Clan Member - Tribe Person (Grim Hollow) Image

 

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: Survival

Choose one from Athletics, History,
Nature, Perception, Religion, or Survival.

Tribal Familiarity

By spending an hour in an area of natural wilderness and
making a DC 10 Wisdom (Survival) check, you can identify
signs of other humanoid activity in the area. You can determine
the direction of any nearby settlements and if you are
familiar with the area, you know what tribe or group they
belong to and their general disposition towards outsiders.

 

Tool Proficiencies: Choose one tool proficiency.

 

Languages: Choose one standard language

 

Equipment: Basic clothing, a basket, a hatchet, and 10gp.

Additional Equipment: One tool kit of your choice
and a waterskin.

 
Profession Ranking

 

Life in a small tribe is, by definition, more close-knit
than living within a city. Tribespeople work together
daily and depend on one another to survive, treating
each other as one step away from family. Making up
the majority of the tribe, they work at all the necessary
jobs to maintain their way of life, from gathering food,
crafting weapons and tools, or governing disputes
among tribe members.

Rank 1 – Tribal Member

You are a member of one of the tribes of Etharis. Given
the dangers of the wilderness, your tasks keep you
within the camp or village that your tribe calls home.
Simple craft work and maintaining the tribal dwellings
are the main tasks allotted to you, but should you prove
yourself able and willing, the elders may see fit to grant
you greater responsibilities.

Holdings

• Food and lodging within the tribe, either in a modest
home or in a communal dwelling.
• Tales from a traveler that outline a spot in the wilds
with good hunting or other resources.

Progression

Gain permission from an elder to venture out into the
wilds on your own.

Rank 2 – Hunter-Gatherer

The elders of your tribe have granted you permission
to venture outside the boundaries of your settlement.
As a hunter-gatherer, you are responsible not only for
procuring food, but also dealing with minor threats to
the tribe and exploring for new resources and possible
locations for expansion.

Holdings

• The tools to perform your duties, including basic
hunting and fishing gear, materials, and aid from local
craftsmen.
• The ability to recruit other tribe members to aid you
in retrieving goods from the wild or helping to set up
small camps outside your home territory.

Progression

Display excellent leadership and aid the tribe during a crisis.

Rank 3 – Elder

Elders oversee many of the day-to-day issues within a
tribe and advise the chieftain on matters of importance.
Your actions on behalf of the tribe and your good judgement
have earned you a place among them. The words of
an elder carry great weight within the tribe, and an elder
has the power to decide minor matters unilaterally. When
issues require greater consideration, a number of elders
may consult on the matter before rendering a decision.

Holdings

• Authority over the vast majority of tribe members.
• A fine dwelling and free access to tribal goods
and services.

Progression

Serve the tribe wisely in times of trouble.

Rank 4 – Chieftain

By election, trial, or some other method, you have been
selected as the leader of your tribe. At home in your tribe,
others may advise you, but your word is law. Where
multiple tribes band together, you speak for your people.

Holdings

• Counsel from the elders, warlords, and spiritual
leaders of your tribe.
• Final authority on all tribe decisions and disputes, and
complete authority over all tribe members.
• The grandest house in the camp or village, which
doubles as a meeting place for important meetings and
visiting dignitaries.

 

 
Feature: Profession Talents

 

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.

 
Clan Member - Tribe Person (Grim Hollow) Image

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