Artisan(Fey Only)- Life as an artisan is very different in the Feywilds. Fey makers live a luxurious life of esteem and respect, showered by attention from the most powerful noble Fey. The ability to create and design better than other Fey makes for a valuable individual, and may even earn them higher status and power. You are freed by talent and income, from the constraints of most social hierarchies and blood status. You may have worked with humans, and Fey from races other than your own to come up with your own style in the precise and elegant craftsmanship of the Fey.
Skill Proficiencies: Craft, Persuasion
Tool Proficiencies: One type of Artisan's Tools
Equipment: A set of Artisan’s tools (one of your choice), a set of traveler’s clothes, and a belt pouch containing 15 gp
Feature: You are a Commissioned Artisan. You are known well throughout your local area or maybe even your court. On request, you gain entry into noble households and meetings with rich merchants who want a commissioned piece. You get paid ahead of time for your efforts, you must discuss and negotiate the price you will be paid for your art work. You have an advantage when rolling to persuade a merchant or noble person when bartering.
Choose one artisan craft from: Architect, Armorer/Locksmith, Brewer/Distiller/Vintner, Scribe, Carpenter, Shoemaker, Chef/Baker, Glassblower, Jeweler, Tailor/Outfitter, Leatherworker/Tanner, Mason/Stonecutter, Potter, Smith, Weaver/Dyer, Woodcarver/Bowyer/Fletcher.
Artist(Fey Only) - Life as an artist is very different in the Feywilds. Fey makers live a luxurious life of creativity and revelry, showered by attention from other Fey – including nobles. Many Fey can create or preform in one manner or another, but Artist Fey are greatly skilled and master more than one craft.The ability to create better than other Fey makes for a valuable individual, and may even earn them higher status and power. You are freed by talent and income, from the constraints of most social hierarchies and blood status. You may have worked with humans, and Fey from races other than your own to come up with your own style in the precise and elegant craftsmanship of the Fey.
Skill Proficiencies: Craft, A second Craft or Performance
Tool Proficiencies: Vehicle (Caravan or mount), Artist's Tools
Equipment: Artist's Tools, a set of working clothes, a sketchbook, and a belt pouch with 15gp.
Feature: You are a Commissioned Artisan. You are known well throughout your local area or maybe even your court. On request, you gain entry into noble households and meetings with rich merchants who want a commissioned piece. You get paid ahead of time for your efforts, you must discuss and negotiate the price you will be paid for your art work. You have an advantage when rolling to persuade a merchant or noble person when bartering.
Choose one or two artistic crafts from: Painting, Sculptures, Tapestry weaver, Sign-maker, Writer, Illustrator (bestiaries, encyclopedias, textbooks, map-making).
Changeling Child(Human Only) - You spent formative years in the Fey Realm. You were young when you ate the food of the Fey and became a Changeling, so you know more of the Fey Realm than your original home – Or you were born in the Fey realm of two parents, and have never known the Mortal Plane. You have some Fey mannerisms, and are more knowledgeable about the Fey World and Etiquette than the average human in the Feywilds. You also have more of a fickle and lackadaisical approach to life than the others. Your self-esteem has been affected in some way by this upbringing.
Skill Proficiencies: Insight, Nature Knowledge or Disguise
Tool Proficiencies: Whatever suits your profession
Equipment: A map of the Fey city or town you live in, a pet mouse, a fey disguise, and a belt pouch containing 15 gp
Feature: The magic of the Feywilds has fully set into your Human blood, when you're over-stressed, or just from bad luck, you cause random magic shenanigans to occur. Your subtle fey-like mannerisms put Fey more at ease than around other Humans. Examples: You dance with a fey-like grace, lying gives you a twinge of pain, your eyes are an unnatural colour, you can eat a wider variety of substances, your blood flows thicker, or your teeth are sharper.
Cursed - Woe is you, unfortunate soul. You have been cursed by an Archfey, whether from malice or some unfortunate series of events, and this curse holds sway over your life. You are not sure if the curse can be broken, but certainly your life would be much more pleasant without it. You may at times feel helpless against the power of this curse, or maybe you reject these dark fortunes and strive against them. In the end though, luck is not on your side. It is up to you and your DM to determine what kinds of effects your curse may have on you beyond what is detailed in this background.
