TEXT: <Character Backgrounds v1.5> 
   
   
  1 
  Character 
  Backgrounds 
  Created by: Belinda Hamilton-
  Gibson, Eugene Luk, Joe 
  Strong, Jake Robins, Cory 
  Fliegel 
  Edited by: Cory Fliegel 
  Version: 2.0 
  A Summary of 
  A Summary of 
  A Summary of 
  A Summary of 
  Character Backgrounds
  Character Backgrounds
  Character Backgrounds
  Character Backgrounds    
  This document is intended to serve as a guide to 
  developing a character in the Sultanate of Zeif. 
  Once taken a background cannot be removed. The 
  disadvantages of a background represent ingrained 
  society impressions. 
  Taking Backgrounds
  Taking Backgrounds
  Taking Backgrounds
  Taking Backgrounds    
  A character can have multiple backgrounds; 
  however, there is a limit. Please look to the chart at 
  the end of each section to see which backgrounds 
  may be “combined”. Additionally, a character must 
  be 1st level to take a racial background. Similarly, a 
  character must be 1st or 2nd level to take training. 
  Regional Feats
  Regional Feats
  Regional Feats
  Regional Feats    
  As per the LGCS the Zeif Triad has chosen the 
  following regional feats that can be found in Dragon 
  Magazine 313 and 315. Here are the three that may 
  be chosen (You must have Zeif as your character's 
  home region): 
  Orc Blooded
  Orc Blooded
  Orc Blooded
  Orc Blooded    
  Somewhere in the shadowy boughs of your 
  extended family tree is an orc. The creature's 
  influence on your heritage isn't enough to make you 
  a half-orc, but it is enough to give you slightly 
  porcine features, chronic bad breath, and a nasty 
  temperament. 
  Benefit: you gain DARKVISION up to 30 feet. 
  Barbarian is considered your favored class. You are 
  NOT considered an orc for effects related to race. 
  Special: you may only select this feat at first level. 
  Badge of Bondage
  Badge of Bondage
  Badge of Bondage
  Badge of Bondage    
  Prerequisite: your body must bear some obvious 
  sign of your former bondage, whip scars on your 
  back, an owners brand on your neck, or the like. 
  Benefit: you receive a +1 insight bonus on all 
  Fortitude and Will saves. You also receive a +2 
  competence bonus on Bluff checks. 
  Elemental Focus
  Elemental Focus
  Elemental Focus
  Elemental Focus    
  The Baklunish folk have always enjoyed a close 
  relationship with the elements, and your skill with 
  elemental spells continues a tradition that dates 
  back hundreds of years before the Invoked 
  Devastation. 
  Benefit: add +1 to the DC of all saving throws 
  against spells you cast with air, earth, fire, or water 
  descriptors. This bonus stacks with the similar 
  bonuses granted by the Spell Focus and Greater 
  Spell Focus feats. 
  Racial Backgrounds
  Racial Backgrounds
  Racial Backgrounds
  Racial Backgrounds    
  Member of a Bey
  Member of a Bey
  Member of a Bey
  Member of a Bey    
  The Noble Families of Zeif are a group of citizens 
  who are endowed with special benefits and 
  privileges. Nobles are as varied and different as any 
  people, but most follow a basic concept of nobility. 
  These concepts usually include loyalty to the Sultan, 
  managing their land and holdings, furthering the 
  cause of their lands, helping the citizens of Zeif, and 
  dealing with local disputes. The head of such a 
  noble house is called a Bey. 
  Most nobles can be found in Zeir-I-Zeif; courting 
  potential allies, working to gain more influence and 
  power, or acting on behalf of their house. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  Must be 50% Baklunish 
  • 
  Must speak Ancient Baklunish 
  • 
  1 rank Knowledge (Local: Zeif) 
  • 
  1 rank Knowledge (Nobility & Royalty) 
  Home Region:
  Home Region:
  Home Region:
  Home Region:    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  
  <Character Backgrounds v1.5> 
   
