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You have spent your life under the command of an Illithid master, whether it be an Alhoon, Elder Brain, or a rogue Mind Flayer.
Choose a master, an Elder Brain, or some other Illithid being, and work with your DM to detail the extend of your servitude. Were you brainwashed by your master to serve for eternity? Or did you join them willingly, hoping for great psionic power? Perhaps you are a double-agent for the githyanki, studying Illithid mannerisms and routines to strike them most effectively.
Skill Proficiencies: Pick two: Arcana, Deception, Investigation, Stealth.
Tool Proficiencies: Two of your choice.
Languages: Deep Speech, Qualith.
Equipment: x, x, a set of robes, and a pouch containing 5gp.
Features:
d4 |
Master |
1 |
An Elder Brain has reached out telepathically to you, inviting you to their colony and promising you greatness |
2 |
You bow to either an Alhoon or an Illillich, depending on how far your master got in the process. |
3 |
A humble Mind Flayer Arcanist has taken you in and integrated you to their colony |
4 |
You were brainwashed by a mindwitness into joining a mind flayer colony. Once it wore off, you realised it wasn't so bad. |
d6 |
Mission |
1 |
You need to find a cure to your master's problem, whether it be a potent poison, a magical curse, or death itself. |
2 |
A powerfull Illillich has cursed your master, now you must defeat them to lift the curse. |
3 |
You've been on your mission for so long, you've forgotten what it was for. |
4 |
Your original colony is slowly dying. You've been tasked to start a new colony, in their name. |
5 |
The colony is running out of resources, so you've decided to try and set up trade routes with other colonies. |
6 |
Your master has been destoyed, and you must enact revenge against the perpetrator. |
Illithid Relations.
As a thrall, your relationship with illithids is in good standing, and they are very tolerable with you. As long as you don't cause trouble, you can enter and stay in mind flayer colonies without issue. Any colony you stay at will support you (but only you) at a modest lifestyle.
You also have ties to a specific colony, and have residence there. If your colony has not been destroyed, you can call upon the Mind Flayers inside for assistance, provided the assistance you ask for is not lethal to mind flayers and you remain in good standing with your colony. Additionally, you have advantage on all checks and interactions involving illithids.
d6 |
Personality Traits |
1 |
I only speak when spoken to. |
2 |
I've spent so long in the colony that I have little experience dealing with people on a casual basis. |
3 |
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4 |
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5 |
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6 |
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d6 |
Ideals |
1 |
Greater Good. Illithid gifts are meant to be shared with all, not used for my own benefit. (Good) |
2 |
Knowledge. The path to power and self-improvement is through knowledge. (Any) |
3 |
Unity. Unifying the illithids with the rest of the world will bring the new age. (Chaotic) |
4 |
Power. If I become strong, nothing can stop me or my colony. (Evil) |
5 |
Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral) |
6 |
Aspiration. I seek to prove myself worthy of my master's favor by matching my actions against their teachings. (Any) |
d6 |
Bonds |
1 |
I keep a locket with a picture of my late master close to my chest at all times. |
2 |
I would lay down my life for my colony. |
3 |
I despise the current elder brain, and seek to replace it with my master. |
4 |
My master gave me a _____. Losing it would devastate me. |
5 |
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6 |
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d6 |
Flaws |
1 |
I believe anyone who isn't an illithid is lesser than me. |
2 |
I've angered a powerful group, and they will stop at nothing to see me killed. |
3 |
I have trouble picking up on social cues. |
4 |
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5 |
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6 |
I can't trust my allies, and I plan to betray them. |