
    • Purifying Salts (2 uses): Expend one use before an Observation check to identify signs of corruption or an Alchemy check to contain or cleanse it to make that check with Advantage. The salts do not automatically remove magical corruption.
  • Starting Resources:
    • Exorcist Relics: Recognised proof of completed rites that can secure ordinary access or assistance within Etsai religious institutions.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Zealous in pursuit of purity, vigilant against any hint of corruption, and deeply distrustful of the unknown.
Human BloodlineHaomanPurifier of the Lost WellsAlchemist of the Corrupted PathsSquire of the Sacred Flame3 Origins
View the Haoman Bloodline

Origin 01 of 03

Purifier of the Lost Wells

Guarding isolated water sources, I honed the strength needed to combat creeping corruption.

  • Description: “Guarding isolated water sources, I honed the strength needed to combat creeping corruption.”
  • Narrative Prompt: “What sacrifices have I made to protect pure waters, and how far would I go?”
  • Starting Skills (Level 1 each):
    • Alchemy: Testing and purifying contaminated water and soil.
    • Artifice: Basics of purification devices and defenses.
    • Medicine: Caring for injuries and illness.
  • Starting Equipment:
    • Purification Kit: Enables testing and treatment of contaminated food, water, or soil using Alchemy; it grants no bonus by itself.
    • Sturdy Cloak: Removes Disadvantage caused solely by ordinary toxic dust or foul residue; it does not prevent poison or damage.
    • Club or Spear: Choose one standard weapon profile.
  • Starting Resources:
    • Purified Vials (2 uses): Expend one before a Skill Check to resist or treat mundane poison or contamination to make that check with Advantage.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Fiercely protective of sacred sites, values resourcefulness, wary of strangers.

Origin 02 of 03

Alchemist of the Corrupted Paths

Born to alchemists, I’ve spent my life countering fragment poisons and creating antidotes.

  • Background: “Born to alchemists, I’ve spent my life countering fragment poisons and creating antidotes.”
  • Narrative Prompt: “What discoveries have I made, and what risks have I taken in my search for purity?”
  • Starting Skills (Level 1 each):
    • Alchemy: Creates alchemical mixtures and purification agents.
    • Medicine: Diagnosing poisoning and administering antidotes.
    • Observation: Sharp skills for contamination analysis.
  • Starting Equipment:
    • Alchemist’s Satchel: Herbs, vials, and mortars, enabling Alchemy tasks that require proper tools.
    • Purification Flask: Once per Rest, purifies one flask of mundanely contaminated water. Against magical contamination, it instead grants Advantage on the related Alchemy check.
    • Protective Gloves: Ignore Disadvantage caused solely by handling ordinary toxic or corrosive materials; they do not prevent damage from exposure.
  • Starting Resources:
    • Rare Ingredients: Alchemical components worth 4 Dritch to an appropriate buyer.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Inquisitive and determined, dedicated to knowledge, cautious in sharing discoveries.

Origin 03 of 03

Squire of the Sacred Flame

As Haoma’s devoted defender, I wield blade and sacred fire to fight corruption.

  • Background: “As Haoma’s devoted defender, I wield blade and sacred fire to fight corruption.”
  • Narrative Prompt: “What oaths drive my actions, and what costs have I endured to uphold them?”
  • Starting Skills (Level 1 each):
    • Melee: Skilled in close combat.
    • Influence: Rallying others to defend and purify.
    • Athletics: Conditioned for prolonged battles.
  • Starting Equipment:
    • Arming Sword or Mace: Choose one standard weapon profile.
    • Leather Armour: Soak 1, Bulk 1.
    • Purification Talisman: Once per Rest, use it before a Skill Check to resist mundane poison or corruption to make that check with Advantage.
  • Starting Resources:
    • Offering Stones: Ritual stones worth 4 Dritch to an appropriate temple.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Devout and disciplined, unwavering in beliefs, views corruption as a personal adversary.
Human BloodlineHuluppianChild of the Shifting SandsApprentice of the ArcanumKeeper of the Sacred Oasis3 Origins
View the Huluppian Bloodline

Origin 01 of 03

Child of the Shifting Sands

Born where alliances shift like sandstorms, I learned the politics of Huluppian city-states.

