Freed Gladiator Image

You were captured by slavers and forced into the arena as a gladiator, where you proved yourself in fight after fight. You eventually won your freedom as a favor for winning a tournament, by escape, or by force. Your time as a slave gladiator causes you to cherish your freedom above all else.

You now find yourself a distant place, one so remote that few of the common folk realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories.

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.

 
Skill Proficiencies: Performance, Perception
Tool Proficiencies: Disguise kit, Any one musical instrument or gaming set of your choice, likely something native to your homeland

 

Languages: Any one of your choice
Equipment: One costume, any one musical instrument or gaming set you are proficient with, one inexpensive but unusual weapon, and a pouch containing 15 gp
 
How did you gain your freedom?

How Did You Gain Freedom?

A freed gladiator might have won their freedom through any number of means, both voluntary and involuntary. To determine how you managed to escape your enslavement, roll on the table below or choose from the options provided.

Where Are You From?

Determine your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background. Or work with your DM to come up with a homeland all your own.

Evermeet. The fabled elven islands far to the west are home to elves who have never been to Faerûn. They often find it a harsher place than they expected when they do make the trip. If you are an elf, Evermeet is a logical (though not mandatory) choice for your homeland.

Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk have heard of the strange skyships the Halruaans sail, and a few know of the tales that even the least of their people can work magic.

Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar to the folk of the Sword Coast. If you come from Kara-Tur, the people of Faerûn likely refer to you as Shou, even if that isn’t your true ethnicity, because that’s the blanket term they use for everyone who shares your origin.

Mulhorand. From the terrain to the architecture to the god-kings who rule over these lands, nearly everything about Mulhorand is alien to someone from the Sword Coast. You likely experienced the same sort of culture shock when you left your desert home and traveled to the unfamiliar climes of northern Faerûn. Recent events in your homeland have led to the abolition of slavery, and a corresponding increase in the traffic between Mulhorand and the distant parts of Faerûn.

Sossal. Few have heard of your homeland, but many have questions about it upon seeing you. Humans from Sossal seem crafted from snow, with alabaster skin and white hair, and typically dressed in white.

Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go south some more.” Of course, you followed an equally long route when you came north from your place of birth. Though it isn’t unusual for Zakharans to visit the southern extremes of Faerûn for trading purposes, few of them stray as far from home as you have.

The Underdark. Though your home is physically closer to the Sword Coast than the other locations discussed here, it is far more unnatural. You hail from one of the settlements in the Underdark, each of which has its own strange customs and laws. If you are a native of one of the great subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child.

d6 How did you gain your freedom?
1 Grand Tournament Victory Prize
2 Wealthy Patron Purchased Your Freedom
3 By Decree From Ruler
4 Escape
5 Freed By Rebels
6 Uprising
 
Feature: By Popular Demand

You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

 
Suggested Characteristics

These are the suggested characteristics for Freed Gladiator.

d12 Personality Trait
1 Years of cruelty have left me gruff, but kind, I don’t want others to experience that pain.
2 I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting.
3 I have a strong code of honor or sense of propriety that others don’t comprehend.
4 I express affection or contempt in ways that are unfamiliar to others.
5 I honor my deities through practices that are foreign to this land.
6 I begin or end my day with small traditional rituals that are unfamiliar to those around me.
7 The world was never kind to me, so I don’t feel the need to be kind to the world.
8 I love a good insult, even one directed at me.
9 I change my mood or my mind as quickly as I change key in a song.
10 I get bitter if I’m not the center of attention.
11 I know a story relevant to almost every situation.
12 I like to keep my weapons close, I always have at least one hidden on me no matter how small.
d6 Ideal
1 Change. The people in high society have too much power to inflict pain; I don’t want anyone to suffer the way I have. (Good)
2 Honour. The law is what saved me, and thus the law I will follow. (Lawful)
3 Freedom. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Victory. To win in this life, you destroy your opponents. (Evil)
5 People. I help the people who help me — that’s what keeps us alive. (Neutral)
6 Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)
d8 Bond
1 I escaped captivity in the fighting ring, but now they’re looking for me.
2 The gods of my people are a comfort to me so far from home.
3 The person that helped me after I escaped was so kind, I’d do anything to repay that debt.
4 My freedom is my most precious possession. I’ll never let anyone take it from me again.
5 I owe my life to my weapon, it has always been reliable.
6 Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.
7 I fight for those who cannot fight for themselves.
8 I escaped from slavery but others were left behind. I am destined to lead my people to freedom.
d8 Flaw
1 I would rather die than be captured again.
2 My hatred of my enemies is blind and unreasoning.
3 Now that I’ve returned to the world, I enjoy its delights a little too much.
4 I often react with violence when violence is not needed.
5 My emotions can be unpredictable and can leave my companions on edge.
6 I'm distrustful of any kind of authority figure, it was authority that kept me in chains.
7 I want my old master and slavers to become my slaves.
8 I work to forget my past, often drinking to the point of oblivion.
 
Variant Freed Gladiator: Foreigner

You now find yourself a distant place, one so remote that few of the common folk realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories.

Although you will undoubtedly find some of this land’s ways to be strange and discomfiting, you can also be sure that some things its people take for granted will be to you new wonders that you’ve never laid eyes on before. By the same token, you’re a person of interest, for good or ill, to those around you almost anywhere you go.

 
Variant Feature: All Eyes on You

Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.

You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.

 
Freed Gladiator Image

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