Character creation in the Aethermaric Terminus.md is identical to character generation for DnD 5th Edition - with new races, a Two-Type Magic System, and the addition of regional cultures to help expand character origins and aid in identifying where a character is from. Changes to the base rules are discussed within the House Rules.md page.
Many of the articles linked here are just to provide background information on the world at large or provide lore-based options to aid in character creation, but all the necessities are linked on this page.
If for any reason you wish to use homebrew content not currently within my setting, let me know so I can brutally scrutinize it and find a way to make it work within the world.
Final note, all player characters created for games within the Terminus are canon within world lore; your accomplishments are yours alone, unless someone else defames you or takes credit for your deeds, and will be recorded as such. Your characters will exist in the world after the main story they take part in ends.
Note - These dont have to be completed in this order
Races of the Terminus
More detail about the races of the Terminus can be found on the page that is for them: the Tonallitecameh.md. There, information about both the playable and non-playable races can be found, as well as links to them. This page does have links to each of the playable races, as well as copies of their statblocks to prevent needing to move between too many different pages to view everything.
All Characters get access to 2* language fluencies as part of their race. This is not expressed on their race block, but is discussed within the Stats and Skills section below.
“WIP) Yisem (Hunter)]((WIP” is not created yet. Click to create.%20Yisem%20(Hunter).md)
Runner
“WIP) Yisem (Runner)]((WIP” is not created yet. Click to create.%20Yisem%20(Runner).md)
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Cultural Upbringing and How it Forges Someone
A character's cultural upbringing is key to how they grow as it lays the foundation for their future actions. In The Terminus, regional cultures work to show where a character is from and the ideals of the people within that region. Many groups value similar things, so there are cases of overlap in features even when comparing cultures in vastly different parts of Creation's Rest.md.
The only consideration required when picking a Regional Culture is that it must be from the continent that the campaign is taking place on, unless you get specific permission otherwise.
Ignaldan Regional Cultures
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Spanning from the Andan Mountains.md of central Thandia.md to the Illistrian Sea.md, the Andan people are known for being charismatic and persuasive. Their central position on the continent has led them to tend skills in handling the carts and carriages that have helped them cement their place on the continent.
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Located along the Great Divide.md and the inland Mesossian Sea.md, the Arno people have been turned hardy through exposure from the cold air that moves south from the Frost Touched Wastes.md. The few trees of the region have led them to become excellent stonemasons, often having parents teach their children simple masonry at a young age.
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The Astrakallan people call the deepest parts of the Inliar Forest.md their home. The deep sea of trees has created an environment that has tied these people to the nature around them. Most in this region have an in depth knowledge of plants and how to read nature.
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Living across the Fiare Lowlands.md and throughout the mountains of Georinel's Spine.md, the Breccian people are well known for their smithwork across Ignaldi. The dry climate of the mountains has led them to hone themselves to be as strong as possible to survive.
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Consolidated Bessian is the result of the Grand Bessian Republic.md's efforts to unify its people against their northern aggressor over the centuries since their independence from the final Thandian Reach.md. They have become masters of magi-tech, teaching the most basic principles to their children in hopes of them developing new tools for their war.
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Covering the southern coast of Esteron.md, the Coronian people have adapted to the mashes and swamps of their home, using it to their advantage against those attempting to enter Esteron.md from the outside.
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The Dogonal people occupy the northeastern side of the Northgry Mountains.md of Esteron.md. Their location along the mountains in the cold north has given them the unique position of being able to become a lead producer of the metal known as the northern ice—Frestal.md.
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The Elestran people rest across the Elset Forest.md of western Esteron.md. Home of the first Hym.md to reach the mainland of Ignaldi, the area is well known and its inhabitants have been passing the secrets and tricks of the land down for millennia.
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The Elionian people call the islands that rest scattered across the Sea of the Drowned.md their home, being the remnants of the people that once filled the now submerged lands hidden below the shallow waters. They have passed the knowledge to map and navigate the sea, making into near common knowledge.
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The Elseian people inhabit the northern end of Usmal Coast.md of Thandia.md. The marshes and forests that fill the region has led for the need to develop constant remides to protect themselves from the ailments that endlessly try to break them down.
