TEXT: Backgrounds of Faerûn:
  Backgrounds of Faerûn:
  Backgrounds of Faerûn:
  Backgrounds of Faerûn:    
  Nations of Destruction
  Nations of Destruction
  Nations of Destruction
  Nations of Destruction
      
  Enrich your characters with this supplement containing backgrounds for 10 of
  Enrich your characters with this supplement containing backgrounds for 10 of
  Enrich your characters with this supplement containing backgrounds for 10 of
  Enrich your characters with this supplement containing backgrounds for 10 of
  the Forgotten Realms dangerous denizens: the brutish bugbear, the vicious
  the Forgotten Realms dangerous denizens: the brutish bugbear, the vicious
  the Forgotten Realms dangerous denizens: the brutish bugbear, the vicious
  the Forgotten Realms dangerous denizens: the brutish bugbear, the vicious
  verbeeg, the friendly firbolg, the greedy goblins, the violent voadkin, the horrific
  verbeeg, the friendly firbolg, the greedy goblins, the violent voadkin, the horrific
  verbeeg, the friendly firbolg, the greedy goblins, the violent voadkin, the horrific
  verbeeg, the friendly firbolg, the greedy goblins, the violent voadkin, the horrific
  hobgoblins, the harrowing half-ogres, the savage grimlocks, the fierce
  hobgoblins, the harrowing half-ogres, the savage grimlocks, the fierce
  hobgoblins, the harrowing half-ogres, the savage grimlocks, the fierce
  hobgoblins, the harrowing half-ogres, the savage grimlocks, the fierce
  formorian and the mixed-up mogrelfolk!
  formorian and the mixed-up mogrelfolk!
  formorian and the mixed-up mogrelfolk!
  formorian and the mixed-up mogrelfolk!
  
  Welcome To The Realms
  I
  n the "Backgrounds of Faerûn" supplement, we
  focused on the human kingdoms. In each of these
  smaller supplements, we investigate groups of the
  other races that inhabit the world. Thematically,
  they'll be grouped by family such as Dwarf, Elf, or
  Gnome.
   
  Each supplement will contain races both old and new, their
  equipment, their spells, and many other features for these
  races. Existing races will be given the regions they're native
  to with bonds for each. If you're picking one of these races,
  they're intended to work with the existing backgrounds in the
  Player's Handbook or with the backgrounds from the
  "Backgrounds Of Faerûn" supplement.
   
  If you use a new race, they'll include the race as well as a
  background specific to that race. Additionally, they'll come
  with extra content to help you get into the mindset of playing
  these rare and unusual races. As with the "Backgrounds Of
  Faerûn" supplement, the backgrounds for new races are
  intended to be mixed with another background or can be
  used as is.
   
  Remember to always check with your Dungeon Master if you
  wish to play one of these races.
   
  How To Combine Backgrounds
  Let's say you wanted to be an bugbear but you wanted to
  combine the "Chief" background with the "Folk Hero" from
  the Player's Handbook.
   
  First, you would choose which of the two backgrounds you
  want to take the skill, tool and language proficiencies from.
  This is the background you also take your equipment from.
   
  Second, you choose which of the two backgrounds you want
  to take your feature from. Either the minion companion from
  the bugbear or the rustic hospitality that the folk hero enjoys.
   
  Lastly, you'll pick one trait, ideal, bond, and flaw, one each
  from either background table. For example, you could choose
  the folk hero trait and ideal, but use the bugbear bond and
  flaw.
  On the "Backgrounds of Faerûn"
  The supplement "Backgrounds of Faerûn" is another title
  written by myself on the Dungeon Master's Guild. It's
  intended to be a supplment for the human dominated
  kingdoms of the realms and is otherwise the same as this
  book. It's not a books of racial specific backgrounds, as many
  cities in the Forgotten Realms allow all sorts of different folks
  from different backgrounds.
  If you don't own it, don't worry. The rules contained in each
  of these smaller supplements are more than enough to use
  for your characters.
  If you do happen to own it, then the rules here are easily
  combined with those rules. Instead of just having a
  "Halruaan Bounty Hunter", you could mix the Halruaa
  background with the star elf background and the folk hero
  background to have a star elf folk hero that's native to
  halruaa, with the bonds, traits, ideals, flaws, equipment and
  features of all three backgrounds!
   
  Art Credits
  Covers: The Ruins of Holyrood Chapel by Louis Daguerre,
  1824  
  Page 1: Goblin Gunslinger by Shaman's Stockart 
  Page 2: WotC-4e_MM_goblin by Wizards of the Coast 
  Page 6: Hobgoblins by Patrick E. Pullen 
  Page 8: WotC-4e_MM_goblins by Wizards of the Coast 
  Page 9: Bugbear by Patrick E. Pullen 
  Page 11: Female Fire Giant by Jacob Blackmon, Purple
  Duck Games.  
  Page 15: Fomorians by Wizards of the Coast.  
  Page 16: Verbeeg by Wizards of the Coast.  
  Page 23: Furry_Goblin by Wizards of the Coast.  
  Page 26: The Subsiding of the Waters of the Deluge -
  Thomas Cole, 1829.  
  Page 27: WotC-4e_MM_blindogre by Wizards of the Coast.  
  Inspiration
  The Complete Book of Humanoids by Bill Slavicsek for
  2nd edition Dungeons And Dragons.
  Giantcraft by Ray Winninger for 2nd edition Dungeons
  and Dragons.
  Dragon Magazine #242, Ecology of the Mongrelmen by
  Johnathan M. Richards.
  Races of Faerûn by Eric L. Boyd, Matt Forbeck, and James
  Jacobs for 3rd edition Dungeons and Dragons.
  Dragon Magazine #327, Ecology of the Grimlock by Mark
  A. Hart
  Monsterous Races by Tyler Kamstra found at
  http://www.dmsguild.com/product/230312/Monstrous-Races
  1
  Backgrounds of Faerûn
  
  Goblinoids
   
  "Sure, the little green guys and big ol' furry ones might not
  look related but most goblins all follow the same rules: follow
  what's bigger than you. Of course, there ain't much bigger
  than a bugbear in goblin society!"
  -- Turk, Goblin Expert
   
  Goblinoids come in a variety of different races. The
  smallest and most well known are the green skinned goblins.
  Their more brutish cousins are the bugbear, an overmuscled
  tower of hostility that can easily overpower adventurers that
  aren't careful. The militant hobgoblin are the most intelligent
  and structured of the goblins.
  Conquered Conquerers
  In their ancient pasts, the various goblinoid races all held
  their own social rules, strategies, magical practicies, and
  religions, that doesn't matter today. Maglubiyet the goblinioid
  god crushed resistances and strapped all the gods
  worshipped by goblinoids under his control. No matter what
  differences there are between goblins, hobgoblins, and
  bugbears, they are all children of Maglubiyet.
  A Call To Arms
  When called, the lazy bugbears are stirred and hobgoblins
  begin making plans while goblins begin marking territories.
  No one group sees each other as anything other than
  "Goblin".
  This gathering of goblinoids is known as a Host and the
  creation of a Host is something most goodly races keep an
  eye out for, ready to send in heroes should the need arise.
  Goblinoid Traits
  Your goblinoid character has the following racial traits.
  Alignment While their outlook varies between the three
  races, nearly all goblinoids are Evil.
  Size Your size is medium.
  Speed Your walking speed is 30 ft.
  Darkvision You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can't discern color in darkness, only shades of gray.
  Languages You can speak, read, and write Goblin and
  Common.
  Subrace. Goblinoids are organized into three subraces:
  the covetous goblin, the prideful hobgoblin, and the slothful
  bugbear. Choose one of these subraces. You gain the traits
  listed under your chosen subrace in addition to those above.
  Why Subraces?
  While these races work exactly as presented in Volo's Guide To
  Monsters, they've been divided into subraces. It's not what the
  race/subrace dynamic usually represents, in this case it makes
  modifying more subraces easier.
  If you're not a fan of this modification all that's been done is
  finding the common elements between the three races, and
  putting them here. If you take the traits here and combine
  them with the racial blocks for each, you'll have recreated the
  races as presented in that book.
  2
  Backgrounds of Faerûn - Goblinoids
  
  Goblin
   
  "Dead of night / Is time to fight 
  Cut and crush, / And burn and bite!  
  Hunt the meat / That bleeds and cries  
  Hobble feet / And gouge the eyes!" 
  -- Goblin Poem
   
  The most populated of all the goblinoids and likely second
  only to kobolds when you consider other monsterous races,
  goblins are a threat known in nearly every corner of every
  realm. When attacking foes in great numbers, goblins are
  dangerous and reckless. When outnumbered themselves,
  they fawn over such power and offer their services in hopes
  to survive. At their core, goblins are likely to do whatever it is
  they need to in order to gain an edge on the world around
  them.
  A Family Divided
  Goblins divide their society into four castes: Lashers,
  Hunters, Gatherers, and Pariahs.
  At the bottom of goblin life is the Pariah, who get all the
  worst jobs and are treated nearly as inferior beasts. However,
  Pariahs are the ones who get to raise and control beasts
  which itself is a valuable job.
  Gatherers are second only to the Pariah, charged with
  stealing food, equipment, and slaves. The cooks of the tribe,
  they are also responsible for crafting the poisons that the
  goblins will use on the battlefield.
  Above Gatherers are Hunters, the most skilled combatants
  of the tribe. They are respected and generally treated quite
  well.
  Lording above all goblins are the Lashers, families of
  goblins who understand combat strategy, traps, construction,
  and most importantly, religion. Booyagh (magic) goblins are
  always Lashers.
  Talent For Beasts
  In the same way that goblins have divided their families up in
  a show of status, as a race they claim lordship over the beasts
  of the realms. Keeping animals for food, for war, and for
  companionship, is a crucial part of any goblin tribe.
  Status Chasers
  In order to show their superiority to others in their tribe,
  many goblins collect trinkets and other status symbols. Of
  course, in goblin society one needs to beware the others that
  view your status symbol as something to covet and take from
  your cold, dead corpse.
  Goblin Adventurers
  A goblin adventurer is unlikely to be a volunteer. More
  commonly, there is a task that no one wanted to do and so it
  was assigned as a task to complete. However, if successful,
  the tribe is more and more likely to continue using those
  same goblins as they seem to have greater luck than the rest
  of the tribe.
  Names of the Goblins
  Goblin names tend to be simple, as most goblins outside
  their tribe won't need to know their names. Things like Jurd,
  Pak, Drit, or Chak are examples of goblin names. However,
  goblins are fans of adding titles to their name as a show of
  status. Lekruv the Mighty or Yennek the Savage are examples
  of these titles.
  Goblin (Goblinoid Subrace)
  Your Goblin character has the following racial traits.
  Ability Score Increase Your Dexterity score increases by
  2, and your Constitution score increases by 1.
  Age Goblins reach adulthood at age 8 and live up to 60
  years.
  Alignment Most goblins are typically take a neutral view,
  but many tribes have a lawful or chaotic leaning that might
  influence that view.
  Fury of the Small When you damage a creature with an
  attack or a spell and the creature's size is larger than your
  own, you can cause the attack or spell to deal extra damage
  to the creature. The extra damage equals your level. Once you
  use this trait, you can't use it again until you finish a short or
  long rest.
  Nimble Escape You can take the Disengage or Hide
  actions as a bonus action on each of your turns.
  Goblin Size
  Gender
  Average Height
  Average Weight
  Male
  3'0" - 4'4"
  40 - 80 lbs
  Female
  2'10" - 4'
  42 - 72 lbs
  3
  Backgrounds of Faerûn - Goblin
  
  Goblin Tribesmember
  Goblin
  Every goblin belongs to someone. Be it the leader of their
  tribe, a powerful non-goblinoid that has moved into their
  region, or even something as powerful as a dragon. Goblins
  often lead by throwing themselves at the mercy of whatever
  powerful creatures come into their range (often with plans to
  dispose of said creature at a later time).
   
