Mundus Custom Backgrounds

These are all of the custom backgrounds available to you for the Mundus Campaign besides the Viventus Aes Stroga. You can use most of the vanilla backgrounds, but these are available for a more custom role in the world. If you would like to combine or modify a background, please ask as I'm open to changes on these if they can be justified in the world. As for the vanilla ones, stick to ones that make sense. There wouldn't be an outlander, as there is nowhere else to come from, but if you want a survivalist background like the outlander, choose the scavenger from this document.

These background do not have personality traits, bonds, etc. as I am, sadly, human. If you would like, I can give recommendations or you can use ones from the PHB.

Butan-Curagg Graduate

You've graduated from the college in the gnomish city of Milrennic. The city is one of the best places to live in Mundus thanks to the mages and engineers who graduate from Butan-Curagg, the college forms the center of the intellectual realm and it's reputation is respected throughout Mundus.

You don't have to be a gnome or a mage to have attended, but your family is likely rich and you will be taught about the arcane along side your other courses. Many of the roboticists of the realm come from the college, where the study of merging of mechanical and arcane components first started.


Proficiencies:
(a) Arcana and two others of your choice from: nature, religion, medicine, investigiation, animal handling, persuasion, insight, or deception.
(b) Arcana, one skill proficiency from the list above, and an artisan's toolset of your choice.
Language Proficiencies: One of your choice
Equipment: A set of fine robes, memorabilia from college, a cretificate of merit, and a pouch containing 15gp.

Feature: Mentors' Guidence

You have become friendly with one or more of the faculty at Butan-Curagg. If you visit, write a letter, or contact them in some other form, they will answer questions you have about esoteric topics. However, their answers will not be perfect, they may not be willing to share a secret and may not react well to questions concerning illegal or amoral subjects and will respond appropriately.

Feature: Certificate of Merit

Your education has made you a bright person and you have evidence of that fact. You have your certificate from your graduation and it can be presented to prove your abilities. This can earn you exlusive trust, respect, and opportunities in certain circles in Mundus. If you loose your certificate, you must go to Butan-Curagg and request a replacement in person, paying a 5gp fee for the mishap.


Depths Explorer

You have made a living by exploring what lies below. You have traversed through the heart of the earth, braving it's horrors and gathering knowledge for the masses. The world below is full of dangers and unknwon, but your skills of mapping and recollection have gained Mundus knowledge of their surrounding and given you a stack of coin for the danger you put yourself in. Some view your career as heroic, trailblazers for a world in recovery. Some see rats, scurrying in shadow while hunting for anything they can flog for cash. Which ever camp you belong in, you've aquire good general survival tactics and knowledge of the world below.

Those who follow this career are often desperate and survive through luck or talent. The dangers that lurk below, giant spiders, mind controlling spores, volcanic ash, inter-dimensional portals, kuo-toa, etc, are somewhat rare, but extremely deadly.

Skill Proficiencies: Survival, Perception
Tool Proficiencies: Cartography Tools
Equipment: Cartohraphy Tools, a journal, 5 glass vials, an explorer's pack, a trinket you found during your exporations, a map of unmarked portals known to you, and a pouch containing 10gp

Feature: Portal Lore

There are inumerable portals within the Underdark, a few have been encorperated into Dwarven trade routes. But these are for the layman, you know of many more. The drow portals that haunt the Underdark are the primary means of your transportation off of the main roads. Not only do you know of numerous unmarked or hidden portals in Mundus, but you also know where to sell the information and samples from your explorations that you collect to gain the most reward for them. Talk with the DM to determine who and what you do to sell your information.

Portals and Travel

The drow have used specialized portals to traverse the Underdark easily. Many places can be accessed only through teleportation and, most concerningly, without any sort of framing or denotation. Portals are completely undetectable without Detect Magic or See Invisibility. It is common to hide them by only telling specific individuals about their location. Now that the Drow are gone, this information is invaluable and can lead to treasure or disaster in equal measure. Having knowledge like this can shorten travel time by days and can be reliably sold to specific people.

Arcane Technician

You have spent your time familiarizing yourself with the intricacies of practical enchanting. Writing arcane glyphs and code is a complicated business and you are one of a small number of individuals dedicated to making and maintaining the arcane aspects of the facilities and creations in Mundus.

