TEXT:  
   
   
   
   
   
   
   
  1 
   
  COMPILATION OF  
  ADVENTURERS LEAGUE’S 
  BACKGROUNDS 
   
  V0.9 Release date: 22.12.2017 
   
   
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  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
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  All other original material (table of contents 😊 )in this work is copyright [2017  by [Anton Palikhov] and published under the Community 
  Content Agreement for Dungeon Masters Guild. 
  
   
   
   
   
   
   
   
   
  2 
  TABLE OF CONTENTS 
   
  BLACK FIST DOUBLE AGENT ................................................................................. 2 
  DRAGON CASUALTY .............................................................................................................. 3 
  IRON ROUTE BANDIT .......................................................................................................... 5 
  PHLAN INSURGENT ............................................................................................................... 5 
  STOJANOW PRISONER ....................................................................................................... 7 
  CORMANTHOR REFUGEE ............................................................................................. 7 
  GATE URCHIN ................................................................................................................................. 8 
  HILLSFAR MERCHANT ...................................................................................................... 9 
  HILLSFAR SMUGGLER .................................................................................................. 10 
  CARAVAN SPECIALIST ................................................................................................... 11 
  EARTHSPUR MINER ......................................................................................................... 12 
  HARBORFOLK ............................................................................................................................. 13 
  PHLAN REFUGEE .................................................................................................................. 14 
  SECRET IDENTITY ................................................................................................................ 15 
  SHADE FANATIC...................................................................................................................... 16 
  TRADE SHERRIF .................................................................................................................... 16 
  HAUNTED ONE .......................................................................................................................... 17 
  ANTHROPOLOGIST ............................................................................................................... 19 
  ARCHAEOLOGIST ................................................................................................................... 20 
  HERETIC .............................................................................................................................................. 21 
  OPTIONAL FEATURES FROM HOARD OF THE DRAGON 
  QUEEN .................................................................................................................................................... 23 
  OPTIONAL FEATURES FROM OUT OF THE ABYSS .......... 23 
  MULMASTER BONDS ....................................................................................................... 24 
  HILLSFAR BONDS................................................................................................................. 25 
  ELEMENTAL EVIL TRINKETS ............................................................................. 26 
  GOTHIC TRINKETS .............................................................................................................. 28 
   
   
  BLACK FIST DOUBLE 
  AGENT 
  You are an informant for the Tears of Virulence who now 
  lord over Phlan, but are also a double agent for original 
  town guard of Phlan, the Black Fists. For the Tears you've 
  been tasked with ferreting out the secrets of Phlan's criminal 
  underworld, insurgency, and the common peoples of Phlan. 
  In exchange for reporting on the activities of dissenters, 
  criminals, and other rebel elements, the Tears of Virulence 
  leave you alone to conduct your affairs in peace. 
  In reality you work for the deposed Black Fists, sharing 
  misinformation with the Tears of Virulence that often helps 
  the Black Fists and other phlan insurgents. 
  Since the evacuation of Phlan, you are even busier today 
  than you ever were previously, as the number of dissenters 
  among the refugees grows daily, while you are afforded 
  many opportunities to spy on the peoples of Mulmaster and 
  Elventree, to the pleasure of your contact(s) within the Tears 
  of Virulence. 
   
  Feature: Double Agent 
  You have a reliable and trusty contact within the Tears of 
  Virulence garrison in Phlan to whom you pass information 
  and secrets. In exchange, you can get away with minor 
  criminal offenses within the town of Phlan. In addition, your 
  Black Fists contacts can help you secure an audience with 
  the Lord Regent, the Lord Sage, members of the Black Fists, 
  or deposed nobles and authority figures who are sympathetic 
  to the Phlan refugees and insurgents. [ 
  Note: This feature is a variant of the Noble feature.] 
  Personality Trait 
  1 
  People are only as trustworthy as you are valuable 
  to them. Always strive to be the most valuable 
  person around. 
  2 
  My eloquence and sophistication are tools I use to 
  avoid arousing suspicion myself. 
  3 
  I am a thrill-seeker, excited by covert and dangerous 
  missions. 
  4 
  I live by my wits and always check every lock twice, 
  just to be certain. 
  5 
  I never admit to my mistakes lest they be used 
  against me. 
  6 
  I take every effort to be unnoticeable and blend into 
  the crowd. Passersby rarely give me a second look. 
  7 
  I am prepared for any eventuality; including the day 
  my usefulness as a spy comes to an end. 
  8 
  I always make certain to know my enemy before 
  acting, lest I bite off more than I can chew. 
  Skill Proficiencies: Deception, Insight 
  Tool Proficiencies: Disguise Kit, and one type of 
  artisan's tools or gaming set 
  Equipment: Disguise kit, common clothes, a Tears of 
  Virulence emblem, a writ of free agency signed by the 
  Lord Regent, a set of artisan's tools or gaming set you 
  are proficient with, and a pouch with 15 gp (payment for 
  services rendered). 
  Lifestyle: Moderate 
   
  
   
   
   
   
   
   
   
   
  3 
  Ideal 
  1 
  Suspicious: In my experience, everybody has 
  something to hide, and what they hide can usually 
  hurt me (Any). 
  2 
  Secretive: I trade in secrets, and am not about to let 
  any of mine slip (Any). 
  3 
  Hedonist: Life is short. I live my life to the fullest, as 
  I know any day could be my last (Chaotic). 
  4 
  Selfless: I use my position to help the downtrodden 
  avoid persecution from the authorities (Good). 
  5 
  Patriotic: I am a loyal supporter of Phlan and its 
  leaders, and see my role as a solemn duty and 
  necessary evil to prevent anarchy. (Lawful) 
  6 
  Manipulative: I use my knowledge to blackmail and 
  manipulate others to my own benefit (Evil). 
  Bond 
  1 
  I was framed for a crime I did not commit, and seek 
  to bring the true culprit to justice. 
  2 
  I am a part of an underground network that smuggles 
  innocent civilians out of the city prior to being raided 
  by the authorities. 
  3 
  I miss the glory days of Phlan, before the coming of 
  the dragon. 
  4 
  I seek to prove myself worthy of joining the Black 
  Fist as a member of their order. 
  5 
  My sister was killed by a Tear of Virulence, and now 
  I feed them false information whenever possible. 
  6 
  My family was wrongly imprisoned, and I act as an 
  informant in order to secure their release. 
  Flaw 
  1 
  I think too highly of myself, and have an exaggerated 
  sense of self-importance. 
  2 
  I have difficulty trusting strangers. I see spies and 
  informants everywhere. 
  3 
  Years of getting away with minor crimes has left me 
  believing that I am above the law, and have diplomatic 
  immunity above my station. 
  4 
  Years of seeing innocent people suffer have left me 
  despondent and pessimistic for the future. 
  5 
  My desire for vengeance often gets me into trouble 
  6 
  I am spendthrift, and share my wealth with the 
  patrons of my favorite tavern. 
   
  DRAGON CASUALTY 
  When the Maimed Virulence descended upon Phlan, you 
  were one of the unfortunate casualties of war. Captured 
  during the initial assault, you have spent the last year of your 
  life as a plaything of a capricious and malevolent overlord. 
  While many of your fellow prisoners fell to the dragon's 
  insatiable fury over the coming months, you and your fellow 
  "survivors" were spared only for a worse fate as one of the 
  dragon's magical experiments, leaving you and those who 
  survived the torture scarred and disfigured. 
  What reasons the dragon had for releasing you few 
  survivors, nobody knows. You only fear that those who died 
  under his terrible claw were the lucky ones, and you and 
  your fellow Dragonscarred are doomed for a fate worse than 
  death. 
   
  Origin 
  Prior to the coordinated attack by the Maimed Virulence and 
  her rebel Black Fist supporters, you were once a citizen or 
  visitor to Phlan. While the trauma of your recent ordeal has 
  greatly altered your motivations and perception of the world, 
  your former life still clings to you and colors your 
  mannerisms, behaviors, and outlook on life. 
  Choose one entry on the following table (or roll randomly) to 
  determine your former occupation prior to your incarceration 
  and torture. Your choice determines your tool proficiency 
  from this background. 
  d8 
  Origin (Occupation) 
  Tool Proficiency 
  1 
  Dockworker/Fisherman 
  Vehicles (water) 
  2 
  Tradesperson / Merchant 
  Artisans' Tools 
  3 
  Black Fist Soldier 
  Gaming set or 
  Vehicles (land) 
  4 
  Adventurer / Visitor 
  Vehicles (land) 
  5 
  Entertainer 
  Musical Instrument 
  6 
  Scholar / Healer 
  Alchemists 
  Supplies or 
  Herbalism Kit 
  7 
  Criminal 
  Thieves' Tools, 
  Forgery Kit, or 
  Disguise Kit 
  8 
  Unskilled laborer 
  Gaming Set 
   
  Feature: Dragonscarred 
  Over a period of several months you were subject to magical 
  and mundane torture at the claws of Vorgansharax and his 
  minions. These experiments have left you horribly disfigured 
  but mark you as a survivor of the Maimed Virulence. 
  Skill Proficiencies: Intimidation, Survival  
  Tool Proficiencies: Special (see origin below) 
  Languages: Draconic 
  Equipment: A dagger, tattered rags, a loaf of moldy 
  bread, a small cast-off scale belonging to Vorgansharax - 
  the Maimed Virulence, and a pouch with 5 gp of various 
  coins (salvaged during your escape from Phlan) 
  Lifestyle: Wretched 
   
  
   
   
   
   
   
   
   
   
  4 
  This affords you a measure of fame and notoriety, for those 
  who know of your harrowing ordeal are keen to hear the 
  tale personally but makes it difficult to disguise your 
  appearance and hide from prying eyes. You can parley this 
  attention into access to people and places you might not 
  otherwise have, for you and your companions. Nobles, 
  scholars, mages, and those who seek to ferret out the secrets 
  of the Maimed Virulence would all be keen to hear your tale 
  of survival, and learn what secrets (if any) you might 
  possess, and/or study your affliction with great interest. 
  However, you fear that your afflictions are not completely 
  mundane and that the Maimed Virulence may as yet have 
  some nefarious reason for allowing your escape, as your 
  scars burn with acidic fury and seem to writhe beneath your 
  skin at times. 
  [Note: This feature is a variant of the Far Traveler feature.] 
  Disfigurement (Optional) 
  In addition to extensive scarring, you may choose one of the 
  following options to represent your disfigurement. This 
  disfigurement is purely cosmetic, misshapen, and horrific to 
  look upon. 
  d8 
  Disfigurement 
  1 
  Small non-functional wing(s) or alternately - 
  misshapen, wing-like membranes along one 
  or both arms 
  2 
  Elongated, claw-like hand(s) and/or feet 
  3 
  Painful green scales randomly embedded in 
  skin 
  4 
  Bulbous, reptilian eye(s) 
  5 
  Enlarged dorsal spines 
  6 
  Hair replaced with small irregular spines 
  Personality Trait 
  1 
  I am driven to escape my past, and rarely stay 
  in one place long. 
  2 
  I know secrets of the Maimed Virulence, but 
  fear the harm that may befall me should others 
  learn them. 
  3 
  Speaking of my ordeal helps sooth the still 
  open wounds in my soul. 
  4 
  My former life is meaningless, and was ripped 
  to shreds by the claws of Vorgansharax. All 
  that matters now is what I do with the future. 
  5 
  I have faced the worst a dragon can deliver 
  and survived. I am fearless, and my resolve 
  unshakable. 
  6 
  I am haunted my tortured past, and wake at 
  night screaming at half-remembered horrors. 
  7 
  I sleep with my back to a wall or tree, and a 
  weapon within arm's reach. 
  8 
  I am slow to trust, but incredibly loyal to those 
  who have earned it. 
  Ideal 
  1 
  Survivor: No matter the cost, I will take any 
  action necessary to survive (any) 
  2 
  Independence: When in trouble, the only person 
  I can rely on is myself (Chaotic) 
  3 
  Compassionate: I have suffered long at the 
  hands of a Dragon, and take pitty and 
  compassion on the suffering of others (Good) 
  4 
  Secretive: I am withdrawn, and hide my 
  monstrous appearance for fear of drawing 
  unwanted attention (Chaotic). 
  5 
  Justice: I have been wronged, and will not 
  allow the same fate to befall others (Lawful). 
  6 
  Sycophant: During my ordeal, I became a 
  willing servant of the Maimed Virulence, and 
  spy on his behalf (evil) 
  Bond 
  1 
  I have sworn vengeance on the Maimed 
  Virulence and those that follow him. 
  2 
  I long to reunite with friends and family who 
  may dwell among the Phlan Refugees, and 
  protect them. 
  3 
  While a prisoner of the Maimed Virulence, I 
  overheard rumors of an item or treasure the 
  Dragon seeks. I will have that treasure for 
  myself! 
  4 
  I seek to reclaim and rebuild my former life to 
  the best of my ability. 
  5 
  I have been reborn as a child of Vorgansharax. 
  I will claim my birthright as his chosen heir 
  and successor. 
  6 
  I attribute my survival to the work of the 
  divine, and seek to prove myself worthy of the 
  honor. 
  Flaw 
  1 
  I have been touched with dragon-greed, and have a 
  lust for wealth which can never be satisfied. 
  2 
  I secretly believe others are plotting to harm me. 
  3 
  I no longer enjoy the simple pleasures in life. Food is 
  but ashes and bile in my throat. 
  4 
  Anyone who refuses to celebrate my celebrity does 
  not deserve my company. 
  5 
  I am paranoid and overly suspicious of others. Anyone 
  may be an agent of the Maimed Virulence. 
  6 
  Once I make up my mind, I follow my chosen course 
  of action regardless of the consequences. 
   