  Suggested Classes: Fighter, Rogue
  Feature: Caste System
  Due to splitting their society into four castes, your
  proficiencies and equipment are based upon the caste in
  which you were born into.
  With your DMs permission, choose or randomly determine
  which caste your goblin character was born into. This
  changes how other goblins treat you.
  Lasher
  Skill Proficiencies: Choose two skills from the following:
  Investigation, Religion, Animal Handling, Medicine,
  Persuassion, or Intimidation.  
  Tool Proficiencies: Two tool proficiencies of your choice.  
  Equipment: A tool with which you are proficient, three
  trinkets, a set of goblin style clothing, and an art object worth
  15gp.  
  Hunter
  Skill Proficiencies: Your choice of Animal Handling or
  Nature, and Stealth.  
  Tool Proficiencies: Your choice of two tools from the
  following: Leatherworker's Tools, Smith's Tools, Weaver's
  Tools, or Woodcarver's Tools.  
  Equipment: A tool which which you are proficient, two
  hunters traps, a set of goblin style clothing, and a trophy from
  a creature you've killed such as a cape made of their hide or a
  necklace of claws.
  Gatherer
  Skill Proficiencies: Nature and Survival  
  Tool Proficiencies: Your choice of Brewer's Supplies or
  Alchemist's Tools, and Cook's Utensils  
  Equipment: A set of tools with which you are proficient, a set
  of manacles, 5 empty glass bottles, a set of goblin style
  clothing, and a pouch with 15gp worth of gems pilfered from
  slaves. 
  Pariah
  Skill Proficiencies: Animal Handling and Nature  
  Tool Proficiencies: Cook's Utensils and Leatherworker's
  Tools  
  Equipment: A set of tools with which you are proficient, a
  high quality saddle of your own making, a bag of animal food
  you personally cook (it grants advantage on Animal Handling
  checks to change the attitude of animals), and a string of
  animal claws and teeth worth 15gp. 
  Suggested Characteristics
  Goblins are cowardly when faced with powers greater than
  their own, and are reckless when they feel they have the
  advantage. Consummate deal makers, they're always willing
  to sell out their own for survival.
  d8
  Goblin Personality Trait
  1 I fill my pockets with anything I can put my hands on,
  provided no one is looking.
  2 You can't really know someone if you don't taste them
  first.
  3 A short temper? IS THAT A SHORT JOKE?! WAGHA!
  4 The idea of bathing is as offensive to me as I am to
  your nose!
  5 Everything is a joke to me, especially things I don't
  understand.
  6 I'm not against fighting dirty. Or dealing dirty. Or pretty
  much anything else, dirty.
  7 If I get something, I hold onto it as though it were my
  own hand: you'll have to cut me to get it!
  8 Eating the things I defeat is just a little thing I like to
  do.
  d6
  Goblin Ideal
  1 For The Tribe: We can't survive if we don't work
  together. (Lawful)
  2 Self: Only we are responsible for our own actions.
  (Neutral)
  3 Greater Good: The world won't get better if we never
  try to make it better. (Good)
  4 Suffering: Goblins suffer the whims of others, making
  others suffer makes them see the goblin way. (Evil)
  5 Might: We follow strength, strongest smartest goblins
  rule the rest! (Evil)
  6 Status: Above all other things, show off how awesome
  you are. It's all about you baby! (Evil)
  4
  Backgrounds of Faerûn - Goblin Tribesmember
  
   
  d6
  Goblin Bond
  1 Big bad calls tribe. Tribe comes, big bad eats tribe. I get
  away, but want to KILL big bad!
  2 Booyagh says dark clouds mean doom for tribe. Goblin
  heroes go try to stop cloud or join it!
  3 Scary humans came and killed tribe. I was little goblin,
  so they don't kill me. Mercy opened eyes, now I mercy
  hero too!
  4 Best goblins are Booyagh goblins! Me travel to learn to
  be Booyagh!
  5 Host calls and goblins walk many many fars to get
  there. I got bored and walked away. See what fun I can
  find!
  6 To master the Whip is to become a Lasher. It's the only
  way to improve your station in goblin life. I will master
  the whip!
  d6
  Goblin Flaw
  1 When the going gets tough, I get down on my knees
  and beg to join it!
  2 Some goblins understand when they're in danger, not
  me! I treat everything like I can kill it!
  3 I want to take everything shiny. EVERYTHING.
  4 I cut things, to watch them bleed. Not a lot, just
  enough to make me happy.
  5 I refuse to fight fair. If there's no way I can cheat, I
  refuse to fight at all.
  6 My fight or flight senses seem to be wired permanently
  to flight.
  Feat: Nilbog
  Prerequisite: Goblin  
  You gain Innate Spellcasting, Nilbogism and Reversal of
  Fortune when you take this feat.
   
  Innate Spellcasting: Your innate spellcasting ability is
  Charisma. You can innately cast the following spells,
  requiring no material components.
   
  At will: Mage Hand, Vicious Mockery 
  3/day: Tasha's Hideous Laughter 
  1/day: Confusion
   
  Nilbogism: When you are attacked by another creature, you
  may use your reaction to try and charm them.
  The attacker must succeed on a Charisma saving throw
  with a DC of 8 + your Charisma modifier + your proficiency,
  or become charmed until the end of your next turn. Charmed
  creatures must spend their action praising you.
  You cannot use this ability again until you complete a short
  rest.
   
  Reversal of Fortune: You recieve no benefit from magical
  healing. When a creature deals damage to you, as a reaction
  you may reduce this damage to 0 and instead regain a
  number of hit points equal to 1d6 + your Constitution
  modifier + your Charisma modifier.
  After you use this ability, you may benefit from magical
  healing.
  You cannot use this ability again until you complete a long
  rest.
  Weapon: Goblin Spear
  This wicked black spear has a dangerous edge filled with
  barbed hooks. Designed to painfully rip and tear the flesh of
  creatures struck by the horrific blade.
  The weapon is identical in all respects to a regular spear,
  however it also deals 1d4 extra slashing damage.
  Variant: Goblin-Quality Weapons
  As it's unlikely for a goblin to just walk into a shop and
  purchase things, goblins need to make things or steal them.
  When goblins make weapons and armor, the attention to
  quality is somewhat lacking.
  Goblin weapons break when rolling a 1 on attack and
  goblin armor breaks when critically hit. However, goblin gear
  costs 25% of the regular versions.
  5
  Backgrounds of Faerûn - Goblin Tribesmember
  
  Hobgoblin
   
  "The problem when you're fightin' hobgoblins is that you
  need to think two steps ahead of where they've already
  thought you'll think."
  -- Berkark, dwarven strategist.
   
  Masters of all things martial, the hobgoblin is a most
  fearsome foe. Unlike goblins and bugbears, one does not
  catch hobgoblins alone. They always move as a unit,
  organized with plans outlying their precise orders.
  War Is Everything
  Every aspect of hobgoblin life in one way or another is a facet
  of war. A hobgoblin painter might only see beauty in the
  battlefield, with their artwork representing horrific combats
  and wars. A hobgoblin clothier might seek ways to reinforce
  clothing, keeping it lightweight but offering additional
  protection. There isn't a career that can't be applied to war.
  Death Before Dishonor
  To be a coward and run, to disobey orders, to spit on the
  image of the gods, or to give insult to others, are all cases
  where hobgoblins would eject their own from society. Much
  like their god Nomog-Geaya, they are expected to be
  obedient, loyal, and upstanding.
  Everything In Its Place
  Dividing their kind by rank, education, skill set, and
  capabilities, hobgoblins are tested even as young children
  and all are put into their place. The only way to change your
  own destiny is to work hard through the militaristic structure
  and earn the respect of your peers. However, unlike other
  goblinoids, hobgoblins treat even the lowliest ranks well for a
  motivated soldier could one day be your general.
  Hobgoblin Adventurers
  As with all aspects of hobgoblin life, there are two main
  reasons that one would become an adventurer. Either it's to
  commit to war (likely as part of an elite strike force, as an
  agent of one of the hobgoblin organizations such as the Iron
  Shadows or Academy of Destruction) or to find glory.
  Perhaps your character was dishonored and is trying to
  regain the trust of the tribe, or maybe they're one of the
  secret police and they're investigating hobgoblin affairs in
  distant lands.
  Names of Hobgoblins
  Hobgoblins have three names: their personal name, their clan
  name, and their rank. The personal name is given at birth
  while their clan name changes whenever they join a new clan.
  Their rank is whatever they've earned for themselves and can
  only be changed by those of higher rank.
  Examples of names are Aruget, Ekhaas, Jhezon, and Uhl.
  Clan names are typically simplier, such as Baaz, Volar, or
  Karuk.
  Ranks on the other hand (from lowest to highest) are as
  follows: Soldier, Fist, Spear, Fatal Axe, Captain, General, and
  Warlord.
  Hobgoblin (Goblinoid Subrace)
  Your hobgoblin character has the following racial traits.
  Ability Score Increase You Constitution score increases
  by 2, and your Intelligence score increase by 1.
  Age Hobgoblins have lifespans identical to humans,
  attaining adulthood at roughly the same time.
  Alignment Hobgoblins are often lawful although some are
  neutral. They are rarely ever chaotic.
  Martial Training Choose two martial weapons. You have
  proficiency with these two weapons and with light armor.
  No Disgrace For fear of showing weakness infront of your
  allies, if you would fail an attack, ability check, or saving
  throw, you may add +1 for every ally you can see within 30
  feet to a maximum of +5. Once you use this trait, you can't
  use it again until you finish a short or long rest.
  Hobgoblin Size
  Gender
  Average Height
  Average Weight
  Male
  5'6" - 6'10"
  150 - 200 lbs
  Female
  5'4" - 6'5"
  135 - 190 lbs
  6
  Backgrounds of Faerûn - Hobgoblin
  
  Dedicated Soldier
  Hobgoblin
  With their single minded focus on military strategy and
  instinct to conquer everything that falls within their sight
  gives even the sturdiest of heroes sleepless nights.
  Hobgoblins are masters of the battlefield and if only for the
  fact that they do not procreate as quickly as the other
  goblinoids, they would have already taken over the world.  
   
  Skill Proficiencies: Athletics and Perception  
  Language Proficiencies: One language of your choice.  
  Tool Proficiencies: One set of tools of your choice from the
  following: Carpenter's Tools, Cobbler's Tools, Cook's Tools,
  Leatherworker's Tools, or Smith's Tools.  
  Equipment: A set of tools with which you are proficient, an
  item denoting your rank, a flag belonging to your banner, a
  set of common clothing, and a beltpouch with 15gp. 
  Suggested Classes: Fighter, Cleric, Rogue, or Wizard.
  Feature: Military Rank
  Having learned all you can from your trainers, you are now
  officially a 7th rank Soldier. Each time your proficiency bonus
  increases, you can speak with a superior officer for a
  promotion. You can also get promotions by performing tasks
  of great honor and heroism on behalf of the tribe.
  The ranks are as follows:
  1st Rank - Warlord
  5th - Spear
  2nd Rank - General
  6th - Fist
  3rd Rank - Captain
  7th - Soldier
  4th Rank - Fatal Axe
  Goblinoids (in particular other hobgoblins) will treat you
  with the respect that comes with your station. If you need to
  requisition equipment, you can get 50 gp worth of gear per
  rank at any given time, and in the presence of a hobgoblin
  army you can have room and board.
  Suggested Characteristics
  Hobgoblins care only for honor and glory, while their minds
  twist everything to fit within the mindset of a soldier. A simple
  purchase of equipment is a battle of wits between merchant
  and buyer.
  d8
  Hobgoblin Personality Trait
  1 I will always defer to my foe to ensure things are fair. If
  they are unarmed, I drop my weapon. If they lost an
  arm, I'll bind my own.
  2 When presented with a chance to be brave, I grasp it
  firmly.
  3 I never leave an ally behind, ever. It doesn't matter if
  they're hobgoblin, goblin, or anything else.
  4 Our gods show us how to act, on behalf of ourselves
  and our tribe. I honor them each and every day.
  5 My sense of honor means if I hear someone insult
  another, I must take arms against them.
  d8
  Hobgoblin Personality Trait
  6 I take great pride in my equipment. I repair, polish, and
  add adornments after any challenging combat.
  7 Being a soldier means that I follow orders, nearly
  instinctively.
  8 To save my allies from danger, I gladly throw myself
  onto it.
  d6
  Hobgoblin Ideal
  1 For The Legion: Your actions need to befit your legion.
  (Lawful)
  2 Death Before Dishonor: If you dishonor your legion, you
  must perform an act to even your ledger. (Lawful)
  3 Just a Cog: The individual is but a small piece (Neutral)
  4 Strength: Might makes right. Our might spreads, until
  someone stronger stops us. (Evil)
  5 Superior: We are feared for our military might, for good
  reason. There are none better. (Evil)
  6 Tyranny: It is the will of Maglubiyet that we conquer all.
  (Evil)
  d6
  Hobgoblin Bond
  1 Intelligence from our mages at the Academy of
  Devastation declared an ominous wind. Several
  specialized individuals, including myself, have been
  sent to find the truth behind it.
  2 The last host failed because of poor leadership. I
  adventure to better myself, so that I might lead the
  next host.
  3 Humans, dwarves, elves... all have legendary magical
  items. I seek the tools to craft the greatest military
  magical weapon ever forged.
  4 I've done a grave dishonor to my legion. I've exiled
  myself as punishment, never to return.
  5 A warlord had allied himself to our tribe, but when I
  discovered he was using us I tried to assassinate him.
  I've been exiled from the tribe, but I still need to save
  them.
  6 A monstrosity decimated my tribe while I was hunting.
  Tribeless, I seek revenge before finding a new tribe.
  d6
  Hobgoblin Flaw
  1 I exaggerate the weight of any given situation.
  2 Being in other lands makes me desire tasting their
  cuisine, even when I'm taught that ours is much better.
  3 I don't care much for the gods, at all. In our society,
  that's dangerous thinking.
  4 I hold all creatures to the same standard as hobgoblin
  society. It's never been appreciated yet.
  5 I'm incapable of thinking of things without applying
  them to war.
  6 It's not common for my kind, but I'm a drunk.
  7
  Backgrounds of Faerûn - Hobgoblin
  