You have spent your days pouring over the text and symbols that make up enchantments, checking for mistakes and damage in the lines written in primordial or draconic, the most common languages for magic in Mundus. Your field is niche, but important in making city life remotely possible, as much of your work involves the facilities within cities that circulate air and create light. Other work involves the personal robots and creations of rich families breaking down in a non-mechanical system.

Your speciality requires great knowledge of somewhat abstract subject. Many technicians are part of a team who are hired out for individual jobs. You were likely an apprentice to a master of your craft or attended Butan-Curagg. This background shows you became a journeyman level technician.


Skill Proficiencies: Arcana, Investigation
Language Proficiencies: Primordial or Draconic
Tool Proficiencies: Calligraphy Tools
Equipment: Calligraphy Tools, a scribing awl, a bottle containing 5gp of magical ink, and a pouch containing 10gp

Feature: Arcane Repairman

You are familiar with the structures that make up the magical side of various machines. You aren't a master, but can at least identify the source of most issues, whether through wear, damage, or otherwise. You are proficient in any skill checks made to deduce or spot why an arcane system isn't working and any checks using your calligraphy tools to repair the arcane scripting.

Feature: Practical Enchanter

You have learned how to create basic forms of enchantments on objects. Using this knowledge, you can influence the world around you to help yourself and hinder others. Using enchanted ink, you can create a magical function similar to a mage's spells. You are able to create an instance of a spell by enscribing 2gp of magical ink on an object over the course of 10 minutes. The spell can only be activated once, doing so with a touch or keyword within 24 hours of being scribed on the object. The ink is worthless afterwards and can be easily washed off or damaged. You can create instances of the following spells on the object: Light, Gust, Magic Stones, Presdigitation, or Minor Illusion.

Additionally, arcane technicians may attempt to create complex, custom enchantments that are beyond the ones listed above. However, it becomes extremely time consuming and costs much more ink and other materials to create, as well as having a change of failure. This will be treated similarly to a smith making armor or a mage making a scroll. Additionally, you are a journeyman technician and not capable of everything. Further training may be required.


Mechanical Technician

You have become familiar with the inner workings of the mechanical devices that pervade Mundus and it's cities. Whether it's clocks, robots, firearms, levies, locks, or whatever else, you have knowledge that applies to all of it.

Mechanical technicians spend their time fixing and maintaining machinery for private citizens and the cities themselves. They are more common than arcane technicians and are the first called whenever a problem arises, often including when theres an arcane issues. Like their counterparts, they typically work in companies or teams and learn through apprenticeships. But, mechanical technicians are more knowledgable about inter-field subjects and often similar trades to maintanence so they can be more versitile in their work. Learning to smith or create simple chemical reactions means these workers are easily replace broken parts or clean them, making their work easier and cheaper. You have followed this path and become the equivalent of a journeyman in your trade.


Skill Proficiencies: Investigation, Persuasion
Tool Proficiencies: Repair Kit, and your choice of:
(a) alchemist's supplies, (b) smithing tools, (c) carpenter's tools, (d) mason's tools, or (e) tinkering tools
Equipment: Repair Kit, another toolset you are proficient in, a technician's uniform, 10gp of spare parts, and a pouch containing 5gp

Feature: Mechanical Repairman

You have enough experience to apply your knowledge to almost any mechanical system. You can perform an investigation check on a broken mechanical machine to deduce what is wrong with it. If you are successful, you can figure out what you might need to repair it (there maybe multiple ways). If the issue is arcane, you don't need to roll to know that, but don't know anything else about it.

Feature: Mechanics Expert

You've spend time around a menagerie of mechanical objects, enough to know the basis for how they operate and the principles they follow. Whenever damaging a construct creature, you can use an action to try and locate weak spots. Roll an investigation check with a DC equal to the construct's constitution score. If passed, your attacks against the target have advantage for a number of rounds equal to your proficiency bonus. When you are damaging mechanical or magi-mechanical objects, treat all damage dice as their maximum value.

Additionally, if you examine a mechanical or magi-mechanical device or observe it in action, you can determine if and how it can be safely activated or deactivated.

Repair Kit

A repair kit is a collection of hammers, pliers, tongs, measuring devices, and the like used to perform maintanence in mechanical objects. Doing so requires a skill check and consumes spare parts.

