Character Origins

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 two Level 1 Skills, starting 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—navigate to the page listing your Bloodline’s Origins.
  • Browse all available Origins regardless of Bloodline.
  • Create a custom Origin using the rules on page XX.

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 beads, their rituals, their Observation skill all made them feel like someone who sees what others miss. They don’t push. They guide. And they’ll die before they let Coyote’s lessons fade from memory.

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, whispering to snakes and brewing poisons that could heal or kill. The snake companion, the alchemy kit, the Beastcraft—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. The Lore, Influence, and Medicine combo let me flavour them as someone who knows how to kill and when not to. The ritual scroll has already got 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—survival, melee, and knowledge of 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 who treats every ember as sacred. The Lore and Ritual skills fit perfectly, and 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 two 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.

Summary

  • Your Origin defines pre-adventure background and culture.
  • Every Origin grants two Level 1 Skills and gear.
  • Narrative prompts help anchor your roleplay in Shatterholme.
  • Origins can be selected or custom-built (see p. XX).
  • Apply all Origin traits before choosing your Class.

Ashborn Origins

Scavenger Kin

  • Background: “I grew up in ash-covered ruins, where survival meant finding value in past remnants.”
  • Narrative Prompt: “What piece of the world’s past do I keep with me as a reminder of survival?”
  • Starting Skills (level 1 each):
    • Wilderness Lore: Finding resources in harsh areas.
    • Investigation: Discovering hidden items in ruins.
    • Stealth: Moving silently, avoiding dangers.
  • Starting Equipment:
    • Patchwork Clothing: Reinforced, resilient wear.
    • Rudimentary Tool Set: Small tools like a prying bar.
    • Foraged Rations: Dried roots, lasting several days.
  • Starting Resources:
    • Trade Items: Small items for bartering, like salvaged equipment or semi-precious gems.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Values practicality and survival, distrustful of polished environments, prefers self-reliance.

Ash Walker

  • Background: “Raised by wandering Ashborn, I learned to 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.
    • Wilderness Lore: Survival in desolate areas.
    • Investigation: Finding clues in unknown land.
  • Starting Equipment:
    • Traveler’s Cloak: Hooded, layered for protection.
    • Compass: For orienting in ash lands.
    • Dried Rations: Lightweight, week-long provisions.
  • Starting Resources:
    • Barter Trinkets: Small, interesting finds from travels.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Feels at home in open spaces, wary of large settlements, values independence.

Ashbound Acolyte

  • 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):
    • Crafting: Creating and maintaining ritual tools.
    • Social Influence: Rapport through shared belief.
    • Wilderness Lore: Sourcing ritual elements.
  • Starting Equipment:
    • Ceremonial Ash Vessel: Ash-filled bowl for rituals.
    • Ash-Stone Amulet: Eternal Ash symbol of protection.
    • Herbal Poultices: Herbs and ash for minor healing.
  • Starting Resources:
    • Sacred Trinkets: Tokens from rituals that may be traded or used as holy items.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Devoted to ash rituals, contemplative, values tradition and spiritual resilience.

Human - Acacian Origins

Acacian Temple Acolyte

  • 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):
    • Crafting: Skilled in making ritual items.
    • Social Influence: Spiritual authority.
    • Languages: Proficient with one other language.
  • Starting Equipment:
    • Ceremonial Dagger: Used in rites and rituals.
    • Osirian Amulet: Symbol of life-death authority.
    • Herbal Poultices: Remedies for minor injuries.
  • Starting Resources:
    • Sacred Tokens: Relics, tradeable with believers.
    • Temple Stipend: 11 Dritch.
  • Role-Playing Traits: Deeply values legacy, rigorously upholds tradition, and wields power with careful restraint.

Desert Wanderer

  • 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):
    • Wilderness Lore: Skilled in survival.
    • Athletics: Endurance for tough terrain.
    • Investigation: Skilled at finding water and shelter.
  • Starting Equipment:
    • Desert Cloak: Protects from heat and sandstorms.
    • Water Flask: Essential for desert travel.
    • Rations: Lightweight provisions for several days.
  • Starting Resources:
    • Barter Items: Trinkets and goods from desert traders.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Resourceful and resilient, prefers self-reliance, suspicious of crowded areas.

