Tymenian Empire
A chugging sound in rhythm is broken by the compact chord of a pair of chiming whistles. The noise rolls on as do the wheels on the track, which slowly grind to a halt as the train arrives at its station. The leather clad Human steps out onto the platform with her arquebus and bag in tow. She makes a stop at a local guild, gathering supplies for the road before heading out and hunting her quarry. She returns with the beast's hide in three days. She brings it to the constabulary and leaves with a heavy bag of gold. Minutes before her train home departs, she stops by the shrine of Io and leaves her tithe.
Dusk falls over the eastern coast, and the folk hustle into their abodes to bolt them shut. Another night of watch for the Cleric, they sup their warmed cider and say a prayer as the last door clambers closed. A Gold-scaled Dragonborn armored in chain strides forth atop his horse; the pair share a drink and a laugh. As a ghastly mist parts to reveal a decayed ship nearing the town, the pair embrace before preparing for the battle to come.
The metallic banging of a host of toiling laborers is music to the ears of the Tiefling walking the bannister above. His efforts have paid off, and his takeover of the mining pit by cutting a deal with a desperate foreman will soon begin to yield the true target below. He escorts the Halfling sent by the Countess to ensure his organization was still all within the confines of the law; he knows he can't make his play just yet. As a day's work comes to an end, he tours the mine shaft and gestures to the devil with him to break through the wall and reveal the treasure within.
The Tymenian Empire is a racially diverse, expansive geopolitical supergiant that was formed while the giants still walked the realms. It was formed of a multitude of ancient kingdoms united under the common banner of the dragon goddess, Io. The Empire is a theocratic monarchy in which its citizens are torn between their own desires to get ahead financially, their desires to serve the crown of their deity, and their own pursuits.
This Background is available to the following races: Human, Hill Dwarf, Longtooth Shifter, Lightfoot Halfling, Half-Elf, Tiefling, Kobold, Rock Gnome, Tabaxi, Fire Genasi
Skill Proficiencies choose any two from Athletics, Sleight of Hand, Arcana, History, Investigation, Religion, Medicine, Perception, or Persuasion
Tool Proficiencies choose any Artisan's Tools, or you may forgo proficiency in an Artisan's Tool and become proficient in a firearm instead
Languages choose any one from Draconic, Celestial, Infernal, Gnomish, Dwarvish, Halfling
Equipment one of the following weapons of your choice: a sling with a cloth pouch and 20 bullets, 2 daggers, a mace and a shield, or a longsword, a set of the tools you chose to be proficient with or a firearm you chose to be proficient with and a cloth pouch containing 5 bullets and a packet of smokepowder, common clothes, a crowbar, a vial, a bedroll, a hooded lantern, 2 flasks of oil, a tinderbox, soap, and 6d4 x 10 gp
Features
Imperial Passport
As a taxpaying citizen of the Empire prior to taking up the life of an adventurer, you have a passport that serves as proof of your citizenship and gives a reference for officials to identify you. When you present this passport, you can use the Tymenian Empire's railroads, ferries, and messaging services free of charge.
Suggested Characteristics
The wide range of the Empire's borders leaves much room for different types of people to develop. Most adventurers are worshipers of Io that seek to expand her influence, people looking to complete a quest, or those looking to strike it rich as a result of a resource discovery.
Because there's so much diversity in the Empire's background, a character has quite a bit of room to determine their adventurer's call. Are they traveling on business? Do they have a relative they're looking for? Are they on a holy mission?
Traits
Dice 1d8 | Personality Trait |
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1 | I like to stay up late to do projects for hours on end. |
2 | The land is ripe for the taking, but I must ensure that my ethics aren't compromised. |
3 | I watch over my friends like they are a newborn. |
4 | My sense of humor is dry. |
5 | I'm not interested in people that don't have coin to their name. |
6 | My heart is mild, and I'm meek as can be. |
7 | I have a conniving and cynical mind. |
8 | There's many opportunities for me to drive change within myself, and I look for them. |
Ideal
Dice 1d6 | Ideal |
---|
1 | Job-Driven. This is just business. Nothing's personal. (Neutral) |
2 | Dictator. I will become the sole, undisputed leader of my own land. (Lawful) |
3 | Humanity. I will fight for what is morally acceptable. (Good) |
4 | Survival. I am driven by the simple things; food, shelter and companionship. (Any) |
5 | Greed. There's nothing more valuable than coin and treasure. (Evil) |
6 | Anarchy. The constabulary is a relic, let the people enforce the laws. (Chaotic) |
Bond
Dice 1d6 | Bond |
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1 | The last person I worked for lost their business, and blames me for it. |
2 | I must abide by my god's teachings, no matter what. |
3 | I take a lot of odd requests for coin. |
4 | A dragon saved my life when I was young, I hope to repay them someday. |
5 | I grew up in a library and I will never forget it. |
6 | The inner-workings of the counts and their rule has always interested me. |
Flaw
Dice 1d6 | Flaw |
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1 | The blood of others is on my hands, and it haunts me. |
2 | There's just too much good food to not eat everything I can get my hands on. |
3 | I lash out when cornered or surprised. |
4 | I can be a real snobby turn off. |
5 | I purposely avoided paying taxes for years, and I hope it never catches up to me. |
6 | I'd give up my companions for a piece of information. |