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much about animals, the natural world, and the 13–16 Landholder.

You owned an extensive plot of


weather. You have two poultices. land and likely had a noble title to go with your
13–14 Occultist. You looked into the dark places to holdings. You have a sword.
gain an understanding of things and concepts 17–20 Merchant. You belonged to the class of the
that others deem forbidden. You know about newly rich, having made your money in
demons, the Void, fiends, the Underworld, and commerce rather than through inheritance.
the Netherworld. You have an occultist’s kit. Your wealth opened doors for you, but you
15–16 Philosopher. You studied the nature of reality, never found acceptance among the elite. You
space, time, and ethics, and the question of have a cart and a pack animal to draw it.
what it means to be. You know Archaic in

17–18
addition to your other languages.
Physician. Your studies of anatomy, medicine,
Common
and treatment methods combine to make you The fall of the Great Kingdom affected every
a dependable healer. You have a healer’s kit. aspect of life in the Old Kingdom. Nations fell to
19–20 Politician. You know how to navigate the ins civil war, while land-hungry warlords launched
and outs of bureaucracies. You might have held wars of conquest into neighboring territory. While
political office or aided those who did. You the elite fended off attacks from within their own
have a set of superior clothing. households and governments struggled to
maintain their authority, the ordinary folks
Aristocrat suffered the most, as is so often the case.
You come from the ranks of the normal people,
Their money and their status should have enabled
the folks who lived by toil and whose bore the
the aristocrats of the Old Country to secure
brunt of the hardships that arise in the settled
passage beyond its borders, but after the paladins
lands. War, plague, monsters, and worse sent you
turned against their king, others took up arms
and your people fleeing for safety and you were
against the moneyed classes. The ensuing violence
among the few to reach the borderlands. You have
to the lords and ladies, barons, duchesses, and all
lived through hard times before and you believe
the rest put an end to the old order. You came from
you will again.
one of the influential families of the Great
Kingdom or somewhere else and fled with all the
Durability When you take damage, you can use this talent to
other survivors to the east, where the future is take half the damage instead.
unknown as is your place in it. You can use this talent once. You regain the use of it after
a full night’s rest.
Etiquette In a social setting, you can cause each non-hostile
creature in the same setting to become friendly to you. The COMMON PROFESSIONS
change in disposition lasts until you do something that d20 Profession
would alter the creature’s disposition. 1 Baker. You worked in a bakery and learned
You can use this talent once. You regain the use of it after how to bake breads, cakes, pies, and pastries.
a full night’s rest. You have a set of kitchen utensils.
Languages One additional nonsecret language.
2 Bartender. You sold drinks to earn your pay.
ARISTOCRAT PROFESSIONS You know all about beverages, alcoholic and
d20 Profession otherwise. You have a small cask of beer and
1–4 Carouser. A lesser scion of a noble house, you two bottles of spirits.
spent your days frittering away your 3 Carpenter. You know how to cut wood and join
inheritance in gambling halls and taverns. You pieces of it to produce just about anything
have a deck of cards or a set of dice. from small chests to furniture to entire
5–8 Dilettante. You were a patron to artists, poets, dwellings. You have a tool kit.
and musicians; you gave funds to anyone who 4 Cook. You might have been a cook in a camp,
impressed you. You have a work of art created charged with rationing provisions, or you could
by one of those under your patronage that have been a chef at a restaurant where you
could be worth as much as 1 gp. created culinary masterpieces. You have a pair
9–12 Influencer. Your opinions determined which of knives.
trends and fads swept through the upper 5 Exterminator. You made your living by hunting
classes. You were renowned for your rats and other vermin. You have a net.
impeccable taste and often envied for your life 6 Farmer. You worked the land to produce crops
of luxury. You have a set of superior clothing. for your family and for sale at the market. You
might also have raised livestock. You have a
pitchfork (treated as a spear).

