Chronicle: Upbringing

Summary

The purpose of The FARAD System's chronicle template mechanic is to assist GMs who would like to create and utilize different balanced chronicle options that aid their players with creating their character's backstory, as well as offering the players themselves a way to create a portion themselves as well, using the same mechanic.

A character's chronicle is made of several parts, which a GM may allow their players to construct on their own in part or in whole, make entirely random based on pre-made sets for each section, or as recommended, with a portion randomly rolled by the players and a portion created by the players' choices.

*Upbringing* is a set of ten chronicle entries based around the character's birth, environment and early nurturing. These are usually rolled by the player from options the GM selects, whether from the default for a setting or customized.

When rolling to obtain, use 2d10 as sum. If the first die rolled is a 0, and the second is a 1, then it is a 11, however, if a 1 and 0, then it is an 1. With the default sets, both have the same result, however, if a GM decides to substitute one of the two results with something else, or an entirely unique arrangement of custom sets, then it is important to keep that in mind.

The Hearth

This Upbringing trait refers to the location where one was born and raised primarily. Here are the default sets:

1 (Ace): This individual was born in the same aethrix, realm and planet for the initial campaign setting, in the most common biome to be found. They were born and raised initially in a small home with 1d10 tenths of an acre of space around it, 1 point of Domicile quality, and were fully fluent in their primary language, but not having the skill for teaching it necessarily.

2 (Mirror): This individual was born in a different but similar aethrix, possibly a parallel timeline until a divergence, but in the same realm and plant for the initial campaign setting, in the most common biome to be found. They were born and raised initially in a small home with less than a tenths of an acre of space around it, 2 points of Domicile quality, and have a full working professional understanding of their primary language, but do not have the skill for teaching it, nor would they be assumed to be a native speaker, as they may have issues with idioms.

3 (Merchant): This individual was born in the same aethrix, realm and planet for the initial campaign setting, in the second most common biome to be found. They were born and raised initially in a modest home with 1d10 + 1 acre of space around it, 1 point of Domicile quality, but have a limited working understanding of their primary language, having a strong accent despite intelligible communication, having confidence issues with grammar and not knowing many idioms, but having +1 on Charisma Checks.

4 (Tome): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more intellectual and advanced technologically, such as The Silicon Fields, or a pocket realm. They were born and raised initially in a small home with less than a tenth of an acre of space around it, which was rented from another family, but having a highly proficient understanding of their primary language, even being able to teach it to others, having +1 on Knowledge Checks and +1 on Memory Checks.

5 (Child): This individual was born in the same aethrix, in a tiny but secure pocket realm different from the initial campaign setting. They were born and raised initially in a small home with less than a tenth of an acre of space around it, 2 points of Domicile quality, but have a limited working understanding of their primary language, having a strong accent despite intelligible communication, having confidence issues with grammar and not knowing many idioms, and have a map or compass, key or other means of finding their way back to the realm of their birth.

6 (Beast): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more wild and primitive technologically, such as The Glens of Tirae, or a pocket realm. They were born and raised in a small home without territory borders, 1 point of Domicile quality, they have little to no proficiency with their primary language, having the ability to use unspent FP for +1d10/2 bonus to tracking checks per FP spent.

7 (Dream): This individual was born in the same aethrix, in a small and strange pocket realm different from the initial campaign setting, or in The Somnium Bleed. They were born and raised initially in a small home with less than a tenth of an acre of space around it, 3 points of Domicile quality, but have a limited working understanding of their primary language, having a strong accent despite intelligible communication, having confidence issues with grammar and not knowing many idioms, and have a map or compass, key or other means of finding their way back to the realm of their birth.

8 (Knight): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more wild and primitive technologically in constant danger, such as The Shifting Sands of Jahneer, or a pocket realm. They were born and raised in a small moving home such as a caravan, 1 point of Domicile quality, they have little to no proficiency with their primary language, having the ability to use unspent FP for +1d10/2 bonus to sneak checks per FP spent.

9 (Tower): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more wild and primitive technologically in constant danger, such as The Barren Wastes of Thelatos, or a pocket realm. They were born and raised in a small moving home such as a caravan, 1 point of Domicile quality, they have little to no proficiency with their primary language, having the ability to use unspent FP for +1d10/2 bonus to bluff checks per FP spent.

10 (Damsel): This individual was born in the same aethrix, trapped in a small and strange pocket realm different from the initial campaign setting, or in The Crystal Slumber of Feluk. They were born and raised initially in a tiny home with less than a tenth of an acre of space around it, rented or temporarily gifted by another family, but having a highly proficient understanding of their primary language, even being able to teach it to others, having +1 on Knowledge Checks and +1 on Charisma Checks.

11 (Ace): This individual was born in the same aethrix, realm and planet for the initial campaign setting, in the most common biome to be found. They were born and raised initially in a small home with 1d10 tenths of an acre of space around it, 1 point of Domicile quality, and were fully fluent in their primary language, but not having the skill for teaching it.

12 (Jack): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more wild and primitive technologically, such as The Hallowed Mists of Ragsendi, or a pocket realm. They were born and raised in a small home without territory borders, 2 points of Domicile quality, but have a limited working understanding of their primary language, having a strong accent despite intelligible communication, having confidence issues with grammar and not knowing many idioms.

13 (Queen): This individual was born outside the aethrix of the initial campaign setting, in a protected rogue pocket realm, or in The Shrouded Abyss of Pral. They were born and raised in a small home without territory borders, 1 point of Domicile quality, having almost no understanding of their primary language, but having 3 points of Pragur Knowledge, and +2 on Stealth Checks.

14 (King): This individual was born outside the aethrix of the initial campaign setting, in a protected rogue pocket realm, or in The White Void. They were born and raised in a small home without territory borders, 1 point of Domicile quality, having almost no understanding of their primary language, but having 3 points of Adecrea Knowledge, and +2 on Stealth Checks.