Necromancer's Apprentice

  • 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):
    • First Aid: Skilled in anatomy and life stabilization.
    • Intimidation: Commanding presence.
    • Current Affairs: Knows political tensions.
  • Starting Equipment:
    • Necromantic Pouch: Holds herbs and spell materials.
    • Kohl-lined Phylactery: Necromantic ritual item.
    • Ritual Scroll: Used in lesser rituals.
  • Starting Resources:
    • Priestly Tokens: For rituals or trade.
    • Limited Coinage: 8 Dritch.
  • Role-Playing Traits: Ambitious, respects authority, values calculated risks that promise long-term gains.

Human - Ahwatan Origins

Nomadic Guide

  • Background: “Raised by nomads, I learned to read the land and guide travelers through shifting terrain.”
  • Narrative Prompt: “What part of my homeland do I cherish, and how do I protect it?”
  • Starting Skills (level 1 each):
    • Wilderness Lore: Navigating and reading landscapes.
    • Animal Handling: Knowledge of travel animals.
    • Stealth: Silent movement, evading detection.
  • Starting Equipment:
    • Travelers’ Tunic: Sturdy travel attire.
    • Compass: A reliable tool for navigation.
    • Dried Rations: Lightweight food for a few days.
  • Starting Resources:
    • Barter Goods: Trinkets for trade.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Deep respect for nature, wary of strangers, protector of the Ahwatan homelands.

Ahwatan Shaman’s Apprentice

  • 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):
    • Investigation: To interpret signs and read omens.
    • First Aid: Proficient in healing and natural remedies.
    • Social Influence: Skilled in respectful communication.
  • Starting Equipment:
    • Herbal Pouch: Holds herbs for rituals.
    • Beaded Necklace: Apprenticeship symbol with charms.
    • Water Flask: Vital for unpredictable journeys.
  • Starting Resources:
    • Sacred Tokens: Spirit items for trade.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Respects the spirit realm deeply, values tradition, seeks Coyote’s guidance.

Tribal Scout

  • 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):
    • Athletics: Vital for endurance on missions.
    • Stealth: Skilled at remaining unseen.
    • Ranged Combat: Proficient with long-range weapons.
  • Starting Equipment:
    • Bow and Quiver: Weapons for long-range defense.
    • Camouflage Cloak: Helps blend into surroundings.
    • Smoke Pouch: Used to signal or create a diversion.
  • Starting Resources:
    • Tradeable Goods: For bartering with tribes.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Wary of outsiders, loyal to the tribe, values sharp observation and quick responses.

Human - Boaban Origins

Guardian of the Wells

  • 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 Combat: Skilled in close combat to guard wells.
    • Investigation: Detects threats or changes nearby.
    • Social Influence: Negotiates to uphold water sanctity.
  • Starting Equipment:
    • Ceremonial Spear: A weapon of duty.
    • Water Amulet: A charm symbolizing water protection.
    • Herbal Poultices: Remedies for minor patrol injuries.
  • Starting Resources:
    • Sacred Tokens: Objects useful for bartering.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values duty and loyalty, wary of strangers, committed to Baoban traditions.

Wanderer of the Roots

  • 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):
    • Wilderness Lore: Knowledge of nature and survival.
    • Athletics: Endurance for treks and rugged paths.
    • Languages: Proficiency in one extra language.
  • Starting Equipment:
    • Traveler's Satchel: Holds essentials for survival.
    • Baobab Sap Flask: Sacred healing water flask.
    • Foraged Rations: Dried fruits and roots for travel.
  • Starting Resources:
    • Barter Goods: Unique natural finds for trade.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Driven by curiosity, values exploration and learning, holds a deep respect for ancestral wisdom.

Herbalist of the Baobabs

  • 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):
    • First Aid: Skilled in injury care and natural remedies.
    • Crafting: Makes herbal poultices, teas, and tools.
    • Social Influence: Calm with patients and tribe.
  • Starting Equipment:
    • Healer's Satchel: Holds herbs and basic tools.
    • Ritual Charm: Symbolizing protection and healing.
    • Dried Baobab Leaves: Used in healing.
  • Starting Resources:
    • Balms and Potions: For trade within the tribe.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Compassionate, values harmony, has a deep connection to Baoban heritage and healing traditions.

