Cultist At some point in your life, you joined a cult. It is likely that you were kept sheltered within a closed community. Whether the cult's intention was benevolent, malicious, or benign might have been unclear because of your indoctrination, but in any case, you left to begin a new chapter in your life. What was the name of the cult? What made you decide to leave?

Skill Proficiencies: Arcana, Religion

Equipment: A ceremonial knife, an encrypted scroll containing a cultist secret or doctrine,

Feature: Secret Handshake During your time as a cultist, you learned a secret handshake, not just one that was exclusive to your cult, but one that is a closely guarded secret between many underground societies. Those that break the vow of secrecy taken by those who learn it are hunted down relentlessly by any secret society that has a stake in its usage. The handshake seems nothing more than a simple shaking of hands to the casual observer, or even a recepient who isn't privvy to its subtlties and nuances, but you can use it to identify yourself to other members of secret societies who have pledged to assist one another in times of need. People who recognise the secret handshake will understand that you are asking for their assistance or sanctuary as per the pledge, and will be inclined to grant you access to safehouses or secret passages. Similarly, there is nothing stopping such people from luring you into traps with the promise of safety. Suggested Characteristics d8 Personality Trait 1 I'm always on the lookout for shady looking characters. 2 I crave a sense of belonging and community. 3 New experiences make me visibly excited. 4 Certain social norms are unusual and fascinating to me. 5 . 6 . 7 . 8 . d6 Ideal 1 Be Prepared - The end is always nigh, so prepare for the worst. (Any) 2 Apathy - The weak do not deserve pity. (Evil) 3 - (Neutral) 4 Unity - We are stronger when we stand together. (Lawful) 5 Expression - Nobody should be punished for voicing their opinion. (Chaotic) 6 Control - Nobody is beyond being manipulated using the right combination of words. (Evil) d6 Bond 1 There is a debt I must repay to the person who helped me escape my old life. 2 A part of my memory has been lost, I must recover it. 3 4 I will find a way to undo the mysterious dark ritual that plagues my dreams. 5 I have no purpose, so I will find one. 6 d6 Flaw 1 I find it difficult to trust in new people. 2 When I get nervous, I have a telltale tic. 3 I can’t help but feel some animosity for people I perceive as holy. 4 I sometimes refer to people as 'brother' or 'sister', even if we've never met before. 5 I am dubious of any secret institution. 6 I have visions of the darkest futures, which rarely come to fruition.

Ostler Your line of work was a simple one; tending the stables of a local establishment. In your time you saw many a traveller or hero hitch up at your stable, and something deep within you longed to explore the world as they did. One day, you decided to do just that. Was there a particular hero or event which inspired you? Or was there another reason you decided to begin life as an adventurer?

Skill Proficiencies: Animal Handling, Nature

Tool Proficiencies: Vehicles (Land), Farrier's Tools Equipment: Farrier's Tools

Feature: Horse Whisperer You know where to find wild horses and can temporarily tame one as a mount when travelling in the wild. A horse that you have tamed this way will not accept any saddle or barding, but will remain with you as long as you remain in hospitable areas, and accepts only you as a rider. Suggested Characteristics d8 Personality Trait 1 I make conversation with horses as if they understand me. 2 . 3 . 4 . 5 . 6 . 7 . 8 At times, I prefer the company of animals to people. d6 Ideal 1 - (Good) 2 - (Any) 3 - (Neutral) 4 - (Lawful) 5 - (Any) 6 - (Evil) d6 Bond 1 2 3 4 I will travel the world on horseback. 5 My family lost our stables to a loan shark, and I plan to earn enough to buy it back. 6 Someday, I will ride a true unicorn. d6 Flaw 1 I get annoyed when I see mounts being mistreated or neglected. 2 I judge a person by the quality of their horse's saddle and barding. 3 4 5 6 I am sick of horses.

Barkeep You worked as a bartender, but it is unlikely you owned the bar you worked in. Your life was replete with the stories of adventure and the acolades of bards that would pass through your bar. As faces came and went, you wondered to yourself if you too could one day be one of them. One day, you made the decision to put down your tankard and cleaning rag and pick up a weapon instead. What was it that inspired you to become an adventure? Were you fired from your job for some reason, or did you leave of your own volition? What do you hope to achieve in your new livelihood?

Skill Proficiencies: Insight, and one of the following skills of your choice: Deception, Persuasion or Intimidation.

Tool Proficiencies: Brewer's Supplies.