  
   
   
   
   
   
   
   
   
  5 
  IRON ROUTE BANDIT 
  The Iron Route, once the primary trade route between Phlan 
  and Zhentil Keep, used to be a site of extensive banditry 
  until the Phlan's recent occupation. Your time as an 
  erstwhile bandit has given you plenty of experience in the 
  saddle and a knack for acquiring and appraising other 
  people's mounts, pets, and vehicles among other things. This 
  particular set of skills has become very lucrative for you by 
  working for the underground as a horse thief for a local 
  guild of thieves and other shadowy organizations. 
   
  Feature: Black-Market Breeder 
  You know how to find people who are always looking for 
  stolen animals & vehicles, whether to provide for animal pit 
  fights, or to supply some desperate rogues the means to get 
  away faster on mounts during an illegal job. This contact not 
  only provides you with information of what such animals & 
  vehicles are in high demand in the area, but also offer to 
  give you favors and information (DM choice) if you bring 
  such animals & vehicles to them. 
  [Note: This is a variant of the Criminal Contact feature.] 
  Personality Trait 
  1 
  If people leave their gear unsecured, they must not 
  want it very much. 
  2 
  I feel more comfortable sleeping under the open sky. 
  3 
  I always pre-plan my escape should things go bad; I 
  always like to have an exit strategy. 
  4 
  I tend to give animal owners breeding and care advice 
  whether or not they want it. 
  5 
  I lost a pet as a child and sadly reflect on it to this 
  day. 
  6 
  I always form a powerful, emotional bond with my 
  mount. 
  7 
  I recoil at the thought of killing someone else's pet or 
  mount. 
  8 
  I prefer to hang to the back of a scuffle or discussion. 
  Better to have my enemies in front of me. 
  Ideal 
  1 
  Loyalty: Never bite the hand that feeds. (Good) 
  2 
  Unpredictability: Keep your enemy guessing and off-
  balance like a confused deer. (Chaotic) 
  3 
  Power: I strive to become leader of the pack at all 
  costs. (Lawful) 
  4 
  Freedom: I bow to no one I don't respect. (Chaotic) 
  5 
  Resourcefulness: Our wits are our most valuable 
  resource in troubled times. (Any) 
  6 
  Unity: Lone wolves fail where the pack succeeds. 
  (Any) 
  Bond 
  1 
  I cannot leave a harmed animal behind; I must save it 
  or put it out of its misery. 
  2 
  I leave behind my own personal calling cards when I 
  do a job. 
  3 
  I do not trust people who do not have a pet, mount, 
  or furry companion. 
  4 
  The pelt I wear on my back was from an animal that 
  died saving my life, I will always cherish it. 
  5 
  If my pet does not like you, I do not like you! 
  6 
  Once you've ridden with me and fought by my side, 
  I'll be there for you odds be damned. 
  Flaw 
  1 
  I talk to animals; I believe they understand me, even if 
  they do not. 
  2 
  I growl at and bite anyone who gets too close to my 
  food while I am eating. 
  3 
  I strongly dislike enclosed spaces and require 
  intoxication or firm encouragement to enter them. 
  4 
  I robbed the wrong caravan once. The owner is a 
  powerful merchant who holds a grudge. 
  5 
  I'm an inveterate gambler. 
  6 
  I judge people based on how well they stand their 
  ground in a fight. I got not time for cowards... 
   
  PHLAN INSURGENT 
  The taking of Phlan by Vorgansharax is a clear memory in 
  your mind. You were going about your everyday business 
  when the green dragon's forces spilled out of the sewers 
  and assailed your home. Many of Phlan's citizens, young and 
  old alike, were captured, killed, or offered as tribute to the 
  Maimed Virulence. You, yourself were one of those captured. 
  But, either with the help of adventurers or through your own 
  wits and sheer determination, you escaped. 
  Rather than flee the region, you've chosen to stay and fight. 
  Finding refuge outside the town and the deadly thicket 
  surrounding it, you strike out against the Tears of the 
  Skill Proficiencies: Stealth, Animal Handling  
  Tool Proficiencies: One type of gaming set, vehicles 
  (land)  
  Equipment. A set of dark common clothes, pack saddle, 
  burglar's pack and a belt pouch containing 5 gp. 
  Lifestyle: Poor 
   
  
   
   
   
   
   
   
   
   
  6 
  Virulence and their monstrous allies. You've learned to 
  survive in dire and desperate circumstances, with supplies 
  running low and the arrival of reinforcements uncertain. 
  You've grown accustomed to acting under the cover of night, 
  dealing what blows you can to avenge the friends and family 
  you lost within the currently occupied Phlan. You will drive 
  Vorgansharax out, or you die trying. 
   
  Origin 
  Removed from your life as a townsperson, you've adapted to 
  rough life in the wilds surrounding Phlan. The trade you 
  practiced still influences your outlook, the manner in which 
  you approach situations, and the way you contribute to the 
  resistance movement against the Maimed Virulence. You can 
  roll on the following table to determine what your occupation 
  was before the fall, or choose one that best fits your 
  character (select from either the general column or the 
  specific column, but not both). 
  d8 
  Origin (General) 
  Origin (Specific) 
  1 
  Fisher 
  Stojanow river worker 
  2 
  Hunter 
  Twilight Marsh worker 
  3 
  Craftsperson 
  Mantor's Library scribe 
  4 
  Priest/Priestess 
  Clergy of Ilmater 
  5 
  Cook 
  Laughing Goblin server 
  6 
  City Watch 
  Black Fist guard 
  7 
  Servant 
  House Sokol retainer 
  8 
  Unskilled laborer 
  Bay of Phlan dockworker 
  Suggested Characteristics 
  You have given up the life you knew as a citizen of Phlan. 
  However, the Maimed Virulence’s invasion resonates deep 
  inside you. Perhaps you have a few friends or family 
  members who were able to escape with you. Or, perhaps, 
  everyone you held dear either perished or went missing 
  during the fall. You may know of someone who is, against all 
  odds, surviving within the thicket and you long to liberate 
  them from a life of peril within the town. 
  Personality Trait 
  1  My patience knows no bounds, so long as my goal is 
  in sight. 
  2  In life and in struggle, the ends justify my actions. 
  3  If you aren’t helping me, you’d best at least stay out 
  of my way. 
  4  I long for the life that was taken away from me. 
  5  Friends and family perished, tragically, before my 
  eyes. I hope never to undergo that again. 
  6  Making the right choices in life are important to me. 
  The choices I make might save not just my life, but 
  the lives of others as well. 
  7  I can never allow my foes to get the drop on me. 
  8  Time is a precious resource that I must spend wisely. 
  Ideal 
  1  Leadership: The oppressed need someone to inspire 
  them to courageous acts. (Good) 
  2  Unpredictability: Keeping the enemy guessing and off-
  balance is my tactical strength. (Chaos) 
  3  Determination: Threats to my home must be 
  eliminated at all costs. (Any) 
  4  Freedom: Those who are enslaved and unjustly 
  imprisoned deserve my aid. (Good) 
  5  Resourcefulness: Our wits are our most valuable 
  resource in troubled times. (Any) 
  6  Unity: Working together, we can overcome all 
  obstacles, even the most seemingly insurmountable 
  ones. (Any) 
  Bond 
  1 
  I'll never let my fellow insurgents down. They are my 
  only remaining friends. 
  2 
  I was separated from a loved one during my escape 
  from town. I will find them. 
  3 
  One of the Tears of the Virulence was a trusted 
  friend, until the day they betrayed the city. They will 
  pay harshly for their transgressions. 
  4 
  An item I hold close is my last remaining connection 
  to the family I lost during the fall. 
  5 
  The dragon who took my past life away from me will 
  feel the full extent of my vengeance. 
  6 
  The knowledge in Mantor's Library is an 
  irreplaceable treasure that must be protected. 
  Flaw 
  1 
  I have no respect for those who flee. I harbor a deep 
  grudge against the citizens who abandoned Phlan. 
  Skill Proficiencies: Stealth, Survival 
  Tool Proficiencies: One type of artisan's tools, vehicles 
  (land)  
  Equipment: A bag of caltrops (20), a small trinket that 
  connects you to the life you once had before the 
  occupation of Phlan, a healer's kit, a set of dark 
  common clothes that includes a cloak and hood, and a 
  belt pouch containing 5 gp.  
  Lifestyle: Poor 
   
  
   
   
   
   
   
   
   
   
  7 
  2 
  Ale is the only way I can escape the desperation of 
  my circumstances. 
  3 
  It doesn't take much to get me into a fight. 
  4 
  Being an insurgent means doing things that aren't 
  always ethical. I'm still learning to live with that. 
  5 
  My desire to liberate Phlan oftentimes clouds my 
  judgement, despite my best efforts. 
  6 
  I relentlessly despise the Maimed Virulence and his 
  allies. I'd abandon other goals in order to strike out at 
  them. 
   
  STOJANOW PRISONER 
  "”We need to leave now!”  
  Those words still haunt your dreams at night. When 
  everyone was fleeing Phlan, you choose to stay. Whether out 
  of an emotional attachment, or pursuit of riches, you made 
  the decision that would affect the rest of your life. 
  Food became scarcer for those without connections. You 
  became a beggar and to stay alive you bartered information 
  to any interested party with food or gold to spare. You were 
  good at what you did, and thought you were invincible. That 
  changed when you were captured by the Tears of Virulence, 
  the soldiers of Vorgansharax, the Maimed Virulence, for 
  selling secrets to those bent on overthrowing the dragon. 
  They locked you in the cells of Stojanow Gate. The first 
  weeks you hoped to stay alive. As the weeks turned into 
  months, and the interrogations continued you began to pray 
  for death. 
   
  Feature: Ex-Convict 
  The knowledge gained during your incarceration lets you gain 
  insight into local guards and jailors. You know which will 
  accept bribes, or look the other way for you. You can also 
  seek shelter for yourself from authorities with other 
  criminals in the area. [ 
  Note: This feature is a variant of the Courtier feature.] 
  Personality Trait 
  1 
  I am a bully; others will suffer as I have. 
  2 
  I always say yes even when I mean no; it's just 
  easier. 
  3 
  I aim to misbehave. 
  4 
  I go out of my way to frustrate or anger those in 
  power. 
  5 
  I strive to obey the law. I will never again make the 
  mistake of going against authority. 
  6 
  I always plan everything out. The one time I let 
  others plan things it did not end well for me. 
  7 
  I take blame to protect others from pain. 
  8 
  I horde information, you never know what may come 
  in handy. 
  Ideal 
  1 
  Loss: I freely give those who offend me what was so 
  brutally denied me, death. (Chaos) 
  2 
  Dedication: I never betray those who trust me. (Law) 
  3 
  Vengeance: I use any means to get information I need; 
  I have been well taught. (Evil) 
  4 
  Redemption: Everyone deserves a second chance. 
  (Good) 
  5 
  Resilience: I can survive any challenge (Any) 
  6 
  Leadership: The best teams are made up of those that 
  society has discarded. 
  Bond 
  1 
  I take up arms to help establish a free Phlan. 
  2 
  The horrors of my time in Stojanow haunt my 
  dreams, only after a day of hard work can I find 
  sleep. 
  3 
  I am indebted to those who freed me from prison, I 
  will repay this debt. 
  4 
  My torturer survived the attack that set me free, I will 
  find him/her. 
  5 
  I will not rest while others suffer fates similar to 
  mine. 
  6 
  I am searching for a way to heal the scars of 
  Stojanow, both physical and emotional. 
  Flaw 
  1 
  During stressful times, I find myself crying for no 
  reason. 
  2 
  My nerve endings are shot from the interrogations; I 
  am numb to all but the harshest touch. 
  3 
  I am incapable of standing up for myself. 
  4 
  I folded under the torture, and gave information that I 
  promised would be kept secret. My life would be in 
  jeopardy if others found out. 
  5 
  Survival is worth more than friendship. 
  6 
  The ghosts from my past hinder my actions. 
   
  CORMANTHOR REFUGEE 
  You are one of hundreds of refugees that were driven from 
  Hillsfar or that fled the destruction of Myth Drannor and 
  who now shelter in hidden camps under the northern eaves 
  Skill Proficiencies: Deception, Perception  
  Tool Proficiencies: One type of gaming set, thieves' tools  
  Equipment: A small knife, a set of common clothes, a 
  trinket from the life you stayed behind to defend, a belt 
  pouch with 10 gp 
  Lifestyle: Poor 
   
  
   
   
   
   
   
   
   
   
  8 
  of the Cormanthor Forest. If you up grew in the camps, you 
  have never been to a settlement other than the village of 
  Elventree. As a guest of the elves, you have learned their 
  ways and the ways of the forest. You are also a traumatized, 
  as residual wild magic, energies released by the fall of 
  Thultanar upon Myth Drannor, and the constant fear of raids 
  hunting for non¬ humans to fight in Hillsfar's Arena have 
  taken their toll on you, as they have on everyone in the 
  camps. 
   