  • Background: “Born where alliances shift like sandstorms, I learned the politics of Huluppian city-states.”
  • Narrative Prompt: “What early lesson taught me the cost of trust or the loss of it?”
  • Starting Skills (Level 1 each):
    • Influence: Skilled in negotiating through politics.
    • Insight: Reading motives and shifting loyalties among rival city-states.
    • Society: Understanding their laws, factions, and political history.
  • Starting Equipment:
    • Diplomatic Emblem: Recognised proof of allegiance that can secure ordinary access or an audience with the represented Huluppian faction.
    • Desert Garb: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
    • Writing Tools: Ink, quills, and paper for twenty pages, enabling correspondence, records, and document work.
  • Starting Resources:
    • Political Favor (1 use): Call on a minor official for an introduction, public information, routine paperwork, or modest local assistance. It cannot compel danger, illegality, or major expense.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Values strategic thinking, wary of loyalty, adapts easily to changing alliances.

Origin 02 of 03

Apprentice of the Arcanum

Raised among wizards, I learned ancient magic hoping to bolster my city-state’s power.

  • Background: “Raised among wizards, I learned ancient magic hoping to bolster my city-state’s power.”
  • Narrative Prompt: “What mystical secret do I protect fiercely, even from my closest allies?”
  • Starting Skills (Level 1 each):
    • Occult: Studies arcane artifacts and magical phenomena.
    • Artifice: Arcane trinkets and runes.
    • Languages: Proficient in one extra language.
  • Starting Equipment:
    • Arcane Journal: Once per Rest, consult it before an Occult check concerning Huluppian magic to make that check with Advantage.
    • Mystic Focus: Functions as a spellcasting focus when a rule requires one; it grants no casting bonus by itself.
    • Simple Robes: Durable ordinary clothing; they are not armour.
  • Starting Resources:
    • Rare Component: A research ingredient worth 4 Dritch to an appropriate scholar or practitioner.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Driven by intellectual curiosity, secretive, cautious in trusting others.

Origin 03 of 03

Keeper of the Sacred Oasis

Raised near Huluppu’s rare pure water, I know the oasis’s sacred and strategic cost.

  • Background: “Raised near Huluppu’s rare pure water, I know the oasis’s sacred and strategic cost.”
  • Narrative Prompt: “What sacrifices have I seen made to protect the oasis, and would I make the same again?”
  • Starting Skills (Level 1 each):
    • Medicine: Treating dehydration or minor injuries.
    • Society: Understanding the oasis’s sacred laws and strategic obligations.
    • Survival: Desert survival, resource use.
  • Starting Equipment:
    • Water Flask: Carries one day of water for one character and functions as a sacred focus; the water is not magical healing.
    • Desert Cloak: Removes Disadvantage caused solely by ordinary desert heat, glare, or windblown sand.
    • Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
  • Starting Resources:
    • Sacred Water (1 use): Expend it before a Survival or Medicine check concerning dehydration or heat exposure to make that check with Advantage.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values self-discipline and resilience, cautious of outsiders, feels a deep spiritual connection to the land.
Human BloodlineIgdrasanChild of the Eternal AshOathkeeper of the ClanAshland Refugee3 Origins
View the Igdrasan Bloodline

Origin 01 of 03

Child of the Eternal Ash

Raised on fringe of the Migard Wastes, I learned to endure hardship and survive.

