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BACKGROUNDS | NEW FARELION BORN and DEAD ZONE NOMAD

Backgrounds

New Farelion Born

Born in civilization's Last City, New Farelion, sometime after the Destruction of Mithlonde. You were sheltered from the outside dangers of the Aftermath, which is commonly referred to as the Dead Zone. Being born within this city, has given you a large united family, one made from the people of all the races. You pull your own weight for the greater good of New Farelion. Overtime, the City has flourished into a beacon of hope. Nomads, from the Dead Zone, have made their way across the treacherous terrain unknown to you and found their way into the city. Reluctant to let them in at first, the new generation was convinced thanks to the founding peoples, the Pre-War generation. Because of this, New Farelion Born usually have disagreements or slight distaste towards the Dead Zone Nomads, for they do not understand much about the outside world and feel bringing these folks in may have caused doom for us all.

As a New Farelion Born citizen, you gain the following

  • Ability Score Adjustment: You gain an additional +2 to your Constitution score because of being protected from the negative effects of the Aftermath, however due to being sheltered within the city walls, you subtract a -1 to your Wisdom score. The outside world is a mystery to you.
  • Languages: Being born in the Last City has you sur2ounded by the many races of Mithlonde. You are able to read, write, and speak all of the following additional languages if you do not already know them: Common, Draconic, Dwarvish, Elvish, Gnomish, and Halfling.
  • Equipment: As the noble citizen that you are, you respect the rules of the city, and owe everything to New Farelion for its protection and safe upbringing. You gain one tool proficiency of your choice, and use it diligently towards the advancement of the city.
  • Town Favorite You have access to more opportunities or hidden rumors because you're an outstanding citizen.

Dead Zone Nomad

Born sometime after the Destruction of Mithlonde and outside of the safehaven of New Farelion. Life for you has been rather difficult to say the least. Surviving the vast and dangerous terrain and the creatures that reside there. You have finally made it to New Farelion, a place you can call home, however your time in the Dead Zone has changed you. After many years of Nomads finding their way to the city, people born outside of New Farelion are accepted and treated equally, though some may still hold some distaste towards you.

As a Dead Zone Nomad, you gain the following

  • Ability Score Adjustment: You gain an additional +1 to your Wisdom score thanks to braving the Dead Zone for many years. Your knowledge over time has helped you survive.
  • Languages: Being born in the Dead Zone has not given you the luxury of sitting down and learning additional languages.
  • Equipment: The Aftermath has laid waste to a lot of the now appropriately called Dead Zone. This has left you with nearly nothing but enough to survive until you found New Farelion.
  • Magic Sight The effects of the Dead Zone have, over time, slowly altered your eye sight and allowed you to with enough time and focus, spot the prescence of focused magic. Once per long rest, you may spend 10 minutes and cast the "Detect Magic" Spell through your eyes. If for some reason you are under the effects of being blinded - because of a spell; a curse; or a disease of some sort - this feature will not function properly until resolved.
  • Magic Skin Though physically living in the Dead Zone has caused your physical body to suffer some, you have gained a "second skin" to the effects of Magic. Once per long rest, roll a d4. You gain resistance to Fire on a 1, Cold on a 2, Lighting on a 3, and Force damage on a 4. Also, your Magic Skin offers protection from some of the negative effects of the Dead Zone.
  • Monster Knowledge - See DM

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BACKGROUNDS | PRE-WAR and THE REBORN

Pre-War

Born before the Aftermath. You are a soldier, a scholar, or anything you wish to be before the collapse of Mithlonde. All of your belongings and previous accolades have been stripped from you, leaving you only with what you need to survive the long road. You recall events both leading up to and of the Aftermath. Destruction, Fear, Anger, Loss...all of it. The races of the world scattered and ran, escaping the continent and spreading out into the vast unknown world to find their new homes. You, and the others like you, were left behind, and thus were forced to come together in order to survive. You are the founders of New Farelion. The shining last hope of Mithlonde.