   
  2 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year. This involves keeping close ties 
  to your family through gatherings and meetings 
  in the capital. 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP per year as gifts given to the Bey of your 
  family 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 circumstance bonus to Diplomacy and 
  Gather Information checks when dealing with 
  members of same Bey. 
  • 
  Free Standard Lifestyle when a regional module 
  is set in Zeir-I-Zeif 
  • 
  Free brooch with Family Crest (100 GP value). 
  [Characters cannot sell this brooch.] 
  Burden:
  Burden:
  Burden:
  Burden:    
  If a character claims to be a Member of a Bey and 
  they do not have their family brooch visible:  
  • 
  -2 circumstance penalty will be applied to all 
  Diplomacy, Gather Information and Intimidate 
  checks. 
  Of a Fal len Bey
  Of a Fal len Bey
  Of a Fal len Bey
  Of a Fal len Bey    
  Some nobles were not as fortunate during the 
  Sultan's Truce and the many years after. Each 
  Sultan, on a whim, can remove a Bey from power. 
  The cycle of the rise and fall of power has left many 
  families to roam the countryside in search of new 
  lands to call home. Many are disgraced and never 
  show their faces again within Zeir-I-Zeif. But for 
  some, they seek revenge. They take many different 
  paths, each trying in their own way to extract a small 
  amount of suffering that the Sultan has caused them 
  (whether real or imagined) 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  Baklunish heritage (must be at least 50% 
  Baklunish) 
  • 
  1 rank Knowledge (Local: Zeif) 
  • 
  1 rank Knowledge (Nobility & Royalty) 
  Home Region:
  Home Region:
  Home Region:
  Home Region:    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year. This involves keeping close ties 
  to your family through gatherings and meetings 
  in secrecy. 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP per year as gifts given to the Bey of your 
  family in an effort to reestablish their power 
  base. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 circumstance bonus to Bluff or Sense Motive 
  any noble in Zeif. This is due to the distrustful 
  nature you have towards them. 
  • 
  +4 circumstance bonus when trying to Gather 
  Information on any noble. You have ways of 
  finding out the dirty secrets of those who are 
  "above your station" in Zeif. This will cost you an 
  additional 1d20GP per attempt. 
  • 
  +2 circumstance bonus to Knowledge (Nobility 
  and Royalty) within Zeif. 
  Burden:
  Burden:
  Burden:
  Burden:    
  Keepings one's seething disrespect for the Sultan is 
  difficult. Therefore the following burdens are in 
  effect: 
  • 
  -4 circumstance bonus to all Diplomacy checks 
  when dealing with nobility in Zeif. 
  • 
  May never swear loyalty to the Sultan. But, if 
  one is a member of the Dusk Lash, there are 
  ways to gain property in Zeif. See the Dusk Lash 
  meta-organization for more details 
  Paynim Noma d
  Paynim Noma d
  Paynim Noma d
  Paynim Noma d    
  South of Zeif lie the lawless region known as the 
  Paynim lands, and here, the lifestyle of the 
  Baklunish Nomad and the mounted warrior prevails. 
  The Paynims are members of various clans who 
  have long seated and proud traditions. They revere 
  many spirit gods, and pay particular respect to 
  horses. In many ways, the horse is treated as an 
  equal member of the clan, and is well tended for. 
  Many Paynims find their way into Zeif in search of 
  work. The Spahis are known for their recruitment of 
  Paynims, while others become adventurers.  
  Qu
  Qu
  Qu
  Qualifications
  alifications
  alifications
  alifications    
  • 
  Must be 50% Baklunish 
  • 
  1 rank in Ride 
  
