Wongang
The beautiful landscape is disrupted by the roar and crash of a Wind Dragon hitting the earth, the prince's forces follow on horseback. It tries to scramble to its feet, but the wizards hold it in place with their spells. They aren't trying to kill it, it realizes. They're looking for information on the mountain pass ahead, and how to get through; for their destiny is to be the first to step foot onto the pastures beyond. The puzzled dragon passes along what little it knows about the land beyond, and the party leaves.
For ten days the sorceress has been trying to find a way to open the gate that the Yakfolk fought so fervently to protect. For ten days she's made no progress. It isn't uncommon for Wongang to present red herring challenges, but she doesn't believe this to be the case. She'll need to wait a bit longer for her answers though, as the rest of the Yakfolk that belong to this tribe are returning now.
A Locathah monk sits alone in his dojo, meditating. His tea turned cold hours ago, but he doesn't mind that. The prince's men stationed outside bicker a bit before turning their ire into jokes at the monk's expense, but he doesn't mind that. A rainstorm blows in, and the crackle of thunder outside threatens to disturb his meditation, but he doesn't mind that. A sounding of a horn signals the arrival of a rival prince's forces raiding the camp, that he minds. The battle is over in minutes, and the opposing camp returns home telling of a terrifying fishfolk.
These are the adventurers of Wongang. It is a realm of mystique and adventure. The land itself seems to morph to make the prospect of reaching its center nearly impossible, and so princes and princesses dedicate their entire existence to reaching it. Because this adventure is the lifetime of many, myth and legend is extremely prevalent in Wongangan culture.
This Background is available to the following races: Human, Locathah, Kobold, Earth Genasi
Skill Proficiencies choose any two from Athletics, Acrobatics, Stealth, Arcana, History, Investigation, Religion, Medicine, or Perception
Tool Proficiencies choose one from alchemist's supplies, brewer's supplies, calligrapher's supplies, cobbler's tools, cook's utensils, glassblower's tools, harvester's tools, jeweler's tools, leatherworker's tools, mason's tools, potter's tools, smith's tools, weaver's tools, woodcarver's tools
Languages choose any one from Draconic, Aquan, Terran
Equipment one of the following weapons of your choice: 20 darts and a case, a warpick and a shield, a longsword, or a glaive, a set of the tools or musical instrument you chose to be proficient with, a mess kit, 2 flasks of alchemist's fire, a book containing Wongangan poetry, a capped tankard for tea, a bedroll, a tinderbox, 10 candles, 3 torches, a censer, 2 blocks of incense, 5 pieces of chalk, and 3d4 x 10 gp
Features
Traditional Teacraft
The preparation and consumption of the earth through herbal tea is a tenant of Wongang's culture. When you forage during travel in grassland terrain, you have a chance to find herbs that you can brew into tea during a short or long rest. Drinking this tea grants you inspiration.
Suggested Characteristics
Adventurers from Wongang are living on the precipice of legend. Or at least, that's what they all say. Ruled by principalities that all seek to explore deeper in to the land, the people of Wongang live along the southern coast. They only venture forth during planned expeditions by the ruling princes/princesses that seek to reach the center of the land and claim the right to call themselves king/queen.
Because there's little law in Wongang outside of the whims of the nobles, adventurers from this land often struggle with such concepts when they become more complex than simple utterances such as "don't steal, don't murder" etc. Consider why your character from Wongang is traveling, are they following their prince/princess? Are they one themselves? Are they trying to fit into a more traditional society? Do they believe they're to be a mythological figure?
Traits
Dice 1d8 | Personality Trait |
---|
1 | I believe the land and I have a special connection that others can't understand. |
2 | Mythology and story is more important than real history to me, because they are secretly the same thing. |
3 | I stay up too late writing poetry. |
4 | My time spent with the wrong crowd has made me untrusting to new people |
5 | I rarely speak above a whisper, for fear that I might attract attention to myself. |
6 | I'm always feeling my pockets, fearing that I'll drop something. |
7 | I don't particularly enjoy killing, generally it's either me or them. |
8 | I will break your jaw if you start to annoy me. |
Ideal
Dice 1d6 | Ideal |
---|
1 | Legacy. My travels have taught me the value of how we are remembered. (Lawful) |
2 | Work Ethic. Hard days work for a hard days pay. (Neutral) |
3 | Responsibility. I do what I must and obey just authority. (Lawful) |
4 | Legend. I want to pursue the legends of the land for the good of all. (Good) |
5 | Tracking. I’m looking for someone personally. (Any) |
6 | Fickle. My time is worth whoever is paying me. (Chaotic) |
Bond
Dice 1d6 | Bond |
---|
1 | A great debt keeps me tied to a certain tavern. |
2 | I am visited by a mythological figure of Wongang in my dreams. |
3 | The prince/princess I serve saved me years ago, I'll never stop fighting to repay them. |
4 | The weapon I hold is my best friend. |
5 | I once found an artifact belonging to a lost civilization and want to learn more. |
6 | Love is fleeting, rock and minerals last forever. |
Flaw
Dice 1d6 | Flaw |
---|
1 | I struggle with a weakness from an injury as a child. |
2 | I assume everybody is out to steal my things. |
3 | Losing myself in conspiracy is all too common. |
4 | I'll believe any tale, as long as the storyteller is good enough. |
5 | My inexperience with local customs and traditions often gets me into trouble. |
6 | I can be lazy and sleepy, sneaking off to take naps when work can wait. |