Scavenger

You have a knack for survival, through cold nights and hungry days you've scrapped by and managed to live by taking what others have forgotten or left behind. Through trial and error you've determined whether a lot of flora is edible, through perseverance you have made a niche for yourself in Mundus's unforgiving ecosystem. You have become extremely knowledgable on how and where to get food outside the cities, giving you a stable job of collecting food for selling and consuming yourself.

It's obvious to say that those who live their life as scavengers are poor. They sometimes have been ostrisized by their community or family, or became lost for months or even years in the depths below. They are hardened, but often withered for it, just because something is edible doesn't mean it's safe and won't effect a person negatively in more sinister forms. The growths found in the Underdark are not meant for consumption, many safe species of fungi are only truly safe when cooked properly. Some strains have intense hallucinogenic and psychedelic effects, leading to maddening experiences while wandering the depths alone, potenitally unaware of their own mental state.

Now that you've become adapted to your lifestyle or completely exited it, many offer their skills as guides or teachers to travelers and other paupers who wish to make a living. Some live as hermits or in gangs of bandits outside the walls of civilization.


Skill Proficiencies: Survival, Nature
Tool Proficiencies: Cooking Utensils or Herbalism Kit
Equipment: Cooking utensils or an Herbalism Kit, a self-written guide about the ecosystem, 5 self-made rations, and some evidence of treasure.

Feature: Survivalist

Your internals have been through many rough nights and you've lived in dangerous environments. Whenever you make a constitiution check to overcome the negative effects of bad food or poor sleeping conditions, add your proficiency bonus to your roll. Additionally, you are proficient in any checks to know if a certain kind of flora is harmful. This extends to any and all effects, not just consumption.

Feature: Treasure

In your time scavenging, you've come across some valuable information, the location of some form of treasure or cache that you cannot currently reach. Talk with the DM to determine the specifics, it could be a treasure map, journal of a dead explorer, coordinates in a foreign language, encoded message, old legend, or otherwise. The treasure should be valuable and hard to access, as you have known of it without actually aquiring it yet.

Surface Explorer

You have have braved the harsh environments above, in a place that is completely inhospitable. The surface used to be the land of humans, now it stands empty of life. In the lands that haven't seen the sun's warm rays in over a century, only the hardiest individuals explore the wastes.

As a surface explorer. you have traversed the lightless tundra that is now the surface. While there are a few landmarks, the most reliable navigation method is starlight, which has remained unchanged. Many surface explorers hunt for the treasures of lost ages, private collectors and the Sideral Cabal pay well for books, coins, artwork, and the like. Most of this lies in the Capital of Altus, the old human kingdom. Some venture out with the intention of preservation of knowledge, hoping to discover the notes of a long dead archmage or a priest's scriptures. Whatever the intention is, miles of frost and darkness stand between you and what you seek.

The surface has accumulated patches of a mysteriously sickly snow. Fimbullung is a disabling disease that developed in those who've come into contact with the otherwise normal snow. Those who perish from the disease don't stay down for long, reanimating as undead with a semblence of intelligence and the drive to kill warm blooded beings. On top of that, some expeditions end in more mysterious manners; lone explorers sometimes return raving mad about unknowable happenings, entire camps of people drained of all bodily fluid, and some teams return in dreadful silence, never talking about the expedition and what they found.


Skill Proficiencies: Survival, Investigation,
Tool Proficiencies: Stellar navigation tools
Equipment: Stellar navigation tools, extremely thick overclothes, a mess kit, a trinket you found in your journies, and a pouch containing 10gp.

Feature: Weathered

You have endured the most intense cold in the realm, your training and experience with the extreme environment on the surface has made you a capable survivor. You are proficient in any checks made to endure cold weather, recognize landmarks on the surface, or identify the symptoms of Fimbullung.

Feature: Discovery

Your adventures have given you access to knowledge that is known to surface explorers, but not to the common population. This includes features, survival tactics, creatures, hazards, and treasures found in the ruins of the Altus Kingdom. Discuss with the DM what you know and have found. Many groups venture to the surface (or hire you to) for a specific reason, often ones you are not supposed to discuss.