  <Character Backgrounds v1.5> 
   
   
  3 
  Home Re
  Home Re
  Home Re
  Home Region
  gion
  gion
  gion    
  Characters choosing this background must declare 
  Zeif as their home region at character creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year. This includes spending time to 
  wander the Plains of your former home. 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP ensuring the proper upkeep of your 
  horse. The Paynims value a horse above their 
  own family 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +1 circumstance bonus to Survival Checks for 
  purposes of "Living off the Wild" 
  • 
  +1 circumstance bonus to Wild Empathy when 
  dealing with Horses (Light or Heavy horses, and 
  Light and Heavy warhorses). This does not grant 
  the PC the ability to use the Wild Empathy check 
  if he doesn't already possess it. 
  • 
  +1 competence bonus to Ride checks when 
  riding any type of horse (Light or Heavy horses, 
  and Light and Heavy warhorses). 
  Burden:
  Burden:
  Burden:
  Burden:    
  • 
  -1 circumstance penalty to Diplomacy checks 
  with anyone not a Paynim.  
  Hal f
  Hal f
  Hal f
  Hal f----Orc of Antal
  Orc of Antal
  Orc of Antal
  Orc of Antal    
  The plains of Antal are a desolate, dry and rocky 
  place in southern Zeif. Among the inhabitants are 
  the Orcs of Antal. Zeif's orcs, commonly mistaken as 
  "tribeless", are nonetheless quite assimilated into 
  Baklunish society. They speak the Baklunish tongue 
  (with inserted orc words), and many have adopted 
  Zeifan naming conventions.  
  Interbreeding is common between the humans who 
  inhabit the plains, and the half-orc population is a 
  growing and substantial part of the society in Antal. 
  Many try to integrate more fully with the Baklunish 
  people, aspiring for the same opportunities. The 
  Uruzary Corps remains a great honour to any half-
  orc, but those who do not make the cut at the Fierce 
  Harvest often take up the adventurer's life. 
  While Half-orcs don't possess enough social status 
  to accomplish as much as a human would, they are 
  renowned (due mostly to the reputation of the 
  Uruzaries) for being powerful individuals, and it is 
  certain that a subtle fear exists with Zeif's citizens 
  with regards to any who have orcish blood. 
  Qualification
  Qualification
  Qualification
  Qualificationssss    
  • 
  Must be Half-Orc 
  Home Region
  Home Region
  Home Region
  Home Region    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year. This may be used as time spent 
  in Anatolotal either visiting family, entering 
  contests of skill and strength, or time honing 
  skills learned in the Uzuaries 
   GP Cost:
   GP Cost:
   GP Cost:
   GP Cost:    
  • 
  100GP entering contests to display their skills. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +1 circumstance bonus to Diplomacy with any 
  Orc or half-orc. 
  • 
  +1 Intimidate with Zeif citizens 
  • 
  May select Baklunish as a language instead of 
  orc, or as a Bonus language 
  Burd
  Burd
  Burd
  Burden:
  en:
  en:
  en:    
  • 
  -1 circumstance penalty to Diplomacy checks 
  with anyone not an Orc. 
  Kol Born
  Kol Born
  Kol Born
  Kol Born    
  A career as an Ingene or traveling performer in the 
  Sultanate is exciting. You see many places and 
  people of interest. Your family is the others that 
  make up your Kol or troupe. It is not uncommon that 
  a child will be born on the road, or in the carts or 
  wagons that carry the Kol to its next performance. 
  These children are blessed with constant access to 
  the Sultanate's famed musicians, actors, trainers, 
  and other performing artists. As these Kols are 
  always moving they may or may not even know 
  where they are from. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  4 ranks in Perform (any) 
  • 
  2 ranks in Listen 
  • 
  Homeless: (cannot own a home until Character 
  level 4 or higher) 
  • 
  Carry at least one set of spare clothes. (Whether 
  noble outfit, performer's outfit etc.) 
  
