"The wall holds because someone chooses the night watch."
— Shadowmarch saying
Introduction
You were raised within the Shadowmarch Alliance, a confederation of fortified settlements and smaller city-states in central Ozythralis, known for defending against shadow incursions, supporting neighboring powers such as the Concord of Veltrion, and surviving through hard cooperation, practical magic, and relentless vigilance.
Description
Life in the Shadowmarch is not gentle. It is torchlight on wet stone, ward-lines humming in the dark, muddy roads between fortified towns, and bells that sometimes ring before anyone knows why. The Alliance exists in a region where ordinary life stands close to unnatural danger, and every settlement understands the price of complacency.
You may have grown up in Gloomhaven, a central trade and military hub built around a convergence of ley lines, or in one of the smaller fortified towns, shrine-villages, watchposts, or farming enclaves that hold the line between safer lands and corrupted wilderness. You might have served as a wall-guard, scout, shrine attendant, shadow-hunter, courier, militia archer, wardkeeper’s apprentice, monster-tracker, or trade-road escort.
You became an adventurer because the Shadowmarch produces people who know danger rarely waits politely outside the gate. Perhaps you hunt a creature that breached the wards, seek a cure for corruption, carry warnings to distant allies, investigate a vanished patrol, or follow rumors of an old leyline site awakening beneath the hills. You are not naïve about darkness. You have seen it breathe.
Ability Score Bonuses
Shadowmarch life rewards awareness, endurance, nerve, and practical judgment. Choose one:
- Wisdom +2, Constitution +1 for scouts, hunters, wardens, and survivalists
- Dexterity +2, Wisdom +1 for road-runners, archers, couriers, and patrol agents
- Strength +1, Wisdom +1, Charisma +1 for militia leaders, frontier priests, and hard-eyed defenders
Using This Background
This background is ideal for Rangers, Fighters, Clerics, Paladins, Rogues, Druids, Warlocks, Wizards, Monks, and Barbarians who want ties to frontier defense, shadow threats, survival, monster hunting, fortified settlements, patrol duty, and grim public service.
A Shadowmarch Ward-Bound might be:
- a roadwarden who protects caravans between fortified towns;
- a scout tracking shadow-touched beasts;
- a wardkeeper’s apprentice seeking lost protective rites;
- a militia survivor hunting the creature that breached their wall;
- a frontier cleric defending frightened communities;
- a grim investigator exposing corruption before it spreads;
- a reluctant hero who left home only because the danger did first.
This background works especially well in campaigns involving haunted wilderness, Shadowfell incursions, border defense, corrupted ruins, missing patrols, settlement survival, moral choices under fear, and the sturdy little miracle of ordinary people refusing to be eaten by the dark.
"Do not curse the dark. Feed the fire, wake the watch, and sharpen the spear."
— Carved above a Shadowmarch gate
- Ability Scores: Shadowmarch life rewards awareness, endurance, nerve, and practical judgment. Choose one:
- Wisdom +2, Constitution +1 for scouts, hunters, wardens, and survivalists
- Dexterity +2, Wisdom +1 for road-runners, archers, couriers, and patrol agents
- Strength +1, Wisdom +1, Charisma +1 for militia leaders, frontier priests, and hard-eyed defenders
- Feat: Your background grants one of the following feat options:
- Alert
- Tough
At the DM’s discretion, Skilled, Magic Initiate, or Healer may also fit wardkeepers, shadow-magic apprentices, herbalists, or field medics.
- Skill Proficiencies: Your upbringing emphasized vigilance, survival, fieldcraft, and the ability to hold steady when fear spreads.
Skill Proficiencies: Perception, Survival, Intimidation
- Tool Proficiencies: Your upbringing emphasized vigilance, survival, fieldcraft, and the ability to hold steady when fear spreads.
Tool Proficiencies: Herbalism Kit, Cartographer’s Tools, and one of Smith’s Tools, Woodcarver’s Tools, Vehicles (Land), or Thieves’ Tools
- Languages: Your upbringing emphasized vigilance, survival, fieldcraft, and the ability to hold steady when fear spreads.
Languages: Common and two additional languages of your choice, often tied to Ozythralis, shadow-touched peoples, neighboring allies, or threats studied by the Alliance.