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7 Fisher. You know how to pilot a small boat and regardless of the opportunities given to them.
how to catch fish either in fresh water or on Whether they think the world owes them, they see
the open seas. You have a fishing pole, line, their illegal acts as some way to get back at the
lures, and a net. people who wronged them, or they just want to
8 Gravedigger. You handled corpses for a living. see the world burn, the life of the criminal gives
You could have been a digger of graves or a
them the outlet to do what they wish and when
collector of corpses for some purpose. You
they wish.
have a shovel (treated as a club).
9 Groom. You cared for horses and perhaps
Criminal professions also include those who
other animals and helped train them to hunt down criminals and bring them to justice.
perform certain activities. You have a tool kit.
Criminal Instincts When you an Agility roll for an activity
10 Herder. You watched over a flock of sheep, a
other than making an attack, you can turn the failure into a
herd of goats or cows, or another form of success.
livestock. You have either a sling or a You can use this talent once. You regain the use of it after
quarterstaff. a full night’s rest.
11 Jeweler. You made jewelry from precious
metals and stones. You can ascertain the value CRIMINAL PROFESSIONS
of such things by examining them. You have a d20 Profession
tool kit. 1–2 Bandit. You waylaid and robbed travelers to
12 Laborer. You performed manual labor for earn enough coin to survive. You have a bow
whomever paid you. You could have worked as and arrows.
a porter, a stevedore, or at some other job that 3–4 Burglar. You made ends meet by breaking into
involved moving heavy objects. You have a buildings and pilfered their contents. You have
club. a set of lock picks.
13 Mason. You worked with stone, shaping it into 5–6 Charlatan. You know how to trick people out
blocks and mortaring those blocks into larger of their coins. You have a knife, deck of cards,
shapes. You have a tool kit. and ten phials filled with colored alcohol.
14 Miner. You dug ore out of the ground. You 7–8 Constable. You patrolled your community to
have a pick (treated as an axe). uphold the law and protect the citizens from
15 Sailor. You worked on a ship and helped keep lawbreakers. You have a club and a badge of
the vessel in good working order. You have a office.
knife and a coil of rope. 9–10 Detective. You investigated crimes committed
16 Servant. Maybe you waited tables in a tavern. in your community. You could have been a
You could have been a scullery worker, member of law enforcement or a private
washing pots and pans for a noble household. investigator. You have a magnifying glass.
You might also have served as a butler, a valet, 11–12 Forger. You earned a living by making fake
a maid, or in some other similar capacity. You copies of official documents. You have a
have a uniform. writing kit.
17 Shopkeeper. You ran a small shop selling minor 13–14 Grave Robber. You stole valuables from the
baubles and other curios. You have three dead and sold them to buy food and shelter.
pieces of cheap jewelry. You might also have stolen corpses for
18 Smith. You worked at a forge, pounding metal interested buyers. You have a shovel (treated
ingots into different forms. You have a as a club).
hammer. 15–16 Jailer. You watched over prisoners sentenced
19 Tanner. You turned raw animal hides into to spend time in your dungeon. You have a club
leather suitable for making clothing, gear, and and a lantern.
armor. You have a quarterstaff. 17–18 Mugger. You threatened or roughed up people
20 Teamster. You drove a cart, wagon, carriage, and then took their money. You have a
or some other vehicle for commercial blackjack (treated as a club).
purposes. You have a whip. 19–20 Rake. You fleeced people of their valuables,
then squandered your earnings on gambling
and carousing. You have either a deck of cards
Criminal or a set of dice.
People do what they must to survive. Lacking
other, legitimate means to provide for themselves
leads many to turn toward illicit acts to keep
Entertainment
People with a talent for entertainment find
themselves in food, shelter, and what comfort they
welcome in the Borderlands, for in this wild
can find. However, some folks never fit in,
country, laughter and merriment have become

