Difference between revisions of "Backgrounds (5A)"
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− | === Southern | + | === Southern === |
There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. | There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. | ||
+ | Various humanoids also keep slaves, especially in the Empire of Iuz. | ||
You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. | You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. | ||
You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere. | You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere. | ||
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'''Skill Proficiencies: | '''Skill Proficiencies: | ||
Athletics and either Insight or Survival. | Athletics and either Insight or Survival. | ||
+ | |||
+ | '''Tools | ||
+ | You have proficiency with one set of tools or a musical instrument. | ||
'''Languages: | '''Languages: | ||
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There are secret havens for escaped slaves in and around regions where slavery exist. | There are secret havens for escaped slaves in and around regions where slavery exist. | ||
As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. | As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. | ||
− | You will be offered simple room and board, but often asked to help out | + | You will be offered simple room and board and told all the latest rumors, but you are also often asked to help out. |
− | |||
''' Suggested Characteristics | ''' Suggested Characteristics | ||
{| class="wikitable" | {| class="wikitable" | ||
|valign="top"| '''Personality Traits | |valign="top"| '''Personality Traits | ||
− | # | + | # '''Caring''' The masters care nothing, we must care for our own. |
− | # | + | # '''Meek''' Speak softly and hide your weapons until it is time to strike. |
− | # | + | # '''Pride''' They can take everything, but they cannot break your pride. |
+ | # '''Stoic''' The best way to cope with a cruel fate is to accept and make the best of what still is good. | ||
+ | # '''Superstitious''' You have no real control of your life, but there are forces all around you that do. | ||
+ | # '''Slimy''' The masters may be a terror, but also a source of power. | ||
|valign="top"| '''Ideals | |valign="top"| '''Ideals | ||
− | # | + | # '''Abolitionism''' No-one deserves to be a slave! (Good) |
− | # | + | # '''Anarchy''' Break the system! (Chaotic) |
− | # | + | # '''Revolutionary''' All hierarchies are evil! (Chaotic) |
+ | # '''Vengeance''' They enslaved us, now it is our turn! (Evil) | ||
+ | # '''Ethics''' I have seen evil close up. The only way to fight it is to resist it in ourselves too. (Good) | ||
+ | # '''Toady''' Slavery was bad, but masters always need someone to hold the whip. (Evil) | ||
+ | # '''Belonging''' I can still be a part of society. (Lawful) | ||
+ | # '''Escape''' I will run as far as I have to. (Any) | ||
+ | # '''Nihilism''' Nothing matters. (Any) | ||
+ | # '''Fatalism''' Don't plan, the future cannot be predicted. (Any) | ||
|- | |- | ||
|valign="top"| '''Bonds | |valign="top"| '''Bonds | ||
− | # | + | # '''Fetish''' You have a lucky item. Perhaps it holds a spirit of power! |
− | # | + | # '''Comrades''' You can love and trust those you have shared hardship with. |
− | # | + | # '''Love''' You had love in your life, but had to abandon it to escape. |
+ | # '''Liberation''' You feel for the enslaved and oppressed everywhere. | ||
+ | # '''Necessities ''' Day-to-day necessities are so natural in your new life, but you remember when this was not so | ||
+ | # '''Wealth''' Everyone seems to be enslaved to the concept of gold. To be truly free, you need to be rich! | ||
+ | # '''Music''' Music made you free and gave you hope. | ||
+ | # '''Faith''' God or spirit, something gave you strength, and you are still devoted. | ||
|valign="top"| '''Flaws | |valign="top"| '''Flaws | ||
− | # | + | # '''Addiction''' You used drugs or alcohol to survive harsh work and conditions, and the pull is still there |
− | # | + | # '''Vengeance''' You can never forgive those who said they owned you! |
− | # | + | # '''Scars''' Your body shows the scars of your old life. You hide them at all costs. |
+ | # '''Shame''' No-one must know you were a slave! | ||
+ | # '''Handicap''' Some part of your body was destroyed, such as an eye, fingers, wars, or nose. You have learnt to compensate, but it still impedes you on occasion. | ||
+ | # '''Pain''' You have learnt to live with the pain, but it still ails you and keeps you on edge. | ||
+ | # '''Dreams''' You still wake up screaming now and then. | ||
+ | # '''Rage''' When the rage takes you, you strike out without control. | ||
|} | |} | ||
Revision as of 13:55, 1 September 2021
Starfox's 5th Edition Fan Page |
Additional backgrounds suited to my version of Greyhawk.