Equipment:



Feature: Rumour Has It You've seen many people pass through your tavern doors, and you have a unique insight into how to get particular information, or find certain people of interest. While you are within towns, cities, or similar civilization, you can identify which establishments are most likely to contain criminals or information brokers. Although these people may not always be inclined to help, you know they usually have a price; be it coin, or favors. Suggested Characteristics d8 Personality Trait 1 Despite being a barkeep, I have always been stone cold sober. 2 Nothing beats the atmosphere of a good bar at the end of long day. 3 I have a knack for diffusing hostile situations. 4 When people clearly have woes on their mind, I invite them to pull up a chair. 5 I am critical of other drinking establishments. 6 There's nothing that cant be solved with a cold one. 7 . 8 . d6 Ideal 1 Empathy - We all have our struggles, and we should respect one another for them. (Good) 2 Bartering - Anything can be bought or sold, and everyone has a price. (Any) 3 Eminence - There is glory to be had by anyone willing to seize it. (Any) 4 Pragmatism - To make an omelette, you have to break a few eggs. (Chaotic) 5 Influence - Knowing what makes people tick is the key to getting what you want from them. (Any) 6 Extortion - Everyone has a dark secret they want kept. (Evil) d6 Bond 1 I gave bad advice to someone which ruined their life. I must find them and make amends. 2 I will return to my hometown with riches to improve everyone's lives. 3 My name with be regailed by the bards who once sang to me of other great heroes. 4 I fell for an adventurer who frequented my old tavern, but now I must avenge their death. 5 Taking up arms wasn't a choice, but I vowed to protect my people. 6 Adventure awaits me, and I will always answer its call. d6 Flaw 1 There is a correct way to pour a beer, and only I seem to know it. 2 I am suspicious of anyone whose clothing has a hood. 3 The kind of people I have spoken to over the years have slightly warped my perception of morality. 4 5 6 I cant resist a tipple.

Prisoner With only the clothes on your back and the few gold pieces that were confiscated from you when you were processed, you set out to start anew What crime were you charged with? Did you commit the crime, or were you wrongfully incarcerated? Was your time in prison

Skill Proficiencies: Athletics, Sleight of Hand

Equipment:

Feature: Convict's Mark As a prisoner, you were permanently marked in some way such as a tattoo or brand to signify your incarceration. This marking could have been anywhere on your body. People that see this marking and understand its meaning will know that you were imprisoned, and may behave differently around you. Some might take you more seriously than they might've previously, whereas others may be intimidated or even abhore you. By presenting your mark to the right people, you can prove that you have been hardened by prison life. Suggested Characteristics d8 Personality Trait 1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . d6 Ideal 1 Redemption - Everyone deserves a second chance. (Good) 2 Hierarchy - The pecking order should be respected. (Lawful) 3 Dominance - Violence is purest form of communication. (Chaotic) 4 Liberty - The most important thing is to be free. (Any) 5 Resourcefulness - You can make something useful out of any situation. (Any) 6 Cunning - Survival is about knowing which rules to break. (Chaotic) d6 Bond 1 I was wrongfully convicted, and I am determined to clear my name somehow. 2 Someday, I will make amends to the people I wronged. 3 I will take vengeance against the person who left me holding the bag. 4 5 6 I will learn from my mistake, and lead a wholesome life. d6 Flaw 1 Sometimes I forget that I can do things by myself without having to ask first. 2 3 4 5 6

Athlete

Skill Proficiencies: Athletics, Acrobatics

Equipment:

Feature: Suggested Characteristics d8 Personality Trait 1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . d6 Ideal 1 - (Good) 2 - (Any) 3 - (Neutral) 4 - (Lawful) 5 - (Any) 6 - (Evil) d6 Bond 1 2 3 4 5 6 d6 Flaw 1 2 3 4 5 6

Apothecary

Skill Proficiencies: Nature, Medicine Tool Proficiencies: Herbalism kit Equipment:

Feature: General Practice As an apothecary, you were often approached by townsfolk with minor health problems and irritations. Using a herbalism kit and natural resources, you can create ointments and treatments for mild afflictions such as rashes or headaches. Alchemist Instead of focusing on the creation of healing tinctures, your interests were more vested in science and alchemy. This could have been to the benefit or detriment of the people around you. Skill Proficiencies: Arcana, Nature Tool Proficiencies: Alchemist supplies Equipment: Feature: Science! Using alchemist supplies and natural resources, you can make small experimental potions. These potions can be used to create minor effects which are practically indistinguishable from magic, such as: restoring a dying plant to health, creating a foul or pleasant smell, Suggested Characteristics d8 Personality Trait 1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . d6 Ideal 1 Science - Everything has a rational explaination (Neutral) 2 Innovation - We should not fear progress or the unknown (Any) 3 Diagnosis - A situation should be properly analysed before applying a solution (Any Non-Chaotic) 4 Preservation - It is my duty to preserve life where I can (Good) 5 - (Evil) 6 Experimentation - Medicine can't move forward without a few live tests (Chaotic) d6 Bond 1 2 3 4 5 6 d6 Flaw 1 My bedside manner is awful. 2 3 4 My handwriting is barely legible. 5 6

