Some civilizations remain far away from others. These usually ancient cities are secreted in hidden mountain valleys, are surrounded by trackless desert, and cloaked with illusions. They may be nestled deep within impenetrable, deadly jungles. Or they may even be in air-tight domes on the ocean floor. Many of these cities are so old that they were made using knowledge, magic, and technology that can no longer be replicated. To people on the outside, these “lost cities” are known about only through legend, if at all, and are thought to be filled with impossible wonders and unfathomable riches. Many explorers set out to find these places—either for knowledge or for wealth—and most lose their lives in the process.
Likewise, the residents of these hidden cities know only rumors and propaganda of the outside world—and mostly about how dangerous, barbaric, and corruptive the outside world is. Few wish to uncover the truth and remain content in their hidden cities. On occasion, though, some individuals do leave. Some wish to explore the outside world. Some get lost, or were lured away and captured by outsiders, and can’t find their way back. Some are deliberately sent out on missions for the rulers of the cities. Still others were runaways or were exiled for a real or imagined crime. Whatever the case, they find this new outside world almost completely alien to them. While they never become completely adapted to their new circumstances, most learn to get by acceptably well.
Characters raised in this culture share the following traits:
Insular Upbringing. The people from the outside world are very different from you and often want to know more about you than you wish to say. You’ve also discovered that you can say nearly anything about your mysterious homeland, and they’ll believe you, no matter how preposterous it is. You gain an expertise die in Deception when dealing with people not from your Hidden City.
The Tales of Your People. Others are generally keen to learn more about you and where you’re from and to see the “exotic” arts of your people. Fortunately, what you consider mundane knowledge is new and fascinating to them. You are proficient in one of the following: the Performance skill, cook’s utensils, painter’s supplies, or one musical instrument of your choice. When you play a song, perform a dance, tell a tale, create art, or cook a dish native to your homeland, you gain an expertise die to do so.
Unique Weapon Training. Your people master a weapon in a particular way unique to them. You are proficient in one martial weapon of your choice, and you start the game with that weapon. Additionally, choose one of the following options:
Once you have chosen a property, you can’t choose a different one.
Languages. You can speak, read, write, and sign your people’s language and one other.