Human - Bohdi Origins

Bodhi Temple Acolyte

  • 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):
    • Languages: Proficient in one extra language.
    • Investigation: Observes time, interprets teachings.
    • Social Influence: Persuasive guidance.
  • Starting Equipment:
    • Monastic Robes: Resilient attire of your order.
    • Scripture Scroll: Temple teachings for meditation.
    • Herbal Teas: Calming, aids focus.
  • Starting Resources:
    • Temple Offerings: Tokens valued in Bohdi.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Composed, values introspection, holds a deep reverence for tradition and spiritual knowledge.

Seeker of Enlightenment

  • 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):
    • Stealth: For moving undetected in dangerous lands.
    • Wilderness Lore: Self-sufficiency on journeys.
    • Athletics: Endurance for long travels.
  • Starting Equipment:
    • Walking Staff: Travel support, doubles as defense.
    • Weathered Cloak: Suited for varied climates.
    • Dried Provisions: Dried fruits and rice.
  • Starting Resources:
    • Tradeable Goods: Herbs or trinkets for barter.
    • Modest Currency: 11 Dritch.
  • Optional Role-Playing Traits: Driven by curiosity, values exploration and discovery, often reflective on life’s transient nature.

Guardian of the Mists

  • 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):
    • Melee Combat: Skilled in close-quarters defense.
    • Acrobatics: Agile movement in sacred grounds.
    • First Aid: Basic aid for defense injuries.
  • Starting Equipment:
    • Monastic Blade: A temple guard short sword.
    • Meditation Beads: Centers mind and body.
    • Water Flask: For extended patrols.
  • Starting Resources:
    • Temple Insignia: Authority symbol in Bohdi.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Values inner strength, focused and disciplined, prioritizes duty and protection over personal ambition.

Human - Ceiban Origins

Jungle Warrior

  • 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):
    • Melee Combat: Skilled in close combat.
    • Athletics: Endurance for jungle terrain.
    • Wilderness Lore: Knowledge of flora and fauna.
  • Starting Equipment:
    • Ceremonial Blade: A short sword for protection.
    • Jungle Garb: Durable jungle attire.
    • Medicinal Herbs: For treating wounds.
  • Starting Resources:
    • Tribal Relics: Charms with ceremonial value.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Strong sense of duty, resilient in adversity, values strength and balance.

Ceiban Shaman’s Apprentice

  • 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):
    • Animal Handling: Knowledge of creatures for harmony.
    • Investigation: Skilled in reading spiritual clues.
    • Performance: Conducts rites for spirits.
  • Starting Equipment:
    • Ritual Staff: Tool for shamanic practices.
    • Sacred Paints: For protection and spirit contact.
    • Herbal Pouch: Herbs for rituals and healing.
  • Starting Resources:
    • Spiritual Tokens: Valued in Ceiban culture.
    • Modest Currency: 11 Dritch.
  • Role-Playing Traits: Seeks balance, curious about spiritual mysteries, cautious and respectful of jungle forces.

Hunter of the Wilds

  • 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 Combat: Skilled with hunting weapons.
    • Wilderness Lore: Survival in hostile areas.
  • Starting Equipment:
    • Hunter’s Bow: Durable, ideal for stealth.
    • Camouflage Cloak: Blends into jungle.
    • Provisions: Supplies for a week in the wild.
  • Starting Resources:
    • Tradeable Skins: Valuable for trade.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Quiet and observant, respects nature’s cycles, values adaptability and self-sufficiency.

Human - Crannach Origins

Keeper of the Grove

  • 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):
    • Wilderness Lore: Knowledge of flora and fauna.
    • Animal Handling: Harmonizing with grove creatures.
    • First Aid: Caring for injuries and illness.
  • Starting Equipment:
    • Druidic Staff: For rituals and protection.
    • Herbal Satchel: Healing and ritual herbs.
    • Woolen Cloak: Durable for shifting seasons.
  • Starting Resources:
    • Sacred Tokens: Charms valued for trade.
    • Basic Currency: 8 Dritch.
  • Optional Role-Playing Traits: Deeply reverent of nature, contemplative, prefers peace but will fiercely defend sacred lands.