15 (Crone): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more wild and primitive technologically, such as The Hallowed Mists of Ragsendi, or a pocket realm. They were born and raised in a small home without territory borders, 2 points of Domicile quality, but have a limited working understanding of their primary language, having a strong accent despite intelligible communication, having confidence issues with grammar and not knowing many idioms.

16 (Mage): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more intellectual and advanced technologically, such as The Ascended Isles of Serseki, or a pocket realm. They were born and raised initially in a small home with less than a tenth of an acre of space around it, which was rented from another family, but having a highly proficient understanding of their primary language, even being able to teach it to others, having +1 on Knowledge Checks and +1 on Memory Checks.

17 (Artifact): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more intellectual and advanced technologically, such as The Endless Labyrinth of Mazek or a pocket realm. They were born and raised initially in a small home with less than a tenth of an acre of space around it, which was rented from another family, but having a highly proficient understanding of their primary language, even being able to teach it to others, having +1 on Reason Checks and +1 on Observation Checks.

18 (Terror): This individual was born outside the aethrix of the initial campaign setting, in a protected rogue pocket realm, The Last Station, in a protected pocket realm within The Aether. They were born and raised in a small home without territory borders, 1 point of Domicile quality, having almost no understanding of their primary language, but having 3 points of Aether or The Last Station Knowledge, and +2 on Stealth Checks.

19 (Map): This individual was born in the same aethrix, but in a different realm or planet than the initial campaign setting, one more wild and primitive technologically, such as The Starry Oceans of Quantil, or a pocket realm. They were born and raised in a small home without territory borders, 2 points of Domicile quality, but have a limited working understanding of their primary language, having a strong accent despite intelligible communication, having confidence issues with grammar and not knowing many idioms.

20 (Joker): This individual was born in an the aethrix entirely different from the initial campaign setting, and has had to adapt to how massively different it is. They were born and raised in a small home without territory borders, 1 point of Domicile quality, having almost no understanding of their primary language, but having 3 points of Bodel Knowledge, and +2 on Stealth Checks.

The Crown

This Upbringing trait refers to the state of nobility or other familial fame where one was born. Here are the default sets:

1 (Ace): This individual came from a family that is decently known in its neighborhood and strongly fits in with its culture, having 1 point of Family Renown quality, 3 points of Own Culture Education, and either 1 point of Primary Language quality, or if full, 1 point of Additional Language quality.

2 (Mirror): This individual came from a family that is fairly known in its neighborhood and mildly fits in with its culture but also adopts some concepts from other cultures, having 2 points of Family Renown quality, 2 points of Own Culture Education, and either 1 point of Other Culture Education.

3 (Merchant): This individual came from a family that is fairly known in its neighborhood and slightly fits in with its culture, having 2 points of Family Renown quality, 1 point of Own Culture Education, and starts with 1d10 +1d10/2 sum ag, and 1d10 tenths of an acre they personally own.

4 (Tome): This individual came from a family that is decently known in its neighborhood and mildly fits in with its culture but also adopts a mild bit of concepts from other cultures, having 1 point of Family Renown quality, 2 points of Own Culture Education, and 2 points of Other Culture Education.

5 (Child): This individual came from a family that is barely known in its neighborhood and barely fits in with its culture, mostly keeping to itself but being charming and empathic, having either 1 point of Primary Language quality, or if full, 1 point of Additional Language quality, +1 MP, +2 on Empathy Checks and +2 on Charisma Checks.

6 (Beast): This individual came from a family that is barely known in its neighborhood but fits in with its culture, mostly keeping to itself but being very healthy, having 1 point of Own Culture Education, +2 HP.

7 (Dream): This individual came from a family that is barely known in its neighborhood and barely fits in with its culture, mostly keeping to itself but being stealthy and charming, having either 1 point of Primary Language quality, or if full, 1 point of Additional Language quality, +1 MA, +2 on Stealth Checks and +2 on Charisma Checks.

8 (Knight): This individual came from a family that is extremely known in its neighborhood and is fairly protective, having 4 points of Family Renown quality, and has +2 on Shield Checks.

9 (Tower): This individual came from a family that is extremely known in its neighborhood and slightly fits in with its culture, having 4 points of Family Renown quality, 1 point of Own Culture Education.

10 (Damsel): This individual came from a family that is strongly known in its neighborhood and slightly fits in with its culture, having 3 points of Family Renown quality, 1 point of Own Culture Education, and starts with 2d10 sum cp, and 1d10 tenths of an acre they personally own.

11 (Ace): This individual came from a family that is decently known in its neighborhood and fits in with its culture, having 1 point of Family Renown quality, 3 points of Own Culture Education, and either 1 point of Primary Language quality, or if full, 1 point of Additional Language quality.

12 (Jack): This individual came from a family that is fairly known in its neighborhood and fairly fits in with its culture but is good at diplomacy, having 2 points of Family Renown quality, 2 points of Own Culture Education, and +2 on Diplomacy Checks.

13 (Queen): This individual came from a family that is strongly known in its neighborhood and fairly fits in with its culture, having 3 points of Family Renown quality, 2 points of Own Culture Education.

14 (King): This individual came from a family that is strongly known in its neighborhood and slightly fits in with its culture, having 3 points of Family Renown quality, 1 point of Own Culture Education, and 4d10 sum cp.

15 (Crone): This individual came from a family that is strongly known in its neighborhood and slightly fits in with its culture but has an intimidating presence, having 3 points of Family Renown quality, 1 point of Own Culture Education, and +2 on Intimidate Checks.

16 (Mage): This individual came from a family that is strongly known in its neighborhood and slightly fits in with its culture but is very knowledgeable, having 3 points of Family Renown quality, 1 point of Own Culture Education, and +2 on Knowledge Checks.

17 (Artifact): This individual came from a family that is known by all in its neighborhood and barely fits in with its culture, having 5 points of Family Renown quality.

18 (Terror): This individual came from a family that is strongly known in its neighborhood and barely fits in with its culture but has a strong intimidating presence, having 3 points of Family Renown quality, and +4 on Intimidate Checks.