Skill Proficiencies: Investigation, and one that is associated with your curse's origin
Tool Proficiencies: One of your choice
Equipment: Tome about breaking curses, a protective bundle of thyme, a set of common clothes, and a small pouch with 10gp, plenty of scars and a grim trinket.
Feature: You are drawn to others who are under the influence of a curse or similar magics. NPCs that are suffering from a curse will be drawn to you, and you to them. You can sometimes sense the type of magic your curse originates from, and have bonuses to sensing that element of magic.
Disowned from a Court(Fey Only) - Why have you been Dishonored or Disowned? You are renowned around your former court as One who was Banished. Are you formerly a noble or a retainer of a great house? What must you do to get back in the good graces of your former court, if possible? Did you join a new court after being banished? Is the journey that you are currently on something you enjoy, accept, or is it torture and cruel punishment to make your own way amongst the savages? Have you given up returning?
Skill Proficiencies: Perception, Persuasion
Tool Proficiencies: Mount, an instrument or one type of Artisan's or Artist's tools
Equipment: Mount(land), Pouch of 20 gp, Bedroll, winter blanket, and some memento of home (lover's locket, father's ring or Dagger Ect. cost between 0-10 gp)
Feature: Though you are not welcome back among your lands and people you still bear the name or legacy of your illustrious heritage or former employment. You are infamous, and many a Few not from your court may love to hear the story. They will tolerate much from you to hear the tale.
Grower/Animal Keeper/Gardener – Tending animals, sustenance or gardens, is a respected act among the Fey. Many of the Fey who tend these duties are common and/or rural Fey. Though there are some artisan tenders of sentient Fey creatures, rare magical plants, and enchanted gardens. If you are a human you were what most common folk are–a farmer. You worked on a lord's estate, their land, or you worked your own land. Farmers focus on raising living things and harvesting various useful goods–mostly food–from the land. Farmers make up the vast majority of the peasantry, alongside other raw resource producers, such as miners and fishermen. Farmers are a hearty, enduring folk, they work long hours under the sun often doing dirty and exhausting or even disgusting work.
Skill Proficiencies: Nature, Animal Handling or Survival
Tool Proficiencies: Farm or Gardening Implements
Equipment: A farm implement (such as a pitchfork or shovel), a set of work clothes or common clothes, a wide brimmed hat, a sack containing 5 gp worth of trade goods, and a belt pouch containing 2d4 gp.
Feature: You lack the formal education of the higher classes, but for how little you may know there is a great deal that you understand. You have a practical, working knowledge of astronomy and meteorology, and can easily track the time and date as well as predict the weather within a few hours, or days if you're lucky. You understand the patterns of physical inheritance, and the connections between different plants and animals. This can be represented by allowing a farmer to cast commune with nature once per long rest, except that the range is limited to environments common to you within 60 feet.
Herbalist(Fey Only) - Whether you are a tribal witch-doctor, a healing class, a potion master, or inherited the craft of herbology from your family, you specialize in the treatment of ailments and creation of brews and herb salves. You may have a shop where you sell your creations, or you're traveling to collect new and rare ingredients. You're love for ingredients and identifying the uses of plants also makes you a great chef, and very useful to your nearest Fey Community.
Skill Proficiencies: Medicine, Nature
Tool Proficiencies: Herbalist's Kit and Medicine Kit, or Poisoner's Kit.
Equipment: All kits you have proficiency with, 2-man tent, bedroll, blanket, Book (About herbalism, potions, etc), common clothes, five bars of soap, a water skin, a belt pouch containing 5 gp.
Feature: By spending a few moments examining a concoction (a vial of liquid, a packet of ground powder, or the like) you can determine whether the substance is intended to harm or heal (or neither). This examination does not reveal any specific information about the substance(such as that a powder is actually an inhaled poison, or that it paralyzes its victim), only that it is either harmful or helpful to those that it is used on. You can also make income on your herbal creations.