By choosing Pre-War, you gain the following

  • Ability Score Adjustment: You gain an additional +1 to your Charisma because of the strength of character you displayed in order to survive the early stages of the Aftermath.
  • Languages: Being a part of the creation of the Last City, you were surrounded by the many races of Mithlonde. You are able to read, write, and speak all of the following additional languages if you do not already know them: Common, Draconic, Dwarvish, Elvish, Gnomish, and Halfling.
  • Equipment: You have carried a very special trinket along this long endeavor. Roll a d100 and consult with the DM for the trinket.
  • City Founder: You helped create the Last City. Describe, with the help of the GM, a piece of the city in detail that you helped forge. This could be a business, a shrine, a garden, etc. This will become a permanent location of New Farelion and certain benefits may or may not come to be depending on what you create.
  • Lost, but not Forgotten: Though you have nearly lost everything, you still remember that specific thing about you that made you special before the events of the War. You may choose one feat at the DM's approval.

The Reborn

Born hundreds of years before the Aftermath, you were once a proud and sovereign citizen of your races forefront into this world, however you gave your life in some way for a greater good. Was it protecting a loved one? Your city? Your King? You decide. Your lifeforce upon death was scattered into the winds as you went to a place of permanent peace. Now, due to the explosion of Magic and the nature of the Aftermath, something or someone has caused your lifeforce to reemerge. You have reformed into your previous self, however you are in a new age, and thus naked with both experience and your old attire. You were drawn to a specific direction, and found your way to New Farelion.

As a Reborn, you gain the following

  • Ability Score Adjustment: You gain an additional +1 to any ability score of your choosing.
  • Languages: By chosing this background, you do not gain any additional languages and keep what you would have had in your past life.
  • Equipment: You are Reborn into this world without any equipment or even clothes to your back. You managed to find your way to New Farelion either by joining Nomads, or simply venturing there yourself.
  • Force of Life Your body was destroyed once before, but here you stand again. Your lifeforce continues to hold strong. You gain advantage on Death Saving Throws.
  • Reborn If you are ever to fail three Death Saving Throws, or perish completely, you instead ressurect back to half of your hit points. In doing so, your lifeforce loses a fragment of itself. You drop an entire level, down to it's base xp. For example, If you were to die as a Reborn and at level 5, you would ressurect back up as a base level 4 Character. You keep the features obtained from the lost level, but you roll a Hit Dice and subtract the total from your max HP. This reduced health can not be restored. You do not gain additional max hit points until reaching the next level of the previous highest you obtained. You perish completely when your maximum hit points are reduced down to zero.

Backgrounds created based on the results of in-game events will be displayed after this message.

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BACKGROUNDS | PLANESWALKER AND GUARDIAN OF THE FOREST

Planeswalker

Hailing from the Material Plane, you were enjoying a normal life of adventuring across the continent of Faerun. Suddenly, at one point, you find yourself floating in the Astral Sea, and approached by a Voice. It beckons to you, and after a moment you can't help but feel it's pain. You swim towards it and a flash of light appears. Suddenly, you are standing amongst a world uknown to you, only with a calling to inward.

By choosing Planeswalker, you gain the following

  • Ability Score Adjustment: You gain an additional +1 to your Wisdom and +1 to your Charisma due to your acceptance and courage towawrds a task unknown to you.
  • Languages: As a Planeswalker you do not gain any additional languages other than the ones you previously knew.
  • The Journey Ahead: You were well equipped back on the material plane, the DM will choose two uncommon magic items.
  • Planetouched: Your brief moment in the Astral Sea has given you some sort of resistance to the effects of other planes. You have advantage against saving throws towards the effects caused by being on a plane other than the Material.

Guardian of the Forest

At some point during the war, you were placed in a suspended stasis within one of the many forests across Mithlonde. Upon the explosion and the tearing of this continent from the material plane, you awoke sometime 50 years later as the magic that once kept you suspended had fulfilled its purpose. The only thing you remember is a voice calling out to you, "Find it...You Must....Only then.....Will I.......and Save....All."

