Carnie
Step Right Up!
"A carnival sells three things. The ticket, the story, and the memory. The ticket is the cheapest part."
"A carnival sells three things. The ticket, the story, and the memory. The ticket is the cheapest part."
Unless otherwise noted and displayed here here, all "art" is the creation of SolomonJack through Dall-E, Midjourney, Stable Diffusion & LeonardoAI
© Brian Laliberte 1993 - 2026. All rights reserved.
Unknown Shores is an original fantasy setting. Unauthorized reproduction, distribution, or adaptation without permission is prohibited.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at D&D Beyond
You grew up among traveling carnivals, circuses, fairs, medicine shows, and midway attractions. Wherever there was a crowd with coin to spend, your people would eventually arrive with tents, wagons, music, games, wonders, and promises.
Life on the midway taught you lessons most people never learn. You know how to spot a mark, read a crowd, and separate a fool from their money. More importantly, you know when someone is trying to do the same to you. Whether you were a performer, a barker, a fortune teller, a game operator, or simply a child raised among them, you learned that perception is often more valuable than truth.
You have spent your life around grifters, showmen, gamblers, liars, dreamers, pickpockets, merchants, and genuine wonders. You know how to create excitement out of nothing, how to draw a crowd, and how to keep people focused on exactly what you want them to see.
Insight, Sleight of Hand
Gaming Set, one Musical Instrument
A colorful but well worn costume, a gaming set of your choice, a musical instrument, a lucky token won from a midway game, a collection of carnival posters and handbills, and a pouch containing 10 gp.
Years spent among hustlers and showmen have made you difficult to fool.
You can usually identify common scams, confidence schemes, rigged games, fraudulent merchants, dishonest gambling operations, and similar forms of deception after observing them for a short time.
Likewise, when entering a settlement, fairground, market, festival, or gathering place, you can quickly identify the individuals most likely to be swindlers, gamblers, pickpockets, fences, barkers, fixers, and other members of the informal economy.
After spending a few minutes observing a crowd, you can usually determine who is in charge, who is carrying money, who is looking for trouble, and who is most susceptible to flattery, intimidation, or sympathy.
These people may not trust you, but they generally recognize one of their own.
| d12 | What Was Your Job? |
|---|---|
| 1 | Barker. You drew crowds with promises, exaggerations, and charm. |
| 2 | Fortune Teller. Whether genuine or fraudulent, people paid to hear your predictions. |
| 3 | Strongman. You amazed audiences with feats of strength and endurance. |
| 4 | Acrobat. You learned balance, timing, and how to recover when things go wrong. |
| 5 | Musician. You provided the soundtrack to the midway. |
| 6 | Game Operator. You ran games of chance and knew exactly how they worked. |
| 7 | Animal Handler. You cared for and trained the carnival's beasts. |
| 8 | Illusionist's Assistant. You helped create wonders and distractions. |
| 9 | Fire Eater. You specialized in dangerous spectacles and dramatic performances. |
| 10 | Knife Thrower. Precision, nerves, and trust were your livelihood. |
| 11 | Wagon Driver. You kept the show moving from town to town. |
| 12 | Ticket Taker. You knew every face, every regular, and every troublemaker. |
| d8 | Trait |
|---|---|
| 1 | I can strike up a conversation with almost anyone. |
| 2 | I instinctively look for the angle in every situation. |
| 3 | I always know where the exits are. |
| 4 | I have a joke, story, or trick for every occasion. |
| 5 | I rarely reveal my true feelings immediately. |
| 6 | I enjoy making people underestimate me. |
| 7 | I can sell almost anything if given enough time. |
| 8 | I am happiest when surrounded by noise, lights, and activity. |
| d6 | Ideal |
|---|---|
| 1 | Freedom. The road belongs to everyone. (Chaotic) |
| 2 | Community. Carnies take care of their own. (Good) |
| 3 | Opportunity. Every crowd contains a fortune waiting to be found. (Neutral) |
| 4 | Wonder. People need something magical to believe in. (Good) |
| 5 | Self Reliance. Nobody gives you anything. You earn it yourself. (Any) |
| 6 | Survival. The world is full of predators. Don't be prey. (Any) |
| d6 | Bond |
|---|---|
| 1 | The carnival that raised me is my true family. |
| 2 | I owe a debt to the old showman who taught me the trade. |
| 3 | Someone cheated my people, and I intend to settle the score. |
| 4 | I carry a treasured keepsake from a carnival long since gone. |
| 5 | A fellow performer disappeared under mysterious circumstances. |
| 6 | There is one great con I still dream of pulling off. |
| d6 | Flaw |
|---|---|
| 1 | I assume everyone is trying to sell me something. |
| 2 | I have difficulty resisting a wager. |
| 3 | I often lie when the truth would work just as well. |
| 4 | I trust charm more than authority. |
| 5 | I always think there's a better deal to be found. |
| 6 | I enjoy manipulating people more than I should. |
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