  Spell: Legion's Blessing
  4th-level enchantment
   
  Casting Time: 10 minutes  
  Range: Self  
  Components: V, S, M (a skull inscribed with runes)  
  Duration: Concentration, up to 10 minutes
   
  Placing a blessing upon yourself, up to 5 allies within 30 feet
  become inspired by you. Whenever an inspired ally makes an
  attack roll or a saving throw before the spell ends, the target
  can roll a d4 and add the number rolled to the attack roll or
  saving throw.
  Variant: Special Nose
  Prerequisite: 1st level, Hobgoblin
  Your nose is bright blue or bright red. It becomes flush,
  brighter when you are emotional. You have disadvantage on
  rolls trying to hide your emotional state. However you have
  advantage on Charisma skill checks versus other hobgoblins.
  Feat: Hobgoblin Combat Style
  Prerequisite: Hobgoblin
  You gain the following two abilities.
  Once per turn, you deal an extra 7 (2d6) damage to a
  creature you hit with a weapon Attack if that creature is
  within 5 ft. of an ally that isn't Incapacitated.
  On your turn, you may use your action to set a weapon
  with both the Heavy and Reach qualities against a charge.
  Until the start of your next turn, if a foe moves more than
  10' away from their starting position and move into your
  reach, you may use your reaction to attack them. If you hit,
  you deal twice as much damage as usual.
  Hobgoblin Society Roleplaying
  For players wishing to belong to either of these two factions
  within Hobgoblin society, the following builds are
  recommended.
  Iron Shadow: Monk, using the "Way of the Shadow"
  archetype. If feats are allowed, select the Magic Initiate feat
  taking two of the following cantrips and one of the following
  first level spells:
   
  Cantrips: minor illusion, prestidigitation, true strike 
  1st Level: charm person, disguise self, expeditious retreat,
  silent image.
   
  Academy of Devestation: Either a Wizard using the
  School of Evocation archetype or a Sorcerer using the
  Draconic Bloodline or Storm Sorcerer archetypes.
  8
  Backgrounds of Faerûn - Hobgoblin
  
  Bugbear
   
  "In a warcamp, two goblins are always sent to wake a
  bugbear. The first is to wake the beast while the second is to
  replace the first once the bugbear has killed it for waking
  them up."
  --Eldross Venn, elven scholar and goblinoid expert.
   
  Large, scary, and covered in a shaggy fur, the bugbear is the
  beast that parents warn their children about. Long grasping
  limbs to steal unattentive youth from their parents are a
  frightful thought, but most bugbears wouldn't consider such a
  thing, as children are loud and tend to wake one up.
  Lazy Layabouts
  Bugbears are brutish, known for using their physical size to
  intimidate lesser creatures into acting for them. There isn't a
  bugbear that wouldn't prefer having someone else do things
  for them, be it hunting for food or killing invaders. A bugbear
  is as lazy as a goblin is greedy.
  Once awoken, bugbears will find the shortest and easiest
  path to completing their tasks.
  Fearful Reputation
  Because of their immense size and natural tendancy towards
  stealth, one can never be sure about bugbears. This makes
  the the subject of much fright, a trait that most bugbears are
  quick to use. They'd rather use their reputation and size to
  great effect.
  Faithful In Action
  Bugbears do not believe in having clerics or paladins. The
  gods watch over them, and judge them based on their
  actions. Most bugbears know that Hruggek will reward them
  with a position in his armies, their rank based on how many
  kills they were able to earn while mortal.
  Bugbear Adventurers
  Bugbears do whatever they want, unless a host is called.
  Selfish and lazy are considered excellent virtues by bugbear
  standards, and enforcing your will onto others is an well
  regarded practice. However, come time for a host, bugbears
  become compliant and obedient.
  Names of Bugbears
  Bugbear names are usually brutish and sound similar to
  effects one would cause in combat (e.g. Ripnek, Cloberend,
  Throddle, etc.). Some bugbears might have a family name as
  well and, although somewhat similar to bugbear tradition,
  tend to be somewhat more sophisticated (e.g. Cresher
  Bulbnak, Maul Killig, Varag Ghoulchewer, etc.) Some names
  will also describe great feats a bugbear, or his family, is
  known for such as; Throttleneck, Giantkiller, Ogresmasher,
  Goblineater, Orcbane, etc. Names in bugbear culture are not
  specific by sex.
  Bugbear (Goblinoid Subrace)
  Your Bugbear character has the following racial traits.
  Ability Score Increase Your Strength score increases by
  2, and your Dexterity score increases by 1.
  Age Bugbears reach adulthood at 16, and live up to 80
  years.
  Alignment Given their selfish, opportunistic minds, most
  Bugbears are chaotic.
  Long-Limbed When you make a melee attack on your
  turn, your reach for it is 5 feet greater than normal.
  Powerful Build You count as one size larger when you
  determine your carrying capacity and the weight you can
  push, drag, and lift.
  Sneaky You are proficient in the Stealth skill.
  Surprise Attack If you surprise a creature and hit it with
  an attack on your first turn in combat, the attack deals and
  extra 2d6 damage to it. You can use this trait only once per
  combat.
  Bugbear Size
  Gender
  Average Height
  Average Weight
  Male
  6'0" - 8'0"
  250 - 350 lbs
  Female
  6'2" - 7'8"
  225 - 330 lbs
  9
  Backgrounds of Faerûn - Bugbear
  
  Chief
  Bugbear
  Pressing others into service for their own lazy needs,
  bugbears throw their strength around like there's no way
  anyone could contest them. Of course, having a horde of
  minions sometimes makes that same strength difficult to
  contend with.  
   
  Skill Proficiencies: Athletics and Survival  
  Tool Proficiencies: Brewer's Supplies and Musical
  Instrument (Drum)  
  Equipment: Brewer's Supplies, A large drum (for signaling
  your minions), a loincloth from a powerful creature you've
  defeated, a pair of hunter's traps, and a skull that your minion
  has fashioned into a belt pouch which contains 15gp. 
  Suggested Classes: Barbarian, Fighter, Rogue
  Feature: Minion
  You have an underling: a lowly goblin, a weak Pariah. While
  unable to defend themselves beyond running away, and
  certainly lacking any strength to be even a passable fighter,
  they can perform various chores according to your needs.
  Should the goblin die, roll 1d10 to determine how many days
  until you have another.
  The goblin can do anything an Unseen Servant can do.
  When your proficiency increases, you can have one additional
  goblin (so two goblins at 5th level, three goblins at ninth level,
  four goblins at 13th level and five goblins at 17th level).
  If these goblins are required to roll a skill check or saving
  throw, they simply add your proficiency bonus and their AC is
  equal to 10 + your proficiency bonus.
  Suggested Characteristics
  Swing your weight around, make demands, and basically get
  others to do things for you. If someone questions your
  strength, prove to them that they are mistaken.
  d8
  Bugbear Personality Trait
  1 If someone doesn't do what I say, they get beat until
  they change their mind!
  2 Unless something threatens me, my stuff, or my
  friends, I'll be sleeping.
  3 I put on a big dramatic show because I'd rather people
  left me alone.
  4 My anger is always quietly seething, like a smouldering
  fire.
  5 I carry weapons, but I prefer to feel skulls crack under
  my fingertips.
  6 Unlike my kin, I only fight when provoked into combat.
  Otherwise, I'm a relatively calm bugbear.
  7 My body is adorned with trophies harvested from the
  corpses of my kills.
  8 My kind is known for our stealth, something I use in all
  aspects of my life.
  d6
  Bugbear Ideal
  1 Power: The only limits to what you can do is your own
  personal strength. (Chaotic)
  2 Freedom: Never be so weak as to let others control
  your destiny for you. (Chaotic)
  3 Relaxation: Find time every day to relax. (Neutral)
  4 Greed: Bugbears love treasure, the more the better.
  (Evil)
  5 Might: Our gods watch our actions and reward the
  strongest of us. (Evil)
  6 Master: Crush resistance under your boot and bend it
  to your will. (Evil)
  d6
  Bugbear Bond
  1 A treasure for my head. I adventure to find something
  to put up there.
  2 Gold! There's not enough in the world to sate my
  appetite.
  3 I want to gather enough goblins to have an army wait
  on me hand and foot.
  4 I want to find a comfortable hole as far away from
  everyone else as possible.
  5 In the last host, I was captured. I escaped, but I have no
  intention of returning to the losing side.
  6 A prized trinket was taken by one of my underlings. I'll
  track em down and eat their face!
  d6
  Bugbear Flaw
  1 I'm kind hearted, I'll protect any who aren't strong
  enough to protect themselves.
  2 My treasure pile is more than enough, I don't mind
  sharing.
  3 Underlings work harder when you treat them well.
  4 Being stealthy is fine, but it's unfair to others. I avoid
  such dirty tricks.
  5 Honor is important to me, I try to ensure others think
  highly of me.
  6 A calm, easy attitude puts others at ease. I don't want
  to make others nervous.
  10
  Backgrounds of Faerûn - Bugbear
  
  Giantkin
   
  The four born of her / each holds their own.  
  To stand beside kin / or brave dangers alone  
  They'll never stand with / their true bloded kin  
  Never as equals / for black was her sin.  
  -- Poem found within the book "Valis' Annoted Excavations
  Of The North", currently missing from the Candlekeep
  library.
   
  The Firbolg, Formian, Veerbeeg, and Voadkyn. Four races
  that have been treated badly by history, and yet never seem to
  settle into being a race bent on revenge. Indeed, while bound
  by blood, each tribe of these cousins to giants has their own
  culture and identity.
  Born of Infidelity
  Annam and Othea ruled over all the giants and their gods as
  king and queen. However, Annam was not the only partner
  that Othea took. One of these partners was Ulutiu, a
  slumbering deity holding great providence over the cold
  places of the world. Their relationship spawned the half-
  giants, but when their relationship was uncovered Ulutiu left
  the world.
  Hated Half-Brothers
  The giants believe that Othea's relationship with Ulutiu was
  blasphemous, for by cheating on Annam her children were
  only half-giants. Annam and Othea were the king and queen
  of the giants and their gods, after all, and any born outside
  that covenant are evil reflections of the true majesty of giants.
  Unleashed from the Ordning
  Giants, and their kin (except for the firbolg) used to follow the
  ordning. This was social structure where respect is given to
  those above your station, and to break that was an insult to
  the gods. Giant-kin were given second to last placement, just
  above ogres and before ettins.
  Following the events where the small-folk tried to raise
  Tiamat out of the abyss, in 1489 DR, the Ordning was broken
  and now the giant-kin have a new place in the world.
  New Race Traits
  Your giantkin character has the following racial traits.
  Ability Score Increase Your Strength score increases by
  1.
  Speed Your base walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can't discern color in darkness, only shades of gray.
  Powerful Build. You count as one size larger when you
  determine your carrying capacity and the weight you can
  push, drag, and lift.
  Languages You can speak, read, and write Giant and
  Common.
  Subrace. Giantkin are organized into four subraces: the
  firbolg, veerbeeg, voadkin, and fomorians. You gain the traits
  listed under your chosen subrace in addition to those above.
  11
  Backgrounds of Faerûn - Giantkin
  
  Keeping Up Apperances
  While they are all related by blood, the four giant-kin
  presented here are all very different in apperance and social
  graces.
  Firbolg
  Firbolg males sport great, thick beards. Their skin was fleshy
  pink but can be dusky with blue hues, and their hair, though it
  came in many colors, was usually either red or blonde.
  Their clothing is simple, hand crafted within their own
  communities. While capable of wearing armor, most firbolg
  shun the practice as cowardly.
  Formorian
  Magically twisted and malformed, their purple skin is mottled
  and lumpy. Haunched backs, veined skin, and asymmetric
  bodies, are all difficult signs to hide. What little hair they have
  is typically white.
  They give little care to their hygiene or even what they
  wear.
  Verbeeg
  Resembling tall humans, their bodies are usually much
  broader and thick with muscle. Their hair is typically dark,
  with males growing large beards. Their skin is often olive or
  dusky, although it can range from human shades into more
  orange or pale green colors.
  Their choice of clothing runs in human styles, although it
  has to be replicated at sizes the giants can wear.
  Voadkyn
  With skin hues ranging from yellow to green and even
  touching brown, voadkyn often blend in with the forests they
  inhabit. resembling wood elves, except for a total lack of hair,
  their pointed ears and not-unhandsome faces would be
  comforting if not for their much larger than usual heads.
  Their clothing is often simple trousers or skirts, made from
  the natural resources of their forests. They don't frequently
  wear footwear.
  Regions of The Giant-Kin
  Firbolg: High Forest, Cormanthor, Neverwinter Wood,
  and Ardeep Forest
  Fomorian: The Underdark and Sword Coast
  Verbeeg: The Sword Coast, Calimshan, The Dragon
  Coast, and Damara
  Voadkyn: High Forest, The Great Dale, The North, and
  Tethyr
  Weapon: Giant Longbow
  Weapon
  Cost Damage Weight
  Properties
  Giant
  Longbow
  100
  gp
  1d10
  piercing
  10 lb. Ammunition (range
  200/1000), heavy, two-
  handed, special
  Giant
  Longbow
  Arrows
  3 gp
  --
  3 lb. Special: Purchased in
  packs of 20.
  A giant longbow is made of particularly thick materials,
  reinforced and strengthened to allow for a much more distant
  shot. It is much larger than a regular bow.
  However, this weapon carries a special property. If the
  wielder lacks the Powerful Build racial trait, their attacks
  with the weapon suffer disadvantage.
  A giant longbow is a martial ranged weapon.
  12
  Backgrounds of Faerûn - Giantkin
  
