Most of the folks in different types of worlds of d&d 5th were born, live and die within a few miles of the single village. Not you, but Far Traveler. Whether you’d like to a mysterious stranger in the corner of an inn, here the flamboyant emissary of the distant empire, or even a mystic wanderer in between the planes, suppose if you’re willing to play the character from the faraway place – the stranger in a strange land those whose very presence has been cause for the sake of some speculation and also the curiosity among the locals – so then the far traveler background is a great place to start though.
When we want to have some different types of 5e backgrounds in our dungeons & dragons game we have many backgrounds such as pirate background, and also other popular backgrounds too at the same time we have dnd far traveler 5e background also. So in this blog we are going to discuss about this far traveler 5e. So let’s begin.
Overview Of Far Traveler 5e Background
In d&d 5e far traveler background almost all of the common people and also other folk which one might encounter along the sword coast or else on the north have one thing on the common:
- They live out their lives without they have ever traveling more than a few miles since where they were born.
- But you are not one of those folk. So you’re from the distant place, one is so remote which few of the common folk in the north realize which it exists and chances are also good which even if some of the people you meet that have heard of your homeland perhaps they know merely their name and most probably some of the few outrageous stories.
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- For your own reasons only you might have come to this part of the Faerun like you may or may not choose to share.
- To be strange and discomfiting although you would find some of these lands ways undoubtedly and also you can be sure some of the things of its people take for granted will be for you new wonders which you had never ever laid your eyes on before.
- Almost the places any where you may go, By the same token you are the person of interest, for either good or ill which are those around you.
Skill Proficiencies: Insight, Perception
Languages: Any One Of Your Choice (Any x1)
Tool Proficiencies: Any One either Musical Instrument or gaming set depends on your choice like something native to your homeland.
Equipment: Various equipments it has such as One set of traveler’s clothes, poorly wrought maps from your homeland that depict where you are in Faerun, any one musical instrument or gaming set you are proficient with, a pouch containing 5 gp, a small piece of jewelry worth 10 gp in the style of your homeland’s craftsmanship.
far traveler 5e traits are mentioned below by using the tables, so you can get them from the below tables.
|D6||Options For Personality Traits|
|1||I have various assumptions from those who around me concerning personal space.|
|2||I have myself my own ideas on what is and what is not food, i find the habits of eating of those around me fascinating, confusing, or revolting.|
|3||I have a strong code of honor or sense of propriety that others don't comprehend.|
|4||I express affection or contempt in ways that are unfamiliar to others.|
|5||I honor my deities through practices that are foreign to this land .|
|6||I begin or end my day with small traditional rituals that are unfamiliar to those around me.|
|D6||Options For Flaw|
|1||I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land.|
|2||I pretend not to understand the local language in order to avoid interactions I would rather not have.|
|3||I have a weakness for the new intoxicants and other pleasures of this land.|
|4||I don't take kindly to some actions and motivations of the people of this land, because these folk are different from me.|
|5||I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst.|
|6||I have a weakness for the exotic beauty of the people of these lands.|
|D6||Options For Ideal|
|1||Open. I have much to learn from the kindly folk I meet along my way. (Good)|
|2||Reserved. As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful)|
|3||Adventure. I'm far from home, and everything is strange and wonderful! (Chaotic)|
|4||Cunning. Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil)|
|5||Inquisitive. Everything is new, but I have a thirst to learn. (Neutral)|
|6||Suspicious. I must be careful, for I have no way of telling friend from foe here. (Any)|
|D6||Options For Bond|
|1||So long as I have this token from my homeland, I can face any adversity in this strange land.|
|2||The gods of my people are a comfort to me so far from home.|
|3||I hold no greater cause than my service to my people.|
|4||My freedom is my most precious possession. I'll never let anyone take it from me again.|
|5||I'm fascinated by the beauty and wonder of this new land.|
|6||Though I had no choice, I lament having to leave my loved one(s) behind. I hope to see them again one day.|
Whenever you select this far traveler 5e background, here the first and most vital thing to be decide is wherever your character has originally been from.
