The Wanderer's Ward Image

Your past was ripe with uncertainty, being abandoned at birth, you all but raised yourself. It was through your natural aptitudes and will to survive that you quickly took to the streets as a young budding criminal and con artist in a larger settlement/city. The life of a kid on the streets was by no means easy, but you were one of the best, ever refining your trade. However, you soon encountered a seasoned adventurer who had been passing through.

This stoic adventurer, very well renowned in their own right, had caught you in the act, either as your intended target or as an observant onlooker. Believing you had pulled another successful con, you stood your ground when the adventurer approached you later that day. They were amused, even impressed, more than anything, not for the youthful folly, but when most would have turned you into authorities or even personally dealt a far worse punishment, the adventurer saw the potential for you to be more.

And so, the adventurer took you under their wing and you became their companion, their ward. For years you travelled with them and quickly learning anything they imparted, growing up on the road, raised by the adventurer. Your skills/class derive from being raised by this adventurer - they are identical to or a unique twist inspired by the class of that adventurer. While you travelled the lands as their ward, you were never allowed to come along on their more dangerous outings, often left at the local settlement until they returned.

It was a good life, and one you were grateful for -  you were self-dependent, mature for your age and a truly competent adventurer in training, who was raised and had learnt so much from one of the most famous adventurers around. However, the day soon came, as it does, that no matter how skilled the adventurer they meet their end. In this case, the adventurer, who for all intents and purposes was your 'Master' mysteriously never returned to you, seemingly meeting their end.

 
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
 
Criminal Specialty

There are many kinds of criminals, and within a thieves’ guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.

d8 Criminal Specialty
1 Blackmailer
2 Burglar
3 Enforcer
4 Fence
5 Highway robber
6 Hired killer
7 Pickpocket
8 Smuggler
 
Feature: Criminal Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

 
Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

d8 Personality Trait
1 I always have a plan for what to do when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6 I don’t pay attention to the risks in a situation. Never tell me the odds.
7 The best way to get me to do something is to tell me I can’t do it.
8 I blow up at the slightest insult.
d6 Ideal
1 Honor. I don’t steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6 Redemption. There’s a spark of good in everyone. (Good)
d6 Bond
1 I’m trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
d6 Flaw
1 When I see something valuable, I can’t think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
4 I have a “tell” that reveals when I’m lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I’m okay with that.
 
Variant The Wanderer's Ward: A Ronin

Now without your Master, you feel empty and, as if a mantle was passed, you have taken up the role of The Wanderer, a stoic hero who travels the lands. Your Master's death never sat right with you, they were a seasoned adventurer after all, and yet you live a life in limbo.

Hidden from the world you are still forever haunted by your Master's demise and feel incomplete as they seemingly passed too soon. In this sort of limbo, self-doubt has festered, as despite your skills you feel unprepared to follow in the footsteps of your Master, your guardian, your family, who left too soon... before you were ready to embark on your own full adventure. Deep down still the ward, no matter how skilled, the one who remains behind, helping all you can... but yet to embark on your own adventure.

 
The Wanderer's Ward Image

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