  Firbolg
   
  They lived in 'Tir na nog' many centuries ago 
  And they live on in myth and legend and little else we know 
  Of the tribe known as Fir Bolg which means 'belly man' 
  Perhaps from them the myth of the Leprechaun had it's
  source and began.
  --The Fir Bolg by Francis Duggan
   
  Tribes of these half-giants sequester themselves into
  remote forest strongholds, wanting to spend their time
  communing with nature and growing their communities.
  Dedicated to The Code
  When the Ordning was in place, the only group of giants or
  giant-kin to reject that structure was the firbolg. Instead they
  have a democratic system called "The Cast". Whenever a
  decision affecting the clan is necessary, a call goes out to all
  able members of the tribe to assemble and vote on the issue.
  To cast their ballots, the firbolgs use flat rocks engraved with
  their own personal runes.
  Keepers of Nature
  Firbolg hold a deep respect for nature and feel that the living
  things of the world are as connected to it, as it is to them.
  Almost all firbolg learn even a small amount of magic, to help
  preserve nature and protect it from those who would do it
  harm.
  Those who take up greater amounts of spellcasting to
  become druids themselves often find the become leaders of
  the stronghold, if for no other reason than they're more
  capable of protecting it although it usually is accompanied by
  a cast to ensure the rest of the clan approves of the
  promotion.
  Tenders of Community
  With strict adherence to what they refer to as "The Code",
  firbolg are very structured in their idea of punishment. This
  code dictates that individuals need to be judged based on
  their actions, not their birthright. Minor transgressions could
  mean servitude to the clan, which major ones would result in
  expulsion.
  The concept of lying is difficult for firbolg to work with,
  causing them to break out into cold sweats or nervousness. A
  firbolg always has visual tells when being dishonest.
  These two features help keep firbolg society running in an
  orderly and sustainable manner.
  Firbolg Adventurers
  Firbolg adventure for three reasons: their clan has been
  destroyed, they're on a perilous task on behalf of the clan, or
  they've been exiled from the clan because they've broken the
  code.
  Names of the Firbolg
  The concept of names is funny to firbolgs, after all what is a
  name when it's deeds that matter most? However, when
  dealing with those outside of their clan they'll often pick
  names. These can be names that describe the deeds they've
  done, or simply elven names they've taken a liking to.
  Firbolg Traits (Giantkin subrace)
  Your Firbolg character has the following racial traits.
  Ability Score Increase Your Wisdom score increases by 2.
  Age As distant relations to the fey, firbolg have long
  lifespans. Adulthood starts around 30 and the eldest firbolg
  can easily reach 500.
  Alignment Typically, most firbolg are neutral good. It's very
  rare for firbolg to be evil.
  Size Your size is medium.
  Firbolg Magic. You can cast detect magic and disguise self
  with this trait, using Wisdom as your spellcasting ability for
  them. Once you cast either spell, you can't cast it again with
  this trait unitl you finish a short or long rest. When you use
  this version of disguise self, you can seem up to 3 feet shorter
  than normal, allowing you to more easily blend in with
  humans and elves.
  Hidden Step. As a bonus action, you can magically turn
  invisible until the start of your next turn or until you attack,
  make a damage roll, or force someone to make a saving
  throw. Once you use this trait, you can't use it again until you
  finish a short or long rest.
  Speech of Beast and Leaf. You have the ability to
  communicate in a limited manner with beasts and plants.
  They can understand the meaning of your words, though you
  have no special ability to understand them in return. You have
  advantage on all Charisma checks you make to influence
  them.
  Languages In addition to any other languages, you speak,
  read, and write Elvish.
  Firbolg Size
  Gender
  Average Height
  Average Weight
  Male
  7'2" - 8'4"
  240 - 300 lbs
  Female
  7'0" - 8'2"
  220 - 380 lbs
  13
  Backgrounds of Faerûn - Firbolg
  
  Outcast
  Firbolg
  When a firbolg breaks the code, if the reason is excessive,
  then it's likely they will be cast out into the world. Of course,
  some firbolg just get separated from their clans or their clans
  are destroyed by powerful creatures. Whatever the reason,
  these children of nature are at odds with the world around
  them.  
   
  Skill Proficiencies: Nature, and Survival  
  Language Proficiencies: Language  
  Tool Proficiencies: Your choice of Calligrapher's Supplies,
  Painter's Supplies, or Weaver's Supplies, and one musical
  instrument of your choice.  
  Equipment: A single item that holds "the code" written upon
  it, such as a bracelet or scroll. A set of tools or musical
  instrument with which you are proficient, a set of common
  clothing in firbolg style, an icon of your tribe crafted from
  plants only indigenous to the region your tribe is from, and a
  beltpouch with 15gp of elven gold. 
  Suggested Classes: Druid, ranger, or fighter.
  Feature: One With Nature
  As long as you uphold the spirit of the firbolg and make no
  grand actions to destroy nature, your connection with the
  world around you remains unbroken. Unless blighted or
  otherwise magically impaired, a forest will always provide
  you clues enough to find food and water, as well as shelter for
  when you need to sleep.
  If you destroy large swathes of forest, start fires, harm fey
  or elves living within the forest or selfishly overhunt the prey
  found within the forest, you cannot benefit from this trait
  until you make amends.
  Suggested Characteristics
  Firbolg outcasts are afraid, strangers in strange lands, and
  entirely unaccustomed to what the outside world is like. They
  can be naive, curious, cautious, or outright confused.
  d8
  Firbolg Personality Trait
  1 For every tree I cut, I plant the seeds of two more. For
  every animal I kill, I leave food for its kin.
  2 We've lived in seclusion for a very long time, I find
  stealth is an excellent tool for many situations in life.
  3 When I come across new people, I try to foster an aura
  of peacefulness.
  4 With new foes, I try to seek out knowledge about
  them. Who knows what I might learn to avoid
  confrontation?
  5 Whenever I face failure, afterwards I contemplate
  where that failure happened so I might avoid it in the
  future.
  6 I do not speak freely infront of others until I'm certain
  of their sense of honor.
  7 We prove ourselves through action, so I often act
  before I speak.
  8 I don't understand a lot about civilized life. Without
  asking, I often presume what things mean. Equally
  often, I'm wrong.
  d6
  Firbolg Ideal
  1 Structure: We keep the code close to us, for without it
  our society would crumble. (Lawful)
  2 Freedom: Do not try to dominate nature, instead try to
  foster growth that exists already. (Neutral)
  3 Education: When others harm any bit of nature, I find
  myself trying to change their ways instead of fighting.
  If possible. (Neutral)
  4 Nature: Happyness is finding a warm spot in the sun
  and just enjoying life. (Good)
  5 Life: Do not kill if it can be avoided. There is enough
  death in the world. (Good)
  6 Peace: The enraged owlbear is not angry without
  reason, instead of killing it try to rectify the source of
  its anger. This approach works wonders with all things,
  not just owlbears. (Good)
  d6
  Firbolg Bond
  1 My tribe was wiped out. But much like after a forest
  fire, life goes on. I will find my place in life.
  2 I was exiled from the tribe for a murder I didn't
  commit. Solving this mystery has taken me afar.
  3 The tribe has voted, and I've been cast out but the
  chief wouldn't explain why. I travel with a great pain
  upon my heart, not knowing the source of this vote.
  4 It was late fall when the red dragon landed. It enslaved
  most of the tribe, but those of us who escaped vowed
  to return with help to slay the wyrm.
  5 Our tribal leader has died. A vote was cast and
  leadership fell upon me, but I feel within my heart that
  I am unworthy. I travel to cure myself of this feeling.
  6 I seek a stronger connection with nature. I figured by
  travelling afar, I can find out more about distant lands
  and how nature survives there.
  d6
  Firbolg Flaw
  1 Lies just aren't difficult for me, they're impossible. I
  cannot commit the act of subterfuge.
  2 I have a tendancy to eat various plants whenever I
  come across them. This has bitten me in the end more
  often than not.
  3 Being in the city makes me crazy, it's simply too much.
  Too much noise, too much going on. I cannot stay in
  cities long.
  4 I think of most animals as cute fuzzy little friends, even
  when they're huge and hungry carnivores.
  5 I have a tendancy to verbally and loudly proclaim the
  mis-deeds of others, generally infront of them.
  6 I often mock true giants. This never goes well.
  14
  Backgrounds of Faerûn - Firbolg
  
  Fomorian
   
  Oisin against the demon, light against dark, Danaan against
  Fomorian, poet against critic, even Yeats against Dowden –
  all the battles are one.
  -Yeats’s Poetry and Poetics By Michael J. Sidnell
   
  The cursed fomorian, also known as the giants of the
  underdark, are a tragic race and a living warning to all about
  the lessons of humility. The fomorians are a hideous,
  misshapen lot, hated equally by the fey and their giant
  cousins.
  A Curse of Humility
  Once the most beautiful of all giants (not just giant-kin),
  fomorians were quite adept in all matters magical and
  martial. That is, until they tried uniting and marching upon
  the feywild in an attempt to capture the magic of that realm
  for their own twisted uses.
  Against a united resistance, their war went on too long.
  Between the magic of the feywild and the magic of its
  defenders, the formorians were reshaped and twisted until
  their appearance matched their black and twisted hearts.
  Slaves or Monsters
  Since their campaign against the feywild, other giants have
  found that fomorians make for excellent slaves. They're sent
  to do the most dangerous jobs such as cleaning animal pens,
  or more boring jobs like preparing meals.
  The fomorians in captivity don't seem to mind being
  pushed into such slavery too much, but those that do escape
  to the underdark where they can enslave creatures weaker
  than they are, or be brought into the service of those with
  more power.
  Strange Prophets
  Fomorians are dim witted, and yet they hold an elaborate
  prophecy: that the spirit of the great king who will unite all
  giantkind together will be born of their blood. That by
  experiencing the harsh reality of the world and feeling the
  same suffering as all his children, he will die and be reborn
  more powerful and beautiful than any giant before him.
  Then, fomorians will be taken to his side and their horrific
  visage revoked, revealing their own true beauty and mastery
  over the world around them.
  Fomorian Adventurers
  Fomorians don't really take on a traditional adventurer role,
  however they easily take to tasks that have a need to be filled.
  Were a frost giant to order a fomorian subordinate to go fetch
  his armor that was stolen, the fomorian would do everything
  in its power to succeed.
  Names of the Fomorian
  Fomorians don't often name themselves, although slaves
  typically are named by their masters. These names are often
  cruel and subversive, something the dim witted fomorian
  wouldn't understand.
  Fomorian Traits (Giantkin subrace)
  Your Fomorians character has the following racial traits.
  Ability Score Increase Increase your Constitution score
  by 2.
  Age Much like other giants, fomorians are quite long lived.
  However, due to their curse, it's not nearly as long as other
  giant-kin. Adulthood starts around 20 and lasts for about 200
  years.
  Alignment Nearly all fomorians favor an evil alignment,
  and most embrace a chaotic one as well.
  Size Your size is Medium.
  Twisted Form. Due to your twisted form, you are unable to
  wear armor. You may still use shields.
  Curse of the Evil Eye. As an action, you may use your Evil
  Eye ability, but on a failed save the creature is also afflicted
  with a magical deformity. The creature may attempt a new
  saving throw at the end of each of its turns, ending the effect
  on a success.
  When you use this ability, choose one deformity from the
  list below.
  Twisted Legs: Reduce the creature’s movement speed for
  10 ft.
  Warped Joints: The creature has disadvantage on
  Dexterity saving throws and ability checks, and on attacks
  based on Dexterity.
  Withered Limbs: The creature has disadvantage on
  Strength saving throws ability checks, and on attacks
  based on Strength.
  Evil Eye. As an action, you may target one creature you
  can see within 30 ft. of you. The target must succeed on
  Charisma saving throw or take 1d8 psychic damage. The DC
  for this saving throw is 8 + your proficiency bonus + your
  Wisdom modifier. The damage increases by 1d8 when you
  reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)
  Fomorian Size
  Gender
  Average Height
  Average Weight
  Male
  2'10" - 3'4"
  52 - 82 lbs
  Female
  2'6" - 3'
  42 - 72 lbs
   
  Where Credit Is Due
  For the Firbolg, the Volo's Guide iteration of the creature was
  broken down, much like had been done for Goblinoids.
  However, the other three giant-kin didn't exist in this edition
  of the game officially.
  Unofficially, the very excellent Monsterous Races on the
  DMs Guild has a balanced playable version of every race in the
  Monster Manual. The fomorian, half-ogre variants, and the
  mongrelfolk, are from that supplement.
  You can find it on the guild at
  http://www.dmsguild.com/product/230312/Monstrous-Races
  15
  Backgrounds of Faerûn - Fomorian
  
  Escaped Slave
  Fomorian
  Very few fomorians can call themselves free, but those that
  are enslaved aren't entirely bothered by it either. Those who
  escaped slavery often look to turn to mercenary work, trading
  one master for another.  
   
