PLANEGEA IS AG37
STONE AGE
FANTASY
ROLEPLAYING
IN THE FIRST AND WILDEST
OF ALL WORLDS, WHERE THE
PLANES OF EXISTENCE HAVE
NOT YET SEPAR ATED
Drawn from the traditions of
Sword & Sorcery pulp adventure,
infused with the blood-pounding
thrills of epic roleplaying,
and caught in the jaws of our
own primordial dreams,
Planegea is a world of heroes
who feel the cold wind raise a chill
of hunt and hope on their raw skin.
The lands of Planegea rise from
our earliest ancestral memory,
a world we barely recognize,
but which holds all the raw
adventure we can imagine.
©2022 Trident, Inc., d/b/a Atlas Games®. All rights reserved. Planegea is a TM
trademark and Atlas Games is a registered trademark of Trident, Inc. This work
ATLAS-GAMES.COM/PLANEGEA
is protected by international copyright law and may not be reproduced in ISBN 9781589782174
whole or in part without the written consent of the publisher.
® ISBN: 978-1-58978-217-4
1st Printing, June 2022. Printed by Standart Impressa in Vilnius, Lithuania.
9 781589 782174
Stock#: AG3720
720
DAVID SOMERVILLE
5E Discover a primal world of kinetic action, primordial horror,
and mystic awe in this prehistoric campaign guide for 5th Edition.
Discover a world of kinetic action, primordial horror,
& mystic wonder in this prehistoric campaign setting
for 5th Edition roleplaying adventures.
BY DAVID SOMERVILLE
CREDITS
Author: David Somerville Producer: Justin Alexander
Story Team: Adam Beckwith, Daniel Gable, Avalon Palmer, Art Direction: Justin Alexander & David Somerville
Fin Prindle Layout: Justin Alexander
Original Graphic Design: David Somerville
Additional Development: Chris Bowen (Winter’s Draft),
Daniel Gable (monster development), Fin Prindle Cultural Consultant: Zoë Edwards
(mechanical development), Thomas Read (Victory’s Cost),
Trevor S. Valle (dinosaur specialist) Proofreading: Justin Alexander, Jenae Floerke, Michelle Nephew
Creative Consultants: Alex DuFault, Zack Grunewald, Published By: John and Michelle Nephew
Connor Gwilliam, Jeffrey Martin, Sam Reno, Pedro Lhullier
Rosa, Bryan Scott, Beau Severson, & Michael Somerville Special Thanks: Woody Eblom, Jenae Floerke, Jackie Sue
Lozano, Heather O’Neill, Travis Winter, Justin Woodall,
Casey McDonough, Nicole Ketz, and Chris Martin
With gratitude to all of our Kickstarter backers without whom this book could not exist!
And to the amazing communities of the Planegea Discord and subreddit, who have been part of the dream from the beginning!
First Printing, August 2022. Printed in Lithuania.
©2022 Trident, Inc., d/b/a Atlas Games®. All rights reserved. Planegea and In the Lair of the Night Thing are trademarks and Atlas
Games is a registered trademark of Trident, Inc. Notice of Open Game Content: The Open Game Content in this book may only be used
under and in terms of the Open Game License version 1.0a (see pg. 5).
AG3720 | ISBN 978-1-58978-217-4
www.atlas-games.com
2
ARTISTS Additional Art: Ahmed Teilab, Andreas Rocha, Calder
Moore, Einar Martinsen, Fabio Rodrigues, Felipe Fornitani,
Cover Art: Anna Podedworna Graey Erb, Igor Galkin, Iliyan Tsvetanov, Jaroslaw
Cartography: Brian Patterson Marcinek, Johanna Ruprecht, Jose Luis Islas Lopez, Juno
Viinikka, Lane Brown, Maxime Defoulny, Michael Johnson,
Planegean Art Team: Ari Ibarra, Cory Trego-Erdner, Daniel Nick Silva, Norbert Toth, Quan Chu, Qui Chao Wang, Raph
Mallada, Douglas Deri, Grzegorz Pedrycz, Jake Siano, Jason Herrera Lomotan, Ricky Ho, Tom Lopez, Tomas Jedruszek,
Wilkins, Javier Charro, Kacper Kutrzuba, Nguyen Nam Vitaly Zhdanov, William Hoglund Mayer
Hung, Olga Drebas, Otto Metzger, Thuan Pham, Torben Weit
Page 96: Flintback Trader - Douglas Deri
Team Petroglyph: Michelle Nephew & Emilia Nephew Page 102: Lava Leap - Douglas Deri
Character Sheet Design: Tim Huckelbery Page 104:Bolt of Ush - Daniel Mallada
Page 108: Elemental Appeal - Nick Silva
ART CREDITS Page 110: Spider Raptor - Thuan Pham
Page 113: Deepthought - Douglas Deri
Title Page: Kho Many-Arms - Cory Trego-Erdner Page 114: The Winter Migration - Douglas Deri
Page 2: Stone Age Catamaran - Douglas Deri Page 117: Hidden Waterfall - Andreas Rocha
Page 4: New Hope - Felipe Fornitani Page 120: In the Wakeful Forest - Douglas Deri
Page 9: Star-Shaman’s Tale - Daniel Mallada Page 121: Tricerataur - Jake Siano
Page 10: Pterodactyl Raiders - Daniel Mallada Page 124: Drums of the Ape God - Jason Wilkins
Page 12: Ambush of the Tyrantmaw- Raph Herrera Page 126: Temple of the Sun - Vitaly Zhdanov
Page 131: Shark Cave - Tom Lopez
Lomotan Page 135: Bear Clan’s Rest - Grzegorz Pedrycz
Page 14: Megalith - Quan Chu Page 138: Beastback Village - Torben Weit
Page 15: The Pixies and the Sloth - Douglas Deri Page 140: Saurian Archer - Grzegorz Pedrycz
Page 16: Setting Out From the Clanfire - Douglas Deri Page 142: Cloaker Vault - Douglas Deri
Page 18: Primal Village - Ahmed Teilab Page 146: Seerfalls - Calder Moore
Page 23: Clanfire Tales - Daniel Mallada Page 149: Spirit of the Great Bird - Calder Moore
