TEXT: Backgrounds of Faerûn
  Backgrounds of Faerûn
  Backgrounds of Faerûn
  Backgrounds of Faerûn
  Everything a player needs to provide new background options
  Everything a player needs to provide new background options
  Everything a player needs to provide new background options
  Everything a player needs to provide new background options
  Everything a player needs to provide new background options
  for characters from the Forgotten Realms and beyond!
  for characters from the Forgotten Realms and beyond!
  for characters from the Forgotten Realms and beyond!
  for characters from the Forgotten Realms and beyond!
  for characters from the Forgotten Realms and beyond!
  
  Sources for this book come from a derth
  of 2nd, 3rd, 4th and 5th edition books as
  well as from communicating with the
  wonderous Ed Greenwood but nothing
  here should be taken as official content.
   
  Thank you to Wizards of the Coast for
  the creation of 5th edition as well as
  supporting content creators via the DMs
  Guild.
   
  Thank you to Ed Greenwood and Jeff
  Grubb for creating a universe I never
  want to leave. While they are not the
  sole owners of the realms anymore,
  without their spark (as well as many
  others),  
   
  Thank you to my family and friends for
  supporting me during my crazy few
  months writing this document. Between
  running two D&D games as well as other
  RPGs, writing this document and work as
  well as other hobbies, I'm sure I drove
  someone nuts.
   
  Thank you to the artists who helped
  ensure this document is as polished as I
  could possibly make it.  
  That goes double for the Homebrewery
  (http://homebrewery.naturalcrit.com/)
  for providing the tools used to create it.
  Extra thank you to Quentin de Warren
  (https://www.artstation.com/uei)
   
  Credits
  Author: Bryan Holmes  
  Cover: Famous Swordsman - Quentin de Warren  
  Credits: Bridge in a Fantasy City - David Revoy  
  Page 1: The Flying Carpet - Viktor Vasnetsov  
  Page3 : Satrap - Quentin de Warren  
  Regional Backgrounds: Necromancer - Quentin de Warren  
  Organizational Backgrounds: Valkyrie - Quentin de Warren  
  Trinkets: Tobacco Pipes and a Brazier - Pieter Claesz  
  Back Cover: View of Constantinople - Amédée Rosier  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Legal
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  Middlesex, UB11 1ET, UK.
  Disclaimer: There are a great many people who walk the realms, and all of them hold different values, ideals and opinions.  
  You can walk the breadth of the world and find many people of similar mindset to yourself but you're eventually going to come  
  across someone who doesn't. It's the job of your DM to inform you that such an individual is probably a dragon. And it'll  
  probably eat you. With ketchup.
  
  Backgrounds of Faerûn
  T
  he various regions of Faerûn are diverse. The
  Forgotten Realms spans dozens of countries
  and kingdoms with as diverse a population in
  each. While most of the backgrounds available
  to players cover a wide amount of choices, the
  options provided here add to that.
  Regional Backgrounds
  Each background here functions like the ones provided in
  books like Hoard of the Dragon Queen or Out of the Abyss.
  You may substitute the feature normally granted by your
  background with the one from a background provided here.
  Likewise, you may substitute one or both personallity traits, a
  bond, an ideal or a flaw. The ideals presented here are limited
  to the alignments of the region for that background.
  Organizational Backgrounds
  Some backgrounds aren't tied to a region, but rather a group.
  Instead of mixing and matching, as with the regional
  backgrounds, you should use these backgrounds as you
  would in any of the other books.
  Existing Backgrounds
  Below are some of the already existing backgrounds players
  can choose from. The codes are as follows: PHB - Players
  Handbook, SCAG - Sword Coast Adventurer's Guide, CoS -
  Curse of Strahd, HotDQ - Hoard of the Dragon Queen, OotA -
  Out of the Abyss, and ToH - Tomb of Annihilation.  
  Existing Background
  Book
  Existing Background Book
  Acolyte
  PHB
  Charlatan
  PHB
  Criminal
  PHB
  Entertainer
  PHB
  Folk Hero
  PHB
  Guild Artisan
  PHB
  Hermit
  PHB
  Noble
  PHB
  Outlander
  PHB
  Sage
  PHB
  Sailor
  PHB
  Soldier
  PHB
  Urchin
  PHB
  City Watch
  SCAG
  Clan Crafter
  SCAG
  Cloistered Scholar
  SCAG
  Courtier
  SCAG
  Faction Agent
  SCAG
  Far Traveler
  SCAG
  Inheritor
  SCAG
  Knight of the Order
  SCAG
  Mercenary Veteran
  SCAG
  Urban Bounty Hunter SCAG
  Uthgardt Tribe
  Member
  SCAG
  Waterdhavian Noble
  SCAG
  Haunted One
  CoS
  The Story Thus Far...
  (Template)
  HotDQ Underdark Experience
  (Template)
  OotA
  Anthropologist
  ToH
  Archaeologist
  ToH
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  1
  Backgrounds of Faerûn
  
  Regional Backgrounds
  Political
  Region
  Background
  Description
  Aglarond
  Red Hunter Bordering Thay, those of Aglarond
  are always vigilant when it comes
  to those who use magic.
  Amn
  Amnian
  Merchant
  You've spent your life learning the
  ins and outs of business.
  Calimshan Calishite
  Social
  Seeker
  Nothing matters in Calimshan
  more than status. Friends are as
  valuable as gold.
  Chessenta Philosopher Where gods walk the lands of men,
  philosophers ask the unanswerable
  questions left in their wake.
  Cormyr
  Cormyrian
  Artisan
  Farmer, Rancher, Forester,
  Craftsfolk or Horse-Breeder, the
  goods of Cormyr are second to
  none.
  Chult
  Scale Friend In other places, Yuan-ti are feared
  but nowhere like their home of
  Chult.
  Damara
  Chartered
  Adventurer
  Damara has a long history with a
  deep love for those who would
  battle evil afar.
  Dambrath Crinti
  Blooded
  Half-Drow blood used to be a high
  honour in Dambrath
  Elfharrow Survivor
  Wild Elves hunt what little food
  they can both to feed their families
  and keep travellers away.
  Estagund
  Trader of
  the Golden
  South
  The Golden South is known for
  high quality goods of the East and
  vast amounts of wealth.
  Halruaa
  Magefriend Magic touches all aspects of life in
  Halruaa, to the point that the Art is
  loved by all.
  Impiltur
  Follower of
  the Triad
  Long histories of demonic assaults
  have left Impiltur wary of demonic
  forces.
  Lake of
  Steam
  Wandering
  Hero
  The Border Kingdoms are not
  collected, but they are united in
  taming their harsh lands.
  Lantan
  Reclaimer
  of Lantan
  The ruination of Lantan makes you
  yearn to see the great islands
  returned to their glory.
  Luiren
  Luiren
  Islander
  The cataclysm may have spread
  out the people of Luiren, but it did
  nothing to their sprit.
  Moonsea
  Shadow of
  the Black
  Network
  The Zhentarim and their allies
  intend to rebuild their former
  lands, if they can liberate it from
  current occupants.
  Mulhorand Free People
  of
  Mulhorand
  Broken from the bonds of gods
  and men, the future of Mulhorand
  is shaped by will of its people.
  Political
  Region
  Background
  Description
  Narfell
  Rider of the
  Plains
  The Nar are forged in the
  cruicible of their harsh lands.
  Rashemen Dajemma
  Young Rashemi are expected to
  defend their lands from the
  outside world by travelling it.
  Sembia
  Sembian
  Refugee
  Having shaken off the shadow of
  Netheril, all of Sembia looks
  forward to a bright new dawn.
  Tethyr
  Land Owner
  In the lands of Tethyr, owning
  land is power, even if that's just
  a shack on a hill.
  Thay
  Crimson
  Divided
  Red Wizard enclaves give homes
  to those not allied with Szass
  Tam
  The
  Dalelands
  Crucible of
  Heroes
  Some of the greatest heroes
  come from the Dales, inspiring
  adventurers everywhere.
  The
  Dragon
  Coast
  Costal
  Alliance
  The political landscape of the
  Dragon Coast is tricky, but
  useful for those who know how
  to use it.
  The Great
  Dale
  Child of the
  Wild Lands
  The solitude and protection of
  the Great Dale, a wild place to
  most but a teacher to you.
  The
  Hordelands
  Yaïmunnahar The memory of the Tuigan
  horde will never be lost, an
  important part of your history.
  The
  Moonshae
  Islands
  Friend of the
  Land
  You grew up around the Ffolk,
  learning respect for the world
  around you.
  The Sword
  Coast
  North
  Reforged
  Alliance
  The Silver Marches are gone, yet
  the Sword Coast North is born
  again, with it's heroes.
  The
  Western
  Heartlands
  Westlander
  The heart of civilization, the city-
  states of the Western Heartlands
  will always be your home.
  Thesk
  Defender
  Against the
  Horde
  The world owes a debt to Thesk
  for being a shield against the
  Tuigan Horde
  Turmish
  Assemblyman Every Turmishan has the honour
  of service as guidance for the
  Republic.
  Unther
  Agent of
  Gilgeam
  All serve Gilgeam in one way or
  another.
  Vaasa
  Bogland
  Hermit
  The wild savage swamps and
  bogs of the north are your home
  and your shield.
  Missing Regions
  Not all regions are represented here. The elven kingdoms of
  Evermeet, Cormanthyr as well as the Pirate Isles, the Silver
  Marches, the Anouroch desert, and others. These areas
  either fit well with the default backgrounds or are too focused
  to work on. A book that featured every region of the Forgotten
  Realms would be immense indeed!
  2
  Backgrounds of Faerûn
  
  Organizational Backgrounds
  Background
  Description
  Bardic
  Tutelage
  Growing up with bards, one picks up a skill or
  two.
  Bastard of
  Azoun
  The bloodline of Azoun is a long and wide
  spread one.
  Celestial-
  Attended
  Birth
  Watched over by the heavens within the
  womb, you are destined for greatness.
  Child of the
  Unicorn
  Other children left in the wild are unfortunate
  to be raised by wolves instead of the mythical
  parentage you enjoyed.
  Circle Born Being born to parents dedicated to a druid
  circle left you with a desire to continue their
  work.
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Background
  Description
  Enlightened
  Student
  Education is considered a high point for
  many. Magical education is an even rarer
  privilege.
  Harper
  Protege
  Grow up with parents in the Harpers, and
  their values are likely to rub off on you.
  Knight
  Squire
  Dozens of knighthoods keep watch over the
  realms, the chance to support them is an
  honor itself.
  Monastery
  Orphan
  Monastaries everywhere take in children and
  bring them up with values they represent.
  Selunite
  Foundling
  The moonmaiden has many children.
  Unwanted infants, swapped changelings and
  other weird sorts. Her temples are their
  homes.
  Ward of the
  Triad
  Many orphans are raised by clerics or monks,
  but few have the privilege of growing up
  around paladins.
  3
  Backgrounds of Faerûn
  
  How Do I Use Regional
  Backgrounds?
  The backgrounds presented in this book function just like
  existing backgrounds. However, when used with the
  backgrounds you already have they make new and interesting
  combination.
  You do not need to combine backgrounds and can
  simply use regional backgrounds as they are.
   
  For example, you can simply use this to make a Halruaan.
  However if you use the the personality traits, ideals, bonds
  and flaws from that background with the Acolyte background
  from the player's handbook, you end up with something that's
  unique to your character.
   
  But how do you combine these together? First determine
  which background you want the proficiencies of. Acolyte and
  Halruaa both have different skills and equipment. Let's use
  the Acolyte in the example. This gives us two languages to
  pick. Each background here has an accompanying page that
  describes the languages, races and classes you'll find in that
  region, which we'll pick Elven and Halfling.
  Then you choose which background feature you'd prefer:
  Shelter of the Faithful or Ordained by the Magocracy.
  We'll go with the second one. Finally we'll pick two
  personality traits (one from each), a Halruaan bond but an
  Acolyte ideal and flaw. Finally, finish everything off with a
  trinket (which we'll pick from the Halruaa background). What
  would this character's background look like?
   
  Halruaan Acolyte  
  Skill Proficiencies: Insight, Religion  
  Languages: Elven, Halfling  
  Equipment: A holy symbol (a gift to you when you entered the
  priesthood), a prayer book or prayer wheel, 5 sticks of
  incense, vestments, a set of common clothes, and a belt
  pouch containing 15 gp
   
  Feature: Ordained by the Magocracy 
  When adventuring outside the borders of your kingdom, they
  are aware of your goals. Because of this you have a contact in
  Halruaa who can operate there on your behalf. This contact
  is specifically assigned to you based on your characters needs
  and they are required to report your progress to the
  magocracy. It is up to the DM how you can communicate but
  the usual magical spells are available.
   
  Personality Traits:  
  I see omens in every event and action. The gods try to speak
  to us, we just need to listen.  
  Magic is dangerous and I don't want to hurt people so I tend
  to stop emotional connections before they start.
   
  Ideal: Faith. I trust that my deity will guide my actions, I have
  faith that if I work hard, things will go well. (Lawful) 
  Bond: My ancestor was a captain aboard a sky-ship that was
  lost, and I'm going to get it back.  
  Flaw: I am suspicious of strangers and expect the worst of
  them.
   
  Trinket: A metal plate that warms (but cannot cook) food
  placed upon it.
  The Demographic Page
  After each of the regional backgrounds has an additional
  page after it. This page details the gods that you'll likely find
  temples for (or at least have the most common worship in
  those lands), a table of trinkets for items you might find if
  your character's origins are in that region. There is also a
  table for how common the races from the Player's Handbook
  are and how common the various classes are.
   
  All statistics are generalized. If an area says that you can't find
  a population of dwarves, it's still reasonable to presume that
  it's possible to find a dwarf or two. Don't let the demographics
  stop you from making any combination of races or classes
  you'd like. Also everything is from a human-centric point of
  view.
   
  Also there is a list of languages as presented in earlier
  editions. If you have the Sword Coast Adventurer's Guide and
  use the optional rule Human Languages on page 112 then
  use the chart below to determine how the languages here
  convert for use with that supplement.
  Language
  SCAG
  alternative
  Language
  SCAG
  Alternative
  Algarondan
  Mulan
  Alzhedo
  Calishite
  Auran
  Primordial
  Aquan
  Primordial
  Chessentan
  Mulan
  Chondathan
  Chondathan
  Chultan
  Chultan*
  Damaran
  Nar
  Dambrathan
  Arkaiun
  Dupari
  Dupari*
  Ignan
  Primordial
  Illuskan
  Illuskan
  Lantanese
  Gnome
  Mulhorandi
  Mulan
  Nexalan
  Maztica*
  Rashemi
  Rashemi
  Shaaran
  Shaaran
  Shou
  Shou
  Terran
  Primordial
  Tashalan
  Chultan*
  Tuigan
  Tuigan
  Turmic
  Turami
  Untheric
  Mulan
  Uluik
  Uluik
   
  The astrisk (*) denotes languages your DM might need to
  sign off on first. Maztican and Dupari aren't listed in the
  Sword Coast Adventurer's Guide and Chultan is listed in the
  Tomb of Annihilation as a restricted language.
  
  How Do I Use
  Organizational
  Backgrounds?
  There are a handful of non-regional backgrounds listed after
  the regional backgrounds.. These may be used exactly like
  the backgrounds presented in the Player's Handbook,
  without any additional work. Alternately you can combine
  them with the regions here to enrich them further. For
  example, the background Bardic College is impressive, but
  when combined with Aglarond you end up with an adventurer
  who grew up around bards from a country that is the last
  bastion against an evil magocracy.
   
  How Do I Use The
  Trinkets?
  Each background comes with a small table of around 10
  trinkets. When your character is created, your DM will
  usually have you gain a trinket or two. With these
  backgrounds, you can have trinkets that are more likely to be
  found within a region, instead of using the tables in the
  Player's Handbook.
  At the very back of the book, you'll find one large master
  table with all trinkets combined.
  
  Regional
  Regional
  Regional
  Regional
  Regional
  Backgrounds
  Backgrounds
  Backgrounds
  Backgrounds
  Backgrounds
  
  Aglarond
  Red Hunter
  Positioned as the only bulwark against Thay, those of
  Aglarond find pride in their leaders more proficent use of
  magic. The Simbarch council now leads Aglarond forward,
  helping them develop some of the most advanced magic in
  the world.
   
   
  Skill Proficiencies: Arcana, Perception  
  Languages: Two of your choice.  
  Equipment: Spyglass, a writing kit (small pouch with a quill,
  ink, folded parchment, and a small penknife), a borrowed
  book on the subject of your current study, and a pouch
  containing 10 gp
  Feature: Eye for Magic
  If you witness someone cast a spell with a verbal or somatic
  component, you know which school of magic the spell is from
  and if the caster used a higher level spell slot to cast it.
  Suggested Characteristics
  While people of Aglarond are very much against the nation of
  Thay and Red Wizards in general, they openly use magic in
  their daily lives. This means magic and the supernatural
  should rarely surprise characters from Aglarond.
  Since taking power, the Simbarch Council have welcomed
  many folks to the nation including Dragonborn, Genasi and
  Tieflings. The nation itself values personal freedom over the
  law, leaving the country with few laws but those that are
  broken are dealt with quite strictly.
   
  d8
  Red Hunter Personality Trait
  1 I've honed my skills to defeat magic users. I often make
  disparaging remarks about the futility of the arcane.
  2 I believe in the strength of the people to uphold the
  state. I place value on the common folk.
  3 Many pirates and privateers sail the Sea of Fallen Stars.
  Much of my life has been spent keeping the coasts of
  Algarond safe.
  4 I've learned things from the fey-folk. They've taught me
  to value the thoughts and opinions of others.
  5 A plain simple life is all I ever strive for.
  6 As a youth, your magical capabilities drew attention of
  The Simbul. You are one of the Simbul's Children and
  it's important others treat Magic with the respect it
  deserves. Especially after her death.
  7 The elven nations of Aglarond have demanded
  independance, and I sympathize with their cause.
  8 I'm proud of my nation. I often find myself walking
  through the forests and the coasts more than being at
  home.
  d6
  Aglarond Ideal
  1 Pride: The nation of Algarond is one of the best, and
  that should be known by all. (Chaotic)
  2 Power: Thayans have shown what happens when people
  abuse their power. You strive to be an example of what
  happens when that power is respected. (Good)
  3 Heritage: The ones who came before you made sure
  you can live life as you do, respect their actions and
  make the world a place for your descendants. (Good)
  4 Political: The Simbarch has had nothing but the future
  interest of Algarond in mind. You hope to one day be
  part of that process elsewhere, to bring them the same
  peace of mind. (Neutral)
  5 Natural: The elves of the forests around Algarond are at
  risk of persecution, something you're always keeping
  an eye on. (Good)
  6 Hunter: Mages of the realm need to beware under your
  watch, never again will anything resembling the Red
  Wizards rise up. (Chaotic)
  d6
  Aglarond Bond
  1 I would like to be part of the Symbarch, someday ruling
  over the country.
  2 I will see Elven equality in the country, without coming
  to war.
  3 The cities of Altumbel and Fang want independence,
  something I pledge to deliver.
  4 Half the country is situated on the coast or in forests. I
  want to help expand into the mountains nearby.
  5 The fortress of Undumor is rumored to brim with
  magical artifacts from the occupation of Thay,
  something I want to confirm in person.
  6 Delthuntle has strong ties to Akanûl, granting the
  Halflings that live there an excess of wealth. I intend to
  strike deals with them, spreading that wealth to other
  corners of the nation.
  d6
  Aglarond Flaw
  1 I jump to conclusions when I see the undead or magic
  users, for fear of the Red Wizards.
  2 The Simbarch might have a deal with the Elves and
  Half-Elves nearby, but I think they stand in the way of
  progress.
  3 Aglarondan blood wine is well known by most for it's
  potency, something I am intimately familiar with.
  4 Because so many laws are only for major crimes, I've
  spent most of my life bending the rules of smaller ones
  to exploit others.
  5 Genasi, Tieflings and Dragonborn: all freaks that have
  no place in civilization.
  6 Those coastal freaks might embrace magic, but it's all
  witchcraft to me.
  4
  Backgrounds of Faerûn - Aglarond
  
  Aglarond
  Gods
  Aglarond
  Chauntea Worshipped largely by the human population,
  mostly farmers.
  Selûne
  Mostly worshipped by sailors but is observed by
  most humans.
  Valkur
  Also worshipped mostly by sailors and farmers,
  in fear of his storms.
  Mielikki
  Important to the half-elves and elves of the
  region, as well as rangers and druids.
  Rillifane
  Rallathil
  Worshipped mostly in the elven portions of the
  land.
  Silvanus
  Traditionally only worshipped by elven druids,
  there are a few human petitioners.
  While the Gods above are most common, elves and half-elves
  worship the entire elven pantheon and humans of the region
  may still worship deities of a neutral good or chaotic good
  alignment.
   
  d10
  Trinkets
  1
  A silver coin with seven stars on it's faces, attached to
  a leather strap.
  2
  A small preserved heart from an unknown creature,
  bright purple in a wicker box.
  3
  A book from the lost Yuir culture, with information
  about their gods.
  4
  A bottle of blood wine, inside is a small three eyed
  tentacled creature that doesn't seem to perish.
  5
  A large griffon feather.
  6
  A gem with a spell frozen inside, stolen from a Thayan
  long ago.
  7
  A wooden statue in the shape of a Unicorn.
  8
  A cloak clasp, gilded and in the shape of three oak
  leaves with three small golden berries in the center.
  9
  A tarnished silver harp, with no strings.
  10 A halfling smoking pipe, blackened, in the shape of a
  dragon's face.
  Race
  Aglarond
  Dragonborn Dragonborn are rare but thanks to
  immigration from bordering nations, they are
  becoming more common.
  Dwarf
  The mountains of Aglarond are owned by the
  crown, so there are no dwarven settlements
  within the borders of the kingdom. That being
  said, dwarf traders often visit to sell wares.
  Elf
  Agalarond lives in harmony with their elf and
  half-elf neighbours. Elves are very common in
  this region.
  Gnome
  Gnomes and their homelands are far removed
  from Aglarond and are often a spectacle when
  they visit.
  Half-Elf
  Because of their friendliness with their elven
  allies, half-elves are quite common in
  Aglarond.
  Race
  Aglarond
  Half-
  Orc
  With no local orcish tribe and thayans using orc
  slaves when they can, there is mostly hostility
  towards orcs and their kin.
  Halfling A large number of Halflings lived here before the
  spellplague. After, any halflings who thought they
  lost their homelands became refugees and moved
  to Aglarond.
  Human Originally Untherite, many other human nations
  have immigrated here, resulting in a wide variety
  of appearances.
  Tiefling Refugees from Thay, the Tiefling population is
  small but strong.
  Class
  Aglarond
  Barbarian Barbarians are largely absent in the kingdom.
  Bard
  Common everywhere, bards tend to be drifters,
  picking up information as they travel.
  Cleric
  Quite common, most clerics tend towards
  nature deities.
  Druid
  In the elven and half-elven communities, druids
  are common in most communities.
  Fighter
  Almost anyone who travels has a little bit of
  combat training, making fighters common.
  Monk
  With no local monastaries, most monks in
  Aglarond are simply passing through.
  Paladin
  Knights of the divine are uncommon, but
  welcome in most cities in Aglarond.
  Ranger
  The wilds of the lands are protected by rangers,
  common to every corner of the kingdom.
  Rogue
  While brigands and thieves aren't unknown, they
  aren't usually found far from Veltalar, as the city
  has become a haven for criminals.
  Sorcerer The acceptance of magic in the kingdom means
  sorcerers are fairly common in most of the
  country.
  Warlock Making pacts with powerful beings is looked
  down upon, but most Warlocks simply state
  they're wizards or sorcerers, making it hard to
  determine how many warlocks are in Aglarond.
  Wizard
  Of the arcane classes, wizard is the most
  common in Aglarond although seen far less than
  bards.
  Languages common to Aglarond: Aglarondan, Chessentan,
  Damaran, Draconic, Elven, Mulhorandi, Orc, and Sylvan.
  5
  Backgrounds of Faerûn - Aglarond
  
  Amn
  Amnian Merchant
  A nation defined by wealth. Any Calishite money going north
  likely ends up going through Amn and any Waterdhavian
  money going south does the same.
   
   
  Skill Proficiencies: Insight, Persuasion  
  Language Proficiencies: One language of your choice.  
  Tool Proficiencies: One tool of your choice.  
  Equipment: A set of artisan’s tools you are proficient with, a
  letter of introduction from the government of Amn declaring
  you a Merchant, a set of traveler’s clothes, and a belt pouch
  containing 15 gp
  Focus
  2d10
  Area of
  Focus
  2d10
  Area of Focus
  1
  Alchemist
  10
  Leatherworker
  2
  Brewer
  11
  Mason
  3
  Calligrapher 12
  Painter
  4
  Carpenter
  13
  Potter
  5
  Cartographer 14
  Smith
  6
  Cobbler
  15
  Tinker
  7
  Cook
  16
  Weaver
  8
  Glassblower 17
  Woodcarver
  9
  Jeweler
  18+ Roll twice, ignoring rolls above
  17
  Feature:
  When it comes to your area or areas of focus, your senses are
  the best tools you have. Just by looking at an item, you can tell
  the place of origin.
  Suggested Characteristics
  Merchants of Amn tend to think of themselves as superior to
  their customers, although most understand the importance of
  a happy customer. Most merchants in Amn also understand
  the importance of not being so greedy as to attract attention
  of the law.
  d8
  Amnian Merchant Personality Trait
  1 A fair price is one that makes both parties happy,
  customers deserve to be as happy as myself.
  2 The rube that walks into your shop is a blessing of the
  Gods, you do not overlook that gift.
  3 I am excessively friendly to encourage people to stay in
  contact.
  4 You need either two things in life: money or a polite
  tongue. You like having both.
  5 I am quiet. The silence often provokes others into
  speaking their minds.
  d8
  Amnian Merchant Personality Trait
  6 Merchants deal with any customer regardless of race. I
  love dealing with anyone who speaks the language of
  money.
  7 While generosity is admirable, there is a line between
  being generous and others taking advantage of you.
  You're always wary of that.
  8 I am excessive when spending money to ensure people
  know who they are dealing with.
  d6
  Amn Ideal
  1 Community: Amn wouldn't be what it is without
  everyone working together, community is important.
  (Lawful)
  2 Greed: There are clerics that warn of vices, but you're
  sure they wouldn't be so quick to judge if they were
  rich. (Evil)
  3 Welcoming: It doesn't matter if it's a long time friend or
  a new face in your door, you hope your smile transfers
  to those around you. (Good)
  4 Law: Money is good, but if no one obeyed the law,
  everyone would be looking over their shoulder. (Lawful)
  5 Severity: The only differences between men and beasts
  is our adherance to the rules above all else. (Lawful)
  6 People: You've heard of distant towns where everyone
  knows each other and you'd rather be surrounded by
  strangers. (Neutral)
  d6
  Amn Bond
  1 I found instructions on crafting an exquisite item, in my
  own field no less, in a cave near Lake Esmel. Crafting it
  will bring me great fame.
  2 It's my dream to one day have more money than I can
  count.
  3 Big contracts are what gave the top 5 families in
  Athkatla their power, I want to make that sort of deal
  one day.
  4 I've been pushed out of business by a rival. My revenge
  will be complete when I take everything from them.
  5 Most merchants are experts at one focus. I want to
  know every area of focus, one day.
  6 A debt is a common currency, one I have in abundance.
  One day, I'll pay it all off.
  d6
  Amn Flaw
  1 I am overly guarded when it comes to money. Everyone
  is out to get what I have.
  2 When others have the same area of focus as I do, I
  worry they'll take customers from me.
  3 Enough is never enough.
  4 I would kill rivals to secure my future.
  5 My loyalty to coin is greater than my loyalty to friends.
  6 Even if it tempts fate, I can't help but show off my
  wealth.
  6
  Backgrounds of Faerûn - Amn
  
  Amn
  Gods
  Amn
  Chauntea Farmers and other growers keep small shrines
  on their properties.
  Cyric
  Although mostly worshipped by Thieves, Amn is
  one of the few places that accepts open worship
  of Cyric.
  Selûne
  Mostly worshipped in the port city of Murann.
  Sune
  Because of their love of appearance, many in
  Amn worship Sune.
  Waukeen The most worshiped deity of Amn, because of
  the mercentile nature of the realm.
  While the Gods above are most common, all religious
  practices are welcome provided it does not interfere with the
  government.
   
  d10
  Trinkets
  1
  A halfling knucklebone sculpture from a far off land.
  2
  A stone rune that has a strong pull upwards while
  being held.
  3
  A thick copper dragon scale, scratched with an
  autograph from the dragon.
  4
  A tiny functional replica ballista, only 2 inches long.
  5
  A dagger that refuses to take a sharp edge.
  6
  A helm that, when worn, transforms your shadow into
  the shadow of the last person who wore the helm.
  7
  A vial of an amber liquid, labelled "Basilisk Bile".
  8
  A Ffolk trinket imported from the Moonshae Isles.
  9
  A small rolled up paper, one inch high by six long,
  with a roudy brothel depicted upon it.
  10 A scrap of cloth, said to be torn from the robe of a
  Cowled Wizard of Athkatla.
  Race
  Amn
  Dragonborn Excepting the very large cities, there are
  nearly no dragonborn in Amn.
  Dwarf
  While there are few native Dwarves, Amn sees
  many adventuring dwarves. Especially those
  seeking hidden dwarven ruins in the Troll
  Mountains.
  Elf
  Elves aren't as common as Humans, Halflings
  or even Half-Orcs but there are still elves
  living within the borders of the realm.
  Gnome
  There are very very few native Gnomes in
  Amn.
  Half-Elf
  Where one finds elves and humans, they find
  half-elves. Almost all half-elves in Amn stick
  to city life where a more metropolitan
  lifestyle accepts them.
  Race
  Amn
  Half-
  Orc
  Due to the proximity of many Orcish clans, Half-
  Orcs are quite numerous in Amn.
  Halfling Just after humans, Halflings make up the second
  largest demographic in Amn.
  Human The most common, usually of Chondathan,
  Illuskan, or Tethyrian descent, but sometimes
  Calishite.
  Tiefling A few tieflings can be found along the Sword
  Coast, and many end in Athkatla or Baldur's Gate.
  Class
  Amn
  Barbarian With no tribes native to this region, the only
  barbarians most meet are just passing through.
  Bard
  Every civilized land finds a need for bards, and
  Amn is no exception.
  Cleric
  Because of religious freedoms enjoyed in Amn,
  clerics are plentiful.
  Druid
  With many wild untamed places still to explore,
  Amn has a comfortable number of druids.
  Fighter
  From mercenaries to wandering heroes, there is
  no kingdom in the realms lacking in fighters.
  Monk
  The efforts of the Shining Hand do not go
  unrewarded, monks are quite welcome in Amn.
  Paladin
  Paladins of Amn are idillic examples, paragons of
  paladins.
  Ranger
  There are many folk who require furs or need
  beasts moved away from their farms, keeping a
  bevy of rangers always busy.
  Rogue
  Coins flow through Amn as water does a river.
  This attracts all sorts, including less savoury
  individuals.
  Sorcerer Since the fall of the Cowled Wizards, all arcane
  casters are fairing much better in the realm.
  Warlock Because of a tempered view of mages, warlocks
  enjoy being free to talk about the source of their
  powers while in Amn.
  Wizard
  Sorcerers remain more common as there aren't
  many places to learn to be a wizard, but as they
  are no longer persecuted there are many wizards
  who find a niche in Amn.
  Languages common to Amn: Chondathan, Alzhedo, Elven,
  Giant, Goblin, Nexalan, Orc, and Shaaran.
  7
  Backgrounds of Faerûn - Amn
  
  Calimshan
  Calishite Social Seeker
  Many a noble or merchant in other countries consider what
  they own to be representative of who they are. In Calimshan,
  this is true but the truely important man is one who spent his
  life enriching his soul.  
   
  Skill Proficiencies: Insight and one skill of your choice.  
  Language Proficiencies: One language of your choice.  
  Tool Proficiencies: One musical instrument.  
  Equipment: A set of fine clothes, a signet ring, a scroll of
  pedigree, and a purse containing 25 gp
  Feature: Value of a Man
  If you've spent at least an hour with anyone who has a
  friendly attitude towards you, they welcome you into their
  home. While not going outside the law, they'll offer you a
  place to sleep and if they can spare it, food. If you act against
  a host or offend them in any way, they might spread the word
  to warn others.
  Suggested Characteristics
  Calimshite people spend most of their time trying to climb
  their social ladders. They're likely to be very aware of how the
  local laws function and know they'll quickly lose social status
  if these laws are broken. When not dealing in coin, they can
  often be found reading about subjects like theology or
  philosophy.
  d8
  Calishite Social Seeker Personality Trait
  1 Others might not think much of me, but my eloquent
  tongue usually grabs attention.
  2 Some call me rude, I prefer to think of it as direct.
  3 Mistakes made once are forgiven. Mistakes made twice
  show no sign of learning, something I disdain.
  4 The reason you climb in society is to be better than
  others and I enjoy reminding those below me of that
  fact.
  5 Favors is a currency more valuable than coin and much
  harder to steal. I love when others owe me.
  6 Having money is a good to gamble.
  7 Attack me and every ounce of influence I have will be
  focused on ruining you.
  8 Since I have power, I choose to exercise it whenever I
  can.
  d6
  Calimshan Ideal
  1 Power: Everyone in Calimshan wants power, but few
  more than me. (Evil)
  2 Greed: There's nothing quite like the look on the faces
  of those who lack the ability to fathom your luxuries.
  (Evil)
  3 Knowledge: Everyone has dark secrets, and I strive to
  hold those secrets over others. (Evil)
  d6
  Calimshan Ideal
  4 Slaves: Many hands make for short work, but such
  hands work better when treated well. (Lawful)
  5 Family: Those who came before you ensured you were
  born into privilege. You honour that as best you can.
  (Lawful)
  6 Generosity: Having more means you can share with
  those who have less. You may have less coin, but
  you're rich with friends. (Neutral)
  d6
  Calimshan Bond
  1 I've lost much money and blood to the Black Raiders. I
  will dismantle their organization.
  2 Your eyes have seen many coins and gems, but nothing
  glitters like the love that keeps rejecting you. One day,
  they'll be yours.
  3 The Genasi lord themselves over common folk. You
  adventure to find a way to return them to their
  elemental lords.
  4 I once heard a parable about a ruby of such great size,
  any who desired it were crushed under their greed. You
  don't know if it's true, but you want to own such a
  legendary gemstone.
  5 The Pasha are some very influental Calishites, one day
  you'll be one too.
  6 I was once a slave, but have escaped my bonds and
  now travel to free others of theirs.
  d6
  Calimshan Flaw
  1 I always suspect two daggers: one at my neck and one
  behind my back. I never trust anyone.
  2 Friends are enemies who have not yet revealed
  themselves. I never keep close friends.
  3 What I have is mine, sharing is for those who don't
  understand the value of their possessions.
  4 When opportunity knocks, I find it's allure irresistable.
  5 I'd trade my first born child for a Calim title.
  6 Laws only apply to those too dumb to get caught.
  8
  Backgrounds of Faerûn - Calimshan
  
  Calimshan
  Gods
  Calimshan
  Azuth
  Because magic is highly valued in Calimshan,
  Azuth is worshipped everywhere.
  Ilmater
  Due to their longstanding policy of slavery,
  Ilmater is a god that the lower class typically
  prays to for relief.
  Shar
  The mistress of night enjoys many worshippers,
  openly, in Calimshan.
  Sharess
  The hedonistic ways of Sharess is seen in almost
  every aspect of life in the rich desert kingdoms.
  Talos
  Stormlord and god of sandstorms, the folk of
  Calimshan are quick to present gifts when they
  suspect Talos is upset.
  Waukeen Unsurprisingly, the golden lady is well liked in
  the kingdoms built on foundations of gold.
  While the Gods above are most common, cities like
  Calimport are well known for being religious havens.
  Calimport itself has over 300 temples dedicated to gods from
  all around the world.
   
  d10
  Trinkets
  1
  An air genasi's finger, preserved. It is always colder
  than the ambient temperature.
  2
  A decanter dedicated to Sharess, with a lewd image
  hammered into it.
  3
  A key which seems capable of locking any lock, but
  not unlocking them.
  4
  Half of a stone carving of a beetle, with a mechanism
  to lock into the other half.
  5
  A leather strap with eight icons of various deities,
  none of which you recognize.
  6
  A scabbard for a scimitar you do not possess, owned
  by a pasha now long dead.
  7
  A tiny yet highly detailed replica of the Ifrit's Flame, a
  ship of the line.
  8
  A golden hairpin shaped like a spider, with an
  inscription denoting it as drow.
  9
  An idol that used to be a badge used by an assassins
  guild which no longer exists.
  10 A silver lamp that pours a small amount of smoke if
  rubbed.
  Race
  Calimshan
  Dragonborn Only a few dragonborn consider Calimshan
  home, but they're treated better than the
  genasi that live here.
  Dwarf
  There are virtually no dwarves in the hot
  deserts of Calimshan.
  Elf
  Elves fare well in these lands due to their long
  lives, few have the stomach for the greed
  required to survive here.
  Gnome
  A few intrepid gnomes scrape out power for
  themselves, but as a rule they are a rare sight.
  Race
  Calimshan
  Half-Elf There are more half-elves when compared to
  elves, but they are treated poorly due to their
  mixed blood.
  Half-
  Orc
  Because of orcish slaves and tribes, half-orcs
  aren't entirely uncommon although if they
  possess freedom, they are quick to leave as
  they're treated quite harshly.
  Halfling The small folk actually do quite well for
  themselves, with a natural tendancy towards
  hedonism and natural talent when it comes to
  survival in politics.
  Human Calishites are the most common of the humans
  here, but it's not unusual to see a Chondathan
  now and again.
  Tiefling Because of their ties to things infernal, there is a
  natural draw for Tieflings to the south.
  Class
  Calimshan
  Barbarian While rare, there are a few barbarians in and
  around the desert areas, usually orcs or half-orcs.
  Bard
  Due to the life of luxury most calishites enjoy,
  bards are plentiful where coin can be found.
  Cleric
  Religious acceptance mixed with religion being
  a sometimes status symbol, clerics are quite
  common in Calimshan.
  Druid
  Desert druids are something many travellers stay
  wary of, but are quite rare.
  Fighter
  Be they adventurer, pit fighter or hired muscle,
  there is no one who needs a fighter that does
  not find one.
  Monk
  Philosophy is a common pursuit in Calimshan,
  and to that end there are any number of
  monastic orders that rise and fall, sometimes in
  the same year.
  Paladin
  Morality is something for those without coin.
  Paladins who focus on finer moral points aren't
  usually welcome. However paladins of
  knowledge, magic, light or darkness are quite
  common.
  Ranger
  There is little to sustain oneself in the harsh
  wilds of Calimshan, making rangers a rare sight.
  Rogue
  If there is any group more numerous than
  fighters in Calimshan, it's rogues.
  Sorcerer Because of their blood infused magic, many are
  suspicious of sorcerers, but they aren't rare.
  Warlock Amoral people who don't mind dealing with the
  supernatural are a valuable commodity to those
  with power.
  Wizard
  Like warlocks, wizards are horded by influential
  people.
  Languages common to Calimshan: Alzhedo, Auran,
  Chondathan, Chultan, Draconic, Ignan, Shaaran, Tashalan.
  9
  Backgrounds of Faerûn - Calimshan
  
  Chessenta
  Philosopher
  A nation that wavers between having long periods of peace
  dotted with fast burning outbreaks of war, Chessenta is one
  of the older nations. While Magic is practiced, a long standing
  history of being anti-arcane still is felt in society. Many cults
  over the years have become slow burning embers against
  traditional theology and a high respect for martial prowess
  still marks the attitude of the common man.  
   