Forlorn/Hermit - You either grew up isolated in nature, or chose to leave civilization to be alone, far from the comforts of town or frequent company. The wilds are in your blood, whether you are a recluse by choice or you are one of the “Forlorn” Fey (an unfortunate affliction of depression that strikes the long-lived Fey, visibly desaturated and wistful). If you're a hermit human, you earned your freedom and likely decided avoiding Fey was best. You keep social interaction to a minimum, either through circumstances or a distaste for crowds/people. People either view you as enigmatic and eccentric, or downright crazy and antisocial.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Woodcarver's tools, Herbalism kit, Cooking Utensils
Equipment: Woodcarver's tools, Herbalism kit, Cooking supplies, stitched fur and hand-spun garments, a small knife, a journal, a quill, a jar of ink, a belt pouch with 5gp.
Feature: Your time in the wilderness has left you with an altered perspective that most people cannot appreciate. You have difficulty conversing about the mundane, and people often find you strane or even incomprehensible. 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.
High Courtier (Seelie. Fey Only) - You understand the wealth and responsibility of one of the Noble Court houses of the Seelie Fey. You carry a noble title, your family own slands and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a talented upstart just elevated to the nobility, or a pompous elitist with a disproportionate sense of entitlement. You could even be an honest, hard-working landowner who cares deeply about the Fey who live and work on your land, keenly aware of your responsibility to them. Either way, you are well versed in the etiquette of the Day court, indulging in the frivolities of the wealth of Fey balls and schemes.
Skill Proficiencies: Persuasion, Insight or Performance
Tool Proficiencies: Vehicle (Carriage or mount), a Gaming set of your choice.
Equipment: Writing supplies, set of very fine clothes, one mount, a symbol of your household, and a gossamer pouch containing 20 gp
Feature: You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. You know proper etiquette for interacting with the nobles of all races and courts.
High Courtier (Unseelie. Fey Only)- You understand the value of politics and power. You grew up in a realm who looks at the might of your court with respect and often fear. Each Fey in court is often vying for advantage and wealth. You learned to watch for hidden daggers and poisoned food at an early age, and your first lessons taught you how to read people and manipulate them for your benefit. You're skilled at what the Night court is known for – secrets and subterfuge. Perhaps you belonged to a lesser house, forced to serve a larger and more infamous Fey bloodline. Or you could have belonged to one of the great houses, living a life surrounded by both luxury and the constant threat of betrayal. Regardless, you understand the complexities and allure of courtly intrigue.
Skill Proficiencies: Persuasion, Deception
Tool Proficiencies: Vehicle (Carriage or mount), Game set of your choice.
Equipment: Writing supplies. A set of very fine clothes, one mount, a symbol of your household, and a velvet pouch containing 15 gp
Feature: You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to. You know proper etiquette for interacting with the nobles of all races and courts.
High Courtier (Water. Fey Only) - From your underwater or waterside home, you have looked down (figuratively, but unlikely literally) on the unwashed masses of the land-dwellers your entire life – or since you were elevated to a noble in the Water Court. Your delicately embroidered sea-silk robes and training in the performing arts mark you as wealthy and perhaps well-born. Whether you personally covet a higher standing or not, you are at home in the dance (or swim!) halls where the aristocracy gathers to plot, to scheme, to do business, to discuss the arts, and, above all, to see, and to be seen. Whether from a far off ocean fiefdom, or a small fresh water riverland, you have an enormous pride in your Court.
Skill Proficiencies: Deception, Performance
Tool Proficiencies: Water mount, one type of Artist's tools or one Musical Instrument.
Equipment: A set of very fine clothes, one water mount, artist's tools or musical instrument, a symbol of your household, and a sea-silk pouch containing 20 gp.
Feature: Every other class of citizen in the city defers to you, and even water fey not in the court treat you with deference. Other Court aristocrats and nobles accept you in their circles and likely treat you with respect and fascination. Your connections can get you the ear of noble or politician under the right circumstances You know proper etiquette for interacting with the nobles of all courts, though you look at the land-dwellers with pity.
High Noble (Solitary. Fey Only) - You are a scion of one of the Lords of an independent fiefdom. Whether you are a shining example of responsibility or a layabout of mirth and dangerous boredom, people expect things of you when they know your title and what it means. Your reasons for taking up adventuring likely involve your family in some way: Are you the family rebel, who prefers delving into ancient secrets to downing fey wines at festivals? Or have you taken up sword or spell on your family's behalf, ensuring that they have someone of renown to see to their legacy? You might be part of the main line of your family, possibly in line to become its leader one day. Or you might be one of any number of cousins, with less prestige but also less responsibility. Either way, you have less prestige than the Noble Court Fey but often just as many expectations on you.
Skill Proficiencies: Appraise, Persuasion
Tool Proficiencies: Vehicle (Carriage or mount), a Gaming set of your choice.
Equipment: Set of very fine clothes, one mount, a signet or brooch, a skin of feywine, and a pouch containing 15 gp
Feature: Your name and signet are sufficient to cover most of your expenses; the inns, symposiums, and feast halls you frequent are glad to record your debt and send an accounting to your family's estate to settle what you owe. This advantage enables you to live a comfortable lifestyle without having to pay for it.
Hunted - You are an experienced criminal with a history of breaking the law, and Fey are after you with bounties and grudges against you. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the dark corners of the Feywolds, and you have survived up to this point by flouting the rules. You must be cautious you avoid the attention of the Wild Hunt.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: Thieves’ tools
Equipment: Thieves Tools, a set of dark common clothes including a hood, and a belt pouch containing 10 gp.
Feature: You have a reliable and trustworthy contact who acts as your liaison to a network of other fey criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Impoverished(Human Only) - You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each. Despite this, you still ended up in the clutches of the Fey world. Now you do not want for food, but find yourself looked down on for your race.
Skill Proficiencies: Sleight of Hand, Stealth
Tool Proficiencies: Disguise kit, Thieves’ tools
Equipment: A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 5 gp
Feature: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Merchant – You have lived as a Fey merchant, owning your own store or working either a local business or your family store. Perhaps the business imports ore, uncut gems, furs, or agriculture. Perhaps more expensive goods such as fine cloth, faceted gems, fine furs, or Dragon's Breath(a brandy-like liquor). Regardless, you've largely given that life up for some reason and have chosen to seek adventure or you are a traveling merchant collecting and peddling wares. Nevertheless, the training you received then, and even the contacts you made, serve you well now. Or you are a human – and before being whisked away to the Otherside of the Fey, you were a successful merchant. You helped operate warehouses, organized caravans, shops, or a trading ship with contacts throughout the region.
Skill Proficiencies: Persuasion, Insight or Appraise
Tool Proficiencies: Vehicles (land) and vehicles (water)
Equipment: A pack of wares, fine set of work clothes, a signet ring, and a silk purse containing 15 gp.
Feature: You know how to barter. If you're Fey you have contacts with caravan masters, shopkeepers, sailors, artisans, and farmers throughout your region and all along the coasts. Once per game session, when adventuring in either of those areas, you can use those contacts to get information about the local area or to pass a message to someone in those areas, even across the great distances if suits.
Performer(Fey Only) - Life as a preformer is very different in the Feywilds. Fey preformers live a luxurious life of creativity and revelry, showered by attention from other Fey – including nobles. Many Fey can create or preform in one manner or another, but Preformer fey are greatly skilled and master more than one instrument. You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the fickle hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humor cuts to the quick. Whatever techniques you use, your art is your passion. You may have worked with humans, and Fey from races other than your own to come up with your own style in the precise and elegant sound of Fey showmanship.
Skill Proficiencies: Performance x 2
Tool Proficiencies: Vehicle (Caravan or mount), Disguise kit, Performer's tools of your choice
Equipment: A Musical instrument/tool/prop, the favor of an admirer (love letter, lock of hair, or trinket), a disguise kit, and a belt pouch containing 15 gp
Feature: You can always find a place to perform, usually in an inn or tavern but possibly with a troupe, at a theater, or at revels. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you. Choose one type of Performance you are adept at: Acting, Dancing, Music, Poetry, Comedy, Acrobatics
Philanderer(Fey Only) - Nobles, common folk, often other races, you're known for having a plethora of romantic partners in your history. You're adept at the the art of seduction. Unlike most human cultures, to the fey this never seen as shameful. If anything, being a heartbreaker and skilled lover adds distinction to your reputation, which you use to your advantage. Whether it is using your charms to persuade a fey to change their mind on an issue, using your unique skill set to distract targets while you steal from right under their noses, or even playing the part of a temptation to a fey trap.
Skill Proficiencies: Persuasion and Insight
Tool Proficiencies: Disguise kit, Poisoner's Kit
Equipment: A disguise kit, set of fine clothes, a musical instrument or artist's tools, a small gilded mirror, and a scandalous letter from a secret paramour, a silk purse containing 15 gp.