Horse Nomad
The Paynim horse nomads rule much of the north. You were once one of them, but left that world to see even wider pastures.
Skill Proficiencies: Animal Handling, Nature.
Tool Proficiencies: Vehicles (land) and one instrument or set of crafter's tools.
Languages: Ordai.
Equipment: Riding horse, traveler's clothes made of leather, skinning knife, one set of tools or a musical instrument, pouch with 5 gp.
Eye for Horses: You can recognize the capacities of what looks to be a bad horse. This gives you 50% discount when buying horses as you pick the undervalued ones.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Militant Orphan
You grew up in an orphanage for children of war, usually a lawful religious institution. Brought up under strict discipline, you either adjusted to this (lawful), rebelled (chaotic), or just tried to avoid notice (neither of these).
Skill Proficiencies: Insight, Religion
Armor and Weapon Proficiencies: Any one armor or shield proficiency you fulfill the prerequisites for. If you already know all armor proficiencies, you instead gain proficiency with smith's tools.
Tool Proficiencies: Any one type of crafting tools or vehicles (land)
Languages: None
Equipment: A wooden holy symbol, a memento of a friend, parent, or mentor, a warm blanket, a wooden bowl and spoon, a set of common clothes, and a pouch containing 5 gp.
Order's Respect Your manners indicate your background to those of militant orders everywhere. You can find room, board, and companionship with lawful militant and religious institutions across the land.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Southern
There is a strong abolitionist movement in Greyhawk, but slaves and former slaves still exist throughout the south and most of all in the Lordship of the Isles. Various humanoids also keep slaves, especially in the Empire of Iuz. You were such a slave. You were either born into slavery or have only vague memories of a time before you were captured. You may wear both physical and metal scars of abuse and likely harbor extreme resentment against slavers everywhere.
Skill Proficiencies: Athletics and either Insight or Survival.
Tools You have proficiency with one set of tools or a musical instrument.
Languages: Pick one language appropriate to either your background or to your former owners.
Equipment: A set of manacles, a memento of a loved one or enemy, a set of poor clothes, a sash holding 100 cp.
Underground Railway There are secret havens for escaped slaves in and around regions where slavery exist. As a former slave and exemplar of the abolitionist movement, you are greeted as a hero in such places. You will be offered simple room and board and told all the latest rumors, but you are also often asked to help out.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Viking
You are a naval raider from the Thillonrian Peninsula in the utter north-east of the Flanaess. Originally a farmer, huntsman, or herder, you joined a group of raiders and went south in search of a better future as a raider, mercenary, or merchant.
Skill Proficiencies: Athletics, Nature
Tool Proficiencies: Carpenter’s, smith's, weaver’s or woodcarver tools, vehicles (water)
Languages: Cold Tounge or Diembri.
Equipment: A fur cloak, a set of fine clothes, 25gp.
Reputation: As long as you maintain the swaggering style of a viking, people will keep their distance from you and are very polite when you approach them. This allows you to get away with minor misdemeanors. But of you push too hard, you are seen as a reaver and the military may intervene. Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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Wilderness Defender
You live in the wilderness, in a tribe or order dedicated to defending your lands from the encroachments of both monsters and civilization.
Skill Proficiencies: Stealth, Survival.
Tool Proficiencies: Pick one of Brewer’s supplies, Carpenter’s tools, Cobbler’s tools, Cook’s utensils, Leatherworker’s tools, Potter’s tools, Woodcarver’s tools, any one musical instrument, or vehicles (water).
Languages: Language of one neighboring people.
Equipment: Traveler's clothes made of leather, skinning knife, hand axe, one set of tools, instrument, or a canoe, fishing rod, poch with 50 sp.
Signs of the Wild: You recognize the signs people in the wilderness use to mark their territory. You know when you enter the of a people or tribe. You can approach such people to parlay without causing a confrontation, but you still have to negotiate for passage and other privileges.
Suggested Characteristics
Personality Traits
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Ideals
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Bonds
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Flaws
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