Title

Skill Proficiencies:

Equipment:

Feature: Suggested Characteristics d8 Personality Trait 1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . d6 Ideal 1 - () 2 - () 3 - () 4 - () 5 - () 6 - () d6 Bond 1 2 3 4 5 6 d6 Flaw 1 2 3 4 5 6

Title

Skill Proficiencies:

Equipment:

Feature: Suggested Characteristics d8 Personality Trait 1 . 2 . 3 . 4 . 5 . 6 . 7 . 8 . d6 Ideal 1 - () 2 - () 3 - () 4 - () 5 - () 6 - () d6 Bond 1 2 3 4 5 6 d6 Flaw 1 2 3 4 5 6

Rat-catcher Your official title was 'rat-catcher', but as time went on, the rats you were catching became larger and larger. Soon enough, you were catching more than just rats, and the traps you were laying were far beyond the simple baited cages you started with. What was it that finally made to answer the call to adventure? Did you happen to catch a mythical creature which gave you a quest? Perhaps it endowed you with magical power? or did you simply decide that you could utilize your animal-catching skills to earn more lucrative rewards?



Skill Proficiencies: Nature, Survival.

Tool Proficiencies: Trapper's Kit.

Equipment: Traveller's clothes, a Trappers Kit, and a belt pouch containing 20GP.

Feature: Baiter's Perspective You know a trap when you see one. When you notice a trap (such as a trip wire or pressure plate), you can spend a minute observing it and the surrounding area to learn some basic information about it, such as its most likely function, and the best way to avoid or disarm it. Suggested Characteristics d8 Personality Trait 1 No matter how hopeless the situation, I always have a plan. 2 . 3 . 4 . 5 . 6 . 7 I have an ethical code for the humane treatment of all animals. 8 Whenever I walk into a trap I didn't see coming, I feel an odd appreciation for good craftsmanship. d6 Ideal 1 - () 2 Vices - You can lure anyone into a trap with the right bait. (Evil) 3 - () 4 - () 5 - () 6 - () d6 Bond 1 It is my ambition to capture a particularly elusive creature. 2 3 4 5 6 d6 Flaw 1 2 3 4 5 6 Trapper's Kit A Trapper's Kit contains essential items for catching small creatures, such as: A small shovel, a survival knife, a 500ft. ball of string, a hammer, 10 metal pegs and a cage capable of capturing a tiny creature If you are proficient with a trapper's kit, you can create and camouflague small traps which can be used to capture tiny creatures such as rabbits or rats with ease. The trapper's kit can also be used to make simple traps for larger creatures, such as a camouflaged pit or snare. When attempting to build a trap, you must make a Wisdom or Intelligence (Survival) check to construct it. The result of this check is the DC of the Perception check for other creatures to spot it. The length of time it takes to construct any trap is determined by the DM, depending on the complexity of the task.

Outcast You grew up as an outcast of your race, and either lived in solutude, or amongst foreign culture. Your living conditions may not have neccessarily been poor, but it is likely that you will be aware of your own people's culture, but you may find some aspects of it to be alien or even abhorrent to you. Living such a life has probably given you a unique persective on the world in some way. Do you resent growing up where you did? Or are you proud of your heritage? Do you know why you grew up as an outcast?



Skill Proficiencies: History, Insight.

Languages: One of your choice.

Equipment: Traveller’s clothes, and a belt pouch containing 10GP.

