Backgrounds

Character Creation — Characteristics — Race — Background — Occupation 10 skills, 3 x +20%, 7 x +10%

Agoge
The Spartans maintain a rigorous and brutal training regimen mandated for all Spartan citizens and permitted for a select few youth from eager aristocratic families of other cities. Those brought up in the agoge are instructed in combat, strategy, stealth, hunting, dancing, singing, etiquette and loyalty. From a young age, they live in communal groups and are encouraged to give loyalty to their communal mess hall rather than to their families. The agoge only affords them a single red cloak each year and they are underfed so that they master the skills of stealing their food. Over the course of years, they are granted a mentor, become members of the reserve army of Sparte and finally join the prestigious Spartan army itself. They then are voted into one of the public messes of Sparte as a full citizen.

Skills: Climb, Dodge, Etiquette, First Aid, Jump, Lore (military tactics), Martial Arts (pankration), Sleight of Hand, Stealth, Survival; Pick two from: Perform (dance), Sing, Track, Effort Roll, Stamina Roll

Combat skills: Any

Typical Professions: Acrobat, Athlete, Blacksmith, Charioteer, Craftsman, Explorer, Hoplite, Hipparchos/Cavalry, Lord/King, Mercenary, Merchant, Physician/Healer, Priest, Proxenos/Consul, Rogue/Thief, Scribe, Soldier, Spy

Starting Money: 4d6 x 75 Obols

Literacy skill = INTx4

Agrarian
Agrarians are people of the land, most often argicultural or herding folk. Their education is based in the ebb and flow of the seasons and hardship, rather than reading, writing or numeracy. They are proud workers and skilled craftsmen, bound to simple lives unless the call of war threatens their homeland. They own little property, though they are free folk and typically recognized as citizens of the kingdom.

Skills: Boating, Climb, Dodge, Drive, First Aid, Handle Animal, Jump, Lore (local, nature), Repair, Use Rope; Pick two from: Craft, Lore, Perform (dance, instrument), Sing, Survival

Combat skills: Axe, Brawl, Cudgel, Dagger, Greataxe, Sling, Spear, Staff

Typical Professions: Beggar, Craftsman, Farmer, Fisherman, Herdsman/Shepherd, Hunter, Labourer, Mercenary, Oracle/Seer, Peddler, Rogue/Thief, Soldier

Starting Money: 4d6 x 25 Obols

Literacy skill = INTx3

Barbarian
The barbarians of Gaia are diverse and plentiful, typically living in the hard and dangerous wilds of Gaia’s grace. This background recognises their hardiness, tenacity and understanding of their environment. Barbarians are not uncultured; their societies and traditions are every bit as complex as those of the refined Iomaeans or Temurians. Extended family groups based on clans and tribes are common. They are uneducated by civilised standards and have cultures based on superstition, taboo and oral tradition, but these are rich in emotion, myth and social ethics — elements sometimes lacking in so-called civilised societies.

Skills: Boating, Climb, Handle Animal, Intimidation, Jump, Lore (nature, monsters), Perception, Ride, Sense, Sing (paean, Epinikia, Hymnos, Dithyramb, Threnoi, Hyporchema), Stealth, Survival; Pick one from: Craft, Effort Roll, Lore, Perform (instrument, dance), Track

Combat skills: Axe, Greataxe, Cudgel, Maul, Bow, Dagger, Shield, Sling, Spear, Staff, Throw, Brawl, Wrestle

Typical Professions: Acrobat, Animal Trainer, Archer, Bard, Blacksmith, Brute/Berserker, Charioteer, Craftsman, Explorer, Farmer, Fisherman, Gladiator, Herdsman/Shepherd, Hunter, Labourer, Mercenary, Oracle/Seer, Peltast/Scout, Ranger, Rogue/Thief, Soldier.