  Skill Proficiencies: Athletics and Perception  
  Language Proficiencies: One language learned from the
  creatures that enslaved you. 
  Tool Proficiencies: Any one tool proficiency of your choice
  learned from the creatures that enslaved you.  
  Equipment: A tool with which you are proficient, an item
  denoting your former bondage such as shackles or a neck
  collar, a loincloth of fomorian design, and a cloak in the style
  of the creatures that enslaved you, with hidden pockets
  containing 15gp. 
  Suggested Classes: Barbarian, or Monk.
  Feature: Slave Paths
  To escape from your masters, you've found runes along the
  paths that helped you learn the safe ways of escape.
  Whenever you're lost in unfamiliar territory, you can make a
  DC 15 survival or perception skill check. Success indicates
  you find a hidden spot used by slaves to escape. These caches
  can be hidden for sleeping purposes and may have small
  amounts of leftover food or other supplies.
  Suggested Characteristics
  As a former slave, you're always watching over your shoulder
  for bounty hunters and you're always looking for the next
  wanna-be master. Paranoia is your safety net.
  d8
  Fomorian Personality Trait
  1 Sarcasm and insults are my weapons of choice.
  2 It's in my nature to be distrusting. I'm very slow to
  change that opinion.
  3 I only have one attitude: bitter.
  d8
  Fomorian Personality Trait
  4 Approaching anything more straightforward than "hit
  something" is frusterating to me.
  5 I know to keep my mouth shut, my ears open, and my
  hands busy.
  6 The idea of empathy is a concept lost on me.
  7 Most of my communication occurs in the form of
  grunts.
  8 Point me in a direction, give me some orders, and I'm
  happy.
  d6
  Fomorian Ideal
  1 Suffering: To suffer is to live. No shame acknowledging
  that. (Neutral)
  2 Brash: Life is likely far too short to worry about
  manners. (Chaotic)
  3 Change: Every year the world is different, try not to get
  too stuck on how things 'are'. (Chaotic)
  4 Power: At the hands of others, I've learned the lesson
  of power: those who have it lord over those who do
  not. (Evil)
  5 Greed: At the end of the day, people will overlook what
  you look like if you've enough gold in your pocket.
  (Evil)
  6 Power: I am a predator, and everything else is my prey.
  A simple view of life, but one that's worked so far. (Evil)
  d6
  Fomorian Bond
  1 I was freed by the kindness of another, something that
  changed me deep inside.
  2 Being the punching bag for a bunch of giants before
  escaping, I now hunt them down for sport.
  3 The underdark isn't so scary, as long as you stay near
  the surface. I don't mind helping others navigate the
  tunnels for a bit of coin.
  4 I've been told there is powerful magic in the world.
  Maybe powerful enough to break my curse.
  5 The legend of our giant king is known to all fomorians,
  I intend to find out the truth behind it.
  6 I don't have a reason for being, it's just better than the
  alternative.
  d6
  Fomorian Flaw
  1 I tend to be bold, when caution would do.
  2 My ever growing desire for gold knows no bounds.
  3 I'm really useless in social situations.
  4 Without orders, I just idle around.
  5 What allies I have, aren't around for long. My eating
  habits drive men mad.
  6 Our kind are not known for excellent fragrance, most
  people are aware when I'm around.
  16
  Backgrounds of Faerûn - Fomorian
  
  Verbeegs
   
  A blurb written in universe, generally around a paragraph.
  Simply put, just a bit of prose.
   
  Of the giant-kin, verbeegs tend to live closest to civilized
  lands. Their intelligence allows them to integrate largely with
  other communities. For this reason, they're often refered to
  as "human behemoths".
  That's Mine!
  Verbeegs have no concept of ownership. While they don't
  have tendancies for greed, if they need something and they
  see it, they're likely to simply pick it up without thinking
  much about it.
  Creative Story Tellers
  Their high intellect and living on the fringes of society often
  means they have to find their own entertainment. This isn't a
  hinderance, as verbeegs tend to be elaborate story tellers,
  able to weave multiple plots and characters together on the
  fly with little difficulty.
  Trust Issues
  While it's not to say that dealing with a verbeeg is an exercise
  in trust, their ability to track facts and lies means they're very
  good at it. It's wise to never fully trust a verbeeg without
  checking their information separately. The giants and their
  kin use "lying like a verbeeg" as a saying to point out
  something obvious is occuring.
  Verbeegs Adventurers
  Tending towards being mercenaries to take advantage of
  their great strength and cunning, verbeegs have many
  reasons to adventure. They have an innate selfish nature,
  wanting to take care of themselves before any other.
  Because of the Ordning being dissolved, verbeegs also tend
  to join militaries and mercenaries as a way to gain rank. They
  loved the Ordning and seeing it removed was a harsh blow to
  many verbeeg.
  Names of the Verbeegs
  Verbeegs tend to see themselves separate from giants,
  instead picking names of the humans they live near. They
  don't worry about the culture of these humans, they just pick
  names they like the sound of.
  Verbeegs Traits (Giantkin subrace)
  Your Verbeegs character has the following racial traits.
  Ability Score Increase Your Intelligence score increases
  by 2.
  Age Verbeegs tend not to live as long as giants, yet still
  longer than men. Attaining adulthood at 15 and living until
  around 150.
  Alignment Typically selfish, most verbeeg are neutral evil
  but there's nothing about them socially that would make
  other alignments unusual.
  Size Your size is medium.
  Natural Planner. You have a pool of dice that you may lend
  to your allies. You start with 2d6 at 1st level, increasing to
  3d6 at 7th level and 4d6 at 14th level. When you complete a
  short or long rest, this pool replenishes.
  As a reaction to your allies making an attack, damage, skill
  check, or saving throw, you may remove a d6 from the pool
  and add it's result to their roll. You must do this before they
  know if the roll succeeded or failed.
  Talent for Swindling. Due to their mindset, verbeegs are
  excellent spies. You have proficiency with Dexterity (Sleight
  of Hand) and Charisma (Deception) checks.
  Languages You know one additional language of your
  choice, picking it up from others within your social circle. You
  can speak, read, and write this language.
  Verbeegs Size
  Gender
  Average Height
  Average Weight
  Male
  6'10" - 8'2"
  250 - 325 lbs
  Female
  6'6" - 8'
  235 - 325 lbs
  17
  Backgrounds of Faerûn - Verbeegs
  
  Travelling Swindler
  Verbeegs
  It's not often nice to group an entire race by a single trait they
  share, and yet many folk of the realms know not to trust a
  verbeeg without question. Their personalities are often
  bombastic and their intellect is sure to keep anyone on their
  toes ensuring they don't get trapped in verbal wit.  
   
  Skill Proficiencies: Persuasion and Performance  
  Language Proficiencies: One language you picked up from
  your road travels.  
  Tool Proficiencies: One gaming set.  
  Equipment: A gaming set with which you are proficient, a set
  of common clothes, a trinket that hides a secret compartment
  that can store anything that would fit completely in one hand,
  a trinket you stole from someone, a belt pouch with 15gp. 
  Suggested Classes: Fighter, or Rogue.
  Feature: A Favor For A Friend
  You've gambled with a great number of people in your travels,
  enough that one or two of them owe you a favor. When in a
  city, you can call in a favor. The nature of this favor and the
  individual you owe are up to the DM, however they will help
  you in earnest, within the limits of what you need done.
  They will not risk their lives for you, nor will they sacrifice
  their own means to help you (they won't give you their home,
  but they'll let you stay there, for example).
  Once you've used this feature, you cannot call upon them
  for a favor in this way, however they are an NPC you can
  interact with normally.
  Suggested Characteristics
  Sleezy, controlling, and a master at manipulation, most
  swindlers have sociopathic tendancies. That's not to say
  they're all bad, but they have a high degree of skill in the art of
  manipulation and working that as a swindler comes naturally.
  d8
  Verbeegs Personality Trait
  1 When I want something, I get it. Doesn't matter how.
  2 Oh your feelings are hurt? It'd be a shame if somehow I
  cared.
  3 If you're not doing what I say, you're in my way. A
  dangerous place to be.
  4 There's little that goes on around me that I didn't set
  into motion.
  5 Life is a grand game of chess, and I intend to outplay
  everyone.
  6 I love city life, so many plots and schemes, I really find
  anything else disinteresting.
  7 Whenever I go to a new city, I try to setup a few
  contacts. You never know when a native will be useful.
  8 I am the most important thing to me, and with my
  masterful intellect, I'm always crafting plans to ensure I
  am safe.
  d6
  Verbeegs Ideal
  1 Schemes: To plot is natural, those who say otherwise
  simply aren't good at it. (Neutral)
  2 Greed: It's not greedy to want the best things in life,
  only to want them in excess. (Neutral)
  3 Self: Only person looking out for you, is you. (Neutral)
  4 Manipulation: Why bother doing anything yourself,
  when you can trick others into thinking they want to
  do it for you? (Evil)
  5 Success: In striving for success, there's nothing that
  will stop me. (Evil)
  6 Power: Accumulating power is it's own reward. (Evil)
  d6
  Verbeegs Bond
  1 I stole from a very rich merchant. He sends bounty
  hunters after me regularly, but they'll never catch me!
  2 To gain a promotion, I fixed to have my captain killed. I
  didn't know at the time, he survived. This should be
  interesting.
  3 On contract to kill a man, he paid me more than the
  contract was worth. I took his money and killed him
  anyway.
  4 Mercenary work suits me just fine, I see no reason to
  put an end to it.
  5 I had a child who left when they came of age. I travel to
  find what happened to them.
  6 Heard tales of a magic crown that made others obey
  you. Sounds like exactly the sort of thing I want.
  d6
  Verbeegs Flaw
  1 I don't care what happens to those around me, as long
  as I'm safe. I'd sell my best friend if it would save my
  hide.
  2 Unlike others of my kind, I understand ownership. I just
  don't care.
  3 My love for excess, be it drinking or food or lust,
  means I'm forever broke.
  4 Gaining rank is all I care about. I'd murder my direct
  superior and pin it on someone else, without a second
  thought.
  5 I turn everything into a joke, even in the most solemn
  of situations.
  6 Every success I've had becomes a parable when
  someone else has failed. I'm generally insufferable.
  18
  Backgrounds of Faerûn - Verbeegs
  
  Voadkyn
   
  "Ill omen is that, when the stars turn black. Until they return,
  children, hide!"
  -Voadkyn lesson about star readings.
   
