Page 150 - D&D - Player's Handbook
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SUGGESTED  CHARACTERISTICS                       name and perhaps a few outrageous stories. You have
         Use the tables for the acolyte background in the Player's   come to this part of Faerun for your own reasons, which
         Handbook as the basis for your traits and motivations,   you might or might not choose to share.
         modifying the entries when appropriate to suit your   Although you will undoubtedly find some of this land's
         identity as a faction agent. (For instance, consider the   ways to be strange and discomfiting, you can also be
         words "faith" and "faction" to be interchangeable.)   sure that some things its people take for granted will be
           Your bond might be associated with other members of   to you new wonders that you've never laid eyes on be-
         your faction, or a location or an object that is important   fore.  By the same token, you're a person of interest, for
         to your faction. The ideal you strive for is probably in   good or ill, to those around you almost anywhere you go.
         keeping with the tenets and principles of your faction,
                                                           Skill Proficiencies: Insight, Perception
         but might be more personal in nature.
                                                           Tool Proficiencies: Any one musical instrument or
                                                             gaming set of your choice, likely something native to
         FAR TRAVELER                                        your homeland
         Almost all of the common people and other folk that one   Languages: Any one of your choice
         might encounter along the Sword Coast or in the North   Equipment: One set of traveler's clothes, any one
         have one thing in common: they live out their lives with-  musical instrument or gaming set you are proficient
         out ever traveling more than a few miles from where   with, poorly wrought maps from your homeland that
         they were born.                                     depict where you are in Faerun, a small piece of
           You aren't one of those folk.                     jewelry worth 10 gp in the style of your homeland's
           You are from a distant place, one so remote that few   craftsmanship, and a pouch containing 5 gp
         of the common folk in the North realize that it exists,
                                                           WHY ARE You HERE?
         and chances are good that even if some people you meet
         have heard of your homeland, they know merely the   A far traveler might have set out on a journey for one
                                                           of a number of reasons, and the departure from his or
                                                           her homeland could have been voluntary or involuntary.
                                                           To determine why you are so far from home, roll on the
                                                           table below or choose from the options provided. The
                                                           following section, discussing possible homelands, in-
                                                           cludes some suggested reasons that are appropriate for
                                                           each location.

                                                           WHY ARE  You  HERE?
                                                            d6     Reason       d6      Reason
                                                                   Emissary     4       Pilgrim
                                                            2      Exile        5       Sightseer
                                                            3      Fugitive     6       Wanderer

                                                           WHERE ARE You FROM?
                                                           The most important decision in creating a far traveler
                                                           background is determining your homeland. The places
                                                           discussed here are all sufficiently distant from the
                                                           North and the Sword Coast to justify the use of this
                                                           background.
                                                            Evermeet. The fabled elven islands far to the west are
                                                           home to elves who have never been to Faerun. They of-
                                                           ten find it a harsher place than they expected when they
                                                           do make the trip. If you are an elf, Evermeet is a logical
                                                           (though not mandatory) choice for your homeland.
                                                            Most of those who emigrate from Evermeet are either
                                                           exiles, forced out for committing some infraction of
                                                           elven law, or emissaries who come to Faerun for a pur-
                                                           pose that benefits elven culture or society.
                                                            Halruaa. Located on the southern edges of the Shin-
                                                           ing South, and hemmed in by mountains all around,
                                                           the magocracy of Halruaa is a bizarre land to most
                                                           in Faerun who know about it. Many folk have heard
                                                           of the strange skyships the Halruaans sail, and a few
                                                           know of the tales that even the least of their people can
                                                           work magic.
                                                            Halruaans usually make their journeys into Faerun
                                                           for personal reasons, since their government has a strict


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