Starting Money: 4d6 x 50 Obols

Literacy skill = INT or 00

Civilized
From the streets of great cities across Gaia, separated by seas and wilds, many adventurers hail. Proud are the inhabitants of sprawling metropolises like Madeon, Pythesia, Iomaea and Hareishah. Perfection of mind and body are idealized in Acharan cities, and education in the schools of great philosophers is an honored tradition. Beyond the Atamean sea, knowledge is guarded more closely, and standards of education are reserved for lineages of scholars and nobles. The civilised cultures of Gaia always have a sense of their own purpose and history, twisted, naturally, to exaggerate their own place in it.

Skills: Appraise, Diplomacy, Etiquette, Insight, Lore (culture, history); Pick three from: Administration, Athletics, Bluff, Craft, Language, Lore, Perform, Repair, Research

Combat skills: Bow, Shield, Sling, Shortsword

Typical Professions: Acrobat, Alchemist/Herbalist, Athlete, Bard, Beggar, Blacksmith, Charioteer, Counselor, Courtier, Courtesan, Craftsman, Explorer, Hoplite, Hipparchos/Cavalry, Lord/King, Mercenary, Merchant, Physician/Healer, Priest, Proxenos/Consul, Rogue/Thief, Sailor, Scholar/Philosopher, Scribe, Soldier, Sorcerer, Spy, Technitos/Actor

Starting Money: 4d6 x 100 Obols

Literacy skill = INTx5

Mariner
Maritime traditions are strong across Gaia. Almost all major cities are on the coasts, and they breed excellent sailors with sea travel being commonplace. In Khamat this culture includes those who work the Aharset River for they have water-borne skills and traditions every bit as powerful as the sea-going merchants. Mariners have the sea in their blood. They know the tides, how the moon affects them, local currents and rips, where to find the best fishing and how to avoid the obstacles of their own harbour.

Skills: Acrobatics, Boating, Climb, Dodge, Lore (sea, geography, nature), Sing, Swim, Use Rope; Pick two from: Craft, Knowledge, Language, Navigate, Shiphandling

Combat skills: Brawl, Cudgel, Dagger, Longsword, Throw

Typical Professions: Acrobat, Archer, Craftsman, Explorer, Fisherman, Mercenary, Merchant, Pirate, Rogue/Thief, Sailor

Starting Money: 4d6 x 75 Obols

Literacy skill = INTx4

Noble
Nobles of Gaia are not always the result of privileged dynastic families. It is possible, through hard work, tenacity and business acumen, to work one’s way to a noble title. The merchant-princes of Deramsis have earned their positions with much sweat and scheming. In most cases, however, nobles are the result of family and breeding. They are used to power (though not forced to exercise it wisely), and are likely to own both land and workers (though they do not always care for the welfare of either). Types of nobility do differ greatly across the world. In the smaller cities of Acharos, nobles and kings live quite humbly alongside their fellow citizens. Some nations, such as Iomaea and the dwarven confederation, are known for their sprawling aristocracies of selfish, backstabbing nobles. Elsewhere, like in the lands of Vandu and Khamat, the nobility is entirely disconnected from the ignorant peons below them or infused with the divine authority of the gods.

In choosing this cultural background players should consider what type of nobility they hail from.

Skills: Appraise, Diplomacy, Dodge, Lore (history, geography, politics, regional), Perception, Ride; Pick two from: Administration, Craft, Language, Lore, Perform, Shiphandling

Combat skills: Dagger, Shield, Shortsword, Spear

Typical Professions: Counselor, Courtier, Charioteer, Explorer, Hoplite, Hipparchos/Cavalry, Soldier, Lord/King, Merchant (may refer to himself as Merchant Prince), Priest, Proxenos/Consul, Sorcerer, Technitos/Actor, Scholar/Philosopher

Starting Money: 4d6 x 500 Obols

Literacy skill = INTx5

Nomad
The nomadic cultures follow the seasons and the sources of food. Like the barbarian cultures, they should not be considered simple or uncultured; their way of life simply has no need for surfaced roads and buildings of stone. Their towns and cities are tents and awnings; their roads the ancestral hunting trails and pastures. Nomads know their terrain intimately and how to survive in it. They worship local nature spirits because their effects can be seen daily. Nomads read their terrain with the spirits in mind and see omens, foul and fair, in anything that veers from the expected.