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The people who call the forested region between the Elset Wall.md and the Northgry Mountains.md of Esteron.md home are known as the Estrin. They are naturally charismatic and are adept at planning. Furthermore, they rely on several ancient Hym.md remedies for ailments even in the modern age.
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The Frigian people inhabit the Frost Touched Wastes.md of the northern most portions of Thandia.md. The frigid climate of the region has greatly hardened the inhabitants, tempering them against the cold to a near unnatural degree.
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The people of the Windsett Basin.md grow up adapted to the rolling plains and dry weather of the region. The historically isolated nature of the reason due to lack of resources and alternate routes of travel has led the people here to be distrusting of outsiders and have more trouble understanding them than others.
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The Western Hargean Coast is covered in hills and the Hargean Sea of Trees.md. Their position on the peninsula has led them to become masters of animals and moving across the land while keeping the forests that shelter them integral in their lives.
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Taking over the center of the Vesplak Woods.md, the Hestian people are one with the nature around them. They have adapted to the dense forests of their homeland and used this to survive and move around.
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The people of Lower Illistria occupy southern end of the Illistrian Sea.md and the inner most portions of the Strait of Nestal.md. Despite the vast region being relatively flat, the amount of water access has led to its inhabitants becoming excellent navigators of the waves.
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The Traven Illistrian people are the inhabitants of the lower reaches of the Southern Illistrian Plains.md. The flat lands at the center of the continent have historically led them to act as an early warning system against invaders from the south.
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The Northern Illistrian people occupy the Northern Illistrian Plains.md of central Thandia.md in the Andan Heartland.md. The sparseness of resources in the region has led them to rely on the mountainsides and artificial quarries to harvest stone for construction, while their central position on the continent has made them a major stopping point on the roads east to west.
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The Inlian people reside on the edge of the Inliar Forest.md along the Graynolf Basin.md. While the forest has created a culture of focusing on the natural world around them, the influence of the Astrakallan.md people to the east and the Issian people to the south has given them a focus on growing their minds.
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Resting between Esteron.md and the Andan Heartland.md of central Thandia.md, the Insadimni people are a melting pot contained within the forests and marshland. Their ties to the natural world around them has bolstered their natural resilience and given them an affinity to producing remedies for those of distant lands.
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The Central Issian people are natural traders and sailors. The complex island chain at the heart of the Sea of Whispers.md has bolstered their nautical and navigational prowess.
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The East Issian people are natural traders and sailors. Their location at the outer edge of the archipelago led them to rely on their ability to spot the other islands or ships that may lay far on the horizon.
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The West Issian people are natural traders and sailors. The western portion of the complex island chain at the heart of the Sea of Whispers.md has bolstered their nautical prowess and the shallower waters has made them excel as hunters of the sea.
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Having come to Ignaldi from Fresulia, the Javeran people made a home in the location most similar to their homeland. The animals brought over with them are well cared for, and their ability to adapt is among the best in Esteron.md.
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The Karkan people inhabit the Karkan Peaks.md and the plains that lie to the east in western Hargea. While isolated from the rest of the peninsula both in culture and location, they have made their home and been known throughout history to stoutly defend it. Their connection with local Dragons has given them access to rare metals, that they use to their advantage.
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With the dense Ledonir Tree Sea.md to call home and the Wall of Solitude.md and Gahlt Mountains.md surrounding them, the Ledonirian people have had to be self sufficient for the most part. They rely on the forest for survival, and due to its constantly changing nature, have learned to reliably map and navigate its ever-changing greenery.
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The Leventrans are those who call the Tower of Leventra.md their home. Their isolation and obsession with Magic has made them somewhat outcasts on the global stage, but their intellect and knowledge is second to none.
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The Minto Woods.md are the home to the Mintan people; resting on the south eastern end of the Sea of Whispers.md, they have become the common last people encountered by those on their way to Georinel.md. They are known for being able to take advantage of their position on the map, and take control of trade negotiations to be in their favor using their cunning.
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The Muran people live across the Wall of Solitude.md as it stretches from the far Northern Rise.md along the coast toward the heart of Thandia.md. Having to maneuver the mountainous and rocky terrain, the Muran people have developed an affinity to being skilled climbers whether intentional or not.
