Foreigner

Though the culture of different nations largely defines their people, it is not uncommon for people to travel to other nations for a variety of reasons. Depending on their age and upbringing during this migration, adventurers tend to retain some of their homeland's culture and adopt some of their new home.

## Proficiencies & Equipment

**Skill Proficiencies**: History (Homeland)\*, and History\*, Nature\*, or Survival\* of your new nation as appropriate to the region and your character.

**Fidelity Bonuses**: If a Fidelity bonus calls for an ancestry of a specific location, you count as both that of your ancestry and your new residence.

## Feature: Resident

The new nation you call home dictates some of your mannerisms, knowledge, and maybe even your fighting styles or worldview. Consider how some of your previous nation's culture may interact (or conflict) with your new culture, as well as what age and what reason you made this change. You can roll randomly on the below chart, or choose one, but you can never choose a region that corresponds to your race.

### Nation

D10

1. Valoren
	* Proficiencies: Tinker's Tools or Vehicles (Land)
	* Language: Vhalar
	* Equipment: Blackpowder mine, writ of passage, a set of fine clothes, Tinker's Tools (if proficient) or a pouch containing 10gp.
2. Khii
	* Proficiencies: Calligrapher's Supplies, Brewer's Supplies (Tea)\*
	* Language: Khiiar
	* Equipment: Curved short sword or dagger (Khiiar), small dragonbone charm, a set of fine clothes (kimono or yukata), porcelain teacup fixed with gold worth 5gp.
3. Kingdoms of the Mutar
	* Proficiencies: Navigator's Tools, Cartographer's Tools
	* Language: Mutan
	* Equipment: Keski turban, filled waterskin, sextant, a set of traveler's clothes, gemmed bangle worth 10gp.
4. Vigneau
	* Proficiencies: Dragonchess Set,
	* Language: Vigneau and one language of your choice.
	* Equipment: a set of regal clothes, fine silver mesh choker worth 5gp, pouch containing 20gp
5. Bruttomesso
	* Proficiencies: Any gaming set, Theives' Tools
	* Language: Brut
	* Equipment: Red bandana, treasure map showing your next big score, compass, a set of sailor's clothes, Thieves' Tools
6. Shonak Mountains
	* Proficiencies: Intimidation
	* Language: Faarhad
	* Equipment: Expensive web of tattoos, backpack, climbing spikes, shovel
7. Eldiri Isles
	* Tool Proficiencies: One of the following: Glassblower's Tools, Jeweler's Tools, Any Musical Instrument, or Vehicles (Water)
	* Language: Eld and one of your choice.
	* Equipment: Coronet of thorned vines, a set of fine clothes, book of notes (new), quill and inkwell.
8. Elun Mainland
	* Tool Proficiencies: Brewer's Supplies and Cook's Utensils.
	* Language: Elish
	* Equipment: Elish Frying Pan, pony keg (empty), a set of common clothes, 5 rations
9. Elun Isles
	* Proficiencies: Arcana
	* Language: Elish
	* Equipment: Hagstone, a set of fine clothes, magical mushroom that may or may not speak with you, carved runic bones.
10. Adhren Archipelago
	* Proficiencies: Nature
	* Language: Adh
	* Equipment: Cloak of moss, a trophy of a human you have killed, Healer's Kit, a pouch containing rare metals worth 15gp

## Feature: Adaptable

Your ability to mould to your surroundings is impeccable, making different cultures feel more or less your home. When unaware of the customs of a different group of people, you usually know what to avoid until you know for certain what is commonplace and what is taboo. Depending on the situation, you may be able to blend in with people of similar cultures to what you are used to, or glean information on where best to obtain information like this.

### Suggested Characteristics

The result of your travels have shaped many an adventurer, often leaving you open to new things, but can also leave you jaded or prejudiced in twice the cultures of others.

d8 Personality Trait

1. Im constantly searching for new places to explore.
2. I guide my friends through new areas as though I live there.
3. I will fight for anyone's home, no matter where I am from.
4. I have much to learn from different cultures.
5. Though religions and kingdoms shape different regions, people are always the same.
6. I often find myself the center of attention.
7. I feel more comfortable in an inn than in my own bed.
8. I have no home, and do not intend to find one.

d6 Ideal

1. Independence. I am a free spirit--no one tells me what to do. (Chaotic)
2. Beauty. There is so much culture and art the world has to offer. (Good)
3. Tradition. The traditions of the lands must be preserved and upheld. (Lawful)
4. Rule. A people are strongest under one flag. (Evil)
5. People. I'm loyal to my friends, not to any ideals. (Neutral)
6. Destiny. I was called away from my birth nation for a higher reason. (Any)

d6 Bond

1. My homeland lives still within me.
2. Attacking my lineage is a strong affront to my honor.
3. My new home is just that, and I will defend it with my life.
4. As a being of two worlds, it is my duty to bridge these cultures
5. I fear a takeover of one of my previous homelands.
6. I am duty-bound to spread my culture.

d6 Flaw

1. I am quick to anger, and any insult to my home or birth nation must be met.
2. People shouldn't take their customs too seriously.
3. I hold a strong resentment to enemies of my home(s).
4. I am slow to trust members of other races, tribes, and societies.
5. Religion is a farce.
6. The creeping of time will erode all nations.