Homelands
D12 Origin Table
Much of eastern Korvast was unified under the control of the Vastian Republic before the Rising. Now, survivors live in small communities that each have their own culture and ways of surviving in a dying world.
Choice of Homeland determines a hunter's starting Attributes, and grants a starting talent.
"You can learn a lot from the Castaway. In a way, we are all pilgrims, searching to find a way back to a time when the world made sense. Cherish those that travel with you for as long as they share your campfire, and don't begrudge them when they find their turn. We are all strangers in the end." - Varen Atsev, Itinerant Explorer

1.
Aretia
Where the blood of the East meet salt of the West, your home was meant to be a safe haven away from the wars of kingdoms. With the wisdom of Amaranth fallen silent, and the archmages of legend walking the world again, you have been chased from this haven to face the horrors beyond.
Agility: 2 (d6) Might: 1 (d4) Conviction: 3 (d8) Insight: 3 (d8) Perception: 1 (d4)
Wisdom of Amaranth: This hunter may take the Steady Action while engaged.
2.
Crucible
Most could not imagine a life spent amongst the dead, but it has kept you wary and resourceful. Your livelihood requires near-constant danger and you have used it to hone your skill and instinct to a razor’s edge.
Agility: 2 (d6) Might: 1 (d4) Conviction: 2 (d6) Insight: 2 (d6) Perception: 3 (d8)
Desperate Sprint: Whenever this hunter takes the Stride Action, they may suffer 1 Stress to move +1 inch.
3.
Castaway
You felt the call of the Endless Road years ago and found your true family amongst the caravans. While many settled people may distrust your insular nature and your shadowsigns, you will never let the concerns of the frightened masses distract you from your purpose.
Agility: 2 (d6) Might: 1 (d4) Conviction: 2 (d6) Insight: 3 (d8) Perception: 2 (d6)
Strength of the Caravan: Allies within 3” gain a d4 boon to Conviction and Insight.
4.
Factory
You began your life as another cog in a great machine you didn’t understand. Since escaping that prison, you have had to find your own place in a chaotic world. Sometimes you have to make the world abide by your rules instead of the other way around.
Agility: 1 (d4) Might: 3 (d8) Conviction: 1 (d4) Insight: 3 (d8) Perception: 2 (d6)
Industrious: Whenever this hunter successfully clears an obstacle, they gain a blessing counter.
5.
Hallowed Lands
Faith is what drives humanity forward and gives even the weakest strength to face the new day. You may have begun to question the teachings of the Saraten and fled the oversight of the Inquisition, but your faith still guides you no matter what form it takes.
Agility: 2 (d6) Might: 2 (d6) Conviction: 3 (d8) Insight: 2 (d6) Perception: 1 (d4)
Devout: Increase Stress Threshold by +1.
6.
Idlewind Isles
You spent your youth with the sway of the sea beneath your feet and the whispers of Cassandra in your ear. Your mind is full of stories stolen from the memories of both the living and the dead that inlanders would never believe. While you may travel far, you know that you will always find your way back to the waters that you love.
Agility: 2 (d6) Might: 1 (d4) Conviction: 1 (d4) Insight: 3 (d8) Perception: 3 (d8)
Strange Knowledge: At the start of an encounter, this hunter may suffer 1 Stress and name one obstacle. They gain a d6 boon on all Overcome Actions targeting that obstacle for the remainder of the scenario.
7.
Mumurwald
You were raised within the constant echoes of the Chanting Wood. While many might have been driven mad by the cacophony, you learned to garner wisdom from the secrets of the past. It is the quiet world outside that makes you uneasy; too many dangers lurk in the empty silence.
Agility: 2 (d6) Might: 2 (d6) Conviction: 1 (d4) Insight: 2 (d6) Perception: 3 (d8)
Weight of Words: When this hunter is successfully targeted by the Bolster Action, they gain +1 level to any boon received and heal an additional point of Stress.
8.
Pyrelands
It might be hard living in the shadow of the Murmurwald but it is far removed from the contagious sin of the East. You were raised on the simple virtues of Mother Goodkin and remember her stories when the world grows dark around you.
Agility: 1 (d4) Might: 2 (d6) Conviction: 3 (d8) Insight: 2 (d6) Perception: 2 (d6)
Darkest Hour: When suffering from the shaken condition, this hunter gains a d6 boon to all Saves.
9.
Rogue's Ridge
The twisting boughs of the serpent’s forest have kept you safe from the outside world while trapping you inside with old haunts and ancient predators. You have learned much of the wisdom of the wood but find it hard not to jump at every snapping twig.
Agility: 3 (d8) Might: 2 (d6) Conviction: 1 (d4) Insight: 1 (d4) Perception: 3 (d8)
Survivor’s Cunning: This hunter gains a d6 boon on Agility Saves to avoid being noticed while hidden and a d6 boon to Defense Saves against Opportunity Attacks.
10.
Southern Line
Either an exiled aristocrat or a runaway peasant, you were locked in the rigid feudal framework in the land of your birth. You have changed your surname since abandoning your former station, but your bloodline still haunts you.
Either roll 1d6 or choose (1-5) Peasant (6) Aristocrat
Peasant
Agility: 3 (d8) Might: 3 (d8) Conviction: 1 (d4) Insight: 1 (d4) Perception: 2 (d6)
Hard Lessons: This hunter gains a d6 boon to Might and Conviction Saves while suffering from the bloodied condition.
Aristocrat
Agility: 2 (d6) Might: 1 (d4) Conviction: 2 (d6) Insight: 3 (d8) Perception: 2 (d6)
Silver Tongue: When this hunter scores 3✪+ on a successful Distract or Bolster Action, they heal 1 Stress.
11.
Webworks
You spent your formative years crawling around the natural caverns and abandoned mines of the webworks. To this day, your eyes have never really adjusted to the light of day and open skies make you feel small.
Agility: 3 (d8) Might: 3 (d8) Conviction: 2 (d6) Insight: 1 (d4) Perception: 1 (d4)
Relentless: Whenever you suffer 3 or more points of damage from a Strike or Shoot Action, you heal 1 Stress.
12.
Woloc Frontier
The North is an unforgiving place lorded over by savage powers. Your strength was born in long winters and at the end of fierce fangs. Where others fall, you stand tall and hold the line.
Agility: 1 (d4) Might: 3 (d8) Conviction: 2 (d6) Insight: 1 (d4) Perception: 3 (d8)
Tough: Increase Damage Threshold by 1.