  <Character Backgrounds v1.5> 
   
   
  4 
  • 
  Speak Baklunish and at least 2 other languages. 
  Home Region:
  Home Region:
  Home Region:
  Home Region:    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year. Time spent traveling to the Kols 
  to give them support, even if it is just from the 
  back row 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP 
  to 
  pay 
  for 
  trips 
  and 
  tickets 
  to 
  performances. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 circumstance bonus to Perform (When 
  generating cash as per LGCS) 
  • 
  +2 circumstance bonus to Diplomacy and 
  Gather Information checks with a member of a 
  Kol Al'Zeif. 
  • 
  50% discount on lifestyle when adventuring with 
  a member of a Kol al-Zeif. (Does not stack if 
  character is a member themselves.) 
  Burdens:
  Burdens:
  Burdens:
  Burdens:    
  50% discount on lifestyle is void if the character 
  owns a house in Zeif. (At Character level 3 or 
  higher.) 
  • 
  -1 circumstance penalty to Diplomacy and 
  Gather Information with Nobility. (Being born on 
  the road gives the impression of being of low 
  birth. This Burden is cancelled if a character 
  buys a home.) 
  Orphan in the Sultanate
  Orphan in the Sultanate
  Orphan in the Sultanate
  Orphan in the Sultanate    
  Many people within the Sultanate of Zeif have seen 
  hard times. Some are born of unwilling parentage, 
  some see death or disease ravage their family, and 
  then some see the punishment of crimes orphan 
  them. Whatever the case may be, an Orphan in the 
  Sultanate survives however they can. They are 
  resourceful and street smart.  
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  2 ranks Sleight of Hand  
  • 
  1 rank Knowledge (Local: VTF)  
  • 
  Homeless: (cannot own a home until Character 
  Level 4 or higher) 
  • 
  Speak Baklunish 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year. Helping other orphans to get 
  themselves on the path of prosperity and hope. 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP giving charitable orphanages (only to be 
  paid on yearly upkeep AR. No cost incurred 
  when taking this background) 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 circumstance bonus to Knowledge (Local: 
  VTF) when in the area they call home (Town or 
  City) 
  • 
  +2 circumstance bonus to Gather Information 
  and Sleight of Hand when in the area they call 
  home (Town or City) 
  • 
  May try to "Live Off the Streets" (Substitute the 
  Survival roll with a Sleight of Hand or Gather 
  Information roll as per "Living off the Wild") 
  Burdens:
  Burdens:
  Burdens:
  Burdens:    
  • 
  Street Urchin (Lifestyle must be none until they 
  reach character level 4 at which point they 
  choose as they wish.) 
  • 
  Poor (Start with no money, gain a sling with 
  bullets, and a quarterstaff.). If this background is 
  taken after the first module played, you must 
  repay all of your starting gold. 
  • 
  -2 circumstance penalty to any "social skill" 
  check with Nobility until they own a home or 
  have possessions of 2500 GP + 
  Born of the Elements 
  Born of the Elements 
  Born of the Elements 
  Born of the Elements  
  You claim your heritage can be drawn back 
  generations to the great Genies that used to inhabit 
  the Sultanate of Zief. Whether that is true or not, you 
  firmly believe it, as did your father and mother before 
  you. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  Can be taken at Character creation only. 
  Must 
  pick 
  this 
  background 
  before 
  reaching 2nd level.  
  • 
  You may only pick the Efreet, Djinn, Dao 
  or Marid as your sires. 
  
  <Character Backgrounds v1.5> 
   
   
  5 
  Home region
  Home region
  Home region
  Home region    
  Your home region must be the Sultanate of Zeif as 
  no other region claims such ancestry. 
  TU
  TU
  TU
  TU    CCCCost
  ost
  ost
  ost    
  2 TUs spent yearly. As you learn more about your 
  heritage and explore the ruins of your lineage (most 
  likely the Lost City in the Vaar) 
  GP Cost
  GP Cost
  GP Cost
  GP Cost    
  Travel and lodging to the Lost City and tomes 
  relating to your ancestry do not come cheap. You 
  must spend 100 gp per year in your quest for 
  knowledge and proof. 
  Benefit
  Benefit
  Benefit
  Benefit    
  Your lineage is undeniable. From birth you have had 
  the uncanny ability to read and write planar 
  languages.  
  • 
  You may pick Auran (Djinn), Terran 
  (Dao), Ignan (Efreet) or Aquan (Marid) 
  as a bonus language 
  • 
  You may pick the Jinnbond Feat 
  • 
  You may petition the Triad to build your 
  home in the Lost City (must have a 
  complete character background upon 
  submission) 
  Burden
  Burden
  Burden
  Burden    
  Although your heritage may be muddied by several 
  generations, you still carry some features of your 
  forbearers. Many natives to Zeif will distrust you. 
  Unless you of course are in Dhabiya, then these are 
  BONUSES. 
  • 
  -2 Circumstance penalty on Diplomacy 
  and Gather Information checks in the 
  Sultanate of Zeif. If you are part of the 
  Sons of Cin, you do not have these 
  penalties with anyone you would have a 
  bonus with (as not to negate the bonus) 
  • 
  Your extra planar essence is perfect for 
  symbiosis. Slavers will target you first in 
  Dhabiya 
   