  Feature: Shelter of the Elven 
  Clergy 
  The clerics of Elventree have vowed to care for the 
  Cormanthor refugees. They will help you when they can, 
  including providing you and your companions with free 
  healing and care at temples, shrines, and other established 
  presences in Elventree. They will also provide you (but only 
  you) with a poor lifestyle. 
  [Note: This feature is a variant of the Acolyte feature.] 
  Personality Trait 
  1 
  I long for a home that never really existed, whether in 
  the camps, Hillsfar, or Myth Drannor. 
  2 
  Though I am not an elf, I am a fervent, radical 
  worshipper of the elven gods. 
  3 
  I live in the moment, knowing my life could be turned 
  upside down any day. 
  4 
  I appreciate beauty in all of its forms. 
  5 
  I hate the dark elves and the Netherese for each 
  driving the elves out of Cormanthyr in the past. 
  6 
  I am a forest bumpkin who grew up in a tent in the 
  woods and is wholly ignorant of city life. 
  7 
  I was raised alongside children of many other races. I 
  harbor no racial prejudices at all. 
  8 
  The elves have just the right word for so many things 
  that cannot be expressed as well in other languages. I 
  pepper my speech with elven words, phrases, and 
  sayings. 
  Ideal 
  1 
  Patient: The elves have taught me to think and plan 
  for the long-term. (Lawful) 
  2 
  Rebellious: Governments and politicians drove my 
  family to the camps. I subtly defy authority whenever 
  I think I can get away with it. (Chaotic) 
  3 
  Self-Absorbed: I've had to look out for number one so 
  long that it has become second nature. (Any) 
  4 
  Wanderlust: I want to see as much of the world 
  beyond the camps as I can. (Any) 
  5 
  Generous: I give everything I can to help those in 
  need, regardless of who they are. (Good) 
  6 
  To the Abyss with Them: The people of Hillsfar cast 
  me out. I won't risk my hide to help them. (Evil) 
  Bond 
  1 
  The elves took me in when I had nowhere else to go. 
  In return, I do what I can to help elves in need. 
  2 
  I seek revenge against the people of Hillsfar for 
  driving my family into the forest. 
  3 
  My family lost everything when they were driven 
  from Hillsfar. I strive to rebuild that fortune. 
  4 
  The forest has provided me with food and shelter. In 
  return, I protect forests and those who dwell within. 
  5 
  I am deeply, tragically in love with someone whose 
  racial lifespan is far longer or shorter than mine. 
  6 
  Members of my extended family did not make it to 
  the camps or have been kidnapped to fight in the 
  Arena. I search for them tirelessly. 
  Flaw 
  1 
  I am very uncomfortable indoors and underground. 
  2 
  I am haughty. I grew up among the elves and emulate 
  them. Other races are crude in comparison. 
  3 
  Elf this, elf that. I am sick and tired of the elves. 
  4 
  I am a miser. Having lost everything once before, I 
  clutch my possessions and wealth very tightly. 
  5 
  I am a moocher. I am so used to others providing for 
  me that I have come to expect everyone to do it. 
  6 
  I believe the gods have cursed me, my family, and all 
  of the Cormanthor refugees. We are all doomed, 
  doomed I tell you! 
   
  GATE URCHIN 
  All traffic into and out of the City of Trade passes through 
  the Hillsfar Gate, making it the ideal place for the destitute to 
  gather to panhandle, busk, gossip, and pick pockets. You 
  grew up on the streets in the shadow of that great steel 
  edifice, which houses both Red Plumes and Guild Mages. 
  Though you may have moved on, you still have friends 
  among them, and that life has had a lasting impact on you. 
  Skill Proficiencies. Nature, Survival  
  Language Proficiencies. Elven  
  Tool Proficiencies. One type of artisan's tools  
  Equipment. A two-person tent, artisan's tools, a holy 
  symbol, a set of traveler's clothes, a belt pouch, 5 gp  
  Lifestyle. Poor 
   
  
   
   
   
   
   
   
   
   
  9 
   
  Feature: Red Plume and Mage 
  Guild Contacts 
  You made a number of friends among the Red Plumes and 
  the Mage's Guild when you lived at the Hillsfar Gate. They 
  remember you fondly and help you in little ways when they 
  can. You can invoke their assistance in and around Hillsfar to 
  obtain food, as well as simple equipment for temporary use. 
  You can also invoke it to gain access to the low-security 
  areas of their garrisons, halls, and encampments. 
  [Note: This feature is a variant of the Soldier feature.] 
  Personality Trait 
  1 
  I appreciate the simple things in life: a song, a warm 
  meal, a sunny day. I don't need any more. 
  2 
  My problems are always caused by others. I'm never 
  to blame. 
  3 
  I am afraid I could wind up back on the streets any 
  day. 
  4 
  I get along with everyone. 
  5 
  I see people as marks for a con and have difficulty 
  feeling true empathy for them. 
  6 
  I have a real flair for matchmaking. I can find anyone 
  a spouse! 
  7 
  I think money is the true measure of appreciation and 
  affection. Everything else is talk or an act. 
  8 
  I don't like having a lot of stuff, just a few simple 
  things I need. I don't like being tied down and tend to 
  leave things behind when I don't need them anymore. 
  Ideal 
  1 
  Loyal: I never rat out any of my friends, even when 
  the Red Plumes or the Rogues Guild ask. (Lawful) 
  2 
  Adventurous: I don't like doing the same thing every 
  day. I crave variety. (Chaotic) 
  3 
  Strong: Only the strong survive. I respect those who 
  are strong and powerful. (Any) 
  4 
  Witty: Brains are better than brawn. I rely on my wits 
  and respect others who do the same. (Any) 
  5 
  Honest: Others can do what they want, but I won't lie 
  or steal, even to feed my family. (Good) 
  6 
  Ungrateful: Those who give, only do it to make 
  themselves feel better. I steal from them. (Evil) 
  Bond 
  1 
  The Joydancers of Lliira gave me my instrument 
  when I really needed food. I hate them for that. 
  2 
  Busking has taught me to love music above all else. 
  3 
  The Rogues Guild spared me when I did a job 
  without cutting them in. I owe them a great debt. 
  4 
  I know people hate the Red Plumes, but some of 
  them were really good to me. I help Red Plumes 
  whenever I can, and I respect them. They're just 
  doing what they have to do to get by in this world. 
  5 
  I will be wealthy some day. My descendants will live 
  in comfort and style. 
  6 
  I know how hard life on the streets is. I do everything 
  I can for those who have less than me. 
  Flaw 
  1 
  Though I no longer live at the Gate, I am still always 
  concerned about where I will get my next meal. 
  2 
  Years of thieving have become habit. I sometimes 
  steal from strangers without thinking about it. 
  3 
  I am ashamed of my origins. I pretend I am 
  higher¬ born and fear others will find out the truth. 
  4 
  I think people who grew up in houses are soft, 
  spoiled, and ungrateful. I frequently tell them so. 
  5 
  I am still very uncomfortable wearing nice clothes, 
  sleeping in a warm bed, and eating fine food. 
  6 
  I do not trust anyone who has not had a hard life. 
   
  HILLSFAR MERCHANT 
  Before becoming an adventurer, you were a successful 
  merchant operating out Hillsfar, the City of Trade. Your 
  family operated warehouses, organized caravans, managed 
  stores, or owned a ship and has trade contacts throughout 
  the Moonsea region, as well as up and down the length of 
  the Sword Coast. Perhaps they import ore, uncut gems, 
  untreated furs, or grain into the City of Trade, or they export 
  fine cloth, faceted gems, fine furs, or Dragon's Breath, a 
  brandy-like liquor. Regardless, you've largely given that life 
  up for some reason and have chosen to seek adventure 
  instead. Nevertheless, the training you received then, and 
  perhaps the contacts you made, serve you well as an 
  adventurer. 
   
  Skill Proficiencies. Insight, Persuasion  
  Tool Proficiencies. Vehicles (land) and vehicles (water)  
  Skill Proficiencies. Deception, Sleight of Hand  
  Tool Proficiencies. Thieves' tools, one type of musical 
  instrument 
  Equipment. A battered alms box, a musical instrument, a 
  cast-off military jacket, cap, or scarf, a set of common 
  clothes, a belt pouch, and 10 gp  
  Lifestyle. Poor 
   
  Skill Proficiencies. Insight, Persuasion  
  Tool Proficiencies. Vehicles (land) and vehicles (water)  
  Equipment. A fine set of clothes, a signet ring, a letter of 
  introduction from your family's trading house, and a 
  purse containing 25 gp. 
  Lifestyle. Wealthy 
  
   
   
   
   
   
   
   
   
  10 
  Equipment. A fine set of clothes, a signet ring, a letter of 
  introduction from your family's trading house, and a purse 
  containing 25 gp. 
  Lifestyle. Wealthy 
  Choose one of the following features: 
  Feature: Factor 
  Although you’ve left the day-to-day life of a merchant behind, 
  your family has assigned you the services of a loyal retainer 
  from the business, a factor, husbanding agent, seafarer, 
  caravan guard, or clerk. This individual is a commoner who 
  can perform mundane tasks for you such as making 
  purchases, delivering messages, and running errands. He or 
  she will not fight for you and will not follow you into 
  obviously dangerous areas (such as dungeons), and will leave 
  if frequently endangered or abused. If he or she is killed, the 
  family assigns you another within a few days. 
  [Note: This feature is a variant of the Noble Knight's 
  Retainers feature.] 
  Alternate Feature: Trade Contact 
  You and your family have trade contacts such as caravan 
  masters, shopkeepers, sailors, artisans, and farmers 
  throughout the Moonsea region and all along the Sword 
  Coast. Once per game session, when adventuring in either of 
  those areas, you can use those contacts to get information 
  about the local area or to pass a message to someone in 
  those areas, even across the great distance between the two 
  areas. 
  [Note: This feature is a variant of the Criminal Contact and 
  Researcher features.] 
  Personality Trait 
  1 
  I fill my evenings with wine or mead and song. 
  2 
  I greatly admire gladiators and enjoy the Arena. 
  3 
  I take my wealth for granted. It seldom occurs to me 
  that others aren't rich themselves. 
  4 
  I leave broken hearts all around the Moonsea and up 
  and down the Sword Coast. 
  5 
  I work hard and seldom make time for fun. 
  6 
  I am a particularly devout and pray often. 
  7 
  The Red Plumes caught me once. I hate them. 
  8 
  I ask a lot of questions to get information about those 
  with whom I am working and dealing. 
  Ideal 
  1 
  Frugal: I spend my money very carefully. (Lawful) 
  2 
  Profligate: I tend to spend extravagantly. (Chaotic) 
  3 
  Honest: I deal with others above board. (Any) 
  4 
  Sharp: I seek to make the best deal possible. (Any) 
  5 
  Charitable: I give generously to others. (Good) 
  6 
  Greedy: I do not share my wealth with others. (Evil) 
  Bond 
  1 
  I am fiercely loyal to those with whom I work. 
  2 
  I must uphold the good name of my family. 
  3 
  I will prove myself to my family as an adventurer. 
  4 
  Deals are sacrosanct. I never go back on my word. 
  5 
  I love making deals and negotiating agreements. 
  6 
  I guard my wealth jealously. 
  Flaw 
  1 
  I am a braggart. I promote myself shamelessly. 
  2 
  I am vain. I always wear the latest fashions. 
  3 
  I am a glutton. I eat and drink to excess. 
  4 
  I am a snob. I want only the finest things in life. 
  5 
  I am lazy. I want others to take care of everything. 
  6 
  I am overconfident. I overestimate my abilities. 
   
  HILLSFAR SMUGGLER 
  Hillsfar is the City of Trade. However, the Great Law of 
  Trade only protects "legitimate" trade, trade that passes 
  through the city's sole gate, which the Red Plumes monitor 
  and tax. And the Great Law of Humanity banishes 
  non¬ humans from the city altogether. The two Great Laws 
  create great demand and great risk for smugglers, who 
  shepherd illicit goods and non-humans into and out of the 
  city by secret routes. The Rogues Guild tightly controls all of 
  this activity, taking its cut from sanctioned jobs and exacting 
  punishment for independent jobs. 
  Perhaps you trafficked Dragon's Breath (a brandy-like liquor) 
  to avoid tariffs or contraband to avoid seizure, or maybe you 
  are a human who sympathizes with the non¬ humans and 
  worked as part of the network of secret routes and safe 
  houses that helps them pass through Hillsfar. Either way, 
  you have contacts in the smuggling community who can help 
  you slip into and out of the city unnoticed, for a price. 
   
  Feature: Secret Passage 
  You can call on your contacts within the smuggling 
  community to secure secret passage into or out of Hillsfar 
  for yourself and your adventuring companions, no questions 
  asked, and no Red Plume entanglements. Because you’re 
  calling in a favor, you can’t be certain they will be able to 
  help on your timetable or at all. Your Dungeon Master will 
  determine whether you can be smuggled into or out of the 
  Skill Proficiencies. Perception, Stealth  
  Language Proficiencies. One racial language  
  Tool Proficiencies. Forgery kit 
  Equipment. A forgery kit, a set of common clothes, a 
  belt pouch, and 5 gp  
  Lifestyle. Modest 
   
  
   
   
   
   
   
   
   
   
  11 
  city. In return for your passage, you and your companions 
  may owe the Rouges Guild a favor and/or may have to pay 
  bribes. 
  [Note: This feature is a variant of the Sailor feature.] 
  Personality Trait 
  1 
  When I'm not smuggling, I gamble. 
  2 
  I just love Halfling cooking and baking! 
  3 
  I party with dwarves whenever I can. 
  4 
  I'm a terrible singer, but I love to do it. 
  5 
  I was raised to honor Chauntea and still do. 
  6 
  The blood sports of the Arena sicken me. 
  7 
  I think non-humans are really interesting. 
  8 
  I exaggerate the tales of my exploits. 
  Ideal 
  1 
  Fair: I think everyone deserves to be treated fairly. I 
  don't play favorites. (Lawful) 
  2 
  Impulsive: Planning is often a waste of time. No plan 
  survives contact with reality. It's easier to dive in and 
  deal with the consequences. (Chaotic) 
  3 
  Curious: I want to learn as much as I can about the 
  people and places I encounter. (Any) 
  4 
  Prepared: I think success depends on preparing as 
  much as possible in advance. (Any) 
  5 
  Respectful: I think everyone deserves to be treated 
  with respect and dignity, regardless of their race, 
  creed, color, or origin. (Good) 
  6 
  Corrupt: I will break the law or act dishonestly if the 
  money is right. (Evil) 
  Bond 
  1 
  I am loyal to the Rogues Guild and would do 
  anything for them. 
  2 
  I love the city of Hillsfar and my fellow Hillsfarians, 
  despite the recent problems. 
  3 
  I admire the elves. I help them whenever I can. 
  4 
  A gnome helped me once. I pay the favor forward. 
  5 
  I enjoy tricking the Red Plumes at every opportunity. 
  6 
  I smuggled agricultural goods for non-human farmers. 
  I try to help them when I can. 
  Flaw 
  1 
  My hatred for the Red Plumes burns so brightly that 
  I have difficulty suppressing It around them. 
  2 
  The Red Plumes caught me once before, and I was 
  branded for my crime. If they catch me again, for any 
  offense, the punishment will be dire. 
  3 
  I treat all Hillsfarans poorly. I am disgusted with their 
  failure to revolt against the Great Law of Humanity. 
  4 
  I have difficulty trusting strangers. Anyone could be a 
  spy for the authorities. 
  5 
  I am greedy. There Isn't much I won't do for money. 
  6 
  I'm an informant for the Red Plumes. They let me 
  continue my activities, so long as I pass them 
  information about illegal activity in Hillsfar. 
   
