Showing posts with label Cairn. Show all posts
Showing posts with label Cairn. Show all posts

Friday, August 28, 2026

Backgrounds for Early Modern Cairn, Part 2


More backgrounds for a Cairn campaign set, like Beyond the Pale, in something very much like early modern Europe. We are now two-thirds of the way to the full set of 20, and I promise the next and last bunch won't take another half a year! As before, the object here is fun and a bit of verisimilitude, not any kind of balance. Some of these are definitely more powerful than others, but maybe the weaker ones will be more entertaining, who knows. None of these characters is going to last more than a few sessions before they get possessed by a dybbuk or drowned by a bukavac anyway.


* * *


Background 3:

Chiliast

You belong to a millenarian sect like the Khlysty, Skoptsy, Dukhobors, Molokans, Kartanoists, Frankists, or Sabbateans—or maybe some group even more obscure than those. You have, or at least your leader has, inside knowledge of God's plans for this misbegotten universe, and an inside track on getting into Heaven, surviving the apocalypse, or whatever it is you people believe in. Or believed in, at any rate—you seem to have strayed from your flock.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses)
  • Quarterstaff (d8, bulky)
  • Sackcloth Robes
  • Gourd

d6: What are you doing on the road?

  1. Hunting for an apostate. You don't seem to be trying very hard.
  2. Seeking a holy relic to bring back to the leader of your sect. Maybe you already found it. Maybe you should keep it for yourself?
  3. Given a task so vague and obscure by the leader of your sect that you wonder whether they just wanted to get you out of their hair.
  4. Looking to slay a demon, or chastise an unbeliever, or accomplish some other heroic deed of that nature.
  5. Sneaked away to visit family, friends, or a lover outside the sect. It's probably past time you returned. Or is it?
  6. Absent without leave. Having second thoughts about the whole “end of the world” thing.

d6: What eccentric beliefs does your sect hold to?

  1. Iconoclasm. Take a Mallet (d6) and be sure to smash any ungodly icons you see.
  2. Polygamy. Take a Wedding Ring (petty). Take several!
  3. Strict celibacy. Take a Leather Scourge (d6) with which to mortify your sinful flesh.
  4. Vegetarianism. Take a Wheel of Unusually Tasty Cheese.
  5. Feminism. Take a Pamphlet on the Rights of Woman (petty).
  6. Abolition of private property. Take only your unshakeable Confidence in the Perfectibility of the World (intangible).


Background 5:

Dragoman

You are, or were, a translator, interpreter, and mediator. You have a gift for tongues; you speak the languages of the great empires (German, Russian, Turkish, Persian) at least passably, and are perfectly fluent in French and two others, in addition to your unfortunately totally irrelevant native dialect.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Dagger (d6)
  • Book of Court Etiquette
  • Quill & Ink
  • Sheaf of Paper

d6: Why aren't you in the employ of a baron or a government minister or some other bigwig?

  1. Your employer died of dysentery while on a tour of the provinces.
  2. You were outmaneuvered by rivals at court and sacked unceremoniously.
  3. You were chronically insubordinate and were sacked unceremoniously.
  4. You took a leave of absence to come study an obscure local dialect.
  5. You undertook a wildly inappropriate tryst and are waiting for the outrage to die down.
  6. You learned of opportunities more lucrative than any minor court could offer.

d6: What exotic gift did you receive in the course of your service?

  1. A Pouch of Spices (petty) from the Indies, which enlivens your food.
  2. A Silk Scarf (petty) from Cathay, which keeps your neck warm and looks rather dashing.
  3. A Hamsa Pendant (petty) from the Holy Land, which wards off the evil eye.
  4. An Anatolian Meerschaum Pipe (petty), with which one might smoke tobacco or the like. (You have no tobacco.)
  5. Leather Moccasins (petty) from the Americas, in which you can walk quietly and comfortably.
  6. An elaborately carved Walrus Ivory Comb (petty) from the Arctic, the better to comb your hair.

 

Background 7:

Estafette

You are a courier, probably in some official capacity (a military messenger or a postal relay courier), although you may be a freelance rider. You've come out here to the hinterlands to deliver or receive letters; maybe your work is done already, or maybe you're dawdling. Perhaps something out of your control has gotten in the way—the post you're meant to pick up hasn't been penned yet, or a bridge is out, or there's bandit activity in the region. Why not look for a little extra work on the side?

