Outlander

You grew up in the wilds, far from civilisation and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild.

Attribute Score Increase

Increase one mental attribute of your choice by 1 and add +1 to your Awareness.

Connections

  1. A tribal chief who owes a favor.
  2. The chief of a band of marauders who has a grudge against you.
  3. A hag to whom you owe a favor.
  4. An alchemist or wizard who frequently gives you requests for rare herbs or trophies.
  5. A unicorn you’ve glimpsed but never been able to approach.
  6. Another outlander: your former best friend who is now a bitter rival.
  7. A wise oracle who knows most of what happens in the wilderness and will reveal it for a price.
  8. A zany prospector who knows the wild lands almost as well as you.
  9. A circus or arena owner who will pay for live animals not yet in their menagerie.
  10. A highly civilised poet or painter who has paid you to guide them to wild and inspiring locales.

Equipment

A staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes and a pouch containing 10 gp.

Origin

You’ve been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you. You can roll on the following table to determine your occupation during your time in the wild, or choose one that best fits your character.

d10 Origin
1 Forester
2 Trapper
3 Homesteader
4 Guide
5 Exile or outcast
6 Bounty hunter
7 Pilgrim
8 Tribal nomad
9 Hunter-gatherer
10 Tribal marauder

Mementos

  1. A trophy from the hunt of a mighty beast, such as a phase monster-horn helmet.
  2. A trophy from a battle against a fierce monster, such as a still-wriggling troll finger.
  3. A stone from a holy druidic shrine.
  4. Tools appropriate to your home terrain, such as pitons or snowshoes.
  5. Hand-crafted leather armor, hide armor, or clothing.
  6. The hand axe you made yourself.
  7. A gift from a dryad or faun.
  8. Trading goods worth 30 gold, such as furs or rare herbs.
  9. A tiny whistle given to you by a sprite.
  10. An incomplete map.

Feature: Wanderer

You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.