  • Background: “Raised on fringe of the Migard Wastes, I learned to endure hardship and survive.”
  • Narrative Prompt: “What keeps me anchored when the world around me is shrouded in ash and ruin?”
  • Starting Skills (Level 1 each):
    • Athletics: Resilient in harsh environments.
    • Melee: Basic weapon defense.
    • Survival: Enduring and navigating the Migard Wastes.
  • Starting Equipment:
    • Ash Cloak: Removes Disadvantage caused solely by ordinary ashfall, cold wind, or abrasive grit.
    • Arming Sword: A practical standard weapon.
    • Pouch of Ash: A ritual supply and reminder of home, enabling rites that require ash; it grants no bonus by itself.
  • Starting Resources:
    • Ash Trading Token: Recognised trade scrip worth 4 Dritch where Igdrasan merchants accept it.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values survival and kinship, wary of outsiders, prefers pragmatism over sentimentality.

Origin 02 of 03

Oathkeeper of the Clan

Bound by duty, I trained to uphold my people’s strength and honor ancient clan oaths.

  • Background: “Bound by duty, I trained to uphold my people’s strength and honor ancient clan oaths.”
  • Narrative Prompt: “What oath do I carry, and who taught me its weight?”
  • Starting Skills (Level 1 each):
    • Insight: Reads clan loyalties and tensions during negotiations.
    • Melee: Basic weapon defense.
    • Society: Knowing clan law, hierarchy, traditions, and ancient oaths.
  • Starting Equipment:
    • Clan Insignia: Recognised proof of clan allegiance that can secure ordinary access to that clan’s people.
    • Handaxe: A practical standard weapon.
    • Oathkeeper’s Chain: Recognised proof of a sworn office; it grants no combat bonus.
  • Starting Resources:
    • Barter Goods: Ash, pelts, and similar goods worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Driven by loyalty and tradition, protective of clan, mistrustful of those outside Igdrasan bonds.

Origin 03 of 03

Ashland Refugee

My ancestors fled the ruins of Midgard, and now I survive with my kin in unfamiliar places.

  • Background: “My ancestors fled the ruins of Midgard, and now I survive with my kin in unfamiliar places.”
  • Narrative Prompt: “What keeps me moving forward, even in lands where my clan’s oaths mean little?”
  • Starting Skills (Level 1 each):
    • Influence: Foreign dealings and trade talk.
    • Languages: Proficient in one extra language.
    • Survival: Adapting to unfamiliar lands while keeping the clan alive.
  • Starting Equipment:
    • Clan Insignia: Recognised proof of clan identity that can secure ordinary access to that clan’s people.
    • Travel Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, ashfall, or harsh sun.
    • Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
  • Starting Resources:
    • Ash Trading Token: Recognised trade scrip worth 4 Dritch where Igdrasan merchants accept it.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values endurance and loyalty, cautious in unfamiliar cultures, pragmatic in interactions.
Human BloodlineJianmuanMist-Bound ScholarApprentice of the MistsWanderer of the Shifting Paths3 Origins
View the Jianmuan Bloodline

Origin 01 of 03

Mist-Bound Scholar

Raised within sacred mists, I sought wisdom by studying, copying, and restoring texts that bridge the physical and mystical realms.

  • Background: “Raised within sacred mists, I sought wisdom by studying, copying, and restoring texts that bridge the physical and mystical realms.”
  • Narrative Prompt: “What question drives my pursuit of balance between heaven and earth?”
  • Starting Skills (Level 1 each):
    • Finesse: Copying, restoring, and illuminating manuscripts with precision.
    • Languages: Proficiency in one extra language.
    • Occult: Studying the relationship between physical and mystical realms.
  • Starting Equipment:
    • Scroll Case: Protects up to twenty pages of texts or incantations from ordinary weather and travel wear.
    • Ceremonial Robes: Recognised scholarly attire; they are not armour.
    • Mist Amulet: Once per Rest, use it before a Survival or Occult check to navigate or resist supernatural mist to make that check with Advantage.
  • Starting Resources:
    • Ink and Quill Set: Enough material for twenty pages of notes, maps, or copied text.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Values knowledge and mysticism, skeptical of rigid structure, prefers open-mindedness.

