Origins

Your Origin is not only the place your character comes from, but also where they learned what skills they have at character creation, and where they became who they are as a person. Origins are divided into three categories: Towns, Academies, and Outkeeps.

Towns are settlements that are protected enough from the Tempest to shelter large populations, ranging from several hundred to over a thousand citizens. Many Towns contain within them other, smaller, more specific Origins. Players may choose to be from one of these smaller Origins or simply from the Town itself.

Academies are large groups of like-minded people united by a common purpose, usually to learn or build specific skills. Academies include, but are not limited to traditional schools. Other examples include temples dedicated to a single deity or militaristic organizations who fight a certain type of enemy.

Outkeeps are smaller groups or networks of people, typically no more than a hundred or so in any given place at one time, who fall outside of the other two categories. Examples include powerful criminal gangs, networks of outcasts, and groups of wandering nomads.

After deciding which origin you are from, you will also choose an Origin Bonus.

Origin Bonus

Origin Bonuses represent special skills and talents that characters gained during their upbringing. Each character begins the game with one Origin Bonus in addition to the Trained Skill from an Origin. This must be chosen at Character Creation, and may not be changed in the future.

BLINDSENSE: Free Rank 2 Blind Fighting, Blind Fighting radius is doubled (to 30’).

FAST HEALER: Free Rank 2 Resist Toxin. Recover in half the time (15 min.), automatically stabilize when bleeding to death.

LUCKY: Gain two uses of the Performance techniques “Luck” or “Right Place, Wrong Time” per day.

MAN AT ARMS: Free Rank 1 Weapon Skill in two Weapon sizes.

SPELLBORN: 1 Free Rank of Arcane, Divine, or Nature, and 1 Free Rank of a matching Philosophy (may be selected by forbidden classes). Divine Spellborn are not required to select a Deity or additional Ethos.
May not cast spells in Heavy Armor unless Oathbound.

TALENTED: May attempt any Rank 1 Mundane skill. Does not apply to Lores.

THICK SKIN: +5 starting Hit Points. Suffers no ill effects from natural foul weather, such as extreme heat or cold.

TRANCE: Free Rank 2 Resist Charm. Only requires 4 hours of meditation to benefit from a Rest. Still aware of surroundings in this state. (May only Rest once per 24 hours, limitations to wearing Armor still apply)

VOID TOUCHED: 1 Free Rank of Void, and 1 additional Rank 1 Void Slot (may be selected by forbidden classes).

WELL EDUCATED: Free Rank 1 in each Lore.

Origins

Below are listed all Origins with their brief descriptions, restrictions, distinguishing visuals, and trained skills you may choose from at character creation. More information and lore can be found on each Origin’s specific page. This expanded lore is not common knowledge, and player characters only know this information ‘in character’ if they are from that Origin.

Towns

BRIMGUL DEEP
A town inside an ancient fortress in the Brimstone Badlands, housing a militant populace frequently beset upon by demons.
Restriction: Pactbound or Raash worshippers are exiled
Visuals: Scarves, red, and brown clothing
Skills: Lore (Culture), Armorsmithing, Mining

DURMSTRAD “CITY OF CHAINS”
A well ordered and protected city, but with disparate populations, nestled in a deep ravine in the Valley of Bones
Restriction: Stormborn are exiled if discovered
Visuals: White and black clothing, hoods, feathers
Skills: Lore (Culture) or (Religion), Jewelsmithing, Mining

EXILE
Town set in a huge skull, scavenging to get by, mostly filled with exiles from their neighbor, Durmstrad in the Valley of Bones.
Restriction: None
Visuals: Patchwork armor/clothing, Vultures
Skills: Brewing, Wilderness Survival, Bowyer/Fletcher

FJOLLA
Surrounding the palace of the mysterious Queen Enora, built on hot springs in the frozen Rimelands.
Restriction: None
Visuals: Bright white furs, light blue clothing
Skills: Cooking, Wilderness Survival, Leatherworking