Fey-Touched Wanderer

  • 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):
    • Stealth: Silent movement from fey encounters.
    • Investigation: Observing clues, often on the fey.
    • Languages: Proficiency in Fey Tongue.
  • Starting Equipment:
    • Fey Charm: Token with unclear powers.
    • Traveler’s Garb: For blending into nature.
    • Foraged Rations: Supplies for a few days.
  • Starting Resources:
    • Unique Fey Relics: Minor items for barter.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Intrigued by the mystical, cautious of mortal ambitions, values balance between realms.

Warrior of the Glade

  • Background: “Trained to guard the glades and repel intruders, I protect Crann Bethadh's secrets.”
  • Narrative Prompt: “What ancient forces compel me to guard, and what threats do I fear the most?”
  • Starting Skills (level 1 each):
    • Melee Combat: Skilled in close defense.
    • Athletics: Endurance for forest and battle.
    • Intimidation: Wards off threats through presence.
  • Starting Equipment:
    • Short Sword or Spear: Weapon for defending.
    • Leather Armor: Light, flexible armor.
    • Horn of Warning: Signals allies of danger.
  • Starting Resources:
    • Warrior's Trinkets: Charms of past victories.
    • Basic Currency: 8 Dritch.
  • Optional Role-Playing Traits: Devoted protector, values tradition, skeptical of outsiders and their motives.

Human - Etsai Origins

Zealot of the Withered Root

  • 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 Combat: Proficient in armed combat.
    • Athletics: Endurance across rugged terrain.
    • Investigation: Uncovering traces of impurity.
  • Starting Equipment:
    • Spear or Short Sword: Blessed and used in judgment.
    • Leather Armor: Light, flexible armor.
    • Withered Root Amulet: Oath of purity symbol.
  • Starting Resources:
    • Sacred Relics: Revered ritual tokens.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Zealous, dutiful to the Order, distrustful of other realms and their customs.

Devotee of the Cleansing Flame

  • 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):
    • Intimidation: Commanding presence.
    • Investigation: Detects even slight spiritual impurity.
    • Languages: Proficiency in one extra language.
  • Starting Equipment:
    • Cleansing Flame Pendant: Symbol of purity.
    • Ritual Staff: Used in ceremonies and for defense.
    • Ceremonial Robes: Heavy ritual attire.
  • Starting Resources:
    • Consecrated Relics: Tokens of past rites.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Unwavering, morally strict, views the faith as a means to purify all realms.

Zamarai Hunter

  • Background: “Trained to hunt Zamarai abominations, I relentlessly seek out and purge demonic corruption.”
  • Narrative Prompt: “What feeds my pursuit of the Zamarai, and what sacrifices am I unwilling to make?”
  • Starting Skills (level 1 each):
    • Melee Combat: Skilled in close combat.
    • Investigation: Finds signs of corruption.
    • Stealth: Skilled in moving undetected.
  • Starting Equipment:
    • Sacred Spear: For hunting Zamarai.
    • Leather Armor: Light, flexible armor.
    • Purifying Salts: For cleansing corrupted areas.
  • Starting Resources:
    • Exorcist Relics: Valued items from past exorcisms.
    • 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 - Haoman Origins

Purifier of the Lost Wells

  • 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):
    • First Aid: Caring for injuries and illness.
    • Intimidation: Wards off threats through presence.
    • Crafting: Basics of purification devices and defenses.
  • Starting Equipment:
    • Purification Kit: Alchemical tools for contamination.
    • Sturdy Cloak: Protective for toxic areas.
    • Simple Weapon: Club or spear for defense.
  • Starting Resources:
    • Purified Vials: Valued for trade or emergencies.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Fiercely protective of sacred sites, values resourcefulness, wary of strangers.

Alchemist of the Corrupted Paths

  • 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 your search for purity?”
  • Starting Skills (level 1 each):
    • Crafting: Alchemical mixtures and purification.
    • Investigation: Sharp skills for contamination analysis.
    • Languages: Proficiency in one extra language.
  • Starting Equipment:
    • Alchemist’s Satchel: Herbs, vials, and mortars.
    • Purification Flask: Purifies small toxin samples.
    • Protective Gloves: Essential for toxic handling.
  • Starting Resources:
    • Rare Ingredients: Herbs and components for trade.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Inquisitive and determined, dedicated to knowledge, cautious in sharing discoveries.

