They call it mercy when the Tower does it and cruelty when I do. The difference is a seal of wax and a hymn at the gate.
I was a bright spark once—could taste iron on my tongue when the air went thin before a working. The masters in Thepyrgos tested me, weighed me, and found me nearly enough. “Nearly” is a door that never opens again.
So I learned the other doors.
I carry writs that make people look away. I carry cord and a promise I do not speak aloud. The University pays for talent delivered in time; the city pays for fires that never start. Between those accounts, I balance what I can.
You will say I go too far. Sometimes I do. Sometimes the street is a tinderbox and a wrong whisper is a spark. When the bells of Thepyrgos answer the river wind, I walk the colonnade to the bursar's door and do not look at the windows. The work is ugly. The work is necessary. The night does not care which of those is true—only that the lamps keep burning.
Before your character took their first deliberate risk, they belonged somewhere. Backgrounds are the trail-dust on your boots, the school-ink on your fingers, the bell-pattern you still tap when frightened. They explain how you know what you know—and who still knows you. They are also the soil in which your Bonds and Complications take root.
Understanding Backgrounds
Backgrounds serve several important functions:
Provide narrative context for abilities and choices
Explain how you gained skills and connections
Create ties to regions and factions
Offer roleplaying hooks, responsibilities, and privileges
Seed reliable contacts, customs, and places that matter on-screen
Establish the foundation for Bonds and Complications that will shape your story
Mechanical Hooks
Choose one background at character creation. It grants:
Two Access Tags (narrative permissions; see below)
A Signature Contact (named NPC; Cap 1 follower, no XP cost; grants +1d once per scene when their help is plausible)
A Background Boon (once per session, gain +1d or reduce DV by 1 for a task strongly tied to the background)
An Obligation Timer [4] (when filled, a favor is called in, a duty recalled, or a price comes due—this is your starting Complication)
Access Tags
Tags describe where and with whom you have standing. Examples: Guild-Ledgered, Court-Announced, Veteran-of-the-Marches, Bell-Kin, Wind-Knot Tokens, Charter-Stamped. When a scene engages a tag, the GM may:
Waive a trivial gate (no roll)
Lower Position risk by one step for first contact
Offer a Devil's Bargain tied to that society's expectations
Weaving Bonds and Complications into Your Past
Your Background is not a static label. It is the first thread in a web of relationships and obligations that will define your character's story. As you build your Background, consider:
Who do you owe? Your Obligation Timer is not a punishment—it is a promise of future adventure. The person or institution you owe is already a part of your story.
Who owes you? Your Signature Contact is a beginning, not an end. They are someone who knows you, trusts you, or fears you. That relationship can deepen into a Bond over time.
What binds you to others? The best characters are defined not by what they have done, but by who they have done it with. Your Background's skills and tags suggest how you might form Bonds with other player characters.
“The road is long. Walk it with people you trust—or at least people you owe. Both will carry you.”
— The Gray Wanderer
Background Categories
Social Class Backgrounds
Aristocratic House Scion
Tags:Court-Announced, Heraldic Right Skills: Sway, Insight, Lore (customs) Contact: Family steward Boon: Once/session in a formal setting, treat Social Position as one step better for an exchange. Obligation: Marriage alliances, estate audits, house feuds
Merchant Factor
Tags:Guild-Ledgered, Caravan Rights Skills: Sway (negotiation), Insight (accounts), Lore (markets) Contact: Bookkeeper or quartermaster Boon: Once/session when buying, selling, or managing logistics, reduce DV by 1 or gain +1d. Obligation: Notes due, partner demands, embargoes
Common Folk
Tags:Neighborhood Trust, Guild-Friend Skills: Craft (one), Endurance, Deception or Lore (wild places) Contact: Elder, foreman, or midwife Boon: Once/session among familiar folk, convert a failure on routine labor to a success-with-cost. Obligation: Communal favors, festival work, mutual aid
Professional Backgrounds
Marcher Veteran
Tags:Veteran-of-the-Marches, Muster Papers Skills: Melee or Ranged, Insight, Endurance Contact: Old sergeant Boon: Once/session in organized violence, ignore the first point of situational disadvantage from confusion or fear. Obligation: Recall to colors, feud legacies, back-pay claims
Academic of the Dialogs
Tags:School-Sealed, Reading Privileges Skills: Lore, Insight, Sway (debate) Contact: Lecturer or archivist Boon: Once/session in research or disputation, ask one clarifying question the GM must answer plainly. Obligation: Citations owed, controversial thesis, patron politics
Underworld Hand
Tags:Harbor Handsigns, Black Banner Cant Skills: Stealth, Deception, Insight (fences and marks) Contact: Fence or fixer Boon: Once/session when using a cant (secret coded speech), gain +1d to set up or slip out. Obligation: Unpaid favors, heat with a rival crew, burned safehouse
Regional Backgrounds
Urban Child of Silkstrand
Tags:Street-Stall Rights, Night-Patrol Familiar Skills: Deception, Insight, Sway (fast talk) Contact: Watch-lantern or stall-keeper Boon: Once/session in a dense city, know a shortcut or rumor that reduces time or cost by one step.
