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# Races/Backgrounds in the Wheel of Time The fields and forests of Andor are home to proud and upstanding peasants and townsfolk who live their lives simply, without affectation or indulgence. The residents of Arad Doman, on the other hand, are known throughout the land for their sensual natures and scandalously revealing clothing. Someone who lives in a large, humid southern coastal city, such as Ebou Dar or Illian, looks, acts, and talks differently from a tall, stern northern person. And of course a giant Ogier or a desert warrior of the Aiel sticks out like a sore thumb anywhere in the westlands (the lands west of the mountains of the Spine of the World). Though all these people are human (except the Ogier, naturally), where they come from influences what they’re like, how they think and act, and the way they develop as they grow. A child raised in Shienar typically becomes a very different sort of adult than one raised from Tarabon, Tear, or Cairhien. In the Wheel of Time™ setting, you reflect these sorts of differences by choosing a background for your character ## Mostly Human Except for Ogier, all of the characters in the Wheel of Time role playing campaign are human. What sets them apart is where they grew up - their social and cultural background, in other words. Backgrounds or races you can choose for play are: Aiel; Atha'an Miere (Sea Folk); Borderlander; Cairhienin; Domani; Ebou Dari; Illianer; Midlander; Seanchan; Tairen; Taraboner; and Tar Valoner. You can also play an Ogier which is the only non-human race and varies accordingly. > Given that most of the backgrounds are human in origin, I have chosen to base them on the Variant Human from the 5e PHB. As such each Background is able to choose a bonus feat upon creation from the table in their respective sections. See the Feats section for details on each applicable feat. ## Choosing a Background After you roll your ability scores and before you write them on your character sheet, select your character's background. "Background" is a broad term, generally referring to the region or culture from which your character arises. A character can only have one homeland, so you cannot enjoy the background benefits of both the midlands and nearby Tear, even if you decide that your character was raised in a peddler family and traveled throughout both areas as a child. You must choose the one that best fits your concept of your character. As you think about your background, you'll probably also want to consider the class you have in mind, as some backgrounds lend themselves to particular classes more than others. Aiel, for example, can be wanderers, but their homeland and upbringing make them better suited to being algai'd'siswai. Human characters have twelve backgrounds to choose from. > Depending on where and when your adventure is set might require you to restrict or even add/change races available to your players I.E. An adventure prior to Rand bringing the Aiel out of the Three-Fold Land might mean Aiel are not a playable race at the start of your campaign. Or, an adventure that takes place in or near Shara might mean you need to add a Sharan race to the list of available choices. ***Aiel:*** A fierce, seminomadic desert people who value honor above all else. ***Atha'an Miere {Sea Folk):*** A dark-skinned seafaring people who ply exotic seas in the most powerful ships the world over. ***Borderlander: Tough warrior*** folk &om the kingdoms that border the Blight. ***Cairhienin:*** A nation founded on order and driven by the subtleties of the Great Game of Houses. ***Domani:*** A sensuous and exotic people famed for their fierce tempers, cunning in negotiation, and inscrutable ways. ***Ebou Dari:*** A passionate people famed for settling all manner of offense with the dueling knife. ***Illianer:*** The people of a powerful seafaring nation that values justice and stability. ***Midlander:*** The sturdy, stalwart folk of the central regions of the westlands, known for their practical outlook on life and modest country ways. ***Seanchan:*** Stern, mysterious, and deadly dangerous, the Seanchan come from a distant land thousands of leagues beyond the western ocean. ***Tar Valoner:*** Citizens of the most beautiful, civilized, and learned city in the world, who live under the ever-present shadow of the White Tower. ***Taraboner:*** A people tom by civil strife but justly proud of a heritage and learning that dates back to the Age of Legends. ***Tairen:*** A powerful nation renowned for its horses, the absolute grip of its nobles over the people, and its tendency to war upon its neighbors. ***Ogier:*** Ogier are peaceful creatures who live in isolated communities and have little contact with humanity. As a result of this remoteness, many westlanders consider Ogier little more than legends or children's tales. \pagebreakNum ___ Your character's background gives you plenty of cues as to what sort of person he or she is, how he or she feels about characters of other backgrounds, and what might motivate him or her. Remember, however, that these descriptions of backgrounds apply only to the majority of people. In each background, some individuals diverge from the norm., and your character could be one of these. Don't let a description of a background keep you from detailing your character as you like. >Some backgrounds have inherent restrictions based on their cultural history and nature. This may include restrictions to classes, skills, or item usage. See each respective background section for specifics. As the DM you may choose to forgo these restrictions during creation or later during the campaign based on whatever criteria you choose.