  Skill Proficiencies: Athletics and your choice of Arcane,
  History, Nature or Religion  
  Tool Proficiencies: Two types of artisan's tools from the
  following: Calligrapher's supplies, Cook's tools, Glassblower's
  tools, Smith's tools.  
  Equipment: One set of artisan's tools you are proficient with,
  A bottle of black ink, a quill, a set of common clothing, a book
  you are currently writing and a belt pouch with 15 gp.
  Focus
  1d4
  Area of Focus
  1
  Arcane
  2
  History
  3
  Nature
  4
  Religion
  Feature: Elucidate
  You're confident in your ability to clarify thoughts and
  opinions. If you or an ally suffers disadvantage in your area of
  focus, that roll does not have disadvantage.
  Suggested Characteristics
  Chessentans love to prove their worth, their honour and their
  passion. While others think them drunkards who do nothing
  but party, a deep pride in thier military might gleams on the
  chests of all. Their minds are on fairness when resolving
  matters of law, but that doesn't put them above keeping
  slaves.
  d8
  Philosopher Personality Trait
  1 Might makes right, I love challenging others to try and
  stop me.
  2 What you do doesn't matter in the long run, Entropy
  comes for us all. I make my actions matter in the here
  and now.
  3 Life is meant to be lived, excess is something to revel
  and I love such celebration
  4 My actions are my own, I will not be controlled by
  some vote.
  5 If I can carry a sword, then I strive to put it to good use.
  Not everyone is strong enough to protect what is
  theirs.
  6 Every part of the city-states does something differently,
  I listen to others and try to walk their path, for learning
  is essential to growing.
  d8
  Philosopher Personality Trait
  7 Let those who wrong me find themselves at the heavy
  end of the hammer of justice.
  8 Bards sing tales of those who performed heroic deeds
  and the most vile villains. No matter what I choose to
  do, I will be worthy of such songs.
  d6
  Chessenta Ideal
  1 Heroic: I strive to be brave, to help build the story of
  my legend. (Good)
  2 Thoughtful: I strive to put myself in the shoes of others,
  before resorting to violence. (Good)
  3 Proud: Humility may fit others, but I've always put my
  best foot forward by telling everyone how great I am.
  (Neutral)
  4 Rambunctious: There's nothing like warm nights, warm
  drinks and warm bodies in your bed. Preferably every
  night. (Neutral)
  5 Competitive: When others mention they are my better,
  I'll stop at nothing to encourage them to prove it.
  Except breaking rules. (Lawful)
  6 Strategist: While others rush headlong into battle, I find
  it better to consider all options available before me
  first. (Lawful)
  d6
  Chessenta Bond
  1 Much of our land was lost to other nations. My efforts
  are devoted to reclaiming our lost lands.
  2 The vampiric green dragon of Threskel will be staked by
  my hands and my hands alone.
  3 My curiosity drives me ever forward, in particular
  artifacts from old Chessenta.
  4 I make an effort: for every glorious night I survive
  dangerous combat, I spend twice as long with lovers
  celebrating my survival.
  5 I travel far, in an effort to learn more about my focus
  than even the libraries of Chessenta could teach.
  6 While considered a cult, I think those who worship
  Entropy and Sebakar should be allowed to practice
  their rituals.
  d6
  Chessenta Flaw
  1 I'll do anything for fame.
  2 I am easily distracted by drink or lust.
  3 I stared into the Maw of the God Swallower, and have
  been overcome with apathy.
  4 I was a member of a cult but I left. Now they chase me
  down, wanting to punish me for my sleight.
  5 Before the rise of Shala, I fought against the Rebellion.
  If they knew who I was, the military would want me
  dead.
  6 My family was powerful and owned many slaves but did
  not take care of them. We fell into ruin, now many a
  free man and woman want my blood.
  10
  Backgrounds of Faerûn - Chessenta
  
  Chessenta
  Gods
  Chessenta
  Tempus Worshipped by most fighters and other patrons
  of combat.
  Oghma
  Oghma's temples are often visited by bards,
  wizards and other seekers of knowledge.
  Waukeen As there are few gods who look after the dead,
  priests of Waukeen hold ceremony in their place.
  Tchazzar What was once a cult is now a full blown
  religion, worshipping an undying red dragon.
  Entropy Another cult that's become large enough to
  consider a religion, Entropy is a primordial of
  entropy.
  Sebakar A cult popular with fey and lycanthropes,
  Sebakar is the lord of crocodiles.
  While the Gods above are most common, the common
  pantheon is present in small ways. You might not find a
  temple to Chauntea, but farmers still pray to her to help their
  crops.
   
  d10
  Trinkets
  1
  A pair of manacles that once held a great hero who
  snapped them.
  2
  A library book that was never returned to the
  university of Cimbar.
  3
  A pair of coins, engraved with iconography of
  Waukeen, designed to be placed on the eyes of a
  corpse.
  4
  A halfling pipe that is engraved with the name of a
  city-state that doesn't exist anymore.
  5
  A totem to Sebakar given to you in thanks by a
  lizardfolk shaman.
  6
  A small crystal that flies to your hand when you call it.
  7
  Trapped in amber, a small insect no one has been able
  to identify.
  8
  An egg you recieved when you were young: it's never
  hatched but it regularly rocks back and forth.
  9
  A sphere of solid glass with blood trapped within it
  that somehow flows around without coming out.
  10 A small figure of a griffon rider, made of wood but
  painted so masterfully, it appears real.
  Race
  Chessenta
  Dragonborn Many dragonborn call Chessenta home, due
  to how close it is to the old empires.
  Dwarf
  Dwarves aren't particularly common in the
  city-states of Chessenta.
  Elf
  Except for the occasional travelling
  adventurer, Elves are a rare sight for most.
  Race
  Chessenta
  Gnome While their mechanical aptitude is appreciated,
  the tendancy to favour physical prowess leaves
  them feeling as outsiders.
  Half-Elf Roughly as common as full elves, there are some
  half-elves that call Chessenta home.
  Half-
  Orc
  While orcs aren't unknown, they are less common
  than even the lizardfolk that find themselves in
  cities.
  Halfling The stout folk are the second most populated in
  the city-states.
  Human Most humans trace their lineage back to the
  Mulan or Turami (natives to Turmish) with little
  exception.
  Tiefling Being near the old empires has made Chessenta a
  place for tiefling immigration.
  Class
  Chessenta
  Barbarian Because of their favouring acts of physical
  combat, barbarians are most welcome and quite
  numerous in Chessenta.
  Bard
  Follow the gold and you'll eventually find
  someone singing about how you arrived there.
  Bards are plentiful in the cities of Chessenta.
  Cleric
  Clerics are less common than in other countries
  of the realms, but they're treated well and quite
  liked by common folk.
  Druid
  With many wild spaces between cities to busy
  fighting each other, druids find a niche
  protecting the wild spaces between.
  Fighter
  As with barbarians, fighters are welcome in every
  corner of Chessenta.
  Monk
  A few monks have settled down and started
  monastaries here, although far less than in the
  west.
  Paladin
  Because of how much favour those with combat
  skill earn, and how a few important gods drive
  the lives of everyone, paladins are quite
  common here.
  Ranger
  Working in tandem with druids to protect
  nature, rangers find themselves in good
  company due to how many there are. Which is
  lots.
  Rogue
  Rogues are less common but far more organized
  in this corner of the realms.
  Sorcerer It's quite uncommon to find those with a natural
  talent for the art of magic, when compared to
  the number of wizards in Chessenta.
  Warlock Rarer than sorcerers are warlocks, all but virtually
  unknown in the city-states.
  Wizard
  Because of the huge library in Cimbar, Chessenta
  boasts a large number of wizards.
  Languages common to Chessenta: Chessentan, Aglarondan,
  Chondathan, Draconic, Mulhorandi, Turmic, and Untheric.
  11
  Backgrounds of Faerûn - Chessenta
  
  Chult
  Scale Friend
  While many see the jungles of Chult as a dangerous area,
  others see it as an area rich in resources to be exploited. The
  peninsula stretches from the shining sea, back towards the
  ruins of Thindol and Samarch and this whole area is
  slithering with Yuan-ti and their scaled kin.
   
  Skill Proficiencies: Athletics, Survival  
  Tool Proficiencies: Choose two from the following: Jeweler’s
  tools, Leatherworker’s tools, Alchemist’s supplies, or
  Cartographer’s tools.  
  Languages: Abyssal, Draconic 
  Equipment: One set of traveler's clothes, any one musical
  instrument or gaming set you are proficient with, poorly
  wrought maps from Chult that depict a little known ruin, a
  small piece of jewelry worth 10 gp in the style of lizardfolk or
  Yuan-ti craftsmanship, and a pouch containing 5 gp.
  Feature: Friend of the Scaled Folk
  While Yuan-ti are often maligned, they also understand that
  sometimes they need to interact with the world around them.
  Shapechanging can get them far, often they need agents that
  can't be revealed magically. You know a passphrase in
  draconic identifying you as a non-hostile. This increases your
  chances of Yuan-ti not immediately wanting to kill you.
  Suggested Characteristics
  Unlikely to be a native to Chult, you've spent enough time
  there to have picked up habits there. Trusting people
  becomes a luxury, dealing with opportunistic scavengers
  more than properly civilized folk. You always are casting an
  eye over your shoulder, both to check for untrustworthy folk
  and environmental dangers.
  d8
  Scaled Friend Personality Trait
  1 I'm always scanning the area around me for threats.
  2 Although I understand I can't trust everyone, I still look
  for the ways others can benefit me.
  3 Always look out for yourself, since no one else will.
  4 If I can get away with making others do my dirty work
  and still get the benefit, I will.
  5 By trying to understand the culture of the scaled folk,
  I've found myself forever changed. I'm more logical
  than emotive.
  6 Out in the jungle, it's eat or be eaten. I try to bring that
  attitude with me everywhere.
  7 Illusions protect the borders of Chult, likewise I
  intentionally mislead others so no one truely knows
  me.
  8 I'm usually an outsider, choosing to be on the fringe
  even among friends.
  d6
  Chult Ideal
  1 Self-Centered: When the choice comes down to myself
  or others, I'll always pick myself. (Evil)
  2 Evasive: Questions about myself go unanswered, often
  met with a shrug more than words. (Neutral)
  3 Logical: There is a right way and a wrong way to do
  most things, and I'll always pick the one that makes the
  most sense. (Good)
  4 Intelligent: I consider myself intelligent, and try to
  surround myself with those of like minds. (Lawful)
  5 Distrusting: Eventually even those you trust will be
  tempted or forced to betray you, so I trust no one.
  (Chaotic)
  6 Paranoid: Some say I'm constantly gripped by fear and
  anxiety, but I think I'm doing what I need to for my
  safety. (Chaotic)
  d6
  Chult Bond
  1 Surviving Chult didn't make it my home, the skills I've
  earned there are better applied elsewhere.
  2 I want to ride a dinosaur mount into battle.
  3 Dendar the Night Serpent stole a nightmare from me. If
  I can recover it, the nightmare will lead me to a
  powerful artifact.
  4 The Amnian port in Chult interested me, my curiosity
  has now taken me afar.
  5 The strange gods here reward those who do right by
  them. I feel their hands guiding me afar.
  6 Traders have introduced a strange drug to the tribes
  here, something I'm addicted to and now travel to
  procure.
  d6
  Chult Flaw
  1 I pretend not to know languages to escape having to
  talk.
  2 While logical, I'm utterly unemotional and heartless.
  3 I have a tendancy towards saying things simply, even
  harshly.
  4 I treat others as vastly inferior or stupid.
  5 I tend to think of others as disposable.
  6 I prefer the company of myself to others, even those I
  care about.
  14
  Backgrounds of Faerûn - Chult
  
  Chult
  Gods
  Chult
  Chult
  There are many who worship the jungle itself,
  praying to it as a way of protecting themselves
  from natural dangers.
  Ubato
  A once primordial and the patron deity of
  Chult. Nearly all the native races pray to Ubato
  in one form or another.
  Spirits
  Those who worship the spirit of the jungle pay
  respect to 'those who dwell within' the rocks
  and trees and creatures of Chult.
  Eshowdow An aspect of Shar, worshipped mostly by native
  human Chultans.
  While the Gods above are most common, they are mostly
  worshipped by locals such as the Tabaxi. Many Faerûnians
  who are in Chult continue to worship their usual gods.
   
  d10
  Trinkets
  1
  A preserved dragon eye from a wyrmling.
  2
  A sack made of yuan-ti skin, dyed bright yellow.
  3
  A map to a hidden cave, marked "Ubato" in dwarven.
  4
  The tooth of a mighty dinosaur, on a cord of leather.
  5
  A helmet made of a dinosaur skull.
  6
  Broken Pterafolk wind instrument, played by dragging
  through a breeze.
  7
  A perfectly sphere stone that changes color each
  morning.
  8
  An immpressively large stone cricket the size of a
  small dog.
  9
  Seeds from a tree found only at the peaks of flame.
  10 A yuan-ti hunting trap, that perfectly blends into the
  jungle.
  Race
  Chult
  Dragonborn Many dragonborn find the jungles of Chult to
  be quite welcoming, but there are no native
  inhabitants.
  Dwarf
  The native wild dwarves are quite common in
  Chult, although a fair number of colonies
  from other dwarven kingdoms exist as well.
  Elf
  Much like dwarves, there are a large number
  of wild elves in Chult but there are otherwise
  few non-native elves.
  Gnome
  Aside from inside the few human enclaves,
  there are nearly no gnomes in Chult.
  Half-Elf
  Even with native wild elves, there are nearly
  no positive interactions with humans and
  thus, very few half-elves.
  Half-Orc
  Goblins, lizardfolk and pterafolk dominate so
  much, there are no orcish clans in the region.
  Likewise, there are very few half-orcs.
  Halfling
  Although many travel from afar hoping for
  riches, they usually return home leaving Chult
  with no permanent halfing population.
  Race
  Chult
  Human Native Chultans arrived centuries ago from far off
  Maztica. They are very distinct from the
  Chondathan descended Faerûnians.
  Tiefling Because the jungle cares little for race before it
  kills you, many tieflings feel comfortable settling
  down here.
  Class
  Chult
  Barbarian A common sight, given the primal nature of the
  land.
  Bard
  One of the few places in the realms where
  bards are quite rare.
  Cleric
  Due to their highly spiritual nature, clerics are
  welcome although more common in the
  enclaves of other cities.
  Druid
  The natives of Chult tend to favor druids over
  clerics, making them quite common.
  Fighter
  Although less common than barbarians, there is
  always a place for another skilled blade.
  Monk
  The structure of a monastary typically does not
  fare well, resulting in few Chultan monks.
  Paladin
  The life of a paladin is often more suited to
  civilized life. Chultan paladins are few and far
  between.
  Ranger
  Rangers are arguably the most common career
  found in Chult
  .
  Rogue
  Their large skill selection tends to make guides
  out of rogues, but they're relatively common.
  Sorcerer Their natural talent for the art tends to make
  them quite capable in Chult. A large number of
  sorcerers call Chult home.
  Warlock Warlocks of Chultan origin and patronage are a
  rare sight.
  Wizard
  Wizards find the jungles of Chult full of things
  to benefit their arcane experiments, often
  settling down for decades of research.
  Languages common to Chult: Chultan, Alzhedo, Draconic,
  Dwarven, Goblin, Sylvan, Shaaran, and Tashalan.
  15
  Backgrounds of Faerûn - Chult
  
  Cormyr
  Cormyrian Artisan
  Cormyr is a country known for the beautiful works of it's
  people. Poetry, jewelery and of course arms and armour. The
  kingdom has faced armies, dragons and civil war and always
  come out prosperous. All of this success is attributed to a
  ridgid system of laws.  
   
  Skill Proficiencies: Insight, Performance  
  Tool Proficiencies: One tool of your choice from the
  following: Carpenter’s tools, Cobbler’s tools, Smith’s tools, or
  Woodcarver’s tools. 
  Languages: One of your choice. 
  Equipment: A set of artisan’s tools of which you are
  proficient, a letter of introduction from your guild, a set of
  traveler’s clothes, and a belt pouch containing 15 gp.
  Feature: Recommended by a Friend
  If you need to scrounge up work in a city and you've already
  sold and item you have personally crafted in that city, you will
  always be able to find work within 1d10 hours.
  Suggested Characteristics
  Cormyr lacks the guildhalls that traditionally dominate
  production in most countries. Because of that most people
  have a humble attitude about them and an overall good
  nature. Within the borders of Cormyr, there's often little to be
  upset about.
  d8
  Cormyrian Artisan Personality Trait
  1 I might be a master crafter, but that's because I refuse
  to compromise on quality.
  2 I love discussing at great length the items I've crafted.
  3 While I'm great at working with my hands, I have
  trouble speaking to people.
  4 My craft is a work of art, I've always got a small
  example to give away.
  5 It takes a while before I trust you, but with that I'll
  always have your back.
  6 I rely on my network of friends and allies, a strength
  few of my foes share.
  7 The Cormyr Council turns to others for new viewpoints
  on problems. I'll always go to others to get their input.
  8 Others might lack the skills I have, which is why I'll
  always go out of my way to help others.
  d6
  Cormyr Ideal
  1 Strong: I make my sword available to those who lack
  the strength to lift their own. (Good)
  2 Loyal: Others can rely on me when the going gets
  tough. (Lawful)
  3 Content: I find a calming peace at simply existing.
  (Neutral)
  4 Peaceful: Violence should never be the answer,
  diplomacy has won wars quicker than any sword.
  (Neutral)
  5 Hard Working: No matter how long something will take,
  I'm there until the job is done. (Good)
  6 Trustworthy: My word is my bond, a fact I take great
  pride in. (Lawful)
  d6
  Cormyr Bond
  1 I want to learn the secret of the steel-glass in the
  Farsea marshes.
  2 I left home because I couldn't afford an Adventuring
  Contract. Now that I've travelled a bit, I find
  adventuring to my liking.
  3 I once met a ghost in the Hullack Forest. They told me
  destiny lays east of home. Now I chase destiny.
  4 My companions have become like family, and they'll
  always come first.
  5 Cormyr is a fine land, but being safe isn't very exciting.
  I left safe behind like discarded armour and finally feel
  free.
  6 Adventuring has given me dedication needed to
  become a Purple Dragon knight but I have a long way
  to go before I can stand before them.
  d6
  Cormyr Flaw
  1 Many countries in the realms are great, but few are as
  great as Cormyr.
  2 War after war has forged Cormyr in battle, leaving
  Cormyr undefeatable.
  3 Others might fancy themselves experts in their field,
  but I've yet to meet anyone as skilled as me.
  4 Good and evil tend to be more black and white for me,
  making me quick to judge those I meet.
  5 Due to bad relations with neighbouring states, I have a
  poor regard for those not from Cormyr.
  6 I have a tendancy to side with the Law, regardless of
  where I am or how just the rules of those laws.
  16
  Backgrounds of Faerûn - Cormyr
  
  Cormyr
  Gods
  Cormyr
  Chauntea Worshipped by the farmers as well as
  protectors of nature.
  Deneir
  Favoured by the scholars of Cormyr.
  Helm
  Almost universally praised for being a guiding
  example for knights of the realm.
  Lathander The dawnlord is praised for every ceremony
  regarding births and deaths.
  Lliira
  Esepcially in the courts, worshipped for her
  blessings of fertility.
  Milil
  Worshipped by those with a love of nature,
  especially for those with ties to the elves.
  Primarily, most worship Chauntea, Deneir, Helm, Lathander,
  Lliira, Oghma, Malar, Milil, Selûne, Silvanus, Tempus,
  Tymora, Waukeen equally.
   
  d10
  Trinkets
  1
  A lucky coin of Tymora, both sides with her face but
  one side scratched.
  2
  A scroll detailing intimate tantric massage.
  3
  A scale tin purple dragon knight.
  4
  A clip of hair from a childhood love.
  5
  A steel whistle, engraved with dragons along the
  length.
  6
  A pressed flower from the royal garden.
  7
  A glass cube, with a tiny bell inside.
  8
  An iron ring with a smaller ring inside, spinning on a
  track.
  9
  A small crystal that becomes moist if shaken.
  10 Impossibly elaborate gloves, woven from golden silk.
  Race
  Cormyr
  Dragonborn There are few dragonborn that would make a
  permanent residence so far from home,
  resulting in nearly none of their kind in the
  kingdoms.
  Dwarf
  The neighbouring kingdoms to the north are
  far more filled with Dwarves, few have reason
  to settle in Cormyr.
  Elf
  With a long history of being at odds with
  Myth Drannor, many elves found their way
  into Cormyr after it fell.
  Gnome
  A small population of Gnomes is scattered
  within the
  Half-Elf
  After the fall of Myth Drannor, there was
  much more integration with the elves
  resulting in many a half-elf belonging in
  Cormyr.
  Half-Orc
  Orcish tribes have always threatened the
  kingdoms but the half-orcs of Cormyr are
  treated on their deeds, instead of blood.
  Race
  Cormyr
  Halfling Much like the few gnomes that ended up in
  Cormyr, there are a few halflings that find the
  Cormyrian way of life to be quite comfortable.
  Human Chondathans make up the largest group of
  humans, but there are some Illuskans and even a
  few Calishites that call Cormyr home.
  Tiefling There are few tieflings that reside in Cormyr,
  prefering Damara or Narfell nearby.
  Class
  Cormyr
  Barbarian Barbarians are frowned upon in general. Their
  ways are often considered too brutish for the
  civilized ways of Cormyr.
  Bard
  Beloved in Cormyr for their recounting of the
  history of the realm.
  Cleric
  Well liked and quite regularly seen in the more
  civilized areas of Cormyr.
  Druid
  The wilds of Cormyr are often protected by the
  Purple Dragon knights, but there is still room for
  those who prefer natural spaces.
  Fighter
  Inspiration from the Purple Dragon knights,
  many a fighter was once a squire.
  Monk
  Especially with orders that favour life and nature,
  monks are not uncommon to see in Cormyr.
  Paladin
  Numerous heroes of the past were paladins,
  inspiring new generations year after year. A
  common sight in Cormyr.
  Ranger
  Because hunting in the kings lands is forbidden,
  there are fewer Rangers than the land could
  support but they are not unheard of.
  Rogue
  Because of the tremendously lawful nature of
  Cormyr, only the most skilled rogues ply their
  trade here.
  Sorcerer Sorcerers are welecomed, but their distinct lack
  of training ensures they're always watched.
  Warlock Warlocks and sorcerers are interchangable to
  most and are treated the same, although many
  warlocks avoid Cormyr because of their views on
  outsiders and aberrations.
  Wizard
  Wizards are numerous in Cormyr due to their
  training being seen as a worthwhile persuit.
  Languages common to Cormyr: Chondathan, Elven,
  Damaran, Gnome, Goblin, Halfling, Orc, and Turmic.
  17
  Backgrounds of Faerûn - Cormyr
  
  Damara
  Chartered Adventurer
  The cold lands of Damara were once a thriving haven for
  heroes. Over time, tyrannical rulers have ensured only those
  approved by the Crown have the authority to investigate the
  strange happenings whispered in the streets. All of this in the
  name of protection from the warlock Knights of Vaasa and
  the demon summoners of Narfell.  
   
  Skill Proficiencies: Insight, Survival  
  Tool Proficiencies: One type of musical instrument.  
  Languages: Dwawrven. If you already know Dwarven, pick a
  language of your choice. 
  Equipment: One set of traveler's clothes, a charter from the
  Frostmantle authority granting the permission to perform
  adventuring tasks on behalf of Damara, a map to a dungeon
  in either Damara, Narfell, or Vaasa, and a pouch containing
  15 gp
  Feature: Representative of Damara
  Because you are a chartered adventurer, showing your
  charter to any government official of a land not at war with
  Damara grants recognition in that city. This grants you a
  contact within the city of which to communicate with the
  local Government, a process taking 1d12 hours. Replacing
  your charter requires returning to Damara and paying 50
  gold.
  Suggested Characteristics
  The people of Damara used to live in relative peace if not
  humble and simple lives. Now, with threats from the North,
  East and West, and a tyrant on the Throne things are much
  quieter. The various houses and families still stand as a
  testament to what once was, but the Frostmantle family
  ensures that none of the old politics matter.
  d8
  Chartered Adventurer Personality Trait
  1 Adventurers used to be the lifeblood of Damara, I
  remind those who forget it.
  2 I've always got a story to tell from my life as a hero.
  3 The people of Damara need hope, now more than ever.
  I try to bring hope with every decision I make.
  4 I go out of my way to speak up for common men. I'll
  stop anyone who tries to step on the common folk.
  5 I'm easily distracted by treasure, when adventuring.
  6 I do what I can to lift the burden of the Frostmantle
  name off the backs of the common people, within the
  limits of the law.
  7 Loved or hated, Frostmantle drives our lives. I
  adventure as a way to spy for my lord.
  8 The gods have left the land of Damara, I travel to help
  common men find their way.
  d6
  Damara Ideal
  1 Pious: I always try to bring wisdom of the gods,
  symbols of hope for the people of the land. (Lawful)
  2 Humble: The King is petty and paranoid, better to be
  humble about our abilities instead of falling into his
  gaze. (Neutral)
  3 Quiet: The land is cold and inhospitable. A quiet
  approach goes a long way towards survival. (Neutral)
  4 Unshakable: I've seen frost worms, air elementals and
  raging barbarians, little impresses or intimidates me.
  (Evil)
  5 Strong: The barbarians of the glacier inspire you to be
  stronger every day, something you love to prove. (Evil)
  6 Tough: You shrug off the cold and other dangers of the
  north without much thought. (Evil)
  d6
  Damara Bond
  1 I adventure to check in on small villages like the one I
  was born to: often overlooked by nobility.
  2 My family was murdered by barbarians of the glacier
  raiding in the south. I adventure to find a way to bring
  good back into the world.
  3 Monks of Illmater show us suffering brings peace,
  external and internal. I travel to test their philosophy.
  4 Assassins, their citadel once destroyed, are returning. I
  seek out the new Citadel of Assassins.
  5 I've made it my goal to return Damara to the old ways
  and defeat Frostmantle.
  6 The fell wizards of Narfell and the Knights of Vaasa,
  enemies of Damara that I pledge to vanquish.
  d6
  Damara Flaw
  1 Decades of having a tyrannical ruler makes me tend to
  follow laws without question.
  2 Depression has left me cripplingly indifferent to the
  world.
  3 I hate tyrants, to the point I'll break the law even when I
  don't have to.
  4 Violence is something I'm so used to, it's usually my
  first answer to any question.
  5 I lack any innate feelings of caution, rushing headlong
  into anything I do.
  6 I hold deep grudges for even minor grievances.
  18
  Backgrounds of Faerûn - Damara
  
  Damara
  Gods
  Damara
  Ilmater Monks and common folk use Ilmater as a guide in
  daily life to help them with their struggles.
  Silvanus Because of the harsh nature of the wilderness
  around them, Damarans often say prayers to
  Silvanus before travelling.
  Tempus The barbarians of the great glacier all wish for the
  blessing of Tempus to be upon them.
  While the Gods above are most common, religion isn't a big
  part of daily life in Damara for the average man. The
  dwarves, halfings, and barbarians of the region all worship
  their usual pantheons.
   
  d10
  Trinkets
  1
  An eye carved from bloodstone.
  2
  A talisman of Tempus carved from owlbear bones.
  3
  A broken hilt from the sword of an ancient hero.
  4
  A white scale, large enough to mask your face.
  5
  A helm with a single fin, crafted from a Remorhaz.
  6
  A torn banner from a now dead house from the old
  kingdoms.
  7
  A bag of mouldy goblin ears.
  8
  An old map of the tunnels under Heliogabalous.
  9
  A torn note, the remains of which describe a hidden
  hollow in the room of an inn, but not which inn.
  10 A sigil forged from wrought iron that you do not
  recognize.
  Race
  Damara
  Dragonborn A few dragonborn have escaped Unther and
  settled in these cold lands but that number is
  still very low.
  Dwarf
  There are many mountains in Damara that
  dwarves call home, mostly in the north.
  Elf
  While some of the old forests still remain, the
  region is far to bitter and inhospitable for
  elves to want to settle here.
  Gnome
  The region is nearly devoid of any gnomes.
  Half-Elf
  Because of the accepting nature towards half-
  orcs, the few half-elves that call Damara home
  are as comfortable as everyone else.
  Half-Orc
  As with any region, thick with orcish activity,
  there are many half-orcs in Damara.
  Halfling
  After half-orcs, humans, and dwarves,
  halflings are a relatively common sight.
  Human
  Humans of chessentan or illuskan descent are
  quite the most commonly seen, however it's
  not unusual to see those of mulani descent as
  well.
  Tiefling
  Due to the attitudes towards demons in
  Vaasa and Narfell, Tieflings aren't considered
  unusual in Damara.
  Class
  Damara
  Barbarian The barbarians of the great glacier are vast and
  varied, although rarely seen in the cities.
  Bard
  While not unknown, the people of Damara rarely
  have need for the services of bards.
  Cleric
  Because of their seculative spiritual nature, there
  aren't many clerics to be found in Damara.
  Druid
  Especially towards the southern portions of
  Damara, druids are quite common.
  Fighter
  If there is a more common career path in the
  realms, no one told the fighters which are visible
  in every city of Damara.
  Monk
  The monastary of the yellow rose ensures that
  Monks have a good relationship with the
  common folk of Damara.
  Paladin
  Most Damaran people have and will never see a
  paladin in their entire lives.
  Ranger
  Quite regularly seen in all corners of Damara,
  often guiding travellers from one city to another.
  Rogue
  Between the assassins and many political
  movers of Damara, Damaran's are never far from
  a rogue.
  Sorcerer With a strong disliking of magic, sorcerers are an
  uncommon sight in the cities of Damara.
  Warlock Because Damarans don't trust their neighbours
  that favour magic, Warlocks often seek out
  those countries instead.
  Wizard
  With their skills taking years to develop, few
  wizards find Damara a suitable place to learn.
  Languages common to Damara: Damaran, Chondathan,
  Dwarven, Giant, Goblin, Orc, and Uluik.
  19
  Backgrounds of Faerûn - Damara
  
  Dambrath
  Moonseeker
  The horse lords of Dambrath have organized into nomadic
  clans, rarely meeting outside of predetermined dates. Finally
  managing to force the Drow and half-Drow out of their lands,
  the future of Dambrath is in the hands of it's people.  
   
  Skill Proficiencies: Animal Handling, Perception  
  Tool Proficiencies: One type of musical instrument or your
  choice of Artisan's tools from Brewer's supplies, Cook's
  utensils, Painter's supplies or Weaver's tools.  
  Languages: Elven. If you already know Elven, pick a
  language of your choice. 
  Equipment: A hunting trap, a totemic token or set of tattoos
  marking your clan, a clan riding saddle, a set of traveler's
  clothes, and a pouch containing 15 gp
  Feature: Blessing of Malar
  If you've spent at least a tenday with someone, you can
  identify if they are a lycanthrope.
  Suggested Characteristics
  d8
  Moonseeker Personality Trait
  1 Silvanus teaches us the balance of life, to stand back
  and take everything in. This is my approach in life as
  well.
  2 The Oak Father teaches us to kill only when needed, a
  lesson I attempt to apply every day.
  3 As Selûne fought Shar, I too hunt down those who use
  darkness to cover their evil ways.
  4 The Moonmaiden shows us not all Lycanthropes are
  bad. I use this philosophy to avoid making
  presumptions about others.
  5 Malar leads through tooth and nail. I also use my
  strength as a way of cowing others to my will.
  6 The Beastlord shows us the dangers of overhunting,
  likewise I avoid resorting to violence unless necessary.
  7 The Drow and other aristocracy subjugated our people
  for decades. I will never allow such inequality to exist
  again.
  8 The Crinti and their Honglath judges held a harsh hand
  to those not of their blood. I strive to uphold a much
  more fair iteration of justice in our lands.
  d6
  Dambrath Ideal
  1 Beastial: While I would use words like passionate to
  describe myself, others use words like 'bloodthirsty'. I
  don't mind either description. (Evil)
  2 Proud: Now that the Drow have been pushed away
  from our lands, I take pride knowing my actions define
  the future of my people. (Lawful)
  3 Honourable: Honglath judges and their injustice
  showed me the value of keeping your words and
  backing them with actions worthy of honour. (Lawful)
  d6
  Dambrath Ideal
  4 Equalist: When I find situations where people have
  excess around those who do not, I find my self unable
  to stand idle. (Lawful)
  5 Rancher: I've worked hard, and that work has paid off. I
  have land, animals and family. But to keep it means not
  relaxing, as long as there is work to be done. (Neutral)
  6 Racist: Drow and their half blooded kin nearly ruined us.
  When confronted with their schemes, I feel driven to
  stop them with everything I have. (Evil)
  d6
  Dambrath Bond
  1 My clan was pushed out of the Forest of Amtar by
  bandits. We slew them, but their leader ran. I chase him
  down by oath or death.
  2 I love my friends, my drink and my horse. These things
  are what I treasure most.
  3 Gnolls infest the Iron Fangs. I travel to gather help to
  clear these ruins out for good.
  4 One day, I'll contract lycanthropy and use my beastial
  powers for the greater good.
  5 Feeling the pull of the moon, calling to me. I want to
  participate in the High Hunt.
  6 The myth of the Shards, beautiful blue haired Planetar
  women, facinates me. I hope to find one fight evil
  alongside her.
  d6
  Dambrath Flaw
  1 I have a tendancy to trust that most beings are innately
  good.
  2 I'm not well suited to city life, I have a tendancy of
  saying things that offends city-folk.
  3 Our nation has rebelled against authority for so long, I
  have a natural tendancy to resist being told what to do.
  4 I revere lycanthropes to the point I think less of the
  'regular' people of the realms.
  5 I hide a terrible secret: there's more than a little Drow
  blood running in my veins.
  6 I'm obsessed with our former masters: when there is
  even a rumor of a drow, I come running for vengeance.
  20
  Backgrounds of Faerûn - Dambrath
  
  Dambrath
  Gods
  Dambrath
  Silvanus Worshipped by the many druids, rangers and
  those travelling the wilds.
  Malar
  Because lycanthropy is seen as a gift, many
  worship Malar.
  Selûne Due to her ties to the night and the moon, the
  lycanthropy positive people of Dambrath all
  worship Selûne.
  Loviatar Even with the Crinti overthrown, there are still
  those who pay homage to the Lady of Pain.
  Tempus The warriors and horse riders of the realm all pray
  to Tempus before battle.
  Lolth
  While not openly worshipped, many still have ties
  to the spider queen.
  While the Gods above are most common, with Dambrathans
  having pushed away the Crinti there is little open worship of
  Drow gods.
   
  d10
  Trinkets
  1
  A severed wolf paw on a leather strap.
  2
  A hollowed out gnoll head, used as a mask.
  3
  A mirror with a naked female drow holding a curved
  sword carved into the back.
  4
  A set of cold-iron horse shoes.
  5
  A pint glass with etchings written in undercommon.
  6
  A palm sized wooden carving of a werewolf.
  7
  Metal wagon pins with the blessings of Selûne etched
  into them.
  8
  A crinti pendant made of cast bronze.
  9
  A well made saddle, with brandings of the crinti caste
  upon it.
  10 The journal of a Halruaan sky-captain that you found
  on the ground.
  Race
  Dambrath
  Dragonborn Dambrath is close enough to the old empires
  that dragonborn can be found here, although
  they aren't exactly common place either.
  Dwarf
  The mountains around Dambrath are quite
  dangerous, keeping dwarves from
  establishing a permanent foothold.
  Elf
  The hatred for Drow doesn't quite extend to
  other elves, but there is still much tension
  with the elves that call Dambrath home.
  Gnome
  Although welcome, Dambrath is far from the
  Gnomish homelands and Halruaa is a much
  more preferable place for them to live.
  Race
  Dambrath
  Half-Elf The crinti have soured most Dambrathan opinions
  on half-elves, but this does not stop them from
  calling Dambrath home.
  Half-
  Orc
  The foes of Dambrath keep orcs far from their
  borders, giving little chance for half-orcs to
  propagate.
  Halfling After the spell-plague, many halflings sought
  refuge in Dambrath, giving a large boost to their
  presence here.
  Human Most humans of Dambrath can trace their lineage
  to an Illuskan line.
  Tiefling Tieflings aren't looked down upon at all. Many
  choose to call Dambrath home.
  Class
  Dambrath
  Barbarian Unlike other countries, those who listen to the
  call of the blood rage aren't rare here.
  Bard
  With their nomadic nature, many Dambrathans
  choose to keep a bard close by to record events
  in song.
  Cleric
  Popular with the common folk, clerics are found
  in any gathering of civilization.
  Druid
  Because of their ties to Malar, many
  Dambrathans walk the path of the Druid.
  Fighter
  Dambrath holds a proud tradition of combat
  prowess, instrumental in throwing off the bonds
  of injustice.
  Monk
  Far more common with the Western lands, there
  aren't many monks in Dambrath.
  Paladin
  While paladins are found in Damnbrath, there
  aren't many who choose that walk of life.
  Ranger
  Rangers are plentiful, with their skills being well
  suited to the Dambrath way of life.
  Rogue
  Like rangers, a rogue skill set is useful but most
  choose to learn the ways of a Ranger instead.
  Sorcerer Those with a talent for the art are usually picked
  up by those who do not have it. Being a sorcerer
  is to never be without friends.
  Warlock As with the sorcerer, warlocks are seen as
  powerful allies and well liked in Dambrath.
  Wizard
  The nomadic lifestyle makes it difficult for
  wizards to properly study. Most wizards that still
  live in Dambrath instead choose solitary
  lifestyles away from civilization.
  Languages common to Dambrath: Dambrathan, Dwarven,
  Elven, Halfling, Halruaan, Gnoll, Illuskan, Shaaran, and
  Undercommon.
  21
  Backgrounds of Faerûn - Dambrath
  
  Elfharrow
  Survivor
  The Wild Elves of Elfharrow (a name given to the area not by
  the inhabitants but by visitors), mark this territory as their
  own: no hunting and any passers by should be quick to reach
  their destination. Of course, that gives many the thought that
  there are ancient ruins filled with treasure within. After one
  hundred years of cultivation and protection, the elven and
  centaur populace are finally stable again.  
   
  Skill Proficiencies: Athetics, Intimidate  
  Tool Proficiencies: Herbalism kit. 
  Languages: Elven. If you already know Elven, choose a
  language of your choice.  
  Equipment: A hunting trap, a set of common clothes, an
  herbalism kit and 25 gp worth of animal pelts.
  Feature: Spirit Animal
  d8
  Animal
  d8
  Animal
  1
  Panther
  5
  Falcon
  2
  Hyena
  6
  Python
  3
  Monkey
  7
  Horse
  4
  Mouse
  8
  Weasel
  Spirit animals protect the children of the forest, coming to
  you in your greatest times of need. If you spend time in
  meditation (which the folk of Elfharrow have incense to assist
  in reaching the level of meditation required), you may have a
  vision that guides you on your path. It is up to the DM to
  determine the nature of this assistance.
  Suggested Characteristics
  The forest of your homelands was nearly destroyed in the
  Spellplague, so beyond all other efforts protecting the forest
  is your main drive. Second to that is protecting your elf-kin
  and lastly driving away outsiders from the land protects all of
  tribe-home, from forest to mesa.
  d8
  Survivor Personality Trait
  1 I refuse to trust outsiders without witnessing them
  perform a deed worthy of trust first.
  2 Because of the spellplague, I distrust any non-elf magic
  users for they could be the cause of the next calamity.
  3 I try to hold myself to the idea of honour. I refuse to
  harm those who do no harm to others first.
  4 I try to protect everyone, even outsiders. An unpopular
  opinion but something I have faith will benefit my
  people.
  5 I am working on bringing culture back to my people,
  crafting new art and composing songs daily.
  6 Upon viewing the Dead Vale, I hardened my resolve.
  Now when I punish evil, I do so with cold resolve.
  7 Food is sparce in our realms. I have learned that giving
  what I have to others can nourish my soul with equal
  measure.
  8 I have a tremendous amount of empathy for those who
  are punished without reason.
  d6
  Elfharrow Ideal
  1 Honour: While we do not get along with others, I also
  do not needlessly harass them. To do so would present
  the false face of dishonour. (Good)
  2 Paranoia: When in the presence of non-elves, I presume
  the worst. (Evil)
  3 Duty: There are things we must do, even when we do
  not want to. I will never be derelict with such matters.
  (Lawful)
  4 Curious: Other elves stay away from our borders,
  fearing outsiders but I've always found them to be
  most interesting. (Good)
  5 Helpful: When others ask for help, mine is the first
  hand they find reaching out. (Good)
  6 Intimidating: If outsiders know what is good for them,
  I'll never need to repeat my commands to them.
  (Lawful)
  d6
  Elfharrow Bond
  1 I seek to find Cuivanu, the mystic tree of the Dead Vale.
  2 Elves do not go to Lapaliiya, due to the wild magic
  there. I seek to find the source of this disturbance.
  3 The clans are separate and weak. It is my goal to unify
  them, and then march on our enemies.
  4 I travel the world, searching for crops that will be grow
  in our harsh lands so our people may have more food.
  5 I dream of the day when our clans make peace with our
  neighbors, in my dream I am the catalyst of that
  alliance.
  6 I have dishonoured my people and been marked as an
  outsider. Through my deed, I can erase this stain.
  d6
  Elfharrow Flaw
  1 I hate everything beyond our borders.
  2 I treat non-elves as less than second class citizens.
  3 I don't take anything with a lifespan of 100 years or
  less seriously.
  4 I point out other beings flaws, especially when it's
  inappropriate, because I love tension.
  5 I have an incredible desire to control the actions of
  others.
  6 Making me repeat myself is an offense worthy of the
  edge of my blade.
  22
  Backgrounds of Faerûn - Elfharrow
  
  Elfharrow
  Gods
  Elfharrow
  Rillifane
  Rallathil
  Elves worship the entire elven pantheon, but
  special homage is paid to Rillifane.
  Mielikki Due to the spiritual tie the wild elves have with
  their land, there is much strong worship for
  Mielikki.
  Silvanus Believing that every animal and tree has a spirit,
  the wild elves pray to Silvanus as a way to speak
  to the spirits as a whole.
  Spirits
  of the
  Land
  While not prayed to, the spirits of land and
  animals are treated with the same respect as any
  god.
  While the Gods above are most common, the wild elves of
  Elfharrow accept the entire elven pantheon, as well as
  worshipping the spirit animals they believe follows each wild
  elf.
   
  d10
  Trinkets
  1
  A hairbrush scavenged from a ruin once occupied by
  dwarves, carved with dwarven runes.
  2
  Boots, made of some strange purple leather that
  keeps growing hair.
  3
  A banner from an adventuring band that no one
  seems to know anything about.
  4
  A lantern stylized in the shape of a monster
  screaming.
  5
  A rusted silverwear set, all engraved with chromatic
  dragons.
  6
  A flask, crafted from some greenish stone.
  7
  A tattered cloak of elvenkind, no longer magical.
  8
  A jar filled with a thick orange paste. You have no idea
  what it does.
  9
  A key, made of bone and painted bright yellow and
  blue.
  10 A jar filled with a photo-luminescent moss.
  Race
  Elfharrow
  Dragonborn The elves of Elfharrow keep every non-wild elf
  out of their territory.
  Dwarf
  There are a few dwarven colonies in the
  mountains around Elfharrow, but they have
  little contact with the wild elves.
  Elf
  The wild elves make up the majority of the
  elves of Elfharrow.
  Gnome
  Even if the wild elves didn't reject non-elves,
  the blasted wastes of Elfharrow isn't for most
  gnomes.
  Half-Elf
  Half-elves are expected to act as any full elf,
  but are otherwise accepted freely.
  Race
  Elfharrow
  Half-
  Orc
  Half-orcs are entirely abscent in Elfharrow.
  Halfling The small folk find nothing welcoming about
  Elfharrow, choosing to live elsewhere.
  Human While humans occupied the Shaar before the
  spell-plague, there are nearly none living here now.
  Tiefling Much like the other races, the wild elves ensure
  Tieflings are unable to find a permanent home
  here.
  Class
  Elfharrow
  Barbarian Wild elves are actually quite suited to the
  lifestyle of a barbarian.
  Bard
  With a history written in song and story, nearly
  every wild elf possess some bardic skill.
  Cleric
  Because of their ties to nature, most faithful
  leaders tend to be druids instead of clerics.
  Druid
  Very common with the wild folk, druids tend to
  lead other elves in their duties of faith.
  Fighter
  While not as common as barbarians or rangers,
  there are a few skilled fighters in the borders of
  Elfharrow.
  Monk
  Many elves find an ascetic lifestyle only a
  moderate change from life in Elfharrow,
  dedicating themselves to an inner spirit.
  Paladin
  The concept of a faithful warrior doesn't sit well
  with most wild elves.
  Ranger
  For every barbarian, another wild elf walks the
  path of a ranger.
  Rogue
  With a natural talent for stealth, most wild elves
  instead choose to be a barbarian or ranger.
  Sorcerer While few wild elves choose the path of warlock
  or wizard but no elf can choose not to have
  arcana within their blood.
  Warlock While quick power might appeal to the
  inexperienced of Elfharrow, the long life of the
  elves eventually wears that appeal quickly.
  Wizard
  The rigorous study of wizards is very appealing
  to most elves, the wild elves shy away from
  academic studies.
  Languages common to Elfharrow: Elven, Sylvan, and Gnoll.
  23
  Backgrounds of Faerûn - Elfharrow
  
  Estagund
  Trader of the Golden South
  The region of Estagund, often grouped with Durpar and Var
  the Golden, is a welcoming haven for anyone with a smile and
  some coin. While Humans and Halflings dominate, a sizable
  number of other humanoids call this area home.
  Along wtih Amn, Waterdeep and Westgate, Estagund is a
  major economic hub.  
   
