A Background represents training, knowledge, lived experience, and social permission. It tells the Referee what your character can reasonably know, attempt, recognize, or gain access to.
Backgrounds do not replace role-play or problem solving.
They help decide when your past matters.
Each Background grants:
one Ability Die step-up
1 Boon in a specific situation
one starting item, contact, or useful piece of knowledge
When a Background increases an Ability Die, step that die up once:
d8 → d10 → d12
No Ability Die can be increased beyond d12.
If your Background would increase an Ability Die already at d12, choose another Ability Die that fits the Background and step it up once instead. Confer with the Referee first.
Abbreviation | Ability |
|---|---|
STR | Strength |
AGI | Agility |
CON | Constitution |
LOR | Lore |
PRE | Presence |
Lore represents memory, reason, craft, learning, history, languages, and practical wisdom.
Presence represents awareness, instinct, courage, discipline, social force, will, and judgment in the moment.
Some Backgrounds have ancestry restrictions based on the campaign world. The Referee may allow exceptions.
Backgrounds grant permission.
A Background can answer questions like:
Question | Example |
Would this character know this? | A Mason may recognize unstable stonework. |
Can this character attempt this without special training? | A Scribe can copy a legal document or read old records. |
Would this character have a contact here? | An Innkeeper may know local brewers, servants, or regular travelers. |
Would locals treat this character differently? | An Acolyte may be welcomed at a shrine. |
Does this character know the custom? | A Hall Keeper may understand dwarven oaths and clan etiquette. |
The Boon is only part of the Background.
The more important benefit is that the character’s past gives them a place in the world.
A Background should help players ask better questions, make better plans, and connect with the setting.
Background | Ability | Benefit |
|---|---|---|
Farmer | CON | Gain 1 Boon when tending animals, predicting weather, growing crops, or working the land. |
Laborer | STR | Gain 1 Boon when lifting, hauling, digging, clearing rubble, or enduring long physical work. |
Servant | PRE | Gain 1 Boon when dealing with nobles, household routines, etiquette, gossip, or servants’ networks. S |
Herdsman | PRE | Gain 1 Boon when handling livestock, finding pasture, calming animals, or judging herd health. |
Background | Ability | Benefit |
|---|---|---|
Hunter | AGI | Gain 1 Boon when tracking, foraging, stalking prey, or setting simple traps. |
Trapper | AGI | Gain 1 Boon when setting, spotting, or disarming natural or simple traps. |
Outlander | CON | Gain 1 Boon when navigating, camping, surviving in the wild, reading signs, or using bushcraft. |
Forester | LOR | Gain 1 Boon when moving through forests, identifying trees, finding paths, or judging woodland danger. |
Fisher | PRE | Gain 1 Boon when fishing, reading rivers, handling small boats, or judging water conditions. |
Background | Ability | Benefit |
|---|---|---|
Blacksmith | STR | Gain 1 Boon when repairing, forging, or judging metalwork, arms, or armor. |
Carpenter | LOR | Gain 1 Boon when building, bracing, repairing, or assessing wooden structures. |
Mason | LOR | Gain 1 Boon when working stone, judging stonework, spotting unsafe walls, or assessing ruins. |
Herbalist | LOR | Gain 1 Boon when identifying plants, preparing simple remedies, treating minor sickness, or recognizing common poisons. |
Jeweler | LOR | Gain 1 Boon when appraising gems, fine metalwork, seals, ornaments, or delicate craft. |
Brewer | CON | Gain 1 Boon when brewing, judging drink, spotting bad ale, or dealing with taverns and drinkers. |
Physicker | LOR | Gain 1 Boon when diagnosing wounds, treating injuries, setting bones, stopping bleeding, or identifying causes of death. Start with a physicker’s kit. You may use a physicker’s kit to heal or stabilize others |
Background | Ability | Benefit |
|---|---|---|
Merchant | PRE | Gain 1 Boon when bargaining, appraising goods, judging markets, or dealing with trade contacts. |
Scribe | LOR | Gain 1 Boon when reading, writing, copying texts, recalling records, or dealing with clerks and archives. |
Acolyte | PRE | Gain 1 Boon when performing religious rites, recalling doctrine, recognizing holy symbols, or dealing with temples. |
Innkeeper | PRE | Gain 1 Boon when gathering rumors, managing patrons, judging strangers, or dealing with travelers. |
Guard | CON | Gain 1 Boon when keeping watch, judging threats, handling prisoners, or dealing with local law. |
Beggar | PRE | Gain 1 Boon when begging, blending into crowds, hearing street rumors, or finding hidden ways through a settlement. |
Background | Ability | Benefit |
|---|---|---|
Thief | AGI | Gain 1 Boon when hiding, moving unnoticed in settlements, picking locks, or finding marks. |
Smuggler | PRE | Gain 1 Boon when concealing goods, spotting contraband, bribing officials, or finding hidden routes. |
Bandit | STR | Gain 1 Boon when ambushing, intimidating travelers, judging roads, or surviving as an outlaw. |
Grave Robber | CON | Gain 1 Boon when dealing with tombs, burial customs, grave goods, or simple traps. |
Fence | PRE | Gain 1 Boon when selling stolen goods, judging illicit value, finding buyers, or avoiding questions. |
Background | Ability | Benefit |
|---|---|---|
Boatsman | AGI | Gain 1 Boon when handling ropes, ships, weather at sea, river travel, or navigation by water. |
Trader | PRE | Gain 1 Boon when handling carts, wagons, pack animals, road tolls, or trade routes. |
Pilgrim | PRE | Gain 1 Boon when finding shrines, asking hospitality, recognizing holy routes, or dealing with temples. |
Messenger | AGI | Gain 1 Boon when running messages, finding routes, judging distances, or dealing with gates and road wardens. |
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