Character Options Suggestions

## Bergstadt Scholar

After spending most of your late childhood and early adulthood in the Bergstadt University, you have decided to take what you’ve learnt and put it to good use.

You have been educated on various topics; magic, theology, history, mathematics, physics - mostly things that are rarely used in the field, but you’re going to try your best.

* Skill Proficiencies; Any 3 of Arcana, History, Nature, Religion, Medicine
* Tool Proficiencies; Calligrapher's Supplies and Alchemist’s Supplies OR Cartographer’s tools
* Languages; Konigsprache, 1 of your choice
* Equipment; Fancy clothes, Diploma of the University of Bergstadt, Ink and an Ink pen, A book, a pouch containing 15 gp

Feature: Educated Scholar

Most of your life was spent in education, and you have an easy time researching many topics - as long as you have access to sufficient sources, such as an expansive library.

## Templerjaeger (Templar Hunter)

Raised by the Order of Templar Hunters, all you’ve known in your life is that wild wizards are a terrible danger to themselves and others. You’ve been taught how to combat magic, and that not every wizard can be saved by the Bergstadt University.

You have grown terrible disdain by anyone capable of manipulating The Weave, or even those who are as much as closely related to The Weave.

* Skill Proficiencies; Any 3 of Arcana, Investigation, Religion, Insight, Intimidation, Persuasion
* Tool Proficiencies; 1 of your choice
* Languages; Konigsprache, 1 of your choice
* Equipment; Templerjaeger Uniform (traveler’s clothes), Templerjaeger documentation, pouch of 10 gp

Feature: Terror of Wizards

As most wizards are helpless against the agents of the order, most wizards come to fear even a single templar hunter - if a templar hunter is killed on a mission by a wizard, the wizard will quickly and swiftly be caught and executed. You have an easier time interrogating wizards, threatening them with execution, incarceration, or worse. You also have a connection with the Order itself, but you are not too high in the ranks.

## Knight of Gévaudan

Having been born into a noble family, you had the chance to become a knight, starting as a squire. Before you could have finished your training, the knight you were a squire to has disappeared, leaving behind his title to you. You decided to travel the world, maybe in the hopes of finding your knightly sire.

* Skill Proficiencies; Any 2 of Athletics, History, Religion, Performance, Persuasion
* Tool Proficiencies; None
* Languages; Gevedlangue
* Equipment; Signet Ring bearing an heraldic symbol of your family, a decorated longsword, traveller’s clothes, pouch with 20gp

Feature: Knight in the Making

Your training as a knight is limited, but you still hold a knightly title in the Republic. Most people are in awe when they hear about you.

## Famed Artist of Cordeux

You were always an aspiring artist. Be it song, dance, chisel, brush or pen - you’ve managed to become somewhat popular. Seeking further inspiration for your art, you’ve decided to travel, and to see the world. You’ve managed to also become quite rich, but most of the money you’ve made, you’ve spent living in posh hotels.

* Skill Proficiencies; Any 3 of Deception, Performance, Persuasion, Perception, Acrobatics, Sleight of Hand
* Tool Proficiencies; Any 2 of Calligrapher's Supplies, Jeweler’s tools, Painter’s supplies, (any) Instrument
* Languages; Gevedlangue, 1 of your choice
* Equipment; Any 1 tool/instrument of your choice, fine clothing, pouch with 30 gp, one tool/instrument you are proficient with

Feature: Famous and Infamous

As for most other artists, you live in a constant dichotomy of love and hatred. Your fans can be overbearing, but so can be the critics.

## Khaero Wanderer

All you’ve ever known were scorching hot sand dunes - and eventually you got tired of them.  You have heard of a land greener than the leaves of the baobab, and you have managed to learn their most common tongue thanks to books. You’ve decided to leave your people behind, in a search for a new meaning of life. Living your entire life as a nomad, you are quite the expert on survival - at least when it comes to the desert.

* Skill Proficiencies; Any 3 of Acrobatics, Survival, Animal Handling, Nature, Religion, Persuasion
* Tool Proficiencies;  Herbalism kit, Shawm (instrument)
* Languages; Bedu
* Equipment; traveler’s clothes, herbalism kit, shawm, pouch with 5 gp

Feature: Duneseer

Having travelled all over with limited tools, you are very talented at navigating without them, as long as you can see the stars. You also are proficient at finding food and water in the deserts.

## Midlands Outsider

Having lived in the midlands, your life was pretty rough. You were either born there, or have decided to live there for a different reason. But one thing you have gained there, is extensive knowledge of both humans and draconids.

* Skill Proficiencies; Any 3 of Acrobatics, Survival, Animal Handling, Nature, Religion, Persuasion
* Tool Proficiencies; 1 tool of your choice
* Languages;Severyaz, Draconic
* Equipment; traveler’s clothes, a large red draconic scale, pouch with 5 gp

Feature: Draconic Knowledge

Having essentially lived with draconids as your neighbours, you’ve come to learn of their behaviour - be it full dragonborn, kobolds, or other draconic creatures.

## Mountain-Clan Exile

(Dwarves only) You have committed some crime which was against the dwarven codex of law, and you were forced to become an exile. You won’t ever be let into the mountain halls again, unless you have a \*very\* good reason to. Your skin was inscribed with a rune, which made your memory of the dwarven secrets very foggy, but you still remember a few things.