Skills: Climb, Handle Animal, Jump, Lore (geography, history, nature), Navigate, Perception, Ride, Stealth, Survival; Pick one from: Craft, Language, Lore, Stamina Roll, Track

Combat skills: Axe, Bow, Dagger, Longsword, Shield, Shortsword, Sling, Spear

Typical Professions: Animal Trainer, Archer, Charioteer, Craftsman, Explorer, Herdsman/Shepherd, Hipparchos/Cavalry, Hunter, Oracle/Seer, Peltast/Scout, Ranger, Peddler, Mercenary, Rogue/Thief

Starting Money: 4d6 x 25 Obols

Literacy skill = INTx3

Slave
Slavery is commonplace in Gaia. Most cultures, even the progressive city-state of Iomaea, depend on them to function. Slaves are employed extensively across different areas of work, including agriculture, labour, mining, domestic work, teaching, war, craft and entertainment. Within the typical household, slaves are regarded as part of the family unit and treated relatively well, although they may be dealt with as the owner sees fit. Slavers ply the sea lanes, either transporting captives for sale or looking for new ones. Criminals, dissidents and populations of defeated cities find themselves enslaved without much hesitation. Slaves are frequently used in the galleys, triremes and biremes of the fleets across the Aegean. Some slaves become gladiators and earn freedom and respect; most do not.

For adventurers, this background represents someone who has spent most of their life in slavery, learning skills through service and hard labour. Some slaves are granted their freedom by a benevolent owner, whilst others escape; if so, they might be hunted by a vengeful master.

Skills: Boating, Climb, Dodge, Drive, Effort Roll, First Aid, Handle Animal, Jump, Lore (nature), Stamina Roll, Use Rope; Pick two from: Bluff, Craft, Etiquette, Perform (dance, instrument), Sing, Survival

Combat skills: Axe, Brawl, Dagger, Shortsword, Sling, Spear, Staff

Typical Professions: Acrobat, Animal Trainer, Bard, Beggar, Charioteer, Courtesan, Craftsman, Farmer, Fisherman, Gladiator, Miner, Oracle/Seer, Physician/Healer, Scholar/Philosopher, Scribe, Spy

Starting Money: 4d6 x CHA Obols

Literacy skill = INT

Varnas
The elves and rakshasa of Vandu and Pajzat maintain strict traditions of social class and hierarchy based on historical clan and familial lines. The varnas are four castes that order elvish duties, lifestyles and practices. Vudrani society is built on the efficiency and standardization of this tradition, but suffers a rigidity that limits acceptance of new ideas. Elves raised outside the caste system or enslaved through capture or lineage fit into the standard cultural backgrounds (especially barbarian and nomad, or slave). Among the Vudra, these and others lawfully or socially ostracized are called the same as non-elves: Haramya, or “casteless.” Casteless elves are treated with suspicion and prejudice by their brethren, potentially even met with violence. Very rarely a Haramya may attempt to assimilate into Vudra society again, with mixed results. Sometimes, though, the casteless status allows more flexibility in dealing with the elvish peoples.

Brahmin
(priestly and scholarly caste)

Bhajran are engaged in attaining the highest spiritual knowledge and adhere to the principles of the Vedas. This is a difficult path of discipline of body, mind, and intellect. The Bhajran take on many professions — from being priests, ascetics, mages and scholars to warriors and merchants. Although very few in number, some Vudrani of other castes have dedicated themselves to such austere lives that they are also recognized as Bhajran. They are expected to practice self-abnegation and function as the custodians of the Vedas; they teach insights into all aspects of life, perform rites and sacrifices, and spread its philosophies in exchange for support from their community. They practice vegetarianism and wear ritual beads of red stone recognizing their initiation to the Akasiya.

