Origins
Backgrounds
Borderlander
Item Set: Travel Gear (2), Token (0), Map (0)
Word of Power: Seek
Between Worlds: Once per Long Rest, declare that you know someone belonging to a faction or culture you've encountered. Work with the GM to establish who they are and why they know you.
Caravaner
Item Set: Pack Supplies (2), Rope (2), Trade Goods (1)
Word of Power: Journey
Well Packed: You may carry up to 5 additional Load. You begin play owning a modest caravan, wagon, or pack train, together with whatever beasts and attendants are required to operate it.
City Slicker
Item Set: Cloak (1), Map (0), Small Tool (0-1)
Word of Power: Crowd
Had it all Along: Gain +1 Outcome on Deceive Throws made withing Urban Envoirnments. Once per Long Rest, you may produce a small item or contact you plausibly “had all along.”
Deep Dweller
Item Set: Cloak (1), Map (0), Small Tool (0-1)
Word of Power: Depth
Lightless Eyes: You ignore any penalties caused by darkness. Gain +1 Outcome on {Awareness} Throws made in dark spaces.
Desertborn
Item Set: Waterskin (1), Face Wrap (1), Parasol (1)
Word of Power: Heat
Thermal Inversion: Ignore Difficult Terrain caused by sand. When you use a Word of Power related to heat or temperature, you may invert its effect (heat becomes cold, cold becomes heat).
Displaced
Item Set: Keepsake (0), Walking Stick (1)
Word of Power: Drift
Fade Away: Once per Scene, so long as you remain still and quiet, people naturally overlook your presence until something draws attention to you.
Faetouched
Item Set: Fey Trinket (0), Charm (0), Token (0)
Word of Power: Sparkle
Fae Brilliance: Become Focused in {Attune}. Gain a level 1 Word of Power from The Mage list.
Frostborn
Item Set: Furs (2), Boots (0), Firestarter (0)
Word of Power: Chill
Cold Hardened: Ignore Difficult Terrain caused by snow and ice. Heavy clothing counts 1 less Load.
Hermit
Item Set: Cloak (0), Simple Tools (1), Supplies (1)
Word of Power: Silence
Solitary Practice: Once per scene, while alone or hiding, you may re-use an expended Word of Power.
Highborn
Item Set: Fine Clothes (1), Signet (0), Coin (1)
Noble Bearing: Gain +1 Outcome on {Diplomacy} Throws involving nobility. You begin play with a family estate or household willing to offer shelter and hospitality.
Mountain Dweller
Item Set: Rope (2), Pitons (1), Hammer (1)
Word of Power: Stone
Sure Footing: Ignore Difficult Terrain caused by rocky terrain. Once per Long Rest you may ignore harm caused by falling no greater than 10 meters.
Plainsfolk
Item Set: Field Tools (2), Rope (2), Provisions (1)
Word of Power: Wind
Open Horizon: You always know the cardinal directions, approximate time of Long Rest, and can accurately judge long distances outdoors.
Riverling
Item Set: Fishing Gear (2), Boat Tools (1), Net (1)
Word of Power: Flow
Fluid Approach: Once per Long Rest, after losing a Throw, you may immediately attempt the same objective using a different applicable skill.
Seaborn
Item Set: Rope (2), Hook (1), Knife (1)
Word of Power: Wave
Salt Blessed: Gain +1 Outcome on Athletics and Exert Throws aboard ships or in water. You begin play owning a small sailing vessel suitable for river or coastal travel.
Temple Raised
Item Set: Robes (1), Holy Symbol (0), Holy Text (1)
Word of Power: Bless
Sanctuary: You always know the nearest shrine, holy site or place of worship. Temples of any recognised deity will freely offer you food, shelter and basic medical care, provided you do not abuse their hospitality.
Wartorn
Item Set: Weapon (2), Armour Piece (2), Keepsake (0)
Word of Power: Blood
Battle Tempered: Become Focused in {Clash}. Short rests clear an additional Recovery.
Wetlander
Item Set: Boots (1), Net (1), Blade (1)
Word of Power: Mire
Bog Tricks: Ignore Difficult Terrain created by marshes, mud or shallow water. Choose one Water-themed Word of Power, it gains two additional uses each Long Rest.
Wildling
Item Set: Hide Cloak (1), Primitive Tools (1), Bone Trinket (0)
Word of Power: Dart
Untamed Instinct: Become Focused in {Survival}. You are always able to forage food while in the wilderness.
Woodlander
Item Set: Bow (2), Cloak (1), Foraging Tools (1)
Word of Power: Root
Tree Ghost: Once per Scene, move from one piece of natural cover to another without being seen, provided a believable route exists.
Urchin
Item Set: Small Knife (1), Coin (0), Trinket (0)
Word of Power: Slip
Light Fingers: Once per Scene, steal or plant a small object without requiring a Throw, provided nobody is actively watching.