Page 24: Forest Rays - noreefly Page 155: Volcanic Melee - Ari Ibarra
Page 27: Starling’s Fall - Jaroslaw Marcinek Page 156: The Primal World - Michael Johnson
Page 28: Survival of the Fittest - Iliyan Tsvetanov Page 158: Map of Planegea - Brian Patterson
Page 30: Paleolithic Afternoon - Norbert Toth Page 161: Fang of Sand and WInd - Kacper Kutrzuba
Page 35: Star Rise - Kacper Katurzuba Page 162: Summer in the Great Valley - Grzegorz Pedrycz
Page 36: Druid’s Dance - Ari Ibarra Page 164: Bitewater - Kacper Kutrzuba
Page 38: Night of the Apotasaurus - Daniel Mallada Page 167: Starstep Cliffs - Grzegorz Pedrycz
Page 40: Planegean Dwarf Fighter - Javier Charro Page 168: Map of Edgegather - Brian Patterson
Page 41: Planegean Elf Scavenger - Javier Charro Page 172: Cult Riverlands - Grzegorz Pedrycz
Page 43: Human Shaman - Javier Charro Page 174: Shining Eknis, the Obsidian City - Jason Wilkins
Page 45: Sentries of Free Citadel - Torben Weit Page 175: Giant Raider - Ari Ibarra
Page 46: Gnomish Camp - Douglas Deri Page 176: Sea Emperor’s Thought - Otto Metzger
Page 48: Crimson Village - Andreas Rocha Page 179: Doorway to Nod - Daniel Mallada
Page 49: Orc Shaman - Graey Erb Page 180: Giants Versus Kraken - Tomas Jedruszek
Page 51: Dreas Chanter - Javier Charro Page 186: Feast of the Bear God - Jason Wilkins
Page 54: Half-Ooze Rogue - Javier Charro Page 189: Ape Clan’s Abode - Grzegorz Pedrycz
Page 56: Leatherwing Spellskin - Javier Charro Page 191: Hilltop of the Lion God - Jason Wilkins
Page 57: Hammertail & Webfoot - Grzegorz Pedrycz Page 194: Cave of the Spellskin - Jason Wilkins
Page 59: Starling - Grzegorz Pedrycz Page 196: Dinosaur Riders - Douglas Deri
Page 60: The Unexpected Visitor - Qui Chao Wang Page 198: Wintersouth - Grzegorz Pedrycz
Page 62: Ascetic of the Way of Abnegation - Grzegorz Page 199: The Usurper Queen - Kacper Kutrzuba
Pedrycz
Page 64: Path of the Farstriker - Grzegorz Pedrycz
Page 67: Half-Ooze Assassin - Ari Ibarra
Page 70: Dream Sorcerer - Grzegorz Pedrycz
Page 74: Summoning a God - Calder Moore
Page 87: Burrowing Owlbear - Cory Trego-Erdner
Page 88: Slimy Gnoll - Cory Trego-Erdner
3
Page 201: Map of Free Citadel - Brian Patterson Page 275: Gnomeknack Crossbow - Olga Drebas
Page 204: The Tribe Kids - Lane Brown Page 277: Monstertooth Club - Olga Drebas
Page 207: Menhir - Igor Galkin Page 278: Remorhaz Armor - Olga Drebas
Page 208: Dark Forest Warlock - Grzegorz Pedrycz Page 280: Circle of the Lion Clan - Grzegorz Pedrycz
Page 210: Map of Seerfall - Brian Patterson Page 282: Twr the Tyrant - Daniel Mallada
Page 212: Magic Kingdom - Andreas Rocha Page 284: Armored Otyugh - Cory Trego-Erdner
Page 214: The Hunter Hunted - Ari Ibarra Page 284: Berserk Ettercap - Cory Trego-Erdner
Page 217: The Day of Breath - Kacper Kutrzuba Page 284: Climbing Troll - Cory Trego-Erdner
Page 220: Magic School at Night - Johanna Rupprecht Page 285: Elemental Purple Worm - Cory Trego-Erdner
Page 223: Volcano Dragon - Fabio Rodrigues Page 285: Finned Couatl - Cory Trego-Erdner
Page 225: Lord of the Seas - William Hoglund Mayer Page 286: Fungal Bugbear - Cory Trego-Erdner
Page 228 Melee of the Ooze - Daniel Mallada Page 286: Horned Bullette - Cory Trego-Erdner
Page 233: Forgotten Menhirs - Maxime Defoulny Page 287: Massive Grick - Cory Trego-Erdner
Page 234: White Spirit of the Dark Wood - Grueo Page 288: Many-Eyed Cloaker - Cory Trego-Erdner
Page 236: Cultists of the Bone God - Ari Ibarra Page 288: Multi-Headed Cockatrice - Cory Trego-Erdner
Page 238: Empress of Air - Cory Trego-Erdner Page 289: Sailed Basilisk - Cory Trego-Erdner
Page 242: Prisoners of the Frost Giants - Torben Weit Page 289: Spiny Rust Monster - Cory Trego-Erdner
Page 245: The Gift of Thirst - Daniel Mallada Page 290: Tentacled Xorn - Cory Trego-Erdner
Page 248: Ziggurat of Kelodhros - Douglas Deri Page 291: Undead Merman - Cory Trego-Erdner
Page 250: Kelodhrosians - Cory Trego-Erdner Page 291: Winged Aboleth - Cory Trego-Erdner
Page 252: The Kingdom of the Dead - Daniel Mallada Page 296: God of Stone and Light - Torben Weit
Page 261: Mammoth Warlord - Torben Weit Page 318: Arctusk - Thuan Pham
Page 264: Cavern of Treasures - Daniel Mallada Page 320: Frilled Dinosaur - Cory Trego-Erdner
Page 266: Mask of the Spellskin - Olga Drebas Page 325: Greatwing - Olga Drebas
Page 272: Apparatus of the Mammoth - Olga Drebas Page 330: Spider Raptor - Jake Siano
4
Page 332: Mammothmaw - Thuan Pham
Page 334: Dire Sloth - Jake Siano
Page 337: Glunch Manylegs Rider - Jake Siano
Page 340: Iramuk - Thuan Pham
Page 341: Kelodhrosians - Jake Siano
Page 346: Laughing Boar - Thuan Pham
Page 351: Faku-Baz - Thuan Pham
Page 353: Ku-Zug - Thuan Pham
Page 354: Salt Spider - Thuan Pham
Page 355: Squidshrime - Thuan Pham
Page 356: Simbakubwa - Thuan Pham
Page 357: Warlord Fortress - Grzegorz Pedrycz
Page 358: Stickymouth - Jake Siano
Page 359: Swordquill - Thuan Pham
Page 361: Terror Bird - Olga Drebas
Page 362: Tricerataur - Cory Trego-Erdner
Page 364: Glimmer & Notar - Thuan Pham