Rural Valewood Forager
Tags:Green Courts Token, River-Ferry Nod Skills: Insight, Lore (spirits) Contact: Leaf-warden Boon: Once/session in the wild, downgrade a Travel complication by one step.
Frontier Marcher Homesteader
Tags:Land-Grant Papers, Border Moot Voice Skills: Craft (build), Endurance, Insight or Sway Contact: Neighboring elder Boon: Once/session at a contested site, shift Position up by one step when defending what is yours.
World-Linked Backgrounds
Aeler Charter Apprentice
Tags:Charter-Stamped, Stone-Speech Initiate Skills: Craft, Lore (engineering), Insight (plans) Contact: Oathscribe Boon: Once/session around structures, ignore the first environmental complication from collapse or strain.
Mistlands Bell-Keeper
Tags:Bell-Law, Causeway Rights Skills: Insight, Lore (omens), Lore (fens) Contact: Dusk-warden Boon: Once/session, ring a lawful pattern to reframe a fog scene's Position from Controlled to Dominant for one exchange.
Ykrul Wind-Runner
Tags:Wind-Knot Tokens, Banner Hospitality Skills: Lore (steppe), Ranged or Athletics, Sway (customs) Contact: Banner-aunt Boon: Once/session in open country, coordinate allies at distance; they gain a one-time Boon if they can hear your call.
Kahfagian Dock-Priest Acolyte
Tags:Harbor Blessings, Beacon Rights Skills: Lore (sea rites), Sway (crews), Insight (cargo) Contact: Beacon-keeper Boon: Once/session at sea or harbor, treat one navigation check as if aided by favorable weather (DV −1).
Narethi Unbound (Cat-People of the Deep Desert)
Tags:Resonance-Touched, Salt-Kin Skills: Stealth, Arcana, Lore (desert) Contact: Watcher scout or fellow exile Boon: Once/session when using a psionic ability or resisting mental intrusion, gain +1 die. The Unburied's dream flickers at the edge of your awareness. Obligation: The Unburied's attention — each time you use a significant psionic ability, mark a segment on a hidden GM timer. When full, you experience a waking vision (mark 1 Fatigue). The Hollow watches. Special: You have night-eyes — dim light reads as bright to you. And the Unburied's resonance is legible to you where it is noise to everyone else: the GM will tell you when something in a scene carries it, unasked.
Tulkani Dream-Speaker
Tags:Vow-Cord Knot, Wagon Circle Rights Skills: Performance (storytelling), Insight, Lore (road) Contact: Caravan Judge or story-singer Boon: Once/session when you tell a true story (in character), gain +1 die on the next roll related to that story's theme. Obligation: The Ninth Night Timer [4] — when you camp in a Tulkani circle, mark a segment each night. On the fourth night, the Hollow asks for a story.
Linn Tide-Witch
Tags:Storm-Oath Sworn, Skerry Rights Skills: Lore (sea), Lore (weather), Sway (crews) Contact: Net-wife or steersman Boon: Once/session on or near salt water, ignore the first weather penalty. Obligation: The Tide's Due [4] — when you break a storm-oath or refuse a sailor's plea, mark a segment. When full, a squall finds you.
Pereshi Fire-Temple Initiate
Tags:Flame-Touched, Ninth Coal Witness Skills: Lore (theology), Arcana, Insight Contact: Flame-Keeper or archivist Boon: Once/session when performing a ritual or consecration, reduce DV by 1. Obligation: The Ninth Coal's Warmth [4] — when you use a Rite from a fire-aligned Patron, mark a segment. When full, the Ash Prince's shadow appears in a mirror.
Sekogo Honey-Gatherer
Tags:Grove-Rights, Bee-Speaker Skills: Lore (jungle), Craft (apothecary), Endurance Contact: Honey-warden or grove elder Boon: Once/session in jungle terrain, find food or water without a roll. Obligation: The Ukwe's Witness [4] — when you break a promise made in the grove, mark a segment. When full, the Speaking Tree demands a name.
