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The tables below determine the basics of your family and homeland. These establish the circumstances of your upbringing, the composition of your family, and your family's social standing, as well as a major event you experienced in childhood. To determine these aspects of your background, do the following:

1. Find the sections for your race and roll on the Homeland, Parents, and Siblings tables within the section. If you have siblings, also consult Relative Age of Sibling table and the Race of Adopted Sibling table to determine the relative age of your siblings and the race of adopted siblings.

2. Roll on the Circumstance of Birth table, to determine the circumstance of your birth. Based on those circumstances, you may have to roll on the subsequent tables to determine details of those circumstances.

3. Roll on the Major Childhood Event table to determine a major childhood event.

4. Proceed to Step 2—Adolescence and Training.


DwarfEdit

Many dwarves come from industrious and tight-knit communities of like-minded individuals who work together to accomplish a common goal.

Dwarf Homeland
d% Result
01—40 Hills or Mountains: You gain access to the Goldsniffer race trait and the Highlander regional trait.
41—80 Underground: You gain access to the Surface Stranger regional trait and the Tunnel Fighter race trait.
81—87 Non-Dwarven Town or Village: You gain access to the Brewmaster race trait and the Militia Veteran regional trait.
88—95 Non-Dwarven City or Metropolis: You gain access to the Brewmaster race trait and the Vagabond Child regional trait.
96—100 Unusual Homeland: Roll on the Unusual Homeland table.
Dwarf Parents
d% Result
01—60 Both of your parents are alive.
61—73 Only your father is alive.
74—86 Only your mother is alive.
87—100 Both of your parents are dead. You gain access to the Orphaned social trait.
Dwarf Siblings
d% Result
01—80 1d4 biological siblings. With two or more siblings, you gain access to the Kin Guardian combat trait.
81—90 1d4+1 biological siblings. You gain access to the Kin Guardian combat trait.
91—95 1d3—1 biological siblings and 1d3—1 adopted siblings. With two or more siblings, you gain access to the Kin Guardian combat trait. Roll on the Race of Adopted Sibling table to determine the race of any adopted siblings.
96—100 No siblings.

ElfEdit

Elves are often raised in insular elven communities, and the longevity of these people means that elven children often grow up with the help of a large social network.

Elf Homeland
d% Result
01—60 Forest: You gain access to the Log Roller regional trait.
61—80 Non-Elven City or Metropolis: If you're an elf, you gain access to the Civilized social trait and the Forlorn race trait. If you're a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait.
81—95 Non-Elven Town or Village: If you're an elf, you gain access to the Forlorn race trait. If you're a half-elf, you gain access to the Failed Apprentice race trait.
96—100 Unusual Homeland: Roll on the Unusual Homeland table. If you're an elf, you gain access to the Forlorn trait. If you're a half-elf, you gain access to the Elven Reflexes race trait.
Elf Parents
d% Result
01—79 Both of your parents are alive.
80—87 Only your father is alive.
88—95 Only your mother is alive.
96—100 Both of your parents are dead. You gain access to the Orphaned social trait.
Elf Siblings
d% Result
01—80 1d2 biological siblings. If you roll 2 siblings, you gain access to the Kin Guardian combat trait.
81—85 1d4+1 biological siblings. You gain access to the Kin Guardian combat trait.
86—90 1d4+1 biological siblings. 1d3—1 of these siblings are half-elves, adopted, or a mix of the two (your choice). You gain access to the Kin Guardian combat trait. Roll on theRace of Adopted Sibling table to determine the race of any adopted siblings.
91—100 No siblings.

GnomeEdit

The capricious and carefree gnomes of the world are widespread and varied. They typically either form their own gnome communities or integrate themselves into other humanoid societies.

Gnome Homeland
d% Result
01—30 Forest: You gain access to the Log Roller regional trait and the Animal Friend race trait.
31—65 Non-Gnome Town or Village: You gain access to the Animal Friend race trait.
66—95 Non-Gnome City or Metropolis: You gain access to the Rapscallion race trait.
96—100 Unusual Homeland: Roll on the Unusual Homeland table.
Gnome Parents
d% Result
01—90 Both of your parents are alive.
91—93 Only your father is alive.
94—96 Only your mother is alive.
97—100 Both of your parents are dead. You gain access to the Orphaned social trait.
Gnome Siblings
d% Result
01—50 1d4 biological siblings. With two or more siblings, you gain access to the Kin Guardian combat trait.
51—60 1d4—1 biological siblings and one adopted sibling. With two or more siblings, you gain access to the Kin Guardian combat trait. Roll on the Race of Adopted Sibling tableto determine the race of any adopted siblings.
61—100 No siblings.