  CARAVAN SPECIALIST 
  You are used to life on the road. You pride yourself at 
  having traveled every major tradeway in the Moonsea region, 
  includ¬ ing the best backroads and shortcuts. When traveling 
  these roads, you know where the best inns, campsites, and 
  water sources are located, as well as potential locations of 
  danger such as ambush. Having worked the roads as long as 
  you have, you have made many aquaintences and find it easy 
  to pick up information and rumors floating from town to 
  town. You are skilled with beasts of burden and handling 
  and repair¬ ing wagons of all kinds. 
   
  Feature: Wagonmaster 
  You are used to being in charge of the operation and your 
  reputation for reliability has you on a short list when the job 
  is critical. Experience has taught you to rely on your gut. 
  Others recognize this and look to you for direction when a 
  situation gets serious. You are able to identify the most 
  defensible loca¬ tions for camping. If you are part of a 
  caravan outfit, you are able to attract two additional workers 
  that are loyal to you based on your reputation. You have an 
  excellent memory for maps and geography and can always 
  determine your cardinal directions while traveling. 
  [Note: This feature is a variant of the Outlander feature.] 
  Personality Trait 
  1 
  Any group is only as strong as its weakest link. 
  Everyone has to pull their own weight. 
  2 
  There's always someone out there trying to take what 
  I've got. Always be vigilent. 
  3 
  Anything can be learned if you have the right teacher. 
  Most folks just need a chance. 
  4 
  Early to bed and early to rise; this much at least is 
  under my control. 
  5 
  You can listen to me or don't and wish you had. 
  Everyone ends up on one side of that fence. 
  6 
  Eventually my hard work will be rewarded. Maybe 
  that time has finally come. 
  7 
  A strong ox or horse is more reliable than most 
  people I've met. 
  Skill Proficiencie. Animal Handling, Survival 
  Tool Proficiencies. Land Vehicles 
  Languages. One of your choice 
  Equipment. A whip, a tent, a regional map, a set of 
  traveling clothes, and a belt pouch containing 10 gp. 
  Lifestyle. Poor 
  
   
   
   
   
   
   
   
   
  12 
  8 
  I never had time for books, but wish I had. I admire 
  folks who have taken the time to learn. 
  Ideal 
  1  Service: Using my talents to help others is the best 
  way of helping myself. (Good) 
  2 
  Selfish: What people don't know WILL hurt them, but 
  why is that my problem? (Evil) 
  3 
  Wanderer: I go where the road takes me. Sometimes 
  that's a good thing... (Chaotic) 
  4 
  Fittest: On the open road, the law of nature wins. 
  Victims are the unprepared. (Lawful) 
  5 
  Focused: I simply have a job to do, and I'm going to 
  do it. (Neutral) 
  6 
  Motivated: There's a reason I'm good at what I do, I 
  pay attention to the details. (Any) 
  Bond 
  1 
  My brother has a farm In Elmwood and I've helped 
  him and his neigbors move their goods to Mulmaster 
  and other surrounding towns. Those are good people. 
  2 
  A caravan I lead was attacked by bandits and many 
  innocents died. I swear that I will avenge them by 
  killing any bandits I encounter. 
  3 
  The Soldiery are mostly good guys who understand 
  the importance of protecting the roads. The City 
  Watch is who you have to look out for. If they are 
  inspecting your goods, get ready to pay a fine. 
  4 
  The new commander of Southroad Tower, Capt. 
  Holke, understands the importance of safe roads. He's 
  hired me for several jobs and I'm grateful. 
  5 
  There's always a road I haven't traveled before. I'm 
  always looking for new places to explore. 
  6 
  Wealth and power mean little without the freedom to 
  go where and when you want. 
  Flaw 
  1 
  I have trouble trusting people I've just met. 
  2 
  I enjoy the open road. Underground and tight spaces 
  make me very nervous. 
  3 
  I expect others to heed my orders and have little 
  resepect or sympathy if they don't. 
  4 
  I am very prideful and have trouble admitting when 
  I'm wrong. 
  5 
  Once I decide on a course of action, I do not waiver. 
  6 
  I like to explore, and my curiosity will sometimes get 
  me into trouble. 
   
  EARTHSPUR MINER 
  You are a down-on your luck miner from the Earthspur 
  Mountains who is no stranger to hardship. You have spent a 
  great deal of time living among the dwarves, goliaths, and 
  denizens of the Underdark that also work mines in the area. 
  At this point, you're just as comfortable working 
  underground as above. You know how to read a seam, 
  dicker for supplies with the deep gnomes, party with 
  dwarves, and find your way back to the surface afterwards. 
  Unfortunately, you haven't struck it rich.. .yet. Although 
  you've come to Mulmaster looking for work, the tall peaks 
  and deep mines of the Earthspurs still call to you. 
   
  Feature: Deep Miner 
  You are used to navigating the deep places of the earth. You 
  never get lost in caves or mines if you have either seen an 
  accurate map of them or have been through them before. 
  Furthermore, you are able to scrounge fresh water and food 
  for yourself and as many as five other people each day if 
  you are in a mine or natural caves. 
  [Note: This feature is a variant of the Outlander feature.] 
  Personality Trait 
  1 
  Nothing bothers me for long. 
  2 
  I hate the horrors of the Underdark with a passion. 
  They took my friends and family and almost got me. 
  3 
  Anything worth doing takes time and patience. I have 
  learned to plan and wait for the things I want and to 
  be patient to achieve my goals. 
  4 
  I can party with everyone. Whether with dwarves, or 
  goliaths, or deep gnomes, I can find a way to have a 
  good time. 
  5 
  I'd rather be mining. This is okay; mining is better. 
  6 
  I think that I will stumble upon great riches if I just 
  keep looking. 
  7 
  People who don't work with their hands and who live 
  in houses are soft and weak. 
  8 
  I wish I were more educated. I look up to people who 
  are. 
  Ideal 
  1 
  Generosity: The riches of the earth are to be shared 
  by all. (Good) 
  Skill Proficiencies. Athletics, Survival  
  Languages. Dwarven and Undercommon  
  Equipment. A shovel or a miner's pick, a block and 
  tackle, a climber's kit, a set of common clothes, and a 
  belt pouch containing 5 gp. 
  Lifestyle. Poor 
   
  
   
   
   
   
   
   
   
   
  13 
  2 
  Greed: Gems and precious metals, I want them all for 
  myself. (Evil) 
  3 
  Mooch: Property, schmoperty. If I need it, I take and 
  use it. If I don't, I leave it for someone else. (Chaotic) 
  4 
  Boundaries: Everything and everyone has its 
  prescribed place; I respect that and expect others to 
  do the same. (Lawful) 
  5 
  Let it Be: I don't meddle in the affairs of others if I 
  can avoid it. They're none of my business. (Neutral) 
  6 
  Materialist: I want riches to improve my life. (Any) 
  Bond 
  1 
  The people of the Earthspur mines are my family. I 
  will do anything to protect them. 
  2 
  A deep gnome saved my life when I was injured and 
  alone. I owe his people a great debt. 
  3 
  I must behold and preserve the natural beauty of 
  places below the earth. 
  4 
  Gems hold a special fascination for me, more than 
  gold, land, magic, or power. 
  5 
  I want to explore new depths and scale new heights. 
  6 
  Someday I'm going to find the mother lode, then I'll 
  spend the rest of my life in luxury. 
  Flaw 
  1 
  I'm uncomfortable spending time under the open sky. 
  I'd rather be indoors or underground. 
  2 
  I'm not used to being around other people much and 
  sometimes get grouchy about it. 
  3 
  Good tools are more reliable than people. In a cave in, 
  I would save a sturdy pick before a stranger. 
  4 
  I jealously guard my secrets, because I think others 
  will take advantage of me if they learn what I know. 
  5 
  I am obsessed with getting rich. I always have a 
  scheme brewing for making it big. 
  6 
  I'm afraid of the dark. 
   
  HARBORFOLK  
  You are one of the hundreds of small-time fishermen and 
  women who haul the bounty of Mulmaster's freshwater 
  harbor to the city's markets each morning. You have spent 
  countless days rowing in the waters in and around 
  Mulmaster and know them and the other fisherfolk, 
  dockworkers, and port inhabitants better than anyone. 
  Though you have left that life behind, you still visit once in a 
  while. 
   
  Feature: Harborfolk 
  You grew up on the docks and waters of Mulmaster Harbor. 
  The harborfolk remember you and still treat you as one of 
  them. They welcome you and your companions. While they 
  might charge you for it, they'll always offer what food and 
  shelter they have; they'll even hide you if the City Watch is 
  after you (but not if the Hawks are). 
  [Note: This feature is a variant of the Folk Hero feature.] 
  Personality Trait 
  1 
  I am curious. I want to know why things are the way 
  they are and why people do the things that they do. 
  2 
  I can't sing, but that never stops me from doing it, 
  loudly. Everyone loves a good sea chanty! 
  3 
  I think the High Blade is doing a terrific job, don't 
  you? 
  4 
  I'm very excited that the House Built on Gold is 
  being restored. I am a zealous worshipper of 
  Waukeen. 
  5 
  I am quite superstitious. I see portents in everyday 
  occurances. 
  6 
  I resent the rich and enjoy thwarting their plans and 
  spoiling their fun in small ways. 
  7 
  I have a sea story to fit every occasion. 
  8 
  I'm a fisher, but I secretly detest eating fish. I will do 
  anything to avoid it. 
  Ideal 
  1 
  Calm: For all things, there is a tide. I set sail when it 
  is right, and mend my nets when it is not. (Lawful) 
  2 
  Windblown: I go where the winds blow. No man or 
  woman tells me where or when to sail. (Chaotic) 
  3 
  Aspiring: I will gain the favor of a Zor or Zora patron, 
  maybe even one of the Blades! (Any) 
  4 
  Salty: I want people to look to me as an expert on 
  plying Mulmaster Harbor. (Any) 
  5 
  Selfless: We are all children of the sea. I help 
  everyone in peril afloat and ashore. (Good) 
  6 
  Let them Drown: I refuse to risk my hide to help 
  others. They wouldn't help me if roles were reversed. 
  (Evil) 
  Skill Proficiencies. Athletics, Sleight of Hand  
  Tool Proficiencies. One type of gaming set, vehicles 
  (water)  
  Equipment. Fishing tackle, dice set, playing card set, or 
  Three Dragon Ante set, a set of common clothes, 
  rowboat, and a belt containing 5 gp  
  Lifestyle. Poor 
   
  
   
   
   
   
   
   
   
   
  14 
  Bond 
  1 
  I once lost everything but my rowboat. I'll do 
  anything to protect it. 
  2 
  My brother was in the Soldiery, but he was killed. I 
  really look up to the men and women who serve. 
  3 
  The Cloaks killed my friend for spellcasting. I'll get 
  them back somehow, someday. 
  4 
  The High House of Hurting helped me when I was 
  hurt and asked nothing in return. I owe them my life. 
  5 
  I was robbed in the Zhent ghetto once. It will not 
  happen again. 
  6 
  I would do anything to protect the other harborfolk. 
  They are my family. 
  Flaw 
  1 
  I drink too much, which causes me to miss the tide. 
  2 
  I killed a drunk member of the City Watch in a 
  brawl. I am terrified that they might find out. 
  3 
  I oversell myself and make promises I can't keep 
  when I want to impress someone. 
  4 
  Book learning is a waste of time. I have no patience 
  for people who don't speak from experience. 
  5 
  I almost always cheat. I can't help myself. 
  6 
  I am a secret informant for the Hawks. I send them 
  reports about everything I see and hear, even what 
  my friends and allies are up to. 
   
  PHLAN REFUGEE 
  Gone are the happier days of walking into the Laughing 
  Goblin Inn after a hard day’s labor. Everything has changed, 
  and you are lucky to be alive. Back in Phlan you could count 
  yourself among those street-wise folks who knew when to 
  pay a bribe and who to work with to make a living. Your 
  ability to listen to the winds of change have saved you 
  before, and this time they allowed you to be one of the lucky 
  few who escaped Phlan with something more than just the 
  shirt on your back. 
   
  Feature: Phlan Survivor 
  Whatever your prior standing was, you are now one of the 
  many refugees that have come to Mulmaster. You are able to 
  find refuge with others from Phlan and those who 
  sympathize with your plight. Within Mulmaster this means 
  that you can find a place to bed down, recover, and hide 
  from the watch with either other refugees from Phlan, or the 
  Zhents within the ghettos. 
  [Note: This feature is a variant of the Folk Hero feature.] 
  Personality Trait 
  1 
  I may have lost everything I worked for most of my 
  life, but there's work to be done, no time to linger on 
  the past. 
  2 
  I worked hard to get where I am and I refuse to let a 
  little hardship stop me from succeeding. 
  3 
  I protect those around me, you never know when one 
  of them will be useful. 
  4 
  I have always gotten ahead by giving, why change 
  now? 
  5 
  I prepare for everything, it paid off in Phlan and it 
  will pay off again. 
  6 
  I will reclaim my home, though the path may be long, 
  I will never give up hope. 
  7 
  I never cared for personal hygiene, and am amazed 
  that It bothers others. 
  8 
  I am always willing to volunteer my services, just as 
  long as don't have to do anything. 
  Ideal 
  1 
  Justice: Corruption brought Phlan down, I will not 
  tolerate that any longer. (Lawful) 
  2 
  Acceptance: Stability is a myth, to think you can 
  control your future is futile. (Chaotic) 
  3 
  Hope: I am guided by a higher power and I trust that 
  everything will be right in the end. (Good) 
  4 
  Restraint: I hate those who caused my loss. It is all I 
  can do not to lash out at them. (Any) 
  5 
  Strength: As shown in Phlan, the strong survive. If 
  you are weak you deserve what you get (Evil) 
  6 
  Openness: I am always willing to share my life story 
  with anyone who will listen. (Any) 
  Bond 
  1 
  I have the chance at a new life and this time I am 
  going to do things right. 
  2 
  The Lord Regent brought this suffering upon his 
  people. I will see him brought to justice. 
  3 
  I await the day I will be able to return to my home in 
  Phlan. 
  4 
  I will never forget the debt owed to Glevith of the 
  Welcomers. I will be ready to repay that debt when 
  called upon. 
  5 
  There was someone I cared about in Phlan, I will find 
  out what happened to them. 
  Skill Proficiencies. Insight, Athletics  
  Tool Proficiencies One type of Artisan tools, 
  Languages. One of your choosing. 
  Equipment. A set of artisan’s tools (one of your choice), 
  a token of the life you once knew, a set of traveler’s 
  clothes, and a belt pouch containing 15 gp  
  Lifestyle. Modest 
   
  
   
   
   
   
   
   
   
   
  15 
  6 
  Some say my life wasn't worth saving, I will prove 
  them wrong. 
  Flaws 
  1 
  I used the lives of children to facilitate my escape 
  from Phlan. 
  2 
  I am a sucker for the underdog, and always bet on 
  the loosing team. 
  3 
  I am incapable of standing up for myself. 
  4 
  I will borrow money from friends with no intention to 
  repay it. 
  5 
  I am unable to keep secrets. A secret is just an untold 
  story. 
  6 
  When something goes wrong, it's never my fault. 
   
  SECRET IDENTITY 
  Even though you are a non-human, despite Hillfar's Great 
  Law of Humanity, you continue to live in the City of Trade. 
  You do so by maintaining a secret identity, forging 
  documents, and wearing a disguise. Few, if any, know you 
  aren't human. 
  If you're a halfling or gnome, you pass as a little person or 
  a child. If you're a half-elf, half-orc, or genasi, you disguise 
  your non-human features. Other races use a combination of 
  disguise and concealing clothing to hide. 
  Your reasons for doing so are your own. Perhaps you're a 
  dissident or the agent of a foreign power. Maybe you have a 
  relationship with someone you cannot bear to leave. 
  Regardless, this way of life has taken a heavy toll on you. 
   
  Feature: Secret Identity 
  You have created a secret identity that you use to conceal 
  your true race and that offers a covering explanation for your 
  presence in Hillsfar. In addition, you can forge documents, 
  including official papers and personal letters, as long as you 
  have seen an example of the kind of document or the 
  handwriting you are trying to copy. 
  [Note: This feature is a variant of the Charlatan feature.] 
  Personality Trait 
  1 
  Despite its problems, I love Hillsfar, it's the greatest 
  city in the world. The only one for me. 
  2 
  I move from place to place, never staying anywhere 
  long and leaving nothing behind. 
  3 
  I think flattery is the best way to direct attention away 
  from me. 
  4 
  I don't make friends easily. They're a liability I 
  cannot afford. 
  5 
  Risk and danger are exhilarate me. Pulling off 
  schemes and deceptions is a rush. 
  6 
  The First Lord is right, humans are superior. I really 
  admire them, despite the atrocities. 
  7 
  I avoid people of my own race, as well as things 
  associated with my race, lest they give me away. 
  8 
  I live for the Arena. I admire gladiators and enjoy the 
  thrill of blood on the sands! 
  Ideal 
  1 
  Quisling: Supporting the rulers of the land and 
  following the laws is the road to salvation. (Lawful) 
  2 
  Scoflaw: The laws and lawmakers are corrupt. I 
  follow laws only when it suits me. (Chaotic) 
  3 
  Optimist: Everyone Is basically good. Though the 
  government is misguided it will all be okay. (Any) 
  4 
  Secretive: I am in the habit of not talking about 
  myself. My business is none of yours. (Any) 
  5 
  Heroic: I do everything I can to help non-humans, 
  regardless of the personal cost to me. (Good) 
  6 
  Depraved: I have lost my moral compass. The ends 
  justify most any means. (Evil) 
  Bond 
  1 
  The humans of HIllsfar have inflicted terrible harm on 
  me, my family, and my race. I will have revenge. 
  2 
  I am part of an underground network that smuggles 
  non-humans into and out of the city. 
  3 
  I am a partisan. I commit minor acts of defiance 
  against the First Lord and Red Plumes when I can. 
  4 
  I am a spy. I report on events in and around Hillfar. 
  5 
  My secret identity is the only thing protecting me 
  from the Arena. I will stop at nothing to maintain it. 
  6 
  I am madly in love with a human who does not know 
  my true identity, and I fear rejection if I reveal it. 
  Flaw 
  1 
  After years of denying who I am, I now despise 
  myself and other members of my pathetic race. 
  2 
  Years have hiding have made me somewhat paranoid. 
  I trust no one. 
  3 
  I've been lying so often and for so long that I can't 
  help it anymore. I frequently lie for no reason at all. 
  4 
  I am ashamed. I failed to protect a member of my 
  family who was seized and thrown into the Area. 
  5 
  I am struggling with maintaining my secret identity. I 
  subconsciously want to get caught and therefore 
  sometimes let my secret identity slip. 
  Skill Proficiencies. Deception, Stealth  
  Tool Proficiencies. Disguise kit, forgery kit  
  Equipment. A disguise kit, a forgery kit, a set of 
  common clothes, a belt pouch, 5 gp  
  Lifestyle. Modest 
   
  
   
   
   
   
   
   
   
   
  16 
  6 
  Years of successfully deceiving others have made me 
  cocky. I think no one can see through my lies. 
   
  SHADE FANATIC 
  You grew up at a time when the wizards of Netheril were at 
  war with the elves of Cormanthor. You recall sitting 
  cross¬ legged hearing the stories of the glorious Thultanthar, 
  also called the Shade Enclave and the City of Shade, and 
  aspired to study there and maybe even did, for a time. Your 
  dreams came crashing down a few years ago when 
  Thultanthar fell from the sky upon Myth Drannor. 
  You know that there was a Netherese Garrison stationed 
  near Hillsfar and have heard rumors that its downfall came 
  from traitors within the ranks. You remain loyal to Netheril 
  and seek other Shade loyalists and fanatics in the 
  Cormanthor for¬ est and the areas surrounding Hillsfar. 
   
  Feature: Secret Society 
  You have a special way of communicating with others who 
  feel the same way you do about the Shade. When you enter 
  a village or larger city you can identify contact who will give 
  you information on those that would hinder your goals and 
  those would help you simply because of your desire to see 
  the Shade Enclave return in all its glory. 
  [Note: This feature is a variant of the Criminal feature.] 
  Personality Trait 
  1 
  I am a bully; I try to hide it though. 
  2 
  I let my actions speak for themselves 
  3 
  I am important; I will not let anyone forget that. 
  4 
  You are either with me or against me. 
  5 
  I know it is only a time before I am betrayed by 
  those I care for. 
  6 
  I never understand why people get so emotional. 
  7 
  They are out to get me. It is only my cunning that 
  keeps me ahead of them 
  8 
  Everyone has a choice, the one I make is always right 
  though. 
  Ideal 
  1 
  Hope: I know even if I need do evil acts, history will 
  be my redemption. (Chaos) 
  2 
  Dedicated: I can do anything I put my mind to 
  (Lawful) 
  3 
  Exciting: I have found the truth of the Shadovar and 
  want to share it with everyone. (Any) 
  4 
  Frugal: I horde my possessions knowing that someday 
  I will be called upon to give everything I have to the 
  cause (Any) 
  5 
  Eloquent: I use my words to sway others to my 
  beliefs. (Any) 
  6 
  Compassionate: It is through love that others will join 
  In our cause. (Good) 
  Bond 
  1 
  They say the Shade broke the bonds of mortality; I 
  want to find out how. 
  2 
  The whispers in my head remind me that there is 
  power to be found in the shadows. 
  3 
  For the glory of Netheril, I will grow in power. 
  4 
  I once lived in Hillsfar, I was chased out before I was 
  able to say farewell. 
  5 
  My true love was a killed by the Red Plumes; I plot 
  to make them suffer. 
  6 
  I had a loved one die in the arena at Hillsfar; I am 
  out to prove I am stronger than them! 
  Flaws 
  1 
  I always over exaggerate my abilities. 
  2 
  I cannot bear to let those I care for out of my sight. 
  3 
  I am incapable of standing up for myself. 
  4 
  The group I am with has committed atrocities; I am 
  always worried their actions will become public. 
  5 
  I always enjoy a good mug of ale ... or five. 
  6 
  I know what I do is wrong, but am afraid to speak 
  up about it. . 
  TRADE SHERRIF 
  You are one of the many people that make sure the trade 
  routes are clear at ALL times. You assure that the Great 
  Law of Trade is followed at all costs. You work by yourself 
  or in groups to quell bandits and brigands who might stop 
  trade routes from going through. You investigate potential 
  ambushes and possible rumors as to someone wanting to 
  rob or stop caravans. You are as much an investigator as 
  you are law enforcement. 
  You are able to go into a town/village around the Hillsfar 
  area and find a contact that is willing to give you information 
  from rumor to fact. This sometimes comes at a cost of a 
  minor bribe of 1-9 silver pieces. 
  Skill Proficiencies. Deception, Intimidation  
  Tool Proficiencies. Forgery Kit  
  Languages. Netherese 
  Equipment. A forgery kit, a transparent cylinder of 
  shadow that has no opening, a signet ring, a set of fine 
  clothes, and 15 gp. 
  Lifestyle. Moderate 
   
  
   
   
   
   
   
   
   
   
  17 
   
  Feature: Investigative Services 
  You are part of a small force outside of Hillsfar You have a 
  special way of communicating with others and they seem to 
  be at ease around you. You can invoke your rank to allow 
  you access to a crime scene or to requisition equipment or 
  horses on a temporary basis. When you enter a town or 
  village around Hillsfar you can identify a contact who will 
  give you information on the local rumors and would help you 
  simply because of your desire to get answers and 
  information for anyone wanting to disrupt trade. 
  [Note: This feature is a variant of the soldier feature.] 
  Personality Trait 
  1 
  I am always polite and respectful 
  2 
   let my actions speak for themselves 
  3 
  I am haunted by my past having seen the murder of 
  a close friend or family member and it is the one 
  case I always needed to solve but have not been able 
  to. 
  4 
  I am quick to judge and slow to vindicate 
  5 
  I can be very persuasive and am able to ask 
  questions where others might not be able to. 
  6 
  I have a quirky personality that seems to take others 
  off their guard. 
  7 
  My sense of humor is considered by most to be 
  awkward 
  8 
  Everyone has a choice, and they can always make the 
  right choice, mine! 
  Ideal 
  1 
  Hope: my job is to speak for the victim (good) 
  2 
  Dedicated: Once I start an investigation, until told to 
  do so, I do not quit, not matter where it leads. 
  (Lawful) 
  3 
  Nation: My city, nation, or people are all that matter 
  (any) 
  4 
  Mercenary: When I do investigations, I expect answers 
  immediately (Any) 
  5 
  Eloquent: I use my words to sway others to give me 
  answers. . (good) 
  6 
  Might: It is through threats and force that I get my 
  answers (lawful) 
  Bond 
  1 
  To this day an unsolved case will always leave me 
  haunted and bother me. 
  2 
  Through the might of my personality I will solve an 
  investigation or puzzle 
  3 
  It is my right to believe what I will, just try and stop 
  me. 
  4 
  I need to prove my worth to my fellow Sherrifs 
  5 
  Someone I cared for died under suspicious 
  circumstances. I will find out what happened to them 
  and bring their killer to justice. 
  6 
  I speak for those that cannot speak for themselves. 
  Flaws 
  1 
  I always over exaggerate my abilities. 
  2 
  I cannot bear to let those I care for out of my sight. 
  3 
  I took a bribe to tank an investigation and I would do 
  anything to keep it secret. 
  4 
  I have little respect for those that are of “low” 
  intelligence/race. 
  5 
  I always enjoy a good mug of ale ... or five to cover 
  up my past. 
  6 
  I speak for the First Lord of Hillsfar and make sure 
  everyone knows it. 
  HAUNTED ONE 
  You are haunted by something so terrible that you dare not 
  speak of it. You’ve tried to bury it and run away from it, to 
  no avail. Whatever this thing is that haunts you can’t be slain 
  with a sword or banished with a spell. It might come to you 
  as a shadow on the wall, a blood¬ curdling nightmare, a 
  memory that refuses to die, or a demonic whisper in the 
  dark. The burden has taken its toll, isolating you from most 
  people and making you question your sanity. You must find a 
  way to overcome it before it destroys you. 
   