  RAISE D IN T
  RAISE D IN T
  RAISE D IN T
  RAISE D IN THE BAZAAR
  HE BAZAAR
  HE BAZAAR
  HE BAZAAR    
  The faith of Mouqol, God of Trade and Negotiation, 
  holds enormous sway among Zeifans. For many, the 
  bazaar is the centre of social and religious life in 
  Zeif. It is considered holy ground by the church of 
  Mouqol, and the merchants' alliance known as the 
  Mouqollad Consortium will usually have an office in 
  the bazaars of most cities and large towns. 
   
  Your parents were merchants with the Mouqollad 
  Consortium. 
  Alternatively, 
  your 
  parents 
  were 
  artisans or craftsmen who went to the local bazaar 
  once a week to sell their products. Either way, you 
  grew up admidst the hustle and bustle of the  
  marketplace, and have picked up a knack for 
  bartering and negotiating. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  2 ranks in Appraise & Diplomacy 
  • 
  Must speak Baklunish 
  Home region
  Home region
  Home region
  Home region    
  Your home region must be the Sultanate of Zeif as 
  you were nearly born in the capital. 
  TU
  TU
  TU
  TU    CCCCost
  ost
  ost
  ost    
  2 TUs spent yearly. The marketplace of the capital 
  calls to you. You need to keep your bartering skills 
  up or you may find yourself on the loosing end of 
  negotiations. 
  GP Cost
  GP Cost
  GP Cost
  GP Cost    
  Travel and lodging to the Capital do not come 
  cheap. You must spend 100 gp per year as you 
  need to keep up appearances. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 bonus to Appraise checks 
  • 
  +2 bonus to Bluff, Diplomacy, and 
  Sense Motive checks when negotiating 
  business transactions 
  • 
  Your Town project receives 5gp per 
  month more due to your skills in 
  bartering in the market. You must own a 
  business. 
  Burdens
  Burdens
  Burdens
  Burdens::::    
  Sometimes being this good at bartering can have 
  some negative connotations. You come across to 
  some as a “used cart salesman”. You have the 
  following penalty: 
   
  • 
  Non-merchants 
  are 
  automatically 
  “suspicious” 
  of 
  you 
  and 
  they 
  automatically gain +5 to Sense Motive 
  Checks. Also, if you are actually trying 
  to “pull a fast one” on a person who is 
  
  <Character Backgrounds v1.5> 
   
   
  6 
  not in business, you have a -5 to 
  Diplomacy. 
  PEAS
  PEAS
  PEAS
  PEASANT FARMER FROM 
  ANT FARMER FROM 
  ANT FARMER FROM 
  ANT FARMER FROM 
  RETSABA
  RETSABA
  RETSABA
  RETSABA    
  Retsaba is often referred to as the breadbasket of 
  Zeif. Stretching from the Wadi Khijar in the west to 
  the Tuflik River in the east, the fertile, rich soil of this 
  region is well-suited to agricultural cultivation. Much 
  of Zeif's food supply comes from here. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  +2 ranks in Profession (farmer) & 
  Knowledge (nature) 
  Home region
  Home region
  Home region
  Home region    
  Your home region must be the Sultanate of Zeif as 
  you were nearly born in breadbasket of Zeif. 
  TU
  TU
  TU
  TU    CCCCost
  ost
  ost
  ost    
  2 TUs spent yearly. You love the smell of fresh air 
  and growing crops. These yearnings send you home 
  each year to help with the harvest. 
  GP Cost
  GP Cost
  GP Cost
  GP Cost    
  Travel and lodging to the Capital do not come 
  cheap. You must spend 100 gp per year as you 
  need to keep up appearances. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 bonus to Profession (farmer) checks 
  • 
  +2 bonus to Knowledge (geography) & 
  +2 Knowledge (nature) checks 
  • 
  gain proficiency with the sickle 
  • 
  start with a free scythe and donkey or 
  mule 
  • 
  Your Town Project receives +2gp per 
  month if you open a stall in the 
  marketplace 
  Burdens
  Burdens
  Burdens
  Burdens::::    
  • 
  Poor. Must start with 0gp. If you choose 
  this after your first adventure, you must 
  pay back your starting gold. 
  