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rare. You could have been a famous entertainer in Martial Training When you fail a roll to attack, you can use
this talent to turn the failure into a success. You can use this
the Old Country or found your talent since
talent once. You regain the use of it after a full night’s rest.
escaping that land. Your method of entertainment
could be in the written word, your dance, the MILITARY PROFESSIONS
tenor of your voice, or your wit. d20 Profession
1–2 Bodyguard. You offered protection to people
Crowd-Pleaser When you sing, play an instrument, or perform who paid you for your efforts. You have a suit
in some other capacity, you can use this talent to captivate of brigandine armor.
your audience for as long as you perform, up to 1 hour. 3–4 Caravan Guard. You traveled with caravans to
While captivated, the audience members ignore any event
protect them from bandits and monsters. You
within their line of sight that does not directly threaten
harm to them, their loved ones, or their property. You can have a bow and arrows.
use this talent once. You regain the use of it after a full 5–6 Herald. You delivered messages and made
night’s rest. announcements for a person of power. You
have a uniform, a trumpet, and a sword.
ENTERTAINMENT PROFESSIONS 7–8 House Guard. You served as a guard for a noble
d20 Profession family. You have a uniform and a spear.
1–2 Acrobat. You jumped, tumbled, and performed 9–10 Marine. You helped protect ships sailing the
other feats of dexterity for the crowds. You deep waters. You have a mace.
have a quarterstaff. 11–12 Mercenary. You sold your services to the
3–4 Animal Handler. You trained animals to highest bidder. You have an axe.
perform tricks. You have a Tiny harmless pet of 13–14 Militia Member. You belonged to your
your choice. community’s militia. When your ruler called for
5–6 Artist. You produced works of art such as it, you took up arms to protect your people.
sculptures, paintings, tapestries and more. You You have a spear.
have a tool kit. 15–16 Patroller. You belonged to your community’s
7–8 Busker. You performed songs, music, told watch. You helped keep the peace. You have a
jokes, and performed other acts on street spear and a lantern.
corners. You have a musical instrument. 17–18 Soldier. Whether conscripted or enlisted, you
9–10 Clown/Mime. You painted up your face and joined an army and fought on battlefields. You
acted the fool. You have a disguise kit. have a spear and a shield.
11–12 Dancer. You performed exotic and complex 19–20 Squire. You served a knight. You have a dagger
dances. You have a cosmetics kit. and a buckler.
13–14 Fortune Teller. You used cards, crystal balls,
and other implements of divination to foretell
the future for those who paid. You have a deck Religious
of cards. Even now, after the Old Country’s collapse, the
15–16 Juggler. Knives, torches, bottle, balls, or fish, great faiths hold great sway over the lives of
you can juggle just about anything. You have a ordinary people. The Church of the High One
set of five knives. strives to protect the faithful as the travel east,
17–18 Singer. You have a beautiful voice and can while the devotees of the Old Faith find new
move people with your songs. You have a book converts among the refugees. Coming from a
containing several common songs.
religious background signals you have been
19–20 Thespian. The stage is your home; you never
steeped in a particular faith. You could be part of
feel more alive than when you perform in front
of an audience. You are an actor. You have a
one of the great religious institutions or you might
book that contains several common plays. belong to a sect or fringe cult. You could have been
in training to become a priest or someone
especially devout.
Military
People who know how to fight need not ever go Fervent Believer When you fail a Will roll, you can use this
hungry again. In these uncertain times, strong talent to turn the failure into a success. You can use this
talent once. You regain the use of it after a full night’s rest.
folks with some skill at arms can find employment
Languages Archaic or a different nonsecret language.
just about wherever they go. They might be
caravan guards, soldiers, members of a militia, or RELIGIOUS PROFESSIONS
even constables in a large town. You come from a d20 Profession
military background and you know the basics of 1–2 Acolyte. You studied to become a priest of the
fighting. High One and spent your time studying the
holy texts. You have acolyte’s uniform.

