Andor
First Post
So the Hermit background in 5e includes this gem:
"Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that had been long forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence your reason to return to society."
Now there has been some banter that this is a weak background item, for as soon as you share it with the party it stops being uniquely yours.
So let's come up with 101 discoveries. They don't have to be unsharable, but you get bonus points if they are.
Hermit Discoveries:
1 The character is the last scion of a supposedly extinct royal line.
2 The character is the bastard offspring of a current royal line.
3 The character knows the name of a great demon lord. Under the right circumstances it could be used to bind or destroy him, but can attract his attention if spoken or written.
4 The character knows the melody that opens the lock on the Tomb of the Lost Muse. What he does not know is where it is.
5 The character knows exactly where and when and to whom a baby will be born, who is fated to conquer the Kingdom in fire and ash 30 years hence.
6 The character knows the 11 secret herbs and spices.
7 The character knows the location of an unclaimed diamond large enough to be used in a True Resurrection.
8 The character knows exactly what happens after death.
9 The character understands the scent based language of the shambling mounds.
10 The character found a place where a footprint is burned into the ground in glowing gold, but it has too many toes.
"Feature: Discovery
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that had been long forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence your reason to return to society."
Now there has been some banter that this is a weak background item, for as soon as you share it with the party it stops being uniquely yours.
So let's come up with 101 discoveries. They don't have to be unsharable, but you get bonus points if they are.
Hermit Discoveries:
1 The character is the last scion of a supposedly extinct royal line.
2 The character is the bastard offspring of a current royal line.
3 The character knows the name of a great demon lord. Under the right circumstances it could be used to bind or destroy him, but can attract his attention if spoken or written.
4 The character knows the melody that opens the lock on the Tomb of the Lost Muse. What he does not know is where it is.
5 The character knows exactly where and when and to whom a baby will be born, who is fated to conquer the Kingdom in fire and ash 30 years hence.
6 The character knows the 11 secret herbs and spices.
7 The character knows the location of an unclaimed diamond large enough to be used in a True Resurrection.
8 The character knows exactly what happens after death.
9 The character understands the scent based language of the shambling mounds.
10 The character found a place where a footprint is burned into the ground in glowing gold, but it has too many toes.