TEXT: EN World EN5IDER| King and Country 2
  King and Country previously introduced nationality as a type of character background. The 
  article listed thirteen different kingdom backgrounds, each based on a common fantasy theme, 
  and provided two examples: Crusader Nation and Arcane Dominion. Here are four more 
  realms for use as backgrounds - the Confederacy of Feuding Houses, the Lost Civilization, the 
  Regime of the Dark Overlord, and the Savage Land.
  King 
  And 
  Country
  2
  By Mark A. Hart
  
  EN World EN5IDER | King and Country 2
  Confederacy of Feuding 
  Houses
  You understand the value of family and 
  bloodline above all else. You grew up in a 
  realm splintered into dozens of factions, each 
  one vying for power and wealth. You learned 
  to watch for hidden daggers and poisoned 
  food at an early age, and your first lessons 
  taught you how to read people and manipu-
  late them for your family’s benefit. Perhaps 
  you belonged to a lesser house—one forced 
  to serve a larger and more infamous family. 
  Or you could have belonged to one of the 
  great houses, living a life surrounded by both 
  luxury and the constant threat of betrayal. 
  Regardless, you understand the complexities 
  and allure of courtly intrigue.
  Skill Proficiencies. Deception, Persuasion 
  Tool Proficiencies. Forgery kit, poisoner’s kit 
  Equipment. A steel mirror, a signet ring (with 
    hidden compartment), a set of traveler’s 
    clothes, a dagger, and a belt pouch 
    containing 15 gp
  Feature. The Black Market
  When you enter a town or city, you only 
  need a few conversations with locals to find 
  the best dealers in illegal goods and services. 
  Whether you want to buy poisons, hire an 
  assassin, or purchase classified information, 
  you can uncover whom to talk to, where to 
  go, and how best to approach them.
  Suggested Characteristics
  A citizen who lived his life among the feuding 
  houses may prove slow to trust and difficult 
  to decipher. When they speak, they seem 
  incapable of giving a straightforward answer. 
  Although these folk appreciate the value of al-
  lies and friends, they understand the dangers 
  of lowering one’s defenses. They guard their 
  words and actions, even around friends.
  d4
  Personality Trait
  1
  I don’t like leaving my back exposed in 
  public places.
  2
  Until I know someone, I watch them for 
  signs of betrayal.
  3
  I try to uncover the secrets of both friends 
  and enemies. Such information always 
  proves invaluable.
  4
  I’m constantly searching for an angle or 
  leverage over everyone I meet.
  d4
  Ideal
  1
  Respect. Never forget your place, and 
  make certain your inferiors remember 
  theirs. (Lawful)
  2
  Family. Nothing is more important than 
  family. I would die for them, and I would 
  kill for them. (Any)
  3
  Knowledge. Never enter a fight or nego-
  tiation without proper information, and 
  always have an escape plan. (Neutral)
  4
  Vengeance. If you hurt my friends or 
  family, your parents will wish you were 
  never born. (Evil)
  d4
  Bond
  1
  I escaped an arranged marriage, so now 
  two furious families and one determined 
  betrothed hunt for me.
  2
  I’ve lived my life serving others. Now I 
  seek the freedom to make my own choic-
  es.
  3
  I will return my family to its rightful 
  position of power, and punish those who 
  forced our downfall.
  4
  I must atone for the crimes I committed in 
  my family’s name.
  d4
  Flaw
  1
  Lying comes naturally to me. I struggle to 
  tell the truth, even when I want to.
  2
  When someone slights me, I always repay 
  the favor.
  3
  I failed my family in every possible way, 
  and now they seek my destruction.
  4
  I don’t mind using my allies as bait, with 
  or without their approval.
  
  EN World EN5IDER| King and Country 2
  Lost Civilization
  You come from a legendary realm, a place 
  filled with magic or technology unknown to 
  the outer world. You grew up around alien 
  creatures, lived in a city of glass and steel, 
  and used artifacts that most people consider 
  impossible. Whether you abandoned your 
  homeland by choice or necessity, you may 
  never find your way back.