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Overcoat Pistol (d8)
  • Bullet Pouch (with 12 rounds)
  • Letter-Case

d6: What was your proudest professional accomplishment?

  1. Braved the worst storm of the winter to bring a plea for aid from an avalanche-devastated village.
  2. Dashed through enemy lines to deliver orders to the general commanding a besieged city's defense.
  3. Bluffed your way past mercenaries sent to intercept you and seize the maps you carried.
  4. Galloped all the way from Sambor to Mährisch-Ostrau in just two days. You changed horses a dozen times!
  5. Chosen to deliver engagement announcements on the occasion of the imperial heir's betrothal.
  6. Rode all night through mud and thunder to warn the crown of the revolutionary army's approach. Or was it to warn the revolutionaries the imperial army was on the march?

d6: What breed of horse do you ride?

  1. A dainty Arab, swift as lightning.
  2. A doughty Turkoman, famed for its endurance.
  3. A lively Holsteiner, strong and agile.
  4. A beautiful Mérens from the faraway Pyrenees, bred for mountain service.
  5. A hardy Vyatka, fast and sure-footed in wintry conditions.
  6. A refined Trakehner, with a hearty constitution and a cool head.

 Note: All firearms require a full round to reload, unless noted otherwise.

 

Background 10:

Hayduk

You are the moon to the armatole's sun, or the sun to their moon—a member, or ex-member, of an armed band who operate just outside the reach of the tsar's, kaiser's, or sultan's law. You may be called batiar, klepht, or opryshok. You may be hailed as a hero or rebel; you may be derided as a bandit, brigand, or outlaw. It's all a matter of perspective.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses)
  • Flintlock Musket (d12, bulky)
  • Cartridge Box with 20 Rounds
  • Stylish Cape (petty)

d6: Which of your very heroic and not at all exaggerated deeds is most celebrated in song?

  1. Robbed a tax collector in broad daylight. Returned the money to the local peasants. Well, most of the money.
  2. Challenged the captain of the guard to a drinking contest. Put him under the table.
  3. Evaded an effort at capture by plastering on a fake mustache and offering to join the hunt for yourself.
  4. Eluded a month-long campaign to root you out from the hills, using your knowledge of the terrain to humiliate your pursuers.
  5. Caught in bed with the local lord's heir. Made a spectacular leap from the balcony to effect your escape.
  6. Used to be an armatole; betrayed the empire rather than massacre innocent villagers.

d6: What treasured loot do you still carry with you?

  1. A gorgeous Illuminated Manuscript. You can't make heads or tails of the peculiar writing inside, but it sure looks nice.
  2. Romantic Letters (petty) from your highborn lover. They keep you warm on lonely nights, and also make valuable blackmail material.
  3. A random Spellbook, liberated from the clutches of a wicked sorcerer. Or a book collector, maybe—a wicked book collector!
  4. A Bejeweled Pendant (petty) that you're certain protects you from harm. Sure, it didn't protect the previous owner very well, but he was using it wrong.
  5. The Fingerbone of a Saint (petty) encased in an elaborate little reliquary. Only apostates (or infidels) venerate this particular saint, so you don't feel guilty about toting it around as a good luck charm.
  6. A Flask of Perfume just waiting for the right occasion. Which will hopefully be immediately preceded by an opportunity to take a bath.

 

Background 11:

Lectour

You may have been born into a society in which few can read at all, in which case your literacy alone is a blessing, or one where lettered people are more common, but either way, you were blessed with unusual fluency, and a pleasant voice besides. You might be a meddah, performing morality plays for coffeehouse audiences; a maggid, lecturing on the Torah; a storyteller hired by business owners to entertain their employees while they work; or an itinerant poet reciting your own work and others' for a little coin.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Quarterstaff (d8, bulky)
  • Leather Haversack (stuffed with books)

d6: What great personage once heard you speak?