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The Myrkan people live in the deepest reaches of the Myrkwood.md of the Andan Heartland.md. Occupying the land closest to the Andan Tree of Life.md has led them to tie themselves to their roots, and as such they have inhabited the land since life emerged from the tree. They are known to be smart and agile.
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The Nelisi people of Sendeliar.md are somewhat isolated due to their distance from other groups, but have made the cold subcontinent their home. Taking advantage of their foraging skills and ability to move quickly with the use of animals, they have conquered and settled the entire inward coast of the landmass.
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The Northsheilders are the most northern people of Esteron.md, and have been forced to adapt to hunt wild game in the cold arctic forests of the region. The cold has hardened them, making them into a resilient people.
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The Ilian Marshlands.md that rest along the western edge of the Sea of Whispers.md is the home of the Ostracalans. The marshes of this region are known to be filled with massive beasts, forcing them to have learned how to use the plants of their terrain to help them survive and fight for survival.
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The Perfernians make their home within the Colinian Highlands.md of western Thandia.md, taking advantage of the flat terrain between and on the plateaus of the region to spread their influence. They are known for being avid negotiators.
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Scorchwalkers are those who inhabit the Serene Oasis.md and travel the Southern Scorch.md. The intense heat has made them resilient over years of exposure, improved only further through their common clothing styles. As they live along one of the more active nautical regions and can survive the Scorch, they are known to transport goods across it to bring them into the blockaded Grand Bessian Republic.md.
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Silurians inhabit the middle of Georinel.md, along the western coast facing inward toward the rest of Ignaldi. The mountains of the region are rich in materials, leading the excess of stone mined to be used in grand masonry projects that all participate in. Their farming is supplemented by the dense forests of the south and north of their home region.
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The jungles and forests of southern Volinethimere.md are home to the Velindan people. The dense trees make navigating the region difficult, however the people here have learned to adapt and teach the skills to survive to their young, turning them into hunters unlike others.
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The Vespian people live at the southern end of the Vesplak Woods.md, and have been greatly strengthened through their constant warfare against the people to their south. The dense trees of the region leads most to spend time being one with the nature around them, when not engaged in combat with their neighbor.
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Volerians are one of the few people that were able to hold off the near endless advances of the Thandian Reach.md at the height of its power, fighting them on land and sea even through unmatched to remain out from under their influence. This heritage has followed them into the basis of their own empire that unites the southern arm of Thandia.md.
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Those of the Zyphirian Isles originate from Fresulia to the west across the Traveler's Ocean.md. They remain tied to the sea, and train everyone to command their own small vessels and maneuver where needed. Their constant naval training and time on the sea makes them tend to be more limber compared to their mainland counterparts.
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Those of the Zyphirian Mainland are similar in their island cousins in their origin, but in taking a piece of the mainland to settle into their own they were forced to fight against the Perfernians and Etrilli.md, as well as become masters of fortress construction to prevent their land from falling from their grasp.
Cultures of the Halos
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Growing up across Aqueous.md, the Halo of Water, those with Aquin culture are well used to the sea and its influence on their lives. They have become adept at using tools in this environment, and have mastered the ability to hold their breath.
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The Caelin are the inhabitants of Caelux, and reside across its nine layers. Their exposure to the cultures of the other Halos has led them to become well spoken and focused on the beauty the world contains. Their time in Caelux has given then an insight into the inner workings of people and how they act, through their connection with the Day Star.
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Divian grow up within Divius.md, the Halo of Air, and are well adapted to withstanding constant winds and small walkways, if a walkway is present at all. They are known as the acrobats of The Mooring.md.
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Infernic people are those who were raised within Infernus.md, the Halo of Fire, and they have become hardened through constant exposure to the heat and toxic air of the realm. Many are taught alchemy as a way to use the rare and harmful resources of their homeland and make them more useful.
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The Noctin are the inhabitants of Noctem, and reside across the nine layers that build it. While less contacted by inhabitants of the other Halos, they have become adept and convincing those of other realms to enact trade with them for various goods they need. Their time in Noctem has given them a connection to the Light Bringer of the Night.
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Native to the Halo of Earth, Tellus.md, the Tellians are molded by the endless desert and stony terrain of their realm. Having access to rare jewels leads some to turn to teaching their children Jewelry Crafting while others train their children as masons. Regardless, those of Tellian upbringing are stronger than most around them from a childhood spend digging through the tough stone and earth.