Page 367: Visitant of the Ape God - Jose Luis Islas Lopez
Page 372: Icehook - Grzegorz Pedrycz
Page 374: Sleeping With Wolves - Juno Viinikka
Page 376: Shiya Snow Village - Ricky Ho
Page 378: Magical Manticore - Cory Trego-Erdner
OPEN GAME LICENSE VERSION 1.0A c ontaining Open Game Content exc ept as expressly lic ensed in another, independent Agreement
with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
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tity by the owner of the Product Identity, and which specifically excludes the Open Game All sublicenses shall survive the termination of this License.
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Content. (h) “You” or “Your” means the licensee in terms of this agreement. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
2. The License: This License applies to any Open Game Content that contains a notice
indicating that the Open Game Content may only be Used under and in terms of this License. Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert
You must affix such a notice to any Open Game Content that you Use. No terms may be added J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material
to or subtracted from this License except as described by the License itself. No other terms by E. Gary Gygax and Dave Arneson.
or conditions may be applied to any Open Game Content distributed using this License. Planegea © 2022 Trident, Inc., d/b/a Atlas Games®. Author: David Somerville
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance DESIGNATION OF OPEN CONTENT: All stat blocks, ability checks, and any mechanical content
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5
For my grandmothers, law and chaos embodied,
who passed from life to life during the writing of this book.
®
W W W.ATL AS-GAMES.COM
6
CONTENTS
PREFACE ��������������������� 8 Ranger ����������������������������������� 66 Moving Land ������������������������ 118 Deepthought ���������������������� 230
Scavenger (Rogue) �������������������� 67 Wilderness Dice Drop �������� 119 Duru ������������������������������������� 232
Call to Adventure ������������������������8 Shaman (Cleric) ���������������������������68 Journey Dungeons ������������� 121 Fiendish Gods �������������������� 235
Sorcerer �������������������������������� 68 Clan Tools ���������������������������������123 The Giant Empires ������������� 239
1. WELCOME TO Spellskin (Wizard) �����������������������71 Clan Creation �����������������������124 The Gift of Thirst ����������������244
PLANEGEA ����������������� 11 Encampment Dice Drop ���� 132 Kelodhros Ascendant �������248
In This Book ��������������������������� 13 6. BACKGROUNDS �������75 The Clanfire ��������������������������133 Nazh-Agaa ���������������������������� 251
Clan Travel ����������������������������136 The Recusance ������������������� 254
Answer the Howl ���������������������� 14 Ape Clan ��������������������������������������76 Taming & Training ������������������ 140 Throne of Nightmares ������ 257
Apprentice ���������������������������������77 Adventure Environments ������142 Vyrkha the Shepherd ������� 260
PART I: Bear Clan ������������������������������������78 Aberrant Vaults �������������������142
FOR THE PLAYER Captive ����������������������������������������79 Apex Domains �������������������� 144 12. TREASURES ��������265
Caretaker ���������������������������������� 80 Dwarvish Ruins �������������������145
2. CLANFIRE & Chieftain’s Kin ���������������������������� 81 Roving Forests ��������������������147 Magic Items ����������������������������� 267
WILDERNESS �������������� 17 Crafter �����������������������������������������82 Passages to Nod ���������������� 148 Magic Masks ���������������������������� 269
Edgegatherer ��������������������������� 83 Spellskin Sanctums ������������150 Magic Item Descriptions �������� 271
Three Themes ��������������������������� 17 Free Citizen ������������������������������� 84 Tomb-Lands ������������������������ 151
Prehistoric Fantasy ������������������ 18 Gatherer ������������������������������������ 85 At Your Table ����������������������������152 13. GODS &
Clanfire ���������������������������������������� 19 Hunter ���������������������������������������� 86 Introducing Planegea ���������152 MONSTERS ���������������283
Keeper of Beasts �����������������������87 Genre Tropes �����������������������152
Clan Life ��������������������������������� 20 Lion Clan ������������������������������������ 88 Modifying Planegea �����������153 Primordial Monsters ������������� 283
Rhythms of the Clan ������������� 21 Outcast �������������������������������������� 89 Gods ����������������������������������������� 292
Wilderness ���������������������������������25 Raider ����������������������������������������� 90 10. THE PRIMAL Gods of Planegea ������������������� 302
A World on the Move ������������25 Savant ����������������������������������������� 91 WORLD ��������������������� 157 Bestiary ������������������������������������318
