The major kingdoms of Etharis are far from the only
bastions of culture to stand against the current darkness.
From the frozen north to the Gulf of Lions, numerous
tribes have chosen to keep to their traditional lifestyle,
living in harmony with the spirits of the wild. Where
hunting and gathering aren’t sufficient to support their
population, many have turned to raiding the more
“civilized” regions. This has garnered the tribes a
reputation as barbarians and savages, but this ignores a
rich history and a deep, abiding respect for nature.
Clan members are generally more at home traveling
through the wilds than their urban counterparts. Their
close ties with nature and the spirits of the wild also
gives them a unique perspective on many problems, and
they are less quick to condemn things they are unfamiliar
with. Those that leave the tribe often make good guides,
trackers, and mercenaries.
- Skill Proficiencies: Intimidation
Choose one from Athletics, History,
Nature, Perception, Religion, or Survival.Display of Strength
Upon spending an hour in a tavern, inn, or restaurant,
and succeeding on a DC 10 Charisma (Intimidation)
check, you can win the respect and friendship of a local
ally through drinking, carousing, boasting, and various
contests of strength and skill. This ally begins as friendly
to you and can provide you with information about
military organizations, the local guard, and any recent
battles or combat that has occurred in the area. - Tool Proficiencies: Choose one tool proficiency.
- Languages: Choose one standard language
- Equipment: Basic clothing, a basket, a hatchet, and 10gp.
Additional Equipment: A tankard, a sack, a
whetstone, and several torches.
You have been trained as a warrior with the specific aim
of raiding other clans or settlements. Raiding parties must
be able to move quickly, strike hard, and carry off enough
goods to help support the tribe. The coordination to do
all this requires intense training and forges a strong sense
of comradery between raiders. Part of this comradery involves
a strong sense of competition, each raider vying to
perform daring acts or to carry back the best loot. The aftermath
of a raid often involves raucous singing, drinking,
and revelry, an adrenaline high buoyed by the plentiful
food and drink obtained from the raided settlement.
Rank 1 – Shield Bearer
You are a junior warrior, serving as support for more
senior members of the raiding party. Your tasks involve
maintaining weapons and armor, tending to wounded
warriors, and carrying loot from the raiding site. Should
members of the raiding party be unable to fight, you may
be called upon to take their place.
Holdings
• Lodging with other warriors.
• An ailing mentor and knowledge of a particularly rich
target for raiding.
Progression
Take the place of a missing raider and prove yourself
in combat.
Rank 2 – Pillager
As a full member of the raiding party, you are trained
to strike hard and fast, then escape with whatever loot
you can find. Common tactics involve sowing confusion
by setting fires or releasing livestock, or drawing the
attention of the defenders to allow for easier plunder
elsewhere. Your tribe depends on you as a main source
of food and supplies, and your comrades depend on you
to watch their backs in the chaos of a raid.
Holdings
• A younger warrior assigned to maintain your
equipment and carry your loot.
• Your pick of the goods seized on raids, in order of seniority.
Progression
Perform deeds of notable bravery and be promoted by a
warlord or chieftain.
Rank 3 – Raid Leader
Through a number of raids you have proven yourself
cunning, ruthless, and skilled at combat. As a raid leader
you are tasked with not only gathering as much as you
can from your targets, but ensuring that your warriors
return alive. Your underlings look to you for the tactics
to use during the raid, and you must reign in the more
reckless raiders lest they go too far.
Holdings
• A fine dwelling within the village, showcasing trophies
from prior raids.
• Command over a raiding party and a voice at any
war council.
• First pick of any goods seized during a raid.
Progression
Save a chieftain’s life or defeat a sworn enemy of the
tribe in single combat.
Rank 4 – Warlord
Your deeds are legendary. When you speak, chieftains
listen, and you direct policy as much as raiding. More to
the point, you are the one who decides where and when
to raid and how the military might of the clan will be
brought to bear.
Holdings
• Authority over at least three raiding parties within
your tribe.
• Access to war councils and peace negotiations.
• The ability to requisition goods and recruit new raiders
Applied Leverage
When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll. (
Beast Whisperer
Whenever you make a Wisdom (Animal Handling)
check to train or direct orders to a beast, you can
add your Profession Die to the roll.
Biologist
Whenever you make an Intelligence (Nature)
check to determine the properties of animals, you
can add your Profession Die to the roll.
Botanist
Whenever you make an Intelligence (Nature)
check to determine the properties of plants, you
can add your Profession Die to the roll.
Calloused Hands
Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.
Camper
When you make a Wisdom (Survival) check to
construct a temporary shelter, you may add your profession
die to the roll.
Disciplinarian
Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.
Drunkard
Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.
Gambler
Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.
Hard Working
Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.
Local Historian
Whenever you make an Intelligence (History)
check to determine the history of an item,
location, or cultural phenomenon from the same
region as you, you can add your Profession Die
to the roll.
Looter
When you make an Intelligence (Investigation)
roll to find hidden valuables, you may add your
profession die to the roll.
Menacing Presence
Whenever you make a Charisma (Intimidation)
check, and are interacting with Academics,
Common Folk, or Seafarers, you can add your
Profession Die to the roll.
Solidarity
When you make a Charisma (Persuasion)
check and you are interacting with members of your
background, you may add your profession die to the roll
Temperature Tolerance
When you make a
Constitution saving throw to avoid exhaustion due to
extreme temperatures, you may add your profession die
to the roll.
Tree Springer
When you make a Dexterity
(Acrobatics) check to ascend, descend, or travel between
trees, you may add your profession die to the roll.
Wayfarer
Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.
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