Background

Backgrounds Rules and Changes from Standard D&D

Allegiances

Allegiances replace alignments. With the departure of the Gods the moral certitude of alignments is gone. Now people have allegiances to things they value instead. Some people still have allegiances to Law, Chaos, and Good. (Personally, I don’t think anyone has an allegiance to Evil, perhaps to themselves, or to something else, however). You can have an allegiance to a particular person, group, or idea above and beyond, not just to the abstract philosophies of Law, Chaos, and Good, or even Balance.

No matter what you have an allegiance to, you gain a +2 allegiance bonus to social rolls with those that share that allegiance (or a member of that faction). You can also be compelled to act in the manner of, or in favor of that faction. This is essentially a role-playing thing, so take Allegiances that make sense for your character, and that will be fun to play. These may throw the party against each other, but no one is going to lose a class bonus or anything for going against a socially based allegiance. Paladins and Monks, which must have a Lawful allegiance may have difficulty with their supporting group providing things if they go against it, for instance. We’ll discuss it when it comes up, but there’s no outside moral authority enforcing these things.

Background Feats

Everyone needs to take one of the Background feats, these basically define your patronage, some skills and professions you get a boost with, etc. Magic casting classes should look at Magic Feats. Other characters should consider the guilds or other options.

Patronage Feats

Guild Patronage

Characters who choose this feat have been supported by their guild to get Citizenship. This gives the Guild a lien on the future work of the character, usually represented as a year’s worth of work, or repayment of the citizenship fee. Character who take this get +4 guild bonus to a Profession, Craft or Knowledge appropriate to their guild. They gain the same effect as having an Allegiance to the guild, although they can call on guild resources as needed as part of their service to the Haven Alliance.

Influential, Rich or Illicit Patron

Instead of a guild, a future citizen can be sponsored by a single person or small group. These individuals usually have more money and/or political capital to put behind the things they need — and aid their protégés with, as long as it’s in the interest of the patron. The exact benefits of this feat will have to be negotiated on a case-by-case basis, but will be on part with the other background feats.

Self-Patronage

Not unheard of, there are those who choose to save for their own patronage. These characters are older, and have a trade that they’ve worked at to save — and are perhaps well known for that trade, at least under certain circumstances. To represent that trade, they get a +8 bonus to a Profession, Craft, or Knowledge appropriate to their background. They aren’t beholden to a guild, and get no other bonuses or use of guild property (if they are a member of a guild).

Magic Feats

Spellcaster classes ’’’must’’’ take one of these feats to start with (those classes, such as Ranger and Paladin which have spells later will follow a different path). This means their patron will be of or from their guild. Also take a look at the changes to the Magic Rules for D&D.

Devotee of the Caster’s Guild

Grants the ability to cast divine spells, from the Divine spell list for Cleric/Favored Soul. The character is attuned to a spell gem, and the proper glyph is drawn on their forehead, binding them to their spell gem for life. The character is considered a member of the Casters’ Guild, with all the benefits of guild membership.

Arcanist of the Caster’s Guild

Grants the ability to cast arcane spells, from the Arcane spell list for Wizard/Sorcerer. The character is attuned to a spell gem, and the proper glyph is drawn on their forehead, binding them to their spell gem for life. The character is considered a member of the Casters’ Guild, with all the benefits of guild membership.

Servant of the Baobab

Grants the ability to cast divine spells, from the Divine spell list for Druids The character is attuned to a spell gem, and the proper glyph is drawn on their forehead, binding them to their spell gem for life. The character is considered a member of the Druids’ Guild, and a resident of Baobab with all the benefits of guild membership.

Licensed Bard

Grants the ability to cast arcane spells, from the Arcane spell list for Bards. The character is attuned to a spell gem, and the proper glyph is drawn on their forehead, binding them to their spell gem for life. The character is considered a member of the Bard and Entertainer’s Guild, with all the benefits of guild membership.

Background

Shattered Earth JoeTortuga JoeTortuga