Backgrounds

 

All backgrounds in PHB & SCAG are eligible with the exception of Purple Dragon Knight

 

Viridian Lord

 

The Viridian Lords exist primarily in Palastan, outside the walls of Ptolus, but make their influence felt within the major cities as well. Most members of this group are rangers, although they do have druids and barbarians among their numbers. The Viridian Lords bond themselves to nature through an initiation ritual, that grants them several unique abilities. The Viridian Lords hold claim to a great deal of power and influence in Palastan.        

     In effect, their word is often law on the road or in the wild. This has recently caused a rift with the reigning emperor Rehoboth Ylestos, who also is the Emperor of the Church of Lothian. The emperor would prefer to have the Viridian Lords serve in totality to the Church Empire, but the Viridian Lords have no structured hierarchy for the emperor to overthrow. 

Bonus Languages: Sylvan

Skill Proficiencies: You are trained in Nature and your choice of Stealth or Survival

Tool Proficiencies: Bowyer/Fletcher tools, Woodcarver tools

Equipment: a set of traveler’s clothes, a cloak, an extra bow string, pouch of 10 gp

 

Feature: Self-Reliant: In the forest, you never go without. You know the general idea of your location, using natural and manmade markers. You can always provide sustenance for yourself and a small party as well as making simple gear and tools.

 

 

d8

Personality Trait

1

I'm honored to be a part of this elite group.

2

All should fear when I loose an arrow.

3

I train for hours on end, and when I finish training, I train some more.

4

I will never stop improving.

5

The world is full of evil. I must find more like me.

6

I love hearing the fury of storms. The roar of thunder is like music to my ears.

7

I am no different from the boy/girl who left home.

8

My skills is how I earn my keep

 

d6

Ideal

1

Practice. I will practice until my last breath. (Any)

2

Balance: Nature is all that matters to me, more than any ideals. (Neutral)

3

Honor. My word is my bond. (Lawful)

4

Change. Everything changes, and we must change with it. (Chaotic)

5

Life. All life is sacred, even those lives of miscreants. (Good)

6

Power. I will bring desolation to my enemies. (Evil)

 

d6

Bond

1

My bow is my life, and I will let no harm come to it.

2

My home was razed by savage marauders, and I will avenge my people.

3

I fight for the innocent

4

I have been entrusted with a secret that I must keep until the end of my days.

5

My life belongs to the Viridian Lords

6

I adore nature, from the tiniest beetle to the greatest tree.

 

d6

Flaw

1

I am incredibly cocky and arrogant.

2

I am inflexible in my thinking.

3

I refuse to use any weapon other than my bow.

4

My enemies are not worthy of my mercy, and I will destroy them all.

5

My training has made me jaded.

6

I am wary/distrustful of organized religion

 

AMAZON

Living among the wildlands of the southern Plains of Panish. Several matriarchal warrior tribes dot the landscape. Amazons employ various types of mounts Amazons have come to respect power, confidence and authority, and to mistrust other societies for their backward ways. Amazons have very passionate views of freedom and war. War is glorious and that to exhibit courage is worthy of the highest praise. Amazons are loathe to have to rely on others, as being self-sufficient is indicative of being able to handle oneself in any situation.

Skill Proficiencies: Animal Handling, Intimidation

Tool Proficiencies: one type of artisan’s tools, vehicles (land)

Equipment: A mount (check table below), bit & bridle, set of traveler’s clothes and a belt pouch containing 10 gp.

 

D6        Mount

  1.      Camel
  2.      Draft Horse
  3.      Riding Horse
  4.      Warhorse
  5.      Donkey
  6.      Elephant (DM approval)

 

Feature: Brutal Magnetism: A lot of people can’t stand your presence, but among those who tolerate you, you are very well liked. Most NPC’s you meet will be hostile or friendly towards you. Further interaction with you might flip it from one to the other, but people are rarely neutral on you for long.   

d8

Personality Trait

1

When I meet new people, I like to fight to first blood so we can find out who’s stronger.

2

I don’t offer my respect o just anyone – you have to earn it.

3

I have a dim view of how the so-called civilized people out here live their lives.

4

Everything I own is functional, without flourish, and I think those who value pretty things are weak.

5

I never use a sentence when a word will do.

6

I protect those without the power to protect themselves, no matter the cost to myself.

7

Wild beasts, I get. It’s people that scare me.

8

I want to see new sights and experience new things in the wide, wild world over the horizon

 

d6

Ideal

1

Knowledge. It is my duty to learn about the lands outside, and bring that knowledge back home. (Any)

2

Tradition: The way of my people must never be forgotten. (Lawful)

3

Independence. Anyone who wants to tell me what to do can talk to my fist first. (Chaotic)

4

Pride. Those who fail to address me as I am entitled to be addressed may find their words unheard. (Any)

5

Protection. A warrior’s duty is to protect the weak. Lucky I am so strong. (Good)

6

Sisterhood. All people are worthy of respect and admiration from each other. (Good)

 

d6

Bond

1

I am the last survivor of my village, and one of the last of my culture.

2

I volunteered for my younger sister when the military draft came. She’s at home, I’m fighting monsters.

3

My mother is a demanding woman with expectations for me – I dare not disappoint.

4

I’m a minor noble back home, though people out here don’t seem to realize that.

5

An outsider saved my life, and I still owe them a debt I haven’t been able to repay.

6

I’ve got an admirer that tends to follow me from place to place. They’re harmless, but a bit embarrassing.

 

d6

Flaw

1

I’ve got a bit of a martyr complex-better to sacrifice myself than anyone else.

2

I’ve got a pretty bad temper when someone confronts my pride. I don’t handle embarrassment well.

3

I can be pretty condescending when other don’t quite understand me.

4

I don’t have a lot of sympathy to spare. Life’s hard, so I need to be harder.

5

Appearances are sometimes more important to me than substance.

6

I’m sometimes gobsmackingly naïve. I’ve rarely met a stranger I couldn’t trust.

 

KNIGHT OF THE ORDER

You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. Ptolus and the Known World have a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.

     Though the term “knight” conjures ideas of mounted, heavily armored warriors of noble blood, most knightly orders don’t restrict their membership to such individuals. The goals and philosophies of the order are more important than the gear and fighting style of its members.

   

Bonus Languages: One of your choice

Skill Proficiencies: Persuasion, plus one from among Arcana, History, Nature and Religion as appropriate for your order. 

Tool Proficiencies: one type pf gaming set or musical instrument

Equipment: One set of traveler’s clothes, a signet ring, banner or seal representing your place or rank in the order, a pouch containing 10 gp

 

Feature: Knightly Regard: You receive shelter and succor from members of your knightly order and those who are sympathetic to its aims. If your orders is a religious one, you can gain aid from temples of your deity. Knights of civic orders can get help from the community-whether a lone settlement or a great nation that they serve, and knights of philosophical orders can find help from those who have aided in pursuit of their ideals.

     This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight in a fight, or help to smuggle a knight out of town when being hunted unjustly.

 

 

d8

Personality Trait

1

I’m always polite and respectful

2

I can stare down a hellhound without flinching

3

I seek to become a legendary warrior, inspired by legends of the past.

4

I treat nearly every endeavor as a competition

5

I face problems head-on. A simple direct solution is the best path to success.

6

I’ve lost many friends to battle, and slow to make new ones.

7

I may not tell outright lies, but I will certainly embellish a deed

8

Nothing can shake my optimistic attitude

d6

Ideal

1

Self-Sacrifice. My job is to save the lives of other people, even at the expense of my own. (Good)

2

Independence: When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

3

Might. In life, as in war, the stronger forces win. (Evil)

4

Responsibility: I do what I must and obey just authority (Lawful)

5

Life. Everyone deserves to live (Neutral)

6

Order: My order is all that matters to me (Any)

 

d6

Bond

1

I fight for those who cannot fight for themselves

2

My honor is my life

3

Those who fight beside me are those worth dying for.

4

I would lay down my life for the people I serve with

5

Defeat is not an option

6

I owe everything to my Order, for saving my life and teaching me

 

d6

Flaw

1

I obey the law, even if the law causes misery

2

The monstrous enemy we faced in battle still leaves me quivering with fear

3

I have a tendency to be unintentionally insulting or boastful

4

My hatred of my enemies is blind and unreasoning

5

I am at times, hostile to those not of my Order

6

I hold to traditions of my Order at the expense of adaptability

 

KNIGHT ORDERS

Knights of the Chord: A small knightly order dedicated to upholding freedom and protecting the innocent. The knights all have mastered, to some degree, the art of drawing power from music and song. These knights are a martial order and focus heavily on combat skills. They have an informal temple to Jode, goddess of music in Oldtown, that also serves as a keep. The Knights of the Chord are bound by an ancient oath that ties to them to the fate of House Kath. The head of House Kath can invoke this vow and call upon the knights to aid the house when it is in need.

Knights of the Golden Cross: Founded millennia ago, this ancient order has endured through the ages thanks to the extreme devotion of its members and their descendents. They oppose evil in all its forms with a selfless altruism that sometimes shakes the credulity of those who interact with them. They support goodness and benevolence for its own sake but maintain a low profile. The knights come from every class and many races, there is no “typical” member of the order, but membership is currently very small at a total of nine knights.

Knights of the Pale: An order of knighthood dedicated to combating supernatural threats, particularly demons and evil spellcasters. Although they are not an official arm of the Church of Lothian, they base their order on the veneration of a number of that religion’s most important saints. The order holds an official Imperial Charter and as such, receive direct funding from the Commissar of Ptolus for the services and good work they perform.

Knights of the Blade: Formerly known as the Blades of Justice. This order also holds an official Imperial Charter along with the Knights of the Pale. This order upholds the rule of law and brings justice to those in need of it, and to protect the people of Ptolus. They were founded by Saxton Windhurst III, a nobleman adventurer. The order has a hierarchy, that is self-governed, but membership is open to any who prove an aptitude toward the pursuit of justice.

Keepers of the Veil: An order of holy knights with a history dedicated to the destruction of undead, specifically free-willed spirits. Virtually all members are good aligned and consist of mostly paladins and fighters with some martial clerics. This order is the third to hold an official Imperial Charter, and often work in conjunction with the Knights of the Pale. They keep a close on the Necropolis and have access to a well -fortified tunnel into the Necropolis for any necessary campaign against rising undead.

LONGFINGERS GUILD THIEF

The Longfingers Guild once commanded a great deal of respect-at least among the underworld-as the city’s thieves’ guild. However today, most skilled thieves have found more lucrative work with the Balacazars or the Killraven Crime League. It is true that the Longfingers Guild teaches the old-fashioned philosophy of honor among thieves. The role that the guild plays in the present day is that of a school for young and upcoming thieves. Most of the skilled burglarsm pickpockets, and cutpurses in the city were members of the guild when they were younger, even if they no longer belong to it.

   

Bonus Languages: Thieves Cant, or one language of your choosing

Skill Proficiencies: Stealth, Deception

Tool Proficiencies: thieves’ tools

Equipment: One set of common clothes, two daggers, 50’ hemp rope and a pouch containing 10 gp

 

Feature: Guild ThiefLike an artisan you belong to a guild but instead of merchants you consort with criminals. You live a comfortable lifestyle without charge, and your guild will grant you protection from any crimes you are charged with. To remain part of the guild you must pay them 10 gold you earn every month. In addition your guild provides for the upkeep of your weapons and your living costs (food) while away from the guild.

 

d8

Personality Trait

1

I assume every job is a trap.

2

I tend to approach conversation with people I've just met as though it were an interrogation.

3

You don't like killing.

4

I always check the escape routes of every building I enter.

5

I have trouble trusting people, especially those closest to me.

6

I have a habit of listening in on the conversations of others.

7

I prefer not to talk unless it's necessary.

8

I'm a specialist and my skills are best used in a team atmosphere.

 

d6

Ideal

1

Charity: I steal from the wealthy so that I can help people in need. (Good)

2

Brutality: Gold pales to the brilliance of the life draining from their eyes. (Evil)

3

Honor: I don’t steal from others in the trade. (Lawful)

4

Improvisation: Winning isn't everything, winning in a cool way is! (Chaotic)

5

People: I help people who help me—that's what keeps us alive. (Neutral)

6

Self-Knowledge: If you know yourself, there is nothing left to know. (Any)

 

d6

Bond

1

I owe my guild a great debt for forging me into the person I am today.

2

One day I will return to my guild and prove that I am the greatest thief of them all.

3

I'm trying to pay off an old debt I owe to my teacher.

4

I am almost dangerously greedy.

5

I need to be the most famous thief alive.

6

I know I've done my best work when nobody knows I've done anything at all.

 

d6

Flaw

1

I have no problem with betraying people who trust me.

2

I keep everything.

3

Not only am I good at what I do, but I love what I do – and I hate myself for it.

4

I never share secrets with anyone.

5

I don't save people who can't save themselves. The game is harsh and the stupid and flamboyant tend to die the first.

6

Once someone questions my courage, I never back down no matter how dangerous the situation.

 

 

LOTHIAN CHURCH INQUISITOR

Historically, inquisitors were used to hunt down and ferret out arcane magic users. They were known to travel to the most remote places of the Empire to capture their prey. Since the Edict of Deviltry has been repealed, inquisitors now focus on dealing with lycnanthropes, and internal affairs of the Church. Some even find outside work as private inquirers in both religious and secular matters.

 

Skill Proficiencies: Investigation, Religion

Tool Proficiencies: Thieves’ tools, one set of artisan’s tools of your choice

Equipment: A holy symbol, set of traveler’s clothes, a red book containing lists of suspected and confirmed Church enemies, a pouch containing 15 gp.

FEATURE: LEGAL AUTHORITY: As an inquisitor of the church, you have the authority to arrest criminals. In the absence of other authorities, you are authorized to pass judgement and even carry out sentencing. If you abuse this power, however, your superiors in the Church might strip it from you.

 

.   

d8

Personality Trait

1

It will all go smoothly if everyone does as I say

2

Despair is an extravagance we can ill afford.

3

I know the writings of Saint Yessid backward and forward.

4

I try to see the bright side in the very worst situation

5

It helps me feel better when others show sympathy or appreciation for the horrors I’ve endured

6

I prefer to face evil with a strong group of friends in front of me

7

I want to see the wicked burn for the evil they’ve brought on us

8

I feel the sin being purged from me as I help cleanse the world.

 

d6

Ideal

1

Honesty. The smallest deception paves the way to grievous sin. (Lawful)

2

Piety: Devotion to the angels and the rites of the church is all that keeps the world from destruction. (Good)

3

Order. The laws of Lothian are meant to preserve the social order-everything in its proper place (Lawful)

4

Humanity. Human life is to be cherished and preserved against the horrors of the night (Good)

5

Knowledge. The path to holiness comes through understanding of the world (Any)

6

Punishment. It is better for the innocent to suffer than for the guilty to escape their due (Evil)

 

d6

Bond

1

Ptolus is the heart of the world. The Holy Palace must stand even if the outlands are lost.

2

One day, I will claim vengeance against the monster that too my family away from me.

3

My weapon is all I have to remember my beloved mentor by.

4

The geist of my beloved speaks to me sometimes.

5

My dear sibling is now a werewolf

6

A small crossways chapel is my spiritual home

 

d6

Flaw

1

I am troubled by the wild rage and bloodlust that lurks in my own heart.

2

I have come to believe that I executed an innocent person.

3

I enjoy the prestige of my position more than service to the saints.

4

I drink to forget the horrors I’ve seen.

5

I might have made a promise to a demon that I can’t keep.

6

I’ll do whatever grim task must be done, for my soul is already lost.

 

   REDEEMED CULTIST            

Once, you were an obedient member of a religious cult. You may have been a follower of a dark god, demon prince, twisted fey, or just power-hungry religious fanatic – that is of little importance now. What matters now is that, somehow, you found it in you to free yourself from the blind servitude and saw the error of your ways. Many innocents died by your hand – sacrificed on an altar or slain in raids. Brainwashed, drugged, or simply confused and misled you have committed crimes so heinous you could hardly ever ask for forgiveness. Nevertheless, you have left the cult determined to seek a new life. Will it be a life of virtue in a pursuit of redemption or a lonesome journey of an embittered and broken individual trying to run away from their past? Why did you join the cult in the first place? What made you see through the veil of the cult indoctrination? How have you managed to escape?

Skill Proficiencies: Arcana and Religion

Tool Proficiencies: Disguise kit or Herbalism kit or Poisoner’s Kit

Languages: any one occult or extraplanar language of your choice

Equipment: a set of traveler's clothes, your cult’s identification mark (if any – see the table below), a dagger, a pack of candles and a pouch containing 5gp

    

d6

Cult Members’ Identification

1

Markings (tattoos, scarification, branding…)

2

Self-Mutilation (fingers or ears cut off, missing eye(s), split tongue…)

3

Accessories (rings, medallions, bracelets, piercings…)

4

Clothing (distinct color or type of clothing…)

5

Language (password, phrase, cipher, non-verbal signs…)

6

Multiple layers of identification – roll twice on this table, reroll any 6s

 

Feature: The Black Sheep

Thanks to your long affiliation with a cult community, you can very easily identify anyone who is a member of a commune similar to your own. All cults are essentially the same and their members exhibit the same behavioral patterns. By extension, you can also easily recognize any drug addicts, compulsive liars and people with various behavioral disorders.

Additionally (this is up to you or your DM to decide), some of your former brothers and sisters in faith might not know you have defected and would be willing to provide you (and only you) with shelter and supplies. However, the question is whether you want to stay with them again.

 

d8

Personality Trait

1

My past still haunts me in my dreams. I often wake up screaming or do not sleep at all.

2

I anger quickly and I am prone to violent tantrums when someone tries to control me or give me orders.

3

Being a pawn in someone else’s game left me with an inability to make choices of my own. I am indecisive.

4

I trance out and lose touch with reality. I am sometimes delusional or experience delirious states.

5

Boundaries were violated time and time again in the cult until I lost sense of which boundaries were appropriate. I often behave inappropriately or in a seemingly random manner.

6

Constant feelings of shame, helplessness and inferiority make me change my mood at a moment’s notice. I suffer from mood swings or sudden emotional breakdowns.

7

I feel immense guilt over my past actions and welcome suffering as my atonement. I have little or no regard for my personal health.

8

Every day I expect to get a knife in my gut and I see vengeful assassins in every shadow. I am paranoid or suspicious of others.

 

d6

Ideal

1

Protective. Dark cults trifle with powers that are beyond their understanding or control. Those fools must be stopped. (lawful)

2

Nihilist. What’s the point of anything? People are insignificant and their struggle is futile. (neutral)

3

Repentant. I cannot possibly undo the wrongs I have done, but I can still try and atone. (good)

4

Anarchist. Lives of men should not be ruled by anyone. No gods, no masters! (chaotic)

5

Denial. It wasn’t me. I wasn’t myself! (any)

6

Selfish. The world is doomed either way. Better make to most of it. (evil)

 

d6

Bond

1

When I left the cult, I took one of its relics with me. For some strange reason, I cannot part with it.

2

They were supposed to be sacrificed, I have helped them escape. Now I feel responsible for them.

3

It breaks my heart to know that my close friend, lover or family member is still a loyal follower of the cult.

4

The cult leader made me kill my old friend during the initiation. I have not forgotten that and I want revenge.

5

I cannot stand by and watch as more children and youths get turned into mindless fanatics or are exploited for someone else's personal gain.

6

No one must ever know about my involvement with the cult.

 

d6

Flaw

1

Sometimes, I hear voices in my head that command me to do terrible things. And sometimes, I give in.