Cultures of Other Regions
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Those who are known as cave dwellers call the tunnels, caverns, and chambers hidden within the surface of Creation's Rest.md their home. People who grow up in the caves know their way around them intuitively, and are excellent at finding materials or havens within them.
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One of the remaining upon Desolation.md, these people are hardier and more nimble than most, facing threats few others could comprehend on the daily. They speak languages long thought dead, and are unknown to be alive by the rest of the world within The Mooring.md.
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Having lost any connection to your past, the only thing pushing you forwards is the goal of one day finding what was forgotten. Your culture is nothing except an amalgamation of what you've picked up along the way.
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Mantle Dwellers are those who live under ground, but at its most extreme depths. They know how to navigate the tunnels with ease, and have become used to the hot temperature of their surroundings. They even have become able to tune out the louder ticking of clockwork that exists deep underground.
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Originally raised by monsters and then brought into the "civilized" world, those who grew up this way spend their lives trying to blend in above all else. Whether monsters themselves, or merely tied to one, they are told that their secret getting out could mean being hunted or exiled, and thus live lives mostly in fear of that fate.
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Primordic Seafarer's are those who undertook the exodus from Desolation.md long ago, in the hopes of reaching a better home... but never arrived. Their Ark Vessel.md remaining stranded amongst the abyss has forced them to learn to continually repurpose what they can and waste as little as possible. For those who managed to reach a new home, these habits become impossible to forgo.
Character Background
Character Background describes what your character did after reaching adulthood, or what predominantly filled the last few years of their youth. It covers everything from employment, situations impacting their life, or singular events that caused massive change from then on out. If a background listed does not fit the idea for your character, work with the DM to create a custom one.
Classes themselves are more for us to understand how characters abilities work and create classifications of those abilities. In the world, most would be referred to by the various Traveler Occupations (Chronicler.md, Explorer.md, Mercenary.md, etc) rather than being called a rogue or a fighter.
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Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections.
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For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
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Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The bard is a master of song, speech, and the magic they contain.
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Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic.
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Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature's resilience, cunning, and fury. They claim no mastery over nature, but see themselves as extensions of nature's indomitable will.
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Fighters share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. They are well acquainted with death, both meting it out and staring it defiantly in the face.
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Monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does.
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Whether sworn before a god's altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin's oath is a powerful bond.
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Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch.
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Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
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Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. No one chooses sorcery; the power chooses the sorcerer.
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Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.
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Witches are powerful mages as well as devoted caretakers, combining patience, insight, and subtlety with extraordinary willfulness. While other spellcasters might use magic in grand gestures that bend the world to their whims, a witch’s power works in harmony with the people, plants, animals, and magical forces around them. The practice of witchcraft is often rooted in everyday rituals and chores, emphasizing the value in doing things with care and deliberation rather than taking shortcuts.
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Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the flow of Leviance throughout the Mooring, or the Arcanum that permeates the Aether, wizards cast spells of explosive fire, arcing lightning, subtle deception, brute-force mind control, and much more.
Some rules pertaining to this section are mentioned more in detail within the House Rules.md page.
Initial stats will be taken from the Standard Array: 15, 14, 13, 12, 10, and 8. You may also select point buy, which the Standard Array is derived from, just ensure you discuss the point allocation with your DM.
You can assign any of these values to any of your stats.
For Skills, beyond what your Class, Background, and Culture may give you, for each point of your Intelligence Modifier above 0 you gain expertise in a Lore Skill you are proficient in, proficiency in a new set of artisans tools, or may learn an additional language to a intermediate understanding (halfway to fluency, you struggle with Jargon and have an accent but are otherwise able to communicate). If you have a language at the level of Intermediate Proficiency, you may instead bring it to Fluency. If you are not proficient in any lore skills, you may alternatively choose one to become proficient in. Lore skills are: Arcana, Nature, History, or Religion. You can lose or gain this proficiency with an increase or decrease to your Intelligence Modifier.
For languages, all races give you access to: two languages at Fluent Level, one language at Fluent level and two languages at Intermediate level, or four languages at Intermediate Level. Regional Culture will also impart a language, typically the common language of the area. This language might not be the "common" language of the continent, so be aware of this.