  Skill Proficiencies: Investigation, Persuasion  
  Tool Proficiencies: One type of gaming set.  
  Languages: One of your choice from the following: Giant,
  Goblin, Orc. If you already know all three, choose a language
  of your choice.  
  Equipment: A gemcutter loupe, a set of common clothes, a
  book of Adama (legal and spiritual ways that all people
  adhere to religiously) and 15 gp.
  Feature: Chaka
  For people of the Golden South, your Chaka (business
  holdings) are closer than family. Often, they are one and the
  same. Because of the reputation of your Chaka, you have an
  information network regarding trading between cities. You
  can find out what products are being moved and when.
  Also your network can keep an eye out for specific items
  and have them delivered to your location (at an increased cost
  and delivery time).
  Suggested Characteristics
  Traders of the Golden South believe that business should be
  a peaceful and amicable means to an end. They do not
  oversell or overprice items. The Adama is a book of
  philosophy and business that guides their lives. Crimes are
  debts owed to others to be worked off.
  d8
  Trader of the Golden South Personality Trait
  1 I am mindful of the desires of others. Helping them
  may make them mindful of my needs.
  2 I am always calm, never would I let an irrational
  outburst be my downfall.
  3 An enemy turned friend is better than a plotting enemy.
  4 My Chaka is the only thing that matters. If someone
  hurts it, my hand will deliver justice.
  5 I offer the hand of trust immediately to all, allowing
  their actions to be the reasons I revoke it.
  6 I teach others what I know, in hopes they will teach me
  in turn.
  7 I bring the knowledge of Adama to the rest of the
  realms to make the world a better place.
  8 Death is neither a punishment nor a release. I will not
  allow others to kill because they find it morally just.
  d6
  Estagund Ideal
  1 Loyal: To those whose loyalty I've earned, I strive ever
  to repay in kind. (Lawful)
  2 Diciplined: My Chaka and the Adama taught me all I
  need. Anything else is a distraction. (Lawful)
  3 Fair: I will not make profit for the sake of profit. To do
  so would taint myself and my Chaka. (Good)
  4 Tolerant: Not everyone I meet will think as I do. I strive
  to open my mind to their ways and accept that. (Good)
  5 Astute: Everyone has a price, every deal can be struck. I
  am observant to the needs of others, to exploit this
  fact. (Evil)
  6 Wary: Being aware of injustice does not mean you are
  immune to it. I am always guarded around others to
  protect what is mine. (Evil)
  d6
  Estagund Bond
  1 It's my dream to be able to lead my Chaka.
  2 An opposing Chaka framed me for fraud, the worst of
  crimes. I cannot return until I clear my name.
  3 I'm not much for money, but being a Maquar is of
  interest to me. I can still serve my Chaka.
  4 Adama, "The One", is a philosophy all should know
  about. I want to bring it to every corner of the realms.
  5 Durpar contracts old adventurers and those with no
  Chakas for their defense. I want to join a contract.
  6 The Golden Lands are tapped out, so I adventure to
  find the best new trade contracts for my Chaka.
  d6
  Estagund Flaw
  1 The teachings of Adama means we lack a centralized
  government. I am uncomfortable around those who
  cannot self govern.
  2 I value friends, but I'll always choose my Chaka and
  business deals first.
  3 I grew up in Veldorn, home of the Beast-Chiefs. I hate
  adventurers who disrupt the natural creatures of the
  world.
  4 I do not accept greed as a concept, but I do not
  tolerate someone unwilling to make profit.
  5 Luxury is it's own reward, as such I never accept
  anything but the best.
  6 Criminals choose to commit crime, enacting justice is
  the only acceptable response. I do not let crime go
  unpunished.
  24
  Backgrounds of Faerûn - Estagund
  
  Estagund
  Gods
  Estagund
  Adama
  The spirital law that defines every day to day
  aspect of life. Nearly all citizens follow it's
  teachings.
  Zionel
  (Gond)
  Invoked by those who wish for creativity.
  Curna
  (Oghma)
  Called upon those seeking knowledge.
  Lucha
  (Selûne)
  Worshipped by those who seek peace with the
  long dark night.
  Torm
  Prayers laid upon the god Torm are for those
  seeking justice.
  Waukeen Because of the heavily mercentile nature of their
  lands, Waukeen is heavily relied upon.
  While the Gods above are most common, the tolerant nature
  of Estagund means nearly all gods are allowed. However gods
  that require the sacrifice of life or theft of possessions are
  banned.
   
  d10
  Trinkets
  1
  A model boat, designed like the flagship of the
  Estagundan fleet.
  2
  A set of spices, all collected from the corners of the
  world.
  3
  A small horned beetle trapped in resin, on a silver
  chain.
  4
  A unique flute, decorated with half man / half lion
  centaurs.
  5
  A small metal disc that changes color when below
  ground level.
  6
  An arrow that cannot be strung, slipping off whenever
  strung.
  7
  A small kettle with a compartment for holding herbs
  for brewing, shaped like a dragon.
  8
  A little metal wizard that can be filled with lamp oil
  and lit.
  9
  A small gnomish clockwork medallion that no longer
  keeps time.
  10 A necklace made from monster teeth.
  Race
  Estagund
  Dragonborn Because of their accepting nature, closeness
  to the old kingdoms and Veldorn, dragonborn
  are common in most cities.
  Dwarf
  The mercantile nature of Estagund and the
  bountiful mountains nearby, dwarves are a
  very common sight.
  Elf
  A few large forests in Estagund boast a large
  population of elves.
  Gnome
  Uncommon as they are, gnomes can still be
  found in the more metropolitan cities
  Race
  Estagund
  Half-Elf Being so close both politically and geographically,
  to the elves means there is a steady supply of half-
  elves as well.
  Half-
  Orc
  Rejected by their monsterous parents, most half-
  orcs find their way from Veldorn back into
  Estagund to join with their human parentage.
  Halfling Being so close to the halfling homelands,
  Estagund is a popular destination for the stout
  folk.
  Human Before the Imaskari empire rose, the Dupari lived
  in the golden lands. Aside from the Dupari, there
  are a few people of Mulani origin.
  Tiefling Welcomed with open arms, Tieflings are not
  judged by their blood but instead by their deeds.
  Class
  Estagund
  Barbarian The more civilized nature of the region means
  few prefer the violent ways of a barbarian, but
  with Veldorn they also aren't uncommon either.
  Bard
  Taking time to yourself to create things that
  make you happy leads many on the path of the
  Bard.
  Cleric
  Clerics aren't all that common as the teachings
  of Adama tend to to be lead by Monks. There are
  priests to perform the rites of the gods,
  however.
  Druid
  With strong connections to the beast lands
  nearby, druids are often the first to warn
  civilization of monster raids.
  Fighter
  Estagund features some of the most skilled
  fighters in the land, if their own boasting is to be
  believed.
  Monk
  Followers and leaders in the teachings of Adama,
  monks are very very common in the borders of
  Estagund.
  Paladin
  Warriors of faith are needed, but needing to
  leave their Chaka for their order makes most
  citizens reconsider.
  Ranger
  Where there are wilds, one can find rangers
  protecting them and Estagund is no exception.
  Rogue
  Because of their distain for dishonorable arts,
  there are very very few rogues to be found here.
  Sorcerer Sorcerers are quite welcome in the golden lands,
  provided they obey all the laws everyone else
  obeys.
  Warlock Warlocks aren't rare, but the needs of patrons
  often conflicts with the laws of Adama.
  Wizard
  Wizards are very common in the lands where
  learning is considered a noble pursuit.
  Languages common to Estagund: Durpari, Draconic,
  Dwarven, Giant, Halruaan, Halfling, Mulhorandi, and
  Shaaran.
  25
  Backgrounds of Faerûn - Estagund
  
  Halruaa
  Magefriend
  In ages ago, the Spellplague wrought destruction upon the
  world, and few places were as affected as Halruaa. Or so it
  had seemed, as divinations had given the powerful mages of
  Halruaa foresight enough to protect their world. Now Halruaa
  has returned, and is a country of vigilance bordering on
  paranoia.
   
   
  Skill Proficiencies: Arcana, Persuasion  
  Language Proficiencies: Two languages of your choice.  
  Equipment: A book on the history of a distant land, a
  common set of clothes, a weatherstone that warms up when
  thunderstorms are about to occur and a belt pouch with 15
  gp.
  Feature: Ordained by the Magocracy
  When adventuring outside the borders of your kingdom, they
  are aware of your goals. Because of this you have a contact in
  Halruaa who can operate there on your behalf. This contact
  is specifically assigned to you based on your characters needs
  and they are required to report your progress to the
  magocracy. It is up to the DM how you can communicate but
  the usual magical spells are available.
  Suggested Characteristics
  The folk of Halruaa are very concerned with the state of the
  world. Their city being teleported has left them fearing for the
  future. That doesn't mean, however, that they're entirely
  reclusive. The old ways of showing off wealth and power has
  been traded for caution and preparation.
  d8
  Halruaa Personality Trait
  1 Like Halruaa itself, I am slow to put my trust in others.
  2 I am never without a goal, once one is done I find
  another.
  3 I work the Art better than most, something I often brag
  about.
  4 I am excessively polite, as one in a magic heavy city
  should be.
  5 I'm easily irritated by those I find intellectually inferior.
  6 Magic is dangerous and I don't want to hurt people so I
  tend to stop emotional connections before they start.
  7 A huge smile is always on my face, life is too precious
  not to be lived.
  8 When conflict rears it's head, I try to jump in and
  mediate before things escalate.
  d6
  Halruaa Ideal
  1 Protective: I will be an aegis to all who earn my trust.
  (Neutral)
  2 Logical: My opinion of others comes by their actions,
  not my emotions. (Neutral)
  3 Fairness: I try to understand all sides of a situation
  before making decisions. (Lawful)
  d6
  Halruaa Ideal
  4 Duty: My friends, my country, or my family, my loyalty.
  No harm shall come to them while I have strength to
  stand. (Lawful)
  5 Honor: I act as honorably as any knight. (Lawful)
  6 Meddler: If I see someone who needs help, I jump in
  with both feet first. (Good)
  d6
  Halruaa Bond
  1 I adventure to aid Halruaa in gathering information
  about the outside world.
  2 I want to write a tome that experts use as reference for
  decades to come.
  3 My ancestor was a captain aboard a sky-ship that was
  lost, and I'm going to get it back.
  4 A thief stole a scrying sphere from the Magocracy, I'm
  going to bring them to justice.
  5 Halruaa is awash with interesting magical goods, I
  adventure to find the weird and wonderful ones.
  6 One day, all magic users will strive to learn one spell:
  my masterpiece. I just need to make it first.
  d6
  Halruaa Flaw
  1 I never shut up about my accomplishments.
  2 Others who try to sound smart just encourage me to
  put them in their places.
  3 Magic is a superior art that I use for even the most
  menial of tasks.
  4 Justice is more important than fairness, after all that's
  why we have laws.
  5 I'm good to a fault, often biting off more than I can
  chew.
  6 I overthink, wasting vast spans of time trying to find
  perfect solutions.
  26
  Backgrounds of Faerûn - Halruaa
  
  Halruaa
  Gods
  Halruaa
  Azuth Almost every citizen worships either Azuth, Mystra
  or both regardless of station in life.
  Mystra As the lady of magic, Mystra is worshipped by all in
  Halruaa.
  Shar
  Even with religions other than Azuth and Mystra
  being banned, there are many cultists of Shar in
  Halruaa.
  The gods above are exclusively worshipped in Halruaa, with
  all other gods being banned.
   
  d10
  Trinkets
  1
  A small porcelain dancer, that spins when music
  plays.
  2
  A decanter that transmutes water into coffee when
  boiled.
  3
  A metal plate that warms (but cannot cook) food
  placed upon it.
  4
  A flute that can play any tune you can remember by
  itself.
  5
  An iron fruit sculpture that changes at dawn into
  different fruit.
  6
  A pocket sized stone sundial with tiny gemstones at
  each hour.
  7
  A smoking pipe that never releases smoke.
  8
  A stick of chalk that never wears down.
  9
  A coin that when left in contact with something metal
  for a day polishes it to a masterful shine.
  10 A small pocket knife that forever maintains an edge.
  Race
  Halruaa
  Dragonborn With their ties to dragons and the appeal of
  magic, many Dragonborn feel very
  comfortable in Halruaa.
  Dwarf
  With the mountains surrounding Halruaa are
  rich, there is a strong Dwarven presence
  there.
  Elf
  With their talent for all things arcane, a
  reasonable amount of the population is elven.
  Gnome
  With their inclination towards magical
  trinkets, many Gnomes call Halruaa home.
  Half-Elf
  Half-elves are quite accepted as they're quite
  common within cities.
  Half-Orc
  The regular folk have very little interaction
  with orcs, giving no rise to half-orcs.
  Halfling
  Having been on friendly terms with the
  Halfling kingdoms nearby for decades, there
  is a substantial population of halflings.
  Human
  Most humans here consider themselves
  Halruaan, a distant relation to Illuskan.
  Tiefling
  Given their bloodlines, a good number of
  Tieflings populate Halruaa.
  Class
  Halruaa
  Barbarian Savage fighters are few and far between, seen as
  uncouth in the civilized lands.
  Bard
  Bards aren't as common place as they are
  elsewhere as they tend to be learning the arcane
  more than plying their trade.
  Cleric
  Clerics to Azuth or Mystra can be seen daily in
  most of Halruaa's cities.
  Druid
  While there are a number of druids occupying
  the natural spaces in Halruaa, most citizens will
  never meet them.
  Fighter
  While the arcane is an art, it's one that
  sometimes needs muscle to protect. However
  the power of magic is strong, and few dedicate
  themselves entirely to martial combat.
  Monk
  The Shining Hand, a monk order dedicated to
  Azuth, established a presence in Halruaa long
  ago but they are not nearly as common place as
  they are in Amn.
  Paladin
  Martial warriors dedicated to Azuth and Mystra
  are usually tasked with important quests,
  keeping them far from home. Otherwise, it's rare
  to see a holy knight in Halruaa.
  Ranger
  Rangers are quite rare, much like Halruaan
  druids.
  Rogue
  Mixing the arcane with the skills of a rogue
  makes for a powerful combination, although it's
  unlikely that you'd find someone with such skill
  that hasn't picked up a little arcane magic.
  Sorcerer Sorcerers are welcome, but watched heavily.
  While all skilled in the art of magic are
  embraced, it's usually presumed that comes
  with experience and not simply being lucky to
  have magic in the blood.
  Warlock Warlocks are usually busy being tasked with jobs
  from their Patrons, keeping them from settling
  in Halruaa but enough make residence that it's
  not uncommon to meet one.
  Wizard
  The 'wizards share' of folks are wizards.
  Common and plentiful, even the common folk
  tend to pick up a small amount of magic in their
  lives.
  Languages common to Halruaa: Halruaan, Dambrathan,
  Elven, Goblin, Halfling, Shaaran, and Tashalan.
  27
  Backgrounds of Faerûn - Halruaa
  
  Impiltur
  Follower of the Triad
  The 'forgotten lands' are one of the most ancient of the
  human homelands. Having left decades from scraping and
  surviving, the modern Impilturian enjoys a relatively happy
  existence under the triad.
   
   
  Skill Proficiencies: History, Survival  
  Tool Proficiencies: Woodcarver's tools, Mason's Tools. If you
  already know one or both of these, you may replace them
  with another tool of your choice.  
  Equipment: A battered helmet with the markings of your
  family line, Woodcarver's tools, Mason's tools, a set of
  common clothes and a belt pouch containing 15 gp.
  Feature: Follower of the Triad
  You have ties dedicated to Tyr, Torm, and Ilmater. Their
  temples are a place to hide, rest, or recuperate among other
  followers, unless you have shown yourself to be a danger to
  them.
  They will shield you from the law or anyone else searching
  for you, though they will not risk their lives for you.
  Suggested Characteristics
  Impilturans are known for their self-reliance, martial aptitude
  and pious actions. Their kingdom is well run, well tended and
  prosperous. The former royal lineage is gone, but the current
  council is liked by most.
  The only threat is from recent rising of demon
  worshipping, something the Triad is quick to quash.
  d8
  Impiltur Personality Trait
  1 I am driven to help those who are sick or poor, for our
  people are known for our compassion.
  2 When others trample the freedom of the common folk,
  I cannot stand idly by.
  3 When there is work to be done, I'm the first to roll up
  my sleeves and help.
  4 I have an inquisitive mind, born from curiosity of the
  mysterious ruins in our lands.
  5 My actions always align to my word, and my word is my
  bond.
  6 When I hear of subjugation or tyranny, I am driven to
  seek it out and stop it.
  7 I have a strong sense of justice, jumping in to help
  even when not asked.
  8 Generous, I'm known for my strong sense of giving.
  After all, as a hero I have more than enough.
  d6
  Impiltur Ideal
  1 Order: Laws are made to keep most people happy and
  safe. I stand as a bulwark against those who would
  destroy such laws.. (Lawful)
  2 Principled: Liars, cheats and thieves beware: I will hold
  others to their words and actions. (Lawful)
  3 Compassionate: No matter how busy I am, if I find
  someone needing help, I try to be there for them.
  (Good)
  4 Hard-Working: I don't give anything away, but if
  someone needs help I'm proud to stand with them.
  (Good)
  5 Freedom: Laws are important, but that doesn't make
  tyranny right. I fight for the freedoms of others.
  (Chaotic)
  6 Curious: The world is wide and mysterious, adventuring
  out into the world is it's own reward. (Neutral)
  d6
  Impiltur Bond
  1 A distant family member had summoned a powerful
  demon. I witnessed the ritual, and they set the demon
  upon me. I am now on the run.
  2 I found a map in a ruin for a distant dungeon, inside are
  powerful magical items that I want.
  3 The Triad has blessed me with a vision: a temple that
  all of their worshipers will flock to for me to build.
  4 I have a tip a secret scion of the royal line was sent to a
  distant kingdom. I will restore the kingdom by
  returning the youth home.
  5 A canny tiefling coaxed me into going on a quest to
  slay a legendary monster, the problem is no one has
  ever seen the beast who lives.
  6 My father was slain by an assassin's blade, paid for from
  afar. I vow to defeat the fiend and their patron.
  d6
  Impiltur Flaw
  1 I overestimate the value of items created by my hands.
  2 I often see grave injustices where there are only minor
  infractions
  3 As a way of being accepted by my peers, I've recently
  taken up demonology.
  4 Generosity is only a virtue until you have nothing, and
  start donating the possessions of others.
  5 Every minor problem and quibble I come across is a
  grand quest I am driven to undertake.
  6 My curiosity has no foresight, often leaving me in
  situations threatening my life.
  28
  Backgrounds of Faerûn - Impiltur
  
  Impiltur
  Gods
  Impiltur
  Ilmater High worship is placed upon the triad, worshipped
  everywhere in Impiltur.
  Selûne Because of her favouring those who travel, Selûne
  is worshipped by those who often do so.
  Tymora Lady luck is popular with Impilturans, as her games
  show a less pious side of life in moderation.
  Valkur Because of their heavy ties to sailing, temples to
  Valkur are in nearly every port.
  Tyr
  Along with Ilmater and Torm, Tyr is worshipped in
  every corner of Impiltur.
  Torm
  The three, praised across the reach of Impiltur.
  While the Gods above are most common, Impiltur has a very
  liberal attitude about non-evil worship and almost all are free
  to worship whichever Gods please them.
   
  d10
  Trinkets
  1
  A halfling scrimshaw carving, a masterful replica of
  the high temple of Tymora.
  2
  An eyepatch, carved from a dragon scale. Although
  mundane, there are dozens of rumors that state
  otherwise.
  3
  A dwarven beard clasp fashioned into the face of
  Clangeddin.
  4
  An elven ceremonial knife, fashioned from fired clay
  taken from the feywild.
  5
  A clockwork gnomish box with a single switch.
  Pressing the switch causes a small mechanical hand
  to flip it back the other way.
  6
  A tattered orcish banner, marked with the sigil of a
  distant clan.
  7
  A wooden token, carved with the image of a balor on
  one side and an angel on the other.
  8
  Sailcloth taken from the maiden voyage of a ship that
  never arrived at it's destination.
  9
  A broken astrolabe, engraved with markings from at
  least six distant cities.
  10 An elf eye, deep inside a large glass marble.
  Race
  Impiltur
  Dragonborn The metropolitan way of life has allowed
  many dragonborn to call Impiltur home.
  Dwarf
  The dwarves of Impiltur claim they
  outnumber the human population, which may
  be true.
  Elf
  While there are elves that call Impiltur home,
  most find the mercentile drive that powers
  the lands to be distasteful.
  Gnome
  Good natured gnomes enjoy the religious
  freedom Impiltur stands for, allowing them to
  craft for Gond.
  Half-Elf
  A fair number of half-elves can be found in
  the realm, but they tend to be ignorant of
  their elven traditions.
  Race
  Impiltur
  Half-
  Orc
  While there are no roaming orcish bands, there
  are a large number of half-orcs within Impiltur.
  Halfling Halflings make up the third largest population.
  There isn't a day goes by you wouldn't see a
  halfling in Impiltur.
  Human Humans of all sorts can be found in Impiltur, with
  no one heritage dominating the others.
  Tiefling Like dragonborn, Tieflings find they are accepted
  without question, making them feel welcome in
  Impiltur.
  Class
  Impiltur
  Barbarian A boon to boat crews and adventurers in old
  ruins, barbarians are easily found almost
  everywhere.
  Bard
  With a long and storied history, many bards seek
  out the lore of Impiltur.
  Cleric
  Religious freedom has given rise to micro-
  temples in most cities, making clerics a
  common sight.
  Druid
  Druids are quite common in the long stretches
  between civilization.
  Fighter
  Disciplined fighters are oft recruited by local
  governments for protection, making them a
  regular fixture in most cities.
  Monk
  While monks enjoy freedom to pass upon their
  knowledge, there are few orders with a
  permanent temple in Impiltur.
  Paladin
  Although usually busy with whatever their gods
  have ordered, paladins can often be found
  protecting the common man.
  Ranger
  Cities require fur and meat, something that
  requires more than the farmers of the land.
  Rangers can often find a niche for them here.
  Rogue
  Where civilization gathers, rogues ply their trade.
  Impiltur is no exception.
  Sorcerer While most don't bother to understand the
  differences between casters, they are also slow
  to reject them as neighbours.
  Warlock Because of their ties to demons and the current
  need to expunge demonologists from their
  borders, Warlocks need to hide their trade
  within Impiltur.
  Wizard
  Everyone wishing for a powerful ally seeks
  wizards, and with the fortunes available in
  Impiltur, there are many wizards to be found.
  Languages common to Impiltur: Damaran, Aglarondan,
  Chessentan, Chondathan, Dwarven, Giant, Goblin,
  Mulhorandi, and Turmic.
  29
  Backgrounds of Faerûn - Impiltur
  
  Lake of Steam
  Wandering Hero
  The Lake of Steam, a volcanic inland sea, is surrounded by
  many small kingdoms. The borders of these kingdoms
  change daily, and political intrigue is often as dangerous as
  the many ruins and dungeons that dot the area. 
   
  Skill Proficiencies: Athletics, Perception  
  Tool Proficiencies: One artisan tool of your choice from
  Cook’s utensils, Jeweler’s tools, Smith’s tools, or Weaver’s
  tools.  
  Language Proficiencies: One language of your choice from
  Elven, Dwarven, Halfling or Gnomish. If you already know all
  four of these languages, you may choose another language of
  your choice.  
  Equipment: Bedroll, lantern, a set of common clothes, an
  Explorer's pack and a belt pouch with 15 gp.
  Feature: Caravanner
  There is strength in numbers, when leaving a city for
  destinations afar, you can charter yourself with a caravan.
  This is far from the fastest way to travel, but is much safer.
  While travelling with a caravan, they will provide you with
  the basic creature comforts required such as bedrolls and
  food. If the caravan lacks a dedicated guard they will pay if
  you are willing to protect the caravan.
  The caravan will shield you from the law or any others that
  seek you out but they will not risk their lives on your behalf.
  Suggested Characteristics
  Adventurers are popular in the border kingdoms as the
  money they inject into the economy can keep many of the
  kingdoms strong for many years.
  Characters from this region are quite varied, as such
  dangerous expeditions require very wide ranges of abilities.
  d8
  Lake of Steam Personality Trait
  1 I have a tendancy to forget when to shut my mouth.
  2 My sense of self worth is overestimated, by most
  accounts.
  3 I've been betrayed too often, now I only speak in half-
  truths.
  4 Travelling is dirty business, I'm often spending my
  downtime restoring all my gear to perfect condition.
  5 I have a habit of delaying my main goals to check
  unknown corners or speak with unknown people.
  6 Sure, I've lost money gambling but I'm always on the
  look out for the next big, easy job.
  7 Laws are a civilized man's way of stealing without
  others getting mad. I prefer the old fashioned ways.
  8 I'm stubborn to a fault, especially when presented with
  proof I'm wrong.
  d6
  Lake of Steam Ideal
  1 Enforcer: Laws are made to be followed, but some
  people need to be made to follow them. (Lawful)
  2 Helpful: Taking the burdens of others makes me feel
  good, from the time I wake to the time I sleep. (Good)
  3 Respectful: My actions are always made with
  considerations to how they will affect others. (Good)
  d6
  Lake of Steam Ideal
  4 Powerful: Might makes right and anyone who forgets it
  is due for a reminder. (Evil)
  5 Secretive: What others don't know, might kill them. You
  like to keep a mental list of what others don't know.
  (Evil)
  6 Dangerous: Acting predictable is boring. It's much
  more fun to mess with people. (Chaotic)
  d6
  Lake of Steam Bond
  1 Duskwood is full of interesting and dangerous
  creatures. I am currently writing a book to document
  such beasts.
  2 The sea for my soul; I adventure to save up for the
  ultimate freedom: to own a ship of my own.
  3 It's the little things, like giant statues of yourself
  errected for your heroic deeds, that lead you to
  adventure.
  4 Border kingdoms come and go, the lake of steam is
  constantly churning. One day, you'll cut a swath of land
  for yourself just to hear others call you King.
  5 I manipulate events, trying to replace the current
  nobility with one I find more agreeable.
  6 A terrible monster killed my family, destroying our
  home and taking everything from me. I will not sleep
  until it dies by my hand.
  d6
  Lake of Steam Flaw
  1 I'm a bit of an overachiever, promising far more than I
  can deliver.
  2 I call myself a storyteller, but my friends just say I'm a
  compulsive liar.
  3 I refuse to treat anyone with any respect without first
  besting me in combat.
  4 I have a tendancy to impulse spend money, especially if
  it isn't mine.
  5 Paranoia has taken it's toll on my mind, I can't sleep
  without trapping my bedroom each night.
  6 Bull-headed, I never back down from an argument
  especially if I'm losing.
  30
  Backgrounds of Faerûn - Lake of Steam
  
  Lake of Steam
  Gods
  Lake of Steam
  Bane
  As one of the few places in the world that
  allows open worship of Bane, there are a large
  number of worshippers around the lake of
  steam.
  Chauntea The earthmother is praised by farmers from all
  around the waters of the region.
  Cyric
  Even with open worship of evil gods, Cyric is
  mostly only worshipped by secretive cultists in
  the border kingdoms.
  Lathander The dawnlord is praised regularly by all, with
  most of the commoners of the realm.
  Sune
  From starcrossed lovers to clever tricksters,
  prayers to Sune are wispered in most cities
  around the Lake of Steam.
  Tyr
  Justice varies from kingdom to kingdom, but Tyr
  is represented across all of them.
  While the Gods above are most common, the lake of steam is
  a large region covering many border kingdoms, all of which
  have their own local selection of prevalent gods.
   
  d10
  Trinkets
  1
  An inn sign, "The Bold Baron", carved into it.
  2
  A necklace, heavy with the beak of a baby owlbear at
  the end.
  3
  A helm, marked with the icon of the "Brotherhood of
  the Stag"
  4
  An old family recipe for provender stew (a mix of
  meat and cheese stew).
  5
  A beer mug carved to resemble a castle, flying the
  banner of Thuntar.
  6
  A false purse, weighed to seem heavy yet lined with
  many tiny razors to injure would be thieves.
  7
  A mask of an Orc made of some flexible light rubbery
  material.
  8
  A key engraved with "basement".
  9
  An old yew wand, burned at the tip. It's no longer
  magical.
  10 A stuffed raven posed in a way that allows it to perch
  on your shoulder.
  Race
  Lake of Steam
  Dragonborn Far from their homelands, few dragonborn
  call the lake of steam home.
  Dwarf
  A large number of dwarven clans have laid
  claim to the hills and mountains of the region.
  Elf
  While not entirely abscent, elves are rare in
  the border kingdoms.
  Gnome
  So far from the gnomish homelands, there are
  few of their kind within civilized borders here.
  Half-Elf
  With so few elves, so too are there few half-
  elves.
  Race
  Lake of Steam
  Half-
  Orc
  Orcs are not plentiful around the lake of steam,
  leading to very few half-orcs.
  Halfling Due to it's proximity to Calimshan, many halflings
  move to cities around the lake of steam.
  Human The border kingdoms are home to all the many
  bloodlines of man.
  Tiefling It's a rare sight to find any of the planetouched in
  the border kingdoms.
  Class
  Lake of Steam
  Barbarian All sorts of folk are welcomed around the border
  kingdoms, and barbarians are no exception.
  Bard
  With courts rising and falling overnight, bards
  find their skills useful across the region.
  Cleric
  Clerics find themselves needed in every temple
  of every city, for religion is important to the
  common folk.
  Druid
  Druids around the lake of steam always have
  work to be done, for there are vast swaths
  between kingdoms.
  Fighter
  Mercenaries and guards are found all across the
  lake of steam.
  Monk
  Many monk orders have temples around the lake
  of steam, long considered the birthplace of
  monastic study.
  Paladin
  While most commoners might never see a
  paladin daily, their presence is known in most
  cities.
  Ranger
  Those who do not love city life find a
  comfortable and relatively safe presence in the
  wilds around the lake.
  Rogue
  Intrigue and plots are woven into the daily lives
  of most city dwellers, giving rogues plenty of
  room to operate.
  Sorcerer Those who possess the art aren't met with
  suspicion, as with other countries, and so many
  decide to settle down in the border kingdoms.
  Warlock Many warlocks find themselves in the border
  kingdoms at the whims of their patron, but few
  people would know their presence.
  Wizard
  There aren't many wizards that call the lake of
  steam home, but enough that their names are
  whispered when mentioned.
  Languages common to the Lake of Steam: Shaaran, Alzhedo,
  Chondathan, Dwarven, Goblin, and Tashalan.
  31
  Backgrounds of Faerûn - Lake of Steam
  
  Lantan
  Reclaimer of Lantan
  Lantan was the center of the world when it came to
  technology and inventions. The children of Gond were on the
  cusp of several major breakthroughs when the Spellplague
  washed their islands clean. Survivors from the mainland seek
  their heritage while those claiming to be from Lantan
  returned seek to protect it.  
   
  Skill Proficiencies: Investigate, Arcana  
  Tool Proficiencies: Alchemist’s supplies and Tinker’s tools.  
  Equipment: Alchemist's supplies or Tinker's tools, bedroll,
  set of common clothes, a small book or clockwork trinket
  from Lantan and a belt pouch with 15 gp.
  Feature: Important Discovery
  Work with your DM and choose one magic item. Your
  character can create this item however the version you create
  is non-magical. To create this item, you must spend one 8
  hour period working on creating the item. Each time you do
  this, you complete 10 gp worth of the item. Once you've done
  work equal to the cost of the item, it is completed. You may
  spend multiple 8 hour periods in a day if you wish.
  The item is functionally identical to the magical version. If
  the magical item uses charges, so too does the mundane
  version (including the rule regarding exhausting all charges
  and the item breaking). If the item requires attunement, you
  must still be of the same class that attunement required. The
  item still qualifies as magic for the purposes of resistance or
  vulnerabilities. The only difference is your item functions in
  an anti-magic area.
  The item you create needs to abide the magic item rarity
  table from the DMG (p135) to determine the cost of the item.
  The item has to be an uncommon magic item. Upon reaching
  level 11, you can instead make items that are rare. You can
  only have one item of each rarity, although if one breaks you
  can re-create it.
  Suggested Characteristics
  The Gnomes and other folk of Lantan who live there now are
  focused on protecting it from another cataclysmic event.
  Adventurers from Lantan are focused on recovering
  inventions and bringing them home for study.
  d8
  Lantan Personality Trait
  1 I am driven, to the point of obsession, when I come
  across things from my homeland.
  2 Curiosity hasn't killed this cat yet, but it has left me
  with many scars.
  3 A sixth sense for danger, I'm always cautious and wary.
  4 Despite being an islander, I'm prone to boat sickness.
  5 I can't stop trying to invent solutions to even the
  simplest problems.
  d8
  Lantan Personality Trait
  6 While I'm mentally brilliant, I often forget the care our
  bodies require. Like bathing.
  7 I can get embroiled for hours if I'm asked about
  subjects of which I'm an expert.
  8 When I come across something new, I have a powerful
  drive to take it apart and figure out how it works.
  d6
  Lantan Ideal
  1 Friendly: A smile goes a long way, I try my best to make
  others feel welcome. (Good)
  2 Intelligent: Rarely does the chance to teach others pass
  me by. (Good)
  3 Curious: Knowledge is a powerful grain, words like
  'How' and 'Why' are my thresher and sickle. (Good)
  4 Suspicion: Being careful isn't bad, it's my business to
  know all I can about new strangers. (Evil)
  5 Arcanophobic: After everything that has happened, it's
  easier to treat all mages as criminals. (Evil)
  6 Obsessed: I chase knowledge as others chase power or
  money except I let nothing get in my way. (Evil)
  d6
  Lantan Bond
  1 Tales tell that Lantan has not sunk, but instead vanished
  to places unknown. I want to know the truth.
  2 An atomaton was given as a gift to a dwarven lord long
  ago. I want to see what it will take to get it back.
  3 The source of magic has fallen several times in the
  past. I seek out a way to prevent that from ever
  happening again..
  4 Lantan may still stand but I'd rather build New Lantan, a
  safer place to carry out our good work.
  5 I have a blueprint for a mechanical beast as large as an
  ancient dragon but it'll take a dragon sized horde to
  finance.
  6 The secret of magicless portals was discovered the day
  Lantan fell. I'll do anything to learn that secret.
  d6
  Lantan Flaw
  1 Arcane or divine, it doesn't matter. I hate all magic.
  2 I prefer the company of books to the living.
  3 For all my intelligence, I have no social skills
  whatsoever.
  4 The myth of Lantan is so poweful, every other land
  disappoints me immediately.
  5 I often prove my intelligence to others, even when I'm
  requested not to do so.
  6 History has taught me it's easier to be cold and
  unfeeling and to supress my emotions.
  32
  Backgrounds of Faerûn - Lantan
  
  Lantan
  Gods
  Lantan
  Azuth Given their tendancy to mix magic and clockwork
  contraptions, all gnomes whisper to Azuth when
  trying new devices.
  Gond Each and every gnome knows and understands who
  Gond was before they're a full grown adult.
  While the two Gods above are most common, the entire
  gnomish pantheon is important to all of Lantan.
   
  d10
  Trinkets
  1
  A wind up brass dragon that flaps around the room.
  2
  A set of flint and steel, etched with the message "For
  my love".
  3
  Blueprints for a vehicle that can travel underwater.
  4
  A jar of endless moustache cream from Sambar.
  5
  A wooden model of Faerûn and it's moons.
  6
  A clockwork beetle. When wound, it's wings buzz.
  7
  A tuning fork. When struck, tiny lightning bolts climb
  the length.
  8
  Plans for a device that creates volcanoes.
  9
  A metal cube, divided into 9 smaller cubes per side.
  Each smaller cube is made out of a different metal.
  10 A small handheld three winged device which spins
  around a center metal ring.
  Race
  Lantan
  Gnome Since the return of Lantan to the world, it's nearly
  solely inhabited by gnomes. Exiles from Lantan
  may have been non-gnomish but they weren't a
  statistically sizable number.
  Human When it disappeared from the world, there were a
  few humans living on Lantan but it's unlikely they
  would have left their homelands to adventure
  when there are so few Lantanese humans.
  Class
  Lantan
  Barbarian The gnomes of Lantan were not prone to taking
  to the ways of the barbarian.
  Bard
  With a natural tendancy towards the bardic path,
  most gnomes without the drive to specialize
  become generalists.
  Cleric
  Priests of Gond and Azuth can be found on
  Lantan and afar, although it's rare that gnomes
  have a daily need for priests.
  Druid
  Gnomish druids are by and large, nearly non-
  existent.
  Fighter
  While some take up the blade, it's usually not
  something you'll find most gnomes committing
  towards.
  Class
  Lantan
  Monk
  Monks dedicated to gnomish gods are rare
  everywhere, but less so in Lantan.
  Paladin Holy knights sworn to Gond or Azuth are quite
  rare, even within their own cities.
  Ranger
  Gnome rangers have become more prevelant
  with exiles, as a way to learn survival.
  Rogue
  While good with their hands and charming to
  most, few Lantan gnomes choose the way of the
  gnome.
  Sorcerer Even with their tendancy towards magic, there
  aren't many gnomish sorcerers in the world at all,
  even in Lantan.
  Warlock Although many gnomes choose to stick to the
  path of a bard or wizard to pick up arcane skills
  but there's a good portion that pledge to a
  patron.
  Wizard In Lantan or out, the path most gnomes choose
  is that of the Wizard.
  Languages common to Lantan: Gnome, Lantanese, Alzhedo,
  Chondathan, Draconic, Dwarven, Ignan, and Illuskan.
  33
  Backgrounds of Faerûn - Lantan
  
  Luiren
  Luiren Islander
  Once a shining golden land and the origin of Halflings, the
  island chains of Luiren have forever changed the people that
  live there. Still strongly rooted in community and family, the
  halflings native to Luiren have a much stronger survival
  instinct.
   
  Skill Proficiencies: Nature, Survival  
  Tool Proficiencies: Cook's utensils and one musical
  instrument of your choice.  
  Equipment: Navigator's Tools, a set of common clothing, a
  bedroll and your choice of a monogrammed item: a pipe, a
  drinking flask or a set of playing cards, and 15 gp.
  Feature: Navigator
  You're trained in spotting the signs of civilization. If you're
  ever three miles or closer to a city, you are aware of the
  general direction it can be found. For smaller settlements,
  you need to be two miles or close to a town, or one mile from
  a village.
  Suggested Characteristics
  Traditional halfling values are still priority for those of Luiren.
  The only difference is the small villages there believed help
  would come for them during the great flood and instead they
  were left to fend for themselves.
  d8
  Luiren Personality Trait
  1 I have a natural curiosity for the strange and unusual.
  2 I have a strong instrinct to protect my friends.
  3 I enjoy the hedonistic pleasures of life.
  4 Food is my weakness, I will go to great lengths to try
  new food.
  5 Others call me a coward, but I think of myself as being
  a caution expert.
  6 Hard as I try, I'm always putting my gold down for bets.
  I love gambling!
  7 Years of navigating the islands has given me a love for
  maps. I try to buy them when I can to expand my
  collection.
  8 I take pride in my survival skills. When going into the
  wild places of the world, I take lead.
  d6
  Luiren Ideal
  1 Family: My actions are guided by thoughts of my family.
  (Lawful)
  2 Honor: I act in accordance with the values that would
  make a knight proud. (Good)
  3 Fairness: There is balance in law, but (Good)
  4 Beauty: It's important to me to protect the beautiful
  things in this world. (Good)
  d6
  Luiren Ideal
  5 People: There are enough monsters in the world, no
  one deserves to be treated like one. (Neutral)
  6 Honesty: Lies build up until they crush us like
  mountains, a fate I would like to avoid. (Neutral)
  d6
  Luiren Bond
  1 The halfling folk used to look to Luiren as a center of
  their culture, I will found New Beluir for them to have a
  new grand city for our culture.
  2 I have no true aim, instead I collect new tales to tell
  when I return home to tell my family.
  3 While our arts may not be as elegant as the Elves, it's
  not going to stop me from creating the greatest
  Halfling art ever.
  4 It's not as grandiose as the motivations of others, but
  I'd really like to try food from every country in the
  world.
  5 When Luiren flooded, many places of worship were
  destroyed. So I will build a new, grand temple.
  6 Mastering the art of sailing around Luiren, I really want
  to treasure hunt in the Sea of Fallen Stars.
  d6
  Luiren Flaw
  1 I bet one hundred days after I die, the smoke of my
  pipe still fills the bar.
  2 An unending appetite and a large waist are small prices
  to enjoy food as you do.
  3 You place bets like others drink water, you're not sure
  you could survive without a good bet.
  4 You love, by some accounts too much. But a warm
  body beside you is better than a cold blanket, any day.
  5 Even with generations of living around water, you avoid
  taking unneeded risks around water.
  6 Always alert, loud noises tend to make you jump. Better
  safe than sorry.
  34
  Backgrounds of Faerûn - Luiren
  
  Luiren
  Gods
  Luiren
  Arvoreen
  More now than ever, the Halflings are looking
  for protecting.
  Yondalla
  Fertility, on the farm and in the home, is
  important for the future survival of halflings.
  Brandobaris While not all haflings find comfort in
  adventure, those that do understand the
  blessing of Brandobaris.
  Urogalan
  Death is a ritualized event for halflings, all
  organized by priests of Urogalan. Every
  halfling city has clerics of Urogalan.
  Sheela
  Peryroyl
  Small prayers and offerings are given by all
  halflings, hoping Sheela brings good weather.
  The Hin pantheon is almost exclusive in the lands of the
  Halflings, although that doesn't preclude individuals finding
  gods from other religions worth investigating.
   
  d10
  Trinkets
  1
  A family pipe, engraved with leaves along the length.
  2
  A glass bottle that keeps alcohol cool.
  3
  A small mouse or rat that, even if it isn't a pet, never
  leaves your side.
  4
  A book describing all the pastries of the Sword Coast.
  5
  A wood carving of a monster from far away.
  6
  A calimshan ledger from over 1000 years ago,
  detailing many debts.
  7
  Armor fit large enough for a large war-dog.
  8
  A thin green hat, with a long cockatrice feather.
  9
  Portable wooden set of utensils: cup, bowl, plate,
  knife, fork, and spoon.
  10 Thick handmade blanket detailing the history of your
  family.
  Race
  Luiren
  Halfling While the return of Luiren to the world is
  celebrated by the world at large, the many islands
  of Luiren are nearly only inhabited by Halflings.
  Class
  Luiren
  Barbarian Halfling barbarians are a rare sight, not really
  seen in any halfling community.
  Bard
  With a strong love for song and no penchant for
  sticking to years of arcane training, many
  Halflings take up bardic training.
  Cleric
  Strong leaders of faith are well respected in
  Luiren, always at the disposal of their folk.
  Druid
  Due to having a close relationship with nature,
  druids are regular sight in Lurien.
  Fighter
  Tenacious, but with their size and stature, there
  aren't many halfling fighters in Luiren.
  Monk
  The Order of the Hin Fist is centered in Luiren
  and has a temple in nearly every city.
  Paladin
  Halflings tend to shy away from direct fighting,
  but there are some that simply can't ignore the
  call. Yet even inside Luiren, palandins are very
  few.
  Ranger
  After the events of the spell plague, there are
  more halfling rangers in Lurien than ever before.
  Rogue
  While halflings tend towards being rogues, the
  land of Luiren has fewer of them when
  compared to nations of similar size.
  Sorcerer Sorcerers in Luiren are known to commoners,
  even if they're not exposed to arcane magic on a
  daily basis.
  Warlock More common than wizards but less than
  sorcerers, halfling warlocks tend to be very rare
  in Luiren.
  Wizard
  Of all the arcane casters in Luiren, Wizards are
  nearly unheard of.
  Languages common to Luiren: Dambrathan, Durpari,
  Dwarven, Elven, Gnoll, Halruaan, and Shaaran.
  35
  Backgrounds of Faerûn - Luiren
  
  Moonsea
  Shadow of the Black Network
  The Zhentarim have mostly turned a new leaf. Those who
  join the family and those who do not, all in the Moonsea
  region are affected by their designs. Of course, it's the safety
  of the Black Network that keeps one of the many powers
  vying for control from ruining everything.  
   
