Aranthaes Local Backstory Generator
Roll 4d12 to create a character backstory rooted in Aranthaes. Each table ties you to the island’s people, places, and mysteries.
1. Origin (Where you’re from)
- Bim – born near the Mother’s Threshold shrine.
- Frey – raised in the shadow of Mother’s Egg hill.
- Lantear – grew up among tollgates and traders on the Tear.
- Rochpont – child of cliff-fishers, terraces, and caves.
- Sandmar – between marsh rice and river fish.
- Fairpont – ferried across the river since you could walk.
- Geldpont – at the bay’s oldest docks, where pilgrims arrive.
- New Haven – “place of second chances,” bustling harbor life.
- Geldcrass – heart of the plains, in the shadow of merchant towers.
- Draktun – raised under the Red Cloaks’ rule, independence in your blood.
- Aranthaes Wynds – from the crowded alleys and teeming lower city, scrappy and streetwise.
- High Aranthaes – born into privilege, noble houses, or priestly families near the High Temple.
2. Formative Event (What marked your youth)
- Survived a caravan accident in the Geldsan Pass.
- Blessed at Bim’s Chapel of First Light before a long journey.
- Worked summers in the Sandmar rice marshes, knee-deep in water.
- Climbed Mother’s Egg to prove your bravery, and nearly fell.
- Served as a dockhand in Fairpont, ferrying crates until your back ached.
- Joined a lantern procession in Geldpont Bay; something strange floated near your boat.
- Carried messages for Red Cloaks as a child, learning their ways.
- Studied accounts in a Lantear countinghouse, numbers sharper than knives.
- Saw lights in the Derkwuds forest and fled, never speaking of it again.
- Took shelter in the High Temple gardens, finding unexpected peace there.
- Ran errands in the winding alleys of the Wynds, learning to slip unseen when trouble came.
- Apprenticed in a guild hall of Aranthaes City, where coin and contract weighed more than kinship.
3. Connection (Who influenced you)
- A Defender of the Mother who fed you free bread in Draktun.
- A merchant factor in Geldcrass who paid you fairly, or cheated you.
- A Red Cloak overseer who kept you safe, or kept you quiet.
- A fisherman from Rochpont who told endless tales of the sea.
- A Sandmar abbot who taught you to read scriptures, and secrets.
- A New Haven guild clerk who saw promise in your skills.
- A hermit on Dragon’s Ridge who whispered of stone dragons.
- A farmer in Bersh who shared everything, even in lean years.
- A pilgrim in Bim who pressed a relic into your hand, “for the road.”
- A mysterious stranger in the Derkwuds who gave you directions to a glossy black temple – and you lived.
- A priest of the High Temple who once spoke to you as if you mattered — and you’ve never forgotten it.
- A noble patron from High Aranthaes who sponsored your studies, training, or debts… for reasons of their own.
4. Secret or Quirk (What you carry with you)
- You own a toll token from Lantear you never earned — did you steal it, or was it given?
- You avoid deep water – terrified of the black Tear lakes, though you never say why.
- You wear a cheap red cloak “for luck,” but would deny it if challenged.
- You still dream of the High Temple bells, though you’ve never set foot inside.
- You carry a carved stone from Mother’s Egg — it’s warm some nights, cold others.
- You once smuggled contraband through Draktun and kept one piece for yourself.
- You stole a wax votive from Bim’s Threshold; years later, it hasn’t melted.
- You know a hidden goat path into the Geldfrays – and swore never to use it again.
- You whisper prayers to Lady Bune in her old draconic name, not her holy one.
- You keep a shard of smooth black glass from the Derkwuds Tear, and sometimes it hums.
- You were adopted into a guild family in Aranthaes Wynds, but your birth name still follows you.
- You once glimpsed something vast moving beneath the Aranthaes Cauldron… and no one believed you.