2

I am having second thoughts about my leaving the cult. I am afraid I could easily return to my old ways given the right circumstance.

3

I take great solace in flagellation. The road to salvation leads through blood and self-inflicted pain.

4

Before I left, I was given a task (by the dark lord or deity, or the cult leader) that I am yet to fulfill.

5

In the cult, they fed us drugs. I am still heavily addicted and I will do anything to get a dose.

6

I dread the idea of killing another sentient creature, I have already spilled enough blood.

   

Inverted Pyramid Arcanist

While most people assume it was formed out of necessity hundreds of years ago when arcane magic was outlawed in the Empire, the truth is that the Inverted Pyramid has joined the most powerful wizards and sorcerers in the world together since before recorded history. Little is known of the secretive organization’s history, except that it centered in the lands south of Ptolus, just east of the Cold Desert.

From the earliest days of the Empire of Tarsis, the Inverted Pyramid was a great foe of the Church of Lothian. So when the Church declared that all arcane magic was evil, the InvertedPyramid worked tirelessly throughout the Empire to rescue persecuted mages and bring them to secret safe houses.

 In so doing, the Inverted Pyramid also gathered the arcane knowledge that survived this terrible time. Thus, as they saved the lives and work of many wizards and sorcerers, they also managed to create a network of arcanists, (including bards, alchemists, artificers but not warlocks, or witches) and a collection of knowledge unparalleled throughout the world.

Skill Proficiencies: Arcana and either History or Religion

Tool Proficiencies: Herbalism kit or Alchemist’s supplies

Languages: Draconic

Equipment: A bottle of black ink, a quill, 3 sheets of parchment, a set of common clothes, and a small pouch with 15gp.

Feature: Membership has privileges

Members have access to the Inverted pyramid's library, one of the most extensive in the world, laboratories, and the Dreaming Apothecary.. In addition members can request quarters at the Inverted Pyramid itself. Lastly members gain an Invisible charm which flies over head invisible and grants them the ability to see the Invisible Charms of other members. Thus allowing members to recognize other members on sight. Stolen Invisible Charms can be deactivated remotely to prevent a thief from posing as a member.

 

 

 

d8

Personality Trait

1

I have trouble trusting members of the Church of Lothian.

2

Knowledge whether arcane or mundane should be preserved at all costs.

3

Some do not understand my secretive nature but it has helped me survive

4

Magic itself is neither good or evil but it can be used to either end.

5

The Inverted pyramid has the greatest library in the world and I will plum its every secret

6

I use my education to help those who haven't had the same opportunities.

7

I talk down to others in any field I consider myself knowledgeable in

8

It is good to have colleagues who understand me even if the rest of the world does not

 

d6

Ideal

1

Power hungry: Magic is the tool I use to gain influence and power over people. (Evil)

2

Preservation: Without knowledge of the past we are doom to repeat its mistakes. (Any)

3

Tradition: I will uphold the standards of Magic (Lawful)

4

Magic for Magic’s Sake: I seek to study and improve my arcane trade; simply for the betterment of magic.(Neutral)

5

Independence: I will seek my own path (Chaotic)

6

Greater Good: Magic should be used to protect and improve the lives of the common people. (Good)

 

d6

Bond

1

I have a rival who is also a member.

2

I idolize a great arcanist and measure my accomplishments against theirs.

3

I am utterly loyal to other members of the Pyramid, everything else is secondary.

4

I will do anything to protect the secrets and knowledge that the Pyramid possesses

5

An ancestor was killed by Lothian crusaders, I still bare ill will.

6

My tools are an extension of myself, I will not let them be disturbed

 

d6

Flaw

1

I am fastidiously clean

2

I will do anything to protect the secrets and knowledge that the Pyramid possesses I am easily seduced by the promise of power

3

I am suspicious of strangers and expect the worst of them

4

My self-confidence leads me to underestimate the difficulty of tasks

5

I get bored when I am not active

6

My curiosity often gets me into trouble

Backgrounds

SAPPHIRE THRONE: Giants of Ages Jarandus