Feature: Suggested Characteristics As an outcast, you are likely to share the social stigmas of your kin. For example, if you grew up in the company of the Duergar, you may have a dislike of Dwarves. This wouldn’t prevent you from travelling with them, but those barriers would have to be overcome if they exist for you. d8 Personality Trait 1 When I interact with my own kind, I often come off as awkward. 2 The history of a people can tell you a lot about who they are now. 3 I constantly ask questions of my friends in an attempt to better understand the world at large. 4 I try not to act in the way that people expect me to. 5 I am defensive about my upbringing. 6 In an attempt to feel at home, I tell the stories of people I knew to anyone who will listen. 7 When faced with d 8 . d6 Ideal 1 Unity - Those that stand together can make meaningful change for the better. (Good) 2 Militant - The best way to be accepted is to stand where we can be seen and heard, even when they don’t want you to. (Chaotic) 3 Impartiality - I am blind to the definition between races, and treat everyone as my equal. (Any) 4 Patience - Everyone has a place, and will play their part when the time comes. (Lawful) 5 - . (Evil) 6 Advocate - Everyone deserves a voice. (Good) d6 Bond 1 I am determined to help everyone overcome the prejudices which plague them. 2 I am on a quest for an ancient artefact my kin considers sacred. 3 I have sworn to find my people a place to exist in the world, alongside those who once thought us as lesser. 4 . 5 I will bring down the group or person responsible for casting me out. 6 The story of my people must be remembered and told, so that if we die, we will not be forgotten. d6 Flaw 1 I occasionally . 2 I am clueless as to social customs in the world outside of my own. 3 Many of my idioms are unintentionally offensive to other races. 4 I distrust my own kind. 5 I publicly shame those who slight me, no matter their status. 6 In the face of danger, I think of myself first.

Blades Guild Marshal The Blades Guild is an establishment dedicated to above-board paid mercenary work. Their representatives are dotted liberally in well established towns and cities. As a Marshal, your job was to keep your representatives in line, and ensure that business operated smoothly. On the occasion that a mercenary breached a client contract, you were obliged to seek remuneration in any way you saw fit, sometimes outside of the law. You've decided to turn to a new life of excitement and adventure, using the connections you've made as a foothold into the adventuring world.



Skill Proficiencies: Intimidation, Insight

Tool Proficiencies: Smith’s Tools

Equipment: Any one simple or martial weapon of your choice, your old Blade’s Guild Rank Insignia and a belt pouch containing 20GP.

Feature: Mercenary Connections As a travelling Marshal, you made friends here, there and everywhere - be it with local townsfolk, blade's guide representatives or active and retired adventurers. At the DM's discretion, you can choose to track down and contact a prior connection you may have made when passing through a settlement. These connections may be able to offer you hard to find information or items in exchange for coin or personal favors. Suggested Characteristics Blade’s Guild Marshals tend to be either very strong, or very smart, but in either case they are a stickler for laws and rules. Although they didn’t own the guild, they were entrusted with ensuring that the operation of such establishments ran smoothly. d8 Personality Trait 1 I broke a contract long ago which I hope doesn’t come back to haunt me 2 My combat prowess is only outshined by my dashing good looks. 3 My word is my bond. 4 Planning the day is the most efficient way to live, I don’t like it when there is no structure. 5 I like to prepare for any eventuality. 6 I am very aware of the cost of all things and always look for the best value. 7 There isn't a tale of the old heroes that I don’t know. 8 I adore children and always try and entertain them in towns/cities. d6 Ideal 1 Contracted - If you are going to do something, then you should do it exactly the way you said you would. (Lawful) 2 Honorable - Winning is worth nothing if it is not just and fair. (Good) 3 Iconoclast - The gods have no place interfering in the world of mortal men, we should forge our own paths. (Chaotic) 4 Dependable - All things that are started must be finished. (Neutral) 5 Fineprint - Not every agreement is what you assume it to be at first glance. (Any) 6 Loopholes - There are always ways to cut corners when fulfilling an agreement. (Any) d6 Bond 1 I took on a job many years ago that was never completed. Before I die, I will see it done. 2 I must make enough money to provide for my estranged family, despite their indifference to me. 3 My parents were killed by a mercenary whom I only know the alias of. Someday I will avenge them. 4 A contract I signed caused me to do terrible things to see it resolved. I must atone for what I did somehow. 5 I wish to open my own branch of the guild one day and settle down. 6 A close relative took up a contract that took them far away. I long to find them see their safe return.

d6 Flaw 1 I am impossible to handle when somebody breaks any kind of contract or deal. 2 I dislike doing paperwork of any kind, and actively avoid that part of any job. 3 I get fixated on profit and can be caught thinking quantity is more important than quality 4 I am fiercely competitive with other mercenaries. 5 My attention to detail gets sloppy when I am uninterested in the subject matter. 6 I am reluctant to do anything that I am not getting remunerated for in some respect.

Village Idiot Some people are born into greatness, some have it thrust upon them. You were not one of those people, but somehow, you were absolutely convinced that you were. The truly deluded have a sense of self-belief that carries them through life, allowing them to overcome unbelievable odds. The irony of this being that the ones that surive tend to find self-actualization in their extrordinary actions. Did you experience some traumatic event in your life that caused this delusion? Were you always this way? What made you turn to a life of adventure?