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3–4 Aspirant. You studied to become a priest of the some malady, such as leprosy, have fallen on
Old Faith or a particular god of the pantheon. hard times, or just want to live the hobo life.
You have the uniform of your faith. You have quarterstaff.
5–6 Cultist. You belonged to a small religion that 5–6 Forester. You worked as a game warden for a
operated on the fringes of your community. noble’s preserve. You have a bow and arrows.
Your cult might have had good intentions or 7–8 Gatherer. You lived by gathering what you
could honored some monstrous power. You could forage from the land. You have two
have a symbol or badge of your faith. poultices.
7–8 Evangelist. You traveled the land, attempting 9–10 Hunter. You stalked game through the wild
to make converts to your faith. You have a places, hunting them for meat and materials.
book containing uncommon knowledge about You have a bow and arrows.
your faith. 11–12 Nomad. You belonged to a traveling people.
9–10 Fundamentalist. You subscribe to an extremely You might have followed your herds, been
orthodox interpretation of your religion. You performers who traveled from town to town,
have a book containing uncommon knowledge or a people displaced from your homeland. You
of your religion. have a quarterstaff.
11–12 Heretic. You held unorthodox beliefs about an 13–14 Pilgrim. You traveled to sites deemed holy by
extant religion and were an outsider among your faith. You might have visited the places
the faithful who shared your devotion. You where saints performed miracles, sites where
have a quarterstaff. the gods have walked among mortals, and
13–14 Missionary. You traveled into unexplored shrines and temples believed to hold relics of
lands, hoping to bring the message of your your faith. You have a quarterstaff.
faith to the people you met. You have a symbol 15–16 Prospector. You traveled into the wilderness
of your faith. searching for signs of precious metals. You
15–16 Minister. You led a congregation of the faithful have a tool kit.
and taught them to lead spiritual lives. You 17–18 Spelunker. You explore caves and caverns. You
have a book containing uncommon knowledge have rope, a lantern, oil, and a tinderbox.
about your religion. 19–20 Woodcutter. You cut timber from forests. You
17–18 Prophet. You believe the gods spoke to you or have an axe.
through you to pronounce future happenings.

19–20
You have a quarterstaff.
Scribe. You made copies of sacred texts and
illuminated the manuscripts. You have a writing
Starting
kit.
Equipment
Wilderness The equipment you have at the start of the game
Plenty of wilderness remains even in the highly- can reveal certain facts about your character, such
traveled Old Country and plenty more awaits as your level of preparedness and your current
exploration and discovery in the borderlands and financial circumstances. You determine your
beyond. Wilderness backgrounds reveal the starting equipment by rolling dice to determine
various roles people adopt when they live outside what you've got. For details on equipment, see
the cities and dwell among nature. Many peoples chapter 6: Equipment.
indigenous to the borderlands have wilderness Some items indicated by a roll might not be
backgrounds. useful for members of certain ancestries.
Clockworks have no need of provisions or
Survivalist When you fail a Strength roll, you can use this containers to hold food or water, for example. You
talent to discard the result and roll again. can skip over those tables if you like or give the
You can use this talent once. You regain the use of it after
a full night’s rest. results of your rolls to your companions.
Also, your profession might provide you with a
WILDERNESS PROFESSIONS piece of equipment. If a roll on one of the tables
d20 Profession below produces a duplicate result, you can either
1–2 Anchorite. You retreated from the world to accept the duplicate or roll again to get something
contemplate the nature of divinity in isolation.
different.
You know how to forage for provisions and
In addition to starting equipment, you can have
clean water. You have a quarterstaff.
3–4 Beggar. You travel from place to place, living
additional minor possessions that lack meaningful
off the charity of others. You might suffer value. You could carry around a pair of gloves, a

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comb, or an extra pair of underclothes, for PERSONAL EFFECTS
instance. Such Items rarely have an effect during d20 Item
play, but might be an aspect of how you want to 1 A lock of hair, a love letter, or some other
roleplay your character. remembrance
2 A piece of costume jewelry
CLOTHING 3 A pet mouse, cat, rabbit, bird, or dog
d6 Clothing 4 A small bell
1 Inferior clothing 5 Half of an old map
2–5 Normal clothing 6 An old key
6 Superior clothing 7 An iron horseshoe or a rabbit’s foot
8 A letter of introduction
ARMOR 9 A bottle of spirits
d6 Armor
10 A single playing card
1–3 None
11 A collection of spoons, forks, or cooking
4–5 Leather
implements
6 Mail
12 A masquerade mask, a scarf, or a fancy hat
WEAPONS 13 A toy or a stuffed animal
d6 Weapon 14 A pair of sensible shoes
1 A knife 15 A box of chalks, paints, or dyes in all the colors
2 A knife and a sling with stones of the spectrum
3 A knife and a quarterstaff 16 A fragment from a painting, a sheet of music,
4 A knife and a club or a sculpture
5 A knife and a spear 17 Pots and pans
6 A knife and a bow with arrows 18 A pair of manacles
19 A ten-pound bag of flour, a bag of marbles, a
CONTAINERS AND PROVISIONS collapsible pole, 50 feet of rope, or a small
d6 Containers and Provisions metal mirror
1 Nothing 20 A box of dead insects, a glass jar filled with
2 Provisions, sack or canteen sinister liquid, a lump of coal, a glass eye, a
3–4 Provisions, sack, and canteen moldy cake, a small book filled with
5–6 Provisions, backpack, and canteen indecipherable writing, a stoppered vial
holding an unknown substance, a monstrous
PROVISIONS statuette, or something else others might
d6 Provisions
consider strange
1 One day

