You do NOT have to use these backgrounds.
If you choose something other than one of these, you do need to have some sort of tie-in with the starting location of Gunnhildr.
Alchemist's Assistant
Eilidh Greenthumb's is Gunnhildr's resident alchemist and foremost herbalist. She is flighty at best, prone to chase off after rumors of an esoteric formula or hard-to-find herb at a moment's notice. She's also terrible about organization, putting dangerous poisons too near where they can be easily reached and absent-mindedly stacking flammable chemicals on top of one another. She needs someone to mind the shop and remain diligent about her inventory and obligations, and that person is you. Despite her erratic nature, Eilidh is an exceptionally knowledgeable individual, and you've learned a lot from her in your time as her assistant.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Crafting skill and the Herbalism Lore skill. You gain the Alchemical Crafting skill feat.
Morven's Deputy
No one in Gunnhildr much likes Sheriff Morven Dunn. They say she's got only a shadow of the character that her grandmother, who also served as Gunnhildr's sheriff, possessed. That might be the case—truth be told, Sheriff Morven has dressed you down for petty issues often enough—but you know she relies on your services as one of her deputies. Furthermore, people suspect you're the one likely to replace her as chief law officer in Gunnhildr if something happens to her. And, frankly, few would cry if something happened to her.
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost.
You're trained in the Intimidation skill and the Legal Lore skill. You gain the Group Coercion skill feat.
Lightfoot's Friend
You are good friends with Colwyn Lightfoot, the halfling wainwright of Gunnhildr, and worked with him when you were younger. Colwyn taught you how to be quick and clever with your fingers. He did so to ensure your fingers would stay out of wagon wheels in need of repair, but you've found that fast fingers are useful in all kinds of situations.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in the Thievery skill and the Mercantile Lore skill. You gain the Subtle Theft skill feat.
Ironquill's Ally
The scholar Ewan Ironquill is well-regarded by the people of Gunnhildr, but he's considered too bookish and distant to be closely trusted by many. You are an exception; Ewan recognized your keen mind early on and encouraged you to read and learn. You know Ewan's library is always open to you. His mind is one of Gunnhildr's greatest treasures, whether other people realize it or not.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in your choice of the Arcana skill or the Occultism skill. You are also trained in the Book Lore skill. You gain the Quick Identification skill feat.
Trusted Hand of the Chieftain
Toran MacRaithe, Gunnhildr’s chieftain, is a paragon of efficiency, and part of his ability to effectively lead is that he knows whom to trust with important tasks. You've always been one of Toran's most trusted troubleshooters, and you've learned a lot from him about how to make people pay attention to good ideas.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You're trained in the Diplomacy skill and the Gunnhildr Lore skill. You gain the Group Impression skill feat.
Timber Cutter
The forest around Gunnhildr is old and thick. Civilization here has long been about cutting down the trees, pulling stumps, and clearing the land for cultivation. You come from a long line of timber cutters, which means you grew up alongside most of the farm families in the area (such as the Finnorys, the Calvyrns, and the MacGrunndals), working the edges of their land so they can grow more crops to support themselves and the town. You have a sort of rough-and-ready demeanor, and the farmers around Gunnhildr respect your knowledge of the forest and willingness to take on an exhausting piece of work.
Choose two ability boosts. One must be to Dexterity or Constitution, and one is a free ability boost.
You're trained in the Athletics skill and the Forest Lore skill. You gain the Combat Climber skill feat.
Steward of Brighan
Religion in Eirendor is as untamed and varied as the land itself, but the most prominent figure in its spiritual landscape is Brighan, the Earth Mother, a goddess embodying fertility, harvest, and protection. You have followed Brighan's teachings for as long as you can remember, drawing strength and purpose from her wisdom. Whether you act as a healer, farmer, or guardian of your community, your faith in Brighan shapes your actions and strengthens your resolve to nurture and protect those around you.
Choose two ability boosts. One must be to Wisdom or Charisma, and one is a free ability boost.
You're trained In the Religion skill and the Brighan Lore skill. You gain the Student of the canon skill feat.
Aelwyd Glen Forester
You've spent time in the Aelwyd Glen in Eirendor. You know of the arboreal regents who rule that forest, although they are ponderous, lofty, and distrustful of outsiders, so you don't know any of them well. You know that they keep the dangerous trolls in the central Aelwyd Glen confined to the Crannfuil Hollow, and you may have even braved the occasional excursion into that dangerous area to find rare herbs, to rescue someone who had gotten lost, or merely to satisfy your dangerous curiosity.
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost.
You're trained in the Survival skill and the Forest Lore skill. You gain the Forager skill feat and the Muan language.