Skill Proficiencies: Choose two of the following: Deception, Performance, and Persuasion.

Equipment: Travellers clothes, a letter written by yourself certifying that you are "telling the truth", and purse containing 10GP

Delusions Not all delusions are the same, and some can range from the mundane to the truly bizarre. Choose a delusion or roll on the table below to discover what you believe to be true. d8 Delusion 1 I am a very important person, and everyone should know my name. 2 Any musical instrument that I pick up is just an extension of myself, including ones I've had no practice with. 3 I am so intelligent that nobody understands the true scope of my genius. 4 I can bench press ten Ogres, just… not right now. 5 I am the reincarnation of an ancient hero or historic figure. 6 I am my god’s chosen champion, and I exert their will on this world. 7 I have untold magical powers. 8 I am a king, and my subjects are everywhere. Feature: I Demand Tribute! Your belief in your own ability makes you so convincing that you have advantage on Charisma checks made when talking about your delusion. People who believe you will want to avert wronging you in that regard, and will even be inclined to help you if they intially doubted you. Bonus Feature: Happy-go-lucky This background grants no language or tool proficiency, but instead you can add your proficiency bonus when making an ability check on a skill you are not proficient in once per day. You can not use this feature when using tools or languages. Suggested Characteristics Do not confuse a deluded person with someone who has lost their mind. The deluded carry themselves with dignity, refusing to lower themselves to the standards expected of them by those who refute their truth. The deluded are not needlessly disruptive, and often tire of they way they are looked down upon - so are more inclined to hide their pride unless challenged. d8 Personality Trait 1 There are no coincidences, everything I do was destined by the cosmos. 2 I grew up as a sheltered child, and nobody has ever told me I am wrong. 3 It falls on my shoulders to protect my friends using my gift. 4 I always have a suggestion to make when faced with a problem. 5 I can’t help but show off my skills. If they seem underwhelming, it's because I’m so tired. 6 I’m quick to trust those who believe in me, even total strangers. 7 I love being the centre of attention. 8 Little do I know that there is a hidden truth to my delusion, just not the one I expect. d6 Ideal 1 Sharing is Caring - I must share my gift with the world to make it a better place. (Good) 2 Glory - My gift will bring my and my friends to great places. (Any) 3 Pride - I don’t need to prove myself to anyone. (Neutral) 4 Greed - I use my gift to exploit people for free stuff whenever possible, no matter how worthless it is. (Evil) 5 Greatness - People of greatness gravitate around me, therefore most of my friends must be as gifted as I am. (Any) 6 Self-Belief - There are few things more important that doing what you think is correct. (Chaotic)

d6 Bond 1 Someday, the world will know that I am justified in my self-belief 2 I will outshine those who have come before me. 3 I will make amends to the those who disowned me for who I am. 4 A wiseman once told me that I needed to take a journey to a faraway place, and someday i’ll make that journey. 5 I will make my parents proud. 6 Those who mocked me will see what I have become and how right I was. d6 Flaw 1 I consider anyone who doesn’t believe me unworthy of my attention. 2 I need reassurance now and then, lest I enter an existential crisis. 3 I will throw a punch at anyone who calls me outright “crazy”. 4 I get pouty when my talents are overlooked. 5 I secretly believe that everyone is envious of me. 6 My delusion hides a severe phobia.

Missionary You were a missionary, a lowly messenger of religion who was sent on a long journey in the name of a church. It is likely that you accompanied a hero or priest of some kind and picked up a few tips and tricks to surviving on the harsher trails. At some point before or after the completion of your mission, you decided to take some matters into your own hands. What was your mission? Did you complete the journey, or did you abandon it? Do you still associate with the church who sent you?



