SOTDL: Birthright
Birthright covers the things you were born into such as. Nationality will determine your initial skill bumps. Social standing defines the expectations of your people
Nationality
Nationality indicates the people you were born into and the region you hail from.
Note: While each nationality conforms to a general appearance for that nation at large, a PC might have any appearance, having mixed ethnicity or just unique genes or whatever. We won't really be focusing on negative social implications of race in this game. That's just something that too many folk are forced to struggle with in day to day life, and I am unwilling to drag it into a game.
Setting details on the people of the Salt Coast, including appearance, government, religion, and trade, may be found HERE
Corsair
Corsair tend to be compact and stocky folk with weathered olive skin and dark hair. Their eyes are almost always brown or green.
Corsair are the most populous people group of the Salt Coast with arguably the most vast expanse of natural resources. They are the only people to build cities. They are also prolific traders with fleets of ships at sea and caravans and river boats in every city to trade inland.
While PCs may hail from anywhere on the map regardless of nationality, Corsair primarily dwell along the sea coast or in the plains and riverlands between the coast and the mountains.
Include where you are from in your character bio.
Corsair step up each of the following skills by one (1): Influence, Perform, and Pilot (inland characters may substitute Ride/Drive for Pilot).
Druidan
Druidan tend to be tall and fair of skin and eye and hair.
They typically live on homesteads and in small communities.
While PCs may hail from anywhere on the map regardless of nationality, Druidan almost exclusively dwell in the mountains and the vast forests of the westlands.
Include where you are from in your character bio.
Druidan step up each of the following skills by one (1): Ride/Drive, Survive, and Track.
Islanders
Islanders tend to be very lean folk with dark brown to near-black skin and brown or black or - rarely - green eyes. Their hair is naturally black and wirey, but it is also the fashion in the Inner Isles to stain the hair a bright red and wear it in ornate braids.
Islanders are the sparsest people group of the Salt Coast with arguably the fewest accessible natural resources. While PCs may hail from anywhere on the map regardless of nationality, Islanders primarily dwell in the archipelago of the Inner Isles.
Include where you are from in your character bio.
Islanders step up each of the following skills by one (1): Move, Pilot, and Treat.
Social Standing
Choose your character's social rank.
- Shaman (nobility): You are a spiritual and community leader among your people. SFX: Healing Hands - Your understanding of the body goes beyond the physical. Spend a PP to step back a physical complication (your own or another's) that represents injury, illness, or distress
- Wise One: You stand on the Council of Skies of your community. SFX: Speaker for the Skies - Your words have weight. When using Perform or Influence, spend a PP to step up or double the relevant skill.
- Fisher: You just work hard. SFX: Built like a House - Nothing slows you down. Re-roll any hitches initially rolled on a Labor roll. 1s and 2s are considered hitches on the re-roll and may not be re-rolled again.
- Raft Dweller: You are destitute or living off the land. SFX: Panache - What you do, you do in style. Spend a PP to roll your Perform die and add it to your total on any Survival roll.
Kindred
Corsair tend to be compact and stocky folk with weathered to light brown skin and dark hair. Their eyes are almost always brown or green.
Corsair are the most populous people group of the Salt Coast with arguably the most vast expanse of natural resources. They are the only people to build cities.
PCs may hail from anywhere on the map, and this is more true of the Kindred than any, as they tend to make their homes amont the other peoples of the Salt Coast.
Include where you are from in your character bio.
Corsair step up each of the following skills by one (1): Influence, Perform, and Pilot (inland characters may substitute Ride/Drive for Pilot).
Social Standing
Choose your character's social rank.
- High House (nobility): You were raised in a merchant household of wealth and privilege. SFX: Ma'am of Means - You know just how to talk to folk in and around your circle of influence. When using Influence on tradesmen or merchants, step up or double your Influence rank for the roll. 1s and 2s are considered hitches.
- Artisan/Craftsman: You work for a living at some skilled labor or art. SFX: Journeyman Master - You are at the top of your game. When using Perform or Craft, spend a PP to step up or double the relevant skill.
- Laborer: You just work hard. SFX: Built like a House - Nothing slows you down. Re-roll any hitches initially rolled on a Labor roll. 1s and 2s are considered hitches on the re-roll and may not be re-rolled again.
- Vagrant: You are destitute or living off the land. SFX: Panache - What you do, you do in style. Spend a PP to roll your Perform die and add it to your total on any Survival roll.