Languages are dived more in depth on their own pages, or within the Societies of the Aether page. The language families and the languages that comprise them are listed below. Some languages are not listed, and those languages are considered are unfamiliar to everyone except some scholars due to them being ancient and being not known as spoken among any populations.
* = Language/Family is Unfamiliar to anyone who doesn't speak a language within the same family
+ = Language/Family is Rare and Incredibly Unfamiliar to anyone who doesn't explicitly speak the language, but the language is still spoken.
Languages with a continental name within them—Fresulian, Ignaldan (Thandian), etc—are unfamiliar to individuals not from that continent.
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Languages also have various stages of knowledge, starting at Non-proficiency and moving upward through fluency. All of the languages a character learns from their Background or Cultural Upbringing are considered Fluent. Languages selected from having a higher intelligence scores are considered Intermediate in proficiency.
Language Familiarity is a classification that describes how easy it is for a character to learn a language, and can be either Familiar, Standard, or Unfamiliar. All Languages are considered Standard in Familiarity to characters unless other situations apply, such as a language being uncommonly spoken or being ancient. Languages within the same family as other languages that a character speaks are considered familiar, with "Rare" languages in said family—those ancient or uncommonly spoken ones—becoming Standard in Familiarity. Familiar Languages take 1/2 the time studying to progress to a new level of familiarity, while unfamiliar languages take 2x as long.
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Language Fluency
Meaning
Standard Familiarity Time to Learn
Non-Proficient
Cannot speak the language, although can know basic phrases and words such as "Hello", "Thanks", or simple yes/no questions
1 Hour
Beginning
Can use simple present tense phrases about common subjects with a limited vocabulary. You are unable to read.
40 Hours
Intermediate
Can use longer phrases and are comfortable with multiple tenses. May struggle when others speak quickly and still have a prominent accent as well as semi-frequent errors in speech. You are able to piece general ideas from written text, but often miss nuance and subtext.
200 Hours
Advanced
Can pass as fluent outside of specialized Jargon, Slang, or turns of phrase. Accent is minimal and errors are subtle if at all present, You are able to read common texts without error, but may struggle with academic texts.
1000 Hours
Fluent
Native Speaker or not noticeably different from such.
2000 Hours
Not Knowing a language to fluency does not prevent you from being able to communicate with someone, it just makes it more difficult and increases the likelihood of a misunderstanding occuring.
Backstory
You should character's backstory flexible and connected to the world. Keeping your backstory like a novel can be excessive and prevent other plays or the DM from having a way to interact with it. Additionally, without your backstory being grounded in the world, your character might seem out of place compared the others around them. Below are some optional questions you can use as a started if you don't already have an idea.
Where are you from? How has living there shaped your present self?
Why did you leave your home? Do you want to return? Why?
Who where your parents?
What were the defining moments/events from your history? Which of those events have your characters past?
Do you have any secrets? Who have you told, if anyone?
Do you have a religious affiliation, and if so what is it and how strong?
What is your major personal beliefs/ideologies?
What good has my character done? What evil has my character committed? Was it justified to Society? To yourself? Was it to survive, or just because?
What do they most fear?
Why are you an adventurer?
Some of these may be answered by decisions you made elsewhere in character creation, and answers to other questions can and should be used. In reality, this doesn't need to be anything more than a few bullet-points at least — preferably a few sentences — but can be as long as needed. Backstories will be checked and worked to fit within existing lore, or add new lore if there are facets of the backstory not covered by existing lore.
Furthermore, backstories that are well constructed can warrant being granted an additional starting feat by your DM to match actions from your character's past.
A complete list of the gods of the Aethermaric Terminus.md can be found within the Ilhuicahuatin.md page, however, most of those beings are not worshipped or are even perceived as false entities. The Pianimeh, or the Maintainers, are the divine who are worshipped primarily across Creation's Rest.md and within the other spaces of The Mooring.md. Some do take Yolliteopilli, or Minor Gods, as the primary person of their worship, however this is uncommon. Most people worship multiple gods, turning their prayers and mental energy toward those who they wise to receive the favor of.
A list of them, along with their domains, is as follows: