TEXT: EN World EN5IDER| King and Country
  C
  onan the Cimmerian. Ned Stark of 
  Winterfell. Elric of Melniboné. Charac-
  ters such as these draw many of their 
  traits, attitudes, and beliefs from their birth-
  place.
  The fifth-edition rules introduce background as 
  part of character creation. Most of the avail-
  able backgrounds focus on previous vocations 
  or lifestyles, such as acolyte or soldier. Anoth-
  er possibility, however, is for their nationality, 
  whether by birth or by choice, to describe 
  their skills and upbringing. 
  Using nationality as background serves the 
  player, the GM, and the campaign setting. It 
  helps tell a character’s story, but it also estab-
  lishes underlying themes for different king-
  doms and locales. Put another way, the world 
  defines the character even as the character 
  defines the world.
  Consider two different barbarians. One hails 
  from the savage, frozen land of Cimmeria, 
  while the other grew up in the marshes of 
  Stygia, a realm of witches, sinister magic, and 
  lurking horrors. Both characters belong to the 
  same character class and both gain strength 
  from their inner rage, but their upbring-
  ing has affected the way they approach the 
  world. The Cimmerian often solves problems 
  through brute force, while the Stygian barbar-
  ian must rely on stealth and agility to survive.
  King 
  And 
  Country
  Character Nationality as Background
  By Mark A. Hart
  
  EN World EN5IDER | King and Country
  The GM and her players may wish to cre-
  ate nationality backgrounds tailored for 
  their campaign world. A good place to start 
  involves describing nations in broad fanta-
  sy themes, such as “Territory of the Horse 
  Lords” or “Accursed Realm.” This proves 
  especially helpful for players unfamiliar with 
  the setting; if a player doesn’t know the dif-
  ference between Rohan and Angmar, she may 
  find it difficult to make an informed character 
  background choice.
  List of Nationality Backgrounds
  The following list provides fourteen nation-
  ality backgrounds based on common fantasy 
  tropes. Each background offers several paren-
  thetical examples, drawn from literary fanta-
  sy and from history, to illustrate the overall 
  theme. In some cases, a nation may fall into 
  more than one category: Melniboné could be 
  described as both an Arcane Dominion and 
  a Fading Empire. Use whichever choice feels 
  most appropriate for the character.
  With some imagination and brainstorming, 
  the GM and her players can create many other 
  backgrounds to add to the list.
  Accursed Realm. A dark, haunted land of 
  supernatural evil or ancient curse (Angmar, 
  Stygia, The Blight, The Dry Land).
  Arcane Dominion. A domain ruled by 
  arcane spellcasters (Acheron, Melniboné).
  Besieged Bastion. A nation trapped in a state 
  of war against a powerful enemy (Gondor, 
  Saldaea, Shienar, The Wall).
  Confederacy of Feuding Houses. A collection 
  of loosely allied noble houses or city-states, 
  riven by feuds, factions, and convoluted plots 
  (Murandy, Republic of Florence).
  Crusader Nation. A realm of shining knights 
  and powerful priests driven to destroy evil 
  (Amadicia, Aquilonia, Gondor, Camelot).
  Domain of the Reavers. A land widely feared 
  for its unstoppable marauders (Iron Islands, 
  Umbar, Vikings).
  Fading Empire. A once-great domain receding 
  into its twilight years (Acheron, Melniboné, 
  Videssos, the Old Republic).
  Lost Civilization. A legendary land destroyed 
  or forever hidden from the outside world (At-
  lantis, Lemuria, Skartaris). 
  Maritime Power. A seafaring (or airfaring) 
  nation protected by a powerful navy and the 
  best ship captains in the world (Braavos, Heli-
  um of Barsoom, Queg).
  Pirate Concordance. A loose conglomeration 
  of pirates, rogues, and scoundrels united 
  against a common foe (Barachan Islands, Port 
  Royal, Sanctuary, Tortuga).
  Regime of the Dark Overlord. A ruthless and 
  ambitious empire dominated by a powerful 
  evil or supernatural force (Annuvin, Charn, 
  Mordor).  
  Savage Land. A brutal, unforgiving realm 
  where only the strong survive, and where 
  cruel gods hold sway (Aiel Wastes, Cimmeria, 
  Cold Waste, Land Beyond the Wall).
  Territory of the Horse Lords. A land famed 
  for its horses and the skilled warriors who 
  ride them (Dothraki Sea, Fleeds, Rohan).