  When the giantkin were cast into the world, banished by
  the word of Annam, the voadkyn noticed that the forest had
  not yet been given to the true giants. In this they saw a niche
  where they could survive, and after decades of living in
  harmony with the wood elves, treants, and other fey creatures
  of the woods that they've proven their ability to survive.
  Aloof Guardians
  Because of their ancestors deciding to move into the forests,
  they see themselves as protectors of that domain. Even going
  so far as to call themselves "wood giants", the voadkyn work
  along side elven and fey allies to protect the woods in which
  they dwell.
  However, their mindset is one of separation: to allow the
  world to continue without any action of their own is the right
  way to do things. Therefore, many see wood giants as
  creatures unwilling to commit to a cause.
  Humorless
  Voadkyn aren't just lacking in a sense of humor, they actively
  look down upon it. Many used to surmise that this was due to
  the fact they felt unjustly placed near the bottom of the
  Ordning, but since it's been dissolved they still seem to carry
  this trait.
  Practical Vegetarians
  Seeing themselves as separate from nature, guardians that
  are dedicated to protecting it, they choose not to eat meat as
  hunting might interfere with the natural order of predators
  and prey. Instead, nuts, vegetables, fruits, and grains form the
  majority of food consumed by voadkyn, who are excellent
  farmers.
  Voadkyn Adventurers
  If a voadkyn is on an adventure, it serves a purpose. Perhaps
  this is to scout dangers to their woods or hunt a prophecy
  that spells their doom. Rarely would a voadkyn be ejected
  from their society, but it is not unthinkable.
  It's worth noting that Voadkyn dislike enclosed spaces.
  They believe that nights when the stars are hidden precede
  days of ill fortune, and are reluctant to do much on such days.
  Names of the Voadkyn
  Voadkyn names follow the elven tongue, taking many names
  of the wood elves for themselves. However, nearly all voadkyn
  also choose a name they refer to themselves by, specifically
  for use in prayer.
  Voadkyn Traits (Giantkin subrace)
  Your Voadkyn character has the following racial traits.
  Ability Score Increase Your Dexterity score increases by
  2.
  Age Voadkyn tend to live longer, but also take much longer
  to attain adulthood. This begins at 100 years of age and their
  lifespans can reach 800 years.
  Alignment Valuing freedom above all else, most voadkyn
  tend towards chaotic good.
  Size Your size is medium.
  Forest Dweller. Your Stealth skill checks benefit from
  advantage in forests and woodland regions. Additionally, you
  are unaffected by natural difficult terrain in forests and
  woodland settings.
  Fey Touched. You have advantage on saving throws against
  being Charmed, and magic can’t put you to sleep.
  Additionally, you can cast disguise self with this trait, using
  Wisdom as your spellcasting ability for them. Once you cast
  this spell, you can't cast it again with this trait unitl you finish
  a short or long rest. When you use this version of disguise
  self, you can seem up to 3 feet shorter than normal, allowing
  you to more easily blend in with humans and elves.
  Languages You can speak, read, and write Elvish in
  addition to any other languages you know.
  Voadkyn Size
  Gender
  Average Height
  Average Weight
  Male
  7'2" - 9'0"
  300 - 700 lbs
  Female
  6'10" - 9'0"
  250 - 550 lbs
  19
  Backgrounds of Faerûn - Voadkyn
  
  Scout Protector
  Voadkyn
  Being a scouts protector is a rite of passage in voadkyn
  society. One must protect their home, to understand the
  weight of someone lost in that defense. Trying to be separate
  from the world, and yet at the same time ensuring it remains
  protected, is a difficult choice the voadkyn make. This task
  lasts 50 years.  
   
  Skill Proficiencies: Nature, and Perception  
  Tool Proficiencies: Woodcarver's tools and any one musical
  instrument of your choice, likely something native to your
  homeland  
  Equipment: A compass, a map of your homelands, plain
  clothing in the voadkyn style, a beltpouch with 15gp worth of
  rubies, and a set of Woodcarver's tools or a musical
  instrument from your homeland. 
  Suggested Classes: Druid, or Ranger
  Feature: Observer of Nature
  In spaces outside urban cities, such as forests or swamps, the
  scout protector remains always vigilant. After you finish a
  short or long rest, you can determine the general hostility of
  the region around you for up to 1 mile. This includes if any
  creatures are hunting you, if any creatures are hunting
  others, and specifically how difficult it will be for you to find
  food or water in this region.
  Each time you complete a short or long rest, you also know
  the general distance and direction where you currently are in
  relation to the last place you took a short or long rest,
  provided both are within the same physical region and you
  have not been magically teleported recently.
  Suggested Characteristics
  More than the typical voadkyn, the scout protector exists
  outside all. They aren't part of voadkyn society, as they're
  expected to live a solitary life protecting the forest for at least
  50 years. Before they left and when they return, they'll be part
  of a society that believes in keeping itself out of the affairs of
  others.
  Your character will be aloof, distant, thoughtful, and
  contemplative. That doesn't mean they're all sad, but that they
  put more thought into the solemn things in life.
  d8
  Voadkyn Personality Trait
  1 I leave well enough alone, unless provoked.
  2 I ignore the advice of others until they've proven
  themselves.
  3 I try not to act before I have information from all sides.
  4 If someone is in need of assistance, I try to help them
  help themselves.
  5 The best definition for someone like me is: an
  observer.
  d8
  Voadkyn Personality Trait
  6 When I come across tyranny in any form, the need to
  stop it drives me.
  7 Out in the wilds, I feel most comfortable. Cities are too
  separate from the world, for my liking.
  8 I have a strong affinity for art, something our kind are
  not typically known for.
  d6
  Voadkyn Ideal
  1 Balance: Contemplate your actions, to avoid unforseen
  reactions to the balance of the world. (Neutral)
  2 Freedom: To imprison another is to restrict their part in
  the world, this is the highest form of crime. (Chaotic)
  3 Death: Do not weep for the dead, for this is yet another
  part of life. (Chaotic)
  4 Protection: Avoiding interference is not always
  possible, if you must act, do so to protect those who
  cannot protect themselves. (Good)
  5 Life: Do not harbor ill will against the living, their
  actions help shape the world to be what it is. (Good)
  6 Patience: There is no need to act rashly. For ever
  opportunity lost, another is found. (Neutral)
  d6
  Voadkyn Bond
  1 A mercenary tried burning the forest to catch an elf. I
  venture to find him and prevent him from ever burning
  another tree.
  2 I believe that to know the world, one must experience
  it. When I have sufficently learned, I will return with
  this knowledge.
  3 My tribe was cut down. I seek not revenge, only a place
  in the world.
  4 I have detached myself from this world, to achieve
  spiritual enlightenment. I travel to work my soul into a
  crucible to further my training.
  5 Unlike others of my kind, I have a natural curiosity that
  has taken me afar.
  6 A grave threat to the forest has been divined by our
  shaman, and now I travel to seek the source of this
  darkness.
  d6
  Voadkyn Flaw
  1 While we are supposed to respect balance, I view
  intrusion upon nature to be an affront. I stop such
  actions whenever I find them.
  2 I am so slow to anger, my compatriots wonder if there
  is such a thing as too placid.
  3 We are known for shunning humor, but I secretly
  indulge in it. Such a tawdry act, the formation of a joke!
  4 I've little interest in rejoining my kin. I feel that we are
  out of touch with even ourselves.
  5 I am ignorant of things not borne of nature.
  6 My education was too brief, there is much I do not
  know about outside our borders.
  20
  Backgrounds of Faerûn - Voadkyn
  
  Half-Ogre
   
  "Ogres are dangerous, angry, and stupid. You only have to
  worry about Half-ogres half as much."
  -- Dirk, halfling giant hunter.
   
  Formed from the union between a human and ogre or half-
  ogre, these half blooded humanoids are rare indeed.
  Towering over most folk, including orcs and even some
  bugbears, the half-ogres of the world tend to make other
  humanoids fearful.
  Ugly yellow or brown skin, thick with warts or other marks
  are common for most half-ogres. Their hair is usually dark,
  black or deep gray.
  Distant Relations
  Not related the the children of Ulutiu like the Firbolg or their
  kin, they are indeed a giant-kin. Instead, Othea had another
  affair with Vaprak, forming ogres and trolls. Such creatures
  were much lower in the Ordning than these other giant-kin.
  No Self Control
  Because of their short lifespans, half-ogres do little with
  haste or planning. They enjoy the pleasures of life into
  excess, rush into battle without much thought, and often die
  without regrets.
  Untrusted
  Other races tend not to put much faith in half-ogres. Their
  reputation for hostility and brash action often puts them into
  conflict with the designs of others. That's not to say there
  aren't examples of half-ogres that have earned the respect of
  others.
  Half-Ogre Adventurers
  As varied and different as all humans are, half-ogres also
  express this flexibility. Thus, half-ogres can adventure for
  nearly any and every reason they can think of.
  Names of the Half-Ogre
  Half-ogres typically take names from their human parentage,
  although sometimes if their ogre parent is famous they'll add
  on a title to denote this connection. For example, "Berren,
  son of Gorthak the mad".
  Half-Ogre Traits (Giantkin
  subrace)
  Your Half-Ogre character has the following racial traits.
  Ability Score Increase Your Strength score increases by
  1, and you may add 1 to any ability score other than Strength.
  Age Attaining adulthood early, around 8 or 10, half-ogres
  don't typically live as long as humans. They have lifespans
  only reaching 50 years.
  Alignment True to their human parentage, half-ogres can
  be of any alignment.
  Size Your size is medium.
  Tower of Muscle You have proficiency on Strength saving
  throws and Athletics skill checks.
  Languages You can speak, read, and write, one language in
  addition to the others you already know.
  Half-Ogre Size
  Gender
  Average Height
  Average Weight
  Male
  6'10" - 8'4"
  315 - 425 lbs
  Female
  7'0" - 8'0"
  300 - 390 lbs
   
  Half-Ogre Variants
  The half-ogre presented here is what happens when one
  parent is a human. Below are adjustments for Bugbear,
  Hobgoblin, and Orc parentage. Consider making your
  alignment, and language match that of the parent.
   
  Bugbear. Half-ogres with bugbear parents lose the Tower of
  Muscle trait, and gain the Sneaky trait (page 9).
  Alignment: Any Chaotic
  Language: Goblin
  Hobgoblin. Half-ogres with hobgoblin parents lose the
  Tower of Muscle trait, and gain the Martial Training trait (page
  6).
  Alignment: Any Lawful
  Language: Goblin
  Orc. Half-ogres with orc parents lose the Tower of Muscle
  trait and gain the Aggressive trait (As a Bonus Action, the half-
  ogre can move up to its speed toward a hostile creature that it
  can see).
  Alignment: Any Evil
  Language: Orc
  21
  Backgrounds of Faerûn - Half-Ogre
  
  Former Enforcer
  Half-Ogre
  Because of your brutish strength and imposing stature, you
  found your youth dominated by doing work for others. You
  often didn't even need to DO anything, just being there was
  enough.  
   
  Skill Proficiencies: Intimidate, and Persuasion  
  Tool Proficiencies: Thieves' Tools and one gaming set of
  your choice.  
  Equipment: A set of thieves' tools, a gaming set with which
  you are proficient, a set of common clothing designed to look
  intimidating, a cloak with hidden pockets that contain 15gp. 
  Feature: The Old Boss
  There are times when adventurers need something done that
  they can't be directly tied to, or lack the skills to do
  themselves. Luckily for you, there are ways to contact the
  underbelly of a city. Infact, your former boss has made many
  contacts in lots of cities.
  You can use your knowledge of how such criminal
  organizations work to request work be done. This might be
  acquiring an item that's difficult to procure, getting
  information that would otherwise be hidden, spreading lies to
  back up a story, or some other devious activity. Your former
  boss will pull the strings needed to get it done, however you
  will end up owing them a favor.
  The nature of this favor is up to the DM, but you're unable
  to use this feature again until you complete such a task for
  your old boss.
  Suggested Characteristics
  Loud, brash, and exaggerated. These are the tools enforcers
  use to make their demands and add weight to the
  consequences should those demands be ignored. Your
  character can be equally loud, or perhaps your character is
  more of a "deeds, not words" type, where the simple sight of
  them sends others working.
  d8
  Half-Ogre Personality Trait
  1 If you don't like what I'm doing, that's your problem.
  2 I've learned to take comments on my apperance in
  stride.
  3 I like to make everything sound vaguely threatening.
  4 Hope you like the strong silent type hanging around,
  that's me.
  5 It's easier for me to trust people who judge me on my
  actions, no my looks.
  6 While I look scary, I'm really a gentle giant.
  7 Unpredictably, my mood flips to raging monster with
  no notice.
  8 I have a small collection of delicate trinkets. When
  people find out, it often surprises them.
  d6
  Half-Ogre Ideal
  1 Order: Those with control, power, influence, or money
  are your betters. If you want to change that, you need
  to get control, power, influence, or money. (Lawful)
  2 Life: Everyone has a chance to change the world.
  Wasting your life without purpose is the biggest waste
  of all. (Neutral)
  3 Power: The natural state of power is to be lorded over
  others. You can't fight that. (Chaotic)
  4 Protection: Sometimes people can't protect
  themselves, and that's where you should stand. (Good)
  5 Balance: Good? Evil? I only care about what your
  actions say about you. (Neutral)
  6 Might: Strength is the only true power in this world.
  (Evil)
  d6
  Half-Ogre Bond
  1 The parent that raised me, cared for me deeply. The
  villagers of our home didn't think so and burned our
  house. Only I survived.
  2 Becoming a thug was easy, leaving this life has been
  hard. Especially rejecting everything I've been taught.
  3 I was raised in an orphanage, and I've dedicated my life
  to their cause.
  4 I've made only a few friends in this life, but I am forever
  bound to protect them.
  5 I'm proud of the things I've accomplished, I ignore
  when others try to tear me down.
  6 My teacher, the one who helped me get away from
  being a criminal, died. I travel to say my goodbyes.
  d6
  Half-Ogre Flaw
  1 My goals are my own to complete, I share no glory that
  I've earned on my own.
  2 I hate when others presume I'm angry and stupid, so
  much that it drives me into a mindless rage!
  3 My mouth gets me into more trouble than my fists
  know what to do with.
  4 If there were an award for gluttony, I'd hold it for long
  after my death.
  5 Diplomacy is fine, but once it goes on too long I get
  bored. And when I get bored, I get violent.
  6 I don't understand things good.
  22
  Backgrounds of Faerûn - Half-Ogre
  
  Mongrelfolk
   
  "Long before you see them, you'll hear them. Footsteps that
  echo an uneven gait. Wet, horrible breathing as though even
  that simple act was straining. Cracking joints held together
  by twisted sinew."
  -- Volken Tor, Inquisitor
   
