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As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of the continent’s great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems.
The greatest libraries in the world are the Marble Archives. Centers of learning, but also centers for the worship of Ioun, the Knowing Mistress, the god of knowledge. There are three Marble Archives in the world: Suncrest, Val Rouen, and Riga. Which did you belong to, and why did you leave the safety and sanctity of the Archive?
Skill Proficiencies: History, plus one of your choice among Arcana, Religion, and Nature.
Languages: Two of your choice.
Equipment: A scholar’s robe, a writing kit, a book on the subject of your study, and a pouch containing 10 gp.Feature: Library Access.
Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access. You have a working knowledge of your cloister’s personnel and bureaucracy, and you know how to navigate those connections with some ease. Additionally, you are likely to gain preferential treatment at other libraries across the continent, as professional courtesy shown to a fellow scholar. -
The ironwood forests surrounding Ossora are filled with tribes of freefolk. These wildlings, as they’re called, live off the bounty of forest. They do not bend the knee to the Canopy in Ossora, but they will join with them when the forests are threatened. Wildlings have a shamanic tradition that stretches back centuries, but as freefolk they are also welcoming of newcomers looking for a fresh start under the boughs of the ironwoods. Were you born into the wildlings, or did you join later in life? And why did you leave to become a mercenary?
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Herbalism kit
Equipment: A hunting trap. A totemic token or set of tattoos marking you as a wildling, a set of traveler’s clothes, and a pouch containing 5 gp.Feature: Wildling Hospitality
You have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Broken Kingdoms. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. You can call upon the hospitality of your people, and those folk allied with your tribe, including members of druid circles and tribes of nomadic wood elves. Finally, your knowledge of Ossora and its forests will allow you to better navigate the politics of that city and its ruling Canopy. -
You once belonged to a cult of an evil deity, whether a full-fledged god, lesser deity, or unknown entity from the Far Realm. Perhaps this faith only briefly tempted your youthful rebellion. Perhaps the cult gave you love and family when you had none. Or maybe you were raised from birth to pay homage to gods of selfish cruelty - until one fateful day the veil was lifted, so that nothing stood between you and the horrifying truth.
However it happened, you were freed from the shackles of this poisonous sect. Yet you know that this group does not forgive betrayers. As long as you live, you will be hunted - and if members of the cult think you're dead, their hunt will begin again the second they learn they’re wrong.
Skill Proficiencies: Deception and Religion.
Languages: One of your choice.
Equipment: Vestments and a holy symbol of your previous cult, a set of common clothes, a belt pouch containing 15 gp.Feature: Fell Teachings.
You were inundated with knowledge about your previous deity and know by heart everything from their basic commandments to some of their most esoteric secrets. You have advantage on Intelligence (Religion) checks to know information about their faith, including obscure secrets unknown to most worshippers. Additionally, work with the DM to create a secret that you learned during your time in the cult. This secret might be the seed of a conspiracy, a myth of a legendary hero, or even the location of a fabled artifact. -
You are a member of the Scales of Eternity, a secretive dragonborn organization that undermines tyrannical rule and fosters justice and peace for commoners. Some Scales are righteous warriors who confront evil directly and publicly, while others prefer to work from the shadows. But most are regular folk who tip the scales through common acts of courage and kindness.
Scales work alone or in small groups, and are free to pursue their own agenda. Each Scale wears an amulet that creates a musical tone which only another Scale can hear. Each tone is different, a reflection of the Scale who wears the amulet. Some Scales operate taverns or other businesses where they can keep abreast of local gossip and offer refuge to traveling Scales.
Requirement: You must be a dragonborn (chromatic or metallic) to be a Scale.
Restriction: If somehow there are multiple dragonborn characters, up to 2 of you can be Scales.
Skill Proficiencies: Insight and your choice between Performance, Investigation, or Survival.
Language Proficiencies: Two of your choice.
Equipment: A Scale amulet, a set of common clothes, and a pouch containing 15 gp.Feature: Safe Haven.