  Trader Nation. A wealthy, mercantile repub-
  lic where commerce is everything and gold is 
  king (Argos, Ilian, Kingdom of Kandor, Lysle, 
  Tyrosh).
  
  EN World EN5IDER| King and Country
  Establishing Background from 
  Theme
  To develop a nationality background, start 
  with one of the themes described above. Next, 
  decide how that theme translates into game 
  concepts.
  Proficiencies. Which skill and tool proficien-
  cies seem most appropriate for a character 
  from a specific realm? People living in a wil-
  derness region focus on physical and survival 
  skills, such as Animal Handling, Athletics, 
  Stealth, and Survival. Individuals from a more 
  civilized land favor trade and knowledge 
  skills like Investigation, Medicine, Persua-
  sion, and Performance, as well as different 
  languages. Characters from a realm steeped 
  in magic and suspicion may emphasize skills 
  such as Arcana, Insight, History, and Religion. 
  Choose any combination of four skill, tool, or 
  language proficiencies when creating a back-
  ground in this way.
  Equipment. What equipment makes the most 
  sense for a character from this land to pos-
  sess? A character from a Lost Civilization 
  may carry strange items impossible to find 
  elsewhere, such as exotic clothing, a dagger 
  forged from alien metal, or a good luck charm 
  discovered on a crashed sky ship. A character 
  from the Territory of the Horse Lords carries 
  trinkets and tools related to horses and horse-
  back riding.
  Feature. What connections and networks 
  did the character belong to in her homeland? 
  What benefits could these networks provide? 
  If the character lived in a city ruled by thieves, 
  she probably knows what to say and do to 
  gain audience with the local thieves’ guild. If 
  the character belonged to an arcane aristocra-
  cy, she can request favors from wizards and 
  sorcerers wherever she travels, but she must 
  repay those favors. The best-designed features 
  have no mechanical benefits, but can help a 
  character in roleplaying scenarios. 
  Personality Trait, Ideal, Bond, and Flaw. To 
  create these elements, imagine the prevalent 
  beliefs, hopes, and fears of people in the king-
  dom. For example, the realm of Mordor casts 
  a long shadow over the people of Gondor—its 
  presence colors every facet of their lives. The 
  citizens of such a Besieged Bastion live each 
  day burdened with the knowledge that every-
  thing they care about faces extinction. A char-
  acter’s traits, ideals, and so forth may revolve 
  around escaping their impending doom or 
  finding a way to save his homeland.
  Nationality can also affect how other people 
  view a character; people may treat a Viking as 
  nothing more than a dangerous brute, even if 
  they won’t admit it to her face.
  Nationality Background 
  Examples
  The following examples more fully develop 
  two of the nationality background themes: 
  Crusader Kingdom and Arcane Dominion.
  Crusader Nation
  You grew up a citizen of the greatest kingdom 
  in the land, a realm that served as an example 
  of civilization and stability in a dark, lawless 
  world. Unfortunately, your homeland faces 
  many enemies both within and without—en-
  emies that seek the destruction of everything 
  your nation represents. You have dedicat-
  ed your life to one of the many holy orders 
  protecting the kingdom. Your order boasts 
  agents, allies, and stalwarts across the world, 
  even in the world’s darkest, most dangerous 
  corners.
  Skill Proficiencies: Intimidation, Religion
  Tool Proficiencies: Artisan’s tools (armorer’s 
  kit), vehicles (land)
  Equipment: An insignia of your order, a tab-
  ard with your order’s symbol, a set of travel-
  er’s clothes, a letter of introduction signed by 
  your superior, and a belt pouch containing 15 
  gp
  
  EN World EN5IDER | King and Country
  Feature: Friend of the Order
  Your order maintains a network of spies, 
  agents, and supporters. Your kingdom has 
  friends, even in places dominated by evil. 
  When necessary, you know how to locate safe 
  havens in otherwise dangerous places, and 
  you know which individuals to contact for 
  shelter, food, sanctuary, and basic healing.
  Suggested Characteristics
  The citizens of this kingdom understand the 
  need for perpetual vigilance, especially in 
  the face of so many enemies. You understand 
  the importance of loyalty to your order, to 
  your kingdom, and to your beliefs; beliefs for 
  which you would sacrifice everything you 
  own.
  Crusader Nation Characteristics
  d4
  Personality Trait
  1
  I have trouble trusting outsiders.
  2
  The world is beyond the help of normal 
  men—but I am no normal man!
