You grew up deep in the Underdark, far from civilization and the comforts of town and technology - both above and below the surface. You’ve witnessed the migration of colonies of myconids larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The Underdark is in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the Underdark.
- Skill Proficiencies: Athletics or Investigation and Survival
- Tool Proficiencies: One type of musical instrument
- Languages: One of your choice
- Equipment: A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, and a pouch containing 10 gp
Origin
You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.
d10 |
Origin |
1
|
Myconid Farmer
|
2
|
Trapper
|
3
|
Homesteader
|
4
|
Guide
|
5
|
Exile or outcast
|
6
|
Bounty hunter
|
7
|
Pilgrim
|
8
|
Tribal nomad
|
9
|
Hunter-gatherer
|
10
|
Reformed Slaver
|
Feature: Deep Delver
You have a knack for making your way in the deep places of the world. You can recall the twists and turns of passageways and tunnels such that you can always retrace your steps underground. You’re also well acquainted with foraging and survival in the Underdark, and can determine when sources of food and water are safe to consume. You can always find sufficient food and water for yourself and up to five other people in the Underdark, as long as sustenance is available in the area.
Suggested Characteristics
Often considered rude and uncouth among civilized folk, outlanders have little respect for the niceties of life in the cities. The ties of tribe, clan, family, and the natural world of which they are a part are the most important bonds to most outlanders.
d8 |
Personality Trait |
1
|
I’m driven by a wanderlust that led me away from home.
|
2
|
I watch over my friends as if they were a litter of newborn pups.
|
3
|
I once ran twenty-five miles without stopping to warn to my clan of an approaching Drow raiding party. I’d do it again if I had to.
|
4
|
I have a lesson for every situation, drawn from observing nature.
|
5
|
I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry Giant Spider.
|
6
|
I’m always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
|
7
|
I feel far more comfortable around animals than people.
|
8
|
I was, in fact, raised by wolves.
|
d6 |
Ideal |
1
|
Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
|
2
|
Greater Good. It is each person’s responsibility to make the most happiness for the whole tribe. (Good)
|
3
|
Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)
|
4
|
Might. The strongest are meant to rule. (Evil)
|
5
|
Nature. The natural world is more important than all the constructs of civilization. (Neutral)
|
6
|
Glory. I must earn glory in battle, for myself and my clan. (Any)
|
d10 |
Bond |
1
|
You were once lost in the Underdark, and a group of kuo-toa helped you find your way out. You learned that there are kindly folk even among that otherwise mad race, and remain indebted to them for their aid.
|
2
|
You once worked for Davra Jassur, a Zhentarim “troubleshooter” recruiting promising new talent for the Black Network. She helped you get your start as an adventurer, and you owe her for that.
|
3
|
You have long had a curious recurring dream about visiting a vaulted stone library in the depths of the Underdark, and becoming lost in the endless lore it holds.
|
4
|
I am the last of my tribe, and it is up to me to ensure their names enter legend.
|
5
|
Years ago, you lost people you loved in a raid by creatures from the Underdark. They disappeared without a trace, either slain or taken into the depths, and you’ve always wondered whether they might still be alive and held as prisoners.
|
6
|
You know the dwarf hold of Gauntlgrym well, having fought alongside the dwarves to help reclaim it. King Bruenor Battlehammer congratulated you on your valor, and you know the price the dwarves paid in blood to regain their home.
|
7
|
Years ago, a vicious noble named Ghazrim DuLoc was implicated in the death of someone you cared about. The crime was covered up, though, and DuLoc disappeared. Rumor has it the Zhentarim aided his escape, but you’ve sworn to find him one day.
|
8
|
You once had the opportunity to meet a circle of myconids — the mushroom folk of the Underdark. They offered you shelter and a chance to “meld” using their telepathic spores, and you have yearned ever since to repeat that experience.
|
9
|
One of your best friends in your youth was Morista Malkin, a shield dwarf and member of the Emerald Enclave. Though you haven’t seen her in years, you heard she found her way to the reclaimed dwarf hold of Gauntlgrym.
|
10
|
You studied with a deep gnome alchemist and miner named Kazook Pickshine, who saved your life once when a magical experiment went awry. Last you heard, his family controlled some of the largest mines in the deep gnome settlement of Blingdenstone.
|
d6 |
Flaw |
1
|
I am too enamored of ale, wine, and other intoxicants.
|
2
|
There’s no room for caution in a life lived to the fullest.
|
3
|
I remember every insult I’ve received and nurse a silent resentment toward anyone who’s ever wronged me.
|
4
|
I am slow to trust members of other races, tribes, and societies.
|
5
|
Violence is my answer to almost any challenge.
|
6
|
Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.
|
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