  Skill Proficiencies: Investigation, Persuasion  
  Tool Proficiencies: One set of artisan’s tools of your choice
  from: Alchemist's supplies, Glassblower's tools, Jewler's tools
  or Tinker's tools.  
  Language Proficiencies: One language of your choice from
  Elven, Dwarven, Gnomish or Halfling. If you already know all
  four, you may choose a language of your choice.  
  Equipment: A common set of clothing, a set of fine clothing,
  a travelling cloak, a set of artisan's tools you are proficient
  with, a belt pouch with 15 gp.  
  Feature: I Know a Guy
  You have a contact who is part of the Black Network. In any
  city with a Zhentarim presence, you have an ally that you can
  contact for information or to act as an inbetween for
  additional agents.
  For example, if you are looking for a job, looking to hire a
  mercenary, looking for more information about an artifact or
  want to fence an expensive item, your contact may have the
  information you need.
  However, it's always up to the DM if the contact even wants
  to reach out to you and will not threaten themselves or the
  Black Network.
  Suggested Characteristics
  People in the Moonsea region all recognize that there is
  someone more powerful, influential or well off than you and
  they'll use that to control you given half a chance.
  d8
  Moonsea Personality Trait
  1 I keep a cool head on at all times, even when others get
  right in my face and scream.
  2 Cruelty is not something I'm unfamiliar with, nor do I
  deny it when others associate it with myself.
  3 I am exact in my timing. When I make plans, I know
  exactly when things should happen and hate being late.
  4 It's enjoyable to find weaknesses in others and exploit
  it for my gains. A game showing my superiority.
  5 I'm a Baneite cultist, something I make sure to mention
  whenever I can.
  6 Money makes the world go round. Everything I do aims
  to put it in my pocket.
  7 Power comes and goes in this part of the world, I don't
  care much for politics unless they're paying me to care.
  8 I'm a people person, able to strike up conversations
  anywhere. It's always good to have friends wherever
  you go.
  d6
  Moonsea Ideal
  1 Loyal : Friends in high places keep me happy and safe.
  (Lawful)
  2 Confidante : People know I can be trusted with secrets.
  (Lawful)
  3 Fairness : I tend to stand up for little guys, since the big
  ones can afford to stand up for themselves. (Lawful)
  4 Religion : All sorts of folk worship all sorts of Gods
  here, nothing wrong with that. (Neutral)
  5 Aspiration : I don't know what I'm gonna be, but
  whatever it is will be great. (Neutral)
  6 Self-Interest : No one in the world is looking out for you
  but you. (Evil)
  d6
  Moonsea Bond
  1 I owe a debt that I know I'll never be able to pay, so I
  stay out of the way of the Black Network.
  2 I had family once. All of them were killed when I
  betrayed a powerful lord. Vengence will be mine.
  3 Once, I had power. Then it was replaced with a dagger
  in the back. The slime what took it from me better be
  watching over his shoulder from now on.
  4 My blade was for sale. Then my reputation was black-
  balled. I've got myself a new identity now and plan on
  getting that fame back.
  5 Ah, to die on a pile of money surrounded by beautiful
  flesh. The dream I'll never let go of.
  6 My little shops are starting to get big here, it's time to
  expand business elsewhere in the world.
  d6
  Moonsea Flaw
  1 Asking permission is an alien concept to me.
  2 I have a great solution for having too much debt: move.
  3 There are drunks I've never met in far away cities that
  are concerned I drink too much.
  4 I like animals more than people, often to the point if
  they're caged I free them.
  5 I have a strict sense of order, and a healthy appetite for
  applying punishments.
  6 I spend my friends money more freely than my own.
  36
  Backgrounds of Faerûn - Moonsea
  
  Moonsea
  Gods
  Moonsea
  Bane
  For those seeking the strength to end their foes,
  they invoke the power of Bane.
  Cyric
  For those looking to be successful in subterfuge,
  they whisper to Cyric.
  Loviatar Punishing your foes, ensuring they suffer, gives
  you the need for Loviatar's will.
  Mask
  All things belong to Mask. If you're looking to
  steal, it's wise to pray for permission.
  Talos
  One of the few gods most around the Moonsea
  pray to, however it's usually to prevent dangerous
  storms from reaching cities.
  Talona With poisons being commonplace, whispers to
  Talona for protection are equally common.
  While the Gods above are most common, any god that
  favours ruthlessness and considers kindness to be a
  weakness is worshipped here. Likewise, gods that are
  traditionally good may have false presences, such as a
  tyrannical iteration of Tyr.
   
  d10
  Trinkets
  1
  A skull, fashioned into a drinking cup.
  2
  A dreadstone, a small black stone that makes you feel
  uneasy when holding it.
  3
  A branding iron of some evil god.
  4
  A set of metal claws to tip your fingers with, linked
  with a thin black chain.
  5
  A long smoking pipe, crafted from an oddly dark yet
  translucent stone.
  6
  A supple leather rope braid, two foot long. If twisted,
  it reveals or hides a small compartment.
  7
  A helmet topped with two backwards facing snakes
  that loop around the edge.
  8
  A bonesaw marked "Property of Doctor Vaine,
  Westgate"
  9
  The complete skeleton of a gnomish child.
  10 A list of ingredients detailing the process of making
  an injestible poisoned butter.
  Race
  Moonsea
  Dragonborn The lure of power has drawn many
  dragonborn to the Moonsea, making them a
  not-uncommon sight.
  Dwarf
  Dwarves come and go, part of the lifeblood of
  business in the Moonsea region.
  Elf
  Nearby Cormanthor has never had a steady
  relationship with the inhabitants of the
  Moonsea region, most people consider
  seeing an elf to be something to avoid.
  Gnome
  A few gnomes make their way to the
  Moonsea, but very few find it to their liking
  and strive to settle elsewhere.
  Race
  Moonsea
  Half-Elf A small number of half-elves call the Moonsea
  home, but racism means they often hide their
  heritage from others.
  Half-
  Orc
  Except for some places in the north, the Moonsea
  region is one of the most welcoming for orcs and
  half-orcs.
  Halfling When the spell plague hit, many from Luiren made
  their way and settled all around the Moonsea.
  Human Vaasan's settled here long ago, although in
  modern day Moonsea humans are a mixed group
  all together.
  Tiefling Tieflings aren't even given a second look, they're
  so common in the Moonsea region.
  Class
  Moonsea
  Barbarian Exiles from the north manage to come through
  and find work, but barbarians are quite unlikely
  to be found here.
  Bard
  Bards are uncommon, but anyone who requires
  their assistance can find a bard within a day.
  Cleric
  Clerics are quite common, as having the favor of
  a diety brings one power over their foes.
  Druid
  The region has druids, although more often than
  not they're causing trouble for civilized folks.
  Fighter
  Boasting ruthless fighting techniques, fighters of
  the Moonsea region are everywhere.
  Monk
  Orders dedicated to the cold and cruel gods of
  the realm have many temples in the region.
  Paladin
  Blackguards and paladins of tyrant gods are
  praised as pinnacles, the ideal 'hero' of the
  realm.
  Ranger
  The skills of a ranger are useful, but few of their
  sort operate within Moonsea.
  Rogue
  For it's size, the Moonsea region boasts one of
  the highest numbers of rogues of the realms.
  Sorcerer Although most wouldn't know it, sorcerers walk
  the streets of the realm quite commonly.
  Warlock Warlocks are abound everywhere, although most
  commoners wouldn't know the difference
  between a warlock and a wizard.
  Wizard
  Regarded as someone to be jealous of and
  cautious towards, Wizards aren't often seen in
  Moonsea cities, although their underlings are
  often known to all.
  Languages common to Moonsea: Damaran, Chessantan,
  Chondathan, Draconic, Giant, Goblin, and Orc.
  37
  Backgrounds of Faerûn - Moonsea
  
  Mulhorand
  Free People of Mulhorand
  Mulhorand was a land of slavery and hard labour for all but
  the noble classes. Now that the last Sundering has resulted
  in the old masters being killed or driven out, the gods have
  returned to the people and slavery is outlawed.  
   
  Skill Proficiencies: Athletics, Religion  
  Tool Proficiencies: Mason's Tools and Woodcarver's tools. If
  you already know one or both of these, you may choose an
  artisan tool of your choice.  
  Equipment: Mason's or Woodcarver's Tools, a small prayer
  book to one of the deities of the Mulhorand Pantheon, a set of
  common clothes, an idol for prayer dedicated to either
  Gilgeam, Bane or Tiamat, and a beltpouch with 15 gp.
  Feature: Broken Caste
  Your former position in life shapes your future. If you're
  capable of arcane or divine spellcasting or if you are
  proficient in Arcana, History, or Religion, you can choose to
  have been a noble, middle class or slave. Otherwise, you can
  only choose to have been middle class or a slave.
  Class
  Benefit
  Nobility You have one, two or three circles marked into
  your forehead. This denotes you as a bureaucrat,
  wizard or cleric. In your downtime, other
  Mulhorandi (or anyone who recognizes your
  former status) will come to you asking for
  assistance with their daily lives in exchange for
  favours or money.
  Middle
  Class
  You have a mark that denotes your family lineage.
  This grants you an ally of the family (either directly
  related or just affiliated is up to your DM) who can
  assist you with matters back home. If you have a
  way to magically contact them, they can act on
  your behalf in Mulhorand.
  Slave
  You have a mark that denotes you're a former
  slave. If you are in Mulhorand and in need of help,
  you'll always find someone willing to feed you and
  give you a place to sleep as well as help you hide
  from pursuers.
  Suggested Characteristics
  The
  d8
  Mulhorand Personality Trait
  1 My faith guides me each and every day. I often have a
  prayer or parable ready for every situation.
  2 I am excessively polite, often to a fault.
  3 I live very piously, with very little by way of material
  possessions.
  4 I often make up fun games or riddles while travelling
  with friends.
  5 Brash and aggressive, I don't have the time to sugar
  coat anything for others.
  d8
  Mulhorand Personality Trait
  6 If someone dies it was because they were weak.
  Strength is the only thing that determines your value in
  life.
  7 I try to engage others in dialog as soon as I meet them,
  allowing my words to make my first impression.
  8 Having picked up a craft earlier in life, I'm always found
  plying that craft when time allows.
  d6
  Mulhorand Ideal
  1 Religion : Our gods walked beside us, forever changing
  our view of them. (Lawful)
  2 Family : Family by blood or by deed, I would freely give
  my life to save them. (Lawful)
  3 Fairness : After the uprising, I've learned how important
  it is to ensure everyone is treated as an equal. (Lawful)
  4 Freedom : Never again will I allow slavery within my
  sight. (Good)
  5 Guardian : I will stand before those who would harm
  the undefended. (Neutral)
  6 Traditionalist : It's an unpopular opinion, but I liked
  things before the uprising. (Evil)
  d6
  Mulhorand Bond
  1 After society collapsed, I looked to the horizon and
  followed my fate, wherever it will take me.
  2 The gods guide our hands every day, I am always
  looking for ways to repay them for what they've done.
  3 The exodus of the Imaskari has opened up our lands
  greatly. I look to find a place to call home.
  4 We drove wizards out of our lands, but I pledge to
  clense them from all countries.
  5 I was a slave, and my master escaped to a distant land. I
  ventured forth to ensure they get what is coming to
  them.
  6 Our overlords are gone, but our lands are still plagued
  with monsters for me to defeat.
  d6
  Mulhorand Flaw
  1 My former master gone, I'll never let another tell me
  what to do. Even when it's in my interest.
  2 Adjusting to the new status quo is difficult. I find being
  asked to participate quite unnerving.
  3 I find it difficult to not presume every deal I make will
  fall through.
  4 I only care about money, even more so than my own
  well being.
  5 I crave the former stature I had in life, so much that I
  lord my superiority above others at every chance.
  6 I'm incapable of holding secrets. Even the little ones, I
  have to tell everyone.
  38
  Backgrounds of Faerûn - Mulhorand
  
  Mulhorand
  Gods
  Mulhorand
  Mask
  Mulhorandi are no strangers to the works of Mask,
  praying equally for protection or assistance.
  Mystra As magic has been a deciding factor in the lives of
  Mulhorandi since coming to Faerûn, Mystra's
  influence is equally felt here.
  Red
  Knight
  Given a long and bloody history filled with war, it's
  no surprise that generals and soldiers all pray to
  the Red Knight for her protection.
  While the Gods above are most common, the demi-gods of
  Mulhorand still walk the world, bringing guidance to their
  followers. Re, Anhur, Horus, Isis, Nephthys, Set and Thoth
  are equally worshipped by most Mulhorandi.
   
  d10
  Trinkets
  1
  A set of broken manacles once worn by a slave closely
  related to you.
  2
  Seven brass figures, each shaped like one of the gods.
  3
  A set of blue robes with gold trim, given as a gift to
  you for succeeding at a rite of passage.
  4
  A scepter of wood topped with a silver moon, a
  reward for completing a task for a thankful noble.
  5
  An articulated figure of Tiamat, although it's rusty
  around the joints.
  6
  The hardback cover of a spellbook, all the pages torn
  out long ago.
  7
  A wooden helmet shaped like an animal head
  (crocodile, bird, cat or the like).
  8
  A full body blanket made of chain links, used in
  ceremonies and representing responsibility.
  9
  A hollowed out turtle shell, lined with a thin layer of
  metal to keep it sanitary.
  10 The hand of a sahuagin, preserved and fitted to be
  attached to armor.
  Race
  Mulhorand
  Human While the imaskari and mulan people who settled
  here were once so dominant that few non-humans
  would settle here, things are different now.  
   
  The population is still predominantly human, but
  with the demi-gods having a much more
  diplomatic side than in years before, there are now
  new non-human residents in Mulhorand.
  Class
  Mulhorand
  Barbarian Combatants focused on brutal strength over
  precision are a frequent sight in Mulhorand.
  Bard
  Mulhorand is one of the few places in the world
  where bards are quite rare.
  Cleric
  Religion has always been important to the folk
  of Mulhorand making clerics an important and
  respected caste everyone deals with daily.
  Druid
  In the old days, druids were unheard of but now
  some of the demi-gods are encouraging the
  teachings of druids, giving an importance on
  natural things.
  Fighter
  As with most places, fighters still make up the
  largest bulk of the population.
  Monk
  Like druids, monks are enjoying a new boom in
  this post-slavery Mulhorand.
  Paladin
  Paladins aren't something most common folk
  will interact with, but many nobles are familiar
  with their lot.
  Ranger
  Rangers were and continue to be a respected
  trade for common folk to learn.
  Rogue
  Because of the lack of bards, there is a surplus
  of rogues often hired for diplomatic reasons.
  Sorcerer Sorcerers were considered blessed by the gods,
  and even today continue to hold positions of
  respect.
  Warlock Because of the nature of their faith, warlocks are
  a very very rare thing to encounter in Mulhorand.
  Wizard
  Bitterness towards wizards runs deep, as most
  of the misfortunes of Mulhorand stem from
  their hands. However one could still find the
  assistance of a wizard in the kingdom, if needed.
  Languages common to Mulhorand: Mulhorandi, Aglarondan,
  Chessentan, Draconic, Durpari, Goblin, Tuigan, and
  Untheric.
  39
  Backgrounds of Faerûn - Mulhorand
  
  Narfell
  Rider of the Plains
  The proud strong folk, dwellers of the coldest lands in all the
  world, come from a rich heritage. Recent years have given
  them a resurgence in the art of demonbinding. A few of the
  Nar tribes have settled back down in the ruins of the past,
  while others prefer the tradition of horsemanship. 
   
  Skill Proficiencies: Handle Animal, Religion  
  Tool Proficiencies: Cook's Utensils and one musical
  instrument of your choice.  
  Equipment: A musical instrument that you are proficient in,
  a paper with the true name of a demon written on it, a saddle
  that denotes your clan, a set of common clothes, and 15 gp.
  Feature: Horse Friend
  You have an unusually intelligent horse that has been in your
  family for years. A sturdy mount that has lived on the steppes.
  This animal and you have a special bond as it understands
  what you intend perfectly. However the free sprit of the
  creature ensures none other can ride it.
  Suggested Characteristics
  Between the newer ways of the Nar, settling down to embrace
  magic, and the old ways of travelling about the realm
  protecting their borders, there is a very diverse variety in the
  people most consider savages.
  d8
  Narfell Personality Trait
  1 I am brash, often speaking aloud long before I have
  thought of the words.
  2 I am tolerant, even of the views of others when I do not
  agree with them.
  3 Never stop smiling or making jokes, for life is to be
  loved!
  4 Violence is usually the answer.
  5 My heart aches for the love of another, and another,
  and another.
  6 I often turn to magic, even if it's not required.
  7 I have a great affinity for all sorts of creatures and can
  hardly resist interacting with them.
  8 I never back down from a challenge.
  d6
  Narfell Ideal
  1 Survival : My actions are made to ensure I survive the
  harsh dangers of these lands. (Chaotic)
  2 Power : Only the strong survive in the frozen north
  lands. I have no time for weaklings. (Chaotic)
  3 Demonology : Our history is rich with fools making
  pacts with demons and devils. Fools or not, at least
  they made history. (Chaotic)
  d6
  Narfell Ideal
  4 Family : My tribe needs me as much as I need them.
  (Good)
  5 Faithful : Our lands are harsh and having the eye of a
  God on you is a good way to stay alive. (Neutral)
  6 Arrogant : I do whatever it takes to be the very best.
  (Evil)
  d6
  Narfell Bond
  1 Demon worshippers of Dun-Tharos left much
  knowledge behind that I want to get my hands on.
  2 Gareth Dragonsbane was our friend and his
  replacement, Frostmantle, would conquer our lands. I
  aim to unite our lands with the death of the king.
  3 Our horses are bred for survival and speed, traits I'd
  love to sell to breeders elsewhere in the world.
  4 We are surrounded by hostile threats. I adventure to
  train myself to defeat these great evils.
  5 My grandfather bound an Imp to our family. When I was
  younger, it vanished. I search the world for any news of
  our beloved friend.
  6 My love was promised to another. I had no reason to
  remain in Narfell so I left to find greater purpose.
  d6
  Narfell Flaw
  1 I often lead with strength and forget to follow up with
  anything else.
  2 I'm trusting to a fault.
  3 I try to bait others into getting mad or frusterated.
  4 If it comes down to easy or right, I pick easy every time.
  5 I get angry if I feel I'm not being listened to.
  6 I have a need to win, something I care about more than
  friends.
  40
  Backgrounds of Faerûn - Narfell
  
  Narfell
  Gods
  Narfell
  Tempus Worshipped nearly exclusively by the barbarians
  of the great glacier and a handful of Damarans.
  Silvanus From the great glacier down to the Moonsea,
  Silvanus is revered and respected by all.
  Ilmater The cold hard lands lead to much suffering,
  something a lot of Damarans feel will build
  character. Additionally, there are a large number
  of Ilmaterian monks in the cold lands.
  While the Gods above are most common, Narfell has a very
  tolerant attitude towards almost all gods.
   
  d10
  Trinkets
  1
  A cloak made of owlbear hide, a thick fur with downey
  feathers stitched in.
  2
  A flag with the sigil of Sorovia.
  3
  An elk horned helmet, hand crafted by a Var barbarian.
  4
  A pauldron taken from a skeleton, marked with the
  sigil of the Warlocks of Vaasa.
  5
  A full set of dragonchess, carved from bone.
  6
  Leather wrist guards, marked with the icon of The
  Garber Association of Heliogabalus.
  7
  A headband, soaked in sweat, marked with the
  branding of the Yellow Rose.
  8
  A toolbox, empty, branded with the sigil of
  Ravensburg.
  9
  A string of preserved goblin ears, all marked with the
  heraldry of Gareth Dragonsbane.
  10 A map marked "sightings of the skinny tower" with
  many locations marked all around Damara.
  Race
  Narfell
  Dragonborn Far from Unther, rare is the dragonborn that
  has made their way to Narfell.
  Dwarf
  The Galena and Giantspur mountains are rife
  with dwarves.
  Elf
  Aside from small pockets of elves in
  Rawlinswood, there are nearly no elves in
  Narfell.
  Gnome
  The small folk find the region to simply be
  too inhospitable to want to settle down.
  Half-Elf
  Even more rare than full elves is their half-
  blooded children.
  Half-Orc
  Being right next door to one of the largest
  half-orc cities anywhere, the people of
  Damara are comfortable with their kind.
  Race
  Narfell
  Halfling Halflings are, surprisingly, one of the most
  common of all the races in Damara, second only
  to humans.
  Human Although influenced by ancient Netherese, the
  Damaran bloodline is as old as the humans who
  work the land. Other ethnicities look out of place
  along side native Damarans.
  Tiefling Welcome more in Vaasa or Narfell, you might see
  a tiefling once in a while while in Damara but they
  hold no communities of their own.
  Class
  Narfell
  Barbarian Along with the northern reaches of the sword
  coast and rashemen, Narfell has a large
  population of barbarians, making them a
  common sight.
  Bard
  The skalds of the barbarian tribes are quite
  common, but Frostmantle has little use for bards
  making them quite rare.
  Cleric
  While those with a need for faith services can
  always find help, spellcasting clerics are quite
  uncommon.
  Druid
  Narfell boasts a large number of druid circles,
  but they try to stay hidden lest Frostmantle
  seeks them out.
  Fighter
  Trained to fight hordes of orcs, rebels and
  monsters of the wilds, Narfell fighters are quite
  capable.
  Monk
  Monks of both the Yellow Rose and Golden Cup
  orders are regulars both in cities and travelling
  the wilds
  Paladin
  Paladins of the Crying God are present in most
  cities of Narfell, but rarely are they seen outside
  their orders.
  Ranger
  It's rare a day goes by without rangers of the
  wilds checking into cities for supplies and to sell
  wares.
  Rogue
  Rogues are mostly regulated to the cities of
  Narfell, not quite suited to the wilds that stretch
  between them. However, many rogues are
  pressed into service into thieves guilds or the
  assassin's guild.
  Sorcerer Most folks are superstitious regarding magic, it's
  rare to see sorcerers within the walls of a city.
  Warlock Narfell, Damara and Vaasa all have high numbers
  of warlocks, although most would hide it in
  Narfell.
  Wizard
  Very rare is the wizard who chooses to settle in
  Narfell. Arcanaphobic citizens do not make for
  good company.
  Languages common to Narfell: Damaran, Chondathan,
  Dwarven, Giant, Goblin, Orc, and Uluik.
  41
  Backgrounds of Faerûn - Narfell
  
  Rashemen
  Dajemma
  The witches of Rashemen and their barbarian protectors, a
  tradition that goes on far longer than any of them remember,
  all go through a ritual called Dajemma. It's a period of self-
  discovery that takes them far beyond the borders of their
  homelands.  
   
  Skill Proficiencies: Athletics, Nature  
  Tool Proficiencies: Two tools of your choice from the
  following: Brewer's Supplies, Chef's Utensils, Carpenter's
  Tools, Leatherworker's Tools, Weaver's Tools or Woodcarver's
  Tools.  
  Equipment: One tool which you are proficient with, a set of
  cold weather clothing, a set of common clothing, a trinket
  from your Lodge (or a mask), a beltpouch with a gem worth
  15 gp.
  Feature: Lodge
  If you're a female or a magic user, you're inevitably placed in a
  tower for the witches of Rashemen or becoming hermits.
  Otherwise, you're put into one of the many lodges. Roll 1d6 to
  determine your lodge or simply pick the best one for your
  character.
  1d6
  Lodge
  1
  Ettercap - Self poisoning warriors focused on personal
  durability.
  2
  Great Stag - Rush into combat without any regard to
  personal safety.
  3
  Ice Troll - Thick skinned, near naked combatants that
  endure the cold with pleasure.
  4
  Owlbear - Broad shouldered wrestlers that enjoy
  wearing armor spikes.
  5
  Snow Tiger - Feral warriors, wearing the pelts of actual
  Tigers, fighting with actual claws and teeth.
  6
  Wolf - Train to fight as packs, knocking targets down
  and finishing them off together.
  You are marked with tattoos denoting your lodge, unless
  you show magical talent in which you are given a mask.
  Additionally, because of the close ties of Rashemen with
  nature, you find yourself in the good graces of any goodly Fey,
  druid circles, The Harpers or other factions closely tied to
  nature.
  Suggested Characteristics
  Superstitious, ritualistic and centered on family, the people of
  Rashemen are colourful and joyful. If not for their villainous
  wizard neighbours there would be little left to threaten their
  lives.
  d8
  Rashemen Personality Trait
  1 I can boast for hours talking about my
  accomplishments.
  2 While the Old Ones and Wychlaran are our most
  respected leaders, I still can't fully trust magic.
  d8
  Rashemen Personality Trait
  3 I change my name, based on the toughest monster I've
  recently killed.
  4 If there is a bottle of jhuild on the line, I'll do just about
  anything.
  5 I spend every dawn and dusk thanking the spirits of the
  lands around me.
  6 Even for the Rashemeni, my temper is incredible.
  7 I've never met a fey that hasn't crossed me, any with
  their blood have my suspicion.
  8 Song is how we remember our ways. Whenever the
  moment strikes me, I sing.
  d6
  Rashemen Ideal
  1 Protector : Not all are blessed with bountiful strength,
  so I use my gifts to help them. (Good)
  2 Lineage : The wisdom of our elders are lessons to
  secure our future. (Good)
  3 Teamwork : We divide ourselves into lodges or by
  ability, but we all work together for the greater good.
  (Good)
  4 Diligence : I am ever watching for the everpresent
  danger lurking nearby. (Neutral)
  5 Sincerity : It's easier for me to be truthful, than track a
  web of lies. (Neutral)
  6 Freedom : Oppression is the greatest evil, something I
  pledge to demolish. (Chaotic)
  d6
  Rashemen Bond
  1 I am Nydeshka, a blunt sword. I travel far from home so
  they are safe from me.
  2 I was on a Dajemma with a friend and they died. I can't
  face returning home without them.
  3 The Thayans and the Nar aren't the only threats in the
  world. I scout the further dangers to my people.
  4 A lodge member on a Dajemma never returned. I
  explore the world to discover their fate.
  5 My father was famous for slaying a powerful dragon. It's
  something I'd like to be famous for as well.
  6 The Wychlaran have determined I have a destiny that
  will shape the world, so they sent me out to find it.
  d6
  Rashemen Flaw
  1 I fly off the handle easily.
  2 If something looks like a threat, I jump to fight it.
  3 If I see magic, I position myself to threaten it's caster.
  4 I won't take guidance from anyone.
  5 I eat what I kill. Always. No exceptions.
  6 I brag about feats far greater than I can accomplish.
  42
  Backgrounds of Faerûn
  
  Rashemen
  Gods
  Rashemen
  Chauntea Called Bhalla by the Rashemi, she brings
  guidance on birth and growth.
  Mielikki
  Called Khelliara the forest maiden, the Rashemi
  turn to Mielikki to teach them how to co-exist
  with the world.
  Mystra
  Called "The Hidden One" by the Rashemi, she
  brings hidden knowledge to the Hathran,
  Wychlaran and Vremyonni and their connection
  to magic.
  Spirits of
  Nature
  Rashemi believe that rocks, trees and animals
  are all vessels for the spirits of the beyond.
  Heroes
  of the
  Past
  While not always known by name, the heroes of
  the past bring inspiration and guidance to all
  Rashemi.
  Most Rashemi do not have a personal relationship with the
  gods and spirits of the world, instead relying on the Hathran
  leaders to communicate guidance from the beyond.
   
  d10
  Trinkets
  1
  An empty bottle of Firewine that has a small
  preserved mammal inside.
  2
  A necklace made from the claws of an ettercap.
  3
  A helmet with the rack from a great stag.
  4
  A cloak made of the skin from an ice troll.
  5
  Boots wrapped with the fur of an Owlbear.
  6
  A mask that you wear, making you look like a
  rakshasa.
  7
  A small wooden wolf with tiny red gems for eyes.
  8
  A broken witch mask, from a witch that had fallen
  long ago.
  9
  A box, filled with index fingers cut from red wizards
  of Thay.
  10 Pauldrons engraved with all the names of your
  ancestors.
  Race
  Rashemen
  Human With their secluded lifestyle and tightly controlled
  borders, there isn't much opportunity for other
  races to settle in these lands. As such, there are
  only the Rashemi and no other human ethnicities.
  Class
  Rashemen
  Barbarian All males that are not spellcasters are brought
  up in the way of the berserker. As such, nearly all
  males are barbarians.
  Bard
  Called skalds by the rashemi, a honorable
  position for those who cannot quite master the
  skills of a berserker.
  Cleric
  Rashemi witches lead their people in each and
  every activity or plan, guided by the voices of
  the spirits and gods.
  Druid
  While rare, there are some rashemi that find a
  much more personal connection with Khelliara,
  leading them to becoming druids.
  Fighter
  While it's not unknown to them that other ways
  of fighting exist, it's unlikely any rashemi fighter
  would be found in their homelands.
  Monk
  Even more rare than a rashemi fighter is a monk,
  virtually unheard of except in legend.
  Paladin
  Due to how religion and the spirits talk to the
  rashemi, there are no paladins in their tribes.
  Ranger
  As with the bard, there are some with the skills
  of a ranger but those skills usually supplement
  whatever path in life has been decided for that
  rashemi individual.
  Rogue
  A dishonorable path by any rashemi standard,
  rogues are unwelcome in Rashemen.
  Sorcerer Rare, but male sorcerers do exist and help craft
  the magic items used by the tribes.
  Warlock The idea of a patron is alien to the rashemi,
  making them non-existent within Rashemen.
  Wizard
  The learned ways of a wizard conflicts with the
  ancestral traditions of the rashemi. As such,
  there are no wizards within the realm of
  Rashemen.
  Languages common to Rashemen: Rashemi, Aglarondan,
  Damaran, Goblin, Mulhorandi, and Tuigan.
  43
  Backgrounds of Faerûn - Rashemen
  
  Sembia
  Sembian Refugee
  No longer under the thumb of the Netheril empire, the future
  of Sembia is bright. Any former arguments between
  Sembians are handwaved away as 'Netherese influence'. With
  the fall of the empire, many without families have become
  adventurers, bandits and sellswords. 
   
  Skill Proficiencies: Investigation, History  
  Tool Proficiencies: One musical instrument of your choice
  or one tool from Brewer's supplies, Cook's utensils, or
  Smith's tools.  
  Language Proficiencies: One language of your choice and
  Nethereese.  
  Equipment: A set of common clothing, a tool or musical
  instrument of which you are proficient, an official Sembian
  paper detailing your family history and a belt pouch with
  three gems worth 5 gp each.
  Feature: Experienced Trader
  You never seem to have trouble finding someone who can
  help you make business deals. Selling and buying objects or
  procuring talents, your knack for being able to connect with
  the right people gets you far. Your DM determines the nature
  and character of this contact. The contact might even give you
  better deals than their normal customers, in return for
  favours they can ask of you later.
  Suggested Characteristics
  Sembains value a good negotiation. They thrive on
  agreements between individuals which is why they rebelled
  against the Netheril empire. Now a days there is a high value
  in personal strength as well. Since the rebellion, the classism
  of old Sembia has mostly left however there is still a high
  amount of hatred for their rival powers of Cormyr and
  Cormanthor.
  d8
  Sembia Personality Trait
  1 I try to greet new faces with a smile, since you never
  know where you might meet new friends.
  2 I'm more than willing to overspend for the sake of
  theatrics.
  3 I like to invent new personalities when I enter a new
  bar, to keep others from following my movements.
  4 The best things in life are good friends and celebration,
  my adventuring rewards are often spent on both.
  5 Many consider the elves to be friends. Not me, I'll fight
  till my dying breath to keep their tyranny away from
  good folk.
  6 Because of the occupation, I have a deep dislike of
  oppression and of mages.
  7 I never carry coins, too many local mintings. Instead I
  covet gems.
  8 I'm awesome, always challenging others in physical
  contests. I love showing off.
  d6
  Sembia Ideal
  1 Trade : Trade deals are bond, agreements between
  honorable people. We protect agreements as symbols
  of civilization. (Lawful)
  2 Community : Cities are the bastion against the wild
  places and we are a bulark for common man. (Lawful)
  3 Order : The law is designed to help the many, a value I
  strive to uphold. (Lawful)
  4 Pride : I'm proud in the things I'm capable of. I'm
  always pushing my limits to be better. (Neutral)
  5 Patron : The rebellion was good for all, so I venture that
  I might help others as well. (Good)
  6 Power : I've seen what those with power can do. Others
  malign them, but few can stop such things. (Evil)
  d6
  Sembia Bond
  1 I started a trade deal with an Amnian merchant. Trading
  that with an agent from Calimport and then trade deals
  with Halruaa, I now have a large network to watch over.
  2 After the empire left, I found a book from an important
  mage but no one can read it. I travel to find out what it
  says.
  3 I've been cursed by a Thayan medallian. The curse has
  been dispelled, but now none will deal buisness with
  me.
  4 I was experimented upon by a Shadow Mage. His
  experiments have changed me, so I travel to keep
  danger away from home.
  5 Waukeen brings prosperity to us all, I adventure to
  donate to her temples.
  6 I owe a debt to the Overmaster, that has taken me far
  from home.
  d6
  Sembia Flaw
  1 Arrogance has gotten the better of me more than once.
  2 Ceremony is important, I'll often interrupt others to
  ensure proper ceremony is observed.
  3 We believe in working hard, I'll often ignore easier
  ideas thinking they're lazy shortcuts.
  4 Because titles and religions don't matter to business
  deals, I often do not consider the ranks of those I speak
  to.
  5 If you get in the way of me making money, I find ways
  to get revenge.
  6 A deal isn't a deal until I'm earning significant profit
  from it. That makes it hard to find people who will deal
  with me.
  44
  Backgrounds of Faerûn - Sembia
  
  Sembia
  Gods
  Sembia
  Azuth
  Having a high wizard population has given need
  for small temples of Azuth, although most
  people recognitze Mystra in most magical
  matters.
  Deneir
  Between assisting with contract, tending
  libraries and recording knowledge, Deneir
  worshippers are always busy.
  Lathander Lathander priests are usually present for births
  and deaths in the realm.
  Mystra
  With a mercentile nature and many wizards
  needing coin, many Sembites know prayers for
  Mystra.
  Shar
  Even before the occupation, many worshipped
  Shar. Afterwards, many saw the power of the
  Shadowvar and pray to Shar for similar boons.
  Waukeen Given the 'good old days' and the current focus
  on economics, all Sembites pray to Waukeen.
  While the Gods above are most common, many other gods
  are also worshipped such as Sune, Tymora, and Loviatar.
   
  d10
  Trinkets
  1
  A netheresian cloak, marked with the sigil of Karsus.
  2
  A torn flag of the Silver Ravens.
  3
  A clasp, fashioned by drow in the image of a spider.
  Requires wipings of oil to prevent disintegration.
  4
  A metal stein given as a gift to the Hulorn of Selgaunt.
  5
  A griffon fetus preserved in a jar.
  6
  A small tamed exotic creature (CR 1/4 or lower)
  7
  A spyglass, but instead of showing you things afar, it
  has a permanent image of an attractive naked hero.
  8
  An intricate gnomish quad-scale. It's a scale but it can
  measure four items in relation to each other.
  9
  A belt, with a large metal buckle shaped like an eagle.
  10 A plain white mask made of some white pottery, with
  two slits for eyes.
  Race
  Sembia
  Dragonborn Having many ports has given some
  Dragonborn a venue for settling down in
  Sembia, but most would get stares from
  commoners.
  Dwarf
  Dwarves aren't unknown to Sembites, but
  they're still a rare sight.
  Elf
  Like dwarves, there are very few elves living
  permanently in Sembia.
  Gnome
  A surprisingly high number of Gnomes live in
  Sembia, usually in the larger cities.
  Race
  Sembia
  Half-Elf With no elven communities, most half-elves are
  presumed to be human. Because of that, most
  Sembites are surprised when they come across
  them.
  Half-
  Orc
  Because anyone with money is accepted into
  Sembites society, many half-orcs move here to
  settle down.
  Halfling Next to Luiren, Sembia has one of the largest
  halfling populations in the realms.
  Human Chondathan humans outnumber other ethnicities
  by a wide margin, but most Sembites are used to
  accepting others.
  Tiefling Tieflings are quite rare sights in the cities of
  Sembia.
  Class
  Sembia
  Barbarian Barbarians may travel through, but there's few
  places in Sembia one would learn the skills of a
  barbarian.
  Bard
  Bards are very common in the cities of Sembia,
  at all levels of society.
  Cleric
  Religion is second only to coin, making clerics a
  regular part of Sembian life.
  Druid
  Druids protect the wilds of Sembia, but their
  relationship with city folk is generally good.
  Fighter
  There's always work for those with martial skill,
  giving lots of room for fighters in Sembia.
  Monk
  A few monk orders, notably Monks of the Dark
  Moon, means most Sembians have seen monks
  but rarely deal with them.
  Paladin
  Faithful knights of the gods, paladins are well
  known to Sembians.
  Ranger
  Because of their respect for the wild spaces
  around their cities, the many rangers of Sembia
  hold a very good relationship with common folk.
  Rogue
  Watching your purse is the number one past
  time in Sembia, giving the impression that of all
  other skills to be learned, those of a rogue are
  the most common.
  Sorcerer Sorcerers enjoy Sembia, their skill with magic
  making them somewhat of a celebrity.
  Warlock Warlocks are as accepted as any other, with
  many folk only caring if they have coin or not.
  Wizard
  Wizards, like sorcerers, are celebrities and enjoy
  always having someone needing their skills.
  Languages common to Sembia: Chondathan, Chessentan,
  Damaran, Gnome, Halfling, Mulhorandi, Shaaran, and
  Turmic.
  45
  Backgrounds of Faerûn - Sembia
  
  Tethyr
  Land Owner
  Wracked by years of civil war, the feudal lands south of the
  Sword Coast and north of Calimshan has a complicated web
  of intrigue thrown over it by the upper class. Bountiful lands
  with prosperous farmers and miners, the many dukes and
  barons of the land quibble over the property of others when
  they're not defending against the nearby elves.  
   