Feature: When you need to, you can gather information about a person judging from how they interact with you. You generally are able to see a person’s “tell”--a habit they exhibit when they are under stress, or any other similar condition. While you don't truly know what someone is thinking, you can often infer what they are feeling through their body language and use that to your advantage. Through your charming demeanor you are able to get people to devalue secrets and information personal or otherwise.
Reveler(Fey Only) – Sometimes a flirt but always a partier, often a lush, and generous with coin. You love a good feast, and to dance the day away whenever you have the chance. Maybe you're wealthy enough to revel more than you work, or maybe you work hard at your day job so you can party long and often. You know a lot of fey from your local area, and even some travelers. You have tons of humorous stories,
Skill Proficiencies: Persuasion, Deception or Performance
Tool Proficiencies: Possibly an Instrument, Gaming Sets
Equipment: A set of very fine clothes, a warm blanket, a gift from a lover, a skin of wine, and a pouch of 0-20 gp.
Feature: Shops, taverns, and other revelers love you – unless you get serious all of a sudden. You have many friends who also like to party, plenty of which are admirers. You have a wealth of friendly people you can gain information from or call on for favours – though favours are a tricky business.
Sailer – Unless you are a water fey, you are unnerved and possibly less powerful on the open sea – but many a fey take up a sailor's life by sticking to the safer coastal routes and the intricate river pathways through the Feywilds. Either through a love of traveling and insatiable curiosity, or through the tasks of a merchant providing goods to distant lands – you find yourself at the mercy of the primal water elements of the Fey realm.
Skill Proficiencies: Athletics, Sleight of Hand or Survival
Tool Proficiencies: One type of gaming set, vehicles (water), Navigator's Tools
Equipment: Navigator's Tools, fishing tackle, thick rope, a skin of water, gaming set, a set of common clothes, a stashed rowboat, a token from a Waterfey, and a belt containing 5 gp.
Feature: Harbourfolk and sailors remember you and still treat you as one of them. They welcome you and your companions. They'll always offer what food and shelter they have; they'll even hide you if the city guards are after you. You have bonuses to swimming checks.
Servant/Slave(Human Only) – As a servant to a noble or a high ranking family, you spent your time as their faithful retainer. Your duties may be as a butler, steward, messenger, marshal, clerk, chamberlain, custodian, bailiff, chef, stable hand, maid, housekeeper, lady-in-waiting, chambermaid, governess, etc. The people you served under became your family, something very close to you. Your own family might be a part of a servant ancestry with a long tradition of working under your master's family. At some point in your life, you were captured by the fey – most likely by one of the courts. You were put to work in some fashion: they might have used you as a personal valet, guard, or scullery worker.
Skill Proficiencies: Stealth, Insight
Tool Proficiencies: Tools fitting your servant tasks.
Equipment: A set of Fine Clothes, a signet ring given to the servants of the family, and a pouch containing 10gp.
Feature: As a servant to a Fey family, whether former or present, you are still seen through their reputation. Your expertise and heritage is useful in the eyes of other Fey. Merchants and nobles don't pay much attention to you.
Scholar- As a Fey child, you were inquisitive when your playmates were playful raucous. In your formative years, you found your love of learning more valuable treasure than gold or gems. Now you quest for new lore to add to your storehouse of knowledge. OR you are a human with a dangerous interest in Fey Magics who found yourself now trapped in the Fey Realms. Its now your goal to crack many of the mysteries of the Feywilds and believe knowledge is power in these dangerous lands.
Skill Proficiencies: Investigation, Arcana or Nature.
Tool Proficiencies: Writing supplies
Equipment: The scholar's robes of your homeland, maps, a journal, a book on the subject of your current study, and a pouch containing 10 gp
Feature: You speak in a way that makes you sound knowledgeable about subjects (even if you aren't). This can make you seem like a bore to revelers, but can give you advantages to convincing others you know what you're talking about.
Tithe Seeker(Fey Only) - You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. You likely work for one of the Courts, or a single powerful Archfey. Your job is either to lure humans to the Otherside, or to make a bargain for a boon in exchange for the human to willingly go. You're also tasked with tracking down those trying to escape the bargain once their time is up, or to find the progency of Fey-human relations – which are property of the courts.
