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New Background: Trinket

Trinket   Modified Urchin from Players Handbook   You grew up on the streets of Bramble, a small town on the edge of the Dullwood. You're an orphan, likely the result of either a pilgrim or far traveler's dalliance with a poor local girl, or the child of down-on-their luck farmers, too destitute to care for you. Any way you slice it, you've had to provide for yourself from a very young age.   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 availed yourself of food and shelter within Bramble's comparatively large orphanage. Bramble, for all its faults (including a great number of orphans), does a decent job caring for its wayward children.   But simply surviving wasn't enough for you. You had ambitions... dreams of making enough money to get away from this place; far away.   At some point you got wind of Krimko, a crazy but harmless old man and inventor who runs a small curio shoppe in town. Word is, he pays children (in silver, no less!) to run errands for him. He calls these kids, his "trinkets." True to this legend, he provided you with enough work over the ensuing years to help you achieve your dream of leaving.   What separates you from other urchins is your knowledge and exposure to some of the arcane arts. See, Krimko is more than just a toymaker. He's also a mage and artificer. You are loyal to him, and help keep this secret, since you know the old man is on the run from someone or something. The people of Bramble would likely drive Krimko out if they knew his past. You assume the rumors of his former affiliation with the Boorka must be true, but you don't let on to that. Krimko has been too good to you.   You begin your adventuring career with enough money to live modestly but securely for at least ten days. You also have some arcane magical knowledge that even most college educated folk do not possess.   Skill Proficiencies: Arcana, Stealth   Tool Proficiencies: one artisan's tool of your choice, thieves’ tools   Equipment: A small knife, a map of Bramble, a toy from Krimko, a token carried by all Trinkets, a set of common clothes, and a belt pouch containing 10 gp   Feature: Safe Haven   Besides knowing a good many of Bramble's secrets (though potentially out of date, assuming you've been gone a good while), you always have a home at Krimko's Curiosities, as the old man's store is rather large and contains several guest rooms and accommodations. Krimko, for his part, also provides lodging at the nearby Slumbering Hulk Inn when he runs out of room for visiting Trinkets.   Beyond this, Trinkets get anywhere between a 30-50% discount on items purchased from Krimko's shop. They also have free access to Krimko's knowledge (whenever he's available), up to and including the identification of magic items.   Suggested Characteristics Use those associated to the Urchin (PHB p.141), or the Sage (PHB p.137).  
Young Defenders

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