19 (Map): This individual came from a family that is extremely known in its neighborhood and slightly adopts other cultures, having 4 points of Family Renown quality, 1 point of Other Culture Education.

20 (Joker): This individual came from a family that is barely known in its neighborhood and barely fits in with its culture, mostly keeping to itself but being charming and good at bluffing, having either 1 point of Primary Language quality, or if full, 1 point of Additional Language quality, +1 MA, +2 on Bluff Checks and +2 on Charisma Checks.

The Spoon

This Upbringing trait refers to the familial inheritance one had available at birth. Here are the default sets:

1 (Ace): This individual came from a family that gave them an inheritance of 1d10 tenths of an acre of land, 1d10 + 1d10/2 ag, 2d10 cp, a mount or vehicle with 1 skill point on riding/operating, and 1 point toward an owned personal item.

2 (Mirror): This individual came from a family that gave them an inheritance of 1 point of Public Organization Education, 1 point of Politics Education, a Daily 1d10/2 Advantage to Charisma Checks, and 2 points toward an owned personal item.

3 (Merchant): This individual came from a family that gave them an inheritance of 2d10 sum au, 2 points toward an owned personal item, and has +2 to Haggle Checks.

4 (Tome): This individual came from a family that gave them an inheritance of 1 point of Science Education, 1 point of Math Education, a Daily 1d10/2 Advantage to Knowledge Checks, and 2 points toward an owned personal item.

5 (Child): This individual came from a family that gave them an inheritance of 1d10 + 1d10/2 sum ag, 1d10 tenths of an acre of land, a Daily 1d10/2 Advantage to Charisma Checks, and 2 points toward an owned personal item.

6 (Beast): This individual came from a family that gave them an inheritance of 2 points of skill toward a mount/vehicle they now own, and 2 points toward an owned personal item.

7 (Dream): This individual came from a family that gave them an inheritance of 1 point of The Somnium Bleed Education, and 4 points toward an owned personal item.

8 (Knight): This individual came from a family that gave them an inheritance of 1d10 + 1d10/2 sum ag, 1d10 + 1 acres of land, and 2 points of domicile quality.

9 (Tower): This individual came from a family that gave them an inheritance of 1d10 + 1 acres of land, 3 points of domicile quality, and has +1 to Shielding Checks.

10 (Damsel): This individual came from a family that gave them an inheritance of 5d10 + 5 acres of land, and has +1 to Beauty Checks.

11 (Ace): This individual came from a family that gave them an inheritance of 1d10 tenths of an acre of land, 1d10 + 1d10/2 ag, 2d10 cp, a mount or vehicle with 1 skill point on riding/operating, and 1 point toward an owned personal item.

12 (Jack): This individual came from a family that gave them an inheritance of 1d10 + 1d10/2 ag, 2d10 + 2 acres of land, and has +2 to Charisma Checks.

13 (Queen): This individual came from a family that gave them an inheritance of 1d10 pp, and has +1 to Charisma Checks.

14 (King): This individual came from a family that gave them an inheritance of 2d10 sum au, 1d10 + 1 acres of land, and has +1 to Charisma Checks.

15 (Crone): This individual came from a family that gave them an inheritance of 1 point of Secret Organization Education, and 3 points toward an owned personal item, and has a Daily 1d10/2 Advantage to Knowledge Checks.

16 (Mage): This individual came from a family that gave them an inheritance of 2 points of Magic Education, 1 point of The Glens of Tirae Education, and 2 points toward an owned personal item.

17 (Artifact): This individual came from a family that gave them an inheritance of 2 points of Magic Education, 1 point of The Endless Labyrinth of Mazek Education, and 2 points toward an owned personal item.

18 (Terror): This individual came from a family that gave them an inheritance of 1 point of Adecrea Education, 1 point of Pragur Education, 1 point of Terror Education, and 2 points toward an owned personal item.

19 (Map): This individual came from a family that gave them an inheritance of 1 point of Geography Education, 1 point of Map/Compass Quality, and 2 points toward an owned personal item, and has a Daily 1d10/2 Advantage to Navigation Checks.

20 (Joker): This individual came from a family that gave them an inheritance of 1d10 + 1d10/2 sum ag, 2 points toward an owned personal item, and they have one free reroll on any Amuse Check ability or non-ability use paired with a die roll.

The Rattle

This Upbringing trait refers to the number of siblings one might have had growing up, even if some might not have survived. Here are the default sets:

1 (Ace): This individual was an only child, having 1 point of Extroversion Quality, 2 points of Investment Quality, and 2 points of Familial Relationship Quality.

2 (Mirror): This individual was an identical twin, having 2 points of Companion Acquisition Quality, 2 points of Familial Relationship Quality, and 1 point of Investment Quality.

3 (Merchant): This individual was the middle of three, having 2 points of Mercenary Acquisition Quality, 1 point of Familial Relationship Quality, and 2 points of Investment Quality.

4 (Tome): This individual was a fraternal twin, having 2 points of Ally Acquisition Quality, 2 points of Familial Relationship Quality, and 1 point of Investment Quality.

5 (Child): This individual was an only child, having 2 points of Introversion Quality, 1 point of Investment Quality, and 2 points of Familial Relationship Quality.

6 (Beast): This individual was the smallest of more than five, having 1 point of Nemesis Acquisition Quality, 3 points of Familial Relationship Quality, and 1 point of Debt Quality.

7 (Dream): This individual was the youngest child of more than six, having 1 point of Familial Relationship Quality, 3 points of Own Culture Education Quality, and +2 on Calm Checks.

8 (Knight): This individual was the eldest of three, having +2 on Shielding Checks, 1 point of Familial Relationship Quality, 1 point of Ally Acquisition Quality, and 2 points of Reputation Acquisition Quality.

9 (Tower): This individual was the middle child of more than four, having 1 point of Familial Relationship Quality, 3 points of Own Culture Education Quality, and +2 on Calm Checks.