Wilderness Survival �������������26 Seerfallite �����������������������������������92
Storyteller ����������������������������������93 Cosmolog y ������������������������������� 157 Arctusk ��������������������������������������� 318
3. PREHISTORIC Trader ����������������������������������������� 94 The Sea of Stars ����������������������157 Batface ���������������������������������319
CHARACTERS ������������� 31 Whale Clan �������������������������������� 95 The Sky �������������������������������������159 Dinosaurs ���������������������������� 320
The Elemental Wastes �����������159 Dire Sloth ���������������������������� 334
A Prehistoric Life ����������������������� 31 7. EQUIPMENT & The World-Fangs ���������������������159 Ghost Monkey �������������������� 335
Variant Rules �����������������������������32 TRADE ������������������������97 Blood Mountain ���������������������� 160 Giant Armadillo ���������������������� 336
Planegean Player Options �������32 The Venom Abyss ������������������ 160 Glunch ��������������������������������� 337
Barter ������������������������������������������97 The Great Valley ����������������������163 Horse-Ape �������������������������������� 339
Star Stories ����������������������������32 Languages ��������������������������������� 98 Iramuk ���������������������������������������� 340
Primal Push ����������������������������32 Armor ����������������������������������������� 98 Edgegather ������������������������ 169 Kelodhrosians ���������������������341
Trinkets ���������������������������������������36 Weapons ����������������������������������� 98 The Giant Empires ������������������ 173 Knucklecrown ������������������������ 346
Adventuring Gear ������������������ 100 Nod ��������������������������������������������178 Lapiscat ������������������������������� 347
4. KINSHIPS ����������������39 The Kingdom of the Dead �����178 Laughing Boar ������������������������348
8. SPELLS �����������������103 Manylegs ����������������������������� 349
Primordial Kinships ������������������39 11. FACTIONS & Simbakubwa ���������������������� 356
Dwarf ��������������������������������������39 Blood Magic ���������������������������� 104 THREATS ������������������ 181 Stickymouth ����������������������� 357
Elf �������������������������������������������� 40 Spell Lists ���������������������������������105 Swordquill ��������������������������� 359
Halfling �����������������������������������42 Spell Descriptions ������������������ 106 Factions ������������������������������������ 181 Terror Birds �������������������������360
Human ������������������������������������42 The Brother Clans ��������������� 181 Tricerataur �������������������������� 362
Dragonborn �������������������������� 44 PART II: The Council of Day ��������������193 Visitants, Celestial ������������� 363
Godmarked (Tiefling) �������������� 44 FOR THE GAME Direstaves ����������������������������195 Woolly Unicorn ���������������������� 368
Gnome ����������������������������������� 46 Free Citadel ������������������������ 199 NPCs ������������������������������������������ 371
Half-Elf ������������������������������������47 MASTER Kraia’s Children ������������������ 203
Orc (Half-Orc) ��������������������������������48 Scavengers Vow ����������������206 APPENDIX A: NAME
9. PLANEGEA Seerfall �������������������������������� 209 GENERATOR �������������376
Planegean Kinships ����������������� 50 ADVENTURES ����������� 115 The Sign of the Hare ����������� 211
Dreas �������������������������������������� 50 Venomguard ������������������������214 APPENDIX B:
Saurian �����������������������������������55 Your Own Planegea ���������������� 115 The Whale Clan �������������������216 INSPIRATION ������������377
Starling ���������������������������������� 58 Break the World ����������������������� 115 The Worldsingers ���������������219
Using This Chapter ������������������ 115 INDEX �����������������������378
5. CLASSES ����������������� 61 Themes ������������������������������������� 116 Threats ������������������������������������� 221
The Brood ����������������������������221 7
Classes, Reimagined ���������������� 61 Kinetic Action ���������������������� 116 Craven of the
Ascetic (Monk) ������������������������������61 Primordial Horror ��������������� 116 Kraken Coast ������������������ 224
Barbarian �������������������������������63 Mystic Awe �������������������������� 117 The Crawling Awful ���������� 228
Chanter (Bard) ����������������������������64 Wilderness Tools �������������������� 118
Druid �������������������������������������� 65
Fighter ����������������������������������� 65
Guardian (Paladin) ���������������������66
PREFACE
R
OUGHLY TWELVE YEARS BEFORE THIS BOOK different treatments of the setting, but couldn’t quite fix on
began and twelve thousand years after Earth’s what you would do in a world like that, once you got there
last ice age ended, I was newly married and and figured out your next meal.