Half-ElfEdit

Born of two very different worlds, half-elves rarely have easy childhoods. Torn as half-elves are between disparate peoples, the presence of their families helps ensure they do not grow up totally alone, though orphaned half-elves have to create families of their own.

Half-Elf Homeland
d% Result
01—25 Raised in an Elven Homeland: Roll on the Elf Homeland table.
26—75 Raised in a Human Homeland: Roll on the Human Homeland table.
76—95 Forest: You gain access to the Log Roller regional trait.
96—100 Unusual Homeland: Roll on the Unusual Homeland table.
Half-Elf Parents
d% Result
01—20 Both of your parents are alive.
21—55 Only your father is alive.
56—90 Only your mother is alive.
91—100 Both of your parents are dead. You gain access to the Orphaned social trait.
Half-Elf Siblings
d% Result
01—20 1d2 half-siblings (either elf or human, your choice). With two or more siblings, you gain access to the Kin Guardian combat trait.
21—30 One half-elf sibling. You gain access to the Kin Bond magic trait.
31—100 No siblings.

Half-OrcEdit

Only rarely the result of a happy union between the humans and orcs that bring them into the world, half-orcs are often regarded as monsters. This bleak reality makes those rare half-orcs, cherished as much as the young of any other race, even more extraordinary.

Half-Orc Homeland
d% Result
01—25 Subterranean: You gain access to either the Scrapper race trait or the Surface Stranger regional trait.
26—60 Orc Settlement: You gain access to the Scrapper race trait.
61—75 Raised in a Human Homeland: Roll on the Human Homeland table.
76—90 No True Homeland: You have lived a life on the run and gain access to the Outcast race trait.
91—100 Unusual Homeland: Roll on the Unusual Homeland table.
Half-Orc Parents
d% Result
01—10 Both of your parents are alive.
11—35 Only your father is alive.
36—60 Only your mother is alive.
61—100 Both of your parents are dead. You gain access tothe Orphaned social trait.
Half-Orc Siblings
d% Result
01—60 1d6+1 orc siblings. You gain access to the Kin Guardian combat trait.
61—70 1d4 human siblings. With two or more siblings, you gain access to the Kin Guardian combat trait.
71—80 One half-orc sibling.
81—100 No siblings.

HalflingEdit

Social and amicable by nature, halflings fit equally well in both communities of humans and those of their wily kinsfolk. Prone to wanderlust, halflings can be found anywhere civilized humanoids settle.

Halfling Homeland
d% Result
01—50 Halfling Settlement: You gain access to the Civilized social trait and the Well-Informed race trait.
51—80 Human Settlement: You gain access to the Child of the Streets social trait and the Well-Informed race trait.
81—95 Traveling Band or Caravan: You gain access to the Friend in Every Town social trait.
96—100 Unusual Homeland: Roll on the Unusual Homeland table.
Halfling Parents
d% Result
01—70 Both parents living.
71—80 Only your father is alive.
81—90 Only your mother is alive.
91—100 Both of your parents are dead. You gain access to the Orphaned social trait.
Halfling Siblings
d% Result
01—30 1d2 siblings. With two siblings, you gain access to the Kin Guardian combat trait.
31—90 1d4+1 siblings. You gain access to the Kin Guardian combat trait.
91—100 No siblings.

HumanEdit

As diverse as they are widespread, humans tend to grow up in small or large societies of people with similar origins and histories, though individuals' paths may run the gamut from idealized to tragic.

Human Homeland
d% Result
01—50 Town or Village: You gain access to the Militia Veteran regional trait.
51—85 City or Metropolis: If you're a human, you gain access to the Civilized social trait and the Vagabond Child regional trait. If you're a half-elf, you gain access to the Civilized social trait and the Failed Apprentice race trait. If you're a half-orc, you gain access to the Brute race trait and the Vagabond Child regional trait.
86—95 Frontier: You gain access to the Frontier-Forged regional trait.
96—100 Unusual Homeland: Roll on the Unusual Homeland table.
Human Parents
d% Result
01—50 Both of your parents are alive.
51—70 Only your father is alive.
71—90 Only your mother is alive.
91—100 Both of your parents are dead. You gain access to the Orphaned social trait.
Human Siblings
d% Result
01—40 1d2 siblings. With two siblings, you gain access to the Kin Guardian combat trait.
41—70 1d2 siblings and 1d2 half-siblings (roll d% to determine each one's race; 01—50: half-elf, 51—100: half-orc). You gain access to the Kin Guardian combat trait.
71—90 2d4 siblings. You gain access to the Kin Guardian combat trait.
91—100 No siblings.