10 (Damsel): This individual was the youngest of three, having +2 on Beauty Checks, 1 point of Familial Relationship Quality, and 3 points of Reputation Acquisition Quality.

11 (Ace): This individual was an only child, having 1 point of Extroversion Quality, 2 point of Investment Quality, and 2 points of Familial Relationship Quality.

12 (Jack): This individual was the youngest of two, having 2 points of Familial Relationship Quality, 1 point of Investment Quality, 1 point of Reputation Acquisition Quality, and +2 on Carousing Checks.

13 (Queen): This individual was the eldest of more than three, having 1 point of Familial Relationship Quality, 3 points of Reputation Acquisition Quality, and +2 on Beauty Checks.

14 (King): This individual was the eldest of two, having 1 point of Familial Relationship Quality, 2 points of Investment Quality, and 2 points of Reputation Acquisition Quality.

15 (Crone): This individual was the eldest child of more than seven, having 1 point of Familial Relationship Quality, 2 points of Own Culture Education Quality, 1 point of Magic Education Quality, and +2 on Willpower Checks.

16 (Mage): This individual was the seventh or thirteenth child of more than six or twelve respectively, having 1 point of Familial Relationship Quality, 1 point of Own Culture Education Quality, 2 points of Magic Education Quality, and 1 point of Reputation Acquisition Quality.

17 (Artifact): This individual was raised with their cousins, having 3 points of Familial Relationship Quality, 1 point of Own Culture Education Quality, and 1 point of Reputation Acquisition Quality.

18 (Terror): This individual was raised with half-siblings, having 2 points of Familial Relationship Quality, 1 point of Own Culture Education Quality, and 2 points of Reputation Acquisition Quality.

19 (Map): This individual was raised with step-siblings, having 1 point of Familial Relationship Quality, 1 point of Own Culture Education Quality, 1 point of Reputation Acquisition Quality, and 2 points of Debt Quality.

20 (Joker): This individual was raised alongside adopted children, having 1 point of Familial Relationship Quality, 1 point of Own Culture Education Quality, 2 points of Reputation Acquisition Quality, and 1 point of Public Organization Education Quality.

The Joined Hands

This Upbringing trait refers to the the state of their parentage (by blood or other) during their upbringing. Here are the default sets:

1 (Ace): This individual was raised by both birth parents in a loving marriage, having 1 point of Familial Relationship Quality, 1 point of Own Culture Education Quality, 1 point of Reputation Acquisition Quality, and 2 points of Profession Education Quality.

2 (Mirror): This individual was raised by both birth parents following a divorce in their early life without remarriage, having 2 points of Reputation Acquisition Quality, and 3 points of Profession Education Quality.

3 (Merchant): This individual was raised by both birth parents but one taught them much of what they know about that parent's profession, having 1 point of Reputation Acquisition Quality, and 4 points of Profession Education Quality.

4 (Tome): This individual was raised by one birth parent as well as a community of individuals in some public organization, having 1 point of Reputation Acquisition Quality, 1 point of Public Organization Education Quality, and 3 points of Profession Education Quality.

5 (Child): This individual was raised by one birth parent following a parental death and no remarriage in their early life, being taught a fair bit about the surviving parent's profession, having 3 points of Reputation Acquisition Quality, and 2 points of Profession Education Quality.

6 (Beast): This individual lost both their birth parents in their early life, somehow managing to survive without any other individual taking up a guardianship role, having 2 points of Reputation Acquisition Quality, 1d10/2 Daily Stealth Check Advantage, and +2 to Intimidate Checks.

7 (Dream): This individual was raised by one birth parents as well as a community of individuals in some secret organization, having 1 point of Reputation Acquisition Quality, 2 points of Secret Organization Education Quality, and 2 points of Profession Education Quality.

8 (Knight): This individual lost both their birth parents in their early life, with someone very authoritative taking up a guardianship role or adopting them, having 2 points of Reputation Acquisition Quality, 1d10/2 Daily Might Check Advantage, and +2 to Reflex Checks.

9 (Tower): This individual was raised by both birth parents following a divorce in their early life and marriage to separate individuals, having 2 points of Reputation Acquisition Quality, 1 point of Own Culture Education, and 2 points of Profession Education Quality.

10 (Damsel): This individual was raised by both birth parents as well as a community of individuals in some public organization, having 1 point of Reputation Acquisition Quality, 2 points of Public Organization Education Quality, and 2 points of Profession Education Quality.

11 (Ace): This individual was raised by both birth parents in a loving marriage, having 1 point of Familial Relationship Quality, 1 point of Own Culture Education Quality, 1 point of Reputation Acquisition Quality, and 2 points of Profession Education Quality.

12 (Jack): This individual was raised by adoptive parents and well taught about the public organization they work for, having 1 point of Reputation Acquisition Quality, 3 points of Public Organization Education Quality, and 1 point of Profession Education Quality.

13 (Queen): This individual was raised by adoptive parents and well taught about the public organization they work for, having 2 points of Reputation Acquisition Quality, and 3 points of Public Organization Education Quality.

14 (King): This individual was raised by a birth parent and step-parent and well taught about the public organization they work for, having 4 points of Public Organization Education Quality, and 1 point of Profession Education Quality.

15 (Crone): This individual lost both their birth parents in their early life, with someone very obstinate and almost uncaring taking up a guardianship role or adopting them, having 1 point of Reputation Acquisition Quality, 1 point of Profession Education Quality, 1d10/2 Daily Agility Check Advantage, and +2 to Balance Checks.

16 (Mage): This individual was raised by adoptive parents in a loving marriage, having 2 points of Familial Relationship Quality, 1 point of Own Culture Education Quality, 1 point of Reputation Acquisition Quality, and 1 point of Profession Education Quality.

17 (Artifact): This individual was raised by adoptive parents who divorced and did not remarry early in life, having 1 point of Familial Relationship Quality, 1 point of Own Culture Education Quality, 2 points of Reputation Acquisition Quality, and 1 point of Profession Education Quality.