By choosing Guardian of the Forest, you gain the following

  • Ability Score Adjustment: You gain an additional +1 to your Intelligence and +1 to your Wisdom as the forests emparts their blessing upon your completed stasis.
  • Languages: Being a Guardian of the Forest grants you Sylvan as a language. Should you know Sylvan already, you may choose another.
  • Amnesia: You awoke from a slumber only to recall hearing a voice. It was nigh impossible to understand and you only could recall hearing a few words. Specifically "Find and Save". As you leave the forest you look upon a world devastated and filled with chaotic storms and lands that bring pain to your very soul. What has happened? You do not remember anything from your previous time in the stasis and you have the compulsion to seek knowledge in hopes to understand more about what is going on.
  • Forest Attuned: The stasis that sheltered you inside the Forest allowed part of its energy to slowly absorb into you. You are immune to some of the negative effects from the deadzone. Additionally, When within a forest, you gain Guardian's Regalia and Feysight.
  • Guardian's Regalia: Your body becomes protected by the very trees that sheltered you. You gain the effects of the spell Barkskin. It does not require concentration but is immediately removed upon leaving the forest. It would seem that, although you are attuned to the forest, the natural energy inside you can only support this effect once per long rest.
  • Feysight While within a forest, you have advantage on Intelligence (Arcana) and Wisdom (Insight and Perception) checks. Additionally, You lower the DC of Intelligence (Investigation) checks made towards Illusions by 5.

Ironborn

Hailing from the ancient realms of the earliest Dwarven kingdoms of Mithlonde, the Ironborn are the first free willed Warforged created for one purpose, to live amongst their creators as equals. These self-aware war machines assisted the Dwarves in both advancing their creators race forward and claiming back their lands against those who wished to take it from them as their first motivation with their free will.

By choosing to play as an Ironborn, you gain the following

  • Restrictments: Warforged player race
  • Ability Score Adjustment: You gain a +1 to Constitution due to being created by the greatest smiths that were once apart of these lands. You can chose to gain a +1 to Strength, Dexterity, or Intelligence. In doing so, you must subtract 1 from the other 2 not chosen, or 2 from one, as your created function was built for excelling in one focus.
  • Languages: Dwarvish, Terran
  • Apprentice to Greatness: You gain proficiency with the artisan's tool of your choice: smith's tools, brewer's supplies, or mason's tools.
  • Darkvision: Accustomed to the same life underground as your creators, you were given magical gems that allow you to see in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Cold Iron Plating: Your body is made of special iron that grants you advantage on spells and spell-like abilities cast by Fey, Undead, and Fiends. Additionally, your Cold Iron Plating protects you from most effects within the Dead Zone.

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BACKGROUNDS | MITHLONIAN

Mithlonian - DM Check

"Your mind was torn asunder, nevertheless you carry on; for that I revere you, and pity you..." Your head is filled with thoughts, desires, and regrets that are not your own, thoughts of people you've never met, places you've never seen, and voices that you are desperate to hear again. As you've matured, these foreign memories have spread like an infection, and you dearly dread the looming day that you lose complete sight of who you are. Unlike the Reborn, you were not reincarnated, but upon your birth into this world for some reason or purpose, you became a host for the soil's distant memories. It would seem Mithlonde too must cry, afterall.

As a Mithlonian, you gain the following

  • Ability Score Adjustment: The many voices in your head have given you moments of which your personality may not feel like your own, and thus you are sometimes guided by the multiple personalities. This is reflected by an increase of +1 to your Charisma score. Also, due to the ever present voices, you are also equally easily distracted and therefore you suffer a -1 penalty to your Wisdom score.
  • Languages: The voices of many races are scattered throughout your mind, because of this, you are capable of reading; writing; and speaking the language of the voice you channel with your background feature.
  • Equipment: No additional equipment is granted by choosing this additional background.
  • Voices of the Many: It is a sea of voices inside your head, and most of the day, it is impossible to understand what they are saying. If you spend an hour meditating after a long rest, you can open yourself to listening to the voices. Roll a d20 and consult the appropriate table. The result will determine which type of voice you hear and thus grant you an additional ability that relates to the source for the remainder of the day. For example, it may be possible for you to listen to the voice of an ancient Dragonborn warrior, and in doing so, can summon his spirit and breathe a powerful cone of fire. Additionally, you could even find yourself connected to the voice of a powerful Drow priestess, gaining the ability to talk to spiders and see in the dark.
Voices of the Many

Below are a list of acquired features and any compulsions granted by the voice. By not fulfilling the compulsion of the voice, you will suffer one point of exhaustion. To remove it, you must fulfill the voices request or wait until a new voice approaches.