living in a basement apartment in Maryland. One
Then I stumbled across the concept of Appendix N and
Saturday, my wife arranged for my two older the Appendix N Book Club podcast. Gary Gygax’s list of books
that inspired the game we love was a revelation to me, and
brothers to appear from nowhere, throw me in a Jeep, and through the Book Club’s skillful discussion, I was able to
parse the meaning of sword & sorcery, a term I had never
drive me to the biggest theater they could find so we could really grasped before. I came to better understand the
kinds of adventures that had fueled the earliest iterations of
watch a movie I’d been itching to see: Roland Emmerich’s the game—and how far we’ve come since then. I worked to
create a setting that could tell smoky, dangerous stories full
prehistoric spectacle, 10,000 BC. of personal heroism, inspired more by Fafhrd and the Gray
Mouser than Frodo and Aragorn, full of powerful antago-
I can’t say for sure whether or not 10,000 BC is a good nists to tangle with and strange locations to stumble into
without much of a plan at all.
movie. I haven’t watched it since, and I don’t plan to,
As we found and settled into our new home on the Gulf
because the experience of being suddenly and unexpect- Coast, where pelicans glide over sun-warmed water, the
final two pieces of the setting clicked into place, with the
edly thrown into that primordial world of great beasts concept of the Black Taboos and the release of Genndy
Tartakovsky’s Primal. The Black Taboos solved a problem I’d
and adventure is one of the closest things I’ve ever had to faced every time I tried to explain the setting (“No, it’s not
ooga-booga, me make fire. Your character can be smart in the Stone
actually getting sucked into a magic portal. All I know is Age… yes, okay, I do see how hitting things with clubs is funny, but
I think it could be cool to do more!”) and Primal was a perfect
that it made an impression, and I can still remember lines, example of what prehistoric sword & sorcery looked like
played out with a bold and vivid imagination.
moments, and feelings from it all these years later. Wise
In the end—which was also the beginning—I wrote a
words about drawing circles. A saber-toothed cat in a rainy jungle. treatment about a fantasy world locked into a Stone Age
by unexplained metaphysical forces, where the planes of
The awe of a city, seen for the first time by Stone Age eyes. existence were still traversable by foot, and in which all
the vivid life of Fifth Edition adventures could be experi-
A decade later, my wife and I (now with two daughters enced anew. I scribbled out a map and shared it, and was
overwhelmed by enthusiasm for the idea. Strangers set
and a son) were preparing to embark on a nomadic adven- up subreddits and Discord servers, demanding that I post
more detail about the setting there. I did, and this book is
ture of our own. We had decided Washington, D.C. was not the result.
where we wanted to raise our kids, so I’d left my dream job I want to thank every member of r/planegea and the
Planegea Discord server for your inexhaustible curiosity
as the creative directer of a magazine, we’d bought a truck and brilliant ideas, the hosts of the Appendix N Book Club
for explaining sword & sorcery to me, Keith Baker for his
and an RV (a 2011 Keystone Cougar), and were preparing masterclass in what makes settings tick, my brothers for
yanking me out of this world all those years ago, and my
to drive across America in search of a home. While I was brilliant, inspiring wife for getting all of this started.
taming the beast that would become our house on wheels, I hope this book sparks new kinds of adventures at your
table. If one person who reads it winds up falling through
Keith Baker released Wayfinder’s Guide to Eberron and with it, the millennia into saber-toothed adventures like I did, it
will have been well worth it.
The Manifest Zone podcast. I had stumbled across table-
Yours in wonder,
top RPGs in the intervening years, but had only played in
David Somerville, Author
homebrew adventures, so Keith’s world was totally new to
me. I listened to his podcast hungrily, fascinated by both
his approach to world-building as well as the origin of the
setting—the 2002 Fantasy Setting Search, where a certain
Seattle-based publisher summoned more than 10,000
worlds from thin air with a call to submit a new setting for
everyone’s favorite role-playing game.
Listening to Keith unpack his brilliant setting, I couldn’t
help but wonder if such a call went out again, what sort of
world I might put forward. I wanted to follow in Keith’s
footsteps, to create a place where everything that was in
Fifth Edition had a home… just maybe not the one you’d
expect. I wanted it to feel meaningfully different from
medieval fantasy and steampunk and science fiction, but
still be recognizable, iconic, and easily grasped. I wrote
down a few ideas, and one stood out: prehistoric fantasy.
I ran a quick playtest session with my brother (who had
driven the getaway car to the theater ten years earlier). He
created an orc ranger named Ush, and made the first foot-
steps in the snows of Planegea.
We set off on our RV trip like hunter-gatherers, hunting
for a home and gathering experiences. As we traveled, I
studied prehistoric history and fantasy, reading Wells and
Auel and listening to podcasts about flint-knapping, basket
fishing, and the invention of music. I saw actual dinosaur
footprints and whirling petroglyphs, and tried a couple of
8
YOU THERE! Yes,YOU—with the bemused Some of my tale may be hard to believe. They say stars like
myself seek to fib and deceive. And perhaps I will stretch the
expression and the strange eyes. Come closer, warm yourself truth for the sake of a story here and there. But I’ll also conceal
by the fire. I thought I’d seen everything, but I don’t recognize things too terrible to recount in night’s clawed shadow. Maybe I’ll
your mode of dress or style of speech. From what part of the say more in the morning, should we live that long.
world do you hail?
Stop. What was that?
… I see. An unexpected answer. I myself am not of this … Did you hear something in the dark?
land originally. Once I danced in the heavens, a star
among stars. But then I fell, and since then I have made Something heavy of foot,
it my life’s work to learn all that I can of the world in something hungry?
which I find myself.
Ah, it must have been the knucklecrown.