Identity
2 Two days
3 Three days
4 Four days
5 Five days The character you play represents a person in the
6 Six days world of the game, an individual who has hopes
and dreams, fears, ambitions, a past, and a future.
ILLUMINATION
d6 Items
Your character's identity encompasses all these
1–2 Nothing aspects and helps to inform you when you decide
3 One candle and a tinderbox what your character does in the game and how
4 One candle, one torch, and a tinderbox you respond to situations that come up in your
5 Three candles, three torches, and a tinderbox quests. You can use the tables in the following
6 Three candles, a lantern, a flask of oil, and a sections to help you determine aspects of your
tinderbox character’s basic nature.
Not every detail about your character needs to
POCKET MONEY be determined by these tables, and any choices
d6 Wealth
you make at this time are not set in stone; some
1 —
2 1d6 cp facts about your character's personality and
3 2d6 cp priorities might emerge, or evolve, as you play
4 3d6 cp through quests.
5 1d6 sp
6 1d6 gp

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Distinctive Features
3 You have boils, piles, a goiter, or a nasty skin
condition that never heals.
4 Your joints pop when you stand up.
Your character starts as an adult with a height and
5 You have a brand somewhere on your body.
weight falling in the typical range explained in the
6 One of your eyes looks in a different direction.
entry for your ancestry. You choose your 7 You eat with your mouth open.
character’s height, weight, along with other basic 8 You have a facial tic.
details such as your age, hair, eye and skin color, 9 You have broken veins in your nose.
apparent gender or lack thereof, and any other 10 You smell of soup.
cosmetic trait you want to include. (Your ancestry 11 You have no pigment in your hair or skin.
might have information on some of these 12 You are hirsute.
particulars.) 13 You have a pleasant smile.
The Distinctive Features tables below provide a 14 You are somewhat short for your ancestry.
host of possibilities for physical and behavioral 15 You look a lot like a member of a different
features that set your character apart from all ancestry.
others. You can use dice to randomly determine 16 You are gaunt to the point of appearing
your character's distinctive features, or choose any skeletal.
of them that appeal to you. Note, though, that not 17 You have a musty smell.
18 You have an extra finger or toe.
all the entries on the tables are appropriate for all
19 You are a person of exceptional beauty.
ancestries. For instance, clockworks have no body
20 You have wide and expressive mouth.
hair, and all archons have the same height and
weight and general appearance. If the dice DISTINCTIVE FEATURES TABLE 3
produce a contradictory or repetitious result, d20 Feature
simply roll again or choose a different feature you 1 Your ears have an unusual shape or size.
like. 2 You have an uncommon number of body
For random generation, roll a d6 to determine piercings.
how many distinctive features you have. For each 3 You have a wart on your nose or chin.
one, roll a d6 to determine the table number and a 4 You wear an unusual hair style.
5 You have a peg leg.
d20 to produce the result.
6 Nothing about you stands out. Lose all
DISTINCTIVE FEATURES TABLE 1 distinguishing features.
d20 Feature 7 You breathe through your mouth.
1 Your nose has an unusual shape or size. 8 You slouch all the time.
2 You have unusual eye color. 9 Your pupils have a strange shape.
3 You have halitosis. 10 You have long fingernails.
4 You walk with a limp. 11 You snort when you laugh.
5 You keep your head shaved. 12 You pick at your scabs.
6 You fidget all the time. 13 You have an infectious laugh.
7 One of your legs or arms is shorter than the 14 You have a slender body.
other. 15 You have an attractive body.
8 You are far smaller than average. 16 You have long legs.
9 You have a high-pitched voice. 17 You are gap-toothed.
10 You have abundant ear and nose hair. 18 You have polychromatic eyes.
11 You suffer from uncontrollable sweating. 19 You have a thick, blocky body.
12 You sometimes spit to punctuate what you say. 20 You have a pot belly.
13 You have thick, lustrous hair.
14 You appear younger than your actual age. DISTINCTIVE FEATURES TABLE 4
15 You scratch at yourself all the time. d20 Feature
16 You are quite rotund. 1 You have a beauty mark on your face.
17 You have hairy feet. 2 You have all the freckles.
18 You have a long, pointed nose. 3 You have a beetling brow or your eyebrows
meet.
19 You are rather plain or homely.
4 You are double jointed.
20 You have a melodious voice.
5 You have tattoos over most or all of your body.
DISTINCTIVE FEATURES TABLE 2 6 You stomp when you walk.
d20 Feature 7 You have a rattling cough.
1 You are quite attractive. 8 You have sleepy eyes.
2 A few of your teeth have gone missing. 9 You are prematurely gray.