GLITTERFORK
Town in the Blackwater Delta controlled by four rival gangs, the Clubs, Diamonds, Hearts, and Spades.
Restriction: None
Visuals: Tattoo of gang symbol, black or red armbands
Skills: Disguise, Gaming, Etiquette

HEARTHSTONE GULLY
A welcoming town of farmers and craftsmen in the Titanspine Mountains.
Restriction: None
Visuals: Pendants of mixed wood, leather, and metal.
Skills: Agriculture, Artistic Ability, Polyglot

KHARDAK’NUL
Orc capital in the Brimstone Badlands built into a massive underground nest known as the Skittering Bluffs.
Restriction: Orc only
Visuals: Carapace armor, colored glass accessories.
Skills: Wilderness Survival, Mining, Armorsmithing

LAST BASTION
Holy city of Bastion Sunfire, protected by a divine Shield, but its resources are stretched thin.
Restriction: None
Visuals: Vibrant tassels and knots of warm colors
Skills: Lore (Religion), Cooking, Armorsmithing

MOUNT DANARA
Survivors of the Dwarven Kingdom, a city that has dug itself down into the mountain, where the richest live the deepest. 
Restriction: Dwarf only
Visuals: Teardrop pendant of copper, bronze, silver, or gold.
Skills: Mining, Jewelsmithing, Lore (Religion)

TAURE’MALDA 
Remnants of the ancient Elven capital in the Golden Forest; a beautiful, flourishing city of history and culture.
Restriction: Elf, Half-Elf, Sylph, or Human with Elven relative only
Visuals: Shades of green with golden leaves.
Skills: Bowyer/Fletcher, Lore (Nature), Artistic Ability

TREE OF ELI’NIWAR
Wild Elves of the Titanspine Mountains housed within the hollowed trunk of an ancient, massive tree.
Restriction: Elf only, must be caster or Void Knight
Visuals: Purple and white face paint, dark furs and hides over purple clothing
Skills: Agriculture, Tracking, Leatherworking

TREYARK
Diverse agricultural settlement near the Rift.
Restriction: None
Visuals: Jewelry with many rings or circles
Skills: Agriculture, Lore (Culture), Perform

TWINTOWNS
Lively settlement in Blackwater Delta locked in a friendly feud over the town’s sole bridge crossing the water separating it, blessed by Trip and Trap.
Restriction: None
Visuals: Umbrellas, and colorful jewelry
Skills: Jewelsmithing, Tailoring, Agriculture

UNDERBLOOM
Colony of curious Sylph, neighbors to Orcs.
Restriction: Must be Shroomish Sylph
Visuals: Wearing mundane items as clothing
Skills: Mining, Artistic Ability, Jewelsmithing

Academies

CUMULONIMBUS ACADEMY
Researchers in the Cloud-capped Isles dedicated to studying the Tempest.
Restriction: None
Visuals: Pin of a gray, silver, or white cloud against colored lightning
Skills: Lore (Culture) or (Religion), Jewelsmithing, Scribe

CURATOR COLLEGE
Archaeologists in the Hills of Iron looking to unearth knowledge from before the Tempest.
Restriction: None
Visuals: A metallic, rune engraved bangle.
Skills: Lore (Any), Mining, Polyglot

THE FORGE
Brimgul Deep’s combative magical academy of battlemages.
Restriction: Must be a caster, no Pactbound
Visuals: Red armbands.
Skills: Armorsmith, Lore (Arcana), Mining

HELLHOUNDS
Mercenary band in Brimgul Deep that brings the fight to the demons.
Restriction: Class must have Combat, no Pactbound
Visuals: Red and black headband or demonic trophy
Skills: Weaponsmithing, Lore (Religion), Tracking

THE HIDDEN ENCLAVE
Shardians who have found refuge among the Cloud-capped Isles.
Restriction: Must be a follower of Shard
Visuals: Deep dark blues with silver accents and stars/moon iconography.
Skills: Tailoring, Perform, Lore (Religion) or (Nature)