In you I sense a kindred spirit… you have the look of one in
whom gleams the light of curiosity; a sibling-soul, to be sure! Pay him no mind. Where was I? No matter, we can begin almost
Well, if you’ll stay for a while, keep me company until the anywhere, there’s so much to tell.
starlight above turns to dawn’s bright gleam, I’ll sing you a song
of this place. I will sing to you of bear gods and lion gods and ape gods, of
wandering clans trying to stay ahead of winter, of the doorways
For I have traveled its length and breadth, from the choking into dreams that offer salvation or despair, depending on the
depths of Brinewaste to the winged cities of the Air Empire. I whim of the elves on the other side.
have held audience with the vampiric Nin in her lava temple, and
seen the source of the Everstorm. And in all these places, I have I will sing to you of kraken cults, of woolly unicorns, of oozes
dealt with chieftains and shamans, gods and giants, dragons and and constructs, and the King of Death himself, in whose halls I
dryads and things far stranger, which barely have a name. have shined my light—the only glow in that infinite dark.
I’d like to tell you about them, if you’ll listen. If you’re ready to listen, I’m ready to sing. Let me just
gather my drum and my string.
Ready?
STAR-SHAMANThen hear me, and
know that I am the
and my song is the song of the land of Planegea,
the first—
and wildest—
of all worlds.
PREFACE 9
10
WELCOMECHAPTER1 TO PLANEGEA
The oozing jungle shakes with the thunder and roar of the barbarian atop four empires of the giants to the monsters that hunt the
the awakened mammoth. He whirls his enchanted bone axe, signaling howling peaks and roaring oceans that ring the Great
the sorceress soaring above. She folds her wings and dives, ablaze Valley; from the cold, bony fingers of the Nightmare World
with magic. Tonight, her spells and his rage will at last lay waste to to the terrifying jaws of the jungle known as the Venom
the slimy lair of the tentacled tyrant-lizard and its corrupted brood! Abyss. Every step of the journey is plagued with danger
and death.
Still vibrating with star-magic, the translucent elf scavenger—her
edges dreamlike and indistinct—holds her breath. She carries her A WORLD OF BONE & FIRE
flint dagger in one hand and her offering of blood in the other as she
descends, trailed noiselessly by her ever-silent halfling companion, Planegea is primal fantasy roleplaying. Whatever you want
into the cave of the bear-god. to explore in 5th Edition—slaying monstrous creatures,
navigating political intrigue, exploring ancient ruins,
The dwarvish fighter, stony beard glittering with gemstones, and the crafting enchanted weapons, infiltrating evil cults, battling,
saurian spellskin bow their heads to receive the clan blessing as they building, casting, carousing—it’s all here. Planegea rises
prepare to track the fire-giant slave-raiders. The great clanfire claws out of our earliest ancestral memory, a world we can barely
at the night sky and the shaman sings of rescue and dawn, but the recognize, which holds all the adventure we can imagine.
rocky heart of the dwarf beats only with the drum-song of revenge. You won’t find limitations on class or race in these pages.
Rather, they are filled with ideas and inspiration for
T HIS IS PLANEGEA—A PRIMORDIAL FANTASY running a long and glorious game set before written words,
campaign setting for 5th Edition, where a dungeon hammered ore, and plowed fields.
means the curse-painted caves of a cannibal clan,
and a mindless, monstrous dragon is as likely to Drawn from the traditions of sword & sorcery pulp
eat you as look at you. Gone are the safe hearths of adventures, infused with the blood-pounding thrills of
taverns and libraries, kingdoms and cathedrals. Planegea life-or-death action, and caught in the jaws of primordial
is a place of utter wildness, where survival is the only law dreams, Planegea has adventures for everyone who ever
and it must be carved from the world by force of might and felt the cold wind raise a chill of hunt and hope on their
magic. raw skin.
Here, you must eat or be eaten. Fashion your own armor THE CLANFIRE IS SACRED
from fur, feathers, bone, and stone. Shatter your hand-
carved blades on the backs of your enemies in savage Life begins and (if you’re lucky) ends at the clanfire. Every
combat. Hunt primordial beasts, hold your breath as you clan keeps a fire burning as hot and high as they can; the
hide from massive predators, and seek safety in numbers as bigger the fire, the greater the strength of the clan. Clans
you journey through an epic world before myth—a land of compete to build the greatest fire, and dare young hunters
smoke, song, blades, dreams, blood, and magic. to make dousing raids on the fires of their enemies.
UNFAMILIAR EVERYTHING For wanderers, the clanfire has even more significance—
the light acts as a signal-fire, a place to gather and rest. It is
Nothing is as you expect in Planegea. Elves are shimmer- a great tradition that strangers are welcome without ques-
ing dream-walkers, dwarves are half stone, humans are tion at the clanfire between sunset and sunrise, as long as
beast-tamers, halflings are silent stalkers, gnomes are filthy they leave their weapons outside the firelight.
scavengers, and dragonborn are just a heartbeat away from
their draconic ancestors. The clanfire is the heart of clan life—food, strong drink,
stories, songs, ceremonies, disputes, judgments, dreams,
There are no great, universal gods—only a patchwork and more are all shared around it.
quilt of local deities, often appearing in the shapes you least
expect, with powers that are bought with offerings and The clanfire replaces the tavern. When looking for a
strange favors. place to rest and spend the night, seek out the nearest clan-
fire. You’ll have to leave your weapons behind, but strong
In Planegea, the planes of existence have not yet sepa- tradition will keep you safe until morning… probably. It’s
rated, and a warrior can travel by foot from the Sea of also a great place for gathering rumors, asking advice about
Stars to the infinite, volcanic peak of Blood Mountain. But the landscape and local gods, and bartering goods and
along the way, that warrior must battle everything—from favors.
