# 1. Homeland

The adventurer’s Homeland is the first and most important choice for their background. The gamemaster may wish to limit or help players select a Homeland off the Homeland table, based on the campaign location. If not, the player should roll or pick one of the following and apply the modifiers to their adventurer sheet. When the value is in parentheses, it becomes the new base chance, and a modifier with a + indicates an addition to the normal base chance of the skill.

  • Passions: All adventurers begin with Love (family) 60%, and gain additional Passions based on their selected Homeland.

  • Skills: Add the skill bases or bonuses listed below, based on Homeland.

Consult the Homeland table for the Passions and Skills.

# Homeland Table

D6 Homeland Starting Passions Skills & Weapons
1 Sartar Loyalty (clan) 60%, Loyalty (tribe) 60% Cultural Skills: Customs (Heortling) (25), Dance +5%, Farm +20%, Herd +10%, Ride (any) +5%, Sing +10%, Speak Other Language (Tradetalk) +10%, Speak Own Language (Heortling) (50), Spirit Combat +15%.

Cultural Weapons: Battle Axe +10%, Broadsword +15%, Composite Bow or Sling +10%, Dagger +10%, Javelin +10%, Large Shield +10%, Medium Shield +15%, 1H Spear +10%

Rune Modifier: Air Rune +10%.
2 Esrolia Loyalty (clan) 60%, Loyalty (city) 60% Cultural Skills: Bargain +5%, Customs (Esrolian) (25), Dance +10%, Farm +25%, First Aid+5%, Intrigue +5%, Sing +5%, Speak Other Language (Tradetalk) +20%, Speak Own Language (Esrolian) (50), Spirit Combat +15%.


Cultural Weapons: Battle Axe +15%, Large Shield +10%, Medium Shield +15%, Rapier +10%, Self Bow +10%, Small Shield +15%, 1H Spear +10%, Thrown Axe +10%

Rune Modifier: Earth Rune +10%.
3 Grazelands Loyalty (Feathered Horse Queen) 60%, Loyalty (Luminous Stallion King) 60% Cultural Skills: Customs (Pure Horse People) (25), Herd +35%, Ride (Horse) +35%, Speak Other Language (Tradetalk) +10%, Speak Own Language (Pure Horse People) (50), Spirit Combat +15%.

Cultural Weapons: Broadsword +10%, Composite Bow +15%, Dagger +10%, Lance +15%, Medium Shield +10%, Small Shield +15

Rune Modifier: Fire/Sky Rune +10%.
4 Prax (Bison Riders) Hate (Chaos) 60%, Loyalty (tribe) 60% Cultural Skills: Customs (Bison Tribe) (25), Herd +30%, Peaceful Cut +15%, Ride (Bison) +35%, Speak Own Language (Praxian) +50%, Spirit Combat +20%, Survival (Prax and Wastes) +10%.

Cultural Weapons: Dagger +10%, Lance +15%, Broadsword +10%, Pole Lasso +10%, Medium Shield +10%

Rune Modifier: Air Rune +10%.
5 Lunar Tarsh Loyalty (city) 60%, Loyalty (Red Emperor) 60% Cultural Skills: Celestial Lore +5%, Customs (Lunar Provincial) (25), Dance +5%, Farm +25%, Intrigue +5%, Speak Own Language (New Pelorian) (50), Speak Other Language (Tarshite) +20%, Speak Other Language (Tradetalk) +10%, Spirit Combat +15%.

Cultural Weapons: Composite Bow +10% or Sling +10%, Dagger +10%, Javelin +10%, Kopis +10%, Large Shield +15%, Medium Shield +10%, 1H or 2H Spear +15%

Rune Modifier: Moon Rune +10%.
6 Old Tarsh Loyalty (clan) 60%, Loyalty (Shaker Temple) 60% Cultural Skills: Dance +5%, Sing +10%, Speak Own Language (Tarshite) (50), Speak Other Language (Tradetalk) +10%, Spirit Combat +15%, Customs (Tarshite) (25), Farm +15%, Survival +5%, Ride +5%.

Cultural Weapons: Dagger +10%, Battle Axe +15%, Broadsword +10%, Composite Bow or Sling +10%, Javelin +10%, Large Shield +10%, Medium Shield +15%, 1H Spear +10%

Rune Modifier: Earth Rune +10%.

Note: For simplicy, only the Bison Tribe of Prax is listed here. The core rulebook supports all five major tribes.

Next, we select an Occupation.