DAMARAN CAMPAIGN TRAITS
Every PC may chose one of the following campaign traits for free and add it too your character sheet. Be sure to label it as a campaign trait, it can never be changed once chosen.
Use these traits to help flesh out your background or add to an already existing one.
Bloodstone Valley Born
Growing up in the security between the Vaasan and Damaran Gates you had a peaceful upbringing with plenty of time to study the goings on of the nearby Damaran Royal Court and free time to pursue a career.
Add +2 to your knowledge (nobility) skill and a +2 to any one of your profession skills. You may add to your starting equipment a dagger.
Heartland Damaran Born
Growing up in the fertile grasslands of Carmanth or the Bloodstone Duchy you understood what a life of hard, honest labor was like on the farm.
Add +2 to your knowledge (nature) skill or profession (farm) skill. And add a +1 bonus to all your Fortitude saves. You may add to your starting equipment a hand scythe and five days food rations in a sling bag.
Horses have been a recent addition to Brandiar culture but an all important one. The hardy heavy horses bred in the province bring trade money and are a powerful tool of war. All of Brandiar’s children are raised from birth to ride and care for these magnificent creatures.
Add a +2 bonus to your ride skill and a +1 bonus to your handle animal skill. You also gain a +1 attack bonus whenever attacking with any weapon from horseback.
Eastern Damaran Born
Trade is the life blood of Damara and it all culminates in the eastern ports of Lake Mogador. Bloodstone and crafts go out and all manner of foods and goods come in. Somewhere in the middle of all that commodity exchange is a lot of money to be made by those whom know how to make a gold piece.
Add a +2 bonus to your appraise skill for all checks. And add a +2 bonus to your diplomacy skill but only when it applies to trading or making a profit. You may add to your starting equipment a main gauche and 3d6 gold pieces.
No matter what region of The Bloodstone Lands you grew up in all the peoples have in common the stoic heartiness of the Damaran folk and their steely resolve to defend themselves against another great tragedy such as the Witch-King from ever happening again.
Add +1 to all Fortitude saves and add a +1 attack bonus against any goblinoids, giants, demons or undead. You may add to your starting equipment any simple melee weapon or a light steel shield.
Dwarves are no strangers to battling goblinoids but when your home is surrounded by one of the biggest goblinoid breeding pits in all the world you have to adapt or die. The dwarves of the Hillsafar clan learned how to deal with the over abundance of Galena goblinoids by honing their weapon skills and using tunnels to travel under the mountains whenever possible.
Add a +2 bonus to your knowledge (dungeoneering) skill and a +1 bonus to your knowledge (engineering) skill. Also add a +1 damage bonus to any goblinoid you hit in combat. You may add to your starting equipment one bloodstone trade bar worth 25 gold pieces.
Bitter cold, strife and starvation are your most common enemies in the anarchy state that is known as Soravia. Life is not easy, by any stretch of the imagination, on the cold grasslands where you must quickly learn to survive or become yet another victim of Soravia’s harsh reality.
Add a +2 skill bonus to your survival skill and add +2 hit points to your character sheet. You may add to your starting equipment a commoner’s cold weather clothing and a spear.
Much like the Soravian born, life is harsh on the vast Vaasan tundra and even more so. If the goblinoids, cold or starvation doesn’t get you the beasts surely will. Not only must you have exceptional stamina but you must have grown eyes in the back of your head or you certainly would have perished in the tundra.
Add a +2 bonus to your survival skill but only when dealing with survival in the cold and add a +1 bonus to all your perception skill checks. Also add a +1 bonus to your constitution ability score. You may add to your starting equipment a pair of snow shoes and a furred cloak.
When the Witch-King purged the noble lines of old Damara his savagery was so absolute that very few of noble blood fell through the cracks. Lucky for you one of your parents did escape the carnage. Although the old kingdom is now replaced by a new kingdom your blood is still that of a noble and recognized as such. Your family may have gained some former lands and titles lost during the witch-King’s invasion but they are not anything major.