Of course depending upon your campaign setting wherever your game shall takes place, then you could select one of the hundreds of locations which exists throughout the established d&d worlds, such as the desert empires of the Mulhorand and the fabled elven islands of Evermeet, or even the Underdark too.
Of course whether you’re playing in the established setting or even your dungeon master’s homebrew world, but talk to your DM whenever you do create your character.
Probably not only would they appreciate an opportunity for sharing some of the extensive lore about the community of crystalline frog demon worshippers halfway round to the world that they have been spent all their weekends instead of prepping for this specific week’s session,
But of course there’s any chance to tie your character into the cultural and historic context of your campaign that is going to be develop your game. Of course you do also ensure to select exactly why you’re here, which could be tied up with your identity back home?…etc
Why Are You Here?
A far traveler background 5e might have set out on a journey for one of the many reasons and the departure from dnd 5e far traveler homeland could have been an involuntary or voluntary. To get determine why you are far away from the home land either roll on the table below or chose from the options which are provided. The below of the following sections discussing possible homelands including some of the suggested reasons which are appropriate for each and every location. You can also look at haunted one background.
Whether you would like to play the diplomat looking for the sake of curry favor with the far off the empire, however here the macro Polo-type is looking for opening the trade routes with all of your world’s equivalent of the Ghengis Khan (those who could be a bog standard warlord or, if you would like to get real weird with it, should definitely be a beholder), you can select from (or roll a d6 on) the table above, or else make up your own reason for coming all this way.
There is nothing to be lie, but the sightseer option shall give me a huge twoflower vibes from a color of magic. Even though, there is a luggage is 100% a pet mimic. *scribbles frantically in notebook* Looks like I have some new NPCs to add to the ol’ encounter table.
Where Are You From
Determining your home land is the most important decision while creating the d&d 5e far traveler background. To justify the use one of this specific dnd 5e backgrounds the places discussed from the below lines which are all sufficiently distant from the Sword Coast and the north.
1) The Underdark:
- Even though your home land is physically closer to the sword coast than the remaining locations such as Zakhara, Sossal, Mulhorand, Kara-Tur, Halruaa, Evermeet.
- The underdark is far more unnatural. In the underdark location you hail from one of the setelements and each of those which has its own strange customs and laws.
- If you’re are a true underdark native, as an emissary of your people you might have come to the surface other wise perhaps for escaping the accusations of criminal behavior (Whether they could be warranted or not).
- If you’re a native of one of the great subterranean settlements or cities then you’re perhaps the member of the race which do occupy the place but also you might have grown up there after being brought and captured below when you were a child.
- But if you’re not a native and your reasons for leaving “home” probably has something to do with getting them away from the very bad situation.
- As like the saying goes among which are those in Faerun who ever knows of the place, “To get to Zakhara, go south.
- Then go south some more ” when ever you came north from your place of birth from there you followed of course an equally long route.
- To visit the southern extremes of Faerun for trading purposes and few of them stray as far from home as you have, though it isn’t unusual for Zakharans.
- You might be traveling to find out what wonders have to be found either out side of the deserts and sword-like mountains of your homeland or perhaps you are on a pilgrimage to understand the gods which are worshiping by the others, for that so you might better appreciate to your own deities.
- Many have questions about sossal upon you and few have heard of your homeland.
- The humans from the sossal seem to be crafted from snow like with an alabaster skin and with white hair and also their dress typically in white.
- The sossal location exists far to the northeast and hard up against the endless ice to the north and also bounded on its other sides by the hundreds of miles of the Great Glacier and also the Great Ice Sea.
- Without the convincing reason no one from your nation will make the effort for crossing such colossal barriers.
- But you must need to seek something which is incredibly important or you must fear something which is truly terrible.
