Remove these ads. Join the Worldbuilders Guild

Border Wilds

Dashing through the woods, a Hobgoblin readies her throwing daggers in pursuit of her query. She skids to a halt, kicking up fragments of dried, cracked dirt as she does so. She looks up at the treeline as she ducks down into the shrubbery nearby, she can spot such an obvious trap easily. Her cockiness is laid to waste as she reaches to stabilize herself on one of the shrub's limbs, and the thing springs to life; the Elf wins this time.
  Chanting breaks through the sound-blocking treeline, a circle of yipping and yapping Goblins hail The Black Hand for their prize this day. As the pig on the fire roasts, one of the Goblins impatiently tries to pick at it and is backhanded by the muscly, gnarled leader of the crude procession. They graze on their salvaged hardtack while they wait, and the warlord schemes over the trade route plans he'd stolen from the murdered Tymenian Empire merchant.
  An Elf and his Gnomish companion trek through the foliage, being sure to follow the path the Hag sent them on. The Gnome speaks with a Deinonychus, it tells them the ruin is ahead, all is going as planned. Inside the decrepit place, the pair find themselves lunging at shadows, swinging at air; the place makes them paranoid. When they finally find their prize, they're left wondering why the Hag sent them all this way for a single mushroom.
  These are the adventurers of the Border Wilds. It is a dangerous, overgrown land that provides ample resources and cover. The gods Bane and Cernunnos both consider this land holy ground, and have followers in spades dwelling here. Alliances of those dedicated to carving out their own kingdoms have formed here, clashing with each other, as well as unwanted invaders that come to plunder the land's bounties.
  This Background is available to the following races: Wood Elf, Forest Gnome, Firbolg, Bugbear, Hobgoblin, Goblin

Skill Proficiencies choose any two from Athletics, Acrobatics, Stealth, Nature, Animal Handling, Insight, Medicine, Perception, Survival, Deception, Intimidation, or Performance
Tool Proficiencies choose one from cartographer's tools, harvester's tools, leatherworker's tools, woodcarver's tools, a musical instrument of your choice, herbalism kit, poisoner's kit
Languages choose any one from Elvish, Goblin, Gnomish
Equipment one of the following weapons of your choice: a shortbow with a quiver and 10 arrows, 2 handaxes, a scimitar, or a pike, a set of tools or musical instrument you chose to be proficient with, a vial of basic poison, a bedroll, 3 candles, traveler's clothes, a mess kit, and 4d4 x 10 gp

Features

Ambush Spotter


You're used to keeping an eye out for rival clans. While you are traveling in forest terrain, your passive Perception score increases by 2.

Suggested Characteristics

Used to a life of danger, characters from the Border Wilds sacrifice much to thrive in their environment. They are naturals at living off the land, and they're comfortable spending long portions of time on the road. Indeed, it is perhaps the case that a character from this background would be anxious inside the confined walls of a traditional city.
  A character that seeks a reprieve from the particular brand of adventuring that the Border Wilds might be inclined to seek out lands elsewhere. Consider what made your character leave their friends and family to fend for themselves, did they hear the call of a god? Are they on the run from their former clan? Do they want to hear the music of city-folk?

Traits

Dice 1d8 Personality Trait
1The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.
2If you hurt me or mine, I will not stop hunting you until you are dead or worse.
3My hobby is examining wildlife and fauna to imitate its behavior.
4I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry Owlbear.
5I'm oblivious to etiquette and social expectations.
6As soon as I left my clan, I hardened myself to the realities of the world, becoming cold and bitter.
7I don't take situations seriously and have no sense of responsibility.
8I'm driven by a wanderlust that led me away from home.

Ideal

Dice 1d6 Ideal
1Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
2Might. The strongest are meant to rule. (Evil)
3Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good)
4Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
5Wilds. No matter what it takes, the natural places of the world are mine to protect. (Neutral)
6Self-Knowledge. If you know yourself, there's nothing left to know. (Any)

Bond

Dice 1d6 Bond
1Life is song, a dance, a story, and a play. Letting these things fade is a crime.
2There's a reason I dream, the gods are talking to me in them.
3My family, clan, or tribe is the most important thing in my life, even when they are far from me.
4An injury to the unspoiled wilderness of my home is an injury to me.
5I am the last of my tribe, and it is up to me to ensure their names enter legend.
6I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.

Flaw

Dice 1d6 Flaw
1I have a rather strange phobia.
2There's no room for caution in a life lived to the fullest.
3Violence is my answer to almost any challenge.
4If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
5My position has made me skeptical of outsiders, I am slow to trust anyone not of my ilk.
6Don't expect me to save those who can't save themselves. It is nature's way that the strong thrive and the weak perish.


Created by

Eneto.

Statblock Type

Background

Link/Embed