  1. The Man of Destiny! Yes, the Emperor Napoleon himself. Or was it Napoleon III? Or Louis? One of those Bonapartes, certainly.
  2. The Kaiser! Well, it was before his coronation. He was a young cavalry officer at the time, quite incognito.
  3. The Tsarina! She was in disguise, naturally, but you recognized her—she looked right at you and winked!
  4. The Sovereign of the Sublime House of Osman, the Sultan of Sultans! Well, his carriage rolled by while you were speaking, anyway.
  5. Lord Byron, the infamous poet! He was rather rude, truth be told.
  6. One of those notorious socialist rabble-rousers…Blanqui, was it? Or maybe it was Blanc. Or Buonarroti. Something with a B, surely. Or maybe Lassalle…

d6: What props or accoutrements do you carry with you?

  1. Puppets to act out parts of your storytelling.
  2. A foldable Painted Backdrop (bulky) to transport your audience into another world.
  3. A Small Drum to add a little rhythm to the proceedings.
  4. A handsome pleated Hand Fan (petty) with which to cool yourself. Some of these places get quite hot!
  5. Spectacles (petty), the better to see what you're reading.
  6. A Tin of Ground Coffee—this newfangled brew gives you tremendous energy.


Background 16:

Shaman

You are a conduit between the mundane human world and the realm of spirits. If you live among Christians, Jews, or Muslims, you might incorporate their faith into your practices, or pass yourself off as a humble healer, a znakhar, one of the “clever folk.” In pagan lands, you might be recognized for your power and called noaidi, gonagas, volve, vluxvu, or bakshi. As long as you treat the spirits with respect, the rest is your own business.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses) 
  • Ritual Knife (d6)
  • Staff (d8, bulky)
  • Drum

d6: What magical practice do you most confidently command?

  1. The healing arts. As Cure Wounds in the Warden's Guide.
  2. Shapeshifting. As Beast Form in the Warden's Guide (but specifically into your totem animal; see next table).
  3. Laying curses upon your foes. As Befuddle in the Warden's Guide.
  4. Seeing the true nature of things. As Detect Magic in the Warden's Guide.
  5. Enchanting the weak-minded. As Vision in the Warden's Guide.
  6. Protecting yourself and your people from harm. As Ward in the Warden's Guide.

d6: What animal spirit shares the strongest connection with you?

  1. The Bear.
  2. The Eagle.
  3. The Raven.
  4. The Snake.
  5. The Swan.
  6. The Wolf.


Background 17:

Surveyor

You're an educated person, wise in all manner of natural philosophy, from geometry and trigonometry to physics and engineering. You were surely sent here by an employer or patron—a nobleman, a private company, the crown itself. Perhaps you have encountered intractable obstacles in your work, or perhaps your work went smoothly, but you see other opportunities.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Overcoat Pistol (d8)
  • Bullet Pouch (with 12 rounds)
  • Theodolite

d6: What youthful foolishness did you indulge in during your university days?

  1. Dueling. Take a Rapier (d8) and some impressive facial scars.
  2. Seduction. Take a Vial of Mercury (petty) and a nasty rash.
  3. Freemasonry. Take a whole repertoire of Secret Handshakes (intangible). Who knows what doors they might unlock?
  4. Radicalism. Take an Urgent Missive (petty) intended for a local republican thinker.
  5. Literature. Take three Dog-Eared Volumes of Poetry. Memorize a few of your favorites.
  6. Occultism. Take a random Spellbook and some arcane tattoos, and keep them well hidden.

d6: What business opportunities does your highly trained mind detect in this godforsaken hinterland?

  1. Timber. It doesn't take a genius to see it, but your genius might smooth out the logistics.
  2. Mining. There's iron here. There's salt. Maybe there's gold!
  3. Furs. Ships go all the way to Hudson's Bay in Canada for beaver pelts, and here there are beavers in droves, so much closer to home.
  4. Cattle. Once some enterprising lumbermen knock all the trees down, this could be prime grazeland.
  5. Textiles. Some of these rivers could support enormous mills.
  6. Railroads. Whatever goods other businesses wring from this landscape, they'll need a way to move them back to civilization.

Tuesday, February 10, 2026

Backgrounds for Early Modern Cairn


Despite being an inveterate collector of TTRPG books, I'm not much of a Kickstarter guy. I've gotten some reprints and second editions and that sort of thing via crowdfunding campaigns, but I've only ever backed one TTRPG book sight unseen: Beyond the Pale. In that case, I had a lot of confidence in Yochai Gal, whose work I greatly admire, but I also just couldn't resist the premise. As a history nerd, and as somebody with a personal connection to the place and people represented, if a somewhat tenuous one—one Ashkenazi grandfather, one Polish Catholic grandmother—it was so right up my alley I had to jump on it immediately. And I'm glad I did! The book is beautiful, it's full of clever and thought-provoking material, and I'm looking forward to running it…one of these days.