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiencies: Mounts(land), Disguise Kit, Human Forgery Kit
Equipment: A set of fine clothes, disguise kit, a mount, tools to con humans, and a belt pouch containing 15 gp
Feature: You have created fake human identities that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can transform into a human guise. If you are a non-magic class you can do thise once a day, magic classes can twice.
Wanderer - Almost all of the common people and other folk that one might encounter in a fey revel have one thing in common: they live out their lives without ever traveling more than a few miles from where they were born. You aren't one of those folk. You have been to distant lands. Chances are good that even if some people you meet have heard of where you have been, they know merely the name and perhaps a few outrageous stories. You have come to this part of the Feywilds for your own reasons, which you might or might not choose to share. By the same token, you're a person of interest, for good or ill, to those around you almost anywhere you go.
Skill Proficiencies: Perception, Survival
Tool Proficiencies: Any one Musical Instrument or Gaming set of your choice, likely something native to your homeland, Mounts and Vehicles.
Languages: Any one extra language.
Equipment: One Musical Instrument or Gaming set you are proficient with, maps that depict where you are, a small piece of jewelry worth 10 gp in the style of a far land's craftsmanship, and a pouch containing 5 gp.
Feature: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign or having visited foreign lands. Curious glances are directed your way often, which can be a nuisance, but you also gain the friendly interest of everyday folk who are eager to hear stories. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchants, to name a few, might be interested in hearing about your distant travels.
Wild Hunt Hopeful(Fey Only) - You are or were a member of the army for one of the Fey Courts, the King's Guard, or the armed force for a noble estate. They took notice of your talents and resourcefulness and appointed you to a high position in the ranks. Your skills eventually brought you to the attention to the esteemed Wild Hunt – the ultimate authority of Law in the Feywilds. Perhaps you still hope to be chosen, you were almost selected but failed the testing, or circumstances kept you from answering the call. Either way, you have some infamy for being scouted by their attention at all.
Skill Proficiencies: Investigation, and Persuasion or Intimidation
Tool Proficiencies: Vehicle (Carriage or mount)
Equipment: A bottle of black ink, a quill, a journal for taking notes, a set of traveler's clothes, and a belt pouch containing 15 gold pieces.
Feature: You are particularly well-versed in the Fey laws, and know what attracts the Wild Hunt to criminals. Your experience with authority over others still holds sway, and people react to your body language and tone with a scale of respect or defensiveness. You may, while in a pinch, be able to bond or draw help from old contacts or guards in a new region.
Writer/Chronicler(Fey Only) - Most of the Feywild's history and culture is inked into the pages of tomes that lie in the dusty halls of the courts or live in the studies of great mages. Those who write these tomes can influence the way people think and feel, how events are remembered, and how the future may be looked out. You are one of these people, a writer. Few people look at a writer as one who goes out of their way to find knowledge, many, in fact, imagine a writer to stay at their desk and merely write until their dying breath. This raises the question: How do the authors who write of the natures of beasts and fey learn of these things? Simple, they go out into the world themselves. They say a writer’s greatest tool is his ink and quill, but clearly a sword and spell can help pull a book together just as well. What has driven you leave your writing desk and go out into the world? Was it to find more information or get some first hand experience about your new book's topic? Was it to help stir up your creative flow, find a new muse or find a way to get rid of your writer's block? Was it you were forced out as your books were deemed too dangerous or taboo? Much fey writings are poetry, put to theater or song as lyrics, thus many writers are also performers.
Skill Proficiencies: Investigation and Performance; or Investigation and Insight
Tool Proficiencies: Vehicle (Carriage or mount), Calligrapher's supplies
Equipment: A book (your first draft of your newest book), a blank book, perhaps an instrument, a bottle of black ink, a quill, a set of common clothes, and a belt pouch containing 15gp .
Feature: Your words have particular significance to some of your readership. You have amassed a fan base, which might be widespread or small and fanatical. You are often somehow running into a fan (of your work, or writers in general) that can help you, or at least willing to put you up for the night, even if it's to get a sneak peak at your next book or get an autograph. You can use your work as an excuse to interview an individual, and attempt to get information they wouldn't normally reveal.