[Recursions]
Ardeynic
Alternate Origins
Ardeyn, the Land of the Curse, is where you feel most at home. You are enthralled by the stories from the Age of Myth, you yearn for a return of the Maker and the Seven Incarnations, and you believe your coming to be foretold by prophecy as one who will be pivotal in vanquishing evil
(or, perhaps, unleashing it). The more you can focus the attention of other creatures on yourself, the more you’re certain that fate itself will wake up, take note of you, and bend as you desire.
You gain the following characteristics:
- Rhapsodic: +4 to your Intellect Pool.
- Skill: You are quick on the uptake. You are trained in initiative.
- Skill: You are cognizant of opportunities to draw positive attention to yourself. You are trained in all tasks in which ten or more onlookers are able to watch you, such as during competitions, speeches, and other actions you perform in front of crowds.
- Inability: You sometimes leap before you look. The difficulty of all tasks related to assessing danger is increased by one step.
Additional Equipment: When you begin play with this descriptor, you gain a pendant of a glowing crystal fragment. You don't know the significance of the item, but you suspect it to be great.
Initial Link to the Starting Adventure: If this is your starting descriptor, choose how you became involved in the first adventure from the following list of options.
- You found a map of an old qephilim ruin, and when you entered it to explore, you discovered the other PCs already there looking for ancient treasure.
- You asked the PCs to help you bring a brigand to justice.
- You got on the bad side of a dragon. To get away, you joined the other PCs.
- You think that if you go along on the adventure, fate will reward you with a clue toward finding the lost Incarnations.