  Skill Proficiencies: Animal Handling, Nature  
  Tool Proficiencies: Two tools of your choice from Brewer's
  supplies, Carpenter's tools, Cobbler's tools, Cook's utensils,
  Leatherworker's tools, Mason's tools, Potter's tools, Smith's
  tools, or Woodcarver's tools.  
  Equipment: Common clothes, a set of tools you are
  proficient with, a basic set of tools consisting of a hammer
  and saw, a deed to a plot of land and a beltpouch with 15 gp.
  Feature: Farmer
  Spending downtime on your land, you will always have food
  and a place to rest. Your land also earns you 1d4 gp per
  month, with taxes automatically deducted. If you have family
  members, they likely live on your land as well.
  The DM creates these contacts for you, and should keep
  track of how many months you're away from home.
  Alternately DM's can roll 5d10 + 7 to determine how much
  GP your farm earned that year.
  Suggested Characteristics
  Hard working, intelligent and loyal, the average Tethyrian is
  exactly the sort of folk any king or queen would want in their
  lands. The scheming and conniving lords, ladies, barons and
  dukes are contrary to this, but seen as necessary.
  Because of the history of Tethyr, many can trace their
  lineage to one or more of these civilizations: Netheril,
  Chondath, Calim or Illusk.
  d8
  Tethyr Personality Trait
  1 I value a hard day's work, seeing a cool night's rest as a
  reward.
  2 Under orders of the king, I've burned the woods and
  killed elves. I am haunted by regret.
  3 Tracing my lineage back has given me a wide
  pespective on the world and accepting all it's peoples.
  4 I crave power as a starving man does food, I'm always
  on the look out to align myself with powerful people.
  5 The number five is something that bothers most
  Tethyrians. I'm downright phobic of it.
  6 I saw a bard once as a child. I now sing songs, old and
  new, where ever I go.
  7 Most Tethyrians would rather spend coin on bards, not
  ale. I am not most Tethyrans.
  8 I will go to almost any length, if it will help my friends
  or family.
  d6
  Tethyr Ideal
  1 Patriot : Our monarchy have led us into prosperity, and
  my actions reflect my love for my country. (Lawful)
  2 Law : The laws of Tethyr are strict and precise. Even
  when abroad, I keep them in mind. (Lawful)
  3 Passion : With hard work, anyone can earn a good life.
  (Good)
  4 Love : It's easy to be vile. It's much harder to treat
  others with compassion, but it's worth it. (Good)
  5 Political : There are many that hold power in the world,
  life is easier if you make friends with them. (Neutral)
  6 Petty : Family is important to me, to the point even a
  small sleight earns swift retribution. (Evil)
  d6
  Tethyr Bond
  1 I caught the eye of a noble, who persued me. Their
  parents weren't as thrilled. Now I'm chased by bounty
  hunters.
  2 Living on the borders has had it's benefits, I made
  contact with a Calishite trader who gave me a treasure
  map.
  3 I had a dream I stood along side friends and explored
  the Wealdath for an undiscovered ruin.
  4 My family was destroyed when a dragon attacked our
  village. I became a sellsword, but any job involving
  dragons is free.
  5 I once joined a pirate crew, long ago. I was caught, and
  shown forgiveness by the court. I strive to do better
  with my life.
  6 Long ago, the Wyrmskull Throne was discovered by
  adventures from Tethyr. I've been inspired to make a
  legend of my own to rival theirs.
  d6
  Tethyr Flaw
  1 I work too much, often neglecting friends or family.
  2 I don't trust secretive people, even if they intend well.
  The Harpers? Zhentarim? It's all the same to me.
  3 My ambition is great. I'd be willing to murder if it
  meant being more comfortable in life.
  4 I'm considered cold and heartless. I'd threaten a child if
  it'd get me what I want.
  5 I take up jobs that allow me to end monsters and
  people alike. It's the only time I feel alive.
  6 I manipulate others as a master chess player would
  move their own pawns.
  46
  Backgrounds of Faerûn - Tethyr
  
  Tethyr
  Gods
  Tethyr
  Helm
  Outside of the triad, Helm is prayed to mostly
  by his faithful, but all Tethyrians recognize the
  part Helm plays in staying corruption from the
  throne.
  Ilmater
  As with Tyr and Torm, Ilmater is prayed to daily
  by all Tethyr.
  Torm
  The triad is the primary religion important to
  Tethyrians everywhere, Torm recieves prayers
  from all.
  Tyr
  As one of the three gods of the Triad,
  Tethyrians everywhere pray to Tyr.
  Siamorphe A demigodess who has seen her influence
  reaching Tethyr, especially with the city-
  dwelling folk.
  The gods above all have temples all around Tethyr however
  unless a god promotes death, destruction of nature or theft,
  Tethyrians tend to be very tolerant of most religions. Most
  notably Silvanus, Eldath, Sune, and Lliira.
   
  d10
  Trinkets
  1
  A long stick with an unusual knob on the end. When
  swung around in circles, it makes a low thrumming
  noise.
  2
  A baldric (sword belt worn across the chest) with a
  compartment large enough for a dagger to be hidden.
  3
  A broken flute, made in far away Chult.
  4
  An old set of elf-bone dice made from real elf bones.
  5
  A map of a dwarven mine in the Starspire mountains.
  6
  Replica of a human skull made out of woven
  branches.
  7
  A set of six blocks with various letters engraved on
  them.
  8
  An orcish war banner.
  9
  Leather riding gloves with the letters JQ sewn into
  them.
  10 A horned dwarf helmet, with one horn cut off.
  Race
  Tethyr
  Dragonborn Far from the homelands of the dragonborn,
  there aren't really any groups of them in
  Tethyr.
  Dwarf
  With little by the way of rich mountains, there
  are no dwarven clans within Tethyr. There are
  a few living here searching out ancient
  dwarven ruins
  Elf
  Their relations are better now that Tethyr isn't
  trying to slaughter elves wholesale, resulting
  in a boost of their kind.
  Gnome
  There are a few gnomes living in Tethyr, after
  the return of Lantan.
  Half-Elf
  Half-elfs, much like their elven parents, are
  more common after hostilities have been
  reduced between their people.
  Race
  Tethyr
  Half-
  Orc
  Half-orcs have never really been accepted, but the
  few that prove they belong are celebrated.
  Halfling Halflings are numerous within Tethyr, although in
  recent years many have left seeing no fairness
  from the crown towards their folk.
  Human Chondathan and illuskans make the largest portion
  of humans, but Tethyr has almost all ethnicities of
  humanity.
  Tiefling Tieflings that have moved up from Calimshan are
  a few, but commoners wouldn't think twice if they
  saw them.
  Class
  Tethyr
  Barbarian Not the traditional fighting style of Tethyr, it's
  quite unlikely to come across a barbarian.
  Bard
  Given the courtly intrigues Tethyr is famous for,
  bards are a given for anyone interacting with the
  court.
  Cleric
  Religion is important for Tethyr, making clerics
  and priests a common sight.
  Druid
  With a heavy respect for nature, druids enjoy
  being a respected part of Tethyrian life.
  Fighter
  No city is complete without guards, sellswords,
  and adventurers. Tethyr is no exception.
  Monk
  A few monk orders are centered in Tethyr,
  although they keep to themselves their presence
  is no secret.
  Paladin
  Paladins are a common sight in the realms of
  intrigue, especially of the triad.
  Ranger
  Rangers are seen once or twice a tenday, in the
  eyes of most commoners.
  Rogue
  Where one has courtly intrigue and populated
  cities, they will find a plague of rogues. Tethyr
  has plenty to spare.
  Sorcerer Sorcerers, the few you'll see in Tethyr, are
  watched with suspicion.
  Warlock It's not really known how many warlocks one
  would find in Tethyr, but it's likely more than
  most people know.
  Wizard
  Wizards are seen more fairly than sorcerers, and
  as such the court employs a few alongside the
  freelancing wizards of the land.
  Languages common to Tethyr: Chondathan, Alzhedo, Elven,
  Goblin, Lantanese, and Orc.
  47
  Backgrounds of Faerûn - Tethyr
  
  Thay
  Divided Crimson
  Szass Tam forever changed what it meant to be a Red
  Wizard. Those in Thay either died rebelling against him or
  died joining him. Those outside the country either returned
  to join him or declared independence. While there are some
  non-undead in Thay, it's far more likely that most living
  Mulani are outside of the borders of Thay. Of course, this
  friction is not public fact that non-Thayans would know about.
   
  Skill Proficiencies: Arcane, Investigation  
  Language Proficiencies: Two languages of your choice.  
  Equipment: Quill and ink, a blank book, five blank scrolls
  with scroll cases, a set of common robes and a belt pouch
  with 15 gp.
  Feature: Enclave Survivor
  Thayans outside of Thay were generally in the embassies that
  many major cities still have. If you ever need assistance, these
  enclaves will open themselves up for you and your needs. A
  place to sleep or eat, research new spells or just have a safe
  place to be.
  Feature: Native Thayan
  Thayans within Thay are cruel and decidedly amoral. To that
  end, most Thayans have a cover identity they use outside of
  Thay. You have all the papers, letters and documents that are
  required to prove who you are if required. Adjust the traits,
  ideals and bonds as needed to match your true nature.
  Suggested Characteristics
  People of Thayan descent living outside the country see the
  future as something new and exciting for them. Every day is
  something new and with the exception of the preconceived
  notions of others, there isn't much standing in their way.
  Interestingly, the new generation all call themselves Red
  Wizards, even when they are not wizards.
  d8
  Thay Personality Trait
  1 I feel the need to point out the distinction between
  Thayans from Thay and those from enclaves whenever
  someone doesn't understand or explains Thayans
  wrong.
  2 I speak as one of my stature should: with education and
  elegance.
  3 There is always time for a little magic to brighten
  someone's day. I'll use my powers to cheer others up.
  4 Spend every day improving the world around you. Make
  the name "Red Wizard" worth something.
  5 Power is power, and having more is preferable. Every
  day I am eager to learn more about magic.
  6 Red Wizards are now more akin to merchants than
  wizards. To practice, I like to barter for EVERYTHING.
  7 My people aren't automatically presumed evil as they
  once were, but I'm always worrying that I'm judged by
  others in this way.
  8 I'm quiet and shy, until someone asks a question about
  things I'm knowledgeable about.
  d6
  Thay Ideal
  1 Order : Before Tam, the Zulkirs kept things in order.
  Structure is a healthy habit. (Lawful)
  2 Influence : Those with power should have others advise
  them, lest they become a danger. (Lawful)
  3 Reputation : Even when you have nothing, you carry
  your reputation with you. (Neutral)
  4 Self-Improvement : Every day, take action to improve
  yourself and grow. (Neutral)
  5 Structure : Enforcing your power over others it the
  natural way of things. Kings do it. Wizards do it. (Evil)
  6 Power : You have no limits, as long as you have more
  power than others. (Chaotic)
  d6
  Thay Bond
  1 I travel around with the aim to teach every arcane
  caster I meet one of my personal spells.
  2 I'd like to run an enclave some day and lead my fellow
  Red Wizards.
  3 Rumor has it the demon Eltab was not destroyed. I
  search for the truth to save this world.
  4 I'd be killed if I did, but one day I'd love to see my
  homeland.
  5 I want to be a goodwill ambassador, showing the world
  that the Red Wizards aren't what they used to be.
  6 A demon once gave me a riddle, I've spent my life
  trying to solve it.
  d6
  Thay Flaw
  1 Arrogance isn't unknown in the Red Wizards, but I
  push it to the limit.
  2 Even if I'm not knowledgeable about something, I'm
  still probably going to interject as an expert.
  3 I'm easily distracted by arcane things.
  4 I have no time or patience for anything related to the
  Gods.
  5 The magic school I practice is the only school I'll cast
  spells from.
  6 I don't really trust friends, so I have a tendancy of
  making or summoning allies.
  48
  Backgrounds of Faerûn - Thay
  
  Thay
  Gods
  Thay
  Beshaba Prayers are sent by Thayans, when hoping to
  avoid misfortune with rituals and enchanting.
  Loviatar
  With the number of undead in Thay being so
  high, few worship Loviatar but many recognize
  her influence in areas concerning death.
  Shar
  Attempting to draw power from the shadow
  weave is generally aided by a few visits to
  temples of Shar.
  Talona
  Because many magical experiments dip into
  dangerous materials like poisons or infectious
  materials, prayers to Talona are usually wise.
  Umberlee Many Thayans enjoy the relation the forces of
  nature have on man, giving rise to many
  followers of Umberlee
  While the Gods above are openly worshipped, most Thayans
  don't really consider religion beyond recognizing power
  where it exists.
   
  d10
  Trinkets
  1
  A piece of wood carved to look like the screaming
  face of someone who crossed you.
  2
  A compass that always points to Thaymount.
  3
  A small beetle, enchanted to hover if placed mid-air.
  4
  A flute that makes no sound, yet tints your skin
  various colors.
  5
  A robe with the stars of Thay motif.
  6
  A set of glasses that show you echos of world around
  you from all across time.
  7
  A hollow crystal ball, containing a cloud that always
  stays centered.
  8
  A stone that, when dropped, descends as slowly as a
  feather.
  9
  A tooth that when left alone in an empty vessel, fills
  the vessel with brackish water.
  10 A metal bracelet. When worn any rocks lighter than a
  few ounces will float in position around it.
  Race
  Thay
  Human Due to how closely tied their culture is to their
  Mulani bloodline, Thayans are never anything other
  than human and very rarely outside the Mulani
  bloodline.
  Class
  Thay
  Barbarian Barbarians in Thay aren't uncommon, although
  they're typically slaves.
  Bard
  Most Thayans look down on those without
  discipline to master magic entirely, marking
  those who would be bards as fools.
  Cleric
  Religion isn't as important in Thay as it is out of
  Thay, yet there are a few priests within the larger
  cities.
  Druid
  With no real respect for the world around them,
  very few Thayans see a need to turn to the path
  of a druid.
  Fighter
  Slaves, gladiators and guards are all very visible
  in the lands of Thay.
  Monk
  There is an order, the Knights of Thay, that
  accepts monks. While not common, most
  Thayans are aware of their existence.
  Paladin
  With few faithful to begin with, very rare is the
  Thayan who decides to become a paladin.
  Ranger
  The few rangers within the borders of Thay are
  typically bonded to the Knights of Thay order.
  Rogue
  A few canny slaves, streetrats and some of the
  Knights of Thay all choose to ply the trade of a
  rogue.
  Sorcerer Seen as undisciplined, often ridiculed and rarely
  in positions of power, but Thay has a large
  number of sorcerers.
  Warlock While Thayans do take to patrons as a fly to
  vinegar, they do not often talk about it leading to
  most Thayans not knowing how many warlocks
  walk their streets.
  Wizard
  Given that their country is famous for wizards,
  it's no surprise that they make up a large part of
  the population.
  Languages common to Thay: Mulhorandi, Chessentan,
  Damaran, Infernal, Rashemi, Tuigan, and Untheric.
  49
  Backgrounds of Faerûn - Thay
  
  The Dalelands
  Crucible of Heroes
  A collection of loosely affiliated farms and villages, all
  independent yet unified against the dangers of the world.
  Famous as the birthplace of Elminster and numerous other
  heroes, the destiny of those born here is limitless.  
   
  Skill Proficiencies: History, Investigation  
  Tool Proficiencies: One musical instrument of your choice
  and one tool of your choice of the following: Carpenter’s
  tools, Cook’s utensils, Leatherworker’s tools, or Woodcarver’s
  tools.  
  Equipment: One tool or musical instrument you are
  proficient in, a set of common clothes, one item of no more
  than 5gp with the emblem of your home dale and a belt
  pouch with 15 gp.
  Feature: Friend of the Common Folk
  The people of the Dalelands have a tendancy of backing each
  other up. If you spend enough time spreading a message that
  will help the common men of an area, you'll inspire bravery in
  others. They'll want to help you on your quest, in any way
  they can. The quest has to be one which is for the 'greater
  good' and it's up to your DM to determine the form this
  assistance will take.
  Suggested Characteristics
  The people of the Dalelands are hard working and proud, but
  what sets them apart from people of other lands is their
  willingness to put their lives on the line for the greater good.
  d8
  Dalelands Personality Trait
  1 I'm always willing to lend a hand when it's needed.
  2 A hard days work always makes me feel good.
  3 Whenever I have spare time, I like to play music.
  4 If a monster is sighted, I'm the first to volunteer.
  5 I remain quiet, until I'm certain that everyone in the
  room can be trusted.
  6 Strangers need to earn trust, but I'm gregarious enough
  to help them along.
  7 I don't worry about being the best of the best, the
  Gods will judge that for me one day.
  8 We must remain ever vigilant, for we are always
  surrounded by foes.
  d6
  Dalelands Ideal
  1 Sacrifice : To the full extent of my abilities, I must give
  everything I have in everything I do. (Good)
  2 Generosity : To help others because we can, out of the
  goodness of our hearts, is a fine way to live. (Good)
  3 Bravery : When the call goes out for help, everyone
  should be first in line. (Good)
  4 Cautious : New faces come and go, but I do not call
  them friend until they've earned it. (Neutral)
  5 Suspicious : Just because most people are generally
  good, doesn't mean everyone is. (Neutral)
  6 Freedom : Tyranny has no place in civilization, every
  being has the right to be free. (Chaotic)
  d6
  Dalelands Bond
  1 The cursed drow regularly harrass my homelands, one
  cleric in particular. I adventure to find and kill her.
  2 Elves aren't unknown in the Dalelands, but to foster a
  closer relationship, I travel afar to see what I can learn
  about mixing our cultures.
  3 Not long ago Sembia had taken a few of the dales, and I
  ran. I cannot return home a coward.
  4 I was part of the Militia, but hard times fell and now I'll
  sell my sword to whoever is buying.
  5 With the fall of Myth Drannor, I'm sure there are many
  trinkets and artifacts to be found.
  6 Religion is common, but temples are rare, in the
  Dalelands. My god deserves better.
  d6
  Dalelands Flaw
  1 It takes a long time for me to trust new people.
  2 I won't let anyone else do things for me, or I'll owe
  them one.
  3 I have a tendancy of running my mouth off, without a
  concept for what information might need to be secret.
  4 I think the worst of every situation, always finding the
  flaws with plans.
  5 I'm hot headed and have a short temper. This leads me
  into many problems.
  6 I hate the non-humans of our lands. They've brought
  nothing but trouble.
  50
  Backgrounds of Faerûn - The Dalelands
  
  The Dalelands
  Gods
  Dalelands
  Chauntea Farmers and commoners make daily prayers for
  bountiful fertility.
  Lathander The lord of dawn recieves petitions every
  morning from dalelanders.
  Mielikki
  Especially from those travelling between dales,
  prayers of protection are considered a requisite.
  Oghma
  The value of knowledge is treated with the most
  respect, extending to the god of knowledge as
  well.
  Silvanus
  When things are out of balance, the dales folk
  know they can turn to the Oaklord for help.
  While the Gods above are most common, other races still
  have their own pantheons of worship and some humans
  worship other gods as with the Triad or Tempus.
   
  d10
  Trinkets
  1
  An oak recorder, grown rather than carved.
  2
  A doctored image of a famous hero with your own
  face painted over theirs. It's not convincing.
  3
  A bag full of dead, preserved frogs.
  4
  A small mass of grey sparkling clay. Pliable but it
  never breaks no matter how far you stretch it.
  5
  A ring made of bone, with a small amount of hair
  growing from it somehow.
  6
  A wooden puppet made in the image of one of your
  allies.
  7
  The feather from a Roc.
  8
  A ring and a metal orb, with an eye carved into each.
  The eyes always looks at each other.
  9
  A necklace of troll teeth.
  10 A ring of water, that somehow never dissipates.
  Race
  Dalelands
  Dragonborn Accepting of anyone who wants to pitch in
  and carry their own weight, the small number
  of dragonborn are known in the Dalelands.
  Dwarf
  The few mountain ranges in the Dalelands
  boast a large number of dwarves, suppliers of
  metal for the various cities.
  Elf
  Positive relationships with Cormanthor has
  resulted in many elves finding reasons to stay
  in the Dalelands. Even a few drow
  communities exist in the dales.
  Gnome
  With large communities mirroring the
  gnomish lifestyle, many gnomes settle down
  in one dale or another.
  Half-Elf
  A good relationship with elves means a large
  and happy half-elf population.
  Race
  Dalelands
  Half-
  Orc
  While orcs are no friend to the dales, their half-
  blooded children often make for the Dalelands, as
  they're more accepted there than most other
  countries.
  Halfling The wee folk are known for being as brave and
  kind as any other Dalelander, a common sight in
  every city.
  Human Chondathan and Vaasan descended humans make
  up the bulk of Dalelanders.
  Tiefling Not as numerous as other races, the few tieflings
  that inhabit the dales are judged on deeds, not
  blood.
  Class
  Dalelands
  Barbarian A few folk of the Dalelands prefer raging
  strength over trained finesse but it isn't a
  common skill for most to learn.
  Bard
  With long and storied histories and a penchant
  for entertainment, bards enjoy popularity in
  most places in the Dalelands.
  Cleric
  More than many countries, the dales are highly
  respectful of the gods, making clerics a regular
  contact in day to day life.
  Druid
  Those travelling the wilds of the dales are likely
  to come across a druid or two but they're
  sometimes legends to commoners who mostly
  stay home.
  Fighter
  Given long histories of protecting their homes,
  many hands are familiar with the heft of a
  weapon.
  Monk
  While there are no temples dedicated to monk
  orders, the Broken Hands of Ilmater travel the
  dales regularly and are well known to the
  common folk.
  Paladin
  With their respect for the gods, many of the
  dales walk the path of paladins and unlike most
  countries they're too busy in the dales to leave.
  Ranger
  The path of a ranger is something many dales
  folk learn, even if they don't stay with it, as their
  skills are very useful in the dales.
  Rogue
  Because of their altruistic nature, few people in
  the dales will meet a rogue (at least never of a
  selfish disposition).
  Sorcerer Mages aren't unwelcome, but they are watched
  carefully making their presence in the Dalelands
  more subtle.
  Warlock Unless their patrons interest aligns with those of
  the community, few warlocks settle down in the
  dales.
  Wizard
  Given the famous Elminster, many wizards move
  to the dales as the quiet suits their need for
  study.
  Languages common to The Dalelands: Chondathan, Elven,
  Damaran, Dwarf, Giant, Gnome, Halfling, Orc, and Sylvan.
  51
  Backgrounds of Faerûn - The Dalelands
  
  The Dragon Coast
  Costal Alliance
  A loose collection of nations all centered around Westgate, a
  place where anything and everything goes. The Dragon Coast
  is described as Waterdeep but without all the pesky guards
  and with more pirates.  
   
  Skill Proficiencies: Investigation, Perception  
  Tool Proficiencies: Either Vehicle (water) or one tool of your
  choice of the following: Carpenter’s tools, or Cartographer’s
  tools.  
  Language Proficiencies: One language of your choice.  
  Equipment: A set of common clothes, a cloak, a small trinket
  that you got by blackmailing a local merchant (a small art
  piece worth no more than 20gp) and a belt pouch with 15 gp
  Feature: Second Chances
  Your character has a strange knack, through luck or
  reputation, whenever you're in trouble with the law there is
  always someone who takes interest in you. It's up to the DM
  as to what sort of task you might be asked to do, and the NPC
  in question will lord it over you but that's far better than the
  stocks.
  Of course, it's up to the DM to determine if your crimes can
  even be mitigated with such a favor and if you've taken too
  severe or too many actions to make the local law particularly
  angry with you then they simply won't allow this intervention.
  Suggested Characteristics
  Anything polite is a finish, designed only to hide intents.
  Everyone in the region has a scheme or plan designed ot get
  them further along in the world. It's not that people are evil,
  but that most worry anyone else around them could be.
  d8
  Dragon Coast Personality Trait
  1 I like to start false rumors, leaving the real ones for me.
  2 I have a love for all things that sparkle.
  3 I'm a hopeless romantic, I never stop trying to seduce
  others.
  4 An insult lays always on my tongue, often getting me
  into trouble.
  5 I'm disappointed when the room isn't focused upon
  myself.
  6 My manners are exquisite, and I expect the same of
  others.
  7 I feel uncomfortable in silence.
  8 The jokes never stop coming, even long after I realize
  they should have.
  d6
  Dragon Coast Ideal
  1 Power : In this area, having power means having
  influence of those beneath you. (Lawful)
  2 Aspiration : Every day I don't improve is a day wasted.
  (Neutral)
  3 Family : Be it blood or contract, loyalty is an expensive
  commodity (Neutral)
  4 Might : When no one is strong enough to stand against
  you, your potential is limitless. (Evil)
  5 Retribution : Any action against you requires severe
  reaction. Else, none will think of you as a threat. (Evil)
  6 Greed : What I see and want becomes mine, by any
  means possible. (Evil)
  d6
  Dragon Coast Bond
  1 I managed to lift a treasure map from some drunken
  sailors, I'm pretty sure without them noticing.
  2 Due to a painful loss in my life, I take special interest in
  striking down injustice.
  3 My ambitions never stop going up, I adventure to seek
  out more power.
  4 Vampires killed and turned my friend. I seek my friend
  and their new master to end their existences.
  5 I crossed the Fire Knives, now I run until I get to the
  edge of the world.
  6 With the very recent return of the god Mask, there is
  much work to be done to restore his church.
  d6
  Dragon Coast Flaw
  1 I take any critisism as a personal insult.
  2 My hands have minds of their own, I often don't even
  realize I'm stealing until after I check my possessions.
  3 I create nicknames for others, but I often choose less
  than flattering ones.
  4 Because religion is valued less than coin, I feel the need
  to push my faith even harder.
  5 I name drop as a way of trying to ride the power of
  others.
  6 I dismiss others ideas in lieu of my own, even when
  theirs are better.
  52
  Backgrounds of Faerûn - The Dragon Coast
  
  The Dragon Coast
  Gods
  Dragon Coast
  Helm
  The watcher is prayed to daily by all those on
  the Dragon Coast, for those wanting to ensure
  their protection.
  Sune
  While all hoping for love or passion say prayers
  to Sune, her clerics bring happyness to all every
  day.
  Tempus
  The lord of battles is called upon daily, given the
  rough and tumble nature of the Dragon Coast.
  Tymora
  The Dragon Coast has a flow of gold unlike
  other cities, and temples dedicated to the lady
  of luck help offset that influx of profit.
  Umberlee Fear of the Queen of the Depths ensures that
  most people from the Dragon Coast know many
  prayers to Umberlee.
  While the Gods above are most common, there are few gods
  that don't have at least a handful of petitioners around the
  coast.
   
  d10
  Trinkets
  1
  A map with no detail to it, simply five red circles
  connected with lines.
  2
  Brass windchimes that only make more noise the
  slower the wind goes.
  3
  A hat with a secret compartment in the liner.
  4
  An unusually sharp spoon.
  5
  A pair of leather gloves, the knuckles reinforced with
  brass.
  6
  A vial of blood of an unusual color.
  7
  A wooden practice sword, but sized for a child.
  8
  A life sized wooden gnome carving.
  9
  A six inch long spike made of solid glass.
  10 A book of dirty jokes and songs.
  Race
  Dragon Coast
  Dragonborn With the 'anything goes' attitude of the
  Dragon Coast, many dragonborn feel more
  home at here than anywhere else.
  Dwarf
  With small barren mountains, few dwarves
  feel the need to move to the Dragon Coast.
  Elf
  Bordered by many ancient elven kingdoms,
  the coast is a natural place for elves that need
  to strike out of their lands for something else.
  Gnome
  Especially gnomes who need less oversight in
  their experiments, the coast makes for a
  natural place to settle.
  Race
  Dragon Coast
  Half-Elf The large half-elf communities work well for the
  coast, as many humans have superstitions about
  elves but not their half-kin.
  Half-
  Orc
  There are many modest pockets of half-orcs all
  along the coast. Many enjoy employing them for
  their intimidating nature.
  Halfling For the halfling that doesn't care for farming, the
  coast provides all the opportunity they could ask
  for.
  Human Chondathan and tethyrians are the most visible
  human ethnicities around the coast.
  Tiefling An accepting nature of all folk, even those with
  demonic horns, has given many Tieflings a feeling
  of home.
  Class
  Dragon Coast
  Barbarian The savage style of a barbarian is often useful
  aboard boats, where most folk of the coast will
  see them often.
  Bard
  Plying a silver tongue is a useful skill around the
  coast, making bards the best friend of everyone!
  Cleric
  Pushy clerics trying to part those in need of
  services from their gold are visible in all major
  cities around the dragon coast.
  Druid
  Because of the disorganized ways of the
  civilized folk, there are many druids who can
  harass those who disrespect nature.
  Fighter
  The vice encouraging nature of the coast means
  you either need to be good with a weapon or
  hire someone who is. Fighters are very common
  here.
  Monk
  Monks are rare, most people only know them as
  wanderers.
  Paladin
  Knightly figures for all orders of faiths walk the
  streets of dragon coast cities, although most
  commoners can't tell the difference between an
  armored fighter and a paladin.
  Ranger
  There are few things that interest one of the
  handful of rangers around the dragon coast.
  Rogue
  Rogues thrive, particularly in Westgate, all
  around the dragon coast.
  Sorcerer More than wizards or warlocks, most
  commoners can spot a sorcerer in a crowd.
  Warlock Large numbers of warlocks are drawn to the
  dragon coast on behalf of their patrons.
  Wizard
  Wizards tend to be a pragmatic lot, prefering
  solitude to the squabbling of nations.
  Languages common to The Dragon Coast: Chondathan,
  Aglarondan, Chessantan, Damaran, Goblin, Halfling, Orc,
  and Turmic.
  53
  Backgrounds of Faerûn - The Dragon Coast
  
  The Great Dale
  Child of the Wild Lands
  Tucked between Narfell and Thesk, The Great Dale is a wild
  and untamed land. Great ancient forests full of mysterious fey,
  deadly centaurs and whispers of a demonic influence, miles
  of pines and mountains are inhospitable to most.  
   
  Skill Proficiencies: Arcana, Nature  
  Tool Proficiencies: One musical instrument of your choice
  and one artisan's tool of your choice from the following:
  Alchemist’s supplies, Brewer’s supplies or Woodcarver’s
  tools.  
  Equipment: A set of traveller's clothes, a set of common
  clothing, a musical instrument you are proficient with, a set of
  artisan's tools you are proficient with, and 15 gp.
  Feature: Blessing of Silvanus
  Folk of the region have a bond with nature, venerating
  Silvanus even when they do not know his name. Because of
  this, it's said that his blessing is upon them. Naturally
  occuring carnivorous beasts of the world will avoid you
  unless driven to starvation or otherwise forced into a bad
  situation (approaching their young or being forced by a
  ranger, as examples).
  Likewise, good natured beasts will often provide you small
  snacks of berries or root vegetables after you rest, leaving it
  near your camp site. Often, there will only be enough for one
  but it depends on your actions within their home.
  Suggested Characteristics
  The few humans, elves, half-elves and other civilized folk that
  come from the Great Dale are characterized by a deep love
  for nature and community with a particular distaste for the
  grand metropolies of the world.
  d8
  Great Dale Personality Trait
  1 When coming across new people, I'm stand-offish.
  2 I show a great deal of empathy towards animals.
  3 I tend towards quiet stoicism and strong ideals.
  4 I always celebrate the little miracles around us. Things
  like dawn or fresh snow.
  5 I refuse to eat animals that I've not hunted myself, to
  ensure they don't suffer.
  6 I'm easily angered in the face of suffering, of people or
  animals.
  7 I'm often quickly engaged when presented with a
  mystery.
  8 I love life, every moment. Every win and every loss. I'm
  always happy.
  d6
  Great Dale Ideal
  1 Protector : It is my pride to protect nature. (Good)
  2 Avenger : When evil damages nature, I set out to right
  those wrongs. (Good)
  3 Observer : The world is all about balance, I allow natural
  conflict to resolve itself. (Neutral)
  4 Respect : I respect the natural world around me. When I
  hunt, I thank the soul of my prey for their gifts.
  (Neutral)
  5 Freedom : Any group of people will work together to
  survive, there is no need for systems of law dictating
  our actions. (Chaotic)
  6 Independence : Everything I need, I can get myself. If I
  cannot, I'll grow until I can. (Chaotic)
  d6
  Great Dale Bond
  1 There are many natural spaces in this world I wish to
  see.
  2 I'd love to befriend an exotic beast from a far off land.
  3 The Grandfather tree is said to be one of the oldest, a
  pilgrimage I plan on making.
  4 A loved one was cursed by a Hag, turned to stone. I
  travel to find a cure.
  5 The demon of Dun-Tharos has infiltrated my mind,
  sending me afar for nefarious reasons.
  6 Wanderlust has a tight grip on me, leaving me bored
  with home.
  d6
  Great Dale Flaw
  1 My hot-blooded temper gets me into trouble often.
  2 A cold exterior puts most people off when they meet
  me.
  3 I am quick to criticize the flaws of others.
  4 I lose all composure once I see nature defaced.
  5 I prefer to be grounded, I have a great fear of heights
  and ocean depths.
  6 I'm quite biased against those who choose to live in
  urban areas.
  54
  Backgrounds of Faerûn - The Great Dale
  
  The Great Dale
  Gods
  Great Dale
  Chauntea Farmers pray to Chauntea each morning, praying
  for optimal conditions and healthy crops.
  Eldath
  When dalelanders begin bargains, conflicts and
  meetings between leaders, prayers of peace are
  offered to Eldath.
  Mielikki
  Travelling between towns and villages, none of
  the Great Dale forget to offer prayers to Mielikki
  for protection.
  Silvanus When wanting weather to change, dalelanders
  try to curry the favour of the oak father.
  Tyr
  Even the smallest children know prayers looking
  for Tyr to protect them.
  While the Gods above are most common, elves worship the
  entire elven pantheon and humans of the region may still
  worship deities of a neutral good or chaotic good alignment.
  Half-elves typically worship according to which group they
  live with.
   
  d10
  Trinkets
  1
  A goatskin map that details a secret entrance to Dun-
  Tharos with annotations "entrance collapsed".
  2
  A jar of mosquito repellent salve.
  3
  A small sap, wrapped in metal bands.
  4
  A child's training crossbow.
  5
  A well carved smoking pipe.
  6
  A length of cord that smokes when lit aflame, but
  never burns.
  7
  A small stone cylinder that smells of salt-water and
  quietly makes the sounds of waves washing ashore.
  8
  Lambskin, etched with an arcane sigil, earmarked at
  the edge with "in the center of the three towers".
  9
  A small metal shield you use as a cloak pin,
  10 A vial of liquid that makes moss explosively grow
  where dripped.
  Race
  Great Dale
  Human The greatest population of those living in the
  Great Dale is humans, of nar, mulan, or rashemi
  descent. Lacking hospitality causes others wanting
  to settle down in the Great Dale to quickly move
  on.
  Elf
  Wood elves of the Great Dale stick to
  Rawlinswood and Lethyr, having very little
  interaction with the human population.
  Half-Elf Few half-elves are settled in the Great Dale, being
  rejected by either part of their parentage, instead
  travelling afar to where they might be accepted.
  Class
  Great Dale
  Barbarian Many folks that have learned combat from the
  barbarians of the great glacier have brought their
  skills more south, teaching it to farmers in the
  Dale.
  Bard
  Each village or town might have a bard or two.
  While not common, they bring the news to the
  everyman.
  Cleric
  In the Great Dale, clerics and priests of all sorts
  lead rituals for the entire community.
  Druid
  As the greatest haven in the realms for druidic
  circles, those who find their way to the Great
  Dale will certainly meet one.
  Fighter
  Every village needs guards, militia and so on. As
  such almost every Dalelander is capable of
  swinging a weapon of some sort.
  Monk
  Monks of Silvanus or Mielikki travel here, but
  there are no native orders in the Great Dale.
  Paladin
  Paladins are a rare sight, although many heroes
  of the Great Dale have walked the path of the
  paladin.
  Ranger
  With the skills needed to survive the harsh elder
  wilds of the world, many rangers find themselves
  at home in the Great Dale.
  Rogue
  Most human cities of the realms have rogues, as
  their trade is easier around large populations.
  The Great Dale is an outlier, with very few
  rogues.
  Sorcerer Magic isn't a daily part of life for those of the
  Great Dale, making them highly suspicious of
  those who use it.
  Warlock The mindset of a human from the Great Dale
  makes them overlooked by many patrons who
  would prefer a less stubborn mind.
  Wizard
  Much like sorcerers, there are very very few
  wizards in the Great Dale.
  Languages common to The Great Dale: Damaran, Giant,
  Goblin, Mulhorandi, Rashemi, and Sylvan.
  55
  Backgrounds of Faerûn - The Great Dale
  
  The Hordelands
  Yaïmunnahar
  The former wastelands, once the staging grounds for the
  Tuigan Horde is now a land home to many nomadic tribes.
  Simple lives of hunting with few permanent farming grounds,
  the people of the steppes are honest and tough.  
   
  Skill Proficiencies: Animal Handling, Survival  
  Tool Proficiencies: One musical instrument of your choice
  and your choice of one set of artisan's tools from the
  following: Cook’s utensils, Glassblower’s tools, or Jeweler’s
  tools.  
  Equipment: A thick lined cloak to protect against cold, a set
  of common clothing, a tool or musical instrument you are
  proficient in and a family heirloom of no more than 20 gp.
  Feature: Fey-Friend
  Because of the close nature of the people of the Hordelands,
  the people of Kara-Tur and the fey which seem to inhabit
  every rock and tree of the land, you have a special knack for
  inviting the fey-folk in. When in a non-urban area, you can put
  out a small token in which to draw their attention. It is up to
  the DM if your token is good enough for the local fey, and
  what sort of fey appears.
  They will usually appreciate your kindness, and do what
  they can to give you assistance. They will not give up their
  lives for you, but they will possibly aid you within their
  abilities. The DM should note doing this too often draws the
  attention of the Seelie or Unseelie courts.
  Suggested Characteristics
  There are many positions for those living in the Hordelands.
  Guides for merchants or for keeping watch out for fey and
  dangerous beasts. Family is an important part of life, as many
  tribes are always travelling and that closeness is safety for
  many.
  d8
  Hordelands Personality Trait
  1 I could tell you all about the flaws of my friends and
  family, but they're far too important for me to hurt like
  that.
  2 I can't get enough fermented horse milk. I'll do almost
  anything for it.
  3 The weak should know their place: directed by my will.
  4 Tracking prey is the one constant of the steppes; be it
  meat or trade.
  5 A trail of lovers left in my wake, for I've yet to find the
  one.
  6 Nothing is more important to me than my family,
  adopted or otherwise..
  7 Retribution is a tool, easy to abuse. Instead, allow
  patience to temper your fury.
  8 I take advise to heart: many viewpoints are better than
  one viewpoint.
  d6
  Hordelands Ideal
  1 Community : Be it large village or small group of
  friends, you protect those who protect you. (Lawful)
  2 Greater Good : Self-sacrifice for a greater goal is a noble
  one. (Good)
  3 Freedom : Tyranny of any form is despicable and should
  be fought, tooth and nail. (Good)
  4 Survival : The harsh land around us requires we become
  tough to overcome adversity. (Neutral)
  5 Strength : A clever tongue or thoughtful wisdom will
  fail to guard you against an owlbear. (Neutral)
  6 Dominion : The horde nearly devestated the world. That
  show of power inspires me. (Chaotic)
  d6
  Hordelands Bond
  1 A merchant once robbed me with a bad trade, I search
  the world to find him and my vengeance.
  2 I hunted an albino Wyvern across the steppe and out of
  the hordelands, for many many years.
  3 I was framed for attacking the family of another and
  cast out from my tribe. I suspect involvement of a
  malicious fey.
  4 I met a philosopher from Kara-Tur on the Golden Way,
  found them interesting and travelled with them for a
  time.
  5 To lead the tribe, I must perform a great deed for which
  I now travel afar to complete.
  6 Old blood fills my veins, I work to rebuild the Tuigan
  Horde.
  d6
  Hordelands Flaw
  1 My pride keeps me from heeding good advice.
  2 Adherence to tradition prevents me from
  acknowledging wiser paths.
  3 I have no patience for bureaucracy.
  4 I take great pride in my possessions, to deface or steal
  one is akin to attacking me.
  5 I'm jealous when others possess great strength.
  6 I anger quickly when others talk above my intellect.
  56
  Backgrounds of Faerûn - Hordelands
  
  The Hordelands
  Gods
  Hordelands
  Local
  Spirits
  People of the hordelands believe in the living
  spirits of the land. Trees, rocks and streams all hold
  importance in their faith.
  Aspect
  of
  Eldath
  Seen as the spirit who leads to secret pockets of
  nature are found like caverns and cisterns.
  Aspect
  of
  Malar
  The spirit that watches over and connects all
  beasts and natural creatures.
  Aspect
  of
  Selûne
  Prayed to as the spirit that keeps the day and night
  cycle moving.
  While the Gods above are most common, many other gods
  hold power here via aspects. As well, Akadi, Istishia,
  Grumbar, and Kossuth are all worshipped here as spirits.
   
  d10
  Trinkets
  1
  A bracelet, with wooden tokens for the aspects of
  fire, wind, earth and water.
  2
  A stuffed pixie, mounted on an oak plate.
  3
  A ring made of bone, with a small green gem
  embedded within.
  4
  A waterskin made of an exotic animal your family
  hunted.
  5
  A cloak lined with fur from an extraordinary monster.
  6
  A set of figures used in a strategic Tuigian board
  game, carved from stone.
  7
  An old musical instrument, a tight skin over a guitar
  looking base with long strings.
  8
  A map, detailing a hidden oasis temple dedicated to
  the spirit of Eldath.
  9
  A saddle designed for a large Rothe.
  10 A heirloom hair clasp marked with your personal
  family sigil.
  Race
  Hordelands
  Dragonborn With the return of Unther, many dragonborn
  moved to the Hordelands for a new start.
  Dwarf
  Dwarves have lived in the Hordelands nearly
  as long as humans have.
  Elf
  Far from their ancestral homes, few elves
  have moved to the Hordelands.
  Gnome
  The hard lands of the east turn many gnomes
  away, with very few deciding to stay.
  Half-Elf
  A few fey-touched humans are rumored to be
  half-blooded elves, but infact there are no
  half-elves in the Hordelands.
  Half-Orc
  Half-orcs have moved here from nearby lands,
  but their presence is still small.
  Race
  Hordelands
  Halfling The Hordelands hold no halflings, beyond a few
  travellers.
  Human The tuigan and rashemi bloodlines are most
  strong in the Hordelands, with few other
  ethnicities of humans settling here.
  Tiefling Tieflings are so rare in the hordelands, the locals
  think of them as demons from Kara-Tur.
  Class
  Hordelands
  Barbarian There's a good chance most folk you come
  across in the Hordelands are barbarians or have
  learned from them.
  Bard
  Storytellers closely resemble the bards of the
  realms, although they focus on tribe and family
  over ponce and wonder.
  Cleric
  Shamans, priests and clerics are all very
  important to those on the steppes. Every tribe
  has a few leaders of faith, making them a
  common sight.
  Druid
  Although not many of the hordelands knows
  there is a difference, they have a tendancy to
  treat clerics and druids the same. Both are very
  common.
  Fighter
  Learning from the mysterious honor-bound
  fighters of the east, there are a few fighters in
  the Hordelands.
  Monk
  As with fighters, folks of the hordelands pick up
  skills from travellers and while rare, a few
  dedicate themselves to the ways of the monk.
  Paladin
  The idea of an armored knight, the holy warrior
  of a god, is quite unknown to the natives of the
  Hordelands.
  Ranger
  Many folks need to learn the harsh ways of the
  steppes to survive, learning the trade of the
  ranger.
  Rogue
  Sneak-thieves aren't welcome, with many tribes
  punishing them harshly. This leads to very few
  rogues in the wilds.
  Sorcerer Having unwelcoming, magic wielding
  neighbours has given the Hordelanders a fear of
  magic. Sorcerers either hide their gifts as
  shamanistic or are exiled from their clans.
  Warlock Making a pact with a greater being is natural in
  the eyes of hordelanders, seen as a blessing.
  One is likely to come across a warlock or two
  while travelling.
  Wizard
  No wizards exist in the hordelands to train new
  wizards. Those wanting to learn to be a wizard
  need to travel far before they can find teachers.
  Languages common to The Hordelands: Tuigan, Damaran,
  Goblin, Mulhorandi, Rashemi, and Shou.
  57
  Backgrounds of Faerûn - The Hordelands
  
  The Moonshae Islands
  Friend of the Land
  An archipelago that was once mostly stable, in recent years
  many new immigrants have come with less than good
  intentions. The native humans: northlanders, and ffolk, as
  well as the elves all try for diplomacy before combat. Tribes of
  goblins and giants war against human and fey to carve out
  new kingdoms while the tribe of black blood (Malarites) try to
  expand lycanthropic rule, red of tooth and claw.  
   