Skills: Etiquette, Insight, Lore (astronomy, history, religion, arcana, mathematics, nature, planes), Meditation, Research, Teach; Pick two from: Alchemy, Language, Lore, Perform, Acrobatics, Monasticism, Spellcraft

Combat skills: Brawl, Cudgel, Dagger, Katara, Longsword, Shield, Spear, Staff, Throw, Urumi

Typical Professions: Alchemist/Herbalist, Lord/King, Mage, Merchant, Monk, Oracle/Seer, Physician/Healer, Priest, Scholar/Philosopher, Scribe, Soldier

Starting Money: 4d6 x 100 Rupees

Literacy skill = INTx5

Kshatriya
(martial and royal caste)

Kmatilyas are concerned with the protection of Vudrani society by battling in wartime and governing in peacetime. They are the ruling elite among the Vudrani and often function as leaders, soldiers, overseers, judges and law enforcers. Kmatilyas benefit from their privileged status with good education and wealth taxed from their subjects. Most are aloof and disdainful of the other castes, but wise and kind in their rulings over them. They are expected to maintain their combat training and weapons in perfect condition, resolve the disagreements of their fellow elves, and be fearless in protecting other elves with their lives. The greatest of their soldiers are known as Shastar Guru, revered, religious monk-warriors who spend their lives training in an ancient martial tradition.

Skills: Administration, Appraise, Diplomacy, Dodge, Lore (history, geography, politics, regional, law, military tactics), Perception, Ride; Pick two from: Craft, Language, Lore, Perform, Shiphandling, Monasticism, Pike, Martial Arts (monastic styles)

Combat skills: Bow, Brawl, Dagger, Katara, Longsword, Spear, Shield, Throw, Urumi

Typical Professions: Animal Trainer, Archer, Brute/Berserker, Cavalry/Hipparchos, Charioteer, Counselor, Courtier, Lord/King, Mercenary, Proxenos/Consul, Sailor, Shastar Guru, Soldier, Spy

Starting Money: 4d6 x 500 Rupees

Literacy skill = INTx5

Vaishya
(merchant caste)

Vrimitadyas are charged with pastoral tasks, agriculture and trade. While generally broken between the more sedentary rustic life of a farmer and the wide ranging travel of a merchant, Vrimitadyas are also known in Vudrani culture as shrewd politicians and progressive philosophers. Their traders and travelers are widely credited with the spread of Vudrani culture to the far realms of men and beasts. They see extremely varied education, often based on their wealth and access to major cities. They are expected to support their community with their wealth and resources.

Skills: Administration, Appraise, Athletics, Boating, Handle Animal, Dodge, Drive, First Aid, Lore (culture, commerce, nature), Repair; Pick two from: Bluff, Craft, Diplomacy, Insight, Lore, Navigate, Perform (dance, instrument), Survival

Combat skills: Axe, Brawl, Cudgel, Dagger, Greataxe, Sling, Spear, Staff

Typical Professions: Explorer, Farmer, Herdsman/Shepherd, Fisherman, Hunter, Merchant, Peddler, Proxenos/Consul, Rogue/Thief, Sailor

Starting Money: 4d6 x 50 Rupees

Literacy skill = INTx4

Shudra
(labor caste)

Shayus are dutied with crafting objects and serving the other castes. Their families follow long lineages of specialized, expert work as craftsmen, labourers, architects, servants, cooks, scribes, drivers, attendants, and squires. Although regarded as the lowest among the four castes, they are extremely proud of their work, its quality and their contribution to Vudrani society. Their education is typically rudimentary and their lives simple, tied to maintaining their family business and its respectable reputation. Shayus very rarely achieve positions of power, but lobby tirelessly for their fellow downtrodden kin if they can. They are expected to serve and array their fellow elves as the foundation of Vudrani culture. Some subcastes practice ritual tattooing, marking themselves with unique symbols to indicate their familial ties.

Skills: Athletics, Boating, Drive, First Aid, Handle Animal, Lore (culture, engineering, logistics), Repair, Use Rope; Pick two from: Craft, Effort roll, Lore, Perform

Combat skills: Axe, Brawl, Cudgel, Greataxe, Dagger, Sling, Spear, Staff

Typical Professions: Animal Trainer, Blacksmith, Courtesan, Craftsman, Labourer, Rogue/Thief, Scribe

Starting Money: 4d6 x 50 Rupees

Literacy skill = INTx3