Backgrounds

When you create your character, you gain one background of your choice. A background is essentially a rudimentary description of the character's past, as well as skills, benefits (or drawbacks), and items they have gained from their hobbies, profession, status, etc., they had before play. A background cannot be changed once you have selected one.

Down below, you'll find a selection of backgrounds for your character. They are sorted between two categories; general backgrounds and kingdom-specific backgrounds. The general backgrounds can usually be found in all of Frostmark unless the background states otherwise or comes from another realm. On the other hand, the kingdom-specific backgrounds are only available in one kingdom on Frostmark. They can only be chosen if your character spent a considerable amount of time in that particular kingdom.

A background cannot contradict your backstory. Instead, these two elements should work in tandem to represent your character's past. You can use the background for inspiration when you create your backstory. Especially the kingdom specific backgrounds offer a lot of insight into interesting professions and fates in the realm of Frostmark. If you already have a specific backstory in mind that does not align with any background presented below, transform a background or create a background to fit with your backstory if the GM finds the backstory plausible in his or her game. If any background offers skills, equipment, and traits that represent your character's backstory well, but the overview is not harmonious with it, just change the description of the overview. If no background trait fits your backstory, you and your GM can work together to create a background tailored for your character.

The backgrounds possess these elements:

**Origin**: Describes in which kingdom or kingdoms the background can be found in the Realm of Frostmark.

**Overview**: An introduction and explanation of the particular background. By no means is it a full backstory for your character, but a source of inspiration and a set of parameters. Work with your GM to determine further details about your upbringing and current lot in life.

**Skill Points**: This section grants your character free skill points. Some backgrounds give you a pool of skill points that you can spend on your desired skills. Others specify which skills you can spend your pool of skill points in. And some give you specific points. Remember that the level requirement for rank 3, 4, and 5 still applies.

**Equipment**: Your character gains the objects listed and adds them to their character sheet. If there is a choice presented to you, such as "choose one tool of your choice", navigate to the Equipment section and find the table for which it refers to and make your selection. You also gain several coins in the form of gp that you can decide to save for active play or purchase equipment with before starting the game.

**Background Trait**: You gain a background trait that often entails social or economic benefits. In the end, it is up to the GM how these powers can aid you, but it is your responsibility as a player to remind the GM of these benefits when they could potentially be used.

**Bond**: A bond is something that burdens your character, which can have dire consequences in the wrong circumstances. Selecting a background with a bond results in gaining extra benefits to offset the disadvantage and can create more opportunities for roleplay. Like the background traits, it is up to the GM to mold them into their world and campaign, but it is ultimately your responsibility as a player to keep track and remind the GM of your bond's contents (if you have any).

Some bonds only activate when a certain trigger happens, for instance, "if you are found out, you will be hunted", which can be an adventure of its own. Others can state you feel responsible for a cause, a place, or a group. These are always active and can only be broken by the character if the GM allows it through roleplaying. There are also a few bonds that the player can actively choose with the background and thereby gain some extra starting benefits.

##### **Reference Guide for Lore Terms**

Some of the explanations for different backgrounds include specific terms found in the particular kingdom's lore section, but here is a cheat list to remind you of some of the terms.

**Chieftain Idris**: A particular ambitious female chieftain from Beornhelm currently occupying almost half of Greenfield with her forces.

**Duke Grimcolt**: A regional noble of northern Oldwood. Lost his brother to the Beornish threat. He has turned his back on the crown to protect the northern border in his way.

**Dukes of the Empire**: The governors of the 10 administration areas of Frostmark in the Imperial years. These areas later transformed into the kingdoms of Frostmark.

**Geanor**: A champion of Riahn who conquered and claimed all of Frostmark. He laid the foundations for the Empire that his daughter, Empress Leana, finalized.

**Journeyman**: A title for an aspiring artist or crafter from Sirendale. A Journeyman is a Practitioner who has started their journey to become a Master.

**Lysander**: The royal family of Sirendale that about a hundred years ago gave away a crown's sibling to rule in Oldwood too. The royal family in Sirendale was eradicated by a Beornish raid.

**Master**: A title for a master artist or crafter in Sirendale. To become a Master, you must become a Journeyman first and then impress a council of other Masters to gain the title. The title also comes with the duties of a noble ever since the Empire's influenced Siren society.

**Nodensia**: An island to the southwest of Karthmere, controlled by Stormholme but usually quite isolated.

**Practitioner**: A graduated apprentice artist or crafter in Sirendale. A Practitioner has the right to open a shop and do business without the oversight of a school or Master.

**Ravenmoor**: A noble couple of southeastern Oldwood who have seized power in the region and have thrown out the Church of Riahn from their lands.

**Sacred Arms**: A military force that was originally the army of Geanor. After the Empire fell, the Sacred Arms' headquarters is now situated in Crowhill and functions as the Church's private army.

**Shaman**: A title for any particular wise man or woman of Beornhelm.

**Unmarked, Diligent, and Valiant**: Titles of social ranks in Armathain.

**Vision**: The name of a tribe's chieftain in Eastcreek.

**Vocation**: A category word for a theme of professions in Malgrave. A student is given a Vocation to practice that suits their talents after they have graduated from school.

**Vocation Explorer**: The name of the category for all scientist professions in Malgrave.

**Vocation Protector**: The name of the category for all military and police professions in Malgrave.

**Warchieftain**: The chieftain of chieftains in Beornhelm.

**Wayfarer**: An ancient shamanistic organization of the Oldberry woods.

#### ***General Backgrounds***

* Artist/Crafter
* Bounty Hunter
* Charlatan
* Criminal
* Cultist
* Entertainer
* Far Traveler
* Guard
* Hermit
* Hunter
* Noble
* Outlander
* Priest
* Scholar
* Sailor
* Soldier
* Trader
* Unassuming
* Urchin

#### ***Kingdom Specific Backgrounds***

##### **Applegate**

* Bloodhound
* Peeler Priest
* Warden

##### Armathain

* Arbalist
* Knight of Valiant
* Unmarked Insurgent

##### Beornhelm

* Chieftain
* Raider
* Shaman

##### Crowhill

* Crow Priest
* Sacred Arms Agent
* Sacred Arms Soldier

##### Eastcreek

* Naturalist
* Rider
* Flowing River Duelist

##### Greenfield

* Defector Warrior
* Opportunist
* Royal Vanguard

##### Karthmere

* Guild Artisan
* Guild Merchant
* Questing Knight

##### Malgrave

* Development Diplomat
* Military Engineer
* Unhindered Explorer

##### Oldwood

* Iron Barricade Defender
* Ravenmoor Operative
* Wayfarer

##### Sirendale

* Journeyman
* Light of Lysander Rebel
* Master Noble

##### Stormholme

* Lowcloaks' Investigator
* Nightstriders' Dropper
* Steelshade Mercenary
* Stormgarde Scout
* Sea's Embrace Herald