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Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much more, as a member of a Wildhoof tribe.

Your people have always tried to hold to the old ways. Tradition and taboo have kept the Wildhooves strong while the kingdoms of others are often embroiled in conflict. They believe in the power of the land and its graceful bounty.  Perhaps they needed a reminder of who they were and from whence they came.  Having abandoned the idea of property and civilization and settlement, they roam wild and free.

  

You have grown up among the clan, but for some reason you were pulled away from the clan, whether to seek revenge, to find purpose, to seek knowledge, or more, and now that you have abandoned that path, you find yourself adrift. Once you leave your clan, your clan will see you as an Outsider.  You will be welcomed back, but with a slightly distant affect that may leave you unsettled as you have broken one of the great taboos - to never abandon the clan.  You lose all rights to any claim you have had in the clan, and you will never be invited into the Night Runs again.

 
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: One type of musical instrument or artisan’s tools
Languages: One of your choice
Equipment: A hunting trap, a totemic token or set of tattoos marking your connection to the clan, a set of traveler’s clothes, and a pouch containing 10 gp
 
Feature: The Nomadic Life

You have an excellent knowledge of not only your clan’s territory, but also the terrain and natural resources of any plain, field or grassland that you happen upon. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there.  You also feel comfortable and are at home sleeping outdoors, and can keep yourself clean and well taken care of with very little in the way of currency or accommodations.

Additionally, you will be welcomed by other nomadic types, often including members of druid circles, tribes of nomadic elves, the Firbolgs, as well as other good-aligned fey creatures or those serve Archfey.    

 
Suggested Characteristics

Use the tables for the outlander background below as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the Wildhoof Clan.

Even if you have left your clan behind (at least for now), you hold to the traditions of your people. You will never do harm to nature, and you may not countenance such an act being done in your presence. You respect sacred burial grounds and the idea of death as a final end.

Your bond is undoubtedly associated with your clan or some aspect of Centaur philosophy or culture. Your ideal is a personal choice that probably hews closely to the ethos of your people and certainly doesn’t contradict or compromise the traditions of your clan.

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 orc horde. 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 owlbear.
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)
d6 Bond
1 My family, clan, or tribe is the most important thing in my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an injury to me.
3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
4 I am the last of my tribe, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 It is my duty to provide children to sustain my tribe.
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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