Squire of the Sacred Flame

  • 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 Combat: Skilled in close combat.
    • Social Influence: Rallying others to defend and purify.
    • Athletics: Conditioned for prolonged battles.
  • Starting Equipment:
    • Basic Weapon: A Short Sword or Mace.
    • Leather Armor: Light, flexible armor.
    • Purification Talisman: A charm blessed by priests.
  • Starting Resources:
    • Offering Stones: Sacred for Haoman rituals.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Devout and disciplined, unwavering in beliefs, views corruption as a personal adversary.

Human - Huluppian Origins

Child of the Shifting Sands

  • 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):
    • Social Influence: Skilled in negotiating through politics.
    • Investigation: Quick to gather intel.
    • Languages: Proficient in one extra language.
  • Starting Equipment:
    • Diplomatic Emblem: Token of allegiance.
    • Desert Garb: Suitable for harsh travels.
    • Writing Tools: For recording politics.
  • Starting Resources:
    • Political Favor: Owed by a minor official.
    • Basic Currency: 8 Dritch.
  • Role-Playing Traits: Values strategic thinking, wary of loyalty, adapts easily to changing alliances.

Apprentice of the Arcanum

  • 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):
    • Investigation: Studying arcane artifacts and magic.
    • Crafting: Arcane trinkets and runes.
    • Languages: Proficient in one extra language.
  • Starting Equipment:
    • Arcane Journal: Notes on spells and Huluppian magic.
    • Mystic Focus: Charm aiding spellcasting.
    • Simple Robes: Durable mage’s robes.
  • Starting Resources:
    • Rare Component: Ingredient valuable for research.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Driven by intellectual curiosity, secretive, cautious in trusting others.

Keeper of the Sacred Oasis

  • 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):
    • Wilderness Lore: Desert survival, resource use.
    • Intimidation: Projects strength to deter threats.
    • First Aid: Treating dehydration or minor injuries.
  • Starting Equipment:
    • Water Flask: Sacred charm with oasis water.
    • Desert Cloak: Shields against elements.
    • Reinforced Walking Stick: For travel and as a club.
  • Starting Resources:
    • Sacred Water: Small vial for trade or sacred rites.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values self-discipline and resilience, cautious of outsiders, feels a deep spiritual connection to the land.

Human - Igdrasan Origins

Child of the Eternal Ash

  • 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.
    • Intimidation: Commanding speech to deter threats.
    • Melee Combat: Basic weapon defense.
  • Starting Equipment:
    • Ash Cloak: Protection from ash and elements.
    • Short Sword: Practical close-combat weapon.
    • Pouch of Ash: Reminder of home, used in rituals.
  • Starting Resources:
    • Ash Trading Token: Bartering with traders.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values survival and kinship, wary of outsiders, prefers pragmatism over sentimentality.

Oathkeeper of the Clan

  • 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):
    • Intimidation: Asserting authority and maintaining order.
    • Social Influence: Skilled in clan negotiations.
    • Melee Combat: Basic weapon defense.
  • Starting Equipment:
    • Clan Insignia: Symbol of allegiance.
    • Battle Axe: For enforcing oaths and defense.
    • Oathkeeper’s Chain: Token of an oath.
  • Starting Resources:
    • Barter Goods: Items like ash or pelts.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Driven by loyalty and tradition, protective of clan, mistrustful of those outside Igdrasan bonds.

Ashland Refugee

  • 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):
    • Athletics: Endurance from harsh conditions.
    • Social Influence: Foreign dealings and trade talk.
    • Languages: Proficient in one extra language.
  • Starting Equipment:
    • Clan Insignia: Clan loyalty token.
    • Travel Cloak: Shields from harsh weather.
    • Reinforced Walking Stick: For travel and as a club.
  • Starting Resources:
    • Ash Trading Token: Barter value among traders.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values endurance and loyalty, cautious in unfamiliar cultures, pragmatic in interactions.

Human - Jianmuan Origins

Mist-Bound Scholar

  • Background: “Raised within sacred mists, I sought wisdom by balancing the physical and mystical realms.”
  • Narrative Prompt: “What question drives my pursuit of balance between heaven and earth?”
  • Starting Skills (level 1 each):
    • Investigation: Finds truth in complex environments.
    • Languages: Proficiency in one extra language.
    • Performance: Skilled in incantations for rituals.
  • Starting Equipment:
    • Scroll Case: Holds ancient texts and incantations.
    • Ceremonial Robes: Symbolize respect for mysticism.
    • Mist Amulet: Symbolizes protection in the mists.
  • Starting Resources:
    • Ink and Quill Set: For documenting mystical insights.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values knowledge and mysticism, skeptical of rigid structure, prefers open-mindedness.