   
  Harrowing event 
  Prior to becoming an adventurer, your path in life was 
  defined by one dark moment, one fateful decision, or one 
  tragedy. Now you feel a darkness threatening to con¬ sume 
  you, and you fear there may be no hope of escape. Choose a 
  Skill Proficiencies. Investigation, Persuasion  
  Tool Proficiencies, Thieves Kit  
  Languages. Elven 
  Equipment. A thieves kit, a gray cloak, Sherrif's insignia 
  (badge) a set of fine clothes, and 17 gp. 
  Lifestyle. Moderate 
   
  Skill Proficiencies: Choose two from among Arcana, 
  Investigation, Religion, and Survival  
  Languages: Choose one exotic language (Abyssal, 
  Celestial, Deep Speech, Draconic, Infernal, Primordial, 
  Sylvan, or Undercommon) 
  Equipment: Monster hunter’s pack (see sidebar), one 
  trinket of special significance (choose one or roll on the 
  Gothic Trinkets table after this background) 
   
  
   
   
   
   
   
   
   
   
  18 
  harrowing event that haunts you, or roll one on the 
  Harrowing Events table. 
  d10 
  Event 
  1 
  A monster that slaughtered dozens of innocent 
  people spared your life, and you don't know why. 
  2 
  You were born under a dark star. You can feel it 
  watching you, coldly and distantly. Sometimes it 
  beckons you in the dead of night. 
  3 
  An apparition that has haunted your family for 
  generations now haunts you. You don't know what 
  it wants, and it won't leave you alone. 
  4 
  Your family has a history of practicing the dark 
  arts. You dabbled once and felt something horrible 
  clutch at your soul, whereupon you fled in terror. 
  5 
  An oni took your sibling one cold, dark night, and 
  you were unable to stop it. 
  6 
  You were cursed with lycanthropy and later cured. 
  You are now haunted by the innocents you 
  slaughtered. 
  7 
  A hag kidnapped and raised you. You escaped, but 
  the hag still has a magical hold over you and fills 
  your mind with evil thoughts. 
  8 
  You opened an eldritch tome and saw things unfit 
  for a sane mind. You burned the book, but its 
  words and images are burned into your psyche. 
  9 
  A fiend possessed you as a child. You were locked 
  away but escaped. The fiend is still inside you, but 
  now you try to keep it locked away. 
  10 
  You did terrible things to avenge the murder of 
  someone you loved. You became a monster, and it 
  haunts your waking dreams. 
   
   
   
  Feature: Heart of Darkness 
  Those who look into your eyes can see that you have faced 
  unimaginable horror and that you are no stranger to 
  darkness. Though they might fear you, commoners will 
  extend you every courtesy and do their utmost to help you. 
  Unless you have shown yourself to be a danger to them, 
  they will even take up arms to fight alongside you, should 
  you find yourself facing an enemy alone. 
   
  SUGGESTED CHARACTERISTICS  
  You have learned to live with the terror that haunts you. You 
  are a survivor, who can be very protective of those who 
  bring light into your darkened life. 
  Personality Trait 
  1 
  I don't run from evil. Evil runs from me. 
  2 
  I like to read and memorize poetry. It keeps me calm 
  and brings me fleeting moments of happiness. 
  3 
  I spend money freely and live life to the fullest, 
  knowing that tomorrow I might die. 
  4 
  I live for the thrill of the hunt. 
  5 
  I don't talk about the thing that torments me. I'd 
  rather not burden others with my curse. 
  6 
  I expect danger around every corner. 
  7 
  I refuse to become a victim, and I will not allow 
  others to be victimized. 
  8 
  I put no trust in divine beings. 
  Ideal 
  1 
  I try to help those in need, no matter what the 
  personal cost. (Good) 
  2 
  I'll stop the spirits that haunt me or die trying. (Any) 
  3 
  I kill monsters to make the world a safer place, and 
  to exorcise my own demons. (Good) 
  4 
  I have a dark calling that puts me above the law. 
  (Chaotic) 
  5 
  I like to know my enemy's capabilities and 
  weaknesses before rushing into battle. (Lawful) 
  6 
  I'm a monster that destroys other monsters, and 
  anything else that gets in my way. (Evil) 
  Bond 
  1 
   
  I keep my thoughts and discoveries in a journal. My 
  journal is my legacy. 
  2 
  I would sacrifice my life and my soul to protect the 
  innocent. 
  3 
  My torment drove away the person I love. I strive to 
  win back the love I've lost. 
  4 
  A terrible guilt consumes me. I hope that I can find 
  redemption through my actions. 
  5 
  There's evil in me, I can feel it. It must never be set 
  free. 
  6 
  I have a child to protect. I must make the world a 
  safer place for him (or her). 
  Flaw 
  1 
  I have certain rituals that I must follow every day. I 
  can never break them. 
  2 
  I assume the worst in people. 
  MONSTER HUNTER’S PACK 
  You can buy a monster hunter's pack for 33 gp, which 
  is cheaper than buying the items in it individually. It 
  includes a chest, a crowbar, a hammer, three wooden 
  stakes, a holy symbol, a flask of holy water, a set of 
  manacles, a steel mir¬ ror, a flask of oil, a tinderbox, 
  and 3 torches. 
  
   
   
   
   
   
   
   
   
  19 
  3 
  I feel no compassion for the dead. They're the lucky 
  ones. 
  4 
  I have an addiction. 
  5 
  I am a purveyor of doom and gloom who lives in a 
  world without hope. 
  6 
  I talk to spirits that no one else can see. 
  ANTHROPOLOGIST 
  You have always been fascinated by other cultures, from the 
  most ancient and primeval lost lands to the most modern 
  civilizations. By studying other cultures' customs, 
  philosophies, laws, rituals, religious beliefs, languages, and art, 
  you have learned how tribes, empires, and all forms of 
  society in between craft their own destinies and doom. This 
  knowledge came to you not only through books and scrolls, 
  but also through first-hand observation—by visiting far-flung 
  settlements and exploring local histories and customs. 
   
   
  Cultural Chameleon 
  Before becoming an adventurer, you spent much of your 
  adult life away from your homeland, living among people 
  different from your kin. You came to understand these 
  foreign cultures and the ways of their people, who eventually 
  treated you as one of their own. One culture had more of an 
  influence on you than any other, shaping your beliefs and 
  customs. Choose a race whose culture you've adopted, or roll 
  on the Adopted Culture table. 
   
  Adopted Culture 
  d8 
  Culture 
  d8 
  Culture 
  1 
  Aarakocra 
  5 
  Halfling 
  2 
  Dwarf 
  6 
  Human 
  3 
  Elf 
  7 
  Lizardfolk 
  4 
  Goblin 
  8 
  Orc 
   
  Feature: Adept Linguist 
  You can communicate with humanoids who don't speak any 
  language you know. You must observe the humanoids 
  interacting with one another for at least 1 day, after which 
  you learn a handful of important words, expressions, and 
  gestures—enough to communicate on a rudimentary level. 
   
  Suggested Characteristics 
  Anthropologists leave behind the societies into which they 
  were born to discover what life is like in other parts of the 
  world. They seek to see how other races and civilizations 
  survive—or why they did not. Some anthropologists are 
  driven by intellectual curiosity, while others want the fame 
  and recognition that comes with being the first to discover a 
  new people, a lost tribe, or the truth about an ancient 
  empire's downfall. 
   
  Personality Trait 
  d6 
  Personality Trait 
  1 
  I prefer the company of those who aren't like me, 
  including people of other races. 
  2 
  I'm a stickler when it comes to observing proper 
  etiquette and local customs. 
  3 
  I would rather observe than meddle. 
  4 
  By living among violent people, I have become 
  desensitized to violence. 
  5 
  I would risk life and limb to discover a new culture 
  or unravel the secrets of a dead one. 
  6 
  When I arrive at a new settlement for the first time, 
  I must learn all its customs. 
   
  Ideal 
  1 
  Discovery. I want to be the first person to discover 
  a lost culture. (Any) 
  2 
  Distance. One must not interfere with the affairs of 
  another culture—even one in need of aid. (Lawful) 
  3 
  Knowledge. By understanding other races and 
  cultures, we learn to understand ourselves. (Any) 
  4 
  Power. Common people crave strong leadership, 
  and I do my utmost to provide it. (Lawful) 
  5 
  Protection. I must do everything possible to save a 
  society facing extinction. (Good) 
  6 
  Indifferent. Life is cruel. What's the point in saving 
  people if they're going to die anyway? (Chaotic) 
   
  Bond 
  1 
  My mentor gave me a journal filled with lore and 
  wisdom. Losing it would devastate me. 
  2 
  Having lived among the people of a primeval tribe 
  or clan, I long to return and see how they are 
  faring. 
  3 
  Years ago, tragedy struck the members of an 
  isolated society I befriended, and I will honor them. 
  4 
  I want to learn more about a particular humanoid 
  culture that fascinates me. 
  Skill Proficiencies: Insight, Religion 
  Languages: Two of your choice 
  Equipment: A leather-bound diary, a bottle of ink, an ink 
  pen, a set of traveler's clothes, one trinket of special 
  significance, and a pouch containing 10 gp 
  
   
   
   
   
   
   
   
   
  20 
  5 
  I seek to avenge a clan, tribe, kingdom, or empire 
  that was wiped out. 
  6 
  I have a trinket that I believe is the key to finding a 
  long-lost society. 
   
  Flaw 
  1 
  Boats make me seasick. 
  2 
  I talk to myself, and I don't make friends easily. 
  3 
  I believe that I'm intellectually superior to people 
  from other cultures and have much to teach them. 
  4 
  I've picked up some unpleasant habits living among 
  goblins, lizardfolk, or orcs. 
  5 
  I complain about everything. 
  6 
  I wear a tribal mask and never take it off. 
   
   
  ARCHAEOLOGIST 
  An archaeologist learns about the long-lost and fallen cultures 
  of the past by studying their remains—their bones, their 
  ruins, their surviving masterworks, and their tombs. Those 
  who practice archaeology travel to the far corners of the 
  world to root through crumbled cities and lost dungeons, 
  digging in search of artifacts that might tell the stories of 
  monarchs and high priests, wars and cataclysms. 
   
   
  Dust Digger 
  Prior to becoming an adventurer, you spent most of your 
  young life crawling around in the dust, pilfering relics of 
  questionable value from crypts and ruins. Though you 
  managed to sell a few of your discoveries and earn enough 
  coin to buy proper adventuring gear, you have held onto an 
  item that has great emotional value to you. Roll on the 
  Signature Item table to see what you have, or choose an 
  item from the table. 
   
  Signature Item 
  d8 
  Item 
  d8 
  Item 
  1 
  10-foot pole 
  5 
  Medallion 
  2 
  Crowbar 
  6 
  Shovel 
  3 
  Hat 
  7 
  Sledgehammer 
  4 
  Hooded 
  lantern 
  8 
  Whip 
   
  Feature: Historical Knowledge 
  When you enter a ruin or dungeon, you can correctly 
  ascertain its original purpose and determine its builders, 
  whether those were dwarves, elves, humans, yuan-ti, or some 
  other known race. In addition, you can determine the 
  monetary value of art objects more than a century old. 
   
  Suggested Characteristics 
  Few archaeologists can resist the lure of an unexplored ruin 
  or dungeon, particularly if such a site is the source of 
  legends or is rumored to contain the treasures and relics of 
  wizards, warlords, or royalty. Some archaeologists plunder 
  for wealth or fame, while others consider it their calling to 
  illuminate the past or keep the world's greatest treasures 
  from falling into the wrong hands. Whatever their 
  motivations, archaeologists combine the qualities of a scrappy 
  historian with the self-made heroism of a treasure-hunting 
  scoundrel. 
   
  Personality Trait 
  1 
  I love a good puzzle or mystery. 
  2 
  I'm a pack rat who never throws anything away. 
  3 
  Fame is more important to me than money. 
  4 
  I have no qualms about stealing from the dead. 
  5 
  I'm happier in a dusty old tomb than I am in the 
  centers of civilization. 
  6 
  Traps don't make me nervous. Idiots who trigger 
  traps make me nervous. 
  7 
  I might fail, but I will never give up. 
  8 
  You might think I'm a scholar, but I love a good 
  brawl. These fists were made for punching. 
   
  Ideal 
  1 
  Preservation. That artifact belongs in a museum. 
  (Good) 
  2 
  Greed. I won't risk my life for nothing. I expect 
  some kind of payment. (Any) 
  3 
  Death Wish. Nothing is more exhilarating than a 
  narrow escape from the jaws of death. (Chaotic) 
  4 
  Dignity. The dead and their belongings deserve to 
  be treated with respect. (Lawful) 
  5 
  Immortality. All my exploring is part of a plan to 
  find the secret of everlasting life. (Any) 
  Skill Proficiencies: History, Survival 
  Tool Proficiencies: Cartographer's tools or navigator's 
  tools 
  Languages: One of your choice 
  Equipment: A wooden case containing a map to a ruin 
  or dungeon, a bullseye lantern, a miner's pick, a set of 
  traveler's clothes, a shovel, a two-person tent, a trinket 
  recovered from a dig site, and a pouch containing 25 gp 
  
   
   
   
   
   
   
   
   
  21 
  6 
  Danger. With every great discovery comes grave 
  danger. The two walk hand in hand. (Any) 
   
  Bond 
  1 
  Ever since I was a child, I've heard stories about a 
  lost city. I aim to find it, learn its secrets, and earn 
  my place in the history books. 
  2 
  I want to find my mentor, who disappeared on an 
  expedition some time ago. 
  3 
  I have a friendly rival. Only one of us can be the 
  best, and I aim to prove it's me. 
  4 
  I won't sell an art object or other treasure that has 
  historical significance or is one of a kind. 
  5 
  I'm secretly in love with the wealthy patron who 
  sponsors my archaeological exploits. 
  6 
  I hope to bring prestige to a library, a museum, or 
  a university. 
   