Origin 02 of 03

Apprentice of the Mists

From a young age, a master sorcerer trained me to manipulate mists for defense and offense.

  • Background: “From a young age, a master sorcerer trained me to manipulate mists for defense and offense.”
  • Narrative Prompt: “What did I learn from my master about the balance of power?”
  • Starting Skills (Level 1 each):
    • Alchemy: Brews potions and other alchemical mixtures.
    • Occult: Understanding mist magic and its supernatural effects.
    • Ranged: For distance spells and combat.
  • Starting Equipment:
    • Sorcerer’s Focus: Functions as a spellcasting focus when a rule requires one; it grants no casting bonus by itself.
    • Sacred Dagger: A ritual weapon using the Dagger profile.
    • Herbal Satchel: Basic potion-making supplies, enabling Alchemy tasks that require proper tools.
  • Starting Resources:
    • Potion Ingredients (2 batches): With one hour and a successful Alchemy check at Challenging DR 1, turn a batch into either a field remedy or antivenom. A field remedy grants Advantage on one Medicine check to aid Wound recovery during a Rest; antivenom grants Advantage on one check to resist or treat mundane poison. A failed check consumes the batch.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values discipline, cautious of unchecked powers, respects magical hierarchy.

Origin 03 of 03

Wanderer of the Shifting Paths

Navigating Jianmu’s shifting paths, I developed survival skills and an eye for hidden routes.

  • Background: “Navigating Jianmu’s shifting paths, I developed survival skills and an eye for hidden routes.”
  • Narrative Prompt: “What do I seek on the shifting paths that others fear to tread?”
  • Starting Skills (Level 1 each):
    • Stealth: Skilled in moving unnoticed.
    • Acrobatics: Agility for rugged paths.
    • Survival: Navigating and tracking resources.
  • Starting Equipment:
    • Travel Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, or harsh sun.
    • Traveling Satchel: Basic survival tools and regional path maps, enabling routine camp and navigation tasks without improvised tools.
    • Reinforced Walking Stick: A travel aid using the Club profile when wielded as a weapon.
  • Starting Resources:
    • Tradeable Trinkets: Small curios worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values freedom and adaptability, distrustful of stationary lifestyles, favors solitude.
Human BloodlineKalparianGuardian of the Sacred GroveDisciple of the Eternal CycleWanderer of the Sacred Paths3 Origins
View the Kalparian Bloodline

Origin 01 of 03

Guardian of the Sacred Grove

Raised among ancient trees, I guard sacred sites, keeping the Kalpavriksha’s balance.

  • Background: “Raised among ancient trees, I guard sacred sites, keeping the Kalpavriksha’s balance.”
  • Narrative Prompt: “What connection do I feel to the sacred trees, and how does it guide my actions?”
  • Starting Skills (Level 1 each):
    • Survival: Navigating landscapes.
    • Melee: Proficient in hand-to-hand weapons.
    • Medicine: Knowledge of herbal balms for injuries.
  • Starting Equipment:
    • Sacred Staff: A guardian focus using the Quarterstaff profile when wielded as a weapon.
    • Herbal Pouch (2 uses): During a Rest, expend one use to make a Medicine check to aid Wound recovery with Advantage.
    • Protective Cloak: Removes Disadvantage caused solely by ordinary rain, cold wind, harsh sun, or abrasive vegetation.
  • Starting Resources:
    • Blessed Charm: A recognised Kalparian holy focus that establishes the bearer’s affiliation, or is worth 4 Dritch to an appropriate temple.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values harmony with nature, suspicious of outsiders, loyal to the grove’s guardians.

Origin 02 of 03

Disciple of the Eternal Cycle

Born to a priestly family, I learned rituals and meditations to uphold Kalpavriksha’s balance.