18 (Terror): This individual was raised by an entirely different and uncaring stranger who stole them for some reason at birth or a young age, having 2 points of Other Culture Education Quality, and 3 points of Reputation Acquisition Quality.

19 (Map): This individual was raised by close relatives, having 1 point of Familial Relationship Quality, 2 points of Own Culture Education Quality, and 2 points of Reputation Acquisition Quality.

20 (Joker): This individual was raised by distant relatives, having 2 points of Own Culture Education Quality, and 2 points of Reputation Acquisition Quality, and +2 on Wit Checks.

The Rod

This Upbringing trait refers to how disciplined and in what manner the individual was raised. Here are the default sets:

1 (Ace): This individual was raised in a disciplined environment and ended up extroverted, and good at making friends, having 2 points of Disciplined Quality, 2 points of Extroversion Quality, and 1 point of Ally Acquisition Quality.

2 (Mirror): This individual was raised in a slightly disciplined environment and ended up introverted, but very good at making friends, having 1 point of Disciplined Quality, 2 points of Extroversion Quality, and 2 point of Ally Acquisition Quality.

3 (Merchant): This individual was raised in a disciplined environment and ended up extroverted, but having a good investment, having 2 point of Disciplined Quality, 1 point of Extroversion Quality, and 2 points of Investment Acquisition Quality.

4 (Tome): This individual was raised in a disciplined environment and ended up introverted, and good at math and science, having 2 points of Disciplined Quality, 1 point of Introversion Quality, 1 point of Math Education Quality, and 1 point of Science Education Quality.

5 (Child): This individual was raised in an undisciplined and distracting environment and ended up extroverted, and good at gaining companions, having 2 points of Distracted Quality, 2 points of Extroversion Quality, and 1 point of Companion Acquisition Quality.

6 (Beast): This individual was raised in a very disciplined and abusive environment and ended up with quite a few scars, having 3 points of Disciplined Quality, and 2 points of Scar Acquisition Quality.

7 (Dream): This individual was raised in an undisciplined and distracting environment and ended up introverted, and good at gaining companions, having 2 points of Distracted Quality, 2 points of Introversion Quality, and 1 point of Companion Acquisition Quality.

8 (Knight): This individual was raised in a very disciplined but loving environment and ended up with a few scars, having 3 points of Disciplined Quality, 1 point of Familial Relationship Quality, and 1 point of Scar Acquisition Quality.

9 (Tower): This individual was raised in a very disciplined but loving environment and ended up learning a bit about a secret organization, having 3 points of Disciplined Quality, 1 point of Familial Relationship Quality, and 1 point of Secret Organization Education Quality.

10 (Damsel): This individual was raised in an disciplined environment and ended up introverted, but very good at gaining allies, having 1 point of Disciplined Quality, 1 point of Introversion Quality, and 3 points of Ally Acquisition Quality.

11 (Ace): This individual was raised in a disciplined environment and ended up extroverted, and good at making friends, having 2 points of Disciplined Quality, 2 points of Extroversion Quality, and 1 point of Ally Acquisition Quality.

12 (Jack): This individual was raised in a disciplined environment and ended up extroverted, and good at gaining companions, having 2 points of Disciplined Quality, 2 points of Extroversion Quality, and 1 point of Companion Acquisition Quality.

13 (Queen): This individual was raised in a disciplined environment and ended up very extroverted, and good at gaining mercenaries, having 1 point of Disciplined Quality, 3 points of Extroversion Quality, and 1 point of Mercenary Acquisition Quality.

14 (King): This individual was raised in a disciplined environment and ended up extroverted, and good at gaining mercenaries, having 2 points of Disciplined Quality, 2 points of Extroversion Quality, and 1 point of Mercenary Acquisition Quality.

15 (Crone): This individual was raised in an disciplined environment and ended up introverted, having a large number of scars, having 1 point of Disciplined Quality, 1 point of Introversion Quality, and 3 points of Scar Acquisition Quality.

16 (Mage): This individual was raised in an disciplined environment and ended up introverted, having a strong magical education and a lot of tattoos, having 1 point of Disciplined Quality, 1 point of Introversion Quality, 1 point of Magic Education Quality, and 2 points of Tattoo Acquisition Quality.

17 (Artifact): This individual was raised in an disciplined environment and ended up introverted, having a large number of tattoos, having 1 point of Disciplined Quality, 1 point of Introversion Quality, and 3 points of Tattoo Acquisition Quality.

18 (Terror): This individual was raised in an undisciplined and distracting environment and ended up introverted, having a lot of scars and a few tattoos, having 1 point of Distracted Quality, 1 point of Introversion Quality, 2 points of Scar Acquisition Quality, and 1 point of Tattoo Acquisition Quality.

19 (Map): This individual was raised in a disciplined environment and ended up introverted, becoming good at making maps, and loving to gain new tattoos, having 1 point of Disciplined Quality, 1 point of Introversion Quality, 1 point of Map Quality, and 2 points of Tattoo Acquisition Quality.

20 (Joker): This individual was raised in an undisciplined and distracting environment and ended up extroverted, good at making friends, but having scars and tattoos, having 1 point of Distracted Quality, 1 point of Extroversion Quality, 1 point of Ally Acquisition Quality, 1 point of Scar Acquisition Quality, and 1 point of Tattoo Acquisition Quality.

The Wheel

This Upbringing trait refers to how often the family moved during the individual's upbringing before the point of Impetus, as well as some details on why. Here are the default sets:

1 (Ace): This individual was raised in a family environment that mostly stayed in the same place, having 1 point of Geography Education Quality, 1 point of that Realm Education Quality, 1 point of Political Education Quality, 1 point of their Own Cultural Education Quality, and an additional 1 point of Domicile Quality.