The Old Fort Employee

In the second level of Mundus, between the Wormwrithings and Gracklstugh, sits a massive resort called The Old Fort. A bastion of luxury that attracts the richest and most influencial in Mundus. Here, secrets and gold flow freely like wine, the best performers give shows daily, an exclusive casino tempts visitors, and many darker dealings that are only talked about in hushed tones. Nobles and wealthy merchants stay here to get away from their daily lives and make dealings in neutral ground. Obscene amounts of money flow through The Fort every day, spending a commoner's monthly wages for one nights stay in the best hotel in all of Mundus, watch an exclusive fighting pit, and live in absolute luxury outside the jurisdiction of the dwarven states.

You have spent some time working here, among the staff that serve guest and secure the dangerous locale. You were exposed to the lap of luxury (but only as a servant) and the plethora of business dealings that were made in the social hall. You might have been a security guard, cook, bartender, stableworker, performer, janitor, or otherwise. Giving those from this background a variety of potential skillsets.

Someone who worked at The Old Fort typically doesn't go into adventuring. But, the extreme location, demands of the pretentious patrons, stressful work, and suprisingly meager pay are all reason enough to look for a change in career.


Skill Proficiencies: Your choice of: (a) Persuasion & Deception, (b) Insight & Investigation, (c) Performance & Persuasion, or (d) Persuasion & Slight of Hand.
Tool Proficiencies: An instrument or game set of your choice
Equipment: One instrument or gaming set that you are proficient with, your Old Fort uniform, employee identification, & monogrammed hankerchief, and a pouch containing 15gp.

Feature: Experienced Server

Your face and name are known to the workers at The Fort. You can choose to take up your old position there once again. If you do so, you can work each evening and get a meal and boarding for the night for you and one other person. This also gives a cobalt pass to each individual (see The Fort's world anvil page for more information). Additionally, your name also grants you (and only you) a 25% discount on purchasing passes of any level beyond cobalt.

Feature: Spilled Secrets

Whether or not you intended to, you have caught wind of a whispered secret that was spoken by a Fort guest's loose tongue. Talk with the DM to determine the nature of this revalation. It is likely related to a business's under-handed practices or dealings, the dark secret of a noble family, the alterior motive of an organization or similar information.


Stygian Knight

One of the last remaining pillars of traditional dwarven values is the Order of Stygian Knights. These dwarves work to maintain the 'Rightful Death' as seen by the dwarves, the honoring and preservation of the dead. They combat 'evil' magic and graverobbery of any sort. The Knights are known for their use of necromantic magics to combat other necromancy and preserve the dead. They are the one source of such magic that isn't historically frowned upon, they are, in fact, well liked before and after the collapse.

Nowadays, there are few 'knights' in the Stygian Knights, the ones who wear obsidian armor and slay necromancers or warlocks in childrens stories. Most are priestly individuals (called Gravemen) who maintain graveyards and perform funerals for the community, helping them come to terms with death in a world without gods. There are few, however, who still hunt down necromancy, eldritch forces, and sarkics with a religious fervor. The true Knights spend their efforts rooting out the plague of evil magics in Mundus, killing their users and burning their research wherever its found.

Whichever description best fits you, you're still a respected member of your community. More priestly members have little reason to go adventuring beyond having your position filled by another of the Order. The knightly members are left to their own devices when not ordered by their superiors, combat heavy careers like adventuring well suit them.

(This background is inspired by the Magus subclass by the same name. One does not nessisarily need to be a magus to have this background, but these magi are the proper 'knights' in the order.)


Skill Proficiencies: Your choice of: (a) Persuasion & Religion, or (b) Insight & Investigation.
Language Proficiencies: Dwarvish, or another language of your choice if you already know it.
Equipment: A symbol of the Stygian Order, a book of funeral rites, and a pouch containing 10gp.

Feature: Graveman

You are a priest of the Stygian Order, responsible for maintaining the graves of the dead, as well as consoling the living. To do this, you have been taught special arcane rites to give during a funeral or on it's own. Once per short rest, you can perform a magical ritual, akin to a ritual spell, over the course of 10 minutes. During which, you recite magical phrases over a corpse. For the next 24 hours, the body does not decompose and cannot become undead by any means short of a wish spell.

Additionally, your position is well regarded by most folk. You can expect commonfolk to treat you will respect and be more willing to help you if they know you are a stygian priest.

Alternate Feature: Stygian Knight

You are a knight of the Stygian Order, responsible for rooting out evil magic and those who would use it. You can perform an insight check on any individual you can see, contested by their deception. If you are successful, you determine if they have a spellcasting feature and what kind, as well as what school of magic (if any) they specialize in. You may do the same to any arcane texts you find to determine it's general contents, without rolling.

