You were born into a nomadic tribe that called the Starmetal Hills and Neverwinter Wood home. You migrated from location to location, living off the land with your tribe. The tribe would seasonally travel east to the High Forest and the Lost Peaks, you've come to know the Centaurs and Fey living in the forest and mountains. This was a long journey and was important to help maintain the forest and its protections.
The dragon cultists came to the hills one day — magic-users wearing black and red and riding horrid beasts, black-clad warriors wearing wicked masks, and even Lizardfolk hailing from a nearby set of islands. Then the dragon called Sylvanandoth (offspring of Vorgansharax who is the offspring of Claugiyliamatar) arrived and laired in the hills, causing horrid thickets to grow and animals to act unusually. The cultists began raiding nomad camps for victims to offer to the young green dragon. Eventually, the dragon moved on to attack Phandalin, but life was never again the same for the nomads of the Starmetal Hills.
- Skill Proficiencies: Nature, Animal Handling
- Tool Proficiencies: Herbalism Kit
- Languages: Sylvan
- Equipment: Herbalism kit, small article of jewlery distinct to your tribe, hunting trap, set of travellers clothes, pouch with 5gp
The wilderness is your home and you are comfortable dwelling in it. You can find a place to hide, rest, or recuperate when out in the wild. This place of rest is secure enough to conceal you from most natural threats. Threats that are supernatural, magical, or are actively seeking you out might do so with difficulty depending on the nature of the threat (as determined by the DM). However, this feature doesn’t shield or conceal you from scrying, mental probing, nor from threats that don’t necessarily require the five senses to find you.
Suggested Characteristics
Starmetal nomads only venture into civilization when necessary. You are social within your tribe, with tribes of other nomads, and even with the centaur and fey groups that populate the High Forest. However, other communities tend to either put you on your guard or put you in a state of wonder. Was it this wonder that enticed you into a life of adventuring? On the other hand, you are fiercely protective of and dedicated to your tribe. Perhaps it was this dedication that led you to venture out; either of your own will or at the behest of your tribe’s leaders.
| d8 | Personality Trait |
|---|---|
| 1 | I eagerly inject myself into the unknown. |
| 2 | Villages, towns, and cities do not suit me. I’d rather be out in the wilderness any day. |
| 3 | I accomplish my tasks efficiently, using as few resources as possible. |
| 4 | It’s difficult for me to remain in one place for long. |
| 5 | I loudly brag about my tribe every chance I get. |
| 6 | Having walked among fey, I am fearless in the face of magical creatures. |
| 7 | I am quiet and reserved, but observant. Nothing escapes my attention. |
| 8 | My word is my bond. I see a promise to completion, even if it conflicts with my beliefs. |
| d6 | Ideal |
|---|---|
| 1 | Kinship. Family is most important in life. Though I may be far from my own, the bonds of family must be protected in others’ lives as well. (Good) |
| 2 | Preservation. Nature must not be despoiled by encroaching civilization. (Any) |
| 3 | Wanderlust. One must expand their horizons by seeing the world and exploring. (Chaos) |
| 4 | Isolation. My tribe and its ways must be protected and shielded from outside influence.(Neutral) |
| 5 | Protection. Threats to the land and to the people must be dealt with at any and all costs. (Law) |
| 6 | Belonging. All creatures have a place in the world, so I strive to help others find theirs. (Good) |
| d6 | Bond |
|---|---|
| 1 | I ache to return to my tribe and the family I left, but cannot until my obligations are fulfilled. |
| 2 | The dragon cultists that invaded my homeland stole away one of my tribe’s people. I will not know rest until I’ve found them. |
| 3 | The dragon’s presence in the hills destroyed valuable territory and resulted in deaths within my tribe. The creature must pay for what it has done. |
| 4 | I carry a trinket that spiritually and emotionally ties me to my people and my home. |
| 5 | I discovered a strange relic in the hills during my tribe’s wanderings. I must discover what it is. |
| 6 | One of the Fey from the Lost Peaks has graced me with a mark of kinship. |
| d6 | Flaw |
|---|---|
| 1 | I throw myself and my friends into situations, rarely ever thinking about consequences. |
| 2 | Unfamiliar people and surroundings put me on edge. |
| 3 | I have absolutely no patience for slowpokes and those who prove indecisive. |
| 4 | My desire to experience new things causes me to make unsafe choices. |
| 5 | I am overly protective of nature, sometimes to the detriment of my companions and myself. |
| 6 | My lack of worldliness often proves my undoing in social, commercial, and hostile situations. |
Contacts
Centaurs and Fey living in the High Forest and Lost Peaks.
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