Yeah, I still haven't actually played it. And although that's mostly just because of the vicissitudes of game nights (my older group has been big on long-running campaigns; my newer group, turning away from fantasy, has been doing FIST and Mothership one-shots), but it's also because, almost as soon as I had the book, I got attached to the idea of writing my own backgrounds, more suitable to the quasi-historical setting than the fairytale-fantasy lore of Cairn 2e, more detailed than the 1e backgrounds (or the Barebones ones, now). Like the 2e backgrounds, I want 20, each with a couple small tables to make the characters more distinct and provide some story sparks and setting detail, but for the early modern Eastern Europe of the Pale. Or for a slightly broader early modern, quasi-historical Eastern European setting, somewhere in the borderlands where the tsar's and sultan's (and maybe kaiser's) empires abut one another.

It's slow going, obviously. I have like nine other projects I'm working on and my day job etc. etc., excuses excuses. But I'm getting there! I have all 20 backgrounds planned out and at least partly written, and I've got a few complete enough to send out into the world and solicit input about. Specifically, these:

 

Background 1:

Arithmancer

You are a diviner, capable of peering into the mysterious workings of the universe through the magic of letters and numbers. You can read a person's future in their name or in a random verse of scripture. With access to your favored text, some means to write, and a minute to work in a safe place, you can obtain a one-sentence answer to any question about the future (the words, probably very cryptic, come from the Warden; interpretation is up to you). You're also unusually good at math.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Dagger (d6)
  • Favored Text (see table)
  • Quill & Ink
  • Notebook (halfway filled already)

d6: What did you foresee that got you into trouble?

  1. Pressured into giving the local lord good news despite seeing only dire omens, you skipped town before tragedy struck.
  2. You predicted the birth of an illegitimate child that would lead to an inheritance dispute and tear a wealthy family apart. Every party involved—the cuckolded man, the pregnant wife, her paramour—is united on one point: You are a liar and a charlatan.
  3. You correctly perceived that one business partner was cheating the other. You just didn't see the murder coming.
  4. After you warned the townsfolk that the mercenary company passing through was going to pillage their homes, they tried to bar the mercenaries from the village. Which gave the mercenaries a pretext to stab a few people and pillage everybody's homes.
  5. You foresaw a love match between the teenage children of two prominent families who've been locked in a bitter feud. The teenagers fell in love, just as you knew they would, but now everybody thinks it was only because you put the idea in their heads.
  6. You didn't get in trouble with anybody else—you just determined that you would have to go abroad if you wanted riches. And you do.

d6: What book of scripture or occult wisdom do you most rely on for divination?

  1. The Holy Bible, of course.
  2. The Noble Quran, of course.
  3. The Babylonian Talmud, of course.
  4. The Mandaean Book of the Zodiac.
  5. Agrippa's De Occulta Philosophia.
  6. The Sefer Raziel HaMalakh.

 

Background 2:

Armatole

You belong to what one might generously call a militia, although those who've been at the wrong end of your gun would call you a pandour or bashi-bazouk, not a militiaperson; your area of expertise is more thuggery than warfare. In any event, you're an irregular soldier of sorts, raised from the local population at the ragged margins of the empire to keep the tsar's or sultan's law in the absence of the army. Your loyalty to the distant throne and dedication to the law are both extremely suspect.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses)
  • Flintlock Musket (d12, bulky)
  • Cartridge Box (with 20 rounds)
  • Not-Entirely-Uniform Costume
  • Dodgy-Looking “Official” Papers

d6: Why are you not with your militia comrades?

  1. Sent alone (or perhaps in a very small group) on a secret mission. Word of honor!
  2. Last survivor(s) of a disastrous ambush, despite your valiant efforts. Word of honor!
  3. Ordered to muster for a transfer to a different post, far from home. Had a better idea.
  4. Called upon to make a suicidal last stand. Decided discretion was the better part of valor.
  5. They turned bandit, those treacherous rogues, but you remained loyal.
  6. You robbed a few measly travelers, and those treacherous rogues tried to turn you in.

d6: What special weapon are you carrying?