Miner or Quarryman

The dwarves use massive amounts of stone and metal, fortunately The High Peaks are host to a bounty of valuable minerals. Unfortunately, the work is hard and there are inumerable beasts who wish to hunt and kill those who stray too far. You are a brave soul who ventures out with a team or company to collect earth for manufacturing, refining, and crafting. You are integral to society and are rewarded for it with a good salary. You were skilled enough to live this lifestyle for a long period of time, collecting an income that those who work inside city walls would kill for.

Miners changing careers isn't uncommon, especially when they become adventurers. Mining is commonly seen as work that is similar to adventuring, in both risk and reward. Additionally, both imply that you will eventually fight some of the many danger that lurk outside the walls of cities. Of course, most miners are young and poor, so they don't often have much choice in the matter and the money likely went to their family. Many make the change due to an injury or traumatic experience down in the depths.


Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Land vehicles
Equipment: Mining Equipment, a hard hat, and the majority of your last paycheck (25gp)

Feature: Hard Worker

You have become better suited to intense exertion, more so than most other professions. When making constitution checks to to avoid exhaustion during prolonged physical activity (i.e. climbing, running, carrying, mining, etc.), you are considered proficient in the check.

Feature: Mine-Dweller

You are used to navigating mineshafts and the like, as well as dealing with what you may encounter there. You cannot become lost in a mineshaft by non-magical means and you roll with advantage when trying to determine if a section of mineshaft is structurally sound or not.

Additionally, a pickaxe and shovel count as simple melee weapons for you. You are proficient in both, they have the two-handed and heavy properties, dealing 1d8 + your strength modifier in damage. Piercing damage for the pickaxe and bludgeoning damage for the shovel.

Mining Equipment

Mining equipment is a tool kit that consists of items for mining, excavating, and traversing underground environments. It includes:

  • A pickaxe and a shovel
  • 10 pitons and 50 feet of hempen rope
  • 5 torches
  • A stick of chalk (for navigation)
  • A backpack designed for carrying ore and this equipment.

Physician

In the great decline of healing magic and godly temples of healers, more mundane methods of treatment have become common. Physicians and doctors take care of physical wounds, illnesses, and non-magical diseases. Many roam Mundus or set up in a clinic with other doctors and assistants. Those who fit into this background could have aquired their skills in a great number of ways. Education from Butan Curagg or another institute, military training or mercenary work as a combat medic, from personal apprenticeships, carrying a family tradition, or even self teaching in a period of great desperation. Physicians are very well liked, but like alchemists, it's a matter of certification that guarentees good business. Only the truly desperate and those who need 'no questions asked' treatment will take help from just anyone.

Many physicians see their career in different lights. Some see it as an honor to care and help so many people, while others might have become jaded by the gross and overwhelming work. Some see it as a testament to the adaptability of mortal beings since the collapse and practice with the hope that every case will be the last.

Those with medical knowledge are often found adventuring in Mundus. Violence and danger are more certain than reward in the profession, so having a healer is common sense. As such, a healer can always find work among warriors and explorers. Naturally, they must also be trained to combat the dangers they face on their journey.


Skill Proficiencies: Medicine, Persuasion
Tools: Healer's Kit
Equipment: A healer's kit, a dose of universal antidote, a medical training license or certificate, and a pouch containing 10gp.

Feature: Medical Training

You're experienced with the ailments of Mundus and how one goes about treating those afflicted. You are considered proficient in any checks to diagnose or treat a non-magical, physical disease or wound. You are also knowledgable in the variety of illnesses that fill Mundus. You are proficient in any checks made to recall information about a disease you can treat.

As a general note, all characters with medicine proficiency are treated to also have the Healer feat.

Feature: Life Saver

You have served many people and your ilk have done the same, as such your profession is viewed very highly. If others are aware of your talents, they are more likely to help you. Additionally, your talents are in great demand. The use of your skills and equipment are a bargaining chip for you and yours. You can treat the ill members of a group to earn a favor with them, such as boarding or safe passage.