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10 You can’t seem to stay clean. 15 You move with grace and poise.
11 You have a shrill laugh. 16 You have short arms.
12 You have an extensive scarring on your body. 17 You have scaly patches on your skin.
13 You smell of jasmine, flowers, or something 18 You frown all the time.
else. 19 You have a heavy jaw.
14 You are rather portly. 20 You have a strange birthmark.
15 You have dark circles under your eyes.

Personality
16 You have a stooped, hunched posture.
17 You have different colored eyes.
18 You are extremely large for a member of your An individual’s personality is a combination of
ancestry. several attitudes that are developed through life
19 You have an odd bulge somewhere on your
experiences, connections to others or lack thereof,
body.
20 You have a shapely physique.
the satisfaction of certain needs and the absence
of others. Your character can have any personality
DISTINCTIVE FEATURES TABLE 5 you like, ranging from someone who acts and
d20 Feature thinks much like you do or someone vastly
1 You have one or more patches of different different from you. If you like, you can use the
colored skin. tables in this section to randomly generate the
2 You lost an eye, ear, or part of your nose. facets of your character's personality that, when
3 You have incredible facial hair. taken together, defines an identity you can portray
4 You crack your knuckles when idle.
during the game.
5 You walk on the balls of your feet.
6 When standing, you shift your weight from one
foot to the other.
Dependability
7 You have a raspy voice. Your degree of dependability speaks to how
8 You have small hands or feet. reliable you are, whether you follow through on
9 You have a lined and careworn face. your promises, and if you can make decisions that
10 One eye squints all the time. recognize the needs of others.
11 You smile all the time.
12 You wear dentures.
DEPENDABILITY
3d6 Dependability
13 You have a kind face.
3 You can’t depend on me for much of anything.
14 You are tall for members of your ancestry.
I almost never see things through, and I’m
15 You have pock marks all over your face.
given to impulsive behavior.
16 You are shapely, voluptuous, chiseled, or
4–5 I have a hard time staying organized and
muscular.
putting what’s important ahead of what’s not.
17 You have bad acne.
6–8 Sometimes I get so distracted I forget what I
18 You have webbed toes.
am supposed to be doing.
19 You have prominent teeth.
9–12 I try to be conscientious, but I sometimes fall
20 You appear awkward and gangly.
short.
DISTINCTIVE FEATURES TABLE 6 13–15 For the most part, I do what I say I will do. I try
d20 Feature to stay organized and to keep my priorities
1 You have a nasty scar on your face. straight.
2 You have multiple piercings in your ears or 16–17 I lead an orderly, disciplined life. I almost
wear gauges in your lobes. always do what I say I will do, and people can
3 You lost one or more fingertips or fingers on rely on me.
one or both hands. 18 I become so focused on a task that I ignore
4 You have no hair anywhere on your body. almost everything else until I finish it. You can
5 You rock back and forth when sitting. depend on me to do one thing at a time.
6 You are pigeon toed or duck-footed.
7 You often rub your hands together with glee. Sociability
8 You have a deep, sonorous voice. Your sociability describes how well you get along
9 You have exotic skin color. with others, as well as how you regard strangers
10 You have a few extra pounds. and acquaintances.
11 You have smooth, babyish features.
12 You have a haggard appearance.
13 You have smooth and supple skin.
14 You are an older adult.

