Upheaval

BACKGROUND


You are born with some traits, but you also learn others. The kind of culture you grow up in has a major impact on the kind of character you become. In addition to traits inherited through ancestry, you also get traits related to your upbringing or culture. Just because you are a halfling doesn't guarantee you have a traditional halfling upbringing, though. It's quite possible you were a halfling raised by dwarves. Furthermore, not all dwarven societies are alike. Some may be the stereotypical giant-hating, mine-loving type, but it's also possible to have groups of seafaring dwarves, urban dwarves, forest dwelling clans, or other varieties. Rather than assume all cultures in Upheaval fall under one stereotypical umbrella, your GM will work with you to decide the characteristics of the society you grew up in and what trait choices that grants you access to.

Language

The language you speak depends on the people you grew up with. In most games, players all speak common. Common is a convenient name for whichever language is universally spoken in your game's setting. Your GM may decide to give Common a less generic name. For instance, a medieval fantasy set in France may all speak French instead. Depending on the setting, your GM may rule that no common language exists, which leads to some interesting roleplay challenges between players who may not understand each other. In games that take place in the underdark, players may know Undercommon instead. Some communities, like those of gnolls and bugbears, can be fairly xenophobic. If you were raised in such a community, you may not actually have learned Common.

If you grew up in a community composed of primarily one ancestry, you might also know a language associated with that group. Such languages include Aquan, Dwarven, Elven, Gnome, Halfling, Orcish, Goblin, Catfolk, Gnoll, Ratfolk, or Lizardfolk. Kobolds do not have a language of their own, but many of them speak Draconic, the language of dragons. Many gnomes, due to their connection to fey, speak Sylvan fluently.

Creatures that come from split ancestry may speak languages from both their lineages. Tieflings often have an understanding of Infernal or Abyssal. Aasimar often find they intuitively know Celestial, even if they never learned it. Half-giants often understand giant, as well as another humanoid language. The same goes for half-elves, half-orcs, and others.

The languages you learn from the community you were raised in (along with common and any class-based languages) are considered your primary languages. You always begin play knowing these fluently. Depending on your intelligence, you may have proficiency in a number of secondary languages. The maximum number of secondary languages you can learn is equal to your intelligence bonus, but you should work with your GM to determine how many of these (if any) you might know when you start.

Generally, secondary languages should make sense with your backstory. If the community you grew up in had significant contact with another community (whether enemies or friends) they may be able to speak each other's languages. For instance, if the elven community you grew up in has extensive contact with fey creatures in the wild, you might also know Sylvan as a secondary language. Likewise, it's also common for members of goblinoid or orcish communities to speak each other's languages.

The following is a quick overview of some secondary languages that are most common.

Background

Start thinking about your character's backstory. What kind of community did they grow up in? Was this community dominated by people from one particular ancestry? Or was there a good deal of racial diversity? Were you an orphan? Were you born into a long-established family? How wealthy was your family? What kind of work did you family do? What place did they hold in society? What kind of education did you have growing up?

All of these questions lead you to develop a picture of your cultural roots. Work with your GM to determine which of the cultural traits listed below are appropriate for the culture you grew up in. Then pick one trait that you feel fits your particular upbringing. If your character is human, half-elf, or half-orc, you may pick two cultural traits. Aasimar and tieflings may choose to gain an extra ancestral trait instead of gaining the benefits from their selected cultural trait. In this case, the cultural trait primarily serves to flesh out your background for roleplay purposes.

Like ancestral traits, cultural traits also contribute to your ability scores. In parentheses next to each trait, you will see how much that trait increases or decreases your permanent ability scores.