You have access to a secret network of Scales who can provide assistance on your adventures. They can provide you with access to safe houses, free room and board, or assistance in finding information. They won’t join you on adventures or risk revealing themselves to potential threats. -
The Shroud is a multiplanar criminal organization. Motivated by power and profit, the Shroud’s currency is political influence, assassinations, ancient knowledge, and magical artifacts. If you were a member of the Shroud, then your entire life was laid bare before the Five Masters in Athelethara and you were found to be loyal. Betraying the Shroud typically results in a quick death.
If you are a member of the Shroud living as a mercenary and going on adventures, then you are either a traitor who managed to keep your true identity secret from the greatest criminals in the world - or you’re still an active member on assignment. In the former case, your life remains in danger. In the latter case, work with the DM to figure out why.
Restriction: Only one of you is allowed this background. Can’t have six Shroud agents running around, that’s a whole different campaign.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: a crowbar, dark set of common clothing, pouch containing 15 goldFeature: Shadow Network
You have access to the Shroud shadow network, which allows you to communicate with other members over long distances. If you write a letter in a special arcane ink, address it to a member of the Shroud, and cast it into a fire, the letter will burn to cinders and materialize whole again on the person of the agent you addressed it to. The ink used to send a letter across the shadow network is the same as that used by a wizard to scribe spells in a spellbook. Writing a letter in this ink costs 10 gp per page. -
You most likely came up through money or hailed from a family with social prestige if you were able to afford tuition at the Zorya Academy of Baku. But whatever your origin, your interests and pursuits brought you to the halls of the Broken Kingdom’s highest place of learning. Eventually, though, the call to adventure pulled you from your studies, and you now face the challenge of keeping up with your education even as the tides of destiny threaten to sweep you away.
You might have come to the Academy to better research and understand the history and lore of the world and the lands you call home. Perhaps you sought (or still seek) a future as a professor. You could have been drawn by the promise of prosperity in politics, learning the inner workings of government. Or perhaps your knack for the arcane inspired you to refine your spellcraft, following in the footsteps of some of the finest wizards to ever practice the arts of magic. When you choose this background, you are either a dropout or a graduated alumnus.
Skill Proficiencies: Your choice of two of the following: Arcana, History, or Persuasion.
Languages: Two of your choice.
Equipment: A set of fine clothes, a student uniform, a writing kit, and a belt pouch containing 10 gp.Feature: Academic Requisition.
You’ve cleared enough lessons - and have gained an ally or two on staff - to enable access to certain private areas within the Zorya Academy. In addition, when you seek services such as spellcasting from an NPC at the Academy, you can use those services at a 25% discount, at the DM’s discretion. -
At a young age, you were apprenticed to a guild in Muscovar, the Guilded City. When you came of age you became a journeyman. Did you continue to work for the same master you apprenticed with, or another within Muscovar, or did you choose to wander, honing your skills while traveling from town to town across the Broken Kingdoms?
Whichever path you originally chose, your life took an unexpected turn for you to end up a mercenary. But your guild membership remains.
The guild you belong to could be a craft guild, such as weavers, metalworkers, cobblers, etc., or a merchant guild, such as spicers.
Skill Proficiencies: Insight, Persuasion
Tool Proficiencies: One type of artisan’s tools
Languages: One of your choice
Equipment: a set of artisan’s tools (your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp.Optional: Merchant Guild
If you belong to a merchant guild rather than a craft guild, then rather than proficiency with artisan’s tools, you might be proficient with navigator’s tools or an additional language. And instead of artisan’s tools, you start with a mule and a cart.Feature: Guild Membership
You can rely on certain benefits that guild membership provides. Your fellow guild members will provide you with lodging and food if necessary. The Guildhalls of Muscovar can be a good place to meet potential patrons, allies, or hirelings, and they wield tremendous political power. You have an easier time navigating the politics of Muscovar, and may even be granted audience with the ruling Combine, for a price. On the other hand, you must pay dues of 5 gp per month to guild. If you miss payments, you must make up back dues to get back into the guild’s good graces.