You forged a livelihood in the places between civilization and the unknown hinterlands. The demands of frontier life calloused you, but you understand the wilderness and your place in it.
Perhaps you were a weather-beaten frontiersman done with the lumber camps behind, a hermit who wished to quit your seclusion, or a young hunter ready to test your mettle on more dangerous prey. No matter, you forged your own path in a harsh wilderness, and those skills will only help you forge ahead.
Survival and choose one from Athletics, Animal Handling, or Intimidation.
Gain proficiency with either herbalism tools or navigator’s tools.
A hunting trap, fishing tackle, a razor-sharp skinning knife, a canvas hammock, a set of heavy traveler’s clothes, and a pouch containing 8 gp worth of goldcrusted quartz.
You have pitted yourself against danger in far-flung places few have ever seen. Choose a talent from this list to represent your experience: Aware, Dungeoneer, or Far Traveler.
Most homesteaders have already answered their call to adventure. It led them into the wilds in the first place. When you begin your adventures, consider what tempted— or forced—your character to step away from their previous life in exchange for another grand adventure.
d8 | Adventuring Motivation |
|---|---|
1 | Adventuring will give me new challenges to overcome without the expectation of settling down. |
2 | I’ve been alone for too long. Adventuring will allow me to find companionship. |
3 | My name is all I have, and adventuring will help it grow into something to be proud of. |
4 | Adventuring will take me to exotic places where I may start my next, or last, expedition. |
5 | Hopefully adventuring will give me enough coin to buy back the camp that was stolen from me. |
6 | Settling down didn’t work for me, so adventuring is how I find thrills. |
7 | I accompany travelers on their adventure for pay—promises, gold, or favors. |
8 | I’ve yet to find anyone as skilled and reliable in the wilds as I am, but adventuring may change that. |