Skill Proficiencies: Persuasion, Religion

Languages: One of your choice

Equipment: A holy symbol or insignia specific to the religion you were associated with. A belt pouch containing 15GP Holy Quest As a missionary, you you would have been called to complete a task ordained by someone of significant importance. Choose a quest or roll on the table below to define what lays in your past. d6 Quest 1 To rid a distant location of residual abyssal corruption. 2 To perform last rights at a ruin where spirits were at unrest. 3 To preach peace to a camp of unlawful marauders or heretical barbarians. 4 To seek out a benevolent dragon who lives in the mountains. 5 To protect an elven forest from destruction at the hand of a group of fire cultists. 6 To quell a commoner’s rebellion which threatened to topple an empire. Never Forget As a matter of honor and personal pride, your holy symbol or insignia is always visible on your person unless you are purposefully attempting to disguise yourself. This holy symbol or insignia is unique to the mission you were given. Feature: Loyal Friend You are still in contact with someone you encountered on your travels, for whom you did a great service. You can call upon this contact to complete favours or even temporarily join your adventure. Conversely, your contact might call on you for the same. Suggested Characteristics Missionaries are driven to complete the tasks they are set, but have learned to enjoy the small things whenever they can. They tend to have an aversion to violence, but will always rise up to a challenge when called upon. The deity your character might now choose to worship does not have to be related to the church you served. d8 Personality Trait 1 I expect to be treated by my peers the same way I was when I was a missionary, with respect. 2 I prefer to be at the front of a fight, where I can make the most difference. 3 There are no half measures, when doing something, I go 'all-in'. 4 I can’t help sounding patronizing, and find myself causing offence to the self-righteous. 5 Political matters feel like an impossible chess game I prefer not to play. 6 I refuse to break a vow, lest my word not become meaningless. 7 I believe strength in numbers is usually the safest option. 8 My code demands that I treat everyone with due respect, even my enemies. d6 Ideal 1 Protection - Everybody deserves the right to safety of body and mind. (Good) 2 Priest’s Code - I must adhere to a strict code, one I’ve obeyed my entire life. (Lawful) 3 Recruiter - I see potential in people and push them toward the greatness I believe they can achieve. (Any) 4 Freedom of Choice - Nobody should be forced to do something they think is wrong. (Neutral) 5 Zealotry - I will oppose anything which threatens the sanctity of my beliefs. (Chaotic) 6 Low Standards - The world is a rotten place, and nothing I do can be worse than what I’ve already had to see and do. (Evil) d6 Bond 1 Only I know that my quest wasn’t really completed, and someday I will finish what I started. 2 I will not allow anyone to commit the same atrocities that I had to. 3 I will avenge a comerade who lost their life during our journey. 4 It is my duty to reclaim a relic of ancient significance which I failed to secure. 5 The religion I served betrayed me, and I will expose them for what they really are. 6 During my journey, I made a terrible mistake, and I must right that wrong.

d6 Flaw 1 When I’m given a task of vital importance, I will stop at no end to achieve it. 2 I will not allow anyone else to sacrifice themselves, any such burden should be mine to bear. 3 I struggle with seeing the world in figurative black and white - either something is good, or it is evil. It is right, or it is wrong. 4 I am plagued by the guilt of my misdeeds, no matter how minor; and in my repentance, I am overly generous. 5 My merciful nature can make me gullible. 6 I find it difficult to take orders from someone who worships no god.

Fairytale Child Born to royal parents, you were the talk of the kingdom when you arrived. Every member of the common folk and nobility knew your name; but as so often happens after great joy, there is great sorrow shortly after. When you were still but a child, the kingdom whispered your name once more, this time however, it was not in celebration. Your past contains a tragic twist of fate, wherein you were forced to live without proper company for many years. Sequestered for most of your youth, you had little else to do but read, sing, play, and speak to the animals that visited you when no others did. Who were your parents? Where do you come from? Work with your DM to determine your heritage. It is important to note that it is likely that returning home is impossible for you, or even that your origins are a complete mystery to you.



Skill Proficiencies: Animal Handling, Performance

Tool Proficiencies: Choose two from among: Calligrapher's supplies, cook's utensils, painter's supplies, potter's tools, weaver's tools, woodcarver's tools, or a type of musical instrument.

Equipment: Fine clothes, a diary book, and a belt pouch containing 20gp.