- Mulhorand is an alien to someone from the sword coast, actually from the terrain to the architecture to the god-kings that who rule over these lands almost everything about this place.
- When ever you left your desert home and then traveled to the unfamiliar climes of northern Faerun there you likely to be experienced the same sort of culture shock.
- Between Mulhorand and the distant parts of Faerun a corresponding increase in the traffic and recent events which is held in your homeland have led to the abolition of slavery.
- For many reasons, those who do leave behind the mulhorand’s sweltering deserts and also ancient pyramids for a glimpse at a different kind of life.
- To see the strangeness of this wet land has to offer, you might be in the north or just because you might have made so many enemies among the desert communities of your home.
- The continent of Kara-Tur is far to the east of Faerun and also it is home to the peoples whose customs aren’t femilier to the folk of the sword coast.
- All the peoples of Faerun likely refer to you as Shou if you come from this Kara-Tur place even if it is not your true ethnicity, why because because that’s the blanket term they use for everyone who shares your origin and the folk of the kara-tur travel to Faerun as diplomats occassionally or to the to forge trade relations with prosperous merchant cartels.
- You might have come to this kara-tur place as a part of the delegation and finally when the mission was over you decided to stay.
- This Halruaa is located on the southern edges of the Shining South and it has mountains all around it and the magocracy of halruaa is the bizarre land to the most in Faerun who knows well about it.
- Many of the folks who have heard of the strange skyships the Halruaans sail and some of the few know of the tales which are even the least of their people can do work magic.
- Actually these Halruaans thoroughly make their journeys into the Faerun for their personal reasons it’s been coming from their government has a strict stance against unauthorized involvement with other organizations and nations.
- But you could be a pilgrim who seeks the shrines of the gods of magic or you might have been exiled for breaking one of Halruaa’s many byzantine laws.
- The fabled elven islands which are far to the west are actually home to elves who never ever been to Faerun.
- Whenever they make the trip they eventually find it a harsher place than they expected.
- Evermeet is the logical (though not mandatory) choice for your homeland but you should be an elf.
- Most of those who emigrate from Evermeet are either emissaries who come to Faerun for a purpose that benefits elven culture, society or exiles, forced out for committing some infraction of elven law.
Feature: All Eyes On You
- The foreign mark for you will be got by your mannerisms, accent, figures of speech and also your appearance also the reason.
- Where ever you have gone or go the Curious glances are directed your way like it could be a nuisance, but you also have to gain the scholars friendly interest and also the others intrigued by far-off lands and to say nothing of everyday folk of who are eager for hearing the stories which are related to your homeland.
- For you and for your traveling companions one can parley this particular attention into access to people and also the places that you might not otherwise you might have.
- In hearing about your distant homeland and people the noble lords, the scholars and also the merchant princes, to name a few might be interested.
“You’re Not From Round ‘Ere, are ye?”
Here actually role playing a far traveler is almost an opportunity for tonnes of fun. However, i would like to recommend this particular background from bottom of my heart to the newer player, like hiding behind of your character’s ignorance of some place in whichever the game may takes place is the great way of working any teething issues at the table into your character.
Of course as you can see there are so much of interesting ways in order to make this far traveler and also virtually no limit on how weird you’re allowed to get with it.
So in that way why should be a diplomat from the far off medieval kingdom whenever you can be the herald of h’aw leewoudt, of course a selected harbinger of some dread god which dwells in the nearby pocket dimension, of course sent to this kind of place in order to convert an enough of its people for this belief in order to bring him into a world (here if you’re a cleric though) or just to steal as much finely baked bread as it could be possible (PROBABLY THIS IS A GOOD BAKE, MARY. H’AW LEEWOUDT APPROVES THIS OFFERING. NO SOGGY BOTTOM HERE) and throw it through a small, bread-sized portal to the eldritch realm of darkness beyond. Insert some joke about being here to prove yourself.
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