Blood of Old Dovod, The

Homeland: Any but [[Tje'tjan,]], or The Under
Rarity: Uncommon
Good fit for: Fighters, Wizards, Sorcerers, Clerics

Skill proficiencies: Persuasion, History
Languages: Draconic
Equipment: Fine clothes, a pack beast, A mark of royalty of your choice (signet ring, brooch, tattoo, etc), 15gp


Thanks to your noble blood, people are inclined to
think the best of you. You are welcome in high society,
and people assume you have the right to be wherever
you are. The common folk make every effort to
accommodate you and avoid your displeasure, and other
people of high birth treat you as a member o f the same
social sphere. You can secure an audience with a local
noble if you need to.


Choose or randomly determine your inheritance from
among the possibilities in the table below. Work with
your Dungeon Master to come up with details: Why is
your inheritance so important, and what is its fu ll story?
You might prefer for the DM to invent these details as
part of the game, allowing you to learn more about your
inheritance as your character does.
The Dungeon Master is free to use your inheritance
as a story hook, sending you on quests to learn more
about its history or true nature, or confronting you with
foes who want to claim it for themselves or prevent you
from learning what you seek. The DM also determines
the properties of your inheritance and how they figure
into the item's history and importance. For instance, the
object might be a minor magic item, or one that begins
with a modest ability and increases in potency with the
passage of time. Or, the true nature of your inheritance
might not be apparent at first and is revealed only when
certain conditions are met.
When you begin your adventuring career, you can
decide whether to tell your companions about your inheritance
right away. Rather than attracting attention
to yourself, you might want to keep your inheritance a
secret until you learn more about what it means to you
and what it can do for you.

d8 Object or Item
1 A document such as a map, a letter, or a journal
2-3 A trinket (see "Trinkets" in chapter 5 of the Player's
4 An article of clothing
5 A piece of jewe lry
6 An arcane book or formulary
7 A written story, song, poem, or secret
8 A tattoo or other body marking

Blood of Old Dovod, The

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