Season's Reach
A lumbering, animated tree makes its way along the border of a 12 mile patrol, Inside of its foliage, two fey figures with skin and hair matching the treetop around them discuss philosophical matters with the being. One contends that the plains they look out upon are destined to be expanded into, the other contends that the land is not yet prepared, and that they ought not presume to move outside of confines of their forest until the world is ready.
Two Gnomish children kick a ball around in the woods, chasing flickering fey spirits until they meet a sharp-toothed, grinning Vile Barber, its face caked in blood. They let out a scream, but before they even begin roots tear up through the earth at the creature, stabbing its chest and pinning it to the ground. The perplexed children watch as a woman emerges from the tree behind it, giving them a wink before finishing the creature off.
At a celebration of a sapling's sprouting, a group of Elves dance and one plays a merry jingle. Their lighthearted fun is cut short, however; as they hear a familiar three bell strikes. They grab their bows in solemn fashion, dropping their demeanor as they march towards the woods. The merchant caravan forced to divert into the woods away from a Gnoll hunting ground would have been better off risking it with the beasts.
These are the adventurers from Season's Reach. It is a serene land where the influence of the Feywild pours through its avatar, The Ancient Oak. The people of this land are actively hostile towards outsiders, preferring only to step outside the bounds of their realm when absolutely necessary.
This Background is available to the following races: Eladrin, Wood Elf, Forest Gnome
Skill Proficiencies choose any two from Athletics, Acrobatics, Stealth, History, Nature, Religion, Animal Handling, Perception, Survival, Deception, Performance, or Persuasion
Tool Proficiencies choose one from calligrapher's supplies, carpenter's tools, cook's utensils, harvester's tools, jeweler's tools, leatherworker's tools, painter's supplies, weaver's tools, woodcarver's tools, a musical instrument of your choice, herbalism kit, poisoner's kit
Languages choose any one from Elvish, Druidic, Sylvan, Gnomish
Equipment one of the following weapons of your choice: a longbow with a quiver and 5 arrows, 2 javelins, a light hammer and a shield, or a morningstar, common clothes, a blanket, a basket, 20 caltrops, a bottle of ink, an ink pen, 2 sheets of parchment, a map or scroll case, a vial of antitoxin, and 4d4 x 10 gp
Features
Raised by Treants
You spent your youth surrounded by the animated, sentient plants of your home in Season's Reach. You get a +2 bonus to your rolls on Intelligence checks while attempting to recall information about plant creatures.
Suggested Characteristics
The taciturn communities of Season's Reach live a relatively quiet existence. A character from this fey touched land has likely had little exposure to the rest of the Prime Material Plane, and they may even view it as a distasteful place. A character from this land is generally well-tuned to nature, and likely worships The Ancient Oak.
While the overwhelming majority of individuals from Season's Reach stay their entire lives, an adventurer's call may lead them away. Consider what this call to action was, is somebody from their past asking for them? Are they simply interested in nature outside of Season's Reach? Have they been exiled?
Traits
Dice 1d8 | Personality Trait |
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1 | I'm always polite and respectful. |
2 | I've lost too many friends, and I'm slow to make new ones. |
3 | My moods vary greatly depending on how far I am from my home. |
4 | I see omens in every event and action. The gods try to speak to us, we just need to listen. |
5 | Regrowth is a part of life, and I'm still working on that. |
6 | The odds of fulfilling a mission don't matter to me, so don't bother trying to tell me. |
7 | I try to bond with every animal I come across. |
8 | I'm rude to people who lack my commitment to hard work and fair play. |
Ideal
Dice 1d6 | Ideal |
---|
1 | Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) |
2 | Responsibility. I do what I must and obey just rule. (Lawful) |
3 | Wrath. All those that stand in my way will taste my blade. (Evil) |
4 | Pacifism. Battling for peace is like screaming for silence. (Neutral) |
5 | Discipline. A warrior without discipline is like a sword with no edge. (Any) |
6 | Noble Obligation. It is my duty to protect and care for the people beneath me. (Good) |
Bond
Dice 1d6 | Bond |
---|
1 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. |
2 | I am in love with a person outside of our secluded land, and my family rejects them. |
3 | A favorite season of mine is holy to me, I am a different person in fairer times. |
4 | My honor is my life. |
5 | There is somebody out there that snubbed me ages ago, and I want to return the favor someday. |
6 | I fight to protect the wilds, they are a part of me, as I am of them. |
Flaw
Dice 1d6 | Flaw |
---|
1 | I secretly believe that everyone is beneath me. |
2 | Looking upon the artistic works of others only brings me contempt. |
3 | I have little respect for those of differing backgrounds. |
4 | There's no way to avoid it, I scare easily. |
5 | I made a terrible mistake in battle that cost many lives-and I would do anything to keep that mistake secret. |
6 | I care only for myself in battle, rarely aiding comrades. |