Homebrew:Druskenvald Dweller: Difference between revisions

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{{ooc note|This is an implementation of the {{PAGENAME}} background from [[The Crooked Moon]]}}
{{ooc note|This is an implementation of the {{PAGENAME}} background from [[The Crooked Moon]]}}
__NOTOC__
__NOTOC__
Some portion of your past has been swallowed by nothingness. The missing time could be a short interval—mere days or weeks gone from your memory— or you might have only vague hints at best of who you are and where you are from. Flashes of déjà vu are common, taunting you with recollection, but they almost always slip away, as ungraspable as the mists of Druskenvald. An injury, some traumatic experience, or the magical workings of a spell or curse could be the culprit behind your amnesia.
You hail from one of the thirteen baneful provinces of Druskenvald. You might be a member of the unique species known to originate from those diverse biomes, or you may be of a different heritage altogether. The skills and culture of your home (summarized below) shape your knowledge and early experiences.


; <nowiki>Feat:</nowiki> : [[homebrew:Memory Starved|Memory Starved]]
; <nowiki>Feat:</nowiki> : Choose one [[The Crooked Moon#Feats|Crooked Moon feat]]
; <nowiki>Skill Proficiencies:</nowiki> : Choose two (see below)
; <nowiki>Skill Proficiencies:</nowiki> : {{survival}}, choose one (Province Affinity table skill recommended)
; <nowiki>Tool Proficiencies:</nowiki> : Choose one (see below)
; <nowiki>Tool Proficiencies:</nowiki> : Choose one (Province Affinity table tool recommended)
; <nowiki>Languages:</nowiki> : See below
; <nowiki>Equipment:</nowiki> : Choose A or B: (A) artisan's tools (same as above), map (Druskenvald's provinces), traveler's clothes, 10 gp; or (B) 50 gp
; <nowiki>Equipment:</nowiki> : Choose A or B: (A) book (personal notes), ink, ink pen, traveler's clothes, 11 gp; or (B) 50 gp
 
{| class="wikitable"
== Scattered Memories ==
|+ Province Affinities
You don't choose skill proficiencies or a tool proficiency when you select this background, and you don't choose any languages other than Common during character creation—these are parts of your past that you are missing. Instead, you can pick one of those proficiencies or languages during play at any time. The knowledge might return in a spontaneous flash, even as you make a roll that relies on the proficiency, or slowly emerge as you struggle to solve a problem. Once you choose one of these features, you can't choose another one until you gain a level.
! Province !! Skill !! Tool
|-
| Ardengloom || {{history}} || [[equipment:herbalism-kit|herbalism kit]]
|-
| Astramar || {{arcana}} || [[equipment:navigators-tools|navigator's tools]]
|-
| Bubonia || {{medicine}} || [[equipment:poisoners-kit|poisoner's kit]]
|-
| Chernabos || {{deception}} || [[equipment:calligraphers-supplies|calligrapher's supplies]]
|-
| Edwardia || {{investigation}} || [[equipment:tinkers-tools|tinker's tools]]
|-
| Enoch || {{nature}} || [[equipment:leatherworkers-tools|leatherworker's tools]]
|-
| Kalero || {{performance}} || any musical instrument
|-
| Olmarsh || {{arcana}} || [[equipment:cartographers-supplies|cartographer's supplies]]
|-
| Nerukhet || {{persuasion}} || [[equipment:weavers-tools|weaver's tools]]
|-
| Pholsense || {{religion}} || [[equipment:masons-tools|mason's tools]]
|-
| Picco || {{performance}} || [[equipment:woodworkers-tools|woodworker's tools]]
|-
| Syndramas || {{athletics}} || [[equipment:cooks-untensils|cook's utensils]]
|-
| Zulrogg || {{survival}} || [[equipment:herbalism-kit|herbalism kit]]
|}


The GM might rule that you can choose a new recalled feature early if something reminds you of your past, such as finding a piece of evidence from your missing memories or experiencing an event similar to one you have forgotten. Of particular value is an event relating to one of the story threads or trinkets presented below.


== Building an {{PAGENAME}} ==
== Building a {{PAGENAME}} ==
Any character can face misfortune or a choice that steals their memory. Consider how your character came to lose their memory. Was it lost through injury or illness, or did something more sinister steal it with a toxin or curse? You might decide to leave this choice up to the GM, letting you as a player discover the cause alongside your character.
Any sort of character can be a Druskenvald dweller. When you make your character, decide if you belong to the species associated with your home province, or if you are of another kind who was raised outside the home of most of your species. This decision itself may determine truths about your character to be experienced throughout your journeys in Druskenvald.


=== Suggested Story Threads ===
=== Suggested Story Threads ===
This background presents a paradox when considering threads to weave through a campaign, since the character may not remember them. Work with the GM to create some leading events or people that can serve as constants to trace a path through the void of the character's past, especially if the GM can insert existing nonplayer characters into the thread to strengthen these connections. The Amnesiac Story Threads table suggests events and people who can be the start of these threads.
The Druskenvald Dweller Story Threads table suggests events and people who can be the start of story threads for your character that weave through the campaign.


{| class="wikitable"
{| class="wikitable"
Line 24: Line 50:
! 1d6 !! Thread
! 1d6 !! Thread
|-
|-
| 1 || You have recurring dreams of someone you might recognize on your adventures.
| 1 || You were left on a church doorstep as an infant. The only clue to your origin is the torn cloak used as a blanket.
|-
|-
| 2 || You absent-mindedly doodle the same design or symbol over and over.
| 2 || You fled your home province after being accused of a crime, whether justly or not.
|-
|-
| 3 || A friend has been traveling the provinces of Druskenvald with a caravan, searching for any hint of your past as they do.
| 3 || After hearing stories of other provinces, you struck out to see more of Druskenvald.
|-
|-
| 4 || A rhyme or song you've never heard before comes to mind when your thoughts wander.
| 4 || Members of a trade caravan stole something or harmed someone dear to you.
|-
|-
| 5 || Rainbow colors, such as those on a soap bubble or oil slick, fill you with unexplained terror.
| 5 || You made a desperate pact with an ashborn and now seek to nullify the contract.
|-
|-
| 6 || You have a fragmented recollection of traveling to a remote place in the mountains.
| 6 || A vicious bogborn bounty hunter trails you.
|}
|}


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! 1d6 !! Trinket
! 1d6 !! Trinket
|-
|-
| 1 || Half of a tarnished silver ring with a partial inscription in a language you don't understand
| 1 || A brass needle with a dangling bit of broken thread
|-
|-
| 2 || A music box that plays a sad tune you recognize but can't identify
| 2 || A dull, rusty sickle with a bone handle
|-
|-
| 3 || A short note addressed to you signed with a name you don't recognize
| 3 || A star chart etched onto a crystal plate
|-
|-
| 4 || A thin silk scarf with a fading scent that stirs familiarity
| 4 || A wicker doll with bloodstained bead eyes
|-
|-
| 5 || A toy horse with unfamiliar initials inked on it
| 5 || A length of chain that sometimes rattles when left unattended
|-
|-
| 6 || A locket whose portrait is burnt and unrecognizable
| 6 || A mummified hand preserved in bog peat
|}
|}


[[category:homebrew backgrounds]]
[[category:homebrew backgrounds]]

Latest revision as of 23:08, 27 July 2025

(OOC: This is an implementation of the Druskenvald Dweller background from The Crooked Moon)

You hail from one of the thirteen baneful provinces of Druskenvald. You might be a member of the unique species known to originate from those diverse biomes, or you may be of a different heritage altogether. The skills and culture of your home (summarized below) shape your knowledge and early experiences.

Feat:
Choose one Crooked Moon feat
Skill Proficiencies:
SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards., choose one (Province Affinity table skill recommended)
Tool Proficiencies:
Choose one (Province Affinity table tool recommended)
Equipment:
Choose A or B: (A) artisan's tools (same as above), map (Druskenvald's provinces), traveler's clothes, 10 gp; or (B) 50 gp
Province Affinities
Province Skill Tool
Ardengloom HistoryIntelligence (History)skillYour Intelligence (History) check measures your ability to recall lore about historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations. herbalism kit
Astramar ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. navigator's tools
Bubonia MedicineWisdom (Medicine)skillA Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness. poisoner's kit
Chernabos DeceptionCharisma (Deception)skillYour Charisma (Deception) check determines whether you can convincingly hide the truth, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie. calligrapher's supplies
Edwardia InvestigationIntelligence (Investigation)skillWhen you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check. tinker's tools
Enoch NatureIntelligence (Nature)skillYour Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles. leatherworker's tools
Kalero PerformanceCharisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. any musical instrument
Olmarsh ArcanaIntelligence (Arcana)skillYour Intelligence (Arcana) check measures your ability to recall lore about spells, magic items, eldritch symbols, magical traditions, the planes of existence, and the inhabitants of those planes. cartographer's supplies
Nerukhet PersuasionCharisma (Persuasion)skillWhen you attempt to influence someone or a group of people with tact, social graces, or good nature, the DM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk. weaver's tools
Pholsense ReligionIntelligence (Religion)skillYour Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. mason's tools
Picco PerformanceCharisma (Performance)skillYour Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment. woodworker's tools
Syndramas AthleticsStrength (Athletics)skillYour Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. Examples include the following activities:You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.You try to jump an unusually long distance or pull off a stunt midjump.You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. cook's utensils
Zulrogg SurvivalWisdom (Survival)skillThe DM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards. herbalism kit


Building a Druskenvald Dweller

Any sort of character can be a Druskenvald dweller. When you make your character, decide if you belong to the species associated with your home province, or if you are of another kind who was raised outside the home of most of your species. This decision itself may determine truths about your character to be experienced throughout your journeys in Druskenvald.

Suggested Story Threads

The Druskenvald Dweller Story Threads table suggests events and people who can be the start of story threads for your character that weave through the campaign.

Druskenvald Dweller Story Threads
1d6 Thread
1 You were left on a church doorstep as an infant. The only clue to your origin is the torn cloak used as a blanket.
2 You fled your home province after being accused of a crime, whether justly or not.
3 After hearing stories of other provinces, you struck out to see more of Druskenvald.
4 Members of a trade caravan stole something or harmed someone dear to you.
5 You made a desperate pact with an ashborn and now seek to nullify the contract.
6 A vicious bogborn bounty hunter trails you.

Druskenvald Dweller Trinkets

When you make your character, you can roll once on the Druskenvald Dweller Trinkets table instead of on the normal starting Trinkets table.

Druskenvald Dweller Trinkets
1d6 Trinket
1 A brass needle with a dangling bit of broken thread
2 A dull, rusty sickle with a bone handle
3 A star chart etched onto a crystal plate
4 A wicker doll with bloodstained bead eyes
5 A length of chain that sometimes rattles when left unattended
6 A mummified hand preserved in bog peat