2 (Mirror): This individual was raised in a family environment that mostly moved every few months but stayed in the same realm, having 1 point of that Realm Education Quality, 2 points of Political Education Quality, 1 point of their Own Cultural Education Quality, and 1 point of Other Cultural Education Quality,

3 (Merchant): This individual was raised in a family environment that only moved when a better business opportunity arose but stayed in the same realm, having 1 point of that Realm Education Quality, 1 point of Profession Education Quality, 1 point of Investment Quality, 1 point of their Own Cultural Education Quality, and 1 point of Other Cultural Education Quality,

4 (Tome): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on literature and other realms, having 1 point of Literature/Lore Education Quality, 1 point of that Realm Education Quality, 1 point of another Realm Education Quality, 1 point of their Own Cultural Education Quality, and an additional 1 point of Domicile Quality.

5 (Child): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on rural life, having 2 points of Rural Education Quality, 1 point of that Realm Education Quality, 1 point of their Own Cultural Education Quality, and an additional 1 point of Domicile Quality.

6 (Beast): This individual was raised in a family environment that constantly moved within the same realm, having 1 point of their Own Cultural Education Quality, 1 point of Other Cultural Education Quality, 1 point of that Realm Education Quality, 1 point of Geography Education Quality, and 1 point of Creature Education Quality.

7 (Dream): This individual was raised in a family environment that moved from realm to realm for some reason, having 1 point of their Own Cultural Education Quality, 1 point of Other Cultural Education Quality, 1 point of first Realm Education Quality, 1 point of second Realm Education Quality, and 1 point of third Realm Education Quality.

8 (Knight): This individual was raised in a family environment that rarely moved but did study strategic defense and the politics of their lands and those they entered, having 1 point of their Own Cultural Education Quality, 2 point of Political Education Quality, and 2 points of Geography Education Quality,

9 (Tower): This individual was raised in a family environment that never moved but did study strategic defense of their lands, having 3 points of their Own Cultural Education Quality, and 2 points of Geography Education Quality.

10 (Damsel): This individual was raised in a family environment that never moved, having 3 points of their Own Cultural Education Quality, and 2 point of Political Education Quality,

11 (Ace): This individual was raised in a family environment that mostly stayed in the same place, having 1 point of Geography Education Quality, 1 point of that Realm Education Quality, 1 point of Political Education Quality, 1 point of their Own Cultural Education Quality, and an additional 1 point of Domicile Quality.

12 (Jack): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on literature, history, politics, secret organizations, having 1 point of Literature/Lore Education Quality, 1 point of History Education Quality, 1 point of Politics Education Quality, 1 point of Secret Organization Education Quality, and an additional 1 point of Domicile Quality.

13 (Queen): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on literature, politics, public and secret organizations, having 1 point of Literature/Lore Education Quality, 1 point of Politics Education Quality, 1 point of Public Organization Education Quality, 1 point of Secret Organization Education Quality, and an additional 1 point of Domicile Quality.

14 (King): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on history, politics, public and secret organizations, having 1 point of History Education Quality, 1 point of Politics Education Quality, 1 point of Public Organization Education Quality, 1 point of Secret Organization Education Quality, and an additional 1 point of Domicile Quality.

15 (Crone): This individual was raised in a family environment that never moved but did study its profession and hobbies, having 3 points of their Own Cultural Education Quality, 1 point of Profession Education Quality, and 1 point of Hobbies Education Quality.

16 (Mage): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on magic and other realms, having 1 point of Magic Education Quality, 1 point of that Realm Education Quality, 1 point of another Realm Education Quality, 1 point of their Own Cultural Education Quality, and an additional 1 point of Domicile Quality.

17 (Artifact): This individual was raised in a family environment that mostly stayed in the same place, but focused studies on history and other realms, having 1 point of History Education Quality, 1 point of that Realm Education Quality, 1 point of another Realm Education Quality, 1 point of their Own Cultural Education Quality, and an additional 1 point of Domicile Quality.

18 (Terror): This individual was raised in a family environment that constantly moved within the same realm, having 1 point of their Own Cultural Education Quality, 1 point of Other Cultural Education Quality, 1 point of that Realm Education Quality, 1 point of Geography Education Quality, and 1 point of Terror Education Quality.

19 (Map): This individual was raised in a family environment that constantly moved within the same realm, having 1 point of their Own Cultural Education Quality, 1 point of Other Cultural Education Quality, 1 point of that Realm Education Quality, 1 point of Geography Education Quality, and 1 point of Map/Compass Quality.

20 (Joker): This individual was raised in a family environment that kept moving from realm to realm for some reason, having 1 point of their Own Cultural Education Quality, 1 point of first Realm Education Quality, 1 point of second Realm Education Quality, 1 point of third Realm Education Quality, and 1 point of fourth Realm Education Quality.

The Shrine

This Upbringing trait refers to whether the individual was raised in a religious or spiritual environment and details about what kind if they were. This does not necessarily mean they are of that religion or spirituality, just that they were raised either by individuals who were, or lived in an area where most were of that sort. Here are the default sets:

1 (Ace): This individual was raised in an environment that didn't focus on religion or spirituality, but rather history, literature and their culture, having 3 points of their Own Cultural Education Quality, 1 point of History Education Quality, and 1 point of Literature/Lore Education Quality.

2 (Mirror): This individual was raised in an environment that taught about multiple religions and spirituality, and other cultures, having 2 points of their Religion/Spirituality Education Quality, and 3 points of Other Culture Education Quality.

3 (Merchant): This individual was raised in an environment that taught about a singular religion or spirituality, but a bit about other cultures, having 4 points of their Religion/Spirituality Education Quality, and 1 point of Other Culture Education Quality.

4 (Tome): This individual was raised in an environment that taught about multiple religions and spirituality, and other cultures, having 3 points of their Religion/Spirituality Education Quality, and 2 points of Other Culture Education Quality.

5 (Child): This individual was raised in an environment that didn't focus on religion or spirituality, but rather geography, having 1 point of their Own Cultural Education Quality, 3 points of Geography Education Quality, and 1 point of Literature/Lore Education Quality.