cold, alien intelligences to the genie caravans; from the
Chapter 1 | Welcome to Planegea 11
EVERY PLACE HAS ITS GOD of a magic shop, where food and drink are blessed, totems
are crafted, and weapons, armor, and other wondrous
Planegea exists in an age of proto-gods, where divine items are enchanted… for the right offering.
beings are only beginning to gather their power and under-
stand what it is to ascend to rule the cosmos. There are no Gods consume gods. Some gods are content to remain in
great universal gods with dominion over entire aspects of their hallows and commune with their followers, but many
reality. Instead, Planegea is an animistic place, with power- strive to grow their power and influence. Gods will often
ful spirits reigning as gods over local environments. incite those within their influence to conquer neighboring
areas, destroying what is sacred to them—damming rivers,
Many beings can become gods, in a mysterious process cutting trees, hunting animals, etc.—to weaken them so
that is unknown even to the wisest of shamans. Creatures, that the conquering god can extend their range to the
plants, rivers, places—even objects and weather patterns— defeated god’s hallow and devour their essence.
all of them can develop into divine spirits over time. But a
few principles unite these proto-gods: STONEPUNK
Gods are tied to a place. Once a spirit becomes a god, it Let your imagination run wild within the limits of the
is restricted in its movement to its sacred place—a forest taboos. Build cities on the backs of mammoths, hang
glade, a cave, a bend in the river, and so on. They cannot wooden temples from giant trees, craft great hang-glid-
leave these places, called hallows, so they call on mortal ers that soar on volcanic heat—whatever can be made
agents to enact their will in the world. with skill and simple tools, bring into your vibrant Stone
Age world.
Gods barter with power. Since they are confined to their
hallows and hungry for glory, gods are more than willing
to help mortals—even passing strangers—in exchange for
offerings and favors. The hallows of gods can take the place
12 Chapter 1 | Welcome to Planegea
THE BLACK TABOOS No number after nine. Holding up both hands and count-
ing the fingers there ends in “many.” Every number above
The people of Planegea are no fools. They are intelligent, nine is many. A family of more than nine is many. An
curious, and possessed of a strong will to survive. Yet they endless sea of herd animals that stretches from horizon to
are locked in the Stone Age by powers beyond the reckon- horizon is many. A journey of countless miles is many.
ing of gods or mortals. Mighty minds and spirits of Plane-
gea fight against these bonds, staying clever and inventive For mechanical purposes of movement, range, combat,
under the constraints they face. etc., numbers still have meaning. But in roleplay and
conversation, anything numbering above nine is ambig-
There is a force in the cosmos known as the Hounds of uous and mysterious, and doing any calculation of high
the Blind Heaven. Nobody knows where they come from, numbers is fraught with peril from the Hounds.
or the origin of their curse. But one thing is certain: break-
ing the so-called Black Taboos rouses their wrath, and No wheels or money. Writing is not the only taboo that
means certain death. The Black Taboos are these: summons the Hounds. So too do wheels on axles and the
creation or exchange of currency of any kind. Whatever
Writing is death. The dark magic known as “writing” the Blind Heaven is, wherever the Hounds come from, they
summons the unthinkably horrible and merciless Hounds. seem utterly committed to keeping Planegea in its most
Anyone who forms a written word will instantly be primitive form.
pursued until dead by awful beings that seem to know the
moment a glyph is shaped anywhere in the world. Pictures In This Book
and patterns do not seem to rouse the Hounds’ ire, but
any abstract symbology that can be used to communicate The volume before you is not a stand-alone game. It is
meaning over distance is a breaking of the First Taboo. meant to be played with other 5th Edition resources. But it
does contain an entire Stone Age world ready to be discov-
ered, saved, or conquered… depending on what you bring
to the table.
PART I: FOR THE PLAYER
The first part of the book is directed at players. The human-
oids of Planegea (collectively called mortals in these pages)
are cunning, resourceful, and dangerous. And you’ll need
to be the same if you want to survive. Part I will give you
the tools you need to stay one step ahead of all that hunts
you… and, just perhaps, a way to write your own name in
the stars.
Clanfire & Wilderness. The first chapter introduces you
to the wandering world of Planegea, with glowing clanfires
and dangers in the ever-shifting land. Discover the themes
of Planegea and explore clan life, with its patterns and
rhythms, its full days and magic nights. Step beyond the
edge of the firelight to find a world on the move, and learn
the basics of wilderness survival.
Creating Your Character. What is it like to grow up in a
primordial land? Discover your origins, from birth, child-
hood, your first encounter with a deity, your relationship
with your clan, and more. Sharpen your senses so that
you can walk into the world of Planegea with open eyes—
because what’s lurking out of sight is already watching you.
Kinships. In Planegea, life is abundant and strange. Four
new kinships (also known as “races” in other 5th Edition
materials) come to life in these pages: the half-ooze, dreas,
saurian, and starling. The familiar kinships of 5th Edition
are here as well, but they are strange and primal. Dwarves
are half-stone, elves are half-dream, and monsters are
mixed in unpredictable combinations to frighten and
bewilder even the most seasoned of adventurers.