Background Benefits and Limits
Typical Benefits
Skill Access: Strong narrative justification for certain tests
Resource Access: Borrowed tools, rooms, shrines, or records (scene-time instead of XP)
Social Access: Entry to circles your tags recognize
Knowledge: Clues, maps, or customs that lower DV by 1
Reputation: Advantage on first impressions in-tag
Common Limitations
Duties: Responsibilities to house, guild, banner, or court
Restrictions: Codes, taboos, or public expectations
Enemies: Rival houses, crews, or schools
Secrets: Leverage others can pull
Dependencies: Loss of standing if you neglect ties
Creating a Custom Background
Build Procedure (Player & GM)
Pick 2 Access Tags, 1 Signature Contact, 1 Boon, and 1 Obligation Seed. Name places and people.
Origin: Where were you taught/raised/forged?
Training: Which two skills does this background naturally support?
Experiences: One memory that still changes how you act
Relationships: One ally, one rival; both want something
Values: What won't you let slide?
Complications: What unresolved obligation, feud, or secret follows you?
Mechanical Considerations
Boon Scope: DV −1 or +1d once/session when strongly on-theme
Contact Use: +1d as assist; cannot take independent actions unless purchased as a Follower (Cap2 XP)
Assets: Borrowing an institutional asset costs scene time (counts as upkeep for that asset this downtime) but 0 XP
Languages: Choose one tongue linked to the background at Conversational or better
The Obligation Timer
Each background includes an Obligation Timer [4]. It advances when:
You fail a roll tied to your background (GM discretion)
You accept a favor from your signature contact
The GM spends 1 SB to represent a duty recalled
You ignore a responsibility linked to your access tags
When the timer fills, something is due. The GM may choose or roll:
Roll
Result
1–2
Minor favor, time, or tithe (1 Supply or a scene's work)
3
Significant service, costly honesty, dangerous escort (a full scene)
4
Defining ordeal: duel, audit, rite, or trial (potential Harm or permanent consequence)
Clear segments by honoring duties on-screen, sacrificing resources, or changing affiliation (which creates new timers).
Bonds and Complications in Play
Your Background is not just a list of skills and tags. It is the soil in which your character's relationships and obligations take root. The Bonds you form and the Complications you carry are the living threads of that soil.
Bonds as Narrative Levers
A Bond is a mutual relationship of trust, debt, or shared history between your character and another—whether a fellow player character, a trusted Follower, or a significant NPC who has earned a place in your story. Bonds are the connective tissue of Fate's Edge.
When you act on a Bond with intricate description, you gain 1 Boon (once per Bond per session). At Tier III (91–150 XP), Bonds between player characters also allow the transfer of up to 2 Boons as a free action once per scene.
Establish: Form a Bond with any PC, Follower, or significant NPC through shared experience, oath, or debt.
Activate: Once per session per Bond, when you act on it with intricate description, you gain 1 Boon.
Transfer (Tier III+): Once per scene, transfer up to 2 Boons to a Bonded PC as a free action.
Limit: Three active Bonds at once, counting every kind — player characters, Followers, and NPCs together. Of those, at most two may be with other player characters (Chapter 2, Step 8). GM discretion for major story Bonds.
“The best Bonds are the ones that hurt to break. The road is long. Walk it with people you trust—or at least people who owe you. Both will carry you.”
— The Gray Wanderer
The Obligation Timer as a Complication
Your Background's Obligation Timer is a Complication—a weight you carry forward into the story. It is not a punishment; it is a promise of future adventure. The person or institution you owe is already a part of your story.
When the timer fills, something is due. This can be:
A debt called in at the worst possible moment
A rival who has been waiting for you to return
A duty you cannot ignore without losing face
A secret that demands to be spoken
The GM may also spend Story Beats to advance your Obligation Timer when the fiction demands it, representing the pressure of your past catching up with you.
Pick 1 language tied to the background at Conversational or better.
Bonds: Up to two Bonds with other player characters, each granting a once-per-session Boon. You may hold a third Bond, but it must be with a Follower or an NPC.
Complications: +2 XP each — but Bonds and Complications share one cap of +4 XP between them (Chapter 2, Step 9).
In Play
Invoke tags to open doors or shift Position.
Call your contact for +1d assist (no independent actions).
Track the Obligation Timer [4]. Pay it on-screen.
Act on your Bonds to gain Boons and transfer resources.
Accept Complications as story fuel, not penalties.
Advancing
Upgrade contact to a Follower by paying XP (Cap2).
Add a second tag after a major arc or training.
Deepen a Bond into a Legacy Bond (see Chapter 17).
Resolve a Complication to clear an Obligation Timer or gain a new ally.
Worked Examples
House Shield (Aristocratic-Military Hybrid)
Tags: Court-Announced, Veteran-of-the-Marches
Skills: Sway, Melee, Lore (protocol)
Contact: House steward
Boon: Once/session while guarding a principal, treat one consequence as one step less severe.
Obligation Seed: Duel timer from an old slight; an audit of campaign spoils
Bonds: Formed with a fellow PC who served alongside you in the same campaign.