Mankhan Backgrounds

## Expanded Backgrounds

The continent of Makhan is a diverse one, and as such many backgrounds are open to the players to reflect this.

### Dissident

Have enemies? Good, that means you stood for something, sometime in your life. For you, that was taking a stand against the status quo back home. Whether it was against scheming lords or an oppressive aristocracy, you made your voice heard to push for change... and perhaps it's the reason why you're now adventuring, having left your home to gather allies or flee retribution.

**Skill Proficiencies.** Persuasion, Stealth

**Tool Proficiencies.** Choose one from artisan's tools, a disguise kit, or a forgery kit.

**Equipment.** One artisan tool of your choice, or a disguise kit, or a forgery kit, as well as a set of traveler's clothes and a pouch of 15gp.

#### **Form of Protest**

Every dissident has their method when it comes to rebelling against the authorities. Choose a form of protest or roll on the table below:

 2
 3
 4
 5
 6
 7
 8

#### **Feature: Rebel Kinship**

You are part of a network of fellow dissidents. Although you may not always agree on the methods of dissent with your fellow members, they are willing to create distractions in public, provide safe passage, and inform you of the patrol routes of guards, the military and other law enforcement in the cities and territories in which they are active.

#### **Suggested Characteristics**

Dissidents live a challenging life of being on the move and thinking one step ahead of the authorities pursuing them, whether law enforcement at home or spies abroad. They can be remarkably cool, keeping a mask of confidence in tense situations or constantly stressed by the pressures facing them.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

### Adventurer

Brave deeds are nothing new to you – you've always been involved with wandering heroes from time to time. Your last adventuring party has parted ways with you, or maybe you were riding solo, but now this is a new adventure.

**Skill Proficiencies.** Athletics, Survival

**Tool Proficiencies.** Choose one from herbalism kit, navigator's tools or thieves tools.

**Equipment.** 50ft of rope, small knife, common monster part (orc tusk or kobold claw) engraved with the something relating to a past adventure, a set of travelers clothes and a belt pouch with 10gp.

#### Feature: Guild Membership

You are part of an adventuring guild and as such you can always find adventuring work, defend you, give you connections and other related perks. Membership is 5gp a month.

##### Variant: Community Support

Choose the local hero feature instead, as you don't have the benefit of a larger organisation to back you.

#### Suggested Characteristics

Adventurers are well adjusted to life on the road and are comfortable with dangerous things such as fighting and dungoneering.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

### Cultist

Once, perhaps not too long ago, you served alongside your fellow neophytes. You worshipped a dark creature, or eldritch god, performed sacraments and adorned yourself with ceremonial scars. You basked in dark glory with your fellows, feeling a clarity of purpose and power serving something greater.

**Skill Proficiencies.** Deception, Religion

**Tool Proficiencies.** Poisoners Kit

**Equipment.** Lightly tattered robes, a symbol of devotion, a blasphemous text, a curved ritual dagger, a poisoners kit, and a small pouch containing 5gp.

#### **Change of Heart**

Many adventurers may once have been cultists, and some choose to leave that life in search of something new, whether or not they still believe.

 2
 3
 4
 5
 6
 7
 8

#### Feature: Secret Signs

You know the symbology of your cult which is used to identify adherents. Some folk in the wild, whether influential or common, may be members of your cult and with a subtle gesture or hand sign you can discern these followers. If they are still actively adherents they may feel obliged to provide you with lodgings and food.

#### **Suggested Characteristics**

Cults wash away all doubt and instill strong belief. This simple fact is hard to let go of and even if a cultist has renounced their former life they are still deeply affected.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

### Doctor

You're a well-trained and studied healer, sworn to cure the wounded and mend the broken. How did you become so wise in this field? Think about this when making your character.

**Skill Proficiencies.** Medicine, and one from Religion, Arcarna, or Nature

**Tool Proficiencies.** Herbalism Kit

**Equipment.** A piece of doctoring equipment (such as a scalpel, appropriate herbs, a small mirror), a healer's kit, a token of appreciation from a patient, a set of traveller's clothes, and a belt pouch containing 15gp.

#### Specialty

As a doctor, you likely specialise in a particular field.

#### Feature: House Calls

Your talents make you highly sought after, particularly in regions or communities with little access to medicine. Those who recognise you as a doctor may request your services and offered a reward, or offer you free board to stay a while and treat the needy.

#### Suggested Characteristics

Doctors are united by their desire to end suffering, although this view can be for different reasons.

 2
 3
 4
 5
 6
 7
 8

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6

 2
 3
 4
 5
 6