  Skill Proficiencies: Arcane, History  
  Tool Proficiencies: One of the following of your choice:
  Carpenter's Tools, Leatherworker's Tools, Smith's Tools, or
  Woodcarver's Tools.  
  Language Proficiencies: Elven. If you already know Elven,
  you may choose one other language.  
  Equipment: A set of common clothing, an item you've
  personally crafted (of no more than 20 gp), a map of the
  current borders between Fey, Northlanders, Ffolk, Elves and
  the southern Amnian colonies and a beltpouch with 15 gp.
  Feature: Moonshae Agent
  Born native or accepted as a friend of the tribe, you belong to
  one of the five powers that run the isles. You can double your
  proficiency bonus on a skill based on which group you belong
  to. Because of your association with this group, they'll protect
  you from their foes and grant you haven when you need it.
  Faction
  Skill
  Ffolk
  Nature
  Northlander
  Athletics
  Fey
  Arcana
  Beastmen
  Intimidation
  Malarite
  Perception
  Suggested Characteristics
  The Ffolk tend to worship the land, who they consider their
  deity. The Northlanders are a society ruled by strict laws from
  a well liked monarchy. The fey and elves allow few to enter
  their borders and remain a mystery to this day. The beastmen
  aren't well organized and tend to fluctuate in leadership daily
  while the lycanthropes of Malar scheme in the dark, stalking
  patiently.
  d8
  Moonshae Islands Personality Trait
  1 I don't trust the Fey with their alien mindsets.
  2 I dislike the Ffolk, savages who entreaty no forigners in
  their lands.
  3 Be wary of the Northlanders, before you know it they
  try to enforce their laws and edicts on you.
  4 The savage beasts of the wilds, Orcs and Ettins, are a
  bigger problem than any of our neighbours.
  d8
  Moonshae Islands Personality Trait
  5 I welcome colonists to our lands, bringing new blood
  and interesting culture.
  6 What started as being weary of civilization has led to
  me adoring and cultivating nature.
  7 The easiest thing to do is respect those who dedicate
  themselves to strength, like me.
  8 My friends and family are more valuable to me than my
  own life.
  d6
  Moonshae Islands Ideal
  1 Order : The structure of society is what separates us
  from the beastial orcs. (Lawful)
  2 Charity : Being blessed means having a responsibility to
  share your blessing. (Good)
  3 People : I'll travel to the nine hells and back for my
  friends, I don't care why they ended up there. (Neutral)
  4 Knowledge : Being surrounded with books and scrolls is
  a happy place for me. (Neutral)
  5 Might : The current political climate could be ended by
  diplomacy, but I'd prefer a more martial solution. (Evil)
  6 Freedom : Creativity and art grows and thrives in the air
  of freedom. (Chaotic)
  d6
  Moonshae Islands Bond
  1 Malar is a consistent threat both within the isles and
  without. His lycanthrope children are my trophies.
  2 The fey, not just the elves but the really WEIRD ones, I
  find fascinating. I do all I can to learn about them.
  3 I am on a secret mission afar on behalf of our
  Monarchs, bringing a message to a distant kingdom.
  4 A deal was struck between myself and the Northmen: a
  contract of Calishite silks. Now I have to find a supply.
  5 I want to establish a portal from our home to some
  distant land and hold control over it.
  6 Blasted pirates are always attacking our ports and
  boats. I'm going to sink every pirate ship in the world.
  d6
  Moonshae Islands Flaw
  1 I'm racist against the other native races of the
  Moonshaes.
  2 I'm a hopeless romantic, I'll hit on anyone and anything.
  3 I'm blind to anything but my ideal, fighting for the
  purity of the message.
  4 My presence must be known, when entering a room I
  declare it with gusto!
  5 Having moved in from the mainland, if I'm presented
  with a weird custom I'm not used to, I'm always willing
  to point out how weird it is.
  6 I've fully embraced Malar and want to spread his black
  taint all over the isles.
  58
  Backgrounds of Faerûn - The Moonshae
  Islands
  
  The Moonshae Islands
  Gods
  Moonshae Islands
  The
  Earthmother
  Worshipped by the Ffolk, but especially by
  their druids.
  Malar
  Lycanthropes inhabit the isles, but many
  know prayers for the beastlord for his favor is
  valuable in hunts. Also known as Kazgoroth.
  Tempus
  Aspects of tempus are worshipped in the
  beast tribes, but the Northlanders hold
  ceremony for him to watch over battles.
  Umberlee
  With sailors, Umberlee sees many prayers
  offered to keep her gaze away from their
  travels.
  While the Gods above are most common, all the races hold
  their own patheons to be true. Goblins and giants each have
  their own pantheons and those coming from the sword coast
  might bring their gods with them.
   
  d10
  Trinkets
  1
  Three wooden statues representing the Earthmother's
  children (a whale, a wolf and a unicorn).
  2
  An animal-pack, a backpack fit for a companion
  animal with many pockets and compartments.
  3
  A map, from long ago, planning to raid a ruin deep on
  the Korinn archipelago.
  4
  The ear of a firbolg with a silver earring, on a necklace.
  5
  A glass orb that holds the wish of a child suspended.
  6
  A feather made of snowflakes that never melts.
  7
  Ceremonial cauldron used for beastmen rituals.
  8
  A shaman's helmet, rocks and metal dangling from it,
  fit for a troll head.
  9
  A small idol, crafted of fur and bone, dedicated to
  Malar.
  10 Leather gloves with metal claws and fur across the
  back.
  Race
  Moonshae Islands
  Dragonborn There are only dragonborn in the form of
  visitors on boats. There are no native
  populations located in the Moonshaes.
  Dwarf
  The fairheight range holds a fair number of
  dwarves, although almost all are from a single
  clan.
  Elf
  Llewyrr elves hold a large portion of the
  Moonshae, the isle Gwynneth.
  Gnome
  While not natives to the Moonshaes, one can
  find more than a few gnomes in the fey
  courts.
  Race
  Moonshae Islands
  Half-Elf Because of their tendancy to prefer humans and
  other non-fey at a distance, half-elves are not as
  common as one would find elsewhere in the
  realms.
  Half-
  Orc
  Half-orcs are a rarity, even with the orcish
  beastmen tribes of the isles.
  Halfling Many halflings have settled their communities
  within those of the Ffolk.
  Human The Ffolk make up the dominant chunk of
  islanders, but the illuski born northlanders are
  more prominently visible.
  Tiefling As with dragonborn, there are no native tieflings
  located in the isles.
  Class
  Moonshae Islands
  Barbarian In the ranks of the beastmen and black blood
  clans, you'll find many barbarians.
  Bard
  With northlanders and the Llewyrr, bards are a
  respected position. In the courts, you are sure to
  find a bard.
  Cleric
  Every group of the Moonshaes has need for faith
  leaders, giving many opportunities for those
  who dedicate themselves to faithful causes.
  Druid
  Especially with the Ffolk and their relation to
  nature, the Moonshae isles are full of druids.
  Fighter
  Brigands and pirates, along with mercenaries and
  guards, make up a large bulk of the isles martial
  combatants.
  Monk
  There aren't any monk orders in the isles,
  making monks a rarity.
  Paladin
  Because of their ties to their faith, many
  Northlanders take to paladin orders of Tempus.
  Ranger
  Rangers act as guides between cities, or in
  dangerous places where beastmen tread. Not an
  uncommon profession.
  Rogue
  Given the level of conflict that one can come
  across, and the political climate of the human
  areas, rogues naturally fit into the Moonshaes.
  Sorcerer There is a high amount of magic and mischief in
  the isles, and many claim sorcerers as the
  source.
  Warlock Especially those with a fey pact, warlocks are
  common in the isles.
  Wizard
  With a natural talent in the art of magic, many
  elven wizards can be found in the Moonshaes.
  Languages common to The Moonshae Islands: Illuskan,
  Aquan, Chondathan, Elven, Giant, Orc, and Sylvan.
  59
  Backgrounds of Faerûn - The Moonshae
  Islands
  
  The Sword Coast North
  Reforged Alliance
  After the crushing loss of the League of Silver Marches
  disbanding, the nations of the Sword Coast rebounded. With
  the Lords Alliance and their allies leading the way, there are
  threats yet remaining within the region. Still the Sword Coast
  is enjoying a new age of success.  
   
  Skill Proficiencies: Investigation and Persuasion  
  Tool Proficiencies: One set of artisan's tools of your choice.  
  Language Proficiencies: One language of your choice.  
  Equipment: A set of traveller's clothes, a riding saddle, a set
  of artisan's tools of which you are proficient, and a belt pouch
  with 15 gp.
  Feature: Traveller
  Being familiar with the Sword Coast, as long as you travel
  alone, you can halve the travel time going between any two
  cities that are connected by roads within the Sword Coast
  region.
  Suggested Characteristics
  The folk of the Sword Coast are varied and diverse, from
  cunning merchants to scheming thieves and abscent minded
  wizards. It's a cornucopia of potential.
  d8
  Sword Coast North Personality Trait
  1 I have a tendancy to spin things in an overly positive
  way.
  2 Wherever I go, I try to make new friends. Flattery is a
  skill I try to keep sharp.
  3 When I'm not adventuring, I'm enjoying fine wine and
  good company.
  4 I always have a scheme in the works, in hopes one will
  pay off.
  5 My hands will never be sullied with dirty work, that's
  what I pay others to do.
  6 I have a rather fantastic collection, the subject of which
  is unique.
  7 Maybe I'm a little paranoid, but I have cover identities
  for each city along the coast.
  8 Education is important. Whenever heroes go into the
  wilds, I like to train them on what to expect.
  d6
  Sword Coast North Ideal
  1 Protection : For those who aren't strong enough to
  defend themselves, we will be there. (Lawful)
  2 Kindness : Compassion is a mark of a good hero. (Good)
  3 Greater Good : Where tyranny pushes down the
  common man, we push back. (Good)
  4 Freedom : Provided they aren't hurting others, everyone
  should be free to do as they please. (Chaotic)
  5 Power : My strength ensures my right to rule over my
  weaker peers. (Chaotic)
  6 Dominance : Kings and guards, bastions of society,
  show we function best when ruled by others. (Evil)
  d6
  Sword Coast North Bond
  1 I heard a rumor that an abandoned building in
  Waterdeep has a portal, but I have no idea where it
  goes.
  2 Silverymoon and Many-Arrows have a tense
  relationship, but I have a plan to heal old wounds.
  3 The Flaming Fists have been moving troops to Chult
  and now Baldur's Gate needs more mercenaries to
  patrol the borders.
  4 A family member was kidnapped and taken to Luskan,
  it's my job to get them back.
  5 Pirates along the sword coast are always trouble, but
  their treasure laden ships are too impressive to ignore
  so I declared myself a pirate foe.
  6 Neverwinter has many tunnels towards the underdark. I
  map them for coin.
  d6
  Sword Coast North Flaw
  1 I promise to fix the problems of others, often before
  I've heard the whole story.
  2 I'm braver than I am smart.
  3 With a little coin, I can be convinced to do most
  anything.
  4 The lure of ruins or dungeons is too great a pull for me
  to ignore.
  5 I'm loud, brash and overconfident. Just three reasons
  why I'm GREAT.
  6 I forget important details, usually pertaining to my
  adventures.
  60
  Backgrounds of Faerûn - The Sword Coast
  North
  
  The Sword Coast North
  Gods
  Sword Coast North
  Bane
  With the rise and fall of tyrants across the coast,
  it's no surprise that cults of Bane are common.
  Beshaba
  While her cults scheme, many along the coast
  know a prayer or incantation to stave off further
  troubles when accidents happen.
  Chauntea With rich farmlands south, and hardy ones
  north, many common folk share prayers of
  Chauntea all year round.
  Lathander Priests of the morninglord bring ceremony to all
  corners of the coast, sharing teachings and
  overseeing births.
  Mask
  From Waterdeep to Luskan, there aren't many
  folk who can't curse Mask when something
  goes missing, hoping it's just a trick of the God
  and not a thief in the night.
  Mystra
  Loved by all as magic touches the lives of
  everyone, there isn't a day that goes by in which
  a prayer to Mystra isn't uttered.
  While the Gods above are most common, the sword coast
  features a plethora of different races and religions.
  Practitioners of nearly every religion can be found along the
  coast.
   
  d10
  Trinkets
  1
  A dagger etched with markings to make it look
  enflamed. Enameled orange and red around the edges.
  2
  A set of falsified papers that allow one entry into
  Baldur's gate.
  3
  A note with a set of rotating passwords to get into a
  secret Luskan gentlemans club.
  4
  An enchanted compass that shows wind direction
  that glows brighter in faster winds.
  5
  An Uthgardt barbarian totem, given to you for saving
  the life of one of their tribe members.
  6
  A magical bangle. When worn, any torches you hold
  automatically ignite as though lit with flint and steel,
  and extinguish when you drop it.
  7
  A waterproof, foppish leather hat. When worn, the
  wearer finds they are no longer attacked by
  mosquitoes.
  8
  Soft leather boots, enchanted to never fall off
  unintentionally when stuck in muck.
  9
  A mechanical parrot, lost in a wager against a pirate
  captain. It can repeat the last thing spoken by
  whomever holds it.
  10 A door knob. It's ice cold until it touches a door,
  where it instantly warms up comfortably.
  Race
  Sword Coast North
  Dragonborn Because of the metropolitan nature of the
  coast, many dragonborn are drawn here.
  Dwarf
  Dwarves carve themselves up kingdoms all
  along the sword coast. They are a common
  sight.
  Elf
  While not as plentiful in the earliest ages of
  the world, elves still remain in their ancient
  homes along the coast.
  Gnome
  After the fall of Lantan, many gnomes settled
  as quickly as possible, leading to their
  prevelance all along the coast.
  Half-Elf
  As with their human and elven forebears, half-
  elves continue to be a prominent feature of
  the coast.
  Half-Orc
  After Many-Arrows was retaken by the
  Obould's heir, half-orcs are a much more
  common and accepted feature of the north.
  Halfling
  Although less common the further north one
  looks, halfling communities dot the entire
  coast.
  Human
  Illuskan and chondathan bloodlines dominate
  the human ethnicities of the coast, although
  calishites aren't unknown here as well.
  Tiefling
  With a long time history of demonic
  influences, it's no surprise that the sword
  coast holds a large number of tiefling
  communities.
  Classes of the Sword Coast North
  Unlike other regions of the world, the sword coast north sees
  a very even distribution of the character classes presented in
  character creation. While magic users like wizards are less
  common than martial classes like fighters, all classes are
  known to the common man. The sword coast north is truly a
  metropolitan paradise.
   
   
  Languages common to Sword Coast North: Illuskan,
  Chondathan, Dwarven, Giant, Halfling, and Orc.
  61
  Backgrounds of Faerûn - The Sword Coast
  North
  
  The Western Heartlands
  Westlander
  From Amn to Cormyr and blending into both the Sword
  Coast and Sea of Swords, the Western Heartlands are full of
  colourful people separated by miles and miles of land. 
   
  Skill Proficiencies: History, Persuasion  
  Tool Proficiencies: One musical instrument of your choice
  and one set of artisan's tools chosen from the following:
  Potter’s tools, Tinker’s tools, or Woodcarver’s tools.  
  Equipment: A set of common clothing, one tool or musical
  instrument you are proficient with, a trinket significant to the
  town you are from and a belt pouch with 15 gp.
  Feature: Hero of Many Nations
  Roll or choose your city of origin, which benefits you by
  having an ally from that location (choose one of the two
  provided and your DM will flesh out the NPC and the nature
  of your relationship) :
  d6
  Origin
  Ally
  1 Baldur's
  Gate
  Captain of a merchant ship or a popular
  barkeep.
  2 Candlekeep An old scholar or a priest of Oghma
  3 Secomber A noble judge or a former bounty hunter
  4 Elturgard
  A undead hating paladin or a priest of
  Lathander.
  5 Athkatla
  A unreputable privateer or an unscrupulous
  merchant.
  6 Evereska
  A refugee from Myth Drannor or a lonely
  Eladrin.
  In addition to the benefit above, you also have family or
  other connections in your home town that will look after you,
  feed you or protect you provided you haven't done anything to
  earn their ire. Those of Elturgard can be from Elturel, Triel, or
  Scornubel, as all three cities are joined as allies.
  Suggested Characteristics
  The frontier spirit of it's peoples lends itself to all sorts of
  folk. Almost all philosophies and religions are welcome and
  there isn't much in the way of crime in most of the larger
  cities.
  d8
  Western Heartlands Personality Trait
  1 I'm always seeking more fame with which to grow my
  story.
  2 The promise of new knowledge drives me ever forward.
  3 When time allows, I'm always found writing down our
  stories in books.
  4 Finding new magic to keep people safe guides me
  through life.
  5 I travel to find hidden paths to setup new trade routes,
  and maybe find treasure along the way.
  d8
  Western Heartlands Personality Trait
  6 The safety of my homelands bores me, I adventure for
  excitement.
  7 A sedentary lifestyle suits me better than being on the
  road.
  8 I have a tendancy to manipulate those around me.
  d6
  Western Heartlands Ideal
  1 Faith : The gods provide the shield above Elturel, it's
  undeniable they protect us and deserve our faith.
  (Lawful)
  2 Hard Working : There are no shortcuts in life, everything
  is worth working for. (Good)
  3 Protection : For my friends and family, I willingly lay
  down my life. (Good)
  4 Knowledge : Candlekeep is a font of information, a
  bastion against ignorance. (Neutral)
  5 Whimsy : Each day brings new challenges, even the
  darkest of which amuses me. (Chaotic)
  6 Improvement : Lying, cheating or stealing, there is
  nothing I'm unwilling to try in the interest of self
  improvement. (Evil)
  d6
  Western Heartlands Bond
  1 To write a book like Volothamp or Elminster that
  reaches all corners of the realms is a dream of mine.
  2 A disease took someone important to me, I now seek a
  cure so no one else dies from it.
  3 Trolls from the Trollbark forest raided my village. I am
  now the Trollslayer, at least until every last one is slain.
  4 Dragonspear, a castle long associated with demons,
  promises secret knowledge I desire.
  5 The Naga of Najara are a dangerous sort. I search out
  methods to keep the scaled folk from taking my home.
  6 The Heartlands are threatened by a threat unlike any
  other: border expansion. I work to stop the Sword
  Coast from swallowing our lands politically.
  d6
  Western Heartlands Flaw
  1 Heartstrong and headstrong, I throw myself into
  whatever I am currently doing without looking at the
  bigger picture.
  2 I tend to overplan when confronted with an issue.
  3 My opinion of my own greatness prevents me from
  seeing the value in others.
  4 I hold tightly to the ideas of right and wrong, any
  shades of moral gray confuse me.
  5 Because our kingdoms are so loose, I am bothered by
  cities elsewhere in Faerûn.
  6 Good and evil bore me, I tend to mess with people for
  entertainment.
  62
  Backgrounds of Faerûn - The Western
  Heartlands
  
  The Western Heartlands
  Gods
  Western Heartlands
  Deneir
  While the common folk of the land rarely invoke
  prayers to Deneir, temples often end up being
  launching points for those looking for
  adventure.
  Helm
  All heartlanders are taught prayers to Helm at a
  very young age.
  Kelemvor Death touches all lives in the heartlands, and
  prayers to Kelemvor are known by all.
  Lathander As much as Kelemvor teaches about death,
  Lathander does life and is prayed to equally.
  Oghma
  Keeper of knowledge, those seeking wisdom
  often whisper prayers for inspiration from
  Oghma.
  Tempus
  Any soldier that goes out into battle can recite
  the various incantations of Tempus.
  While the Gods above are most common, each race typically
  has temples for their patheons and most goodly gods are
  welcome everywhere..
   
  d10
  Trinkets
  1
  An iron poker that never gets hot even if left in a fire.
  2
  A small glass bauble, that looks like the sun.
  3
  A skull. Every night at midnight, the teeth chatter.
  4
  A set of six masks, all identical except each is a
  different color.
  5
  A necklace of vampire teeth, kept in your family for
  generations.
  6
  A map that describes the inside of a castle, floating
  above a marsh.
  7
  A crown grown out of solid oak, a gift from an elven
  prince.
  8
  An enchanted rope. If whatever it is tied around is
  stolen, the rope ties itself to the thief and cannot be
  removed except by the owner.
  9
  A small silver thimble engraved with the sun.
  10 A bottle of "otyugh stink".
  Race
  Western Heartlands
  Dragonborn Many dragonborn travelled west from Unther
  and settled down in the heartlands.
  Dwarf
  The many mountains of the heartlands are
  dotted with various dwarven clans.
  Elf
  Elves of the heartlands settled here long
  before humans did, but have carved out a very
  peaceful coexistence.
  Gnome
  Lantan reappearing has caused many young
  gnomes to leave home, but they still remain a
  constant fixture of the heartlands.
  Race
  Western Heartlands
  Half-Elf Especially closer to the coast, many half-elves can
  be found in the heartlands.
  Half-
  Orc
  In the heartlands, it's not surprising to come
  across half-orcs but they're often not welcome in
  large cities.
  Halfling To the halflings, the Western Heartlands is just as
  comfortable as their homelands, making many of
  them settle here.
  Human Chondathan and calishites are quite common in
  the Western Heartlands, although it's not rare to
  find other ethnicities.
  Tiefling With a low opinion of all things infernal or undead,
  tieflings aren't often seen in the heartlands.
  Class
  Western Heartlands
  Barbarian The closer to the wilds where orcs and giants
  prey, the more barbarians are common.
  Bard
  Travelling bards aren't unheard of, but there
  really aren't many bards in the heartlands.
  Cleric
  Between fiends and undead, clerics are busy in
  the heartlands.
  Druid
  Druids are sometimes seen in villages and cities,
  but still a rare sight.
  Fighter
  Most heartlanders prefer to learn combat from
  paladins, squiring to holy knights. Still, fighters
  are common enough everywhere.
  Monk
  With their dedication to the gods of the
  heartlands, it's not uncommon for commoners
  to turn to monk temples for training.
  Paladin
  Paladins crawl all over the heartlands, heroes of
  the people and very common in most cities.
  Ranger
  Rangers, particularly those who hunt undead, are
  a regular fixture in the heartlands.
  Rogue
  In much larger cities like Baldur's Gate, rogues
  are a common nuisance.
  Sorcerer Sorcerers aren't unwelcome or judged as with
  other lands, although they're still quite
  uncommon.
  Warlock Warlocks patrons tend to require more lax areas
  to work in, resulting in few warlocks to the
  region.
  Wizard
  Of the arcane classes, wizards are the most
  numerous in the heartlands although still rare.
  Languages common to Western Heartlands: Chondathan,
  Dwarven, Elven, Giant, Halfling, Illuskan, and Orc.
  63
  Backgrounds of Faerûn - The Western
  Heartlands
  
  Thesk
  Defender Against the Horde
  The great defenders of the world, the wall against which the
  Tuigan horde crashed against, is full of mercenaries and
  heroes that all fought in the old wars. That's not to say all
  who live here are hardened combatants, as being a gateway
  to the east makes for many merchants and traders.  
   
  Skill Proficiencies: Athletics, Survival  
  Tool Proficiencies: Two artisan's tools of your choice from
  the following: Alchemist’s supplies, Cook’s utensils, Smith’s
  tools, or Weaver’s tools.  
  Equipment: A set of common clothes, a trinket worth no
  more than 40 gold that belongs to your family,
  Feature: Horde Breaker
  You have a reputation in the rest of Faerûn as being
  particularly courageous. If the locals of a town witness you in
  a heroic act, or if they're told of your heroic acts by someone
  they trust, they start to offer you greater hospitallity including
  hiding you from those who would persue you and giving you a
  place to eat or rest. The more heroic the act, the faster word
  spreads. If they're impressed enough, they may even leave
  you gifts.
  Suggested Characteristics
  Life for those who live in Thesk falls into two categories:
  business or combat. As such, personal worth is very
  important to natives. This means either showing personal
  combat prowess or financial capabilities.
  d8
  Thesk Personality Trait
  1 My own prowess speaks for itself.
  2 Heroic deeds are my bread and butter.
  3 I'm often found near water, the sea will always be my
  first love.
  4 I am more comfortable in the presence of less civilized
  races like Orcs since they have more fun.
  5 My gang is more important to me than family.
  6 I am open minded about our bordering nations, even
  Thay.
  7 Coin flows in, and coin flows out. These are the laws
  governing life.
  8 I adore all things from Kara-Tur.
  d6
  Thesk Ideal
  1 Patriot : Our people are famous for being heroes of the
  realms, a fact worth celebrating. (Good)
  2 Family : From merchant guilds to blood families to the
  gangs of the cities, family is important. (Good)
  3 Open Minded : We welcome all, from the various
  human ethnicities to Kara-Turans to Orcs. That
  tolerance is important to us Theskians. (Good)
  4 Tolerance : Allow the deeds of others to dictate what
  you think of them, not their blood. (Neutral)
  5 Decentralization : Without a capitol for our government,
  we are more stable than other countries. An important
  lesson to learn from. (Neutral)
  6 Fairness : More important than laws is fairness. No one
  should ever look at what his neighbour owns except to
  ensure they have enough. (Chaotic)
  d6
  Thesk Bond
  1 In Cape Dragonfang is a copper dragon. He bade me
  find him a powerful sentient magical sword.
  2 The dragonkin of the Old Swords peak destroyed my
  farm. I've nothing left of home and hate them for it.
  3 I helped the Zhentarim clear out Thesk mountain of
  many orcs to establish a new home, but am now
  chased by their war-leader.
  4 The giants of Hill Town have always been a nuisance, so
  I travel afar to learn giant slaying techniques from the
  dwarves.
  5 Drow and Thayan incursions are regular from mount
  Nirg. I travel to find allies for Thesk.
  6 Pirate slaying is a great pasttime, but Thesk isn't the
  only land needing help with pirates.
  d6
  Thesk Flaw
  1 I trust people intrinsically, usually getting hurt by those
  who would abuse that trust.
  2 Thayans are not to be trusted and any wizard can be a
  Thayan so I trust no magic users.
  3 Too proud, I often make claims I cannot back up
  regarding my combat skill.
  4 Coin is a powerful motivator, enough to make me jump
  into a dragons gullet.
  5 I'd rather die than be shown a coward, putting me into
  some situations where I almost end up killed.
  6 I'm quick to point out where I excel when others are
  deficient.
  64
  Backgrounds of Faerûn - Thesk
  
  Thesk
  Gods
  Thesk
  Chauntea
  Theskians have a deep respect for the world
  around them. Prayers to Chauntea are spoken
  by all.
  Mask
  The Shadowmasters ensure that all Theskians
  help out the church of Mask.
  Shaundakul For travellers within Thesk or those looking for
  protection from raiders, prayers to Shaundakul
  are shared.
  Waukeen
  From relations to Kara-tur to new businesses,
  most Theskians know prayers to Waukeen.
  While the Gods above are most common, small temples
  allow a few other religions to practice. Only outright evil or
  deceitful gods are truely rejected and only those that don't
  contribute to the financial stability of Theskian cities.
   
  d10
  Trinkets
  1
  A statue of an old emperor from Kara-tur made of
  some soft stone.
  2
  A set of tattoo needles made of an animal quill and
  some pigments.
  3
  The tattered robes of a long dead red wizard.
  4
  A book of philosophy and tactics written by an orcish
  general.
  5
  A dramatic mask of some demon from Kara-Tur.
  6
  A pair of orcish tooth caps, to sharpen ones bite.
  7
  A braid of hair tied with ceremonial cloth that you feel
  brings you good luck.
  8
  A feline statue with an arm that waves for long
  periods of time if set into motion.
  9
  An urn with ashes within. At night, anyone putting
  their ears to the side can hear whispers.
  10 A velvet black mask that fits snugly over the face. It
  does not interfere with your vision.
  Race
  Thesk
  Dragonborn Especially more south, one may find a few
  dragonborn clans seeking a new home since
  the return of Unther.
  Dwarf
  Dwarves sit right behind half-orcs, although
  most common Theskians will treat dwarves
  better.
  Elf
  So rare is the elf in Thesk that often they're
  called fey by the more superstitious elders of
  communities.
  Gnome
  Rock gnomes dot vales within the Dragonjaw
  mountains, in plentiful supply.
  Half-Elf
  Very few half-elves have settled down in
  Thesk, although commoners don't really think
  twice when they see them.
  Race
  Thesk
  Half-
  Orc
  With orc infested mountains all around, it's only
  natural that half-orcs make a large portion of the
  population of Thesk.
  Halfling The short folk are more often found closer to port
  towns but a few have settled farms further inland.
  Human Descendants of damaran, tuigan, and rashemi
  blood all live here in equal parts.
  Tiefling A larger number of tieflings live in Thesk than
  expected, but they're still quite rare.
  Class
  Thesk
  Barbarian Especially in those of rashemi blood, barbarians
  are something the regular folk of Thesk deal
  with.
  Bard
  Bards are less common in Thesk, although
  around the docks one might find bards plying
  their trade.
  Cleric
  As temples are less grandiose in Thesk, it's often
  too that their clerics fall into an 'out of sight, out
  of mind' state, however there are many within
  Thesk.
  Druid
  Druids are a very rare sight for most Theskians,
  but that's more due to being dedicated to their
  causes that keep them out of sight.
  Fighter
  Theskians are known for their fighters, as the
  incidental wall that blocked the horde from over-
  whealming the world.
  Monk
  Monks from Kara-tur often travel through and
  provide their teachings but there are still few of
  their kind here.
  Paladin
  Most Theskians tend towards barbarians or
  fighter, but rarely is there a soul who takes to
  the path of a paladin.
  Ranger
  Rangers are rarely seen, taking to ensuring orcs
  do not over run the cities of Thesk, but there are
  a few organized groups known to the common
  folk.
  Rogue
  Except around port cities, rogues are rather rare.
  Rarely seen or heard before it's too late.
  Sorcerer Theskians have no love for magic, with powerful
  foes that rely on it. That being said, they see
  sorcerery as a blessing to the few that posses
  such power.
  Warlock Warlocks are more common than sorcerers in
  Thesk, but they're still a rare thing that most
  common folk will never meet.
  Wizard
  A few wizards have decided to settle near the
  golden way, something most theskians are
  divided about.
  Languages common to Thesk: Aglarondan, Chondathan,
  Damaran, Giant, Gnoll, Mulhorandi, Orc, Rashemi, Shou, and
  Tuigan.
  65
  Backgrounds of Faerûn - Thesk
  
  Turmish
  Assemblyman
  The "Heart of the Reach" is famous for peace and fairness in
  policies and harsh truth from citizens. Assemblyman are the
  folk who decide how the country is run, a service
  requirement of no less than three years. This grants those
  from Turmish with a fair sense of justice.  
   
  Skill Proficiencies: History, Persuasion  
  Tool Proficiencies: One set of artisan's tools of your choice
  from the following: Brewer’s supplies, Cobbler’s tools, or
  Mason’s tools.  
  Language Proficiencies: One language of your choice.  
  Equipment: A set of common clothes, a set of tools you are
  proficient with, and whatever armour and one weapon you
  own after character creation is worth an additional 20 gp
  each as you have had them visually improved with
  embellishments beloved in Turmish.
  Feature: Marked by Society
  All those capable of reading have a mark on their forehead,
  two if they can write and three for the ability to use magic (of
  which forging is illegal).
  In addition to this mark, you also have the ability to praise
  the land. By burying a treasure, the DM is encouraged to
  grant you luck of the gods in your adventures.
  It is up to the DM to determine how this affects your
  character (examples include granting inspiration or adding
  advantage or removing disadvantage from particularly
  dramatic moments).
  Suggested Characteristics
  While they're brash and open with their thoughts, the people
  of Turmish are fair and just. One day out of ten is always set
  aside for self-improvement.
  d8
  Turmish Personality Trait
  1 My tenth day is reserved for poetry and music: my first
  loves.
  2 While rude to some, I will always be truthful when
  questioned.
  3 Where mercenaries are needed, I can be found looking
  for the most coin.
  4 Each day I find one reason to celebrate the day.
  5 If I've not adventured in too long, I'll take short trips
  into the wilds to be with nature.
  6 If I accidentally wrong someone, I pay them back twice
  over as apology.
  7 Even outside of Turmish, I bring greeting gifts when
  visiting the homes of others.
  8 If I come across those with bad luck, I bury gifts in
  hopes their luck will improve.
  d6
  Turmish Ideal
  1 Respect : We give to the land, and it gives to us.
  Disrespecting nature only leads to our own folly.
  (Lawful)
  2 Balance : Coin, family, adventure and self-improvement:
  no one thing is more important. (Lawful)
  3 Justice : It's up to the many to determine the fate of
  those who would try to work against civilization and
  structure. (Lawful)
  4 Society : We exist with each other, require each other.
  There is no shame in needing others. (Neutral)
  5 Fairness : Law dictates justice in a broad sense, our
  hearts guide our need for fairness. (Neutral)
  6 Nature : For every tree torn down to expand our city
  walls, plant two more elsewhere. (Good)
  d6
  Turmish Bond
  1 Once a tenday we chase the sun in self improvement.
  One day I set out and never returned, still chasing the
  sun.
  2 After spending three years in the Assembly, I realized
  our home is in good hands. I want to extend that
  goodness elsewhere.
  3 I drunkenly discussed the actions of another during the
  Reign of Misrule, and have been exiled.
  4 My partner was slain during the Feast of the Moon. I
  vowed to slay all the children of Malar that day.
  5 A failed assassination attempt has taken me far,
  seeking the one who placed it on my head.
  6 I stopped at a guesthouse one night, and found a letter
  written by one desperate for help.
  d6
  Turmish Flaw
  1 Rude, if honest, is often something I hear.
  2 I dislike our traditions to the point I barely practice
  them.
  3 I forcibly try to encourage others to mark their heads as
  we do. Sometimes while they sleep.
  4 If someone hasn't spent extra gold to improve the
  aesthetics of their weapons or armor, I don't bother
  thinking them capable combatants.
  5 I forget our honesty isn't a regular practice elsewhere:
  I'm easily lied to.
  6 If not given a greeting gift by visitors, I have them
  expelled from my presence.
  66
  Backgrounds of Faerûn - Turmish
  
  Turmish
  Gods
  Turmish
  Chauntea Donations to the temples of Chauntea are done
  every spring by those hoping for good business.
  Eldath
  When times are looking tough, the temples of
  Eldath bury donations hoping to spur peace.
  Helm
  Helmites often gather collections when towns
  need protecting, using the coin to buy guards
  and arms.
  Lliira
  Once every tenday is set aside for personal
  growth. Many dedicate themselves to music or
  art, then sell the results to temples of Lliira.
  Loviatar When transgressions cannot be completed via
  payment, the community calls in priests of the
  whip to collect the fee for the gods.
  Selûne
  Wanderers and travellers often make donations
  before travel.
  While the Gods above are most common, gods like Nobanion,
  Silvanus, Tempus, and Tyr are also worshipped both by the
  Turmish people and by intelligent monsters like Wemics.
  Additionally, various races still build temples for their own
  pantheons.
   
  d10
  Trinkets
  1
  A coin cut down the center, with a prayer inscribed
  on the cut edge.
  2
  A tiny earth elemental that does not seem to want to
  leave you.
  3
  A tiny metal shield with a drawing of wemic on it.
  4
  An invitation to a ball that was held last year.
  5
  A rock that can absorb liquid like a sponge, but never
  be wrung out.
  6
  A hand mirror made of a single, large, black dragon
  scale.
  7
  A cloak that is always gently blowing in the breeze.
  8
  A small metal lightning bolt. Touching it makes your
  arm tingle.
  9
  A wanted poster that changes every morning, but only
  shows criminals already caught.
  10 A small metal crown that makes a screaming noise
  when thrown.
  Race
  Turmish
  Dragonborn After the return of Unther, most dragonborn
  turned to Turmish as a new home.
  Dwarf
  To be rich with mountains that are rich with
  ore is to be rich with dwarves, as Turmish is.
  Elf
  With little love for the other races desire for
  riches, elves rarely interact with those from
  Turmish but they are on good terms with
  them politically.
  Race
  Turmish
  Gnome With much money to finance their research,
  gnomish settlements grow with each passing day.
  Half-Elf Life is hard for half-elves, with elven parentage
  that avoids contact with humans and family being
  so important.
  Half-
  Orc
  Half-orcs are quite rare, but they're treated well
  provided they have a trustworthy family or money.
  Halfling The goodly nature and mercentile mindset has
  encouraged many halfling communities to settle
  here.
  Human The turami are most visible, making up a large part
  of the population but it's not uncommon to see
  chondathans as well.
  Tiefling Tieflings are quite rare, except for particularly rich
  families.
  Class
  Turmish
  Barbarian Wemics and orcs of the region enjoy berserker
  combat, but it's rare to see in Turmish cities.
  Bard
  Bards are beloved in Turmish, as leaders in
  learning music or artistic skills.
  Cleric
  Common folk deal with clerics daily, much like
  any other place in the realms.
  Druid
  Very few choose the path of a druid, but with
  their respect for the land it's a respectable path.
  Fighter
  With a love for embellishments on their armor
  and weapons, Turmish fighters are hard to miss.
  Monk
  Somewhat of a rarity in Turmish, monks find the
  finances of the region useful when starting new
  temples.
  Paladin
  Paladins are uncommon, but more than a few
  temples employ them.
  Ranger
  Rangers are common enough, but everyday
  people rarely see them in town.
  Rogue
  Thieving is considered a highly disrespectful art,
  making there very few rogues in Turmish.
  Sorcerer Blood is important in Turmish, making sorcerers
  quite respected and common.
  Warlock Warlock patrons often find that Turmish
  lifestyles conflict with their goals, resulting in
  few Turmish warlocks.
  Wizard
  With education being well respected, wizards
  are likely to settle down in Turmish but the
  Turmish people expect restraint when it comes
  to the arcane.
  Languages common to Turmish: Turmic, Chessentan,
  Chondathan, Draconic, Dwarven, Ignan, and Shaaran.
  67
  Backgrounds of Faerûn - Turmish
  
  Unther
  Agent of Gilgeam
  A strong willed people, once torn from Toril and set to Abeir
  has now returned. The people of Unther are stronger, forged
  in a crucible few would have survived. For the people of
  Unther, their future is set: restoring their country to glory.  
   
  Skill Proficiencies: Varies by bond  
  Tool Proficiencies: Varies by bond 
  Language Proficiencies: Varies by bond 
  Equipment: A set of common clothes, one artisan's tool you
  are proficient with, a belt pouch with 20 gp.
  Feature: Touched by the Gods
  Because of their ties to Unther culture, you can pass as a
  worshipper of any of the gods from the Mulhurand pantheon,
  Bane, Mystra, Tempus or Tiamat. You understand enough of
  each that clerics of those gods would need to witness
  ignorance before they would presume you are unfaithful.
  Suggested Characteristics
  Classism has returned, with slaves and nobles taking up the
  largest share of the populace. Where nobles get to enjoy the
  finer things in life, the backbreaking labour is carried out by
  slaves. Merchants and land owners fill out the middle class,
  enjoying comfort without lavishness. Most Untherites hate
  dragonborn.
  d8
  Unther Personality Trait
  1 I face adversity with a growl and a threat.
  2 I always try to talk before coming to blows.
  3 I allow others to do my fighting for me.
  4 I spread the word of Gilgeam wherever I go.
  5 My respect is limited to my fellow Untherites.
  6 When I come across resistance to tyranny, I do what I
  can to undermine that resistance.
  7 I'd sell my family if it brought me power.
  8 Due to our assault by Genasi and Dragonborn, I hate
  anyone with even a hint of elemental or dragon blood.
  d6
  Unther Ideal
  1 Power : It is the responsibility of those with power to
  wield it with absolute authority. (Chaotic)
  2 Zeal : Our god died before our eyes, and later returned.
  Proof for the power of faith. (Chaotic)
  3 Selfishness : I've seen slaves broken and nobles
  murdered, I only look out for me. (Chaotic)
  4 Order : It might not be fair, to be a slave, but they keep
  our society running. Someone must, for the greatness
  of our empire. (Neutral)
  5 Politics : We barter with nations on our borders this
  season, and wage war against them next. There are no
  friends in politics. (Neutral)
  6 Cunning : Gaining power and prestige is all that is
  important, even if it means losing a lover, friend or
  family. (Evil)
  d6
  Unther Bond (and proficiencies)
  1 I slipped my leash, a slave on the run. (Athletics,
  History, two artisan's tools of your choice)
  2 I won my freedom in the pit, a slave no more.
  (Athletics, Acrobatics, one artisan tool and one
  language of your choice)
  3 My modest holdings give me the freedom to
  adventure. (History, Persuasion, two languages of your
  choice)
  4 My large family shares our land, a path I choose not to
  share. (Religion, History, one tool and one language of
  your choice)
  5 It is the responsibility of the nobles to ensure the
  future of Unther. (Religion, History, two languages of
  your choice)
  6 I travel afar to uncover the enemies of Unther.
  (Deception, Religion, two languages of your choice)
  d6
  Unther Flaw
  1 I am beyond selfish. I'd abandon my own mother to a
  dragon, if I'd survive.
  2 I care not for the pains of others, even if caused by my
  own actions.
  3 Excess is the reason for living. Substances to taint the
  mind are a revelry to enjoy.
  4 Traditions are important, change is dangerous.
  5 My trust for others only extends as far as I can throw a
  dagger.
  6 Emotions are a weakness, I only allow logic to dictate
  my actions.
  68
  Backgrounds of Faerûn - Unther
  
  Unther
  Gods
  Unther
  Mulhorandi
  Pantheon
  While they have mortal forms that walk with
  mortals in Mulhorand, many Untherites
  consider this divine workings and not the
  literal gods themselves.
  Bane
  Many an Untherite learns the rituals of Bane as
  a way to push back against the 'scaled
  menace'.
  Mystra
  The lady of power and magic is held as a
  religion for important people, most nobles
  know the most common of her prayers.
  Tiamat
  Between Bahamut and Tiamat, the dragonborn
  have few gods to worship but they worship
  them fervently.
  Bahamut
  The "godless lizards", the dragonborn, had
  errected many temples for Bahamut and
  continue to raise new ones wherever they
  settle.
  Gilgeam
  Not a god, but worshipped as one, Gilgeam is
  seen as a divine agent of destiny that will bring
  Unther back into greatness.
  While the Gods above are most common, other races like the
  halflings or dwarves have their own gods they worship.
   
  d10
  Trinkets
  1
  A black feather that turns red in moonlight.
  2
  A skull with a third eye-socket in the forehead.
  3
  A small mirror that makes anyone looking into it feel
  attractive.
  4
  A medium sized painting of an entirely nude dwarf,
  except for a crown on their head.
  5
  Sheet music with liner notes like "best when played
  on a frog".
  6
  A hairpin ending with a dragon's head.
  7
  A book from Abeir.
  8
  An aboleth tentacle that never seems to rot.
  9
  A crown crowned with sharp teeth. Legend say they're
  dragon teeth.
  10 A coin bag that makes no noise, regardless of how full
  it is.
  Race
  Unther
  Dragonborn While most dragonborn live in countries
  around Unther, there are still a few that
  manage to hold forts and villages for
  themselves.
  Dwarf
  Untheric dwarves aren't on good terms with
  the humans that have pushed the dragonborn
  out, but they only have half as large a
  population as those humans.
  Race
  Unther
  Elf
  Elves are rare and alien in these lands, no native
  populations of elves have settled here.
  Gnome There are no gnomish communities in Unther.
  Half-Elf Even more rare than elves are half-elves, since
  most Untherites figure they're elves trying to
  sneak spies into Unther.
  Half-
  Orc
  For every ten humans, you're likely to find a half-
  orc. Most commoners would kill an orc on sight,
  but they're tolerant of half-orcs being adapted into
  their society.
  Halfling Within the merchant caste of the upper class,
  there are a few halfling communities. Because
  their families are so tight, it's unlikely that a
  halfling is unrelated to them.
  Human Almost all of the human population descends
  from the Mulan or Turami bloodlines.
  Tiefling While the human population shows great hatred
  towards tieflings, in the dragonborn cities they're
  much more common.
  Class
  Unther
  Barbarian Barbaric dragonborn and battlerager dwarves are
  common enough in Unther.
  Bard
  Tale-singers and story tellers are uncommon
  unless something important is going on.
  Cleric
  Especially after the return to Toril, priests are
  becoming more common every day.
  Druid
  Druids are a rarity everywhere in Unther.
  Fighter
  Trained soldiers and slaves the same, are a
  common part of every day.
  Monk
  Before the second sundering Monks were
  entirely absent and while they're rare, temples to
  their orders are now reachable by the common
  man.
  Paladin
  Paladins dedicated to their gods exist on both
  sides of the conflict, with the dragonborn having
  more of them.
  Ranger
  Rangers aren't a part of daily life for commoners,
  instead forming lodges and keeping to
  themselves.
  Rogue
  Within the cities of Unther, rogues keep city
  guards busy but they're not something most
  people think about.
  Sorcerer Sorcerers aren't seen, as they're indoctrinated
  into the military as soon as they're discovered.
  Warlock Warlocks are more common in Unther than
  most people know, with their patrons being able
  to enact great changes here.
  Wizard
  Wizards are common enough, although most are
  pledged to duty for the state.
  Languages common to Unther: Untheric, Chessentan,
  Draconic, Dwarven, Halfling, Mulhorandi, Orc, and Shaaran.
  69
  Backgrounds of Faerûn - Unther
  
  Vaasa
  Bogland Hermit
  From solitary hermits to inhabitants of Palischuk to the
  Warlock Knights, all those who live in Vaasa have to suffer
  with an incredibly harsh land which results in an indomitable
  will.  
   