Add a +2 bonus to all diplomacy skills but only when dealing with nobility. And add a +1 bonus to your charisma ability score. You may add to your starting equipment 3d10 gold pieces. Disadvantage: Being tied to a noble house, even a minor one, means you are expected to have an obligation to them above all else.
Maybe you are a half-orc or for whatever reason you grew up in the shadow of the great Galena Mountains. You learned how to navigate and climb her near impassable rock bodies. You also understood the dangers of the many goblinoids infesting her ranges and honed your senses to give warning of their presence.
Add a +2 bonus to your climbing skill. And add a +3 bonus to your perception skill when it deals with any types of goblinoids. You may add to your starting equipment 50 feet of rope, a grappling hook and a hand pick.
You grew up around one of the countless mines found throughout the kingdom, most of them being in Bloodstone Valley or on the edge of the Galena Mountains. And when you grew up you may have even worked in one or more of the various mines. You could have also had gone off on your own and became a prospector solo or with a group of like-minded individuals.
Add a +2 bonus to your profession (miner) skill and add a +1 bonus to your appraise skill. Also add a +2 to your knowledge (engineering) skill but only when it deals with mines or underground tunnels. You may add to your starting equipment a hand pick and 2d4 small, uncut bloodstone gems worth 5 gold pieces each.
Whether you are a half-orc or tiefling it doesn’t matter because the majority of Damarans will look upon you with prejudice. The wounds of the recent Witch-King invasion are still fresh enough that your mere presence reminds Damarans of the goblinoids and demons that pillaged the country-side ruthlessly. No doubt they view you as the tragic consequence of that most terrible time.
However, if you are lucky you can find yourself in one of the fringe Damaran settlements that don’t care what you look like as long as you have strong arms than can help the community survive the harsh environment. Wherever you ended up you had to develop a thick skin and strong willpower to keep forging ahead through the intolerant masses.
Add a +2 bonus to your intimidation skill but only when dealing with intolerant Damarans and add a +1 bonus to all your bluff skill checks. Also add a +1 bonus to all your Will saves. You may add to your starting equipment a hooded cloak and any simple melee weapon.
Among the frozen tundra of the North, under the shadows of the Great Glacier, are the clans of the White Worm. And to the far east, roaming parts of Soravia and Narfell beyond are at least three clans of nomadic Nars. No matter which peoples you were born of you were guaranteed a difficult upbringing filled with biting cold weather, savagery, lean times, and grim adulthood trials. Living outside in the elements of the far North with only makeshift shelters your people are among the most cold hardy in all the world.
Add a +2 bonus to your survival skill. Add a +2 bonus to any Fortitude or Will check that deals with cold.
Barbarians of the White Worm gain a cold resistance of 3.
Barbarians of Narfell gain a +2 to all ride skill checks.
You may add to your starting equipment a battle axe, war hammer or spear. You may also add furred hide armor. Disadvantage: You never quite fit in with civilized folks and take a -2 penalty to any diplomacy checks you make when dealing with non-barbarians.
Damaran Militia Trained
Either you were trained by militiamen whom attended the Fortress Brandiar academy or you attended the school itself for a season. Every Damaran knows how to fight but your fighting spirit has been honed into a more potent fighting machine able to coordinate with large groups of warriors.
Add a +1 bonus to your ride skill and add a +2 bonus to your profession (militia) skill. You gain a proficiency with light armor and shields. Also you may add one of the following three proficiency’s to your character sheet: any one martial weapon or any one medium armor.
(Note: Fighters, rangers and paladins taking this background trait obviously already have all the proficiency’s listed above so instead can add a +1 bonus to diplomacy. This underscores the leadership training they were given as officer trainees instead.)
You may add to your starting equipment any one simple or martial melee weapon (you must be proficient with the weapon). And you also may add 3d6 silver pieces to represent the money you saved up from your militia duties.
Not born of The Bloodstone Lands this trait is a catch-all for the various different backgrounds a PC might have.
Add a +2 bonus to any one skill.
Add a +1 bonus to any one skill.
Disadvantage: You have a -2 penalty whenever using the knowledge skill (local) when in your non-native homeland of Damara.