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SOCIABILITY 6–8 New ideas and activities make me
3d6 Sociability uncomfortable.
3 People are the worst. I have few friends and 9–12 I’m up for trying new things, just not all the
almost no close friends. time.
4–5 I avoid interacting with strangers, and it takes a 13–15 I often think about new ways to do things and
lot to get me to open up. new activities to pursue. I might not succeed at
6–8 Some people think me aloof and reserved, but I all of them, but I’m willing to try.
simply prefer to keep to myself. 16–17 I’m willing to do something different. I am
9–12 People can be good or bad. I don’t make a eager for new experiences.
judgment about someone until I get to know 18 I crave new experiences. I’m eager to see the
them. world, to try new foods and drinks, and gain a
13–15 Sure, some people are bad, but most aren’t, better understanding of all there is to learn,
and I try to give other folks the benefit of the feel, and sense.
doubt.
16–17 I like people and almost never think poorly of Affability
others who make my acquaintance. How you behave in interpersonal situations is
18 I try to help everyone I meet, sometimes even expressed by your affability. You might be a
to my detriment. solitary soul, or someone who thrives on
interaction with others.
Outlook
Your outlook reflects your most prevalent state of AFFABILITY
mind—at one extreme, calm and confident; at the 3d6 Affability
3 I am quiet around other people, preferring my
other, nervous and pessimistic.
own company to that of others.
OUTLOOK 4–5 I find it hard to pay attention to what other
3d6 Outlook people say and often lose track of
3 Doom, doom, everywhere is doom. Nothing conversations.
good will ever happen to me, and the whole 6–8 I prefer to let others do the talking. I think
world is against me. about what people say and consider every
4–5 I have terribly sensitive nerves and tend to be viewpoint before offering my opinion.
anxious most of the time. 9–12 I can fend for myself in social situations, but I’m
6–8 I am something of a pessimist. I expect the also fine when I am alone.
worst in almost any situation, so that I’ll never 13–15 I enjoy social situations and the good
risk being disappointed. conversation they provide.
9–12 Life is what it is. Anyone can be calm and 16–17 I am outgoing and friendly, and I enjoy having
collected, or nervous to the point of fearful. It fun with others whenever I can.
all depends on your situation. 18 I am loud and boisterous in the company of
13–15 I strive to be a positive, upbeat person. I look others. I love being the center of attention.
for the good in all things and hope for the best

16–17
of outcomes.
I am calm, serene, and easygoing. Little Religious Beliefs
bothers me. A great many gods and powers have followers in
18 Give me enough time, and I can figure out the borderlands and some of the major religions
anything. No task is so difficult, so complicated, trace their origins back to the time of the Old
or so dangerous that I’m not at least willing to
Country and even to the Devastation. Few people
try it.
today discount the existence of the gods, but the
extent to which any person fears and honors them
Receptiveness is an individual decision. The following table
Your receptiveness describes your willingness to
describes your degree of piety in regard to the
try new things and your ability to adapt to
religion to which you subscribe, if you happen to
changing circumstances.
do so.
RECEPTIVENESS PIETY
3d6 Receptiveness
3d6 Piety
3 I’m not at all interested in breaking my routine.
3 I either don’t believe the gods exist or think
I need order in my life.
they have no influence over me or the world.
4–5 If it’s not broken, why fix it? Be practical.
4–5 I have strong doubts about religion and
worship no gods.