Apprentice of the Mists

  • 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):
    • Ranged Combat: For distance spells and combat.
    • Wilderness Lore: Navigation in unpredictable terrain.
    • Crafting: Alchemical skills for potions.
  • Starting Equipment:
    • Sorcerer’s Focus: Talisman to channel mist powers.
    • Sacred Dagger: For combat and rituals.
    • Herbal Satchel: Holds potion components.
  • Starting Resources:
    • Potion Ingredients: Herbs for simple potions and trade.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values discipline, cautious of unchecked powers, respects magical hierarchy.

Wanderer of the Shifting Paths

  • 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.
    • Wilderness Lore: Navigating and tracking resources.
  • Starting Equipment:
    • Travel Cloak: Shields from harsh elements.
    • Traveling Satchel: Holds survival tools and path maps.
    • Reinforced Walking Stick: For travel and as a club.
  • Starting Resources:
    • Tradeable Trinkets: Small items for bartering.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values freedom and adaptability, distrustful of stationary lifestyles, favors solitude.

Human - Kalparian Origins

Guardian of the Sacred Grove

  • 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):
    • Wilderness Lore: Navigating landscapes.
    • Melee Combat: Proficient in hand-to-hand weapons.
    • First Aid: Knowledge herbal alms for injuries.
  • Starting Equipment:
    • Sacred Staff: Symbol of your guardian role.
    • Herbal Pouch: Contains medicinal plants.
    • Protective Cloak: For outdoor patrols.
  • Starting Resources:
    • Blessed Charm: A charm from your grove.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values harmony with nature, suspicious of outsiders, loyal to the grove’s guardians.

Disciple of the Eternal Cycle

  • 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):
    • Performance: Leads rituals and invokes blessings.
    • Languages: Proficieny in one extra language.
    • Crafting: Crafts blessed items and tools.
  • Starting Equipment:
    • Prayer Beads: Devotional tool for meditation.
    • Ritual Garments: Worn in ceremonies.
    • Incense Pouch: For purification.
  • Starting Resources:
    • Small Offering Bowl: Honors the gods in rituals.
    • Minimal Currency: 6 Dritch.
  • Optional Role-Playing Traits: Seeks spiritual clarity, prefers meditation over conflict, loyal to priestly mentors.

Wanderer of the Sacred Paths

  • 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.
    • Social Influence: Builds trust, mediates conflicts.
    • Stealth: Proficient in moving unseen.
  • Starting Equipment:
    • Traveler’s Robe: Lightweight attire for long journeys.
    • Meditation Mat: For rest, symbolizing resilience.
    • Prayer Stones: Grounding symbols for focus.
  • Starting Resources:
    • Tradeable Trinkets: Blessed items for barter.
    • Minimal Currency: 6 Dritch.
  • Role-Playing Traits: Values flexibility, distrusts rigid authority, compassionate to wanderers.

K'aan Origins

Serpent Plains Wanderer

  • Description: “Raised in the Serpent Plains, where nature and venom were my only allies and threats.”
  • Narrative Prompt: “What lesson did the serpents teach me about survival?”
  • Starting Skills (level 1 each):
    • Animal Handling: Commanding serpentine creatures.
    • Wilderness Lore: Knowledge of plants and creatures.
    • Stealth: Move undetected through terrain.
  • Starting Equipment:
    • Venom Kit: For extracting and preparing poisons.
    • Jungle Cloak: Lightweight, camouflaged cloak.
    • Bone Dagger: Simple, sturdy dagger.
  • Starting Resources:
    • Venom Vials: Three small vials of jungle venom.
    • Minor Currency: Jungle trade coinage.
  • Role-Playing Traits: Highly observant, calculated in actions, sees allies as essential but fleeting.