  Skill Proficiencies: Survival and your choice of Nature or
  History  
  Tool Proficiencies: One musical instrument of your choice
  and one set of artisan's tools from the following: Jeweler’s
  tools, or Leatherworker’s tools.  
  Equipment: A set of common clothing, a set of warm
  clothing, enough rations to last 10 days and a belt pouch with
  a bloodstone worth 15 gp.
  Feature: Vaasan Intuition
  With a near constant supply of threats from humanoid
  monsters, evil knights and run away demons, the people of
  Vaasa require a sixth sense about danger. When coming
  across a situation that could entail danger, your DM is
  encouraged to let you know that your character "has a bad
  feeling about this."
  For example, it's time to rest for the night and you're in a
  goblin infested swamplands, the DM might mention
  "Sleeping here gives you a bad feeling." The DM is
  encouraged to only mention this when it would otherwise not
  be obvious.
  Suggested Characteristics
  Most of the goodly individuals of the region are hardy and
  honest. Some less scrupulous individuals need a more
  cunning mind and silvered tongue.
  d8
  Vaasa Personality Trait
  1 We need to stand together against the darkness, that's
  why I value my comrades at arms most.
  2 Evil seeps from the land like a sickness. I expect it
  around every turn.
  3 The barbarians of the glacier understand what is best in
  life: conflict and family.
  4 I don't enjoy cities and avoid them if possible, nature
  has provided all I've ever wanted.
  5 I admire the Knights of Vaasa for what they do: bring
  order by any means needed.
  6 I feel more comfortable with the 'savage' races than I
  do with dwarves, men, or elves.
  7 Honor is the unit by which I measure others.
  8 Adventure is a reward in and of itself.
  d6
  Vaasa Ideal
  1 Protection : Damara and Narfell would have fallen, if not
  for the protection from Palischuk, a lesson for us all.
  (Lawful)
  2 Freedom : Freedom can only be achieved when self-
  styled rulers like those of Vaasa are destroyed. (Lawful)
  3 Adventure : The world we live in is wonderful, reason
  enough to explore it. (Neutral)
  4 Survival : Empires and Kings rise and fall, but those with
  the know how can outlast them all. (Neutral)
  5 Headstrong : Law and order have never worked in these
  cold lands, instead one needs to provide for
  themselves. (Chaotic)
  6 Regal : These lands provide opportunity, for those with
  the fortitude to break them under their will. (Evil)
  d6
  Vaasa Bond
  1 The Knights of Vaasa found star-metal, founding their
  order. I search for my own star-metal, to forge a
  weapon to defeat them.
  2 I found ruins in the galena mountains, which took me
  into the underdark. I returned to the surface, but am
  now lost.
  3 My master, who taught me everything I know, took off
  one night and told me not to follow him. Doing what
  I'm told is not a lesson I've learned yet.
  4 I was captured by the Knights of Vaasa as slave. While I
  escaped, I now travel as far as I can to get away from
  them.
  5 A friend and I explored the bottomless bogs for magic
  items. They found a magic ring, knocked me out and
  ran away. I've been chasing them ever since.
  6 My family had moved to Palischuk, but in a year of
  deep cold they had become sick and died. I now travel,
  making the rest of my life worthy so I may meet them
  at the gates of death proudly.
  d6
  Vaasa Flaw
  1 I'm a coward when it comes to monsters. Keep me
  away from the wilds.
  2 Our lands are harsh, my words are equally so.
  3 Blood rage boils within, I am a risk to anyone near me.
  4 I know my intelligence makes me better than most of
  the rabble here. If only they'd realize it.
  5 Greedy beyond compare, my love for gems is greater
  than the love of the faithful for their god.
  6 If I can take it by force, then it was already mine to
  begin with.
  70
  Backgrounds of Faerûn - Vaasa
  
  Vaasa
  Gods
  Vaasa
  Auril Bringer of snow and ice, from dwarf temples to orc
  drum circles, prayers to Auril are spoken nightly in
  hopes to stave off long winters.
  Orcus A heavy undead presence from the former lich and
  current warlock knights, shrines to Orcus dot their
  travels.
  Talos Prayers to the stormlord are known to any travellers
  in Vaasa, looking for mercy from destruction.
  While the Gods above are most commonly worshipped in
  Vaasa, places like Palischuk have their own religious
  ceremonies dedicated to less tyrannical gods. Likewise, the
  dwarves and orcs continue to worship their own pantheons.
   
  d10
  Trinkets
  1
  A troll nose that neither rots nor regenerates.
  2
  A helmet, emblazoned with the likeness of a black
  dragon.
  3
  A long flowing purple cloak, with holes rotting
  through it. On the inside is the sigil of Cormyr.
  4
  An iron bar is slightly magnetic until held in your
  hand.
  5
  A journal of an old adventurer, from before the rise of
  the lich king.
  6
  A sword with the blade broken just above the hilt.
  7
  A shard of green glass that floats above any fire it is
  placed near, lowering as the fire dies.
  8
  A vial of tree sap.
  9
  A bottle of red fluid that turns blue at night.
  10 A stone that, when squeezed, bleeds.
  Race
  Vaasa
  Dragonborn Running away from Unther, most dragonborn
  prefer warmer climates or turn to the slightly
  more civilized Damara.
  Dwarf
  Dwarves and half-orcs together outnumber
  most of the humans in Vaasa, making the
  dwarven populace very visible.
  Elf
  There are no elves in these cold, desolate
  lands.
  Gnome
  The hard lands and harsh environments push
  gnomes away from settling here, making
  them very rare.
  Race
  Vaasa
  Half-Elf A few half-elves have settled, although not nearly
  enough to have their own communities.
  Half-
  Orc
  Having the largest half-orc city in the world makes
  half-orcs the most visible race in Vaasa.
  Halfling Halflings from Damara may settle in Vaasa but
  most stay there, making them uncommon in the
  former land of the lich king.
  Human Damaran and Vaasan bloodlines dominate the few
  human and half-humans that live in Vaasa.
  Tiefling Fitting in as 'outsiders' among the half-orcs, it's
  not uncommon to see tieflings in Palischuk.
  Class
  Vaasa
  Barbarian Barbarians from the great glacier sometimes
  come this far, venturing into the hard marsh
  lands to fight monsters.
  Bard
  Skalds within the barbarian tribes aren't
  uncommon, but otherwise one would be hard
  pressed to find a bard in Vaasa.
  Cleric
  Where the gods will, priests go and Vaasa is no
  exception. Within the civilized areas, their
  services are common.
  Druid
  Druids, especially those looking for a hermit's
  life, settle in Vaasa.
  Fighter
  If barbarians make up half of all combatants in
  Vaasa, fighters make the other half. They are very
  common.
  Monk
  The monks of the Yellow Rose try to settle and
  civilize Vaasa. It's not unlikely to meet a monk in
  Vaasa.
  Paladin
  Paladins, especially those from surrounding
  lands, are uncommon here as the godless land
  of Vaasa has little of worth to their orders.
  Ranger
  Rangers are very common in Vaasa, probably the
  most common path one is likely to walk.
  Rogue
  Rogues survive here, but few settle here. Rogues
  are quite rare in Vaasa.
  Sorcerer When word comes of a sorcerer, they're often
  harried or hunted by the warlock knights, scaring
  most sorcerers away.
  Warlock Aside from the Warlock Knights of Vaasa, there
  are a few reasons a warlock patron would send
  their agents here. Rare, but not unheard of.
  Wizard
  As with sorcerers, wizards are rare because of
  the agents of evil that hunt magic users in Vaasa.
  Languages common to Vaasa: Damaran, Abyssal, Giant,
  Goblin, Orc, and Uluik.
  71
  Backgrounds of Faerûn - Vaasa
  
  Organizational
  Organizational
  Organizational
  Organizational
  Organizational
  Backgrounds
  Backgrounds
  Backgrounds
  Backgrounds
  Backgrounds
  
  Bardic Tutelage
  College Graduate
  A highly respected career path, bardic colleges are well
  known for granting worldly knowledge to those that walk
  their halls. Musical talent also tends to flow through these
  centers of learning like water in a river. 
   
  Skill Proficiencies: Performance and History  
  Tool Proficiencies: Two musical instruments of your choice.  
  Equipment: A musical instrument of which you are
  proficient, a set of silk clothing, a set of plain clothing, a
  journal, an inkwell and quill.
  Feature: Interesting Fact
  Choose a single non-humanoid creature (such as a dragon,
  bulette, or chimera) or a single city in the world. Your
  specialized knowledge about this specific topic grants you
  advantage on Arcane, History, Nature, and Religion checks in
  relation to that topic.
  Suggested Characteristics
  Even if you didn't take up the path of a bard, being at the
  college gives you a greater insight into how to work the
  crowd. Being loud and boisterous, drawing attention, or
  exciting a group, all comes naturally to you.
  d8
  Personality Trait
  1 I'm always trying to inspire others: to bring the hero
  out.
  2 I take great care to learn new stories, so I can share
  them everywhere I go.
  3 When faced with a challenge, I always have a historical
  story of a similar incident.
  4 I need to cheer up those around me who aren't happy,
  even if it takes all night and my last gold coin.
  5 A good death, a heroic death, lives forever. I'm not
  ready to die, but I'm always on the lookout to make
  history.
  6 I'm always willing to share information I've learned
  about the world.
  7 I won't let a good jest go uncontested.
  8 The more you don't listen to me, the louder I get.
  d6
  Ideal
  1 Protector : Defending the relics and stories of the past
  is as important as protecting a king. (Lawful)
  2 Inspriational : Bringing out the best in others is the duty
  of every hero. (Good)
  3 People : The lifeblood of the realms, my actions are for
  the people. (Neutral)
  4 Entertainment : Life is too boring to settle for the truth,
  instead I seek anything larger than life. (Neutral)
  5 Mirth : Life is only so long, live it enjoyably. (Chaotic)
  6 Selfish : The only one looking out for me is me. (Evil)
  d6
  Bond
  1 My college was attacked by someone in a mask. Not
  only will I avenge them, I'm going to build a fantastic
  story doing so.
  2 In the school, I got a glimpse of the location of a
  dungeon far away but it was locked in a forbidden tome
  I couldn't liberate.
  3 I read a story of a legendary dragon and it's greatest
  weakness. Now, I only have to find said dragon.
  4 I accidentally destroyed a nearly irreplacable scroll... or
  at least I adventure hoping it's not irreplacable.
  5 My favourite tale is of hero travelling across the ocean
  and returning only to be killed by pirates. I seek his
  burial site to track down the truth.
  6 At the college, my only equal was my best friend and
  greatest rival. While I prefer the path of the hero, tales
  I've heard of their actions are less honorable. I hope
  one day to turn them away from their course.
  d6
  Flaw
  1 I'm always willing to share information I've learned
  about the world.
  2 Some call me nosey. Those that don't, simply haven't
  met me yet.
  3 I'll do anything to win the hearts of the common folk.
  4 It's not just about success, it's about being flashy while
  doing it.
  5 In your face and larger than life, it's just how I am.
  6 If there's a coin in your pocket, I'm singing until it's
  mine!
  72
  Backgrounds of Faerûn - Bardic Tutelage
  
  Bastard of Azoun
  Scion of Cormyr
  The good king Azoun Obarskyr IV was known for having
  much love to give, as such his blood flows through many not
  recognized yet by the court. While none stand forward today
  to challenge Queen Raedra, it's something the crown is
  always worried about.  
   
  Skill Proficiencies: Athletics and History  
  Tool Proficiencies: One instrument of your choice and one
  gaming set of your choice.  
  Equipment: A set of commoners clothes, an instrument or
  gaming set you are proficient with, an extra trinket that was
  given as a gift to your mother from Azoun and a beltpouch
  with 20 gold that was used to purchase the silence of your
  parents.
  Feature: Lionsblood
  You have a special relationship with the crown of Cormyr.
  While in an area in which Cormyr has positive diplomatic
  relationships (including Cormyr itself), you can send a
  missive back home for assistance. The crown will do what it
  can within it's power to help you however you'll find the
  patience of the court is thin for bastards.
  They will try to protect you from the legal actions of other
  countries, or have those countries protect you from harm.
  While Cormyr will try to help you in honorable duty or work
  that helps the crown, they will not assist you in every
  adventure and it's entirely up to your GM how long they take
  to reply and what sort of assistance they provide.
  If you use this too often or make rediculous requests, or if
  you start telling people you're a scion of Cormyr, the crown
  may send someone to remind you of your place in the world.
  Suggested Characteristics
  While the children of the kings are their own individuals,
  there is something more that flows within them. Good
  people, full of courage urging them to make the world a
  better place. The blood of Azoun pushes one towards the
  path of a hero.
  d8
  Personality Trait
  1 When evil rears it's ugly head, I meet it head on.
  2 In areas of the heart, I feel it's my place to jump in and
  give advice.
  3 Appearances are everything, any free time I have is
  spent spiffing myself up.
  4 Inspiring others to great acts of heroism is what I'm all
  about.
  5 I believe in destiny, my destiny, to become a great hero.
  6 Sharing drink, food, and love. Simple ways I try to make
  life worth living.
  7 I seek out battle, for I'm more comfortable there than
  in cities.
  8 My heritage is something I'm proud of. Everywhere I
  go, I proclaim my lineage!
  d6
  Ideal
  1 Stoic : Inspiring others sometimes means dealing with
  my own problems later, in private. (Lawful)
  2 Reserved : I travel far, and as such treat everyone with
  cautious reverence. (Lawful)
  3 Fairness : No one is above the law and the law should
  treat everyone equally. (Lawful)
  4 Respect : People deserve to be treated with dignity and
  respect. (Good)
  5 Open : I have much to learn and experience, from many
  folks along the way. (Good)
  6 Obligation : It's my duty to protect and care for the
  common people. (Good)
  d6
  Bond
  1 Cormyr is better off with me as far away from it as
  possible.
  2 My sire was the paragon of the word Hero. My actions
  can only be to honor his legacy.
  3 I can't rule a kingdom, but maybe joining the Purple
  Dragon Knights will let me do some good.
  4 The crown is my birthright. I seek to reclaim it.
  5 I seek other bastards, hoping to form an adventuring
  band from just the children of Azoun.
  6 The Sword of Azoun, held in Castle Obarskyr, will one
  day be mine.
  d6
  Flaw
  1 My bloodline lends me arrogance, feeling I'm above the
  common folk of the realm.
  2 I'm heroic, true, but it often leads me into danger that
  would be better fought with wits.
  3 Honor is important to me, to the point that I will
  impede actions that I deem dishonorable.
  4 I have a tendancy to have more swagger than logic.
  5 So strongly do I believe in my own destiny that I'm
  unwilling to see my own flaws.
  6 I have a weakness for the vices of a hero: drink, food
  and love.
  73
  Backgrounds of Faerûn - Bastard of Azoun
  
  Celestial-Attended Birth
  Heaven-Touched
  Born with a celestial present, you've been touched by heaven.
  You're being guided towards a greater destiny as seen by one
  of the gods and their will enacted by an unseen (and
  sometimes seen) agent, an angelic companion for life.  
   
  Skill Proficiencies: Religion and one additional skill of your
  choice.  
  Language Proficiencies: You know Celestial. If you already
  know Celestial, you know one additional language of your
  choice.  
  Equipment: A set of simple clothing, a set of traveller's
  clothes, a belt pouch with 15 gp, a token of the faith that has
  watches you that doubles as a holy symbol.
  Feature: Celestial Watcher
  From the moment you were born until the moment you die,
  you've had a celestial agent keeping track of you. Sometimes
  they've made themselves visible (only to you, of course) and
  sometimes they work via inspiration in the world around you
  but they've been a constant companion.
  This companion will often draw your attention or provide
  divine inspiration when you need it most. Other times, they
  will lead you into situations that test the mettle of your
  character. Either way, the DM has sole say over this angelic
  agent and how they try to touch your life.
  Suggested Characteristics
  You're constantly being groomed, preened and guided by
  heaven. It's likely that you question every coincidence as
  being divine action and every fortune as a blessing from
  heaven. Of course, this may have frusterated you and you
  reject the god who watches you with your every action.
  Note when it says "My God" in the tables below, it refers to
  the god that has tapped you for greatness.
  d8
  Personality Trait
  1 The gods have a plan for me, I try to do right by them.
  2 Interference of the highest order, I reject the destiny
  chosen for me and make my own!
  3 Humility is a defining trait of most holy men. I try to
  uphold that same virtue myself.
  4 My life is not and has never been my own. Instead, I will
  dedicate it to making the world better for the common
  folk.
  5 I'm an agent of change powered by the divine: a
  celestial juggernaut I'll let no one stop!
  6 When presented with challenges, I like to stop and wait
  to see if any divine inspiration comes my way.
  7 My guide is inspiration for me in another way: I try to
  be a mentor to others at moments in need.
  8 Gods be damned, every last one of them and their
  blasted agents. My goal in life is to ruin their divine
  machinations
  d6
  Ideal
  1 Zeal : My god relies on my actions to see their will
  enacted in the world. (Lawful)
  2 Righteous : The will of my god empowers my decisions,
  woe to those who who do not fall into my favour.
  (Lawful)
  3 Respect : I have faith that my actions, as long as they
  make the world better for most people, are the correct
  ones. (Good)
  4 Charity : My time is given. To my god, to my
  community and to others. And if I can, I give more than
  my time. (Good)
  5 Change : If the world were perfect, I would not have
  been chosen to change it. Change is good. (Chaotic)
  6 Strength : A god can swing an arm and destroy a nation.
  Those chosen, like myself, are agents to remind the
  world of that fact. (Chaotic)
  d6
  Bond
  1 A riddle was written to my parents on my birth, a
  portent for my future.
  2 I'm working with my divine agent to recover an ancient
  artifact affiliated with my god, so they may return to
  good graces in the celestial court.
  3 I'm to errect a grand temple dedicated to my god and
  gather the faithful there.
  4 An orphan in a far away land was tapped, as I was. I am
  to find them and be a mentor, help them achieve their
  destiny.
  5 My god selected me to save my soul from a demon
  that has a contract for it. I am now searching to see
  how this contract was arranged and by whom.
  6 I was chosen by a god nearly dead, with almost no
  followers that believe in them. It's my job to resurrect
  them and return them to the lips of the faithful.
  d6
  Flaw
  1 Regardless of evidence or logic showing me to be
  wrong, I believe it simply to be a test from my agent.
  2 I often rely more on inspiration from divine forces than
  actually doing work myself.
  3 I do everything I can to avoid my celestial destiny.
  4 Whenever I'm not getting my way, I simply remark that
  it's divine providence and try anyway.
  5 I'm overly paranoid, seeing even the smallest of actions
  as potential messages from god.
  6 Whenever I see a challenge, even if it isn't for me, I see
  it as a test from god.
  74
  Backgrounds of Faerûn - Celestial-Attended
  Birth
  
  Child of the Unicorn
  Blessed By Lurue
  Many are the tales of children brought up by feral beasts like
  wolves and bears. Lucky then, is the child found by goodly
  talkative creatures. Between mythical creatures like Unicorns
  and the blessing of the godess Lurue, these children are most
  fortunate.  
   
  Skill Proficiencies: Athletics and Acrobatics  
  Tool Proficiencies: Your choice of alchemist supplies or
  Cook's utensils. If you are already proficient in both of these,
  you may choose an artisan's tool of your choice.  
  Language Proficiencies: Your choice of Sylvan or Elven. If
  you already know both Sylvan and Elven, you may choose
  another language of your choice.  
  Equipment: A set of clothing you've fashioned yourself from
  hides, a mask marked with animal parts such as horns or
  fangs that you've fashioned yourself from kills, a series of
  snares and traps you've fashioned yourself to hunt with and a
  large leaf with a sigil of Lurue etched in light on the surface
  of the leaf, used for prayers.
  Feature: Wild Child
  In moments when things look most dire, you may pray to
  Lurue for an animal companion to help you. An appropriate
  animal to the terrain and purpose will appear. If you're lost,
  an animal with good navigational skills will assist you, if
  you're tracking prey then a natural hunter will find their way
  to you. It's entirely up to the DM if an animal appears at all
  and which type of animal appears.
  Suggested Characteristics
  Being raised by nature itself, you're less likely to understand
  the nuances of 'civilized' areas but you still have a good sense
  of what's right and wrong.
  d8
  Personality Trait
  1 Like the godess Lurue, I tend to have a forgiving nature
  for those who make honest mistakes.
  2 I hold only wrath for those who would damage nature
  irreparably.
  3 I understand that there is a balance to life and hold no
  ill will to those who are simply surviving.
  4 Much like the unicorn, I will use subterfuge and trickery
  to out maneuver my foes instead of facing them head
  on.
  5 I refuse to eat meat, even if I recognize the place
  hunters have in the web of life.
  6 Nature is as deadly as it is beautiful, a lesson best
  applied everywhere.
  7 Cities, villages and other such civilized places cause me
  anxiety and if left there too long, I tend to run away.
  8 I am the hunter. When I see something I want, I hunt it
  down mercilessly.
  d6
  Ideal
  1 Temperance : Self-restraint is important. I take only
  what I need to live by. (Good)
  2 Forgiveness : As a scared pup bites out of ignorance, so
  too do others make mistakes. I forgive others for their
  ignorance. (Good)
  3 Kindness : Even if others would try to show me cruelty,
  I meet it only with kindness. There is enough in the
  world that is already unkind. (Good)
  4 Balance : I consider my actions neither good nor evil,
  only agents in which to balance out extremes when
  needed. (Neutral)
  5 Strength : Nature is said to be red in tooth and claw. An
  accurate statement as there is no higher power than
  absolute strength. I am always striving to be stronger.
  (Chaotic)
  6 Freedom : A unicorn withers and dies in captivity, so
  too must all things be free. I fight any who seek to limit
  or control the freedom of others. (Chaotic)
  d6
  Bond
  1 Unicorns are the mythic beasts of the forests, but
  surely there are other mythic creatures worth meeting.
  I adventure to seek them out.
  2 A nymph once handed me the heart of a Treant and
  told me if I placed it back where it had came, it would
  restore that Treant and the woods it lives in.
  3 Unicorns are known for their healing. I travel the world
  looking to assist and heal others.
  4 I am the hunter. I am always hunting for dangerous
  prey. Either it will kill me or I'll come out stronger.
  5 The Unicorn that raised me was killed by a hunter who
  took her horn. Revenge will not bring her back, but I'll
  at least ensure her soul rests well.
  6 I was taken by fey as a baby and given to my Unicorn. I
  want to find out more about where I came from and
  who my parents are.
  d6
  Flaw
  1 I don't understand people. Animals, beast, and
  monsters make sense but I don't understand people.
  2 Trickery and deceit are difficult concepts for me. It's
  often I don't consider anything but honesty.
  3 I frusterate easily, and have terrible meltdowns when I
  am.
  4 My serenity often comes across as not caring. I care, I
  am just more reserved about my emotions.
  5 I often try to live and let live with natural creatures of
  the world, something of a pain for my allies.
  6 It doesn't matter how dangerous the creature, if I come
  across monster babies I need to try and raise them.
  75
  Backgrounds of Faerûn - Child of the Unicorn
  
  Circle Born
  Link Between Worlds
  Druidic circles are respected in most regions of the realms,
  but by and large the folk who are within these circles and the
  ones outside rarely come into contact. Being born of circle
  members does not automatically make one a circle druid, but
  their ways did rub off on you.  
   
  Skill Proficiencies: Animal Handling and Survival  
  Tool Proficiencies: Your choice of leatherworker's tools,
  woodcarver's tools, or weaver's Tools. If you already know all
  three of these, you may instead choose another artisan tool to
  be proficient with.  
  Language Proficiencies: Sylvan. If you already know Sylvan,
  you may choose another language to be proficient with.  
  Equipment: A set of traveller's clothes, a tent, 50' of rope, a
  flint and steel set, and a token of the druid circle your parents
  belong to.
  Feature: Survivalist
  You’ve come to know the surrounding forests, streams, caves,
  and other natural features in which you can take refuge--or
  set up ambushes. You can quickly survey your environment
  for advantageous features. Additionally, you can scavenge
  around your natural surroundings to cobble together simple
  supplies (such as improvised torches, rope, patches of fabric,
  etc.) that are consumed after use.
  Suggested Characteristics
  You learned to respect and revere nature as the whole circle
  was responsible for your upbringing. Your outlook should
  reflect having many teachers, many mothers and fathers,
  many friends.
  d8
  Personality Trait
  1 I play simple, allowing others to think I'm a simple
  forrester or hunter.
  2 I have a natural curiosity about the world around me,
  something that got me into trouble back home.
  3 I go around reminding others that it's their duty to
  protect the world they live in.
  4 I often make wild assumptions about how the world
  functions within civilization.
  5 I prefer to sleep in the day and become active at night.
  6 I give away anything I don't need to live, possessions
  are something for city dwellers.
  7 I keep myself closed to others, rarely showing emotion.
  8 When in nature, I immediately take any leadership role.
  It's when I feel my most comfortable.
  d6
  Ideal
  1 Diplomat : When the circle didn't get along with
  outsiders, I learned I made an excellent liason between
  them. (Lawful)
  2 Generosity : The circle flourished best when they acted
  as good neighbours by providing food and medicine to
  others. I hold this tradition alive today. (Good)
  3 Arbiter : Having connections to the folk who live in the
  wilds and those who don't, I consider it my
  responsibility to arbitrate between them. (Neutral)
  4 Balance : Looking between the circle and civilized folks,
  I realize there is never one true path to walk, instead try
  multiple routes through life and learn from them.
  (Neutral)
  5 Self-Relient : No one looks out for me but me, I've
  never needed anyone and I'm not looking to start now.
  (Chaotic)
  6 Survival : Thanks to the circle and nearby settlements,
  I've seen that the only thing that matters is ensuring
  my own survival. (Evil)
  d6
  Bond
  1 My parents were murdered as part of a ritual. I set out
  on the run because they want my blood as well.
  2 The circle was blamed for a bad crop and attacked by a
  nearby village. I got lost in the escape, and found
  they've travelled far away. Now I must seek them.
  3 My time in the circle was wasted. They never wanted
  me to join them. I developed a wanderlust and just left
  one day to see the rest of the world.
  4 I was told a secret of my circle in the form of a song. I
  don't understand it, but I stay moving to keep it from
  their enemies.
  5 Our circle is ready to let me join, but I first must
  undergo a trial of spirit to steel my resolve. I adventure
  to find this trial.
  6 My circle decided kingdoms that enroach on nature
  deserve destruction. I disagree, so I wander the world
  warning others of the oncoming storm.
  d6
  Flaw
  1 I can't commit when faced with choices.
  2 I know how to take care of myself, but I don't know
  how to accept the help of others graciously.
  3 I value the opinions of others so much, I often don't
  have one of my own.
  4 It's often I fail to estimate the correct value of a thing,
  as I prefer bartering to using currency.
  5 I am cold. I've always had to be, but it pushes people
  away.
  6 I don't care for appearances, thus things like basic
  hygene escape me.
  76
  Backgrounds of Faerûn - Circle Born
  
  Enlightened Student
  High Education
  While many folk of influence send their progeny to bardic
  colleges, those truely wanting a better life for their children
  who also have the money to back it up choose schools of a
  more intellectual nature. Specialist colleges are often a
  source for the leaders of tomorrow.  
   
  Skill Proficiencies: Varies by focus.  
  Tool Proficiencies: Varies by focus.  
  Language Proficiencies: Varies by focus.  
  Equipment: A uniform of the instution you attended, a book
  related to your educational focus, a book, an inkwell and quill,
  and an invitation to a group related to your area of focus.
  Feature: Educational Focus
  Roll or choose a focus from the chart below.
  d8
  Focus
  Skills
  Tools
  Languages
  1 Heraldry History and
  Insight
  Calligrapher's
  Supplies
  One of your
  choice.
  2 Monsters Animal
  Handling
  and
  Acrobatics
  Leatherworker’s
  tools and
  Smith’s tools
  None
  3 Politics
  History and
  Persuassion
  None
  Your choice of
  two languages.
  4 The
  Planes
  Arcana and
  Survival
  Cartographer’s
  tools
  Choose one
  from Abyssal,
  Celestial,
  Draconic,
  Infernal, or
  Primordial.
  You gain proficiency in the skills, tools and languages listed.
  If you're already proficient with a tool or language it may be
  substituted with another tool or language under your DMs
  supervision.
  You easily recall facts about your area of focus. If you do
  not have the information , you know where you can go to
  learn it. Where such information would be held is up to your
  DM.
  Suggested Characteristics
  While their educational focus grants a much greater grasp of
  that subject, students often miss out on other things in life.
  These characters might automatically presume they're better
  than others simply because of their education, or they might
  see areas where they lack knowledge as a new opportunity to
  learn.
  d8
  Personality Trait
  1 I tend to try to co-releate everything to my focus.
  2 I always shun brute force plans, even if I don't have a
  better suggestion.
  3 Not everyone is lucky to go to a school, so I like to
  teach in my downtime.
  4 I'm a bit snooty, when it comes to other people talking
  about my focus.
  d8
  Personality Trait
  5 I have a tendancy to collect books as I prefer them to
  people.
  6 As a student, following orders became a habit that
  follows me as an adventurer.
  7 I am a skeptic when it comes to hearsay and rumor, but
  facts are irrefutable.
  8 Stupidity bores me. I loathe dealing with stupid beings.
  d6
  Ideal
  1 Structure : Teachers ensure the next generation is
  prepared for the future. (Lawful)
  2 Purpose : Knowledge for its own sake is useless. Take
  what you learn and do good with it.(Good)
  3 Logic : Logic is the beginning of wisdom ... not the end.
  (Neutral)
  4 Information : Learning is the ultimate form of self
  improvement. (Neutral)
  5 Secrets : Knowing something gives you power over it.
  Knowing a secret gives you power over those who do
  not know it. (Evil)
  6 Power : The right information to the right people can
  topple kingdoms. (Chaotic)
  d6
  Bond
  1 An expert in my field has contacted me for a secret
  meeting.
  2 In school I saw a forbidden tome related to my focus. It
  was implied that wasn't the only copy, so now I look for
  one for myself.
  3 Before graduation, a classmate confessed their love for
  me. They had to leave before the end of the year. I'd
  love to find them again.
  4 I'd love to adventure to fund errecting new schools
  elsewhere in the realms.
  5 I sold my soul for a tome long thought destroyed. Now
  I seek to get my soul back.
  6 I failed and flunked. I can't return home and face that
  humiliation.
  d6
  Flaw
  1 I'm quite intolerant of people who don't just get to the
  point.
  2 I think I know everything.
  3 When proven wrong about anything, I insult the
  intellect of those around me as too simple to have
  understood what I truely meant.
  4 I always let my allies lead the way. Just in case there are
  traps. Or monsters. Or spells.
  5 I'm cripplingly anti-social.
  6 I'd sell my soul to get my hands on rare books.
  77
  Backgrounds of Faerûn - Enlightened Student
  
  Harper Protege
  Raised Among Legends
  Harpers are some of the most wide spread and famous (or
  infamous) forces of the realms. It's only likely that some of
  them fall in love (or not) and sire children. Others pick up
  orphans along their journeys. Growing up in a Harper
  household is sure to be an... interesting upbringing.  
   
  Skill Proficiencies: Performance and Persuasion.  
  Tool Proficiencies: One musical instrument of your choice.  
  Language Proficiencies: One language of your choice.  
  Equipment: A set of common clothing, a set of travellers
  clothing, and a set of expensive clothing, a beltpouch with
  5gp, a musical instrument you are proficient with, and a
  trinket you think of as a trophy from a time where you helped
  the Harpers.
  Feature: You Know Me
  When doing work that the Harpers consider important, you
  can ask for assistance setting up a cover. After a period of
  time (usually a week, although it's entirely up to your DM),
  you'll be presented with an authentic life in the city you're
  working in. The Harpers won't endanger their own or shield
  you from being uncovered, but will provide you with
  legitimate documents required for your cover.
  It's also expensive to create covers in this way, and so the
  Harpers will expect something in return in time.
  Suggested Characteristics
  It's likely that characters growing up in a Harper house have
  very thin or flexible senses of boundaries. Joviality is a streak
  likey to express itself and a quick wit and quicker tongue are
  learned early.
  d8
  Personality Trait
  1 I offer my help before it's asked for.
  2 Whenever a challenge comes up, I consider it my duty
  to step up.
  3 I try to see the best in everyone.
  4 If I come across an animal, I try to make it my best
  friend.
  5 When I have even a little extra coin, I try to find a good
  cause to put it towards.
  6 If I can get away with it, I like to do charity
  anonymously.
  7 A joke a day keeps everyone away. At least my jokes
  tend to.
  8 I have a soft spot for helping children.
  d6
  Ideal
  1 Loyalty : More than anything, people who trust me
  know that I've got their back. (Good)
  2 Charity : Fortune comes and goes. When it comes, it
  just makes sense to share. (Good)
  3 Kindness : Those we see as evil don't see themselves
  that way, maybe we can show them a better way.
  (Good)
  4 Fairness : Being impartial is important, letting your bias
  cloud judgment is unfair to everyone. (Neutral)
  5 Freedom : People cannot grow under the thumb of
  tyranny. (Chaotic)
  6 Change : The Harpers have always caused major
  changes in the realms, and rarely has that been a bad
  thing. (Chaotic)
  d6
  Bond
  1 My parents disappeared and I suspect the threat was
  from within the Harpers.
  2 A harper contact I used was killed and a note left for
  me. Someone is on my tail.
  3 A friend in the harpers passed me a gauntlet and said
  don't let anyone touch it. The harpers have been
  pressing me for it's return, so I hit the road. Oh and the
  gauntlet is cursed.
  4 One day I woke up hundreds of miles from home. I
  have no idea how I got here, but I'd love to find out.
  5 After digging into the history of the Harpers, I've found
  reference to the Moonstars, a group that disappeared
  after the sundering. I'd love to find out what happened
  to them.
  6 I had a dream where a dragon and I shared a soul. When
  I told my guardian, they informed me that it is an actual
  dragon. I now search to find them and see what my
  dream means.
  d6
  Flaw
  1 I can't help but get involved in the conflicts of others.
  2 I covet treasure as a dragon does gold.
  3 I'm quick to jump into an argument when people
  disagree with me.
  4 I often forget details from my cover, a mistake that will
  no doubt cost me my life one day.
  5 I have a huge fear of the dark, and what's in it.
  6 I have a dark secret that no one can ever figure out.
  78
  Backgrounds of Faerûn - Harper Protege
  
  Knight Squire
  Hero By Association
  Being a knight is a wonderful experience. It allows one
  freedom to adventure with legitimacy as well as respect from
  those around you. Being a squire to a knight is less
  glamorous, requiring long hours and hard work. Now you're
  done being a squire, it's time to apply what you've learned.  
   
  Skill Proficiencies: Athletics and History  
  Tool Proficiencies: One of your choice from Calligrapher's
  supplies, Smith's tools, or Leatherworker's tools and one
  musical instrument of your choice. 
  Equipment: A set of traveller's clothes, a signet ring, a purse
  containing 25 gp and a token gifted to you by the knight you
  squired.
  Feature: Knighthood
  Once your squireship finished, you helped your knight with a
  great task. Thankful for your service, it was recommended to
  the kingdom that you be knighted as well. As a knight, while
  in the kingdom you are knighted in, my house sees to my
  everyday needs.
  My name and signet are sufficient to cover most of my
  expenses; the inns, taverns, and festhalls I frequent are glad
  to record my debt and send an accounting to my family's
  estate. This advantage enables me to take 2 gp of my daily
  lifestyle costs down to 0 gp.
  More importantly, you now have a squire of your own. It's
  up to the DM to create this NPC but their position is to do the
  menial tasks you do not. While they probably will be tasked
  with doing jobs they're not fond of, it's not likely they'll
  directly harm others or break the law. If you mistreat your
  ward, they are likely to leave.
  Suggested Characteristics
  Many knights follow a code, and their squires are likely to
  follow a similar code.
  d8
  Personality Trait
  1 I am a bastion of personallity: friendly and
  approachable.
  2 When faced with a challenge, I'm likely to give a speech
  about how I will succeed before following through.
  3 I'm proud of what I've acheived, but more so I'm
  excited for my next achievement.
  4 There is nothing more important to me than my
  homeland. I'd never allow it to fall under shadows.
  5 My every action is to show that my time with my knight
  was not wasted, to others as much as myself.
  6 I am protective of my ward, much like a parent with a
  newborn babe.
  7 My heart knows only virtue, My blade defends the
  helpless, My might upholds the weak, My word speaks
  only truth, My wrath undoes the wicked.
  8 I'm stoic, quiet most of the time and unwavering.
  d6
  Ideal
  1 Justice : The sword of justice is sharp and balanced, let
  it fall upon the guilty. (Lawful)
  2 Truth : Do not lie, for are enough lies in the world for a
  thousand lifetimes. (Lawful)
  3 Respect : Others may seem different or strange, but
  that isn't always a bad thing. (Good)
  4 Honor : Abide your word, so others may use it as a
  foundation towards something great. (Good)
  5 Power : Strength will always decide the victor in any
  challenge. (Evil)
  6 Freedom : I will destroy those who opress the weak.
  (Chaotic)
  d6
  Bond
  1 I've been sent by my liege to recover a valuable artifact
  for our kingdom.
  2 The child of my liege has been kidnapped and I'm to
  figure out who did it and why.
  3 Goblins attacked my home. I lost all my possessions
  but it gave me purpose: slay every last goblin.
  4 Finding beautiful works and sharing them with the
  world is my goal: showing the world knights aren't all
  about violence.
  5 My squire will one day be a better knight than I,
  provided I keep their training up.
  6 I travel in search of something more. The kingdom is
  well protected, my calling is elsewhere.
  d6
  Flaw
  1 Pride comes before the fall and pride is something I'm
  full of.
  2 My gut instinct drives my sense of justice, but it's not
  always correct.
  3 I have difficulty not being overly competitive.
  4 I always feel the shadow of the knight I squired.
  5 No matter where I am, I think others are plotting
  against me.
  6 My faith in my kingdom has been wavering.
  79
  Backgrounds of Faerûn - Knight Squire
  
  Monastery Orphan
  Pious Pupil
  Many young children end up orphins but that is sometimes
  the start of something new for them. Monks all over the
  realms will take them in and raise them for the good of the
  monastery. They will be fed and clothed in exchange for
  labour. Some pick up the skills taught to the monks while
  others only leave with a sense of satisfaction for work well
  done.  
   
