Backgrounds
The backgrounds on this page 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.
From the Coral Circlet:
- 11. Farfarer
- 12. Rook
- 13. Tower Apprentice
- 14. Crab Acolyte
- 15. Chosen of the Sky Dancer
- 16. Chosen of the Fogweaver
From strange and distant lands:
11. Farfarer
A dabbling mage and a seeker of new places and peoples, following the Coral Circlet’s ancient tradition of setting out to sea. Hungry for a taste of the wideness and strangeness of the world, so they can carry new tales home and share them in the taverns of Sentinel Rim.
Attributes:
- Grace 2d
- Prowess 3d
- Resolve 3d
- Cunning 2d
- Insight 1d
Skills:
- Seafaring 2
- Axe Fighting 2
- Talespinning 1
- Folklore 1
- Climbing 1
- Spells of Water 1
- Weatherworking 1
Possessions:
- Practical sailor’s garb, with a flourish.
- A heavy leather cloak to keep the rain off (light armour).
- A pair of axes, equally suited to chopping rope, firewood, or skulls. Good for throwing, too.
- A vellum scroll inscribed with the ritual of Weatherworking. Waterproof.
- A weatherworking net of silver threads, for catching the breeze.
- A homeward needle that always points to the Coral Circlet.
Tavern Lore: When you come across a new island, you can ask the GM to tell you a rumour, story or legend you’ve heard about it. It won’t necessarily be accurate, but it will give you some insight into what people know about this place and how they regard it.
12. Rook
A rook is a bird that’s comfortable in a flock of thousands. It’s also someone who hails from the tangled streets of Orchid Bay, the jewel of the Coral Circlet and one of a handful of true cities in the Archipelago. Amidst the bustle and the politics, they’ve picked up some skills that are hard to come by honestly.
Attributes:
- Grace 3d
- Prowess 2d
- Resolve 1d
- Cunning 3d
- Insight 2d
Skills:
- Sling Fighting 2
- Sneaking 2
- Appraisal 1
- Climbing 1
- Knife Fighting 1
- Picking Pockets 1
- Reflexes 1
- Running 1
Possessions:
- Loose and practical garments.
- A easily-concealed sling and easily-replenished stones.
- An extra knife hidden in your boot.
- A pouch of chalk for keeping your grip.
- A vial of metal-eating solvent.
Ambush: You get +1d when attacking a completely unaware enemy. If successful, automatically inflict the maximum damage for your weapon. Any bonuses that would otherwise increase the damage roll add an extra 2 damage instead.
13. Tower Apprentice
A studious apprentice to one of the Tower Wizards of the Shroud, either run away or sent away by their master. Knows just enough of the wizard’s craft to be dangerous, but not yet enough to be wise. Their tutor doesn’t know about the book of arcane lore hidden away in their pack.
Attributes:
- Grace 2d
- Prowess 1d
- Resolve 2d
- Cunning 3d
- Insight 3d
Skills:
- Calligraphy 2
- Second Sight 2
- Spells of Finding 1
- Spells of Binding 1
- Spells of Seeming 1
- Spells of Changing 1
- History 1
- Folklore 1
- Occult Theory 1
Possessions:
- Outlandish robes or a scholarly outfit.
- A wizardly staff, or at least a branch carved to look like one.
- A “borrowed” ritual grammar filled with Runes of Power.
- A calligraphy brush and a pot of ink.
14. Crab Acolyte
A would-be ascetic who has spent enough time with the crab mystics of Landfall Jungle to pick up the knack for conversing with beasts. The crab mystics are concerned only with the affairs of the Coral Circlet, but there are plenty of wild places in the world that need protecting from axes and ignorance.
Attributes:
- Grace 2d
- Prowess 2d
- Resolve 3d
- Cunning 3d
- Insight 1d
Skills:
- Unarmed Fighting 2
- Endurance 2
- Second Sight 1
- People Reading 1
- Proselytizing 1
- Herbalism 1
- Wilderness Survival 1
- Tracking 1
Possessions:
- The simple robes of a wandering mendicant.
- A small, loyal crab that lives in your robes.
- A pouch of healing herbs.
- A pouch of spices that soothe beasts when burned.
Soother: You have the knack for talking to animals, allowing you to converse with them as easily as with people. You’ll never change a beast’s essential nature, but they will generally hear you out, at least.
15. Chosen of the Sky Dancer
A cultist of the Sky Dancer, who dwells within the moon and whirls between the stars. The oldest teacher of the islanders, she is the gentle beacon who guides you safely home. She is the patron of sailors, leaders, teachers and students. She has chosen you as her envoy.
Attributes:
- Grace 2d
- Prowess 2d
- Resolve 3d
- Cunning 1d
- Insight 3d
Skills:
- Proselytizing 2
- Invoke the Sky Dancer 2
- Staff Fighting 1
- Rhetoric 1
- Spells of Exchange 1
- Spells of Guidance 1
- Cosmology 1
- Healing 1
Possessions:
- Religious vestments.
- Herbs and bandages for healing.
- A sacred stave that symbolises wisdom and stability.
- Your holy symbol, the Lunar Spire (counts as light armour when held aloft).
Raise the Beacon: You may raise your holy symbol aloft 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, reduce your skill by 1. You must please the Sky Dancer to raise it.
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.
16. Chosen of the Fogweaver
A cultist 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. She has chosen you as her envoy.
Attributes:
- Grace 2d
- Prowess 2d
- Resolve 3d
- Cunning 3d
- Insight 1d
Skills:
- Proselytizing 2
- Invoke the Fogweaver 2
- Spear Fighting 1
- Charm 1
- Spells of Influence 1
- Spells of Seeming 1
- Folklore 1
- Sleight of Hand 1
Possessions:
- Religious vestments.
- A winged spear to pierce the veil of pretense.
- Your holy symbol, the Sightless Eye (counts as light armour when held aloft).
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, reduce your skill by 1. You must please the Sky Dancer to raise it.
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.
61. Equilibrion Wanderer
A member of a reclusive order from the Sea of Splinters. Dedicated to healing dissonance, restoring balance, and ending arcane excess wherever it may be found. The appearance of a dour-faced Equilibrion on your island is usually a sign that things have already gone horribly wrong.
Attributes:
- Grace 1d
- Prowess 2d
- Resolve 3d
- Cunning 2d
- Insight 3d
Skills:
- Staff Fighting 2
- Spells of Grounding 2
- Second Sight 2
- Endurance 2
- Strength 1
- History 1
- Music 1
- Climbing 1
- Swimming 1
Possessions:
- A quarterstaff made of a lightweight vibrating metal, used as a grounding rod for magical energies.
- A heavy shirt made from the clinking scales of the dwimmer-eels who live in the Sea of Splinters (modest armour).
- A dreidel carved with runes of balance and chaos, which can be spun to determine the sources of dissonance.
- A flute of resonant shardcoral, made from the shattered remains of a reef that was rended by arcane calamity.
Resonant Melody: When you play a flute of resonant shardcoral, the haunting chords may draw the attention of nearby spirits and elementals. If played well, you might calm their anger, awaken them from slumber, or even convince them of your good intentions. An ordinary flute can be used as well, but will be less effective.