  1. Flintlock Pistol (d10): You just can't have too many guns.
  2. Karabela (d8): A sabre with an open crossguard and a handle in the form of a bird's head.
  3. Yatagan (d8): A forward-curved war knife with no handguard.
  4. Hirschfanger (d6): A straight-bladed dagger with an elaborate horn handle.
  5. Warhammer (d8): A small but heavy beaked club for puncturing armor.
  6. Arnautka (d12, bulky): A lavishly decorated, deadly accurate flintlock rifle. Attacks with this weapon against targets you can see are never impaired. (Replaces your Flintlock Musket.)

Note: All firearms require a full round to reload, unless noted otherwise. 

 

Background 4:

Dervish

You are a mendicant mystic, trying to approach God by virtuous living and ecstatic experience rather than by religious scholarship. Your faith, or your meditative practices, have unlocked marvelous powers—karamat—in you. (These do not take up inventory space, but only one can be performed, and only once, before you must rest; they otherwise function like Spellbooks. The Warden may allow you, or other characters, to learn additional karamat via long, dedicated study.)

Starting Gear

  • Rations (3 uses)
  • Torch (3 uses)
  • Tabarzin (d8)
  • Beggar's Bowl
  • Tall Felt Hat (petty)

d6: What karamat can you perform?

  1. You have learned the power of folding up the earth, crossing distances without moving. As Teleport in the Warden's Guide (but cannot be destroyed).
  2. You have uncanny authority over the natural world. As Control Plants and Control Weather in the Warden's Guide.
  3. You have faculties of superhuman perception. As Arcane Eye and Hear Whispers in the Warden's Guide.
  4. You can perceive and manipulate the thoughts of others. As Charm and Read Mind in the Warden's Guide.
  5. You can cure the sick and heal the injured. As Cure Wounds in the Warden's Guide.
  6. You are capable of extraordinary physical feats. As Haste and Leap in the Warden's Guide.

d6: How do you achieve ecstatic communion with the divine? (Spend a few minutes doing this while resting in a safe place to restore your ability to use karamat. This does not reduce your Fatigue.)

  1. Dancing. Take a Wide-Skirted Robe (petty).
  2. Singing. Take a Small Drum.
  3. Composing poetry. Take a Quill & Ink and a Sheaf of Paper.
  4. Painting. Take a Paint Pot & Brush and a Sheaf of Paper.
  5. Chanting. Take a string of Prayer Beads (petty).
  6. Meditating in silence. Take a Stone of Contentment (petty).

 

Background 8:

Exile

Not so long ago, all was right in your world; the fall has been precipitous, and sometimes it's hard to believe what a low condition you've been reduced to. Still, you're safe at the moment, if far from home, and you've been resourceful enough to get through worse scrapes than the one you're in now. Maybe you're at the start of a long, hard climb back to the position of privilege you were once accustomed to. Or maybe you'll make a new life in this wild new land.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern 
  • Oil Can (6 uses)
  • Dagger (d6)
  • Stylish Cape (petty)

d6: What manner of exile are you?

  1. Censored Philosophe: Your radical politics or libertinous ideas scandalized your native society. Take a Cane Sword (d6; passes for a walking stick upon cursory inspection).
  2. Dekabrist in Hiding: You took part in a doomed attempt to overthrow the tsar—or you're plotting one even now. Take a Bomb (d12, blast, 1 use).
  3. Renegade Janissary: When the sultan disbanded your unit, most of your comrades were massacred. You escaped. You had to leave your musket behind, but you still have your blade. Take a beautifully ornamented Yatagan (d8) and a Cloak (petty) to conceal your distinctive tattoos.
  4. Jewish Excommunicant: Your heretical theology or philosophy saw you driven from your community. You are truly alone in the world; take an easily concealed Overcoat Pistol (d8) for protection. Also take a Bullet Pouch (with 6 rounds).
  5. Outrageous Poet: Once honored at court, you had to flee after insulting the sultan—or perhaps after seducing the tsarina. Take a Kamancheh (or roll on the Muzikant's table of instruments).
  6. Disgraced Noble: Some affair of the heart or of honor back home left ruined lives in its wake, and your reputation in tatters. Take a Brace of Dueling Pistols (d8+d8, bulky) and a Bullet Pouch (with 12 rounds).

d6: What potentially dangerous documents are you carrying?

