Backgrounds

Crow's Foot Member
Whether you grew up in the slums bamboozling foolish gamblers out of their coin or spent your youth pilfering loose change from the pockets of the less –attentive travellers, your lifestyle of deceiving to survive eventually drew the attention of the Foot. Offering protection, a form of kinship and a number of useful resources to further develop your craft as a criminal, you agree to receive the brand of the Crow’s Foot and join their ranks. You could be a meagre pickpocket lining the coffers of the Foot’s with coin, a skilled social deceiver, valued for your information gathering and infiltration. Or skilled with a blade to the degree of becoming a personal hitman for your sect’s Spireling. Regardless, while the threat of the law is ever looming, the advantage to having a foot in such a powerful and connected cartel can greatly out-weigh the paranoia.
 * Skill Proficiencies: Deception, plus your choice of one between Sleight of Hand or Stealth.


 * Tool Proficiencies: Your choice of one from Thieves’ Tools, Forgery Kit or Disguise Kit.


 * Languages: Thieves’ Cant


 * Equipment: A set of dark common clothing including a hood, a set of tools to match your choice of tool proficiency and a belt pouch containing 10 x your character level gp.

'''Feature: A Favor In Turn'''

You gained enough standing within the Crow’s Foot that you can call in a favor from your contacts, should you be close enough to a centre of Foot activity. A request for a favor can be no longer than 20 words, and is passed up the chain to an undisclosed Spireling for approval. This favor can take a shape up to the DM’s discretion depending on the request, with varying speeds of fulfilment: If money is needed, a small loan can be provided. If you’ve been imprisoned, they can look into breaking you free, or paying off the jailer. The turn comes when a favor is asked to be repaid. The favor debt can be called in without warning and many times with intended immediacy. Perhaps you are called to commit a specific burglary without the option to decline. Maybe press a noble for a specific secret at an upcoming ball. The Foot could even request a hit on an NPC, no questions asked. Failure to return on the favor could result in you being branded a traitor and hunted down.

League of Mages Member
Early on in your life you were accepted into the League of Mages and sent to one of the schools of magic in Sengoku, Paradox or a chapter closer to home. You may have been identified by a member of the League who spotted your talent or knack for magic, or simply applied yourself, in the hopes of becoming a decorated wizard. You could have had a sponsor or still do, or maybe you were able to push yourself through your education by being born into a wealthy family or by other means. Your training and understanding in manipulating the weave is complete, but you are still a novice with much to learn. With perhaps your goal to become a Magister or Spellwright someday.
 * Skill Proficiencies: Your choice of two from among Arcana, History, Medicine or Persuasion.


 * Languages: One of your choice.


 * Equipment: A set of fine clothes, your chapter or school’s student robes, a writing kit (small pouch with a quill, ink, folded parchment and a small penknife) and a belt pouch containing 10 x your character level gp.

Feature: Student Privilege

You’ve learned to wear your League status with pride and authority, as well as gaining a few allies within your chapter or school. This allows use of any Tool Kit, so long as the Tool Kit is used on the grounds of your chapter or school and is not removed from their grounds. These can range from making potions or enchanting items, and you have access to free crafting materials and enchanting ingredients that are relatively inexpensive or your argument for the is convincing. Additionally, most libraries and other entities allied or under the League will acknowledge your membership.

Variant Feature: Sponsor '''

You have someone that you have applied for, or have taken it up upon themselves to be your Sponsor, your personal guardian and teacher. It is up to the player and DM to discuss the relationship between the player character and their Sponsor, and how they would interact with each other and how often etc.

Cloud Assembly Member
Armed with an inventive mind, a love for magical technology and an unquenchable energy, you are an enthusiastic participant in the research work of the Assembly. You most likely began your career though as an assistant to, aspiring to become a skilled mage, alchemist, engineer or other position in the Assembly. Your mind may be imaginative and innovative, but you must still do the grunt work and learn to be inspired by all things, experiences, success and failures. Your superior might have sent you on a mission to acquire rare materials, test new technology or create your own. Feature: Urban Infrastructure
 * Skill Proficiencies: Arcana, Investigation.
 * Languages: Choose one from Draconic, Gnomish or Primordial.
 * Tool Proficiencies: One type of artisan’s tools.
 * Equipment: A Cloud Assembly insignia, one set of artisan’s tools, charred and twisted remains of a failed experiment, a hammer, a block and tackle, a set of workshop clothes and a belt pouch containing 15gp.

The Cloud Assembly built Cloud City from the ground up. All of its members have basic knowledge and understanding of how buildings, roadways, aqueducts and other infrastructure is constructed. You can find structural weaknesses, entry points or secret passages purely by intuition and educated guesses.

Merchant States Merchant
Most if not all of your life has been spent dealing with people. Exchanging goods, services and even favours with other like minded folks. Merchants talk with each other. An often. Otherwise how would business be done. Whether face to face, via representatives or letters. You have a large network of savvy businessmen you can call upon to trade with or exchange services. Or favours of course, as everything has a price.


 * Skill Proficiencies: Persuasion, Insight
 * Languages: El'spazia and one other from Bordelais, Korinthian, Sen, Tristan or Khazanic.
 * Tool Proficiencies: Calligraphers tools, forgery kit.
 * Equipment: A abacus, a merchant's scale, a note book of letters of credit, magnifying glass, a set of fine clothes, and a belt pouch containing 50 x your character level gp.

Feature: Business Connections

You have a network of individuals and organizations you can call upon for mutual benefit. Or at the very least have the know how of how to find such people. When you are in a settlement of at least 500 people, you know how to seek out the wealthiest or most resourceful business folk within a few hours. Additionally, if you are unable to find or exchange for an item or services where you currently are, you can send forward a communication to your business contacts to find out where such a thing can be acquired or be delivered to you within a set time and for a price appropriately.

Morgarothi Born
Your journey in life began as a Morgarothi. A child born of corrupt darkness and ash. Whether you were born into the orc tribes as a reaver or as a Droif you are in need of a specific or hard to acquire item, you can reach out to your contacts across your network w slave does not matter. All born under the black sky share a connection to the realm's dark intent and magic that clings to them wherever they may be. Your life was hard no matter where you lived in Morgoth, but you managed to escape that realm by foot or sea, in hopes of a new life under a sunny sky. But your motherland will never let you truly leave. Your childhood experiences haunt you and constantly remind you of what life was like in the wasteland. Feature: Morgoth Voodoo
 * Skill Proficiencies: Athletics, Survival
 * Languages: Choose one from Undercommon, Orcish or Abyssal.
 * Tool Proficiencies: One type of musical instrument or artisan's tools.
 * Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of fine clothes, and a belt pouch containing 10gp.

The land of Morgoth was created by dark magics so powerful they linger today. This has left its mark on you whereas you can sense such similar magic. You are able to sense the presence of black magic, forbidden magic such as necromancy or magic cast by a creature with the Evil alignment. You feel unerringly comfortable when you sense this which frightens you even more.