  <Character Backgrounds v1.5> 
   
   
  7 
  Which backgrounds can 
  Which backgrounds can 
  Which backgrounds can 
  Which backgrounds can 
  mix?
  mix?
  mix?
  mix?    
  Some of the players have asked for clarification on 
  which character background can be combined with 
  another. Please use the chart below. Please note all 
  benefits, burdens and costs do stack! 
   
   
  Member 
  of a Bey 
  Of a 
  Fallen 
  Bey 
  Half orc 
  of Antal 
  Kol Born 
  Orphan 
  Born of 
  the 
  Elements 
  Paynim 
  Nomad 
  Born in 
  the 
  Bazaar 
  Peasant 
  Farmer 
  Member 
  of a Bey 
  X 
   
   
   
   
  X 
   
  X 
   
  Of a 
  Fallen 
  Bey 
   
  X 
   
   
  X 
  X 
   
  X 
  X 
  Half orc 
  of Antal 
   
   
  X 
   
   
   
   
   
   
  Kol Born 
   
   
   
  X 
  X 
   
   
   
   
  Orphan 
   
  X 
   
  X 
  X 
   
   
   
   
  Born of 
  the 
  Elements 
  X 
  X 
   
   
   
  X 
   
   
   
  Paynim 
  Nomad 
   
   
   
   
   
   
  X 
   
   
  Born in 
  the 
  Bazaar 
  X 
  X 
   
   
   
   
   
  X 
   
  Peasant 
  Farmer 
   
  X 
   
   
   
   
   
   
  X 
  
  <Character Backgrounds v1.5> 
   
   
  8 
  Training Backgrounds 
  E ducate d in the Harem
  E ducate d in the Harem
  E ducate d in the Harem
  E ducate d in the Harem    
  The Harem is also home to the Sultan's children. 
  Males and females are segregated from each other 
  and most of the adults of court. They live in well-
  appointed nurseries and dormitories, and the finest 
  scholars in Zeif teach them. Children of favoured 
  nobles are also permitted to receive education here. 
  Thus, many 
  in 
  Zeif's 
  ruling-class 
  are 
  close 
  acquaintances from their youth, and the friendships 
  and rivalries formed in these years are often 
  sustained throughout the rest of their lives. 
  Male children who are educated in the Harem learn 
  about military tactics, naval operations, riding, 
  swordsmanship, history, court etiquette, regional 
  politics, reading, writing and religion. 
  One of the other functions of the Harem was to act 
  as "finishing school" for girls of noble birth. These 
  women would have lessons in music, singing, 
  dancing and the arts of poetry and love; they would 
  also be taught reading, writing and religion. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  Must be 100% Baklunish 
  • 
  Must speak Ancient Baklunish 
  • 
  Registered member of a Bey 
  Home Region:
  Home Region:
  Home Region:
  Home Region:    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year must be spent improving ones 
  skills at the Harem 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP for gifts to the Matron Sultana for the 
  honour of receiving ongoing training 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 circumstance bonus to Diplomacy and 
  Knowledge (Nobility and Royalty) checks when 
  dealing with other Zeif Nobles 
  • 
  Access to purchase: Khopesh (Sandstorm); 
  Collapsing Crescent Fan (Sandstorm); Sun 
  Lenses (Sandstorm); Money Belt (Arms & 
  Equipment); 
  Candle, 
  Insectbane 
  (Arms 
  & 
  Equipment) 
  Burdens:
  Burdens:
  Burdens:
  Burdens:    
  Leading a sheltered life of study does have some 
  drawbacks: 
  • 
  -2 circumstance penalty to Sense Motive and 
  Bluff Checks. You gain enough "life experience" 
  to remove this penalty upon attaining your 4th 
  character level 
  Traine d in the Harem 
  Traine d in the Harem 
  Traine d in the Harem 
  Traine d in the Harem ----    
  Per former
  Per former
  Per former
  Per former    
  Bards find their talents welcomed within the walls of 
  the Sultan's court. They are encouraged to develop 
  their gifts while in his service, and are sometimes 
  called upon to instruct members of the Harem. 
  According to tradition, no man could lay his eyes on 
  another man's harem and any men found entering 
  the 
  Harem 
  would 
  be 
  put 
  to 
  death. 
  Thus, 
  entertainers, performers and teachers within the 
  Harem were predominately female, although some 
  eunuchs could also fill these roles. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  Gender: Female 
  • 
  Must speak Ancient Baklunish 
  • 
  4 ranks Perform (any) 
  Home Region:
  Home Region:
  Home Region:
  Home Region:    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
   2 TU per year must be spent improving ones 
  skills at the Harem 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP for gifts to the Matron Sultana for the 
  honour of receiving ongoing training 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +1 competence bonus to Perform (any) 
  • 
  +1 circumstance bonus to Diplomacy checks 
  when dealing with Zeif Nobles 
  • 
  25-GP wage paid on the first AR of each new 
  year. 
  • 
  Free Courtier's Outfit 
  
