Often taken in or volunteered at a young age and raised by a group or individual that instills the idea in the individual's mind that they are meant for greatness.
They are raised in an attempt to be self-sufficient enough to survive and help others while being personable or publically likable, at least on the surface. They are often raised to aspire to be like a notable figure or to believe that they must have the ability to replace said figure if needed or desired by those that grew them.
One raised for glory may not have chosen to be, but they are often led to believe in the ideals that are instilled in them by the group or individual who raised them.
- Skill Proficiencies: Performance -OR- Insight and Persuasion -OR- Deception
- Tool Proficiencies: Leatherworker's Tools -OR- Smith's Tools
- Languages: Choose Any Two. Preferably one of the bonus languages should be the second most common language in the campaign setting.
- Equipment: Backpack ; one set of Crampons ; Mirror, Steel; 2 Perfume (vial) bottles; a set of Clothes, Fine and Clothes, Common; Component Pouch ; Leatherworker's Tools -OR- Smith's Tools ; 110 GP from individual or group that raised them.
This is a custom background, so I wasn't sure about the "feature" or "trait."
If you like this and want to use it, ask your DM for a contact or a way to communicate with the person/group that raised you. This item or ability would depend on the campaign setting and who raised you if the DM granted it, but it could be a sending stone, one-to-one telepathy, or something of that ilk.
Another option is a guardian/baby-sitter/watcher accompanying you that is a loyal follower of the group/individual that raised you. This person would function similar to a retainer and is someone who is they're most likely to keep you in line. They are likely more powerful than you, but DM determines the specifics of their abilities, assistance, or influence.
Suggested Characteristics
Many of those raised for glory come out personable, knowledgable, and able to interact with anyone, but that isn't always the case. There are many facets to fill in the world, and regardless of who raised them, there could have been any number of mistakes in their training. Perhaps you can interact with the gentry without issue because you are skilled in performing their pleasantries, but you never learned to make friends with those around you. Maybe you were raised by an eccentric that wasn't up-to-date on cultural awareness? Perhaps you resent that you were taken by those that raised you and desired to pull away from them?
If you don't have a solid idea of how your upbringing affected your personality, roll out some traits to form a guide for how you came out.
Roll for 1 or 2 traits from each table.
| d8 | Personality Trait |
|---|---|
| 1 | I idolize a particular hero of my faith and constantly refer to that person's deeds and example. |
| 2 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. |
| 3 | I'll settle for nothing less than perfection. |
| 4 | If someone is in trouble, I'm always willing to lend help. |
| 5 | I get bored easily. When am I going to get on with my destiny. |
| 6 | I'm oblivious to etiquette and social expectations, often causing others to think I am strange. |
| 7 | I'm hyper-aware to etiquette and social expectations, often causing those who do not adhere to them to think I am strange. |
| 8 | I'm always polite and respectful. |
| d6 | Ideal |
|---|---|
| 1 | My upbringing gave me great insight into a great evil that only I can destroy. |
| 2 | Those who fight beside me are those worth dying for, even if they didn't raise me. |
| 3 | Respect is due to me because of my destiny, but all people regardless of purpose or usefullness to my goals deserve to be treated with dignity. |
| 4 | If I can attain more power, no one will tell me what to do or use me again. |
| 5 | I'm committed to the people I care about, not to ideals or goals. |
| 6 | I am a free spirit--no one truly tells me what to do, regardless of what they mean to me. |
| d6 | Bond |
|---|---|
| 1 | I am loyal to those that raised raised me above all others. |
| 2 | I owe my life to the one(s) that raised me. |
| 3 | I wish my childhood sweetheart had come with me to pursue my destiny. |
| 4 | I owe a debt I can never repay to the person who took pity on me. |
| 5 | Someone saved me from a cursed life and gave me oppertunity, I feel they are my only true family now. |
| 6 | My gifts are meant to be shared with all, not used for my own benefit, so I wish to be a friend to everyone. |
| d6 | Flaw |
|---|---|
| 1 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
| 2 | I don't pay attention to the risks in a situation if it benifits the goals of the individual/group that raised me. |
| 3 | I am loyal only to those that raised me, regardless of what I say. The implication of anything different is always a deception. |
| 4 | I think anyone who's nice to me is hiding ill intent towards me, or wants to use me. |
| 5 | I'm convinced that no one could ever fool me in the way I fool others. |
| 6 | Despite my best efforts, I am unreliable to my friends. |
In this setting, raised by a secret cult on Roke to be able to "help" Maharion's kingdom and interact with its current facets and some presumed goals.
The overall goal is that you are raised to help Maharion bring balance to the Archipelago. If you are a magical class especially, this cult believes that Maharion was sent to bring the world together in his balance and may believe that he is a mystical or godly being unaware of his power.
While the cult on Roke that raised you is outwardly about and connected to Roke's magical community overall desiring balance among all things, you'd be brought to court as part of the machinations of one of those "druids," looking for a way to insert their people in prominent positions. Their whole deal is preserving a vaguely-defined "balance" and establishing a universal community: such a community would balance everyone's interests.
Languages: Kargish -OR- The Language of An Ally of Maharion
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