6 (Beast): This individual was raised in an environment that didn't focus on religion or spirituality, but rather creatures, having 1 point of their Own Cultural Education Quality, 3 points of Creature Education Quality, and 1 point of Literature/Lore Education Quality.

7 (Dream): This individual was raised in an environment that didn't focus on religion or spirituality, but rather other realms and their history, having 1 point of their Own Cultural Education Quality, 3 points of other Realm Education Quality, and 1 point of History Education Quality.

8 (Knight): This individual was raised in an environment that taught about a singular religion or spirituality, but also about the numina, having 4 points of their Religion/Spirituality Education Quality, and 1 point of Numina Education.

9 (Tower): This individual was raised in an environment that taught about a singular religion or spirituality, but mostly Adecrea, having 2 points of their Religion/Spirituality Education Quality, and 3 points Adecrea Education.

10 (Damsel): This individual was raised in an environment that taught about a singular religion or spirituality, but mostly Pragur, having 2 points of their Religion/Spirituality Education Quality, and 3 points Pragur Education.

11 (Ace): This individual was raised in an environment that didn't focus on religion or spirituality, but rather history, literature and their culture, having 3 points of their Own Cultural Education Quality, 1 point of History Education Quality, and 1 point of Literature/Lore Education Quality.

12 (Jack): This individual was raised in an environment that taught about a singular religion or spirituality, but a bit about Pragur and Adecrea as well, having 3 points of their Religion/Spirituality Education Quality, 1 point of Pragur Education, and 1 point of Adecrea Education.

13 (Queen): This individual was raised in an environment that taught about a singular religion or spirituality, but a bit about Numina, and Adecrea as well, having 3 points of their Religion/Spirituality Education Quality, 1 point of Numina Education, and 1 point of Adecrea Education.

14 (King): This individual was raised in an environment that taught about a singular religion or spirituality, but a bit about Numina, and Pragur as well, having 3 points of their Religion/Spirituality Education Quality, 1 point of Numina Education, and 1 point of Pragur Education.

15 (Crone): This individual was raised in an environment that taught about a singular religion or spirituality, but a bit about Numina, Pragur and Adecrea as well, having 2 points of their Religion/Spirituality Education Quality, 1 point of Numina Education, 1 point of Pragur Education, and 1 point of Adecrea Education.

16 (Mage): This individual was raised in an environment that didn't focus on religion or spirituality, but rather magic, having 2 points of their Own Cultural Education Quality, and 3 points of Magic Education Quality.

17 (Artifact): This individual was raised in an environment that didn't focus on religion or spirituality, but rather history and literature, having 1 point of their Own Cultural Education Quality, 3 points of History Education Quality, and 1 point of Literature/Lore Education Quality.

18 (Terror): This individual was raised in an environment that didn't focus on religion or spirituality, but rather terrors, having 1 point of their Own Cultural Education Quality, 3 points of Terror Education Quality, and 1 point of Literature/Lore Education Quality.

19 (Map): This individual was raised in an environment that taught about a singular religion or spirituality, but mostly Numina, having 2 points of their Religion/Spirituality Education Quality, and 3 points Numina Education.

20 (Joker): This individual was raised in an environment that taught almost nothing about a singular religion or spirituality, but a lot about literature, Numina, Pragur and Adecrea, having 2 points of their Literature Education Quality, 1 point Numina Education, 1 point Pragur Education, and 1 point Adecrea Education.

The Shield

This Upbringing trait refers to how tied to a particular local guard, police department, law firm, military force or other authoritative law enforcement or legal aid presence they were raised in or in opposition toward. Here are the default sets:

1 (Ace): This individual was raised in an environment that taught about politics and law, having 3 points of Politics Education Quality, and 2 points Law Education.

2 (Mirror): This individual was raised in an environment that taught about politics and public organizations, having 3 points of Politics Education Quality, and 2 points Public Organization Education.

3 (Merchant): This individual was raised in an environment that taught about politics, profession, culture, and also secret and public organizations, having 1 point of Politics Education Quality, 1 point of their Own Culture Education Quality, 1 point of Profession Education Quality, 1 point Public Organization Education, and 1 point Secret Organization Education.

4 (Tome): This individual was raised in an environment that taught about their culture, history, and literature, having 1 point of their own Culture Education Quality, 2 points of History Education Quality, and 2 points of Literature/Lore Education.

5 (Child): This individual was raised in an environment that taught about their culture, history, and literature, having 2 points of their own Culture Education Quality, 1 point of History Education Quality, and 2 points of Literature/Lore Education.

6 (Beast): This individual was raised in an environment that taught about resisting politics and public organizations, and focusing on their culture, rural life and creatures, having 1 point of Politics Education Quality, 1 point Public Organization Education, 1 point of their own Culture Education Quality, 1 point of Rural Education Quality, and 1 point of Creature Education Quality.

7 (Dream): This individual was raised in an environment that taught about resisting secret organizations, other realms, history, and literature, having 1 point of Secret Organization Education Quality, 1 point of other Realm Education, 1 point of History Education Quality, and 2 points of Literature/Lore Education.

8 (Knight): This individual was raised in an environment that taught about their culture and law, having 2 points of their own Culture Education Quality, and 3 points Law Education.

9 (Tower): This individual was raised in an environment that taught about their culture, history, and geography, having 1 point of their own Culture Education Quality, 2 points of History Education Quality, and 2 points of Geography Education.

10 (Damsel): This individual was raised in an environment that taught about their culture, politics, and literature, having 2 points of their own Culture Education Quality, 1 point of Politics Education Quality, and 2 points of Literature/Lore Education.

11 (Ace): This individual was raised in an environment that taught about politics and law, having 3 points of Politics Education Quality, and 2 points Law Education.

12 (Jack): This individual was raised in an environment that taught about their culture, politics, public organizations, and law, having 1 point of their own Culture Education Quality, 1 point of Politics Education Quality, 2 points Public Organization Education, and 1 point Law Education.

13 (Queen): This individual was raised in an environment that taught about their culture, politics, secret organizations, and law, having 1 point of their own Culture Education Quality, 1 point of Politics Education Quality, 2 points Secret Organization Education, and 1 point Law Education.