* Skill Proficiencies;  Any 2 of Arcana, History, Investigation, Perception, Intimidation, Persuasion
* Tool Proficiencies;  Any 2 tools of your choice
* Languages; Dwarven, 1 of your choice
* Equipment;  traveller’s clothes, a rock with a small inscription of your clan rune, 1 tool you are proficient with, pouch with 10 gp

Feature: Outcast Dwarf

Whilst you are no longer welcome by most clan dwarves, hill dwarves see you as one of their own kind. There is also a slim chance that one of your associates from the mountain halls still remembers you.

## Nishima Ronin

You have studied martial arts at a young age, but when your master died (or disappeared), you have decided to move on, finding odd jobs where you could put your fighting skills to use. You’ve heard of many opportunities in the land of Magnata, where people like you are both famous and respected.

* Skill Proficiencies;  Any 3 of Athletics, Acrobatics, Stealth, History, Perception, Survival
* Tool Proficiencies;  1 tool of your choice
* Languages; Nishi, 1 of your choice
* Equipment;  traveler’s clothes, your master’s broken sword, a poorly made map of Magnata, pouch with 10 gp

Feature: Masterless Wanderer

Being a walking legend amongst these lands, you always find it easy to find a place to rest and to find a job.

## Longshen Missionary

Faring from the far west, you have decided to travel the world, spreading the word of the godly draconic beings that were the Longshen. Very few people of Magnata were convinced, but you decided to still continue your journey, after you have heard that there have been rare appearances of dragons in the region.

* Skill Proficiencies;  Any 2 of Arcana, History, Religion, Performance, Persuasion
* Tool Proficiencies;  1 tool of your choice
* Languages; Zhon, 1 of your choice
* Equipment;  traveler’s clothes, a book detailing the Longshen cult, a poorly made map of Magnata, pouch with 10 gp

Feature: Dragon Priest

Your mission was to spread the knowledge of the Longshen cult, and you have prepared yourself for that by learning all that you could. Whilst the few dragonborn that do inhabit Magnata will highly respect you, most other people will see you as an infidel.

## Rogue Warforged

(Warforged Only) Quite recently, you were given the gift of sentience, and you are curious about the entire world.  You don’t quite recall your first days of “life”, but you quickly understood your purpose.

* Skill Proficiencies;  Any 3 of Athletics, Sleight of Hand, Investigation, Perception, Intimidation
* Tool Proficiencies; Disguise kit and 1 tool of your choice
* Languages; 1 of your choice
* Equipment;  traveler’s clothes, a large cloak and a mask to cover your appearance, Disguise kit

Feature: Rogue and Sentient

Whilst most people are accepting of rouge warforged, mountain dwarves are likely to capture and “decommission” you, but other warforged will find you as an ally. Also, you are quite new to the concept of “sentience”, so a lot of things can still surprise you.

## Blackwood Company Ex-Mercenary

For a period of time, you worked in the Blackwood Company as a mercenary. But due to how the Blackwoods operate, you’ve decided to move on, as a lot of jobs you were given were more “guarding”, and less “adventuring”. You still have a few connections with the Company, and you also have plenty of experience.

* Skill Proficiencies; Any 2 of  Athletics, Acrobatics, Investigation, Insight, Animal Handling, Intimidation
* Tool Proficiencies; 1 tool of your choice
* Languages; 1 of your choice
* Equipment; Blackwood Uniform, Blackwood Mercenary Documentation, a pouch containing 10 gp

Feature: Blackwood Merc

Having once worked with the Blackwoods, you’ve grown a reputation as a stalwart warrior - but also somewhat as a deserter. Some Blackwood employees will be glad to see you, but others - not so much.

## Fian Exile

(Wood elf/High elf only) Trees, grass, and animals - that’s been your entire life since birth. But ever since you’ve heard of “humans” and “civilization”, you have decided to research these topics, but when you were found out, you were marked as an exilet of your Circle, and as an enemy to the Fian. When you left your tribe, your thinking became much clearer, and you quickly blended in with normal society.

* Skill Proficiencies; Any 2 of Acrobatics, Stealth, Arcana, Nature, Survival, Perception
* Tool Proficiencies;  Pan flute or Flute
* Languages;  Common, Elven, Sylvan
* Equipment; a memento from your circle (ie. magically grown wood jewelry with your Circle’s symbol), traveller’s clothes

Feature: Nature’s Conduit

Having been a first generation Fian, you have a natural connection to nature. Wild life is much calmer around you, you have no problem gathering food in a temperate environment, but bringing harm to anything natural seems to cause you mental and physical pain.

## Dulru’s Nightstalker

(Wood elf/High elf only) You were blessed by Dulru himself, and you search for ancient artifacts of Fian Artus in his name. Whilst you work mostly in secrecy, there is a chance you can meet other Nightstalkers on your travels.

* Skill Proficiencies;  Any 3 of Acrobatics, Stealth, Arcana, History, Investigation, Religion, Survival, Deception
* Tool Proficiencies; 1 of your choice
* Languages; Elven, 1 of your choice
* Equipment;  traveller’s clothes, Mark of the Nightstalkers (a ring bearing Dulru’s symbol), pouch with 10 gp

Feature: Sciath’s Sight and Aisli’s Eye

You are one of the few elves blessed with Sciath’s Sight, meaning you can see through illusions laid by other Nightstalkers. Alongside that, your dreams are very vaguely “prophetic”, thanks to the blessings of Aisli.