  • Background: “Born to a priestly family, I learned rituals and meditations to uphold Kalpavriksha’s balance.”
  • Narrative Prompt: “What drives me to maintain the delicate balance between growth and decay?”
  • Starting Skills (Level 1 each):
    • Artifice: Crafts blessed items and tools.
    • Occult: Interpreting sacred rites and the mysteries of the Eternal Cycle.
    • Performance: Leads rituals and invokes blessings.
  • Starting Equipment:
    • Prayer Beads: Once per Rest, use them before a Skill Check to maintain concentration or composure to make that check with Advantage.
    • Ritual Garments: Recognised ceremonial clothing; they are not armour.
    • Incense Pouch (2 uses): Expend one use before an Occult check to purify a place or conduct a devotional rite to make that check with Advantage. Incense does not automatically remove magical corruption.
  • Starting Resources:
    • Small Offering Bowl: A devotional focus worth 4 Dritch to an appropriate temple.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Seeks spiritual clarity, prefers meditation over conflict, loyal to priestly mentors.

Origin 03 of 03

Wanderer of the Sacred Paths

Trained as a traveling monk, I roam Kalpavriksha, embracing cycles and restoring balance.

  • Background: “Trained as a traveling monk, I roam Kalpavriksha, embracing cycles and restoring balance.”
  • Narrative Prompt: “What wisdom have I found in the fragment’s ever-changing landscape?”
  • Starting Skills (Level 1 each):
    • Acrobatics: Skilled at navigating challenging terrain.
    • Influence: Builds trust, mediates conflicts.
    • Survival: Living and navigating across changing sacred paths.
  • Starting Equipment:
    • Traveler’s Robe: Removes Disadvantage caused solely by ordinary heat or sun; it is not armour.
    • Meditation Mat: Allows a Rest on ordinary rough or damp ground without that ground alone invalidating the Rest.
    • Prayer Stones: Once per Rest, use them before a Skill Check to maintain concentration or composure to make that check with Advantage.
  • Starting Resources:
    • Tradeable Trinkets: Blessed curios worth 4 Dritch to an appropriate buyer.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values flexibility, distrusts rigid authority, compassionate to wanderers.

Advanced option

Create your own Origin

For those eager to dive deeper into character creation, this guide unlocks a powerful framework for crafting a custom origin. Here, you’ll shape an origin that not only reflects your character’s Bloodline but brings their unique story, skills, and life experiences to life.

This custom origin system goes beyond the quick-start options, giving you the tools to build a foundation that carves out your character’s distinctive place in the world. Follow these steps to forge an origin that offers rich narrative depth, tailored skills, and fitting starting resources, launching your character into adventure with unparalleled depth and purpose.

Step 1: Start with Your Bloodline

Begin with your character's Bloodline, as this provides the basis for their identity, values, and culture. Think about the common roles, physical traits, and lifestyle associated with this Bloodline. Review the three quick-start origins as inspiration, then consider other paths that characters from this Bloodline might have taken.

Example: As an Igdrasan, perhaps your character wasn’t just a warrior or ash trader. Maybe they spent their life navigating ash trails, tending to secluded shrines, or scavenging forgotten ruins.

Step 2: Define an Origin Theme and Name

Choose a theme that embodies your character’s upbringing and give it a short, evocative name. This theme should capture how they lived, worked, and survived, adding a personal layer to their Bloodline’s larger story.

Example: “Ashen Guide” – A traveler skilled in navigating Yggdrasil’s treacherous landscapes.

Step 3: Write a Background

Add a concise background of your origin. This sentence should give a sense of the character’s environment and formative experiences without specifying personality traits. Focus on setting a vivid image for their past.

Example: “I grew up guiding travellers and driving ash-sledges through the ashen trails, becoming one of the few who know Yggdrasil’s rugged terrain.”

Step 4: Add a Narrative Prompt

Create a prompt to inspire your character’s outlook and role-playing. This could be a question, motto, or memory that reflects their life experience.

Example: “What drives me to return to these treacherous paths, time and again?”

Step 5: Select Skills

Choose 3 Skills that logically align with your Origin’s theme. Refer to the Skills List and use each Skill’s definition and boundary note to select abilities gained through repeated experience.

