
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Now imagine a perfect world: one in which nature and civilization exist in harmony, adapted to each other; one in which life is shaped to match its environment and the environment is shaped to match life. That’s the world you have been created to help come to fruition in the laboratories of the Simic Combine.
However, you have escaped to Faerûn and the House of Tarkanan for your own reasons, which you might or might not choose to share. 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.
You have sworn to protect those who bear abberant dragonmarks. Your house is not recognized by the Noble Houses of Khorvaire, and unlike those houses you were probably not born into it. If you have an abberant dragonmark, you were likely taken in or rescued by the members of the house after being rejected, and possibly persecuted, by your family or society in general. The Noble Houses fear the unpredictable nature of the abberant marks and seek to destroy or control them for their own gain. Unmarked members are often sympathetic family or companions of the marked, and feel called to make a difference.
House Tarkanan will do anything to survive and protect their found family, and often hire out as thieves and assassins to both make coin and a statement - that you reject the elitist Houses and refuse to value their lives over your own. Your main task is to serve as the eyes of your house, but you could be called on at any time to act as its hand. Such missions can be perilous but lucrative. You are ever vigilant for others who are marked and in need.
- Skill Proficiencies: Choose two from among Acrobatics, Animal Handling, Athletics, Intimidation, Insight, Investigation, Nature, Perception, Stealth, or Survival
- Tool Proficiencies: Any one tool or kit of your choice, likely something native to you
- Languages: You know the language of beasts, Slyvan
- Equipment: A monster hunter’s pack (containing a chest, a crowbar, a hammer, three wooden stakes, a holy symbol, a flask of holy water, a set of manacles, a steel mirror, a flask of oil, a tinderbox, and 3 torches), a set of dark common clothes including a hood, house signet ring, identification papers, and 1 sp.
You always gather information for your house, but when a baron give you a specific mission, what sort of work do you do? The House Agent Role table gives possibilities.
d8 | House Agent Role |
---|---|
1 | Acquisition |
2 | Investigation |
3 | Research & Development |
4 | Security |
5 | Intimidation |
6 | Exploration |
7 | Negotiation |
8 | Covert Operations |
As an agent of your house, you can always get food and lodging for yourself and your friends at a house enclave. When the house assigns you a mission, it will usually provide you with the necessary supplies and transportation. Your unique 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 your story.
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. Be aware though, those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will likely extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
Spell List
For you, the spells on the Simic Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Spell Level | Spells |
---|---|
Cantrip | acid splash, druidcraft |
1st | detect poison and disease, expeditious retreat, jump |
2nd | alter self, enhance ability, enlarge/reduce |
3rd | gaseous form, water breathing, wind wall |
4th | freedom of movement, polymorph |
5th | creation |
When your magic causes physical alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life.
House agents are diverse. Consider the house you serve and the work you do when choosing 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.
d6 | Personality Trait |
---|---|
1 | I always have a plan for what to do when things go wrong. |
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 like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. |
4 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
5 | I don’t talk about the thing that torments me. I’d rather not burden others with my curse. |
6 | I refuse to become a victim, and I will not allow others to be victimized. |
d6 | Ideal |
---|---|
1 | I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) |
2 | I like to know my enemy’s capabilities and weaknesses before rushing into battle. (Lawful) |
3 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
4 | I’m a monster that destroys other monsters, and anything else that gets in my way. (Evil) |
5 | Discovery. I want to learn all I can, both for my house and for my own curiosity. (Any) |
6 | Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any) |
d6 | Bond |
---|---|
1 | My house is my family. I would do anything for it. |
2 | My freedom is my most precious possession. I’ll never let anyone take it from me again. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | There’s evil in me, I can feel it. It must never be set free. |
5 | I’m fascinated by the beauty and wonder of this new land. |
6 | I’m determined to impress the leaders of my house, and to become a leader myself. |
d6 | Flaw |
---|---|
1 | I assume the worst in people. |
2 | I’m obsessed with conspiracy theories and worried about secret societies and hidden demons. |
3 | I feel no compassion for the dead. They’re the lucky ones. |
4 | My secret could get me expelled from my house. |
5 | I have a weakness for the new intoxicants and other pleasures of this land. |
6 | I’m working for a hidden faction in my house that gives me secret assignments. |

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