Craigmawr Inheritor
The dwarves long ago driven from the extinct volcano of Craigmawr are your ancestors. (If you aren't a dwarf, then this ancestry is tenuous and likely via your adoption or via adoption in prior generations.) You have focused on the exquisite craftsmanship of these ancestors, and you are quick with tools when the need arises.
Choose two ability boosts. One must be to Strength or Intelligence, and one is a free ability boost.
You're trained in the Crafting skill and the Mining Lore skill. You gain the Quick Repair skill feat.
Keeper's Aspirant
You once (or even currently) aspired to join the elite organization called the Keepers of the Veiled Boughs, a collection of bard-rangers who patrol the wild and dangerous Mystwood Forest to keep Eirendor safe. The Keepers of the Veiled Boughs are thrill-seekers willing to hone their forestry skills, trade tall tales, and laugh in the face of danger. You've been to Liosmar’s Vigil, their headquarters on the south end of the Mystwood Forest, and are welcome there.
Choose two ability boosts. One must be to Dexterity or Charisma, and one Is a free ability boost.
You're trained In the Performance skill and the Forest Lore skill. You gain the Virtuosic Performer (oratory, singing, or winds) skill feat.
Primeval Animalist
Enormous animals roam Eirendor, from woolly mammoths to saber-toothed tigers to lumbering dinosaurs. You have always felt a kinship with these large animals, whether because you claim to have a spiritual connection to a specific animal or because you simply find solace in the presence of simple creatures so much larger than you are. You feel comfortable handling, tending, and even riding these creatures.
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost.
You're trained In your choice of the Athletics or Nature skill. You gain a skill feat: Titan Wrestler if you chose Athletics or Train Animal If you chose Nature. You are also trained in a Lore skill related to a particular kind of common animal (such as Dinosaur Lore, Equine Lore, or Feline Lore).
Stellar Scholar
You once attended the prestigious Stellarum Institute, one of the premier universities on the continent and Eirendor's only center of academic learning. (The Stellarum Institute suffered a strange accident and was abandoned or destroyed—rumors conflict as to which was the case—about 20 years ago, so your schooling days must have been at least that long ago.) The university was located on an island in a lake known as Loch Auentine, and you also got to know the people of Mistwake, the neighboring fishing village that supported the university. Your favorite professor was Lorinwyn Farcaller, an old man already in his retirement even that long ago, and you've recently started wondering what happened to the friendly, intelligent old man.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one is a free ability boost.
You're trained in the Arcana or Occultism skill and the Academia Lore skill. You gain the Dubious Knowledge skill feat.
Prophet of Doom
You have always had a sixth sense into the mystical and magical, able to predict calamities before they occur. Recently, you have experienced visions of a great doom coming to Eirendor. Although it is undoubtedly coming, you don't have any specifics about its nature or its timing; you see only withering plants, cavorting demons, and massive fires. You have come to Eirendor to do what you can to prevent the pending apocalypse, and you don't mind that few people seem to believe in your visions right now. They will learn in time, and to their detriment; but you will be at hand to aid them.
Choose two ability boosts. One must be to Intelligence or Wisdom, and one Is a free ability boost.
You're trained in the Arcana skill and the Demon Lore skill. You gain the Arcane Sense skill feat.
Imperian Exile
You grew up in Imperion, and you always knew Eirendor to be a place of desperate, hardscrabble living where civilized people dare not tread. Yet things never go as expected, and you've had to leave Imperion behind to hide out in Eirendor for a while. Perhaps this is due to a specific crime (which you may or may not have committed), involvement with people on the wrong side of the law, or any number of other reasons. In any case, you don't speak often of your life prior to coming to Eirendor, particularly among those who keep tabs on news from Imperion.
Choose two ability boosts. One must be to Dexterity or Charisma, and one is a free ability boost.
You're trained in your choice of the Deception or Thievery skill. You gain a skill feat: Lengthy Diversion if you chose Deception or Pickpocket if you chose Thievery. You also gain the Underworld Lore skill.
Thigas Dale Merchant
Once, you operated a shop on the busy streets of Thigas Dale, the largest city in Eirendor. You don't own that business any longer, for reasons that you might or might not be willing to share. You find that it's not so much the economics that you miss (as the head of the city's mercantile guilds, Coin-Master Elwynn Thorne, always struck you as more invested in profit than in the people she was supposed to represent), but rather the rough-and-tumble collegiality of the people on the noisy streets of Thigas Dale. You look forward to going back some day.
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost.
You're trained in the Society skill and the Mercantile Lore skill. You gain the Read Lips skill feat.