Once Upon A Time... Like any good fairytale prince or princess, most of your early life was spent in solitude due to the unfortunate circumstances you found yourself in. Choose a story or roll on the table below to determine the circumstances of your early life. d8 Story 1 I was locked away in a tower guarded by a dragon. 2 While under a powerful spell, I slept away my formative years in a glass coffin. 3 I was prisoner to an evil man who usurped my royal parents. 4 I made a deal with an evil being I believed to be good. It cost me dearly, trapping me for many years. 5 My childhood hubris caused the death of my parents and I exiled myself for fear of being held accountable. 6 A lycanthrope took me captive for my parents misdeeds, I lived alone in their castle for years. 7 To keep me safe from a curse, I was sent away from home and hidden in a sacred grove which always provided for me. 8 I was raised by a group of animals after being lost when I was a child. Feature: Little Helpers Wherever there is wildlife, you are with friends. Tiny creatures will complete menial tasks for you without you even having to ask, such as setting a table or putting your coat on. You are fully in control of whether they do so or not simply by willing it, but they will not put themselves at risk of harm. These creatures will flee if provoked or startled, but return quickly after it becomes safe to do so. Try as you might, attempting to communicate with these creatures is not possible without the use of magic. Suggested Characteristics Having lived a life of seclusion, it is likely that most of your knowledge has come from books you managed to find and other second-hand experience. You aren’t entirely naive to the world, but getting used to being social with something other that animals and furniture will take some getting used to. You probably see the world through a different lens to most people, because your life seems like it’s one long fairytale. d8 Personality Trait 1 I crave new experiences. 2 Every night, I wish upon a star. 3 Having full conversations with animals that can’t talk back is normal for me. 4 I break out into song for absolutely no reason and without warning. 5 Inanimate objects have names, such as ‘mister table’ or ‘missus chair’. 6 I often narrate my life for my own amusement 7 I brush my hair 100 times before bed. 8 I fuss over those I care about, wanting them to look their best. d6 Ideal 1 Optimism. - Every cloud has a silver lining. (Any) 2 Altruism. - Life is a wonderful gift, and it should be wonderful for everyone. (Good) 3 Planning. - A story that lacks structure won’t have a happy ending. (Lawful) 4 Determinism. - We go wherever we’re fated to go, and do what we’re fated to do. (Neutral) 5 Control. - Being free means taking matters into your own hands. (Chaotic) 6 Reprisal. - A bad deed deserves a cruel punishment. (Evil)

d6 Bond 1 The despot that rules my home must be deposed once I am strong enough to face them. 2 I will do great things with my life to make up for the time I lost. 3 I was told my prince/princess would find me, but I have decided to find them first. 4 I will return home someday. 5 I have heard tales of a relative abusing the magical gifts they were given from birth. I intend to set them right. 6 I must find out what put me where I ended up. There is a secret I must uncover. d6 Flaw 1 I am quick to assume I have found my one true love. 2 I truly believe I am the fairest in the land. 3 I am royalty and believe people should treat me as such. 4 I talk through my decision making processes out loud 5 I am more concerned with aesthetics than I am practicality. 6 I insist on telling anyone who will listen the tale of my ‘harrowing’ childhood.

Hag's Child You were raised by a hag, a magical fey creature of morally questionable repute. However you came to end up on the old woman's doorstep is unknown, but she took you in and raised you. She was always kind to you and cared for you like you were her own. Over the years, she taught you many things she had learned from her long life, but somehow you always felt sheltered. One day, you decided to leave. Why did you leave? Is she still trying to find you? What was the hag’s name? Did she ever tell you? Is there some reason why she ended up raising you that you arent aware of?

Skill Proficiencies: Arcana, Nature

Languages: Sylvan.

Equipment: Commoner’s clothes, A gnarled wand which glows faintly in the presence of fey magic, and 5GP Feature: Granny Always Said The hag that raised you was always full of useful knowledge and had an anecdote for every situation, usually based on the whimsical fey creatures she kept the company of. You absorbed much of this information; and because of this, you You are familiar with fey customs and usually know how to behave around them in order to calm or rile them up. Suggested Characteristics Those raised by hags are as varied as hags themselves. However, most are wary of large gatherings of people, and prefer to be in the wilds rather than large cities. It is also not uncommon for them to be adverse to making eye contact when speaking to people. d8 Personality Trait 1 I distrust anyone who offers me anything free of charge. 2 I am always kind to strangers I meet on the road or in the wilds. 3 I use attraction and false promises to my get what I want. 4 Sometimes I forget that not everything is a magical version of the item in question, and struggle to use simple objects because of this. 5 I often speak aloud to myself, a throwback to the long stretches I was alone for in my youth. 6 Sometimes the hag that raised me visits my dreams or whispers half heard secrets in my ear. 7 I rarely speak at all, the hag that raised me was telepathic and so I think things at people and wonder why they ignore me. 8 I am full of mis-remembered sayings and delight in saying them in a grave tone as if I am wise. d6 Ideal 1 Fairy-Chaser - Freedom is anywhere you want to find it, you just have to follow the fairies. (Neutral) 2 Tough But Fair - A harsh punishment is often needed to ensure that people stay on the correct path. (Lawful) 3 Nothing for Free - Everything has a price, even if it is just the promise of a favor. (Lawful) 4 Taskmaster - The best substitute for hard work is getting someone else to do it. (Neutral) 5 In Sheep’s Clothing - A pretty face can hide a multitude of sins. (Evil) 6 Indiscriminate - it doesn’t matter how you do it as long as it gets done. (Chaotic) d6 Bond 1 The hag that raised me had a sister she sent me to find, and I promised I would. 2 I long to discover who my real parents were, the hag wouldn’t say or didn’t know. 3 The day I left, the hag told me I would kill the one I love the most… I must never succumb to love. 4 A magical mishap teleported me away from my home and I long to get back. 5 I long to attain the power that the hag that raised me had, at any price. 6 One day I hope to meet the mother of all hags, Baba Yaga. d6 Flaw 1 Whenever I disappoint someone, I reactively flinch or cower, expecting discipline. 2 Old women scare me and I avoid talking to them if possible. 3 I have a warped view of good and evil which sometimes lands me in trouble. 4 I criticise any and all food I eat, always stating that is isn't as good as Granny’s. 5 When something is said to me in a commanding tone, I will often start doing it before realising that I can say no. 6 I believe that if I was ever in life threatening danger, the hag would step in and save me like she always did.