  Skill Proficiencies. Arcana, History
  Tool Proficiencies. One type of exotic musical 
    instrument
  Languages. One of your choice
  Equipment. A walking staff, a necklace or oth-
    er family heirloom of unusual metal, a set of   
    traveler’s clothes, and a belt pouch 
    containing 20 gp of coin from your 
    homeland
  Feature. Stranger in a Strange Land
  Your origin grants you celebrity status. You 
  attract the curiosity of commoners, nobles, 
  sages, and fools alike, but not all of this atten-
  tion is benevolent. When you seek audience 
  with an individual of note, such as a famous 
  wizard or local noble, you can mention your 
  place of origin to entice their interest and 
  earn an invitation. Often, they may offer 
  advice and knowledge in trade for stories 
  about your homeland. If you need a larger 
  favor, your host may demand something 
  exceptional in return, such as technological 
  secrets or a mag-ic item from your realm.
  Suggested Characteristics
  A citizen from a Lost Civilization feels mis-
  placed and disconnected from the outer 
  world. Because they grew up in such a differ-
  ent setting, their distinctiveness goes beyond 
  strange clothing and a foreign accent. When 
  interacting with locals, their unfamiliarity 
  with customs, traditions, and superstitions 
  often confuses people or angers them.
  d4
  Personality Trait
  1
  Everything I discover in this new world 
  fascinates or horrifies me.
  2
  I won’t let my ignorance hinder my curi-
  osity, even if it upsets someone.
  3
  No matter how hard I try to fit in, I alien-
  ate everyone around me.
  4
  I enjoy collecting trinkets and tokens ev-
  erywhere I travel.
  d4
  Ideal
  1
  Knowledge. I want to learn this world’s 
  secrets to take back home. (Neutral)
  2
  Secrets. My people unleashed a horror 
  that consumed my realm; I will not allow 
  my new home to suffer that fate. (Good)
  3
  Destiny. I hear the chorus of alien gods. 
  Their voices tell me who must live and 
  who must die. (Any)
  4
  Generosity. I possess skills unknown to 
  this world. Honor and duty require me to 
  share these talents. (Good)
  d4
  Bond
  1
  I will find a way back home, even if it 
  takes a lifetime and costs a fortune.
  2
  My people intend to conquer the outer 
  world. I can’t let them succeed.
  3
  I must discover who abducted me from 
  my realm and why.
  4
  I stole a piece of forbidden technology. It 
  tells me to learn its secrets before its own-
  ers find me.
  d4
  Flaw
  1
  My inexperience with local customs and 
  traditions often gets me into trouble.
  2
  When stressed, I speak in cryptic meta-
  phors that no one understands.
  3
  I feel superior to everyone around me, but 
  I hold them blameless for their ignorance.
  4
  This land is not my home, and it will 
  never be my home, no matter how long I 
  remain stuck here.
  
  EN World EN5IDER | King and Country 2
  Regime of the 
  Dark Overlord
  You grew up in the bloodthirsty regime of the 
  world’s most tyrannical overlord. Trapped in 
  a hellish domain, your family existed without 
  hope or faith. Although you escaped, by night 
  you suffer nightmares of torture and impris-
  onment. When you awaken, you realize those 
  weren’t nightmares, but rather memories of 
  your suffering.
  Skill Proficiencies. Stealth, Survival
  Tool Pro iciencies. One type of artisan’s tools 
  Languages. One of your choice
  Equipment. A quarterstaff, a set of common 
    clothes, a homemade talisman to ward off 
    evil, and a belt pouch containing 10 gp
  Feature. Social Invisibility
  You perfected the art of avoiding notice and 
  never drawing attention. When someone first 
  meets you, they later struggle to recall your 
  appearance, your voice, or anything signif-
  icant about you. Likewise, you blend into 
  a crowd, making it difficult for pursuers to 
  identify you.
  Suggested Characteristics
  Those who escape the Regime of the Dark 
  Overlord often fall into two personality types: 
  those strengthened by their experiences, and 
  those forever scarred by them. Either way, 
  individuals from this regime understand how 
  brutal, dangerous, and unforgiving the world 
  can be. They understand how to endure, 
  when to hide, and how to fight when cor-
  nered. A survivor of this domain often carries 
  a perpetually haunted look in his eyes.
  d4
  Personality Trait
  1
  I hate being the center of attention, and I 
  don’t like to be noticed.