  The hideous mongrelfolk might look frightening, but truely
  they are a race to be pitied. Their creation ensures their
  existence is a painful one, other races regard them as
  monsterous or unnatural, and even their own communities
  are places where no two folk are alike. This only serves to
  outline how lonely their lives are, from birth to death.
  Unnatural Creations
  Mongrelfolk are capable of having children, which has
  resulted in small pockets of mongrelfolk communities hiding
  themselves away from other civilizations.
  Even with the ability to co-exist naturally with the world,
  their forms are a constant reminder that they were never
  placed here by some god or by universe but by the twisted
  whims of mad men trying to reach into the realms unknown.
  Distant Relations
  The two breeds of mongrelfolk hold different origins and
  interact with their worlds differently, yet one thing they can
  hold onto is that regardless of the source of their creation
  that they are indeed not alone. Mongrelfolk understand that if
  they find others of their kind, they'll have a place to belong.
  Each of the two subraces also worships "The Hidden One".
  In truth, this god is a reflection of their creator.
  Mongrelfolk Adventurers
  Most mongrelfolk, regardless of which subrace, like to
  sequester themselves away in their own societies. However,
  there are times when the needs of the community require
  one to step forward and perform great acts in order to keep
  their bretheren safe and secure.
  Mongrelfolk Traits
  Your Mongrelfolk character has the following racial traits.
  Ability Score Increase Your Constitution score increases
  by 2, and your Strength score increases by 1.
  Age Reaching adulthood at 25, most mongrelfolk can
  easily reach 110 years of age.
  Alignment Descended from diverse ancestry, Mongrelfolk
  follow all sorts of ideologies, and don’t favor one alignment
  over any other.
  Size Your size is medium.
  Speed Your base walking speed is 30 feet.
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were dim
  light. You can’t discern color in darkness, only shades of gray.
  Natural Attack. Your Mongrelfolk characters unarmed
  strikes deal 1d4 damage on a hit.
  When you create your character, decide if this damage is
  piercing, slashing, or crushing.
  Languages You can speak, read, and write Common and
  Mongrel.
  Subraces. Mongrelfolk have two subraces to choose from:
  arcanaborn and brokenborn. You gain the traits listed under
  your chosen subrace in addition to those above.
  Mongrelfolk Size
  Gender
  Average Height
  Average Weight
  Male
  4'6" - 5'4"
  104 - 244 lbs
  Female
  4'5" - 5'3"
  89 - 181 lbs
  23
  Backgrounds of Faerûn - Mongrelfolk
  
  Arcanaborn
   
  When wizards wish to have hordes of thralls under their
  control and aren't interested in golems or necromancy, the
  result is a horde of humanoids living a twisted and painful
  existence. However, these creatures are fully capable of
  breeding and after many generations have successfully
  integrated themselves into the natural world as part of it.
  Abandoned By Their Creator
  Arcanaborn mongrelfolk were far more common in the past,
  but the rituals needed to craft them were only known to a few
  wizards now long departed. While there used to be a division
  between the ritual-crafted and true-born versions, these days
  there are no more ritual-crafted arcanaborn mongrelfolk.
  Radical Appearance
  Unlike the brokenborn, the arcanaborn were crafted initially
  as spies. They were to infiltrate society, consume a humanoid
  and take on their traits. While this ability has been lost, their
  visual traits from all the creatures ever consumed by a
  mongrelfolk carries on in their bloodlines today.
  Names of the Arcanaborn
  Arcanaborn mongrelfolk tend to use names that match their
  description. Knuckledragger, Scale-Face, or Crabclaw are all
  examples of their names.
  Arcanaborn Traits (Mongrelfolk
  subrace)
  Your Arcanaborn character has the following racial traits:
  Diffuse Blood. You have Advantage on saving throws
  against any effect which targets a specific race. You may use
  items intended for any humanoid race as though you were a
  member of that race.
  Dwarven Ancestry. You have advantage on saving throws
  against poison, and you have resistance against poison
  damage.
  Elven Ancestry. You have advantage on saving throws
  against being Charmed, and magic can’t put you to sleep.
  Human Ancestry. You gain proficiency in one skill or tool
  of your choice.
  Mixed Body Parts. Your melee attacks can be slashing,
  piercing, or bludgeoning at your desire.
  Appearance
  Use 1d100 to determine your head, torso, once for each arm,
  and once for each leg. Then, roll for a number of quirks,
  which sets your arcanaborn mongrelfolk apart from the rest.
  These are visual components that have no statistical effect.
  Table A
  Race
  Head
  Torso
  Arm
  Leg
  Bugbear
  01-10
  01-10
  01-05
  01-05
  Bullywug
  11-20
  11-15
  06-10
  06-15
  Dwarf
  21-25
  16-20
  11-25
  16-25
  Elf
  26-30
  21-25
  26-36
  26-30
  Gnoll
  36-45
  31-40
  36-45
  36-45
  Goblin
  46-50
  41-45
  46-55
  46-50
  Hobgoblin
  51-60
  46-55
  56-60
  51-55
  Human
  61-65
  56-60
  61-65
  56-60
  Lizardfolk
  66-75
  61-70
  66-75
  61-70
  Minotaur
  76-80
  71-75
  76-80
  71-80
  Orc
  81-85
  76-80
  81-85
  81-85
  Satyr
  86-95
  81-90
  86-95
  86-90
  Tiefling
  96-00
  91-00
  96-00
  91-00
  Table B
  1d10
  Number of Quirks
  1-6
  One
  7-9
  Two
  10
  Three
  Table C
  When asked to roll multiple times, do so on the appropriate
  section of Table A. Additional limbs, torsos, and heads are
  vestigial.
  1d100
  Quirk
  1d100
  Quirk
  1-10
  Different Eyes
  (roll twice: Head).
  66-75 Additional leg (roll once:
  Leg).
  11-20 Different Ears (roll
  twice: Head).
  76-80 Different back (roll
  once: Torso).
  21-35 Odd patches of
  skin (roll twice:
  Torso).
  81-85 Different hands (roll
  twice: Arm).
  36-45 Additional head
  (roll once: Head).
  86-90 Different feet (roll
  twice: Leg).
  46-55 Split Torso (roll
  once: Torso).
  91-95 Additional tail (1d6: 1-2
  Lizardfolk, 3-4 Satyr, 5-6
  Tiefling)
  56-65 Additional Arm
  (roll once: Arm).
  96-
  100
  Roll on Table B and roll
  additional quirks as
  required.
  24
  Backgrounds of Faerûn - Arcanaborn
  
  Brokenborn
   
  Most brokenborn are native to Ravenloft but the
  mysterious mists have dragged many of their kind elsewhere.
  Created by mad alchemists and cultists, these failed
  experiments are affronts to all things natural. While the
  arcanaborn have features from their parentage, brokenborn
  are more a mixture of animal and man to create horrific half-
  breeds.
  Children of Uaerom
  As a mixture of magic and science, the mad doctor Uaerom
  crafted the brokenborn as a way to prove his dominion over
  both man and beast. He wanted nothing more than to attain
  godhood, and it was his belief that by mastering both science
  and magic, he could elevate himself to the status of a god.
  While the mists of Ravenloft have taken Uaerom long ago,
  his creations continue to persist today.
  The Borders of Beast and Man
  Brokenborn resemble a nearly perfect merging of both man
  and beast. A brokenborn with the Aquatic Nature trait might
  resemble a human with a frog or fish head, complete with
  visual notes such as scaled or warted skin ranging from blue
  to green.
  Two brokenborn might have wings, but one might have
  batlike wings with ears that resemble a bats while the other
  has dragonfly-like wings and a chitinous carapace across
  their body.
  Names of the Brokenborn
  Brokenborn names try to include the type of animal they are
  mixed with into their more human names. Olivar Graymane,
  Tula Featherfringe, or Rennet Silkthread, would be examples
  of mongrelfolk mixed with wolves, birds, or spiders
  respectively.
  Brokenborn Traits (Mongrelfolk
  subrace)
  Your brokenborn character has the following racial traits:
  Experimental Adaptation. Brokenborn undergo magical
  apotheosis resulting in a randomized trait. Upon creation of
  your character, randomly roll or with your DM choose a
  specific adaptation from below.
  Roll
  (1d6)
  Trait
  Description
  1
  Aquatic
  Nature
  The mongrelfolk can breathe air and water.
  Your character has a swim speed of 15
  feet.
  2
  Wings
  Your character has a flying speed of 15
  feet. To use this speed, you can’t be
  wearing medium or heavy armor.
  3
  Primal
  Senses
  Your character has advantage on Wisdom
  (Perception) checks that rely on hearing or
  smell. You are proficient in Perception
  checks.
  4
  Spider
  Legs
  Your character has a climb speed of 15
  feet.
  5
  Powerful
  Legs
  Your character’s long jump is up to 20 feet
  and its high jump up to 10 feet, with or
  without a running start. You have
  advantage on Athletics checks.
  6
  Shifting
  Skin
  Your skin color can shift across a variety of
  shades. You have advantage on Stealth
  checks because of this effect.
  Mimicry. Your character can mimic any sounds it has
  heard, including voices. A creature that hears the sounds can
  tell they are imitations with a successful Wisdom (Insight)
  check opposed to your Charisma (Deception) check.
  25
  Backgrounds of Faerûn - Brokenborn
  
  Mongrelfolk Options
  Feat: Non-vestigial Traits  
  Requirements: Arcanaborn Mongrelfolk with the additional
  head, arm, or leg quirk  
   
  You've overcome the very forces that have bound your parts
  together, training your mind and body to allow you to fully
  utilize your physical quirks.
   
  Your character gains the following, for each applicable trait:
  Additional Head. While all of your heads are awake, you
  have advantage on Wisdom (Perception) checks and on
  saving throws against being blinded, charmed, deafened,
  frightened, stunned, and knocked unconscious.
  Extra Arms. You may hold and use items in each of your
  hands.
  If you have Extra Attacks, when you take the Attack action
  you may make each of your attacks using any weapon you are
  holding.
  When you take the Attack action and attack with a weapon
  which qualifies for use with two-weapon fighting, you can use
  a bonus action to attack with a different qualifying weapon.
  You don’t add your ability modifier to the damage of the
  bonus attack unless the modifier is negative or you have an
  ability which allows you to add your ability modifier to the
  bonus attack granted by two-weapon fighting. If you choose to
  make this additional attack, you may not benefit from using a
  shield until the beginning of your next turn.
  If you use a weapon with the Heavy property or use a
  Versatile weapon two-handed you may not benefit from using
  a shield until the beginning of your next turn, but you may
  switch between multiple Heavy or Versatile weapons with
  each attack.
  Extra Legs. You have advantage against being tripped,
  knocked prone, or shoved.
  Feat: Brokenborn Infiltrator
  Requirements. Brokenborn Mongrelfolk  
   
  Your kind were originally created to have a mastery over
  nature, both men and beasts. Very rare individuals are able to
  tap into this morphic trait and control how much their
  beastial side expresses itself.
   
  Increase your Charisma score by 1, to a maximum of 20.
  You have advantage on saving throws against
  transmutation magic that alters your form.
  You can cast disguise self, using Charisma as your
  spellcasting ability for them. Once you this spell, you can't
  cast it again with this trait unitl you finish a short or long rest.
  When you use this version of disguise self, you can seem up
  to 3 feet shorter than normal, allowing you to more easily
  blend in with humans and elves.
  This effect is so successful, those trying to discern your
  actual appearance have disadvantage on the skill check.
  26
  Backgrounds of Faerûn - Brokenborn
  
  Underdark Survivor
  Mongrelfolk
  Mongrelfolk tend to keep to themselves, but for safety most of
  their communities tend to be in the Underdark or other
  caves. The skills they learn in their underground villages can
  be well applied in their time as adventurers.  
   