  <Character Backgrounds v1.5> 
   
   
  9 
  Burdens:
  Burdens:
  Burdens:
  Burdens:    
  Leading a sheltered life of study does have some 
  drawbacks: 
  • 
  -2 circumstance penalty to Sense Motive and 
  Bluff Checks. You gain enough "life experience" 
  to remove this penalty upon attaining your 4th 
  character level 
  Escape d from the 
  Escape d from the 
  Escape d from the 
  Escape d from the 
  Harem!
  Harem!
  Harem!
  Harem!    
  Some women in Zeif do not take kindly to having 
  their father "give" them as a gift to the Sultan as a 
  gift in exchange gaining status. 
  Few of these women try to escape. And even fewer 
  make it. And out of those, even less enjoy a real life 
  afterwards. 
  Qualifications:
  Qualifications:
  Qualifications:
  Qualifications:    
  • 
  Must be 100% Baklunish 
  • 
  Must be female 
  • 
  Must speak Ancient Baklunish 
  • 
  Must be a family member of a Bey 
  Home Region
  Home Region
  Home Region
  Home Region::::    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  TU Cost: 
  TU Cost: 
  TU Cost: 
  TU Cost:     
  • 
  2 TU per year must be spent maintaining 
  contacts that can offer you a safe place to stay 
  in desperate times. 
  GP Cost: 
  GP Cost: 
  GP Cost: 
  GP Cost:     
  • 
  100GP for bribes and gifts to those that have 
  helped you maintain your freedom 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  A life on the run has sharpened many of your skills 
  to avoid being captured. 
  • 
  +2 Competence bonus to Bluff, Disguise, 
  Forgery, Hide, Sense Motive and Sleight of 
  Hand Checks 
  Burd
  Burd
  Burd
  Burden:
  en:
  en:
  en:    
  A life on the run has also laid many burdens upon 
  your shoulder: 
  • 
  During any Zeif module or VTF module you have 
  a chance of being detained by the Zabita 
  (police). This will consist of a Disguse check (DC 
  10). It will take you 1d6 T.U.s to engineer an 
  escape plus 100GP in bribes. 
  • 
  When a Zeif module takes you to Antalotol, 
  Ceshra, Dhabiya, Nafiq, Bei-Castan or Barakhat 
  the chance of being caught is increased. The 
  Disguise you use must be better (DC 20). It will 
  take you 1d8 T.U.s to engineer an escape plus 
  250GP in bribes. 
  • 
  If a module takes you to Zeir-I-Zeif, the chance 
  to be caught increases yet again. You need to 
  ensure your disguise it is flawless (DC 25). It will 
  take 1d10 TUs and 500GP in bribes to escape. 
  • 
  You may NEVER own property in Zeif. 
  • 
  You may only remove this background by having 
  a pardon by the Sultan himself. (Although the 
  Matron Sultana may have a say in this.) 
  Former Slave
  Former Slave
  Former Slave
  Former Slave    
  In Zeif, slavery leads a double life. The common 
  variety of slavery, where a slave is a commodity to 
  be bought and traded, is illegal, but still exists in 
  some black markets, particularly in the Dhabiya area 
  and the island chains around Zeif. However, slavery 
  as a form of debt payment (often as reconciled for 
  crimes committed) is legal and often used. 
  Regardless of the type, there is a chance that such a 
  slave eventually finds freedom (whether by rescue 
  or fulfillment of service, respectively), and such 
  people must find new ways to exist in Zeif. 
  Adventuring often lures them. 
  Home Region:
  Home Region:
  Home Region:
  Home Region:    
  • 
  Characters choosing this background must 
  declare Zeif as their home region at character 
  creation. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +1 competence bonus to checks involving 
  endurance. This is otherwise like the Endurance 
  feat (see the feat in the PHB for the list of 
  checks to which this bonus applies). It also 
  stacks with Endurance. 
  Burdens:
  Burdens:
  Burdens:
  Burdens:    
  • 
  Panhandler (Lifestyle must be none until they 
  reach character level 2 at which point they 
  choose as they wish.) 
  • 
  Poor (Start with no money, gain a sling with 
  bullets, and a quarterstaff.) If this background is 
  