  2
  Nothing fazes me. Once you’ve survived 
  my homeland, everything else seems 
  quaint by comparison.
  3
  Everywhere I go, I scope out the nearest 
  escape routes.
  4
  I abandoned everyone I ever loved. I will 
  never do so again.
  d4
  Ideal
  1
  Survival. If you stop fighting, then you’ve 
  let the villains win. (Neutral)
  2
  People. I’ll protect my friends, but I don’t 
  believe in causes. (Neutral)
  3
  Rebellion. We must liberate the enslaved 
  and overthrow their masters. (Good)
  4
  Strength. Strength and power are every-
  thing. Without strength, you are helpless 
  to protect yourself. With it, you can domi-
  nate those around you first. (Evil)
  d4
  Bond
  1
  Nothing would ever convince me to aban-
  don my allies.
  2
  I swore to those who helped me escape I 
  would return and save them.
  3
  I swear to destroy the overlord and free 
  my land.
  4
  I have seen how true evil corrupts a king-
  dom. I will not allow it to spread here.
  d4
  Flaw
  1
  I am both a pessimist and a fatalist.
  2
  I do what I’m told out of habit.
  3
  Hurting people to get what I want doesn’t 
  bother me.
  4
  When bloodshed begins, my first instinct 
  is to hide.
  
  EN World EN5IDER| King and Country 2
  Savage Land
  From the moment of your birth, the Savage 
  Land wanted you dead. Monsters and beasts 
  lurked at the village’s edge, eager to devour 
  you like a delicious meat snack. The land 
  conjured up blizzards, floods, drought, and 
  tempests to flatten, drown, and otherwise 
  destroy you and your folk. For all its murder-
  ous intent, however, you give thanks to your 
  homeland. As the harshest place in the world, 
  it taught you to survive. It forced you to grow 
  strong. You learned the value of helping oth-
  ers and enduring together, even if it meant 
  sharing the last of your food.
  Skill Proficiencies. Nature, Survival
  Tool Proficiencies. One set of artisan’s tools 
  Languages. One of your choice
  Equipment. A knife, a talisman or token of 
    strength from your clan, tinderbox, a set of 
    traveler’s clothes, and a belt pouch 
    containing 10 gp
  Feature. Hunter’s Instinct
  When you travel in the wilderness, you sense 
  when someone—or something—has caught 
  your trail or scent. Although you lack the 
  details, you instinctively recognize when 
  your pursuers are within an hour or less of 
  your position and from which direction they 
  approach.
  Suggested Characteristics
  The people of the Savage Land retain a mys-
  tical link to their homeland, even when they 
  travel beyond its borders. Infused with a 
  love of danger, they often show bravery and 
  fierce determination no matter the odds. At 
  the same time, they understand that—sooner 
  rather than later—the spirit of the homeland 
  will hunt them and kill them.
  d4
  Personality Trait
  1
  I do not seek death, but I do not flee its 
  embrace.
  2
  I dislike spending  time in civilization; it 
  weakens me and dampens my instincts.
  3
  Possessions and wealth are temptations 
  luring you to an unmarked grave.
  4
  Life tastes sweetest when something tries 
  to kill me.
  d4
  Ideal
  1
  Might. Only the strongest deserve to live. 
  (Evil)
  2
  Wanderlust. I go where I want to, when I 
  want to. (Chaotic)
  3
  The Land. The spirit of the land guides 
  my actions, even as it tests me. (Neutral)
  4
  Hunter. When I see my prey, it’s as good 
  as dead.(Neutral)
  d4
  Bond
  1
  My family—by choice or by blood—are 
  all I have left. I will not fail them.
  2
  The thrill of danger is more addictive 
  than any civilized vice.
  3
  My clan banished me, and now I must 
  earn my way back.
  4
  I collect songs, stories, and folklore to 
  bring back to my people.
  d4
  Flaw
  1
  I live every day as if it were my last, and 
  to hell with the consequences!
  2
  My kindness to strangers makes me an 
  easy mark.
  3
  My entire village perished thanks to my 
  cowardice.
  4
  I dislike trusting gods or their priests.
  .
  Author - Mark A. Hart
  Editor - James Haeck
  Artists - N.C. Wyeth
  Layout - Justin Buell
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 018 - King and Country 2.pdf