  3
  I see the corrupting touch of evil every-
  where I look.
  4
  I seek to bring justice to those who deserve 
  it.
  d4
  Ideal
  1
  Loyalty. I stand beside my companions and 
  allies, regardless the cost. (Lawful)
  2
  Honor. I defend the honor of my order and 
  my kingdom, for without honor we are 
  nothing. (Good)
  3
  Protection. I promise to safeguard those 
  who cannot defend themselves. (Good)
  4
  Vengeance. Those who wrong me deserve 
  whatever retribution I deliver unto them. 
  (Evil)
  d4
  Bond
  1
  My order means everything to me, and I’ll 
  die before I dishonor it.
  2
  I serve my kingdom above all, regardless of 
  my own needs and desires.
  3
  I owe my life to the priest who saved me, 
  and I have pledged my soul in service of his 
  order.
  4
  No matter how long it takes, I must atone 
  for the sins and failures of my past.
  d4
  Flaw
  1
  When I see an evil act, I feel compelled to 
  intervene.
  2
  I cannot lie; falsehood is the first step 
  towards damnation, even when it is for a 
  noble cause.
  3
  I hold myself responsible for the misdeeds 
  of my friends and allies.
  4
  I give my trust and loyalty too easily, often 
  to the wrong people.
  
  EN World EN5IDER| King and Country
  Arcane Dominion
  You lived in the most magically advanced 
  nation to ever exist. You grew up surround-
  ed by magic as an everyday occurrence, and 
  thus you lack the superstitious dread that 
  most people experience in the presence of the 
  supernatural. Wherever you travel, no mat-
  ter whom you encounter, you do so with the 
  knowledge of your culture’s innate superior-
  ity.
  Skill Proficiencies: Arcana, Investigation
  Languages: Two of your choice
  Equipment: A set of fine clothes, a vial of 
  black ink, a quill, traveling journal, dagger, 
  copy of your favorite book, and a belt pouch 
  containing 15 gp
  Feature: Network of Knowledge
  Whether you possess arcane talents or not, 
  your nationality provides you with profes-
  sional cachet among wizards and other arcane 
  spellcasters. You can request favors from 
  these individuals, such as advice on magical 
  problems, research concerning magic items 
  and relics, and translation of sigils or runes. 
  If you ask a favor, however, you must repay 
  it in a reasonable time or risk alienating your 
  peers.
  Suggested Characteristics
  Growing up in an Arcane Dominion formed 
  many of your attitudes towards magic and 
  spellcasters, as well as your opinions regard-
  ing people without magical ability. If you 
  possessed arcane talent, you enjoyed the good 
  life as one of your nation’s most valued cit-
  izens. Thanks to your upbringing, you find 
  magic familiar and even comforting, and pity 
  those who fear magic or refuse to benefit from 
  its use.
  Arcane Dominion Characteristics
  d4
  Personality Trait
  1
  I belong to the most advanced nation in the 
  world, and so I must represent my people in 
  the best possible light.
  2
  I feel comfortable around magic, and I feel 
  anxious anywhere magic is unwelcome.
  3
  I travel and explore the world to avoid becom-
  ing complacent.
  4
  I yearn for novel experiences and discoveries, 
  especially since I become bored so easily.
  d4
  Ideal
  1
  Knowledge. The acquisition of knowledge is 
  the noblest pursuit. (Any)
  2
  Discovery. I will do anything to uncover lost 
  magical secrets. (Chaotic)
  3
  Mastery. I must become the most powerful 
  arcanist in the world. (Neutral)
  4
  Hope. Doom threatens this world, and only 
  magic can save us from it. (Good)
  d4
  Bond
  1
  I betrayed my master for knowledge, and I 
  must atone for what I’ve done.
  2
  Thanks to a youthful indiscretion, I fell under 
  an ancient curse and now must find a way to 
  remove it.
  3
  My memories have been lost to me, and some-
  thing tells me my life depends on getting them 
  back.
  4
  My family must recover the lost arcane secrets 
  of our ancestors before our enemies do.
  d4
  Flaw
  1
  I don’t make mistakes, even when I do.
  2
  I never met a book I could resist reading.
  3
  Magic has its price, and I’m willing to pay it—
  or let someone else pay.
  4
  I look down on those who lack the talent for 
  magic.
  Author - Mark A. Hart
  Editor - James Haeck
  Artists - Scott Harshbarger
  Layout - Justin Buell
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 016 - King and Country.pdf