HOUSE OF THE DAWN
Golden temple of Last Bastion, housing Sunfire’s faithful and an order of Oathbound.
Restriction: Must worship Bastion Sunfire
Visuals: Gold robes with a rising sun, white robes trimmed with gold, golden sun accessories
Skills: Lore (Religion), Armorsmithing, Weaponsmithing

KORTHUS’ CAIRN
Training academy devoted to fighting creatures of the Tempest, ruled by a Dwarven general.
Restriction: No Elves, Half-Elves, or Stormborn
Visuals: Heraldry of a cloud with a sword pierced through it, often on a shield.
Skills: Lore (Arcana), Weaponsmithing, Brewing

THE LIGHTKEEPERS
Lighthouse on Lake Ebon, a community devoted to peace.
Restriction: Druid or Ranger. Must follow teachings of The Light That Sweeps.
Visuals: Golden, glowing tattoo, and lighthouse imagery.
Skills: Lore (Nature), Jewelsmithing, Perform

THE MYSTICS
Divine defenders of Brimgul Deep who aid the city in numerous ways.
Restriction: Must be divine caster, no Pactbound
Visuals: Red sash with black divine symbol
Skills: Lore (Religion), Etiquette, Scribe

ORDER OF THE WHITE CREST
Knighthood sworn to defend the Queen of Fjolla and her lands.
Restriction: Oathbound only
Visuals: Heraldry of white sundial on light blue
Skills: Weaponsmithing, Wilderness Survival, Tracking

TEMPLES OF DURMSTRAD
Churches devoted to The Raven and Marissa Darkdreams, often working in concert for the city.
Restriction: Must be divine caster of Raven or Darkdreams, no Stormborn
Visuals: Black or white robes, symbols of their deities, either chain jewelry or feathers.
Skills: Lore (Religion), Etiquette, Scribe

TEMPLE OF THE MYOPIC EYE
Opposite Treyark in the Rift; a repository of countless tomes from lost civilizations.
Restriction: Throatian or Must seek knowledge
Visuals: Symbol of a bright blue eye
Skills: Lore (Any), Scribe, Tailoring

THORNS OF THE EVERTHICKET
A gnarled forest of spiked trees and branches, whose citizens attempt to undermine the town of Taure’malda.
Restriction: Must be an Insiduous Sylph
Visuals: Blacks and spikes
Skills: Disguise, Scribe, Tailoring

UNIVERSITY OF BECTON
An elitist preparatory school for Durmstrad’s wealthy, divided between magic users and future soldiers.
Restriction: No Stormborn
Visuals: Robes of deep purple and silver, or issued armor and white cloaks.
Skills: Lore (Any), Etiquette, Polyglot

Outkeeps

BLACK PRISMS
Talented casters of Arcane, Divine, and Nature; having made pacts with demons in exchange for power.
Restriction: Pactbound only, must be a caster
Visuals: Black pact runes on their skin, typically on the arms. Black cuffs, glovelets, or sashes on both wrists.
Skills: Lore (Religion), Jewelsmithing, Etiquette

BLIGHTBORN
A network of Stormborn who have turned to demonic pacts for power and protection from becoming Stormspawn monsters.
Restriction: Must be Pactbound and Stormborn
Visuals: Black pactbound runes, typically on the neck and shoulders. Deep blue scarf worn around neck and shoulders to act as a mask.
Skills: Wilderness Survival, Scribe, Tailoring

CARAVANSERAI
Collective of nomadic traveling merchants braving the wilderness.
Restriction: None
Visuals: A link of three coins hanging from belt
Skills: Lore (Culture), Polyglot, Gaming

DEATH WATCH
An ancient temple and catacombs in the Titanspine Mountains house these eradicators of Undead.
Restriction: None
Visuals: Raven skull amulet
Skills: Lore (Religion), Weaponsmithing, Brewing

ELDERGREEN GROVE
Keepers of a sacred, well protected grove and sanctuary from the the Tempest in the Golden Forest.
Restriction: Must be a Druid or Ranger
Visuals: Vines of leaves around waist, shades of green
Skills: Lore (Nature), Agriculture, Wilderness Survival