  Flaw 
  1 
  I have a secret fear of some common wild animal—
  and in my work, I see them everywhere. 
  2 
  I can't leave a room without searching it for secret 
  doors. 
  3 
  When I'm not exploring dungeons or ruins, I get 
  jittery and impatient. 
  4 
  I have no time for friends or family. I spend every 
  waking moment thinking about and preparing for 
  my next expedition. 
  5 
  When given the choice of going left or right, I 
  always go left. 
  6 
  I can't sleep except in total darkness. 
   
  HERETIC 
  Where gods vie for supremacy through trickery and murder, 
  and mortals ascend to godhood, so there is heresy. You 
  believe in a doctrine outlawed by your faith, taught to you in 
  secret by other heretics. Perhaps your superiors 
  excommunicated you from your temple, or forbidden dogma 
  provided answers to questions you never sought. Whatever 
  your origin, you're now shunned by the faithful, or worse, 
  hunted. 
   
   
  HERETICAL BELIEF 
  Hundreds of outlawed sects exist throughout the Forgotten 
  Realms. Choose a belief that defines you as a heretic, or roll 
  on the table below. 
  Belief 
  1 
  Dark Moon. A doctrine that ascribes Selüne and Shar 
  as two aspects of the same deity. 
  2 
  Fatemakers. Tymorans who believe mortals can 
  influence and control luck. 
  3 
  Threefold God. A belief that Tyr, Helm and Torm are 
  all the same god. 
  4 
  Forsaken One. A conspiracy that Savras and Leira 
  conceived and abandoned a god child. 
  5 
  Three-Faced Sun. The sun is a tripartite deity, with 
  divine aspects of dawn, noon and dusk. 
  6 
  Shared Suffering. Flagellant llmatari who say all 
  mortals must share their god's suffering. 
  7 
  Entropy. Belief that dying gods sent a divine sphere of 
  annihilation to Toril to kill wizards. 
  8 
  Harlot's Coin. Belief that Waukeen sold her divinity to 
  Graz'zt and he receives her prayers. 
   
  FEATURE: HERETICAL 
  CONTACTS 
  You know where to find heretics in settlements where your 
  faith is represented. If no heretics are present, you can 
  indoctrinate weak-willed souls if you spend a day preaching. 
  Where heretics are present, you can always find a place to 
  hide, rest and recuperate. If needed, they can help you escape 
  the settlement on a cart or through a secret tunnel. 
   
  SUGGESTED CHARACTERISTICS 
  Heretics survive by living on the run, or by blending into the 
  ranks of greater faiths. They tend to be suspicious folk with 
  zealous ideals and unshakable convictions. This sometimes 
  manifests as a sense of superiority over the "unenlightened". 
   
  Personality Trait 
  1 
  I think I'm right even when I'm wrong.  
  2 
  I pity those who deny the heresy. 
  3 
  I always scope out the closest exits and position 
  myself near them. 
  4 
  Those who refute my beliefs are damned and not 
  worth saving. 
  5 
  I'm sure my god has chosen me for a greater destiny. 
  Skill Proficiencies: Deception, Religion 
  Languages: Two of your choice 
  Equipment: A holy symbol (subtly modified to represent 
  your own heretical belief), a prayer book or prayer 
  wheel, vestments, a bottle of invisible ink, a quill, a set 
  of common clothes, and a pouch containing 10 gp. 
  
   
   
   
   
   
   
   
   
  22 
  6 
  I'm a natural orator, but once I start talking it's 
  difficult for me to stop. 
  7 
  I'm always looking over my shoulder and the 
  slightest things startle me. 
  8 
  I believe the end of the world is nigh.  
   
  Ideal 
  1 
  Guidance. I must teach others my forbidden doctrine 
  (Neutral). 
  2 
  Caution. It's always better to be safe than sorry (Any). 
  3 
  Knowledge. If this conspiracy is true, what else are 
  we being lied to about? (Neutral) 
  4 
  Insurrection. My old faith is corrupt and must be 
  brought down by the new order (Chaotic). 
  5 
  Honesty. I've been lied to enough, so now I'm sworn 
  to always tell the truth (Lawful). 
  6 
  Self-Knowledge. Those who seek the truth become 
  wise beyond their years (Good). 
   
  Bond 
  1 
  The heretics who educated me were burned at the 
  stake. I won't let that happen to me. 
  2 
  Belief in my old faith still nags at me. Have I chosen 
  the right path? 
  3 
  I used to be friends with the cleric who's now 
  hunting me. 
  4 
  I carry a heretical treatise on my person. It mustn't 
  be found! 
  5 
  I protect the faithless so they can know enlightenment. 
  6 
  One of my underworld contacts reports my 
  movements to the superiors of my old temple. 
  Flaw 
  1 
  I'm suspicious of strangers, as they may be bounty 
  hunters sent to arrest me. 
  2 
  I sneer at those whom I deem unworthy of my time. 
  3 
  I'm deeply superstitious, and have many rituals to 
  avoid bad luck. 
  4 
  I tend to misjudge the devotion of others. 
  5 
  I'm obsessed with my studies, often to the detriment 
  of other concerns. 
  6 
  I'm deeply mistrustful of temple hierarchies. 
   
   
  
   
   
   
   
   
   
   
   
  23 
  OPTIONAL FEATURES 
  FROM HOARD OF THE 
  DRAGON QUEEN 
   
  Below are two optional features that you can choose in place 
  of the feature normally granted by your background. 
   
  Optional Feature: Cult of the 
  Dragon Infiltrator 
  You have infiltrated the ranks of the Cult of the Dragon. 
  Having spied on the organization for quite some time, you 
  are familiar with its inner workings and customs. You have a 
  second identity as an initiate of the cult, enough of a facade 
  to blend in as a simple grunt or servant. 
   
  Optional Feature: Dragon 
  Scholar 
  You have studied dragons and their lore for many years. You 
  can automatically identify locations built or used by dragons 
  and can identify dragon eggs and scales by sight. If you fail 
  an Intelligence check to recall lore relating to dragons, you 
  know someone or some book you can consult for the 
  answer unless the DM rules that the lore is unknown. 
   
  OPTIONAL FEATURES 
  FROM OUT OF THE 
  ABYSS 
   
  A player can choose one of the following features to replace 
  the feature normally granted by his or her character's 
  background. 
  Optional Feature: Deep Delver 
  You have a knack for making your way in the deep places of 
  the world. You can recall the twists and turns of 
  passageway‘  and tunnels suchthat you can always retrace 
  your steps underground. You’re also well acquainted with 
  foraging and survival in the Underdark. and can determine 
  when sources of food and water are safe to consume. You 
  can always find sufficient food and water for yourself and up 
  to five other people in the Undcrdurk, as long as sustenance 
  is available in the area. 
  Optional Feature: Underdark 
  Expirience 
  You are no casual visitor to the Underdark, but instead have 
  spent con derablctime there learning its ways.  
  You are familiar with the various races. civilizations. and 
  settlements of the Underdark, as well as its major routes for 
  travel. If you fail an Intelligence check to recall some piece of 
  Underdark lore, you know a source you can consult for the 
  answer unless the DM rules that the lore is unknown. 
   
   
  
   
   
   
   
   
   
   
   
  24 
  MULMASTER BONDS  
  The City of Danger has earned that moniker. For those that 
  grew up in the city, a multitude of driving loyalties can spur 
  them into action. 
  You can use these bonds for your characters that come from 
  the city of Mulmaster. 
  1 
  When I first came to Mulmaster, I worked at a high-
  end dance hall called the Wave and Wink. My 
  bosses were the owner, Urdun Brizik and his 
  beautiful wife, Kata. They treated me like family. I'd 
  do anything for them! 
  2 
  I donated heavily to the restoration of the House 
  Built on Gold, the restored temple of Waukeen. I 
  really want it to succeed. I believe Waukeen will 
  reward me for my efforts. 
  3 
  My brother was in the Soldiery. He was killed in the 
  line of duty, and they really honored him at his 
  funeral. I think the members of the Soldiery are the 
  bravest men and women around. I do my best to 
  help them when I can and to speak up for them on 
  the rare occasion when others badmouth them. 
  4 
  I have won a small fortune betting on the dwarven 
  pit fighter Bhun Lundwakazar. I'm a total fan and 
  would like to meet him. He's the best of the best! 
  5 
  My cousin married Zora Culkin's brother a few 
  years ago. I met the Zora at the wedding and even 
  danced with her! She is a striking beauty. I am 
  smitten with her. 
  6 
  (Wizard) I apprenticed together with Salvar Brix. 
  He's a very ambitious mage! I learned a lot from 
  him and would do anything to impress him! 
  7 
  Benkin Rould sailed with my father and saved his 
  life once. My father made me promise to look after 
  Benking. I drop into the Rusty Chock now and then 
  to spend some coin and check on him. That tough 
  old coot doesn't need my help, but I promised Dad. 
  8 
  Captain Gideon Holke, the new commander of 
  Southroad Tower, saved me from getting a beating a 
  few years back. There was a misunderstanding, and 
  he was in the right place at the right time. He's a 
  good egg, and I'm glad he's been given an 
  important responsibility. 
  9 
  (Evil, Baneite) I know Sargent Audra Maskyr of the 
  Mulmaster City Watch. We worship together at the 
  Black Lord's Altar. I would do for her or any other 
  member of the congregation. It's the Dark One's 
  will. 
  10 
  I worked in the back at the dockside tavern the 
  Black Blade and Bloody Boar for a while, washing 
  dishes and such. Ma, the proprietor, is good people. 
  She gave me a job when I was down and out. 
  11 
  I am a secret informant for the Hawks. I send them 
  reports about everything I see and hear, even what 
  my friends and allies are up to. 
  12 
  I was robbed in the Zhent ghetto once. It will not 
  happen again. 
  13 
  I killed a drunk member of the City Watch in a 
  brawl. I am terrified that they might find out. 
  14 
  The High House of Hurting helped me when I was 
  hurt and asked nothing in return. I owe them my 
  life. 
  15 
  The Cloaks killed my friend for spellcasting. I'll get 
  them back somehow, someday. 
  16 
  The Soldiery seized my ship confiscated my cargo, 
  imprisoned my shipmates, yet let me walk free. I 
  fear for what they have in store for me. 
  17 
  (PCs 125 years old or older) I was a loyal supporter 
  of High Blade Rassendyll Uoumdolphin. I have 
  suffered greatly since his fall. I honor his memory in 
  secret. 
  18 
  I have traded the hot, dry winds of the Thay Mount 
  for the cold, wet winds of Mulmaster. Whether a 
  spellcaster, a warrior, a merchant, or an artisan, I 
  will show the decadent aristocrats of the City of 
  Danger that Thay retains the power and influence it 
  had under the Red Wizards. 
  19 
  The Thayans cannot fool me. They may say the Red 
  Wizards no longer rule them, but I know they are 
  all still foul necromancers and will prove it. 
  20 
  Magical power and secrets call to me from the 
  Tower of Mysteries. Whether through my dedication 
  to one of the gods worshipped there or my own 
  arcane powers, I will answer. 
   
   
  
   
   
   
   
   
   
   
   
  25 
  HILLSFAR BONDS 
  New characters created to be from the Hillsfar region can 
  choose any of the following bonds or create their own to 
  bring the unique flavor of Hillsfar to their game. 
   
