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  1. Vengeance : Save Avaris!
  2. Lore

Hometown Familiarity for Player Characters

If a player chooses to have their character originate from one of the regions of Avaris, that character should be treated as having a deeper natural familiarity with that place than the rest of the party. A character from a given region is assumed to know its general customs, values, landmarks, local tensions, and the kind of people who live there. They do not automatically know every secret, political scheme, or hidden danger, but they should have a stronger baseline understanding of their homeland than an outsider would.

Characters from a region should also begin play with at least a few personal ties to that area. These may include family members, old friends, rivals, mentors, former employers, drinking companions, temple contacts, merchants, guards, or other familiar faces appropriate to the setting. These connections do not all need to be important figures, but they should help reinforce that the character is truly part of that place and not simply passing through it. The GM is encouraged to use these relationships to ground the character in the world, provide roleplay opportunities, and create more personal stakes when the party enters that region.

When a character is dealing with knowledge directly related to their home region, they should receive special consideration. If an Intelligence-based roll concerns the history, customs, factions, geography, religion, political structure, major families, or well-known local conflicts of that character’s home area, the character gains advantage on the roll. At the GM’s discretion, this may also apply to certain Wisdom or Charisma checks when local familiarity would reasonably help, such as recognizing a local saying, identifying a prominent family name, recalling a festival tradition, or knowing how to properly approach someone from that culture.

This benefit should apply only to information a local would reasonably know. It should not automatically reveal hidden conspiracies, secret identities, obscure ancient lore, or closely guarded truths unless the character’s background would specifically justify that knowledge. Being from a place should make a character informed, comfortable, and connected there — not all-knowing.

In short, a character’s homeland should matter. It should shape what they know, who they know, and how they move through the world. Players who choose a home region in Avaris should feel that choice reflected in both roleplay and mechanics.