14 (King): This individual was raised in an environment that taught about their culture, politics, public and secret organizations, and law, having 1 point of their own Culture Education Quality, 1 point of Politics Education Quality, 1 point Public Organization Education, 1 point Secret Organization Education, and 1 point Law Education.

15 (Crone): This individual was raised in an environment that taught about their culture, geography, and creatures, having 1 point of their own Culture Education Quality, 2 points of Geography Education Quality, and 2 points of Creature Education.

16 (Mage): This individual was raised in an environment that taught about their culture, magic, and literature, having 1 point of their own Culture Education Quality, 2 points of Magic Education Quality, and 2 points of Literature/Lore Education.

17 (Artifact): This individual was raised in an environment that taught about their history, and literature, having 3 points of History Education Quality, and 2 points of Literature/Lore Education.

18 (Terror): This individual was raised in an environment that taught about resisting politics and secret organizations, and focusing on their culture, lore and terrors, having 1 point of Politics Education Quality, 1 point Secret Organization Education, 1 point of their own Culture Education Quality, 1 point of Literature/Lore Education Quality, and 1 point of Terror Education Quality.

19 (Map): This individual was raised in an environment that taught about their culture, geography, and politics, having 1 point of their own Culture Education Quality, 2 points of Geography Education Quality, and 2 points of Politics Education.

20 (Joker): This individual was raised in an environment that taught about resisting politics, and also public and secret organizations, having 1 point of Politics Education Quality, 1 point Public Organization Education, 2 points Public Organization Education, and 2 points Secret Organization Education.

The Rose

This Upbringing trait refers to any betrothal or other early romance an individual may have had during their upbringing before the Impetus. Here are the default sets:

1 (Ace): This individual made a lot of friends, as well as a few romantic interests, but nothing that led to anything significant, having 2 points of Ally Acquisition Quality, 2 points of Companion Acquisition Quality, and 1 point of Romantic Relationship Quality.

2 (Mirror): This individual made a few friends, as well as a few romantic interests, but nothing that led to anything significant, having 1 point of Ally Acquisition Quality, 1 point of Companion Acquisition Quality, and 3 points of Romantic Relationship Quality.

3 (Merchant): This individual was not betrothed at a young age, but has had worked with some mercenaries and had a lot of romantic partners, having 1 point of Mercenary Acquisition Quality, 4 points of Romantic Relationship Quality.

4 (Tome): This individual was not betrothed at a young age, but has had some friends and a lot of romantic partners, having 1 point of Ally Acquisition Quality, 4 points of Romantic Relationship Quality.

5 (Child): This individual made a lot of friends, as well as a few romantic interests, but nothing that led to anything significant, having 2 points of Ally Acquisition Quality, 1 point of Companion Acquisition Quality, and 2 points of Romantic Relationship Quality.

6 (Beast): This individual was not betrothed at a young age, has had many friends and a few romantic partners, having 3 points of Ally Acquisition Quality, 2 points of Romantic Relationship Quality.

7 (Dream): This individual was not betrothed at a young age, but has had some friends and a lot of romantic partners, having 1 point of Companion Acquisition Quality, 4 points of Romantic Relationship Quality.

8 (Knight): This individual made a lot of friends, as well as a few romantic interests, but nothing that led to anything significant, having 1 point of Ally Acquisition Quality, 2 points of Companion Acquisition Quality, and 2 points of Romantic Relationship Quality.

9 (Tower): This individual made a lot of friends, as well as one romantic interest, but nothing that led to anything significant, having 2 points of Ally Acquisition Quality, 2 points of Companion Acquisition Quality, and 1 point of Romantic Relationship Quality.

10 (Damsel): This individual made a lot of friends, and was betrothed at a young age, but it didn't work out and they had no other romantic interest yet, having 1 point of Ally Acquisition Quality, 1 point of Companion Acquisition Quality, and 3 points of Romantic Relationship Quality.

11 (Ace): This individual made a lot of friends, as well as a few romantic interests, but nothing that led to anything significant, having 2 points of Ally Acquisition Quality, 2 points of Companion Acquisition Quality, and 1 point of Romantic Relationship Quality.

12 (Jack): This individual made some of friends, and was betrothed at a young age, but has had dalliances that went outside that arrangement, having 1 point of Ally Acquisition Quality, and 4 points of Romantic Relationship Quality.

13 (Queen): This individual made some of friends and gained mercenaries, and was betrothed at a young age, having 1 point of Companion Acquisition Quality, 1 point of Mercenary Acquisition Quality, and 3 points of Romantic Relationship Quality.

14 (King): This individual made some of friends and gained mercenaries, and was betrothed at a young age, having 1 point of Ally Acquisition Quality, 1 point of Mercenary Acquisition Quality, and 3 points of Romantic Relationship Quality.

15 (Crone): This individual was not betrothed at a young age, has not had many friends and no real romantic partners, focusing on their profession, having 1 point of Companion Acquisition Quality, 4 points of Profession Education Quality.

16 (Mage): This individual was not betrothed at a young age, has not had many friends and no real romantic partners, focusing on studying magic, having 1 point of Companion Acquisition Quality, 4 points of Magic Education Quality.

17 (Artifact): This individual was not betrothed at a young age, has not had many friends and no real romantic partners, focusing on studying history, having 1 point of Companion Acquisition Quality, 4 points of History Education Quality.

18 (Terror): This individual was not betrothed at a young age, has not had many friends and has had a few romantic partners, but also focused on studying terrors, having 2 points of Terror Education Quality, 3 points of Romantic Relationship Quality.

19 (Map): This individual made some of friends, and was betrothed at a young age, but has had dalliances that went outside that arrangement, having 1 point of Companion Acquisition Quality, and 4 points of Romantic Relationship Quality.

20 (Joker): This individual was not betrothed at a young age, but has had a lot of romantic partners, having 5 points of Romantic Relationship Quality.

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