  1. 
  Marelfriend: I was once rescued by a Marel, an 
  aquatic elf from the Moonsea. I owe him my life. 
  2. 
  Stop Bumpkin: I'm from the Stop, born and raised. 
  It may be just a tiny caravan stop between Hillsfar 
  and fallen Yulash to you, but it's home to me and 
  my kin. 
  3. 
  Underdark Refugee (Underdark Races): The fire 
  giants chased me (or my family) out of Maerimydra 
  nearly 120 years ago. Now they've chased me out 
  of Szith Morcane. I seek to create a safe home in 
  the Underdark or on the surface. 
  4. 
  Kind Cormanthorite (Elves and Gnomes): I abhor 
  the treatment that non-humans have suffered at the 
  hands of the people of Hillsfar. I help the refugees 
  whenever I can. 
  5. 
  Loyalist: I hate the purges of non-humans, but the 
  First Lord was duly appointed, and they're legal 
  under the Law of Humanity. I obey and am loyal to 
  the First Lord, but I seek legal reform. 
  6. 
  Arena Addict: I live for the rush of excitement when 
  there is blood on the sands of the Arena. Bring on 
  the games! 
  7. 
  Magefriend: One of my relatives is a Guild Mage. 
  They treat her right. I help them when I can. 
  8. 
  Lliiran: I worship Lliira and love the happiness that 
  the Joydancers bring to Hillsfar in these dark times. 
  I tithe when I can and support the House of 
  Happiness's efforts. 
  9. 
  Thayan: I hail from Thay, but live in Hillsfar. It is 
  the City of Trade, after all. While I like my adopted 
  city, my loyalties are with Thay. 
  10. 
  Banished Arcanist: I was banished from Mulmaster 
  for refusing to join the Brotherhood of the Cloaks. I 
  detest arcanist guilds and the quislings who serve 
  them. 
  11. 
  Chauntean: I worship Chauntea, usually by drinking 
  mead brewed by the clerics of the Hillsfar temple, 
  Lastholme. I support the faith and its new 
  orphanages. 
  12. 
  Barfly: I'm a regular at one of Hillsfar's many 
  watering holes. At the Hyrda's Den, the Rusty Nail, 
  or the Gully [choose one], everyone knows me. I 
  never pass up a chance to visit. My bar buddies are 
  my real family, and I would do anything for them. 
  13. 
  Red Plume Reject: I applied to be a Red Plume, but 
  they rejected me. I resent them for that and do what 
  I can to thwart them without risking my hide. 
  14. 
  Revanchist: Whether a drow driven from the 
  Underdark, an elf driven from Myth Drannor, a non-
  human driven from Hillsfar, a Zhentarim driven 
  from Zhentil Keep, or a refugee from Phlan, I want 
  my homeland back and will do anything to make 
  that happen. 
  15. 
  Worshipper of Tempus: I follow the ways of the 
  Foehammer. I believe fights should be open and 
  honorable, without craven tricks and only against 
  worthy foes. 
  16. 
  Mercantile: Trade and commerce bring prosperity to 
  all. They must proceed unabated. I support the Great 
  Law of Trade, that there shall be no interference 
  with legitimate trade anywhere. 
  17. 
  Tree Hugger: The Cormanthor Forest is one of the 
  wonders of Toril. It must be protected, preserved, 
  and cherished. 
  18. 
  Abolitionist: The blood sports of the Arena, 
  particularly those involving non-human slaves, are an 
  abomination that should be ended. I do what I can 
  to speak out and act against them. 
  19. 
  Human Activist: The Great Law of Humanity is 
  abhorrent. I do what I can to oppose the law and 
  the pogroms under it and to help non-humans in the 
  city. 
  20. 
  Underdark Enthusiast (Surface Races): The notion 
  that there's a whole world under the surface 
  intrigues me. I yearn to learn more about it and its 
  inhabitants and to visit it someday 
   
   
   
  
   
   
   
   
   
   
   
   
  26 
  ELEMENTAL EVIL 
  TRINKETS 
  d100 
  Trinket 
  1 
  A Compass that always points to Mulmaster. 
  2 
  A paper fan that won't produce a breeze no matter 
  how hard it's waved. 
  3 
  A petrified potato that resembles someone important to 
  you. 
  4 
  A glass cup that can only be filled half way no matter 
  how much liquid is pored into it. 
  5 
  A mirror that only shows the back of your head. 
  6 
  A small glass bird that when set down near water 
  dips its head in as if to get a drink. 
  7 
  A lady's coin purse containing two sharp fangs. 
  8 
  A small sea conch with the words "From the 
  beginning" painted on the lip. 
  9 
  A frost-covered silver locket that's frozen shut. 
  10 
  A seal which imprints a mysterious, unknown coat of 
  arms into hard rock. 
  11 
  A small wooden doll that when held brings back fond 
  memories. 
  12 
  A small handmirror which only reflects inanimate 
  objects. 
  13 
  A glass eyeball that looks about of its own accordance, 
  and can roll around. 
  14 
  A glass orb that replicates yesterday's weather inside 
  itself. 
  15 
  A drinking cup, that randomly fills with fresh or salt 
  water. Refilling once emptied. 
  16 
  A deep blue piece of flint, that when struck with steel 
  produces not a spark but a drop of water. 
  17 
  A conch shell which is always damp and constantly 
  drips saltwater. 
  18 
  A charred, half-melted pewter clasp that glows as if 
  smoldering but releases no heat. 
  19 
  A clockwork finch that flaps its wings in the presence 
  of a breeze. 
  20 
  A unbreakable sealed jar of glowing water that hums 
  when shaken. 
  21 
  A small, finely polished geode whose crystals slowly 
  fade between every color of the spectrum. 
  22 
  A rough stone eye pulled from a petrified creature. 
  23 
  A stone smoking pipe that never needs lighting. 
  24 
  A small whistle, that when blown, whispers a 
  name  of a person or place unknown to you, instead 
  of the whistle sound. 
  25 
  A fist sized rock that "beats" like a heart. 
  26 
  A pair of bronze scissors in the shape of a pair of 
  leaping dolphins. 
  27 
  A bronze oil lamp which is rumored to have once 
  held a genie. 
  d100 
  Trinket 
  28 
  A single gauntlet inscribed with a fire motif and an 
  unfamiliar name in Primordial. 
  29 
  A one-eyed little fish inside a spherical vial, much 
  bigger than the vial's neck. He has a cunning look. 
  30 
  The tiny skull of a rabbit that whispers scathing 
  insults when nobody is looking. 
  31 
  A rag doll in the likeness of an owlbear. 
  32 
  The desiccated body of a small eight-legged black 
  lizard. 
  33 
  A small toy boat made with a walnut shell, toothpick, 
  and piece of cloth. 
  34 
  A small pocket mirror that slowly fogs over while 
  held. 
  35 
  Wind chimes that glow when the wind blows. 
  36 
  A small, clay square with an unknown rune etched 
  into one side. 
  37 
  A tea kettle that heats itself when filled with water. 
  38 
  An old scratched monocle which shows an underwater 
  landscape whenever someone looks through it. 
  39 
  A rose carved from coral. 
  40 
  A set of dice with elemental symbols and primordial 
  runes instead of pips or numbers. 
  41 
  A amulet filled with liquid that churns, freezes, or boils 
  to match its wearer's mood. 
  42 
  A small silver bell that makes a sound like quiet, 
  distant thunder when it's struck. 
  43 
  A small vial of black sand that glows slightly in the 
  moonlight. 
  44 
  A small whale tooth with etched with an image of 
  waves crashing upon a beach. 
  45 
  An hourglass in which the sands pour upward instead 
  of downward. 
  46 
  A glass pendant with a hole in the center that a mild 
  breeze always blows out of. 
  47 
  A soft feather that falls like a stone when dropped. 
  48 
  A large transparent gem that, when gripped tightly, 
  whispers in Terran. 
  49 
  A small crystal snowglobe that, when shaken, seems 
  to form silhouettes of dancing forms. 
  50 
  Half of a palm-sized geode that pulses dimly with 
  purple light. 
  51 
  A book filled with writing that only appears when the 
  book is held underwater. 
  52 
  A sealed envelope made of red leather that you 
  haven’t been able to open. It smells of campfire. 
  53 
  A locket of hair that is rumored to have come from a 
  famed fire genasi. 
  54 
  Flint and steel that, when used to start a faire, creates 
  a random colored flame. 
  55 
  A blank piece of wet parchment that never seems to 
  dry. 
  56 
  A small puzzle box made of brass, that is slightly 
  warm to the touch. 
  
   
   
   
   
   
   
   
   
  27 
  d100 
  Trinket 
  57 
  A cloudy chunk of glass that is said to hold a spark 
  of breath from a blue dragon. 
  58 
  A crude chalice made of coal. 
  59 
  A miniature brass horn, silent when played, but fills 
  the air with the scent of warm and exotic spices. 
  60 
  An eye-sized blue pearl that floats in salt water. 
  61 
  A tuning fork made from a dark metal which glows 
  with a pale, white light during thunderstorms. 
  62 
  A small vial that is always filled with the smell of 
  autumn wind. 
  63 
  A clear marble that slowly rolls toward the nearest 
  source of running water. 
  64 
  A small collapsible silver cup that perspires constantly 
  when opened. 
  65 
  An hourglass that tells time with falling mist instead 
  of sand. 
  66 
  An ornate razor, which only cuts in freezing cold 
  temperature. 
  67 
  A shark tooth covered in tiny etched words from a 
  lost language. 
  68 
  A large brass coin with no markings or images on it. 
  69 
  A small wooden box filled with a strange red clay. 
  70 
  A necklace with a small, rusted iron anchor. 
  71 
  A small brass flute adorned with silver wire that is 
  always faintly sounding. 
  72 
  A red and black Aarakocra feather. 
  73 
  A palm-sized stone with a hole in it, through which 
  can be heard a constantly whispering wind. 
  74 
  A small conch shell covered in black crystal. 
  75 
  A small music box made of brass. It features a pair of 
  tiny automatons that resemble Azer working at a 
  forge. 
  76 
  A glass jar containing the preserved corpse of an 
  unfamiliar aquatic creature. 
  77 
  A piece of petrified wood carved into the shape of a 
  seashell. 
  78 
  A wooden puzzle cube covered in elemental symbols. 
  79 
  A small stone cube that acts as a magnet when placed 
  against another stone. 
  80 
  A ring made of a white metal. On the  inside is a 
  name etched in Auran. 
  81 
  A bracelet made of silvered fish hooks. 
  82 
  A journal filled with poetry hand-written in Primordial. 
  83 
  A yellow gemstone that glows dimly when a storm is 
  nearby. 
  84 
  A charred chisel with an unfamiliar symbol stamped 
  into its base. 
  85 
  A canteen filled with a foul smelling orange mud. 
  86 
  A faceless doll made of driftwood. 
  87 
  A heavy iron key bearing the name of a ship long lost 
  to the sea. 
  88 
  A small jewelry box made from the shell of a turtle. 
  d100 
  Trinket 
  89 
  A chess piece fashioned to look like fire myrmidon. 
  90 
  A spinning top with an image of one of the four 
  elements on each side. 
  91 
  A single hoop earring made of a porous red stone. 
  92 
  An arrowhead carved from seasalt 
  93 
  A small comb made of blue coral. 
  94 
  Seven small beads of sandstone on a string, all 
  different colors. 
  95 
  A romance chapbook written in undercommon titled 
  "Just one Layer of Grey". 
  96 
  A tiny, broken clockwork Harpy. 
  97 
  An ivory whale statuette. 
  98 
  A fist-sized cog, covered in barnacles. 
  99 
  An eyepatch made of obsidian and a black leather 
  cord. 
  100 
  A glass bottle with a tiny ship of unfamiliar design 
  inside. 
   
   
   
  
   
   
   
   
   
   
   
   
  28 
  GOTHIC TRINKETS 
  When rolling for a trinket, consider using this table, which 
  is designed for a gothic game. 
  d100 
  Trinket 
  01-02 
  A picture you drew as a child of your imaginary 
  friend 
  03-04 
  A lock that opens when blood is dripped in its 
  keyhole 
  05-06 
  Clothes stolen from a scarecrow 
  07-08 
  A spinning top carved with four faces: happy, sad, 
  wrathful, and dead 
  09-10 
  The necklace of a sibling who died on the day you 
  were born 
  11-12 
  A wig from someone executed by beheading 
  13-14 
  The unopened letter to you from your dying 
  father 
  15-16 
  A pocket watch that runs backward for an hour 
  every midnight 
  17-18 
  A winter coat stolen from a dying soldier 
  19 -20 
  A bottle of invisible ink that can only be read at 
  sunset 
  21-22 
  A wineskin that refills when interred with a dead 
  person for a night 
  23-24 
  A set of silverware used by a king for his last meal 
  25-26 
  A spyglass that always shows the world suffering 
  a terrible storm 
  27-28 
  A cameo with the profile's face scratched away  
  29-30 
  A lantern with a black candle that never runs out 
  and that burns with green flame 
  31-32 
  A teacup from a child's tea set, stained with blood 
  33-34 
  A little black book that records your dreams, and 
  yours alone, when you sleep 
  35-36 
  A necklace formed of the interlinked holy symbols 
  of a dozen deities 
  37-38 
  A hangman's noose that feels heavier than it 
  should 
  39-40 
  A birdcage into which small birds fly but once 
  inside never eat or leave 
  41-42 
  A lepidopterist's box filled dead moths with 
  skull¬like patterns on their wings 
  43-44 
  A jar of pickled ghouls' tongues 
  45-46 
  The wooden hand of a notorious pirate 
  47-48 
  A urn with the ashes of a dead relative 
  49-50 
  A hand mirror backed with a bronze depiction of a 
  medusa 
  51-52 
  Pallid leather gloves crafted with ivory fingernails 
  53-54 
  Dice made from the knuckles of a notorious 
  charlatan 
  55-56 
  A ring of keys for forgotten locks 
  57-58 
  Nails from the coffin of a murderer 
  59-60 
  A key to the family crypt 
  61-62 
  An bouquet of funerary flowers that always looks 
  and smells fresh 
  63-64 
  A switch used to discipline you as a child 
  65-66 
  A music box that plays by itself whenever 
  someone holding it dances 
  d100 
  Trinket 
  67-68 
  A walking cane with an iron ferule that strikes 
  sparks on stone 
  69-70 
  A flag from a ship lost at sea 
  71-72 
  Porcelain doll's head that always seems to be 
  looking at you 
  73-74 
  A wolf's head wrought in silver that is also a 
  whistle. 
  75-76 
  A small mirror that shows a much older version of 
  the viewer 
  77-78 
  Small, worn book of children's nursery rhymes. 
  79-80 
  A mummified raven claw 
  81-82 
  A broken pendent of a silver dragon that's always 
  cold to the touch 
  83-84 
  A small locked box that quietly hums a lovely 
  melody at night but you always forget it in the 
  morning 
  85-86 
  An inkwell that makes one a little nauseous when 
  staring at it 
  87-88 
  An old little doll made from a dark, dense wood 
  and missing a hand and a foot 
  89-90 
  A black executioner's hood 
  91-92 
  A pouch made of flesh, with a sinew drawstring 
  93-94 
  A tiny spool of black thread that never runs out 
  95-96 
  A tiny clockwork figurine of a dancer that's 
  missing a gear and doesn't work 
  97-98 
  A black wooden pipe that creates puffs of smoke 
  that look like skulls 
  99-00 
  A vial of perfume, the scent of which only certain 
  creatures can detect 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/Collection of Adventurers Leagues Backgrounds v0.9.pdf