  Skill Proficiencies: Athletics and Insight  
  Tool Proficiencies: Painter’s supplies and Weaver’s tools  
  Equipment: A set of plain clothes, a set of artisan's tools with
  which you are proficient, a scroll containing the teachings of
  the temple and an icon dedicated to the faith of the temple.
  Feature: Meditative Secret
  While meditating, inspriation gave you access to a unique and
  powerful discovery. The exact nature of this revelation
  depends on the inspiration source. It might be a great truth
  about the cosmos, the deities, the powerful beings of the
  outer planes, or the forces of nature. It could be a site that no
  one else has ever seen. You might have uncovered a fact that
  has long been forgotten, or unearthed some relic of the past
  that could rewrite history. It might be information that would
  be damaging to the monastery, and hence the reason for your
  return to society.
  Work with your DM to determine the details of your
  discovery and its impact on the campaign.
  Suggested Characteristics
  Although each monastery is different, and as such the values
  taught there change, there's still a similarity in the fortitude
  required to learn those lessons. A strong will, and a nearly
  spiritual connection to your physical body are traits of those
  leaving the monastery.
  d8
  Personality Trait
  1 Life is too short to be serious all the time, I love a good
  joke.
  2 My allies enjoy drinks and entertainment. I find myself
  more centered by mediation.
  3 I have great tolerance and respect for other cultures
  and religions.
  4 My time in the temple taught me much, but not how to
  deal with other people.
  5 The gods and spirits talk to us, if we're listening. I see
  omens everywhere.
  6 I could sit in a dragon's mouth and be the picture of
  serenity.
  7 I feel great empathy for those suffering.
  8 There's nothing I love more than a good puzzle.
  d6
  Ideal
  1 Tradition : The history and methods of the faith are
  important to uphold. (Lawful)
  2 Charity : We only have a little time on this world, giving
  charity puts true value on that time. (Good)
  3 Aspiration : Improving yourself is something to work at
  daily. (Neutral)
  4 Knowledge : The world is a mystery looking to be
  solved. (Neutral)
  5 Ambition : There's nothing wrong with recognizing
  when you're better than others. (Evil)
  6 Free Thinking : Inquiry and curiosity are the foundations
  for a good mind. (Chaotic)
  d6
  Bond
  1 My secret could ruin the world, I never stay in one
  place long enough for someone to put it together.
  2 Charity is important to me. I travel to do good
  everywhere I can.
  3 I was an orphan. The temple took me in and gave me a
  family but now that I've left I'd like to know who my
  parents were.
  4 A relic important to my temple was lost long ago, I
  travel to find it.
  5 With great skill comes great responsibility, and it's my
  responsibility to do great things for the common man.
  6 Peace is a rare treasure these days, I like to think I can
  bring such treasures to those in need.
  d6
  Flaw
  1 I'm afraid of the secret I've learned, I avoid working
  toward it.
  2 I secretly question the path of my temple.
  3 I am strict and judge others harshly.
  4 I focus too much on my goals, ignoring all else until I
  complete them.
  5 I am addicted to the herbs we used to help with
  meditation.
  6 I see spirits that no one else seems to, they haunt my
  waking moments.
  80
  Backgrounds of Faerûn - Monastery Orphan
  
  Selunite Foundling
  Outsiders United
  Changelings, tieflings and many other children get
  abandoned by scared and disappointed parents all around the
  realms. Sometimes they get found by fey folk or animals that
  want to raise them, but if those orphans are very lucky a
  temple of Selûne will take them into their bastions for the
  outcast.  
   
  Skill Proficiencies: Deception and Stealth  
  Tool Proficiencies: One musical instrument of your choice.  
  Language Proficiencies: One language of your choice.  
  Equipment: A set of plain clothes, a set of traveller's clothes,
  a silver moon on a chain and a beltpouch with 5 gp.
  Feature: Friend Amoungst Outcasts
  If they wish to have any hope of survival, whether within the
  city or cast out into the wilderness, outcasts must help each
  other. You can find a place to hide, rest, or recuperate among
  other outcasts. They will help shield you from those who hunt
  you, possibly even risking their lives for you.
  Suggested Characteristics
  Those raised in temples to Selûne are taught forgiveness and
  acceptance, but many are bitter and angry at being forced
  outside of society.
  d8
  Personality Trait
  1 Forgiveness is divine, most people who are judge me
  haven't gotten to know me.
  2 Acting is a skill needed to survive day to day life in the
  world. It's now to the point I don't stop acting.
  3 I despise those who makes assumptions about others.
  4 I'm loud and proud of who I am, asserting myself
  wherever I go.
  5 The light of Selûne is a safe place to be. I prefer to
  travel under the sight of the moon.
  6 I'd rather spend time away from civilization, it's just
  easier than being seen as a freak.
  7 I love freaking out 'normals'. I use my odd nature to try
  and unsettle everyone.
  8 I usually am shy around people, even those I'm really
  familiar with.
  d6
  Ideal
  1 Forgiveness : Others fear you because they do not
  know you. Don't hate them for ignorance. (Good)
  2 Peace : You could waste your time fighting those who
  fear you, or you can be better than them. (Good)
  3 Tranquility : Hate will always exist, make peace with
  yourself and it cannot affect you. (Good)
  4 Sincerity : You can only be what you are. Do not try to
  be something else. (Neutral)
  5 Destiny : It doesn't matter what people think, destiny
  has a greater plan for me. (Neutral)
  6 Adventure : Traps, monsters, treasure? They don't care
  who you are. Adventure is a true equalizer. (Chaotic)
  d6
  Bond
  1 The Dark Moon heresy is a black spot on Selûne, the
  idea she and Shar are the same godess. I'm going to
  prove it wrong.
  2 Those left behind need new homes, I search the world
  for outsiders like me to send back home.
  3 I like to think that advenuring far and wide will help
  spread a message of tolerance for those who are
  different.
  4 Selûne protects good lycanthropes. I adventure to find
  a family of such creatures and hope they'll accept me
  as their own.
  5 I'd love to settle a city dedicated to Selûne, for
  everyone.
  6 I travel far and wide because I simply don't want to
  settle anywhere.
  d6
  Flaw
  1 I presume none will help me, so I rarely bother asking.
  2 I'm very protective of my friends and loved ones.
  3 I don't care about the world or the greater good, only
  survival.
  4 I take out my frustrations through adventuring and
  beating up monsters.
  5 I'm addicted to illegal substances, as a way to ignore
  life.
  6 I see everything as an extreme of good or bad luck.
  81
  Backgrounds of Faerûn - Selunite Foundling
  
  Ward of the Triad
  Raised By The Alliance
  Ilmater, Torm, and Tyr formed an alliance in which to defend
  the world. Part of that is to train the next generation of
  heroes. Sometimes they pulled in orphans, and other times
  they took on wards who wanted to make the world a better
  place. Whatever the reason, they were happy to provide the
  training these youths needed.  
   
  Skill Proficiencies: Perception and Religion  
  Tool Proficiencies: One set of artisan's tools of your choice,
  and one gaming set of your choice.  
  Equipment: A set of common clothing, a signet ring from the
  Triad showing you as an ally, a set of artisan's tools of which
  you are proficient and a map chosen at random from the
  archives of the temple as a way of granting you direction.
  Feature: Moral Compass
  Your experience in dealing with the Triad and its foes, has
  given you a feel for the environments that breed moral
  inequity. You can easily find churches and temples where one
  might find goodness and justice. Equally, you can pick up on
  places that make you feel uneasy or wary, where evil might
  brood (although such places are unlikely to allow you access).
  Suggested Characteristics
  Raised by the Triad, you tend towards having heroic traits.
  Bravery and bravado, courage and charm, heroes are crafted
  every day although it's unlikely to over ride any personal
  trauma that also shapes your character.
  d8
  Personality Trait
  1 I frame all conflict within the context of justice as
  that's easier for me to deal with.
  2 Complex issues are confusing, point me at a problem
  and give me a sword!
  3 I'd rather spend my time carousing with commoners
  than dabbling with politicians.
  4 I seek out situations where I might bear the suffering of
  others.
  5 I'm most comfortable when leading on the battlefield
  in the name of Torm!
  6 I have a great respect for children, and work for their
  well being at all times.
  7 Drinks, drinks and more drinks! One cannot be a hero
  all the time.
  8 I shoulder no burden alone. If presented with a
  challenge, I seek my allies first.
  d6
  Ideal
  1 Respect : Even if they're your foe, treat enemies with
  respect. (Lawful)
  2 Support : A single branch is easily broken, but a bundle
  is strong. Having allies is not a weakness. (Lawful)
  3 Order : Those who look to justice as a truth call me ally,
  for justice separates us from chaos. (Lawful)
  4 Protection : Not all are forged to protect what is good,
  and so we must stand forward for them. (Good)
  5 Courage : Stand forward in the face of failure with
  courage at your side, for even if you fall you will inspire
  others to take a stand as well. (Good)
  6 Love : If there's a universal tale the bards tell it's one of
  love, the greatest most powerful force there is. (Good)
  d6
  Bond
  1 My favourite teacher, a paladin of Torm, has gone
  missing. Even with the trail cold, I feel a duty to follow
  it.
  2 When my lover was uncovered to secretly be a follower
  of Cyric, they ran. I chase them down now, feeling their
  blood should stain only my hands.
  3 I have a duty to stop others from suffering. To that end,
  I travel searching for new medicines to help the sick.
  4 Justice burns white hot. This fire pushes me onward to
  seek those who avoid justice and deliver it to them
  swiftly.
  5 Followers of Cyric and Bane are told to stop the Triad.
  Instead, I adventure to find them and stop them before
  they start.
  6 The weave is our strongest weapon, I adventure to find
  areas where it's dead or where wild magic holds and
  seek out those who can repair it.
  d6
  Flaw
  1 My pure heartedness comes at the price of naivety.
  2 I'm hopelessly addicted to love, even unrequited. It
  seems there isn't a town I visit where I fail to fall for
  some pretty face.
  3 Duty to the gods is so important to me, I often neglect
  my own personal needs.
  4 Obedience has been woven into my studies so much, I
  find it difficult to operate without the direction of
  others.
  5 Ilmater teaches on the cruicible of suffering, a lesson
  I've so taken to heart others call me a living martyr.
  6 My dedication to Tyr is strong to the point others think
  of me as bloodthirsty.
  82
  Backgrounds of Faerûn - Ward of the Triad
  
  Trinkets
  Trinkets
  Trinkets
  Trinkets
  Trinkets
  
  d100
  Trinkets
  1
  A silver coin with seven stars on it's faces, attached
  to a leather strap.
  2
  A small preserved heart from an unknown creature,
  bright purple in a wicker box.
  3
  A book from the lost Yuir culture, with information
  about their gods.
  4
  A bottle of blood wine, inside is a small three eyed
  tentacled creature that doesn't seem to perish.
  5
  A large griffon feather.
  6
  A gem with a spell frozen inside, stolen from a
  Thayan long ago.
  7
  A wooden statue in the shape of a Unicorn.
  8
  A cloak clasp, gilded and in the shape of three oak
  leaves with three small golden berries in the center.
  9
  A tarnished silver harp, with no strings.
  10
  A halfling smoking pipe, blackened, in the shape of a
  dragon's face.
  11
  A halfling knucklebone sculpture from a far off land.
  12
  A stone rune that has a strong pull upwards while
  being held.
  13
  A thick copper dragon scale, scratched with an
  autograph from the dragon.
  14
  A tiny functional replica ballista, only 2 inches long.
  15
  A dagger that refuses to take a sharp edge.
  16
  A helm that, when worn, transforms your shadow
  into the shadow of the last person who wore the
  helm.
  17
  A vial of an amber liquid, labelled "Basilisk Bile".
  18
  A Ffolk trinket imported from the Moonshae Isles.
  19
  A small rolled up paper, one inch high by six long,
  with a roudy brothel depicted upon it.
  20
  A scrap of cloth, said to be torn from the robe of a
  Cowled Wizard of Athkatla.
  21
  An air genasi's finger, preserved. It is always colder
  than the ambient temperature.
  22
  A decanter dedicated to Sharess, with a lewd image
  hammered into it.
  23
  A key which seems capable of locking any lock, but
  not unlocking them.
  24
  Half of a stone carving of a beetle, with a
  mechanism to lock into the other half.
  25
  A leather strap with eight icons of various deities,
  none of which you recognize.
  26
  A scabbard for a scimitar you do not possess,
  owned by a pasha now long dead.
  27
  A tiny yet highly detailed replica of the Ifrit's Flame,
  a ship of the line.
  28
  A golden hairpin shaped like a spider, with an
  inscription denoting it as drow.
  29
  An idol that used to be a badge used by an assassins
  guild which no longer exists.
  30
  A silver lamp that pours a small amount of smoke if
  rubbed.
  d100
  Trinkets
  31
  A pair of manacles that once held a great hero who
  snapped them.
  32
  A library book that was never returned to the
  university of Cimbar.
  33
  A pair of coins, engraved with iconography of
  Waukeen, designed to be placed on the eyes of a
  corpse.
  34
  A halfling pipe that is engraved with the name of a
  city-state that doesn't exist anymore.
  35
  A totem to Sebakar given to you in thanks by a
  lizardfolk shaman.
  36
  A small crystal that flies to your hand when you call
  it.
  37
  Trapped in amber, a small insect no one has been
  able to identify.
  38
  An egg you recieved when you were young: it's
  never hatched but it regularly rocks back and forth.
  39
  A sphere of solid glass with blood trapped within it
  that somehow flows around without coming out.
  40
  A small figure of a griffon rider, made of wood but
  painted so masterfully, it appears real.
  41
  A long dormant red psi-crystal.
  42
  A fur cape, adorned with a lycanthropes head.
  43
  A taxidermied sprite in a bell jar.
  44
  A cane adorned with a large, furry spider.
  45
  A lucky satyr hoof on a leather strap.
  46
  Broken pan pipes stolen from a fey.
  47
  A dagger said to have slain the last of the psiocracy.
  48
  A centaur skull, adorned with many fey runes.
  49
  A painting of the astral plane, a githyanki and her red
  dragon.
  50
  A square modron gear.
  51
  A preserved dragon eye from a wyrmling.
  52
  A sack made of yuan-ti skin, dyed bright yellow.
  53
  A map to a hidden cave, marked "Ubato" in dwarven.
  54
  The tooth of a mighty dinosaur, on a cord of leather.
  55
  A helmet made of a dinosaur skull.
  56
  Broken Pterafolk wind instrument, played by
  dragging through a breeze.
  57
  A perfectly sphere stone that changes color each
  morning.
  58
  An immpressively large stone cricket the size of a
  small dog.
  59
  Seeds from a tree found only at the peaks of flame.
  60
  A yuan-ti hunting trap, that perfectly blends into the
  jungle.
  61
  A lucky coin of Tymora, both sides with her face but
  one side scratched.
  62
  A scroll detailing intimate tantric massage.
  63
  A scale tin purple dragon knight.
  64
  A clip of hair from a childhood love.
  83
  Backgrounds of Faerûn - Trinkets
  
  d100
  Trinkets
  65
  A steel whistle, engraved with dragons along the
  length.
  66
  A pressed flower from the royal garden.
  67
  A glass cube, with a tiny bell inside.
  68
  An iron ring with a smaller ring inside, spinning on a
  track.
  69
  A small crystal that becomes moist if shaken.
  70
  Impossibly elaborate gloves, woven from golden
  silk.
  71
  An eye carved from bloodstone.
  72
  A talisman of Tempus carved from owlbear bones.
  73
  A broken hilt from the sword of an ancient hero.
  74
  A white scale, large enough to mask your face.
  75
  A helm with a single fin, crafted from a Remorhaz.
  76
  A torn banner from a now dead house from the old
  kingdoms.
  77
  A bag of mouldy goblin ears.
  78
  An old map of the tunnels under Heliogabalous.
  79
  A torn note, the remains of which describe a hidden
  hollow in the room of an inn, but not which inn.
  80
  A sigil forged from wrought iron that you do not
  recognize.
  81
  A severed wolf paw on a leather strap.
  82
  A hollowed out gnoll head, used as a mask.
  83
  A mirror with a naked female drow holding a curved
  sword carved into the back.
  84
  A set of cold-iron horse shoes.
  85
  A pint glass with etchings written in undercommon.
  86
  A palm sized wooden carving of a werewolf.
  87
  Metal wagon pins with the blessings of Selûne
  etched into them.
  88
  A crinti pendant made of cast bronze.
  89
  A well made saddle, with brandings of the crinti
  caste upon it.
  90
  The journal of a Halruaan sky-captain that you found
  on the ground.
  91
  A hairbrush scavenged from a ruin once occupied by
  dwarves, carved with dwarven runes.
  92
  Boots, made of some strange purple leather that
  keeps growing hair.
  93
  A banner from an adventuring band that no one
  seems to know anything about.
  94
  A lantern stylized in the shape of a monster
  screaming.
  95
  A rusted silverwear set, all engraved with chromatic
  dragons.
  96
  A flask, crafted from some greenish stone.
  97
  A tattered cloak of elvenkind, no longer magical.
  98
  A jar filled with a thick orange paste. You have no
  idea what it does.
  d100
  Trinkets
  99
  A key, made of bone and painted bright yellow and
  blue.
  100 A jar filled with a photo-luminescent moss.
  101 A model boat, designed like the flagship of the
  Estagundan fleet.
  102 A set of spices, all collected from the corners of the
  world.
  103 A small horned beetle trapped in resin, on a silver
  chain.
  104 A unique flute, decorated with half man / half lion
  centaurs.
  105 A small metal disc that changes color when below
  ground level.
  106 An arrow that cannot be strung, slipping off
  whenever strung.
  107 A small kettle with a compartment for holding herbs
  for brewing, shaped like a dragon.
  108 A little metal wizard that can be filled with lamp oil
  and lit.
  109 A small gnomish clockwork medallion that no longer
  keeps time.
  110 A necklace made from monster teeth.
  111 A small porcelain dancer, that spins when music
  plays.
  112 A decanter that transmutes water into coffee when
  boiled.
  113 A metal plate that warms (but cannot cook) food
  placed upon it.
  114 A flute that can play any tune you can remember by
  itself.
  115 An iron fruit sculpture that changes at dawn into
  different fruit.
  116 A pocket sized stone sundial with tiny gemstones at
  each hour.
  117 A smoking pipe that never releases smoke.
  118 A stick of chalk that never wears down.
  119 A coin that when left in contact with something
  metal for a day polishes it to a masterful shine.
  120 A small pocket knife that forever maintains an edge.
  121 A halfling scrimshaw carving, a masterful replica of
  the high temple of Tymora.
  122 An eyepatch, carved from a dragon scale. Although
  mundane, there are dozens of rumors that state
  otherwise.
  123 A dwarven beard clasp fashioned into the face of
  Clangeddin.
  124 An elven ceremonial knife, fashioned from fired clay
  taken from the feywild.
  125 A clockwork gnomish box with a single switch.
  Pressing the switch causes a small mechanical hand
  to flip it back the other way.
  126 A tattered orcish banner, marked with the sigil of a
  distant clan.
  84
  Backgrounds of Faerûn - Trinkets
  
  d100
  Trinkets
  127 A wooden token, carved with the image of a balor
  on one side and an angel on the other.
  128 Sailcloth taken from the maiden voyage of a ship
  that never arrived at it's destination.
  129 A broken astrolabe, engraved with markings from at
  least six distant cities.
  130 An elf eye, deep inside a large glass marble.
  131 An inn sign, "The Bold Baron", carved into it.
  132 A necklace, heavy with the beak of a baby owlbear at
  the end.
  133 A helm, marked with the icon of the "Brotherhood
  of the Stag"
  134 An old family recipe for provender stew (a mix of
  meat and cheese stew).
  135 A beer mug carved to resemble a castle, flying the
  banner of Thuntar.
  136 A false purse, weighed to seem heavy yet lined with
  many tiny razors to injure would be thieves.
  137 A mask of an Orc made of some flexible light
  rubbery material.
  138 A key engraved with "basement".
  139 An old yew wand, burned at the tip. It's no longer
  magical.
  140 A stuffed raven posed in a way that allows it to
  perch on your shoulder.
  141 A wind up brass dragon that flaps around the room.
  142 A set of flint and steel, etched with the message
  "For my love".
  143 Blueprints for a vehicle that can travel underwater.
  144 A jar of endless moustache cream from Sambar.
  145 A wooden model of Faerûn and it's moons.
  146 A clockwork beetle. When wound, it's wings buzz.
  147 A tuning fork. When struck, tiny lightning bolts
  climb the length.
  148 Plans for a device that creates volcanoes.
  149 A metal cube, divided into 9 smaller cubes per side.
  Each smaller cube is made out of a different metal.
  150 A small handheld three winged device which spins
  around a center metal ring.
  151 A family pipe, engraved with leaves along the length.
  152 A glass bottle that keeps alcohol cool.
  153 A small mouse or rat that, even if it isn't a pet, never
  leaves your side.
  154 A book describing all the pastries of the Sword
  Coast.
  155 A wood carving of a monster from far away.
  156 A calimshan ledger from over 1000 years ago,
  detailing many debts.
  157 Armor fit large enough for a large war-dog.
  158 A thin green hat, with a long cockatrice feather.
  159 Portable wooden set of utensils: cup, bowl, plate,
  knife, fork, and spoon.
  d100
  Trinkets
  160 Thick handmade blanket detailing the history of your
  family.
  161 A skull, fashioned into a drinking cup.
  162 A dreadstone, a small black stone that makes you
  feel uneasy when holding it.
  163 A branding iron of some evil god.
  164 A set of metal claws to tip your fingers with, linked
  with a thin black chain.
  165 A long smoking pipe, crafted from an oddly dark yet
  translucent stone.
  166 A supple leather rope braid, two foot long. If twisted,
  it reveals or hides a small compartment.
  167 A helmet topped with two backwards facing snakes
  that loop around the edge.
  168 A bonesaw marked "Property of Doctor Vaine,
  Westgate"
  169 The complete skeleton of a gnomish child.
  170 A list of ingredients detailing the process of making
  an injestible poisoned butter.
  171 A set of broken manacles once worn by a slave
  closely related to you.
  172 Seven brass figures, each shaped like one of the
  gods.
  173 A set of blue robes with gold trim, given as a gift to
  you for succeeding at a rite of passage.
  174 A scepter of wood topped with a silver moon, a
  reward for completing a task for a thankful noble.
  175 An articulated figure of Tiamat, although it's rusty
  around the joints.
  176 The hardback cover of a spellbook, all the pages torn
  out long ago.
  177 A wooden helmet shaped like an animal head
  (crocodile, bird, cat or the like).
  178 A full body blanket made of chain links, used in
  ceremonies and representing responsibility.
  179 A hollowed out turtle shell, lined with a thin layer of
  metal to keep it sanitary.
  180 The hand of a sahuagin, preserved and fitted to be
  attached to armor.
  181 A cloak made of owlbear hide, a thick fur with
  downey feathers stitched in.
  182 A flag with the sigil of Sorovia.
  183 An elk horned helmet, hand crafted by a Var
  barbarian.
  184 A pauldron taken from a skeleton, marked with the
  sigil of the Warlocks of Vaasa.
  185 A full set of dragonchess, carved from bone.
  186 Leather wrist guards, marked with the icon of The
  Garber Association of Heliogabalus.
  187 A headband, soaked in sweat, marked with the
  branding of the Yellow Rose.
  188 A toolbox, empty, branded with the sigil of
  Ravensburg.
  85
  Backgrounds of Faerûn - Trinkets
  
  d100
  Trinkets
  189 A string of preserved goblin ears, all marked with the
  heraldry of Gareth Dragonsbane.
  190 A map marked "sightings of the skinny tower" with
  many locations marked all around Damara.
  191 An empty bottle of Firewine that has a small
  preserved mammal inside.
  192 A necklace made from the claws of an ettercap.
  193 A helmet with the rack from a great stag.
  194 A cloak made of the skin from an ice troll.
  195 Boots wrapped with the fur of an Owlbear.
  196 A mask that you wear, making you look like a
  rakshasa.
  197 A small wooden wolf with tiny red gems for eyes.
  198 A broken witch mask, from a witch that had fallen
  long ago.
  199 A box, filled with index fingers cut from red wizards
  of Thay.
  200 Pauldrons engraved with all the names of your
  ancestors.
  201 A netheresian cloak, marked with the sigil of Karsus.
  202 A torn flag of the Silver Ravens.
  203 A clasp, fashioned by drow in the image of a spider.
  Requires wipings of oil to prevent disintegration.
  204 A metal stein given as a gift to the Hulorn of
  Selgaunt.
  205 A griffon fetus preserved in a jar.
  206 A small tamed exotic creature (CR less than 1)
  207 A spyglass, but instead of showing you things afar, it
  has a permanent image of an attractive naked hero.
  208 An intricate gnomish quad-scale. It's a scale but it
  can measure four items in relation to each other.
  209 A belt, with a large metal buckle shaped like a
  dragon head.
  210 A plain white mask made of some white pottery,
  with two slits for eyes.
  211 A long stick with an unusual knob on the end. When
  swung around in circles, it makes a low thrumming
  noise.
  212 A baldric (sword belt worn across the chest) with a
  compartment large enough for a dagger to be
  hidden.
  213 A broken flute, made in far away Chult.
  214 An old set of elf-bone dice made from real elf bones.
  215 A map of a dwarven mine in the Starspire
  mountains.
  216 Replica of a human skull made out of woven
  branches.
  217 A set of six blocks with various letters engraved on
  them.
  218 An orcish war banner.
  219 Leather riding gloves with the letters JQ sewn into
  them.
  d100
  Trinkets
  220 A horned dwarf helmet, with one horn cut off.
  221 A piece of wood carved to look like the screaming
  face of someone who crossed you.
  222 A compass that always points to Thaymount.
  223 A small beetle, enchanted to hover if placed mid-air.
  224 A flute that makes no sound, yet tints your skin
  various colors.
  225 A robe with the stars of Thay motif.
  226 A set of glasses that show you echos of world
  around you from all across time.
  227 A hollow crystal ball, containing a cloud that always
  stays centered.
  228 A stone that, when dropped, descends as slowly as a
  feather.
  229 A tooth that when left alone in an empty vessel, fills
  the vessel with brackish water.
  230 A metal bracelet. When worn any rocks lighter than a
  few ounces will float in position around it.
  231 An oak recorder, grown rather than carved.
  232 A doctored image of a famous hero with your own
  face painted over theirs. It's not convincing.
  233 A bag full of dead, preserved frogs.
  234 A small mass of grey sparkling clay. Pliable but it
  never breaks no matter how far you stretch it.
  235 A ring made of bone, with a small amount of hair
  growing from it somehow.
  236 A wooden puppet made in the image of one of your
  allies.
  237 The feather from a Roc.
  238 A ring and a metal orb, with an eye carved into each.
  The eyes always looks at each other.
  239 A necklace of troll teeth.
  240 A ring of water, that somehow never dissipates.
  241 A map with no detail to it, simply five red circles
  connected with lines.
  242 Brass windchimes that only make more noise the
  slower the wind goes.
  243 A hat with a secret compartment in the liner.
  244 An unusually sharp spoon.
  245 A pair of leather gloves, the knuckles reinforced with
  brass.
  246 A vial of blood of an unusual color.
  247 A wooden practice sword, but sized for a child.
  248 A life sized wooden gnome carving.
  249 A six inch long spike made of solid glass.
  250 A book of dirty jokes and songs.
  251 A goatskin map that details a secret entrance to
  Dun-Tharos with annotations "entrance collapsed".
  252 A jar of mosquito repellent salve.
  253 A small sap, wrapped in metal bands.
  254 A child's training crossbow.
  86
  Backgrounds of Faerûn - Trinkets
  
  d100
  Trinkets
  255 A well carved smoking pipe.
  256 A length of cord that smokes when lit aflame, but
  never burns.
  257 A small stone cylinder that smells of salt-water and
  quietly makes the sounds of waves washing ashore.
  258 Lambskin, etched with an arcane sigil, earmarked at
  the edge with "in the center of the three towers".
  259 A small metal shield you use as a cloak pin,
  260 A vial of liquid that makes moss explosively grow
  where dripped.
  261 A bracelet, with wooden tokens for the aspects of
  fire, wind, earth and water.
  262 A stuffed pixie, mounted on an oak plate.
  263 A ring made of bone, with a small green gem
  embedded within.
  264 A waterskin made of an exotic animal your family
  hunted.
  265 A cloak lined with fur from an extraordinary
  monster.
  266 A set of figures used in a strategic Tuigian board
  game, carved from stone.
  267 An old musical instrument, a tight skin over a guitar
  looking base with long strings.
  268 A map, detailing a hidden oasis temple dedicated to
  the spirit of Eldath.
  269 A saddle designed for a large Rothe.
  270 A heirloom hair clasp marked with your personal
  family sigil.
  271 Three wooden statues representing the
  Earthmother's children (a whale, a wolf and a
  unicorn).
  272 An animal-pack, a backpack fit for a companion
  animal with many pockets and compartments.
  273 A map, from long ago, planning to raid a ruin deep
  on the Korinn archipelago.
  274 The ear of a firbolg with a silver earring, on a
  necklace.
  275 A glass orb that holds the wish of a child suspended.
  276 A feather made of snowflakes that never melts.
  277 Ceremonial cauldron used for beastmen rituals.
  278 A shaman's helmet, rocks and metal dangling from
  it, fit for a troll head.
  279 A small idol, crafted of fur and bone, dedicated to
  Malar.
  280 Leather gloves with metal claws and fur across the
  back.
  281 A dagger etched with markings to make it look
  enflamed. Enameled orange and red around the
  edges.
  282 A set of falsified papers that allow one entry into
  Baldur's gate.
  283 A note with a set of rotating passwords to get into a
  secret Luskan gentlemans club.
  d100
  Trinkets
  284 An enchanted compass that shows wind direction
  that glows brighter in faster winds.
  285 An Uthgardt barbarian totem, given to you for saving
  the life of one of their tribe members.
  286 A magical bangle. When worn, any torches you hold
  automatically ignite as though lit with flint and steel,
  and extinguish when you drop it.
  287 A waterproof, foppish leather hat. When worn, the
  wearer finds they are no longer attacked by
  mosquitoes.
  288 Soft leather boots, enchanted to never fall off
  unintentionally when stuck in muck.
  289 A mechanical parrot, lost in a wager against a pirate
  captain. It can repeat the last thing spoken by
  whomever holds it.
  290 A door knob. It's ice cold until it touches a door,
  where it instantly warms up comfortably.
  291 An iron poker that never gets hot even if left in a
  fire.
  292 A small glass bauble, that looks like the sun.
  293 A skull. Every night at midnight, the teeth chatter.
  294 A set of six masks, all identical except each is a
  different color.
  295 A necklace of vampire teeth, kept in your family for
  generations.
  296 A map that describes the inside of a castle, floating
  above a marsh.
  297 A crown grown out of solid oak, a gift from an elven
  prince.
  298 An enchanted rope. If whatever it is tied around is
  stolen, the rope ties itself to the thief and cannot be
  removed except by the owner.
  299 A small silver thimble engraved with the sun.
  300 A bottle of "otyugh stink".
  301 A statue of an old emperor from Kara-tur made of
  some soft stone.
  302 A set of tattoo needles made of an animal quill and
  some pigments.
  303 The tattered robes of a long dead red wizard.
  304 A book of philosophy and tactics written by an
  orcish general.
  305 A dramatic mask of some demon from Kara-Tur.
  306 A pair of orcish tooth caps, to sharpen ones bite.
  307 A braid of hair tied with ceremonial cloth that you
  feel brings you good luck.
  308 A feline statue with an arm that waves for long
  periods of time if set into motion.
  309 An urn with ashes within. At night, anyone putting
  their ears to the side can hear whispers.
  310 A velvet black mask that fits snugly over the face. It
  does not interfere with your vision.
  311 A coin cut down the center, with a prayer inscribed
  on the cut edge.
  87
  Backgrounds of Faerûn - Trinkets
  
  d100
  Trinkets
  312 A tiny earth elemental that does not seem to want to
  leave you.
  313 A tiny metal shield with a drawing of wemic on it.
  314 An invitation to a ball that was held last year.
  315 A rock that can absorb liquid like a sponge, but
  never be wrung out.
  316 A hand mirror made of a single, large, black dragon
  scale.
  317 A cloak that is always gently blowing in the breeze.
  318 A small metal lightning bolt. Touching it makes your
  arm tingle.
  319 A wanted poster that changes every morning, but
  only shows criminals already caught.
  320 A small metal crown that makes a screaming noise
  when thrown.
  321 A black feather that turns red in moonlight.
  322 A skull with a third eye-socket in the forehead.
  323 A small mirror that makes anyone looking into it feel
  attractive.
  324 A medium sized painting of an entirely nude dwarf,
  except for a crown on their head.
  325 Sheet music with liner notes like "best when played
  on a frog".
  326 A hairpin ending with a dragon's head.
  327 A book from Abeir.
  328 An aboleth tentacle that never seems to rot.
  329 A crown crowned with sharp teeth. Legend say
  they're dragon teeth.
  330 A coin bag that makes no noise, regardless of how
  full it is.
  331 A troll nose that neither rots nor regenerates.
  332 A helmet, emblazoned with the likeness of a black
  dragon.
  333 A long flowing purple cloak, with holes rotting
  through it. On the inside is the sigil of Cormyr.
  334 An iron bar is slightly magnetic until held in your
  hand.
  335 A journal of an old adventurer, from before the rise
  of the lich king.
  336 A sword with the blade broken just above the hilt.
  337 A shard of green glass that floats above any fire it is
  placed near, lowering as the fire dies.
  338 A vial of tree sap.
  339 A bottle of red fluid that turns blue at night.
  340 A stone that, when squeezed, bleeds.
   
   
   
   
   
   
  Wait, I don't have a 340
  sided die!
  Obviously, 360 is an odd table to roll on. One method you
  could use is roll 1d4 to find your 'hundreds' and then 1d10
  for your 'tens' and 1d10 for your 'ones', and ignore any results
  above 340.
  88
  Backgrounds of Faerûn - Trinkets
  
  Further Reading
  The information provided in this book has been researched
  from many sources. First and foremost is the 3rd edition
  book The Player's Guide to Faerûn which was the greatest
  inspiration. Below are the books you can track down for
  further information regarding the regions of the realms. Not
  listed is the numerous articles in Dragon magazine, which
  could be enough to fill a sourcebook upon itself.
   
  General
  2e: A Grand Tour of the Realms 
  2e: The Forgotten Realms Campaign Set  
  2e: The Forgotten Realms Campaign Settings  
  2e: Forgotten Realms Adventures  
  3e: Races of Faerûn  
  3e: The Forgotten Realms Campaign Guide  
  3e: The Player's Guide to Faerûn  
  4e: The Forgotten Realms Campaign Guide  
  4e: Forgotten Realms Player's Guide  
  5e: The Sword Coast Adventurer's Guide  
  All: The Grand History of the Realms  
  Aglarond
  2e: Spellbound box set  
  2e: The Sea of Fallen Stars  
  3e: Unapproachable East  
  Amn
  1e: Empires of the Sands 
  2e: Lands of Intrigue  
  2e: Volo's Guide to the North 
  Calimshan
  1e: Empires of the Sands 
  2e: Empires of the Shining Sea 
  2e: Calimport 
  Chessenta
  2e: The Old Empires  
  2e: Sea of Fallen Stars  
  2e: The Vilhon Reach
  Chondath
  2e: The Old Empires  
  2e: Sea of Fallen Stars  
  2e: The Vilhon Reach 
  Cormyr
  2e: Cormyr  
  2e: Volo's Guide to Cormyr
  Chult
  2e: The Jungles of Chult  
  5e: Tomb of Annihilation  
  Damara
  1e: H1-H4 - The Bloodstone Wars  
  2e: The Bloodstone Lands 
  3e: The Unapproachable East  
   
   
  Dambrath
  2e: The Shining South  
  3e: The Shining South  
  Elfharrow
  Information regarding Elfharrow is still fresh. Aside from 4th
  edition sources as well as the Sword Coast Adventurer's
  Guide, there is next to no information post Second
  Sundering. 
  If you're looking to set your campaign in this region pre-
  sundering, look to sources for the country of Lapaliiya.
   
  3e: The Serpent Kingdoms 
  3e: The Shining South 
  Estagund
  2e: The Shining South 
  3e: The Shining South 
  Halruaa
  2e: The Shining South 
  3e: The Shining South 
  Impiltur
  2e: Sea of Fallen Stars  
  2e: The Bloodstone Lands 
  Lake of Steam
  2e: Empires of the Shining Sea 
  2e: Lands of Intrigue 
  2e: The Shining South  
  2e: Empires of the Shining Sea 
  Lantan
  While Lantan is described in a few resources outside of the
  books presented in the general section above, it's almost
  always just a line or two with nothing that really went into
  this book. 
  Luiren
  2e: The Shining South 
  3e: The Shining South 
  Moonsea
  2e: The Moonsea  
  3e: Mysteries of the Moonsea 
  Mulhorand
  2e: Old Empires 
  2e: Sea of Fallen Stars  
  3e: Lost Empires of Faerûn  
  3e: The Shining South 
  3e: The Unapproachable East  
  89
  Backgrounds of Faerûn - Inspiration
  
  Narfell
  2e: The Bloodstone Lands 
  3e: Lost Empires of Faerûn  
  3e: The Unapproachable East  
  Rashemen
  2e: Spellbound box set 
  3e: Unapproachable East 
  Sembia
  2e: Sea of Fallen Stars  
  Tethyr
  2e: Lands of Intrigue  
  2e: Empires of the Sands  
  Thay
  1e: Dreams of the Red Wizards  
  2e: Sea of Fallen Stars  
  2e: Spellbound box set  
  3e: Unapproachable East  
  The Dalelands
  2e: Cormanthyr: Empire of the Elves 
  2e: The Dalelands  
  2e: Volo's Guide to the Dalelands  
  The Dragon Coast
  2e: Sea of Fallen Stars  
  The Great Dale
  3e: Unapproachable East 
  The Hordelands
  2e: The Horde box set  
  3e: Unapproachable East 
  The Moonshae Islands
  1e: Moonshae Isles 
  2e: Forgotten Realms Atlas 
  2e: Halls of the High King 
  While magazines were avoided, in this case Dungeon #196
  was simply too useful to ignore. 
  The Sword Coast North
  2e: Forgotten Realms Atlas 
  2e: The City of Splendors 
  2e: The Savage Frontier 
  2e: Volo's Guide to the North 
  2e: Volo's Guide to the Sword Coast 
  2e: Volo's Guide to Waterdeep 
  2e: Waterdeep and the North 
  3e: City of Splendors - Waterdeep 
  The Western Heartlands
  While the Western Heartlands haven't been given much
  attention outside the general source books above, within
  those books is enough information one could easily run a
  campaign there. 
   
   
   
   
  Thesk
  2e: Sea of Fallen Stars  
  3e: The Unapproachable East  
  Turmish
  2e: Sea of Fallen Stars  
  2e: The Vilhon Reach 
  Unther
  2e: Sea of Fallen Stars  
  2e: Old Empires 
  3e: Lost Empires of Faerûn 
  3e: The Shining South 
  Vaasa
  2e: The Bloodstone Lands
   
  Organizational Backgrounds
  The backgrounds for organizations were largely researched
  from the general books, however the inspiration for these
  were directly from the Champions of Valor for third edition.
  90
  Backgrounds of Faerûn - Inspiration
  
  From Aglarond to Vaasa, the realms are varied
  From Aglarond to Vaasa, the realms are varied
  From Aglarond to Vaasa, the realms are varied
  From Aglarond to Vaasa, the realms are varied
  From Aglarond to Vaasa, the realms are varied
  and enormous. But why settle for a "Bounty
  and enormous. But why settle for a "Bounty
  and enormous. But why settle for a "Bounty
  and enormous. But why settle for a "Bounty
  and enormous. But why settle for a "Bounty
  Hunter" or "Noble" as your background when
  Hunter" or "Noble" as your background when
  Hunter" or "Noble" as your background when
  Hunter" or "Noble" as your background when
  Hunter" or "Noble" as your background when
  you can dabble and mix with the backgrounds
  you can dabble and mix with the backgrounds
  you can dabble and mix with the backgrounds
  you can dabble and mix with the backgrounds
  you can dabble and mix with the backgrounds
  presented here? Certainly a Noble from the
  presented here? Certainly a Noble from the
  presented here? Certainly a Noble from the
  presented here? Certainly a Noble from the
  presented here? Certainly a Noble from the
  Moonshae Isles, friend of the Ffolk and foe of
  Moonshae Isles, friend of the Ffolk and foe of
  Moonshae Isles, friend of the Ffolk and foe of
  Moonshae Isles, friend of the Ffolk and foe of
  Moonshae Isles, friend of the Ffolk and foe of
  Malar is far more interesting! Or a Thayan
  Malar is far more interesting! Or a Thayan
  Malar is far more interesting! Or a Thayan
  Malar is far more interesting! Or a Thayan
  Malar is far more interesting! Or a Thayan
  Bounty Hunter, sent to recover slaves who have
  Bounty Hunter, sent to recover slaves who have
  Bounty Hunter, sent to recover slaves who have
  Bounty Hunter, sent to recover slaves who have
  Bounty Hunter, sent to recover slaves who have
  found themselves liberated. The combinations
  found themselves liberated. The combinations
  found themselves liberated. The combinations
  found themselves liberated. The combinations
  found themselves liberated. The combinations
  are endless!
  are endless!
  are endless!
  are endless!
  are endless!
  Contained within you will find 34 backgrounds
  Contained within you will find 34 backgrounds
  Contained within you will find 34 backgrounds
  Contained within you will find 34 backgrounds
  Contained within you will find 34 backgrounds
  tied to specific regions, each with inspirational
  tied to specific regions, each with inspirational
  tied to specific regions, each with inspirational
  tied to specific regions, each with inspirational
  tied to specific regions, each with inspirational
  material like new trinkets, racial demographics
  material like new trinkets, racial demographics
  material like new trinkets, racial demographics
  material like new trinkets, racial demographics
  material like new trinkets, racial demographics
  of the region, and how common certain classes
  of the region, and how common certain classes
  of the region, and how common certain classes
  of the region, and how common certain classes
  of the region, and how common certain classes
  are. 
  are. 
  are. 
  are. 
  are. 
  You will also find 11 brand new backgrounds
  You will also find 11 brand new backgrounds
  You will also find 11 brand new backgrounds
  You will also find 11 brand new backgrounds
  You will also find 11 brand new backgrounds
  related to the various organizations of the
  related to the various organizations of the
  related to the various organizations of the
  related to the various organizations of the
  related to the various organizations of the
  Forgotten Realms and a table of over 300 new
  Forgotten Realms and a table of over 300 new
  Forgotten Realms and a table of over 300 new
  Forgotten Realms and a table of over 300 new
  Forgotten Realms and a table of over 300 new
  trinkets for any character! 
  trinkets for any character! 
  trinkets for any character! 
  trinkets for any character! 
  trinkets for any character! 
   
  A A 
  A A 
  A Dungeons and Dragons
  Dungeons and Dragons
  Dungeons and Dragons
  Dungeons and Dragons
  Dungeons and Dragons resource for characters
   resource for characters
   resource for characters
   resource for characters
   resource for characters
  and dungeon masters. 
  and dungeon masters. 
  and dungeon masters. 
  and dungeon masters. 
  and dungeon masters.      
  For use with the fifth edition 
  For use with the fifth edition 
  For use with the fifth edition 
  For use with the fifth edition 
  For use with the fifth edition Player's Handbook,
  Player's Handbook,
  Player's Handbook,
  Player's Handbook,
  Player's Handbook,
  Monster Manual, and Dungeon Master's Guide
  Monster Manual, and Dungeon Master's Guide
  Monster Manual, and Dungeon Master's Guide
  Monster Manual, and Dungeon Master's Guide
  Monster Manual, and Dungeon Master's Guide
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Backgrounds of Faerun/Backgrounds of Faerun.pdf