Name:
Gender:
[]male
[]female
Martial: you are good at combat and tactics.
Intrigue: you are deceptive and sneaky.
Diplomacy: how persuasive and understanding you are.
Learning: how much you know and want to know.
Stewardship: you can manage a city well.
Piety: how much faith you put in the earth and nature.
The Clans of Ubren live all over, amongst the trees, in the mountains, and even underground. Where does yours live?
[]Treetops: The nomadic clans of Ubren walk through the treetops, the complicated tangle of branches serving as roads and paths, letting them move from place to place as the seasons pass. They know much of the land, as well as how to treat other, potentially hostile clans. Whenever they stop by another clan, they do their best to benefit as much as they can without angering their hosts. As a result, they have a somewhat justified reputation of being silver tongued and quick fingered. +3 Intrigue, +3 Diplomacy, familiarity with Ubren's landscape and clans.
[]Tunnels: Every clan knows of the artificial tunnels beneath Ubren. An extensive network that no one knows the origins of, it is filled with the relics of an ancient civilization. The more reclusive of Ubren's clans make these pathways and grottos their own. While they do live in the sun and hunt in the forest, to them it is the land below that holds true value. Scavenging tomes and artifacts, these clans prize knowledge. They also have encountered other subterranean races, such as the paranoid dwarves and the rat-like Ra'chem. Conflict has arisen between them, on occasion, but by and large they avoid outsiders. +3 Learning, +3 Martial, knowledge of Ubren's tunnels as well as its subterranean inhabitants.
[]Mountains: In the mountains is safety, it is said. While not strictly true, it is certainly more stable within the mountains. The clans who live in them rely on the land to give them sustenance, much more so than the other clans. Yet danger still lurks in the mountain passes, so crude fortifications and buildings guard their land. Their reliance on the land and trust in their traditions has made these clans much more pious, their worship and reverence of the land that much greater. +3 Stewardship, +3 Piety, better defended starting location.
Pick three personal traits.
Warborn: You were born with the magic of war raging in your veins. Many great heroes in the tales are warborn. Strong of body and will, Warborn rarely turn from a fight, and enhance their body through spells and energy drawn from the land itself. +5 Martial, +2 Piety. Bonus to morale, large personal combat bonus. (counts as 2 traits)
Songweaver: You were born with the magic of life singing in your veins. Songweavers are healers and enchanters, weaving the power of wind and life into their allies. Their songs are the most beautiful in the world, and reflect well on your in other's minds. They are also renowned healers. +5 Diplomacy, +2 Piety. Large moral bonus, bonus to all diplomacy rolls, healer. (counts as 2 traits)
Beastwalker: You were born with the magic of nature roaring in your veins. You have always had an affinity for animals, and it was a surprise to few when you first shifted into an animal form. As a user of Ubren's most sacred magic, you are looked to for spiritual guidance. +5 Piety, +2 Martial. Bonus to all piety rolls, animal related actions available. (counts as 2 traits)
Nightflicker: You were born with the magic of shadows whispering in your veins. Nightflickers are the most mysterious of magic users. While still a Primal Magic, they are not nearly as obvious or direct as others, and much of their skills are unknown. You have always moved amongst the shadows, and while hidden you have learned things few others would. +5 Intrigue, +2 Learning. Large bonus to all intrigue rolls, you can better outwit your enemies. (counts as 2 traits)
Administrator: As a child you often followed your father around and learned from him the secrets of being a good leader. Skilled underlings. +3 Stewardship
Architect: Building things comes easy to you +2 Stewardship, -10% cost, faster build times
Attractive: You are considered to be rather attractive by those of the opposite gender, and some of the same gender. +2 Diplomacy, better spousal/consorts choices and relationships
Blacksmith: You have forged armor and weapons for yourself and others and have found yourself to be rather good at it. + 1 martial, +1 learning, Weapon Research bonus
Brave: You fear nothing! +3 Martial, bonus to will saves
Duelist: You're known to be rather aggressive and prone to dueling others if the chance arises. Naturally, you've gotten good at it too. +2 martial, -2 diplomacy.
Genetics: You have a large chance to pass on traits to all your children. +40% Fertility
Genius: You are counted amongst the greatest minds and most talented of your generation. +2 all stats (counts as 2 traits)
Greedy: You love your riches, because they're all yours! +2 stewardship, -1 diplomacy
Gregarious: You always know just what to say. + 2 diplomacy
Hunter: Since you're birth you've spent many days stalking through the forests and were nearly always successful in your hunts. +2 Martial, slight bonus to all scout related rolls
Persuasive: You always find the right words, be it small talk with you friends or negotiating with an enemy. +3 Diplomacy, bonus to persuasion checks
Pious: You have always respected nature and the world beneath your feet. +3 Piety
Scholar: You love learning whatever you can +4 Learning, +2 Stewardship, -2 Intrigue, -2 Martial
Sneaky: Why take a straight path when a roundabout one will do more? +2 Intrigue, Small Intrigue Bonus
Suave: You are valued, know how to manipulate others, slay your enemies, and know how to look good doing it. +1 intrigue, +1 Martial, Fertility +10%
Trusting: You like people and on the surface they like you. +2 diplomacy, -2 intrigue.
Warrior: You come from a long line of powerful warriors, and have been trained since birth to be the greatest fighter you could be. +5 Martial, +30% Fertility, (Counts as 2 traits)