Writer or Researcher

Be it as an author, scribe, journalist, or researcher, many people earn a living through their writing skill, almost all of them fall under this background. Since the invention of the printing press, books and paper have become common. Newspapers became normal, as did reading books as a pass time, inducing the need for more and more media. You, in one form or another, fill this role. You have used your talent at wordcrafting to add to the world. Authors write entertaining and informative fiction and nonfiction, journalists bring knowledge to the commonfolk, researchers document the strange and dangerous aspects of the environment, and scholars experiment with magic and science to change the world. You spend your time with a pen in your hand and numerous rough drafts crumpled in your wake. Some writers live to see the impact their work has on its readers, others want the fame or the money, and for some it is simply a time consuming hobby.

All of these professions have one more thing in common: all of them put their work through an organization for publishing. News outlets, research teams, an archive, or a group simply dedicated to selling books. You most likely see this group as a boss or client, depending on whether or not you are part of it yourself.

A writer venturing out to do dangerous work as an adventurer isn't the most far fetched claim. An author may look for inspiration in the excitement of our dangerous reality, a field researcher naturally encounters the hostile environment and must be ready for it, and a journalist might not find the story they seek behind a desk.


Skill Proficiencies: History and your choice of:
(a) Investigation, (b) Insight, (c) Nature, or (d) Performance.
Tools: Calligrapher's Tools
Languages: One of your choice
Equipment: Calligraphers tools, an all-weather notebook, a bottle of ink, an inkwell pen, common clothes, and a pouch containing 10gp

Feature: Publisher

You've made connections with an organization that will publish your material and give you a portion of the sales, you must submit work for any profit to come your way. They could be a private organization for publishing books, a newspaper company, a specific group you submit reports to exclusively, or Butan Curagg's academic publishing system. Regardless, you create and submit your works to them and receive payments over time.

The exact amounts and frequency you must submit work (if at all) and the money and notoriety you gain from it will depend on the organization you submit to, which will be worked out on an individual basis. Additionally, you may be required to make skill checks to write or record your work.


Private Investigator

There is little law outside the cities of Mundus and even within their walls, much escapes the view of authority. Missing persons, lost or stolen valuables, murders, and lies are all as common as stone. Investigators are the ones who work to make the lawless fringes of society just and uproot the liars and swindlers throughout the land. They are often looked to in times of turmoil, collectively responsible for a good deal of justice in modern times. Private Investigators make a living both in and out of city walls, tracking and searching for something or someone that is wanted by their clients. Some of these investigators are freelance, while others are employed solely by a specific group.


Skill Proficiencies: Investigation, and your choice of

(a) Survival, (b) Persuasion, or (c) Insight
Languages: One of your choice
Equipment: A magnifying glass, a personal journal, traveling clothes, and a pouch containing 15gp.

Feature: Deductive Expert

You are exceptionally experienced with people, how they think and what causes them to act. This gives you an edge when analyzing someone's actions. Whenever you succeed on an insight check to determine if a humanoid is lying, you receive a one-word reason for why they lied (such as 'fear' 'distrust' or 'protection').

Additionally, when analyzing the physical evidence of a humanoid's actions they took with severe intent (such as deep footprints, signs of a brawl, remains of someone's research, or a hastily abandoned campsite), you learn a one-word summary of their intent (such as 'flee' 'capture' 'detain' or 'retaliate'). If there are multiple individuals involved, then you learn the intent of one person of your choice.

Organizations in Mundus

I have created a number of groups in Mundus with dedicated causes. While they don't have their own backgrounds, you can still belong to one. Prominant examples include:

  • The Pack, a chaotic group of bandits and low lifes that pay tribute their powerful and mysterious leader, The Jackal.
  • The Sideral Cabal, archivists and diviners who hunt for information to preserve the past.
  • Kaiga, The Chosen One, an Aasimar who leads a sizable following who worship celestial beings.
  • Raellarius Engineering, the premiere firearms manufacturers in Mundus, responsible for many advancement in technology and ways of war.
  • Crezalhd Brawler's Guild, a guild of fighters who specialize in melee combat and run a gladitorial arena.
  • The Kobold Empire, a massive empire of kobolds who believe they are destined to rule as full dragons if they worship Tiamat, the Chromatic Dragon.
  • The Hopeful, the few who still cling to the ways of old. Worshipping gods that no longer watch over us, often regarded as stubborn or regressive.
  • The Schism, A massive ravine populated by thousands of goblinoids who fled the surface. They live in a primative society completely closed off to non-goblinoids.