Points of Origin

During character creation, pick a Point of Origin for your character. It provides a bonus depending on where you are from.

Vokayagora Zemla (City)
Trait Bonus: +2 to Intelligence. The Vokayans are very forward-thinking, including a public education system that keeps the population of the Seven Cities well-schooled.
Languages: Characters begin play speaking Trade and High Vokayan. City Vokayans with high Intelligence scores can choose from the following bonus languages: Imperial, Steppelander, Eastlandic, Firetongue, and Low Vokayan.

Vokayagora Zemla (Neck)
Trait Bonus: +2 to Charisma. While the Neck is far separated from the mountains of the Seven Cities, it maintains much of the Homeland’s customs. The combination of access to the outside world and their inability to cut themselves off from it have combined to create a erudite and culturally sensitive people.
Languages: Characters begin play speaking Trade and High Vokayan. Neck Vokayans with high Intelligence scores can choose from the following bonus languages: Imperial, Steppelander, Eastlandic, Firetongue, and Tyric.

Empire (Steppes)
Trait Bonus: +2 to Constitution. The Empire’s northern border is the steppe lowlands before they reach the mountainous peaks of the Vokaya. These highlands are more fertile, but no more forgiving, and for what they lack in natural dangers they make up for with constant conflict. The people of the northern Empire are a hard lot.
Languages: Characters begin play speaking Trade and Steppelander. Steppelanders with high Intelligence scores can choose from the following bonus languages: Imperial, Low Vokayan, High Vokayan, Barbarian, and Eastlandic.

Empire (Riverlands)
Trait Bonus: +2 to Charisma. The central Empire is wholly revolving around the Great River for existence. The access to the rest of the world leaves these people more than normally aware of the customs of other peoples, usually enough for proper speech to be a part of life.
Languages: Characters begin play speaking Trade and Imperial. Imperials with high Intelligence scores can choose from the following bonus languages: Steppelander, High Vokayan, Firetongue, Barbarian, and Eastlandic.

Empire (Coast)
Trait Bonus: +2 to Wisdom. The Eastern shore of the Empire is peppered with islands, and the fishermen that live among them have a deep connection to the sea. This comes with exceptional situational awareness, and a frustrating talent for philosophy.
Languages: Characters begin play speaking Imperial and Eastlandic. Eastlanders with high Intelligence scores can choose from the following bonus languages: Trade, Firetongue, High Vokayan, and Barbarian

Atur (Low Class)
Trait Bonus: +2 to Dexterity. Atur is a cutthroat place on the streets, and it is often a case of the quick and the dead. Or poor.
Languages: Characters begin play speaking Trade and Firetongue. Aturans with high Intelligence scores can choose from the following bonus languages: Imperial, Tyric, Barbarian, and Eastlandic.

Atur (High Class)
Trait Bonus: +2 to Intelligence. The wealthy of Atur are wealthy indeed, standing head and shoulders above the nobility of the Empire. They can afford to be taught by the wealthiest of scholars from around the world.
Languages: Characters begin play speaking Trade and Firetongue. Aturans with high Intelligence scores can choose from the following bonus languages: Imperial, Tyric, Barbarian, High Vokayan, and Eastlandic.

The Endless Desert
Trait Bonus: +2 to Constitution. Surviving the desert is tough. Nearly impossible, most times. Those that do are a short step below steel in their durability.
Languages: Characters begin play speaking Tyric or Barbarian. Nomads with high Intelligence scores can choose from the following bonus languages: Trade, Imperial, Firetongue, Tyric, and Barbarian.

Points of Origin

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