1-2: Human Bard The hilarious, yet extremely gifted, Bard of an old age. By listening to him, you acquire the Jack of All Trades feature and can play any instrument with expertise. Compulsion Until you satisfy every customer in the nearest tavern with your gorgeous voice and acoustic talents, the Bard will do his best to annoy you with terrible Dad Jokes.

3-4: Choir of Angels The voices of a thousand angels sing throughout your mind. You gain resistance to Radiant and Necrotic damage. Compulsion If knowledge of a nearby location of Undead exists, and you know about it, one of the Angels will step forward and command that you cleanse the area.

4-5: Dragonborn Warrior The spirit of the first Dragonborn, one born with skin of all colors, approaches. He offers his strength to you in the way of granting you his powerful Breath Weapon and resistance. Choose a color of Dragonborn that he manifests as and consult the Dragonborn race table for more details on the appropriate resistance and breath weapon. Compulsion This extremely Lawful Warrior will challenge your existence when committing an act of evil or something of his distaste.

5-6: Dwarven King A once powerful and kind King, this Dwarf nearly ascended to divine rank, but instead wished to die mortal and become one with the stone. You gain the Stonecunning feature, resistance to poison and advantage on saving throws against it's effects, and expertise in Blacksmithing Tools Compulsion The spirit had a life of extreme wealth and power, but believes the act of kindness towards others is most important. He asks that you find and do an extremely good deed for someone needs it.

7-8: Drow Priestess An enigmatic woman approaches. She whispers into your ear only a few words at a time and seems to be just happy to be able to walk among the sunlight. She offers her Darkvision of 120 ft., the spell Darkness and the ability to communicate with spiders. Compulsion At this time, she does not require anything of you. She is simply just enjoying the world above, even in its dire state.

9-10: Goliath Gladiator A powerful fighter approaches forth. He thrives for battle, especially feats of strength and one on one combat. You gain an additional 5 + your level in Temporary Hit Points, as well as his Stone's Endurance. Compulsion To seek out a strong individual and demand one on one combat. He commands that it not be to the death. This is simply a test of strength.

Voices of the Many, Cont.

Below are a continuation of the voices and their acquired features and compulsions.

11-12: Half-Elf Scholar The exceptionally gifted half-elven scholar talks his your ear off. He teaches you the ways of 2 skills of the DM's choice. You are now proficient in these skills. Compulsion Unless asked to make a specific ability check, you are unable to do any other check than the two granted by the Half-Elf Scholar.

13-14: Half-Orc Berserker A savage and powerful giant of an orc approaches. The voice grants you pure power and a relentless aggression to defeat it's enemies. You gain the Savage Attacks and Relentless Endurance traits. Compulsion The Warlord demands you find him something to utterly destroy in battle. He begins searching for the nearest challenge in combat.

15-16: High Elf Diviner An old and powerful Wizard who enjoys playing with immediate fate, grants you the ability to bend it yourself. You gain the Portent ability and one Wizard Cantrip. Intelligence is your spellcasting modifier for it. Compulsion Not necessarily a compulsion, the Spirit requires that he get to choose when to use one of the results.

17-18: Halfling Master Thief The quiet voice of history's greatest thief, or so he believes, grants you his Lucky and Natural Stealthy features. Compulsion He sometimes tests your ability to pick pockets and steal from the rich.

19: Powerful Animal Spirit The spirit of the first Ranger's companion. This Powerful Beast can take the form of any known creature of the beast type. The DM decides the beast it appears as, and grants you one of its traits, such as a Dire Wolf's Keen Hearing and Smell. Compulsion The Beast wishes to travel out into the Dead Zone in hopes of finding a place that is suitable for new wildlife.

20: Group Contact Roll twice. You gain all of the listed features and compulsions of the voices. This is a powerful connection and can be seen as both good and bad due to both voices compulsions. If the voices counteract, you immediately suffer a point of exhaustion for each because you are unable to handle the stress caused by their disliking. Example being, the Voice of the Dwarven King and the Halfling Master Thief; or the Goliath Gladiator and Half-Orc Berserker.

Additionally, rolling more 20's will continue to add more voices into the connection. If you should somehow reach 6 points of Exhaustion due to this effect, you immediately die. The spirits escape back into the soil of Mithlonde, and the loss of their connection causes you to lose your soul to the wind. This means you are unable to be ressurected.