  <Character Backgrounds v1.5> 
   
   
  10 
  taken after the first module played, you must 
  repay all of your starting gold. 
  • 
  -2 circumstance penalty to any "social skill" 
  check with Nobility until they own a home or 
  have possessions of 2500GP or greater. 
  WORKE D IN THE MINES
  WORKE D IN THE MINES
  WORKE D IN THE MINES
  WORKE D IN THE MINES    
  The rocky, hilly region of Vaar is home to Zeif's 
  mining operations. 
  It produces many of the sultanate's minerals and 
  gems, most notably the blue granite used to 
  construct the walls around Zeir-i-Zeif, and the 
  chrysoberyls and peridots which the Sultan loves. 
   
  Many of the poor and unemployed in Zeif make their 
  way to the Vaar in search of work. You were among 
  these labourers for hire, and spent a number of 
  years toiling away in the mines of the Vaar. 
  Qualificat
  Qualificat
  Qualificat
  Qualifications:
  ions:
  ions:
  ions:    
  • 
  3 ranks in Profession (miner)  
  TU
  TU
  TU
  TU    CCCCost
  ost
  ost
  ost    
  3 TUs spent yearly. The call of the mines are strong 
  and you yearn to keep your fingers in the dirt. 
  GP Cost
  GP Cost
  GP Cost
  GP Cost    
  To keep your mining skills at the peak of their craft 
  you need to buy the best merchandise (shovels, 
  picks, rope etc). This is not cheap! You need to 
  spend 50gp per year on new gear. 
  Benefits:
  Benefits:
  Benefits:
  Benefits:    
  • 
  +2 bonus to Profession (miner) checks 
  • 
  +2 bonus to Climb & Use Rope checks 
  • 
  +2 gain proficiency with light pick 
  • 
  Start play with a cart and a light pick 
  plus a backpack, rope (hemp) and some 
  torches (3) 
  • 
  Your Town Project receives ore a bit 
  cheaper giving your town a 5% discount 
  on armour and weapons of iron (not cold 
  iron, silver, mithril etc) if you build a 
  business (something that works with 
  ore. Your Town Administrator will have 
  final say if you qualify) 
  Burden
  Burden
  Burden
  Burden::::    
  Life of the mines has left you “dirty”. Some of the 
  nobles will not wish to partake in your company. You 
  therefore have the following penalty: 
  • 
  -2 Circumstance to all Charisma based 
  checks when dealing with nobles that do 
  not have links to a mining operation 
   
  Questions:
  Questions:
  Questions:
  Questions:    
  This is a meta-game organization for the Sultanate 
  of Zeif region of the Living Greyhawk campaign. If 
  you have questions about this organization, you may 
  ask questions on the Sultanate of Zeif region's 
  Yahoo discussion group (Sultanate of Zeif)  
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Zeif/Character Backgrounds v2.0.pdf