  1. A Notebook full of material that would shock the court, whether back home or here in the empire.
  2. Indecent Correspondence (petty) from somebody who would surely faint if they knew you had it.
  3. State Secrets (petty) from back home, or which might win you a pardon there if you could smuggle them across the border.
  4. Plans (petty) for a novel invention that might revolutionize an industry or shift the military balance of power.
  5. A Letter of Introduction (petty) to an individual in your new environs sympathetic to your plight or cause.
  6. Bearer Bonds (petty) that you cannot redeem here but that could make somebody fabulously rich back home.

 

Background 13:

Muzikant

You might be known as an ashik, a kobzar, a klezmer, or by any of dozens of other names. Whatever people call you, and whatever you call yourself, you are an itinerant musician, an important carrier of news to remote rural areas as well as a beloved entertainer. People will pay generously to hear you perform, and you've learned a few non-musical tricks and talents during your years on the road.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Lantern
  • Oil Can (6 uses)
  • Quarterstaff (d8, bulky)
  • Musical Instrument (see table)
  • Letter-Case

d6: What sort of music-making do you favor?

  1. You like to lay down a foundational rhythm. Take a Plucked String Instrument like the saz, kobza, or bandura.
  2. You always want to be the center of attention. Take a Bowed String Instrument like the violin, gadulka, or suka.
  3. You love the haunting wail of pipes. Take a Set of Bagpipes (bulky) like the dudy, gaida, or parkapzuk.
  4. You enjoy delivering a blast of fanfare. Take a Brass Instrument like the trumpet, sackbut, or serpent.
  5. You prefer the mellow expressiveness of reeds. Take a Woodwind Instrument like the clarinet, kaval, or balaban. 
  6. What instrument is more beautiful than the human voice? Take a Sachet of Herbs (petty) with which to make a throat-soothing brew.

d6: What useful skills or connections have you acquired during your travels?

  1. You're pretty good in a fistfight. (Your unarmed attacks do d6 damage.)
  2. There's always a local magistrate somewhere around the area who owes you a favor.
  3. You're an incorrigible, and generally pretty successful, flirt.
  4. You're familiar with local lore everywhere you go, including some hidden dangers and rumored treasures.
  5. You've learned enough of the healing arts to bind wounds and make salves and poultices.
  6. You always have a standing invitation to perform at one nearby castle or lordly manor or another.

 

Background 14:

Poyer

Like almost everybody else in the world you know, you are a humble peasant. You might be called peon, mujik, serf, dihkan, or seljak; it's all more or less the same, in the big scheme of things. Unlike almost everybody else you've ever known, though, you find yourself on the road, far from your fields, with coins in your pocket and a weapon in your hand. Your lord, if he could see you now, would strike you dead on the spot.

Starting Gear

  • 3d6 Groschen
  • Rations (3 uses)
  • Torch (3 uses) 
  • Hatchet (d6)
  • Bucket
  • Rope (25 ft)

d6: What dramatic event uprooted you?

  1. You sheltered a fugitive from the “justice” of religious hatred. Now you are seen as halfway to being an infidel or heretic yourself.
  2. Ruined by an unusually bad harvest, you sent your family to stay with relatives and went to seek your fortune abroad.
  3. Bilked out of what little wealth you had by a charlatan, you followed him to seek restitution or revenge.
  4. It came to you in a vision: You are destined for greater things than tilling the land for some rich man's profit.
  5. You had a brief but torrid affair with somebody of a much higher social station. Their family would kill you if they caught you.
  6. A nobleman sexually assaulted one of your family members. You struck him dead in a rage, and are now a wanted murderer.

d6: What token of home are you carrying?

  1. The Holy Book of your faith.
  2. A Pouch of Dirt from your fields.
  3. A Sachet of Herbs (petty) from your kitchen garden.
  4. A Charm (petty) containing a lock of a loved one's hair.
  5. A Lucky Feather (petty) from your most beautiful chicken.
  6. Your faithful Dog. No use in a fight, but has a good nose.