For each Skill, ask:

  1. What repeated duty, responsibility, or formal training taught this Skill?
  2. Would another person formed by the same Origin reasonably have learned it?
  3. Does the Skill’s definition and boundary note cover the actual task, rather than merely matching a personality adjective?

At least one Skill should define the Origin. The other two must be strong practical or cultural supports. An isolated incident, personality trait, or intended Class stack is insufficient reason to grant a Skill. You do not need to balance global Skill frequencies when creating one custom Origin.

Example: Survival, Piloting, and Observation suit the Ashen Guide because the Origin repeatedly trains harsh-terrain survival, ash-sledge operation, and route-finding.

Step 6: Determine Starting Equipment

Choose three basic items your character would carry based on their Origin. Every item must follow the equipment standards earlier in this chapter and fit one of these balanced packages:

  • Martial: One standard weapon with Weapon Damage 2 or less, Leather Armour, and one descriptive item or ordinary tool. The third item grants no Advantage.
  • Specialist: One appropriate kit, up to two uses of a narrow consumable, and one descriptive item or light weapon with Weapon Damage 1. Do not add armour.
  • Traveller: One ordinary tool or standard weapon with Weapon Damage 2 or less, one environmental or navigation item, and provisions or a descriptive item. At most one item may grant narrowly scoped Advantage once per Rest.

Do not grant military or heavy weapons, armour above Soak 1, direct magical healing, automatic success, bonus dots, extra Action Dice, or an effect equivalent to a Class Power.

Example:

  • Traveler’s Map: Enables Survival checks to follow known ash routes without improvised navigation tools.
  • Sturdy Boots: Remove Disadvantage caused solely by ordinary sharp rubble or abrasive ash underfoot.
  • Compass Charm: Once per Rest, use it before a Survival check to navigate the ash clouds to make that check with Advantage.

Step 7: Define Starting Resources

Choose two starting resources that fit your character’s background:

  • Minimal Currency: 6 Dritch when the equipment package includes a weapon, armour, or two useful consumable uses.
  • Basic Currency: 8 Dritch for a balanced mixed package.
  • Modest Currency: 11 Dritch when the equipment is primarily descriptive, provisions, or ordinary tools.
  • One small set of trade goods may be worth up to 4 Dritch to an appropriate buyer.

If a resource has a mechanical effect, state its number of uses and reduce the accompanying currency or equipment accordingly.

Examples:

  • Ash Stones: Small trade stones worth 4 Dritch to an appropriate Igdrasan buyer.
  • Minimal Currency: 6 Dritch.

Step 8: Add Role-Playing Traits

Finally, include traits that reflect your character’s values, attitudes, or habits due to their upbringing. These traits are purely optional but can help guide role-playing.

Example: Prioritizes survival, calm under pressure, cautious in open spaces.

Example: Putting It All Together

  • Bloodline: Igdrasan
  • Origin Name: Ashen Guide
  • Theme: Life as a guide on Yggdrasil’s ashen paths.
  • Background: “I grew up guiding travellers and driving ash-sledges through the ashen trails, becoming one of the few who know Yggdrasil’s rugged terrain.”
  • Narrative Prompt: “What drives me to return to these treacherous paths, time and again?”
  • Skills: Survival, Piloting, and Observation.
  • Equipment: Traveler’s map, sturdy boots, compass charm, using the effects above.
  • Resources: Ash stones worth 4 Dritch and 6 Dritch in currency.
  • Role-Playing Traits: Prioritizes survival, calm under pressure, cautious in open spaces.

By building on your character’s Bloodline and following these steps, you’ll create an origin that is not only functional but also rich in story and individuality.

Summary

  • Your Origin defines pre-adventure background and culture.
  • Every Origin grants starting Skills and gear.
  • Narrative prompts help anchor your roleplay in Shatterholme.
  • Origins can be selected or custom-built.
  • Apply all Origin traits before choosing your Class.