Starting Backgrounds

The many backgrounds found on this page are more like pregenerated characters than “classes”. They don’t represent all the kinds of adventurers that can be found in the Archipelago; they’re just a tasting menu. Feel free to tweak them for your table, to mix and match, or to invent new backgrounds entirely.

d44 Background
11 Reaver
12 Monster Hunter
13 Uncarved Mendicant
14 Farfarer
21 Thief
22 Bard
23 Acrobat
24 Rook
31 Wizard
32 Weatherworker
33 Hedge Witch
34 Field Alchemist
41 Chosen of the Sky Dancer
42 Chosen of the Fogweaver
43 Chosen of Ruin
44 Chosen of Thousand Branches

11. Reaver

Not necessarily a pirate. The Archipelago is a dangerous place, and there’s always a market for a soldier of fortune with a strong arm and a cool head. Or maybe you’re a pirate.

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Grit: Once per battle, you may resist physical harm without spending any Luck.

12. Monster Hunter

The Archipelago has no shortage of strange and magical beasts. It’s a brave soul who takes the first step into a place where regular folk fear to tread.

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Beast Lore: When you encounter a creature you’ve never seen before, you can ask the GM to tell you one of its weaknesses, defenses, or special powers.

13. Uncarved Mendicant

A survivor of turmoil and destruction who has taken on the forlorn robe, owning nothing so that nothing may be taken from you. You are a living warning against striving and hubris.

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Martial Arts: When you face an armed opponent, being unarmed yourself doesn’t put you at a disadvantage. Your unarmed attacks inflict the damage of a club.

14. Farfarer

A restless wanderer of the Archipelago’s wild and distant places. The fire in your eyes is dimmed by cities and roads, and it can only be kindled by a vista that no other eye has seen.

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Pet: You have a loyal and unusually clever animal companion that follows you everywhere; decide with the GM what kind of animal it is. They know one appropriate trick, decided by you. Each time you complete an adventure, they learn one more.

21. Thief

Someone trained in the arts of stealing and sneaking, a craft that’s hard to come by honestly. Likely to have a questionable past they’d prefer was left uninvestigated.

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Backstab: You get +1d when attacking a completely unaware enemy. If successful, automatically inflict the maximum damage for your weapon.

22. Bard

An entertainer and storyteller who wanders the Archipelago in search of a good tale. A good bard should be glib of tongue, light of heart, and fleet of foot.

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Inspire: You can play an inspiring ballad that uplifts any friendly creatures that can hear and understand you. Roll against the risk that you can’t capture the muse. As long as you succeed, this counts as a setup action for as long as you keep playing. Your music can also counter the effects of magical songs and poetry.

23. Acrobat

Who can scramble up a tree, scale a mast, vault a wall, walk a tightrope? Maybe an entertainer, and maybe a second-story burglar. Either way, you’re light, fast, and fearless.

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Sharp: When there’s a question about who goes first or who gets the spotlight, the answer is always you.

24. Rook

A rook is something between a scout and a spy, someone you can rely on to keep a low profile and gather intelligence.

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Nondescript: You tend to blend in. You get +1d when rolling to avoid drawing attention to yourself, and others get +1d when rolling to distract from you.

31. Wizard

Wizards are scholarly mages who devote themselves to the four arcane arts which they consider to be most elegant and profound: finding, binding, seeming, and changing.

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32. Weatherworker

Weatherworkers are working mages who command the wind, waves and sky. It’s by far the most profitable kind of magic; a good weatherworker is welcome anywhere.

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33. Hedge Witch

A practitioner of folk magic, versed in the kind of practical charms and hexes that hermits and village wisdoms have been passing down to their apprentices for generations.

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34. Field Alchemist

A wayward apprentice, unable or unwilling to pursue the secrets of alchemy in the confines of some master alchemist’s sterile laboratory. You must advance your craft by experimentation and field research instead.

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41. Chosen of the Sky Dancer

One who has dedicated their life to the service of the Sky Dancer, who dwells within the moon and whirls between the stars. The oldest teacher of the islanders, she is the watcher in the sky, the gentle beacon who guides you safely home. She is the patron of sailors, leaders, teachers and students.

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Raise the Beacon: You may hold your holy symbol aloft in both hands and Invoke the Sky Dancer to call forth pale, radiant starlight for as long as you hold it. Roll against the risk that your faith is weak; if you fail, it is mere light and nothing more.

If you succeed, the gentle rays of the Sky Dancer will lift the burdens from all they touch. The dying linger, pain is eased, and most conditions will cease to hinder you for as long as the beacon shines. The light of the beacon lasts for as long as you bear the symbol aloft.

42. Chosen of the Fogweaver

One who has dedicated their life to the service of the Fogweaver, who loves you more the more lost you become. The goddess of mystery and intuition, she scorns the pitiless light of day. The enshrouding fog at the edge of the world blurs boundaries and awakens the true heart. She is the patron of adventurers, wanderers, the aimless and the lost.

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Weave the Fog: You may hold your holy symbol aloft in both hands and Invoke the Fogweaver to call forth the enshrouding fog. Roll against the risk that your faith is weak; if you fail, you can’t try again until you spend time in meditation.

It takes about 10 minutes for the fog to descend, and it lasts for 1d6 hours. The closer you are to the ocean, the heavier the fog will be. Far inland, it’s a wispy mist that provides scant concealment. On the open ocean, it’s a freezing wall of impenetrable grey. You can use this power indoors or underground, but the fog won’t be able to reach you.

43. Chosen of Ruin

One who has dedicated their life to the service of Ruin, the toppler of towers and burner of forests. They are the flame that spreads hungry, the lightning that yearns to kiss earth, the gale that longs to caress your fragile ship. Ruin is the patron of firebrands, rabble-rousers and troublemakers - anyone who aims to misbehave.

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Endure Ruin: You may hold your holy symbol aloft in both hands and Invoke Ruin to withstand any heat or flame, no matter how intense. Roll against the risk that your faith is weak; if you fail, the flames will kiss your flesh after all. Otherwise, you are totally immune to heat and fire as long as you hold the symbol aloft.

44. Chosen of Thousand Branches

One who has dedicated their life to the service of Thousand Branches, the vast songborn with a mangrove heart. His resplendent foliage is an ever-branching crown of antlers that represents every path and fork a life might follow. Valuing agency and growth above all else, he denies those who embrace stagnation and detests those who fetter others.

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Open the Canopy: You may hold your holy symbol aloft in both hands and Invoke Thousand Branches to amplify the effects of fortune and chance (both good and bad) for a time. Roll against the risk that your faith is weak; if you fail, you can’t try again until you spend time in meditation.

As long as you hold the symbol aloft, everyone in the area gets +1d to all rolls. The risk and effect of all rolls is also increased by one step, so that the “default position” becomes great risk and great effect. Anything that relies on chance or probability becomes more erratic and unpredictable than usual, which may either be a hindrance or a help.