Descent into Avernus

(Nancy Kaufman) #1

202


BALDUR'S G ATE


CHARACTER BACKGROUNDS


This section presents new backgrounds suitable for cre-


ating characters from Baldur's Gate, along with notes on
adapting characters who have backgrounds drawn from

the Player's Handbook.


This material is meant to be a tool for you, the DM.


Once players have decided on their characters' back-


grounds, review the material here. Some backgrounds


have at least one new variant feature that ties the


background to a group in Baldur's Gate, provided to

give characters an additional connection to the city.


Characters may choose to replace the standard feature

of their background with one of these variant features.


Each background also includes a bonus feature that

marks a character as a native of Baidu r's Gate who's fa-


miliar with the city-both its streets and its scars. These


additional features are referred to as "Baldur's Gate


features." While a character's background features are


broadly useful, the effects of a Baldur's Gate feature can
be used only while the character is in Baldur's Gate-
though, at the DM's discretion, they might have applica-
ble effects in situations similar to those in Baidu r's Gate.

These location-based features do not replace other fea-


tures; a character gains them merely for being familiar
with Baldur's Gate. If a background presents multiple
Baldur's Gate features, you gain all the features associ-

ated with that background, or as many of them as you


wish to take.

The "Dark Secrets" section (page 208) presents a


crime or sin that might force a party together or underlie


their deeds. Once players have sorted out tl1eir individ-


ual backgrounds, give them the opportunity to choose a

dark secret. This secret might have exciting or ominous


ramifications as the party's adventures unfold.


ACOLYTE


It's said that every faith in the world has a believer in


Baldur's Gate. Not only are most established faiths toler-


ated- even if some of them, including most of the openly


evil faiths, are relegated to the Outer City's Twin Songs


neighborhood- but new ones arrive constantly, carried


by travelers and proselytizers from far-flung lands. A


character with this background might aspire to greater


things, not for themselves, but for their faith.

BALDUR'S GATE FEATURE:
RELIGIOUS COMMUNITY
You're tightly connected with the religious community

ofBaldur's Gate. You know if a deity has a following in


the city and any places that faith openly congregates and


the neighbor hoods those faithful typically inhabit. While
this isn't remarkable for most of the city's larger faiths,
keeping track of the hundreds of religions newcomers

bring with them is no mean feat.


CHARLATAN


Everybody's always trying to get a leg up on somebody


in Baldur's Gate. One group's con artist might be anoth-


e r's revolutionary. Or maybe you're just in it for yourself.


BALDUR'S GATE GAZETTEER

In any case, characters with this background have a


plan to hit the big time; all they need is audacity and a
little time.

BALDUR'S GATE FEATURE: LONG-LOST HErR


You're well-versed in the mannerisms and idiosyncra-


sies of Baldurian patriars and other nobles, imitating
them smoothly enough to convince even the snootiest
family heads of your authenticity. You're skilled at

posing as the long-lost heir to some imaginary or extin-


guished patriar lineage.

Because of your skill in passing yourself off as a


patriar, you have a Watch token that allows you alone

into the Upper City ofBaldur's Gate. You might be


able to bluff others through with you, or even convince


members of the Watch that you're a patriar. However,
any true test of your authenticity is likely to reveal your
deception.

CRIMINAL
---

No career criminal in Baldur's Gate operates without


being aware of the Guild. Some studiously keep a low


profile, carrying just the occasional smuggled load in


with legitimate merchandise, or only breaking knees


when it can plausibly be claimed as an act of personal


revenge. Others join up with crews for protection, or


with the Guild itself. A few former Guild members have

been cast out of the organization due to incompetence or


after offending a more powerful member, and now shuf-

fle for scraps to survive.


BALDUR's GATE FEATURE:
CRIMINAL CONNECTIONS

In Baldur's Gate, crime is just another business. As a


result, you can arrange a meeting with a low-ranking


operative of nearly any business, patriar family, crew,

government institution, or-certainly-the Guild. This


operative will hear you out and, at their discretion, take


your information or request up their chain of command.


These meetings almost always occur in shady venues.


CRIMINAL ORIGINS
Criminals are pervasive in Baldur's Gate. If you wish,

you may roll on the Criminal Origins table for an event


that began your life of crime.

ENTERTAINER
From the Oasis Theater's spectacular singers and acro-
bats to the pantomimes and shadow puppeteers of the

Wide, Baidu r's Gate hosts a colorful array of perform-


ers. Good acts can always find ready audiences, and the


constant flow of travelers means that both new specta-


tors and new spectacles are always passing through.


BALDUR'S GATE FEATURE: BACKSTAGE PASS
You've learned that most of the real business of enter-
tainment (or any other venture) happens behind the

scenes. It's easy for you to case what sorts of audiences


attend what venue-like how toughs gather at the


Blushing Mermaid or how brash patriars congregate at


the Helm and Cloak. After a successful performance,


you may meet an enthusiastic member of the crowd-

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