32
6–8 I suspect the gods do exist, but I am not a Harold, Harven, Haven, Hayden, Heather, Henley,
religious person. Henry, Hubert
9–12 I believe in the gods and I might follow a
particular religion. Imogen, Isabell, Isen, Isolde, Isyck, Iva, Ivy, Iris
13–15 I am follower of a particular religion. James, Jay, Jeffrey, Jenna, Jennifer, Jenson, Jewel,
16–17 I am a devout follower of my religion and my
Johnston, Joline, John, Jon, Jordan, Josephine
religious views affect my outlook and behavior.
18 I am a fanatical follower of my religion. My Kaiden, Kaisley, Kaizer, Kara, Kavi, Keaton, Kim, Kip,
faith dominates my life and I have few interests Knox, Koraline, Kristin, Kristoff, Ky, Kyler
outside my faith.
Lake, Lakelyn, Landon, Lariella, Lauriann, Leeah,
RELIGIONS Leo, Leslie, Liam, Lori
3d6 Religion
3 Small cult, likely strange, possibly sinister Maddox, Mahala, Marc, Marcus, Margaux, Marina,
4–5 Minor, regional deity Marla, Massimo, Max, Meadow, Meldon, Melvin,
6–8 One of the Old Gods Merry, Michael, Millicent, Milly, Milo, Mindy, Monte
9–12 The Old Gods
Nadine, Nala, Nali, Nathaniel, Neville, Nan, Nicole
13–15 The Church of the High One
16–17 Belief in all gods, but follow none. Oakley, Odessa, Olaf, Olivia, Olga
18 No religion at all
Paisley, Palmer, Pamela, Paula, Petal, Prentiss

Name Your Quinn, Qon, Queren


Ragnar, Reed, Remington, River, Robert, Rodney,
Character Rosemary, Rowan, Rufus, Ruprecht, Ryker
You can give your character any name you choose. Sailor, Samyra, Sander, Shadow, Shaina, Shanna,
It might be a name drawn from the real world, one Skylar, Slator, Sloane, Stacee, Stanton, Stephen,
of your own invention, or a nickname that reflects Storm, Sydney, Sylvester
an aspect of your character’s identity.
Tara, Taren, Tatum, Tawney, Tayden, Taylor, Tegan,
Thor, Titus, Thomas, Trenton, Troy
Common Borderlands Names Umber, Urf, Ulysses
A great many people now living in the Borderlands
come from the Great Kingdom of the Old Country Vera, Vex, Victor, Vivianna
and have names common to that land. The
Wayne, Willam, Willow, Winifred, Winston
following list of names reflect ones had by peoples
living here and work well for humans, dhampir, X, Xander, Xil, Xyllan
cambions, and other folks.
Yolanda, Yael, Yasmeen, Yuri, Yvette

Abigail, Adym, Adilene, Aiden, Alexander, Amelia, Zaina, Zala, Zamora, Zeke, Zoella Zypher
Ami, Angelica, Angelo, Annora, Archibald, Arthur,
Asher, Ashlyn, Athena, Autumn, Axton
Baine, Bartholomew, Baylor, Bernard, Bethany, Bill,
Play the Game
Binx, Blake, Blair, Bonnie, Bradford, Braxton, By now, you should have a finished character and
Bronson, Bruce you’re now ready to play the game. You and your
friends go on quests in which you explore this new
Cannon, Carl, Camilla, Carina, Chandler, Charles, and strange continent, unearth fabulous treasures,
Christopher, Cleo, Cole, Colt, Corrine and fight terrible monsters, all to secure a place
Daisy, Dani, Danita, Daphney, Daria, Darryn, Derrie, for civilization to flourish once more. Each time
Devan, Devin, Dexter, Dorris, Dory you complete a quest, you character grows a bit
more powerful, which results from gaining levels.
Easton, Edgar, Edna, Eleanor, Elisabetta, Elliot,
Emerson, Ensley, Eugene, Evelyn, Evie
Fallon, Finley, Fiona, Florence, Franklin
Gemma, Gianetta, Geoffrey, Gracelyn, Gregory,
Guinevere

33

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