Indentured Servant At some point in your earlier life, you were contracted to work for a company or noble in exchange for food, shelter and minimal pay. Indentured servants are bound by these contracts for a fixed amount of time, at which point they are free to leave. Many orphaned children or destitute people tend to sign these contracts for lack of better options. What cirumstances made you to sign a contract of service? Was your employer a fair one, or was your time as a servant unpleasant? How long were you bound to your contract? How did your time as a servant make you feel about people having servants?

Skill Proficiencies: Two skills of your choice related to the nature of your servile responsibilities.

Tool Proficiencies: One set of Artisan’s tools or a musical instrument of your choice related to the nature of your servile responsibilities.

Languages: One language of your choice.

Equipment: Common clothes, a copy of your expired contract of service, and a belt pouch containing 10 gp

Contract of Service As an indentured servant, you would have signed a contract which bound you to a fixed term of service. While many of these jobs could be considered as backgrounds of their own, the nature of your contractual obligations meant you were forced into a line of work for minimal recompense. Choose a contract or roll on the table below to determine what your responsibilities were. d6 Contract 1 Housekeeper - You were a basic domestic servant, only entrusted with menial tasks such as cooking or cleaning. 2 Apprentice - You were lucky enough to learn a trade in the shadow of a skilled artisan. 3 Entertainer - It was your duty to provide entertainment for your master and any guests. 4 Laborer - Your daily routine included difficult physical tasks such as constructing buildings, chopping wood or mining. 5 Scribe - You were the clerk, messenger or stenographer for your employer. 6 Squire - Following closely behind a knight of status, you tended to your master's equipment. Feature: Servile Solidarity There is an unwritten code amongst servants to help one another in times of need. Even without your expired contract of service, other servants recognise you as one of their own through context clues. Servants will be inclined to help you or share information with you, but might choose not to help you if it would endanger their life. They will often do all they can to assist you otherwise. Suggested Characteristics Indentured servants usually develop an inherent respect or resentment for authority. Their place of work either represented safety or lack of freedom. Almost everyone has a goal or dream in their hearts, but yours was one you needed to hold onto in order to survive. d8 Personality Trait 1 I plan every detail before an important undertaking. 2 I sometimes forget that I can do things without having to ask first. 3 I am eager to please, an old habit. 4 My best friend was imaginary, and sometimes I still ask them for advice. 5 I prefer to think my way around problems than to face them with brute force. 6 Owning things is a novelty that I will never tire of. 7 I love collecting things, even if they are of no particular value. 8 I often pull harmless pranks aimed at people who take themselves too seriously. d6 Ideal 1 Ambition - Everyone is capable of more than they know. (Any) 2 Self-actualisation - We must overcome ourselves, before we can overcome any real obstacle. (Any) 3 Boundaries - Rules are made for a reason, and it’s our duty to respect those reasons. (Lawful) 4 Defiance - There are always ways to subvert the law. (Chaotic) 5 Control - I will bind others to my will, just as I was bound. (Evil) 6 Freedom - I refuse to be beholden to anyone else ever again. (Neutral) d6 Bond 1 I will find out what happened to my long-lost relative. 2 The downtrodden deserve better than servitude, I will help them wherever I can. 3 I must free the people who have been unfairly bound into servitude, just as I was. 4 The trinket I stole from my old master must have a purpose, I must find someone who knows more about it. 5 Exploring the world is my greatest aspiration. 6 I want to bring back stories of my adventures to the friends I have left behind. d6 Flaw 1 I hate being confined, and become irritable if I’m not able to explore. 2 I compare every wall I see with the one I grew up on. 3 An accident I had during my time as a servant left me with a severe phobia. 4 I’m curious to know what lies behind every locked door. 5 I struggle to take orders from the wealthy. 6 I sympathise with every servant I meet, no matter who they are.