Upbringings
Your upbringing grants you three Core Feats:
- Upbringing Modifiers: A pair of Mind/Soul Realms modifiers (
+1in one Attribute,-1in another), which will also bypass level cap. - The Level 0 Core Feat from your chosen Upbringing
- The Specialized Knowledge feat associated with your Upbringing (You have
+3to Knowledge or Intuition Checks about aspects related to your upbringing environment).
Players are welcome to craft their own Upbringings with their DMs, but there are five pre-defined options to choose from. You can still choose any attributes for the modifiers, but you should choose a pair of modifiers that make sense with your backstory. If your class is a Caster or Mystic, choosing your the +1 modifier to go to your Primary Attribute is usually inherently justifiable.
Upbringings List
- Nomadic: This character grew up as a nomad, traveling in a small party, family or group venturing through the Wilds (either you'd need to have had strong members to protect you, or somehow have a reason you managed to survive on your own). They are somewhat familiar with the ways of the Wilds. Human (often by choice to fulfill their dreams of exploration), Orc and Goblin (often neglected by their peers or other races) are often Nomadic.
- Sylvan: This character grew up in very small settlement embedded deep within the woods. Elven, Fey, and Goblin communities are often Sylvan.
- Telluric: This character grew up in a cave-dwelling settlement, deep within cave systems. Dwarven, Orc and Goliath communities are often Telluric.
- Tribal: This character grew up in a settlement with a strong tribal structure, with hierarchies and clans. Dwarven, Fey and Goliath communities are often Tribal.
- Urban: This character lived their childhood in a medium-sized village or town (much larger cities are extremely rare and hard to find). Human and Elven communities are often Urban.