Ritualistic Venom Crafter

  • 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):
    • Crafting: Poison-making skill.
    • Investigation: Analyzing potent ingredients.
    • Animal Handling: Skilled with venomous creatures.
  • Starting Equipment:
    • Venom Kit: For extracting and preparing poisons.
    • Ritual Garb: Traditional garb worn during crafting.
    • Small Serpent: Trained snake companion.
  • Starting Resources:
    • Poisonous Herbs: Rare herbs for potent poisons.
    • Trade Trinkets: Charms valued in trading circles.
  • Role-Playing Traits: Reveres tradition, focused on ritual precision, takes pride in venom-crafting lineage.

Jungle Guardian

  • 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?”
  • Suggested Skills:
    • Melee Combat: Skilled in close-range combat.
    • Wilderness Lore: Knowledge of flora and fauna.
    • Intimidation: Projecting an imposing presence.
  • Starting Equipment:
    • Guardian Staff: Snake-adorned weapon.
    • Protective Wraps: Leather and scale wraps.
    • Herb Pouch: Healing herbs and anti-venom.
  • Starting Resources:
    • Shrine Relics: Spiritual artifacts for trade.
    • Minor Currency: 6 Dritch.
  • Role-Playing Traits: Protective of the jungle, distrustful of outsiders, sees life and death as a natural cycle.

Necrokin Origins

Bound Spirit

  • Description: “Once bound to a necromancer, I 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):
    • Intimidation: A presence shaped by death and control.
    • Investigation: Knowledge of necromancy.
    • Stealth: Used for escape and concealment.
  • Starting Equipment:
    • Bone Amulet: Necromantic charm from past.
    • Tattered Cloak: Concealment and protection.
    • Lockpicks: Tools used in your escape.
  • Starting Resources:
    • Crypt Coins: Old coins for minor transactions.
    • Grave Dust: Reagents with barter value.
  • Role-Playing Traits: Distrustful of authority, deeply values autonomy, respectful of others’ freedom.

Spirit Guide

  • Description: “Raise 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):
    • Social Influence: For spirit and mortal communication.
    • Wilderness Lore: Knowledge of haunted regions.
    • Languages: Proficient in one extra language.
  • Starting Equipment:
    • Spirit Lantern: Used to attract wandering souls.
    • Ritual Garments: Marked with spirit-calling symbols.
    • Necrotic Tome: Contains necromantic rituals and rites.
  • Starting Resources:
    • Wraith Stone: Necrotic gem valued by mystics.
    • Old Coins: Currency from the families of the dead.
  • Role-Playing Traits: Respectful of the dead, seeks balance between realms, prefers peaceful resolutions.

Cursed Outcast

  • 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):
    • Wilderness: Navigating desolate wastelands.
    • Stealth: Avoids detection by those who might hunt you.
    • Athletics: When stealth fails, fleeing is all that is left.
  • Starting Equipment:
    • Hooded Cloak: For identity concealment.
    • Grave Dagger: A small, practical blade.
    • Tattered Bag: Holds small supplies and tools.
  • Starting Resources:
    • Corpse Coins: Eerie coins from burial grounds.
    • Spirit Ashes: Powdered remnants for necromantic use.
  • Role-Playing Traits: Self-reliant, wary of strangers, driven by survival rather than comfort.

Creating Your Own Custom 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 travelers 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 General Skills that logically align with your origin’s theme. Refer to the Skills section later in the book to select options that represent abilities gained through experience.

Example: Wilderness Lore, Athletics, and Stealth might suit a character for guiding or surviving in hazardous environments.

Step 6: Determine Starting Equipment

List basic items your character would carry based on their origin. Choose practical, rugged items that reflect their background, providing functionality without granting excessive advantage.

Example:

  • Traveler’s Map: A hand-drawn map of safe paths through ash storms.
  • Sturdy Boots: Reinforced footwear for rugged terrain.
  • Compass Charm: A pendant used to stay oriented in the ash clouds.

Step 7: Define Starting Resources

Identify starting resources that fit your character’s background, such as small trade items or a modest amount of currency. These items should give a sense of economic reality without being overpowered.

Examples:

  • Ash Stones: Small, tradeable stones.
  • Minor Currency: Enough for basic provisions.

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 travelers 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: Wilderness Lore, Athletics, and Stealth.
  • Equipment: Traveler’s map, sturdy boots, compass charm.
  • Resources: Ash stones, minor 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.