- Equipment: You begin with the following equipment:
- Weatherproof traveler’s clothes or patched militia gear
- A Shadowmarch watch-token, ward charm, patrol badge, or bell-iron pendant
- Herbalism Kit or Cartographer’s Tools
- A hooded lantern, treated candles, or small glowstone
- A bundle of chalk, cord, and iron nails for marking safe routes
- A field journal of tracks, omens, patrol notes, or ward signs
- A simple weapon or worn militia sidearm
- A pouch containing 15 gp
| d8 | Shadowmarch Origin |
|---|---|
| 1 | You survived a night attack that destroyed part of your settlement’s outer ward. |
| 2 | You served as a trade-road escort between Gloomhaven and allied towns. |
| 3 | You apprenticed under a wardkeeper and learned which symbols keep worse things outside. |
| 4 | A family member was taken, cursed, or changed by shadow corruption. |
| 5 | You tracked monsters through marsh, ruin, and dead forest until the tracks began following you. |
| 6 | You carried urgent messages between frontier forts during a siege or incursion. |
| 7 | You helped expose a local leader who concealed signs of corruption for political gain. |
| 8 | A leyline vision, omen, or dying patrol captain sent you beyond the Alliance. |
Your Shadowmarch upbringing taught you to read danger before it fully reveals itself.
In frontier towns, fortified settlements, military camps, corrupted regions, haunted roads, borderlands, and places threatened by supernatural forces, you can usually identify:
- who maintains local defenses, wards, patrols, and warning systems;
- where people gather during an attack, incursion, fire, plague, or panic;
- whether fear is ordinary hardship or the sign of something worse;
- which tracks, marks, rumors, or environmental changes suggest lurking monsters, shadow influence, or hostile scouts.
When observing a threatened settlement, corrupted site, battlefield, abandoned village, or night road, you can usually determine one useful truth: where the next attack might come from, what defense is weakest, who is hiding information, or what local resource could help keep people alive.
You may also find modest aid from militia veterans, wardkeepers, monster-hunters, road guards, frontier priests, Veltrian allies, herbalists, or trade captains who respect Shadowmarch service. Such aid is practical: food, shelter, warnings, ammunition, healing herbs, maps, or a spare lantern. Sentiment is nice, but nobody ever stopped a ghoul with sentiment.
Suggested Characteristics
| d6 | Personality Trait |
|---|---|
| 1 | I sleep lightly and wake before the floorboards finish complaining. |
| 2 | I check doors, windows, wards, and faces in that order. |
| 3 | I distrust easy roads and cheerful ruins. |
| 4 | I speak plainly because panic loves confusion. |
| 5 | I always carry more light than I think I need. |
| 6 | I can sit with frightened people without offering pretty lies. |
| d6 | Ideal |
|---|---|
| 1 | Vigilance: The first duty of the living is to notice what threatens life. |
| 2 | Community: A lone hero dies beautifully; a prepared town survives. |
| 3 | Sacrifice: Someone must stand watch while others sleep. |
| 4 | Truth: Hidden corruption is deadlier than open attack. |
| 5 | Defiance: Darkness is not destiny. It is a problem with teeth. |
| 6 | Mercy: Fear makes people cruel; I refuse to let it make me so. |
| d6 | Bond |
|---|---|
| 1 | My home settlement still stands because people I loved paid the price. |
| 2 | I owe my training to a patrol captain, wardkeeper, hunter, or frontier priest. |
| 3 | I carry the name of someone lost beyond the safe roads. |
| 4 | I must find the source of a corruption spreading through the March. |
| 5 | I trust the Alliance, even when its leaders argue like cats in a grain sack. |
| 6 | I will never abandon a settlement that has no one else to defend it. |
| d6 | Flaw |
|---|---|
| 1 | I see danger everywhere, including places where it may not exist. |
| 2 | I struggle to relax in peaceful cities. Their confidence feels unearned. |
| 3 | I can be grim when others need hope. |
| 4 | I sometimes mistake suspicion for wisdom. |
| 5 | I would rather face a monster than admit I am afraid. |
| 6 | I have little patience for people who treat security as someone else’s duty. |
Contacts
Your contacts may include militia captains, wardkeepers, scouts, roadwardens, monster-hunters, frontier priests, herbalists, caravan masters, Gloomhaven merchants, Veltrian liaisons, ruined-village survivors, or grim little archivists who keep lists of every incursion no one else wants to remember. These contacts can provide warnings, shelter, field medicine, monster lore, patrol maps, warding supplies, or introductions to local defenders. They may not smile much. That is not rudeness. In the Shadowmarch, smiling is conserved for emergencies and children.
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