  Skill Proficiencies: Perception, and Stealth  
  Language Proficiencies: Undercommon  
  Tool Proficiencies: Mason's Tools  
  Equipment: Mason's tools, a set of stolen clothing, a cloak
  that has hidden pockets containing 15 gp, a tent and bedroll
  designed to blend in with stonework. 
  Region: Underdark  
  Suggested Classes: Barbarian, or Cleric
  Feature: Acquisitions
  You know how to find people in Underdark cities who are
  always looking for bounties, slaves, and animals. This contact
  not only provides you with information of what such bounties,
  slaves, and animals are in high demand in the area, but also
  offer to give you favors and information (DM choice) if you
  bring such bounties, slaves, and animals to them.
  Suggested Characteristics
  Most mongrelfolk have personalities that are as varied as
  their forms. There is no single trait that mongrelfolk take on
  as a whole.
  d8
  Mongrelfolk Personality Trait
  1 I'm always willing to make a quip, usually at my own
  expense.
  2 My emotions are always kept in check.
  3 When I get nervous, I pick at patches of skin and hair.
  4 I prefer the company of animals, they don't judge me
  for what I'm not.
  5 When someone starts a fire, I stay as far away from it as
  I can.
  6 Judge me only by my deeds and heroism, for nothing
  else will give you a better idea of who I am.
  7 I pity those creatures who can only see life from a
  single perspective. They'll never know the liberation in
  being free from your culture.
  8 Practical jokes are, in my humble opinion, what is best
  in life.
  d6
  Mongrelfolk Ideal
  1 Order: By sticking together through our differences, we
  are much stronger. (Lawful)
  2 People: As a group, they're frightening, but individuals I
  can get behind. (Neutral)
  3 Change: As literal examples of chaos, we understand
  the benefit of being flexible. (Chaotic)
  4 Protection: A sense of morality pushes us to protect
  those who otherwise can't protect themselves. (Good)
  5 Life: Ignoring all other things, life is precious. I do
  whatever I can to defend it. (Neutral)
  6 Revenge: I hate that my very existence is a joke, and I'm
  quick to take it out on others. (Evil)
  d6
  Mongrelfolk Bond
  1 I have a fascination with all things magical, maybe
  something could help us integrate into the world
  above!
  2 A cave in nearly wiped out my village, now I seek a new
  home for my people.
  3 Purple worms have carved a tunnel from our home to
  the surface. I now venture out to explore this new land.
  4 A devil had made a contract with our leaders for
  protection, which turned sour. Everyone was taken...
  except for me.
  5 Hordes of quaggoth have ransacked our home, I have
  nowhere to go now.
  6 Rumor of an expert in magical amalgamations has
  gotten my interest, I travel to find the truth.
  d6
  Mongrelfolk Flaw
  1 I'm terrified of all things magical.
  2 I try to excuse myself from physical labor by blaming
  my deformities.
  3 I place blame for any problem on the hateful views of
  others.
  4 I use my appearance to bother others intentionally.
  5 I use the ignorance of others to make up untrue facts.
  6 Religion is a strangely distant concept for me to
  understand.
  27
  Backgrounds of Faerûn - Mongrelfolk
  
  Grimlock
   
  "Crazy cunning cannibals, hunt humans hungrily."
  -- Drow Children Nursery Rhyme
   
  The stone colored, smooth skined grimlock walk with a
  stooped gait. Their faces resemble humans, save for
  stretches of skin across their eye sockets. Stringy black or
  white hair is typical to see upon their bodies. Their typical
  choice for clothing is minimal, usually loincloths or other
  wraps.
  Barbaric Origins
  Long ago, Golden Eagle and Red Pony tribes of Uthgardt
  vanished into the underdark below the Moonwood. Long
  decades of wandering twisted their bodies and shaped their
  culture into the modern grimlock.
  Many traditions still survive, however they've been twisted
  into dark reflections of the Uthgardt ways. For example,
  while the Uthgardt worship ancestor spirits, grimlocks
  believe in consuming the elderly or weak while they're still
  living as a form of mercy.
  Xenophobic Slaves
  Because of their abilities to navigate through the underdark
  without any assistance and their immunity to gaze attacks,
  many creatures of the underdark utilize grimlocks as slaves.
  The drow, aboleths and mind flayers, beholders, and duergar
  all utilize grimlocks.
  Medusae in particular keep large collections of grimlocks,
  as they are immune to their stony gaze.
  Grimlock Adventurers
  Grimlocks that are thralls to other creatures become
  adventurers by design. A mind flayer, medusea, or aboleth
  will send their minions out for specific purposes. Free
  grimlocks, on the other hand, venture out for their own
  reasons.
  Given their insanity, this can range from interpreting
  dreams as portents to being angry at a creature that doesn't
  exist.
  Names of the Grimlock
  It's rare for grimlocks to take names. Their communities are
  small enough they're not required, but their masters often
  give them derogatory nicknames.
  Grimlock Traits
  Your Grimlock character has the following racial traits.
  Ability Score Increase Your Strength score increases by
  2, and your Constitution score increases by 1.
  Age Grimlocks have a lifespan similar to humans.
  Adulthood begins earlier, around 13 and they tend to live
  until about 70.
  Alignment Grimlocks, slaves or otherwise, tend towards
  neutral evil.
  Size You are medium sized.
  Speed Your base walking speed is 30 feet.
  Blindsight. You have no eyes, and are blind (and therefore
  immune to the Blinded condition). You have blindsight 30 ft.,
  or 10 ft. when you are deafened and/or unable to smell.
  Blind Senses. Keen Hearing and Smell. You have
  proficiency in the Perception skill. You have advantage on
  Wisdom (Perception) checks that rely on hearing or smell.
  Stealthy. You have proficiency in the Stealth skill.
  Built For Labor. Being strong and agile, with endless
  endurance, you are proficent with Athletics and Acrobatics
  checks and on Constitution saving throws.
  Stone Camouflage. You have advantage on Dexterity
  (Stealth) checks made to hide in rocky terrain.
  Languages You can speak Undercommon.
  Grimlock Size
  Gender
  Average Height
  Average Weight
  Male
  5'6" - 6'2"
  135 - 220 lbs
  Female
  5'4" - 6'0"
  130 - 220 lbs
  28
  Backgrounds of Faerûn - Grimlock
  
  Dark Cultist
  Grimlock
  Grimlocks tend to worship whatever master they serve as a
  deity, in particular medusae. However, the free variety (or
  those with a little more intellect than the average grimlock)
  tend to worship the dark godess Shar.  
   
  Skill Proficiencies: Persuasion, and Religion  
  Language Proficiencies: Common  
  Tool Proficiencies: One artisan's tool of your choice from:
  Cobbler’s tools, Mason’s tools, Potters’s tools, or Smith’s
  tools.  
  Equipment: A set of common clothing in the style of another
  race, an item that denotes your affiliation to your master, a
  set of tools with which you are proficient, and a stone colored
  cloak with hidden pockets containing 15gp. 
  Suggested Classes: Cleric, Barbarian, or Rogue.
  Feature: Dark Lords
  Where most folk see a terrifying cultist, there are secret
  followers and allies in the dark corners of cities. When you
  enter a village or larger city you can identify contacts who will
  give you information on those that would hinder the goals of
  your master, and those would help you simply because of
  your desire to serve your master.
  Suggested Characteristics
  Grimlocks are xenophobic, hateful of all things that aren't the
  same as themselves or their master, and terrifyingly strong.
  However, cultist followers are exceptionally loyal, and willing
  to break their base urges to please their master.
  d8
  Grimlock Personality Trait
  1 When I smell powerful smells, I seek it out to see if it
  danger or food.
  2 If I kill something, I eat it.
  3 I prefer to sneak, to do my work.
  4 Growl (I don't really like to talk)
  5 I collect small things with unique textures.
  6 Things are named what I think they smell like.
  7 I steal things and create caches hidden in the
  wilderness.
  8 I like hollowing stones to make them sing. Stone-
  crafting is a grimlock skill.
  d6
  Grimlock Ideal
  1 Master: The master demand, you obey. (Lawful)
  2 Self: We all live and die. Be strong and never let another
  choose your death. (Neutral)
  3 Death: All things must die, do not become attached to
  anything. (Chaotic)
  4 Subdue: Killing takes a slave away from the world. Do
  not kill if you can subdue. (Evil)
  5 Strength: Be stronger than all. (Evil)
  6 Survive: Do whatever you need to survive. (Evil)
  d6
  Grimlock Bond
  1 My master has decided I will seek a demonic contract,
  with my own soul as payment.
  2 There is an assassin out there, hunting down my lord. I
  will end this threat.
  3 The master bids me find them a magical crown they
  had scryed.
  4 An ally seeks audience with the master, I must meet
  them and deliver an enchanted scroll to them.
  5 The master has gone missing. I seek them out, for we
  are all lost without the master!
  6 Heroes came and killed master. We slaves have
  nothing left. I seek new reasons!
  d6
  Grimlock Flaw
  1 My confidence in my master leads me to
  overwhelmingly believe I am protected from all harm.
  2 I can't bring myself to even remain outdoors for long. I
  even keep a bag for my head, if I have to travel.
  3 If I haven't hunted and killed in a while, it's difficult to
  focus on things.
  4 I challenge all those around me to contests of strength,
  to prove my dominance.
  5 I take whatever I want, I don't care who it belongs to.
  It's mine now.
  6 I like to make the creatures I attack suffer without
  finishing them off until I'm ready.
   
  New Spell: Bound Servant
  An alteration to the Sending spell, bound servant requires no
  components when cast. However, it can only communicate
  with a creature that you had previously bound.
  Bound Servant  
  3 evocation (ritual) 
  Casting Time: 1 action  
  Range: Unlimited  
  Components: Special  
  *Duration: 1 round  
  You send a short message of twenty-five words or less to a
  creature that is your bound servant. The creature hears the
  message in its mind, and can answer in a like manner
  immediately.  
   
  You can send the message across any distance and even to
  other planes of existence, but if the target is on a different
  plane than you, there is a 5 percent chance that the message
  doesn't arrive.  
   
  If cast as a ritual, instead this binds a willing creature to be
  your servant. Casting this spell only requires components
  when cast as a ritual. The components are "V S M (A short
  piece of fine copper wire)" in this case. 
  29
  Backgrounds of Faerûn - Grimlock
  
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  of Wizards of the Coast.
  ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat
  31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
  under the Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 2018 by Bryan Holmes and published under the Community Content
  Agreement for Dungeon Masters Guild.
  
  Inside you'll find resources to help you roleplay
  Inside you'll find resources to help you roleplay
  Inside you'll find resources to help you roleplay
  Inside you'll find resources to help you roleplay
  Inside you'll find resources to help you roleplay
  misunderstood monsters from across the
  misunderstood monsters from across the
  misunderstood monsters from across the
  misunderstood monsters from across the
  misunderstood monsters from across the
  realms. 
  realms. 
  realms. 
  realms. 
  realms. 
      
     - 4 New Races: Mongrelfolk, Grimlocks,
      - 4 New Races: Mongrelfolk, Grimlocks,
      - 4 New Races: Mongrelfolk, Grimlocks,
      - 4 New Races: Mongrelfolk, Grimlocks,
      - 4 New Races: Mongrelfolk, Grimlocks,
  Goblinoids and Giant-Kin, with subraces for
  Goblinoids and Giant-Kin, with subraces for
  Goblinoids and Giant-Kin, with subraces for
  Goblinoids and Giant-Kin, with subraces for
  Goblinoids and Giant-Kin, with subraces for
  each.
  each.
  each.
  each.
  each.     
     - 10 Backgrounds
      - 10 Backgrounds
      - 10 Backgrounds
      - 10 Backgrounds
      - 10 Backgrounds     
     - 3 New Weapons
      - 3 New Weapons
      - 3 New Weapons
      - 3 New Weapons
      - 3 New Weapons     
     - 4 New Feats designed for these races
      - 4 New Feats designed for these races
      - 4 New Feats designed for these races
      - 4 New Feats designed for these races
      - 4 New Feats designed for these races     
     - 2 New Spells
      - 2 New Spells
      - 2 New Spells
      - 2 New Spells
      - 2 New Spells     
     - 3 Variant Rules: Goblin-quality weapons,
      - 3 Variant Rules: Goblin-quality weapons,
      - 3 Variant Rules: Goblin-quality weapons,
      - 3 Variant Rules: Goblin-quality weapons,
      - 3 Variant Rules: Goblin-quality weapons,
  Bluenose Hobgoblins, expanded Half-Ogre
  Bluenose Hobgoblins, expanded Half-Ogre
  Bluenose Hobgoblins, expanded Half-Ogre
  Bluenose Hobgoblins, expanded Half-Ogre
  Bluenose Hobgoblins, expanded Half-Ogre
  parentage. 
  parentage. 
  parentage. 
  parentage. 
  parentage.      
      
      
      
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  This supplement is standalone, but works with
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the entire "Backgrounds of Faerûn" (available on
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
  the DMs Guild) line. 
      
      
      
      
      
      
      
      
      
      
      
      
      
      
      
  Other supplements from this line:
  Other supplements from this line:
  Other supplements from this line:
  Other supplements from this line:
  Other supplements from this line:     
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn 
  - Backgrounds of Faerûn      
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms 
  - Backgrounds of Faerûn: Dwarven Kingdoms      
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms 
  - Backgrounds of Faerûn: Elven Kingdoms      
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk 
  - Backgrounds of Faerûn: The Small Folk      
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh 
  - Backgrounds of Faerûn: Blood of Gruumsh      
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes 
  - Backgrounds of Faerûn: Children of the Planes     
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations 
  - Backgrounds of Faerûn: Underwater Nations      
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms 
  - Backgrounds of Faerûn: The Scaled Kingdoms     
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk 
  - Backgrounds of Faerûn: The Forgotten Folk      
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Nations of Destruction
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light 
  - Backgrounds of Faerûn: Points of Light      
      
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Settings/Forgotten Realms/Backgrounds of Faerun/Backgrounds of Faerun - Nations of Destruction.pdf