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10 - Look-alike. It's happened to you several times; you arrive in a town, and everyone is very nice to you, treating you like an old friend. When you ask, the answer is always the same: apparently someone who looks like you was there not so long ago and helped the locals with several matters. You never manage to find out who this person is, though. 11 - Fearless. Maybe a witch told you how you would die, maybe you've already faced death many times and come unscathed; no matter why you've never feared death and have always faced it with a grin, not letting it stop you from achieving your goals. 12 - Good with animals. Somehow animals seem to like you and are able to understand your intentions; you've always been able to get them to do what you want or understand them. 13 - Secret. You know some type of secret that can give you an edge when needed. Maybe it's the location of a powerful relic that a group of cultists is after, or you know about the affair one of the Madari merchants is having with the wife of his best friend; either way, you can use this information to gain some type of advantage. 14 - Good Reputation. Maybe you come from a great family, or you performed some heroic act in the past; whatever the reason is, you are a reputable member of your community. This has a lot of advantages when you are in your region, but no effect when out of it. 15 - Foreigner. You're one of the few people you've ever heard of that wasn'tborn and raised in the Whiteteeth Peninsula. This allows you to know about the broader world and understand better your place in it. Instead of rolling on the Home Region table you may choose another region outside the Whiteteeth Peninsula or create your own. 16 - Sea of Glass survivor. You were once part of a fishing party that got lost ended up roaming the solid part of the Sea of Glass for days. Although most of it it's now a blur, you remember facing terrible horrors and the death of all your companions. You are now admired and respected in all of Shadowstretch, despite the shadow of madness still lingering in the back of your eyes. 17 - Otherwordly sense. You have always been able to sense when something was not from this world; you can smell the corruption of the Sunken Powers and the machinations of sorcerers and flesh-benders. Since they generally mean trouble, you have been able to use this gift to avoid dangers in the past. 18 - Adaptive. You are used to change since you were young, and this has given you the ability to adapt to new situations pretty quickly, be it something like encountering a new culture and learning their taboos and idiosyncrasies, or being thrown into a tough, unexpected situation like being captured. 35 NOILVSYO YALOVYVHO.

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