EVERDRIFT POL
Wandering Sylph in a loosely knit society.
Restriction: Must be Coniferous or Unhoused Sylph
Visuals: Long ribbons of yellow and green
Skills: Lore (Nature), Wilderness Survival, Tracking

GALLENWISP BOG
Close-knit matriarchal family in the Blackwater Delta.
Restriction: Must be a Half-Troll
Visuals: Blue-green jagged stripes on skin
Skills: Cooking, Brewing, Wilderness Survival

THE HEGEMONY
Upper class members of Durmstrad, detached from the suffering and hardships of others.
Restriction: No Stormborn
Visuals: Fine white and black clothing, bird motifs
Skills: Perform, Artistic Ability, Etiquette

HELIOS WAY
Nighttime travelers who follow the Moon.
Restriction: None
Visuals: Soft gray clothing with a moon symbol
Skills: Lore (Religion) or (Nature), Artistic Ability, Gaming

HOARFROST
Hunters and traders outside the walls of Fjolla.
Restriction: None
Visuals: Furs, strips of alternating bright blue cloth
Skills: Tracking, Wilderness Survival, Leatherworking

IRONSHARD OUTLAWS
Mostly Dwarven bandits and miners preying on towns and travelers in the Hills of Iron.
Restriction: No casting classes
Visuals: Gray headband, often carry picks
Skills: Mining, Armorsmithing, Tracking

THE REDEEMERS
Outcasts of Last Bastion forced to live in a shantytown.
Restriction: Must have been shunned by Last Bastion.
Visuals: A white or yellow crystal ornament
Skills: Lore (Religion), Cooking, Wilderness Survival

RIFT WARDENS
Loose network of mercenaries that patrol the Rift.
Restriction: Must not be a Cleric, Druid, or Mage.
Visuals: Purple cloaks/coats and a bronze badge
Skills: Wilderness Survival, Lore (Arcana), Leatherworking

SHIMMERSKINS
Pactbound between Durmstrad and Exile who have made a deal with the demon Svedel, to aid and help others in an act of atonement.
Restriction: Pactbound only
Visuals: Glistening iridescent powder coating, Pactbound runes typically in locations matching the wounds of those they heal.
Skills: Lore (Culture), Polyglot, Cooking

THE SIRROCAN CIRCLE
Mainly Half-Trolls and Sylph who follow the ways of the wilds, in the swamps surrounding Last Bastion.
Restriction: Must not be a divine casting class.
Visuals: Alligator skins and other swamp creatures, symbol of a black dripping sun
Skills: Lore (Arcana) or (Nature), Leatherworking, Wilderness Survival

STORM RACERS
Thrill-seekers who try to stay one step ahead of the Tempest, for as long as they can.
Restriction: None
Visuals: Wing and lightning images, lightning tattoo
Skills: Wilderness Survival, Tracking, Lore (Nature)

THE SYNDICATE
Criminal gangs in the lowest tiers of Durmstrad.
Restriction: None
Visuals: Imagery of a black rose
Skills: Disguise, Scribe, Gaming

TAURUSK
Nomadic hunters, honoring elk, bear, wolf, and owl.
Restriction: None
Visuals: Furs, leathers, and carved bone, amulet of animal from one of the four tribes.
Skills: Wilderness Survival, Leatherworking, Tracking

VOCITAN
A secretive brotherhood of magic hunters.
Restriction: No casting classes, Sylphs, or Lacuna.
Visuals: Purple sash worn around belt
Skills: Disguise, Lore (Any), Scribe

WOLVES OF THE SPIRE
A small, feared regime of warriors and mercenaries in the Titanspine Mountains. 
Restriction: Must be a Fighter, Rogue, or Void Knight. 
Visuals: Deep blue fabric as single shoulder cape, waist cape, or from a helm. Also silvery fur mantles.
Skills: Tracking, Weaponsmithing, Lore (Culture) or (Arcana)