Chapter 1 | Welcome to Planegea 13
Classes. The traditions that will someday become classes punish those who encroach on their domains. Find new
all begin in Planegea, from the divine shaman making spells for all casting classes here, if you dare to weave them.
offerings to local gods, to the arcane spellskin drawing
her tattoos with magic, to the martial fighter shattering PART II: FOR THE GAME MASTER
a bone sword on the back of a monster. Though the roles
are familiar, they are also altered by countless epochs, and The second part of this book is written for DMs, and gives
have strange and unexpected aspects in prehistory. guidance, lore, and mechanics designed to help even those
who are new to 5th Edition run thrilling adventures in
Backgrounds. Before your character started their adven- Planegea quickly.
ture, they lived in the world. Use the all-new backgrounds
section to find your place in Planegea before the curtain Stone Age Adventures. From broad themes to detailed
rises on your story, from clan member to captive, and mechanics, this first chapter offers a compendium of tools
everything that lies between. for the Planegean DM, including material on clans, the
wilderness, adventure structures, and how to reinvent
Equipment & Trade. Planegea is a world without metal— classic fantasy tropes for the Stone Age.
it simply does not exist. And since coin is forbidden by the
Black Taboos, all is barter and swap. (For convenience, this Locations. Here at the beginning, all the planes exist in
book uses portions of salt (ps) as a reference of value.) Yet a single world. This chapter describes the cosmology of the
even with such limited means, the brilliant crafters and world, its wide and strange landscapes, and what you’ll find
builders of Planegea create items of stunning grace and in them. It suggests character levels for adventures in each
utility; and they’re willing to trade it to you, for the right region, and references to the major threats that lurk there.
deal.
Factions & Threats. For those souls who dare to tread on
Spells. Magic is new and raw in Planegea. Kinships guard ancient ruins or forbidden places, they will find no palaces
their arcane secrets, and the gods, forests, and Death itself of elven lords or ancient dwarven kingdoms. The desolate
places of the world hold dungeons, but not made by mortal
14 Chapter 1 | Welcome to Planegea hands. Great powers move and shake the world, and this
chapter lays their wills and secrets bare, for you, the DM,
to shape an adventure perfect for your party.
Treasures. In Planegea, the hunter is also prey, and must
beware lest a predator catch them off-guard. After the dust
settles, every monster can be harvested for its meat or bile
or bones, and there are many treasures and arcane objects
to tempt those willing to take them.
Friends & Foes. Everything in 5th Edition can be found
in Planegea. Aberrations infest the depths. Beasts, plants,
oozes, and monstrosities prowl for prey. Celestials and
fiends flicker in faith’s dawn. Constructs shamble from
arcane fires. Dragons and elementals roar at each other
across the radius of the world. Fey drift in and out of
dreams and nightmares. Giants raise massive empires on
the backs of captive mortals. And the undead linger where
oaths are broken and darkness reigns.
APPENDICES
In addition to all the above, this book contains a name
generator and an index to allow you to quickly find terms,
names, and other important items quick as you can say
“Worldheart Dragon.”
Answer the Howl
For those who rise to the call—for those heroes who can
hear clan-drums and star-song—Planegea offers endless
adventure. Will you escape the slave-pits of the giant
empires and lead the Great Valley to revolt? Will you
survive the Venom Abyss to find the heart of the world in
Blood Mountain? Will you reach into the Sea of Stars and
slay the Hounds of the Blind Heaven who hunt those who
dare to rise above their destiny?
If you dare—if you’re strong enough, hungry enough,
wild enough—Planegea is calling you with an echoing,
untamed, fire-blackened howl.
PART 1
FOR THE
PLAYER
Chapter 1 | Welcome to Planegea 15
16 Chapter 2 | Clanfire & Wilderness
CLANFIRCHAPTER2 E & WILDERNESS
Smoke, drums, wild howling filled the night. An enormous fire burned Three Themes
in the center of a ring of tents, and a crowd was gathered to watch the
ceremony. Beside the fire knelt a man with shell-and-chitin armor, beard The world of Planegea is made for imaginative, exciting
roughly shaved. Above him stood a tall figure with bare arms and an campaigns full of every kind of adventure. From pulpy
antlered mask, made taller by the fire and the magic she cast through its dungeon crawls to political intrigue, from gritty monster
power. “When you take the sword,” said the shaman, her mask red and hunts to mythical, world-shaping campaigns, from urban
yellow and blue in the firelight, “you become the sword of the clan.” skulduggery to wars in the darkest depths, it can all happen
here. Each group has their own Planegea, and every one is
“I become the sword of the clan,” echoed the young guardian. different, uniquely tailored to the play style of that party.
The shaman reached her bare arm into the fire, which glowed green
where she touched it. From its heart she drew out an obsidian sword, To hold all of these together, Planegea is built on three
its surface alight with green swirls and angles. “When you become the themes that run throughout this book:
sword of the clan,” said the shaman, her mask green and yellow and
red in the spell-light, “you fear nothing but harm to the clan.” Kinetic Action. In Planegea, you don’t stand still and hit
“I fear nothing but harm to the clan,” repeated the young guardian, things. Battles are fought on the backs of mammoths, on
and reached out his hands to receive the sword. racing ice floes, on trees bent before a magical gale. The
The shaman raised the weapon as a howl echoed from somewhere battlefield is never constant here—fires fill the air with
outside the camp, and the clan roared in hope and sorrow and rage. smoke, hungry scavengers gather at the edge of combat,
At last they would have a guardian. At last the killing would end. and enemies leap through the air, bodies and blades twist-
With a ceremonial shriek, the shaman swung the sword at the guard- ing as they throw themselves at you without regard for life
ian’s heart. He caught it with his bare hands, and blood splattered the and limb. Planegea is built for over-the-top action, where
blade, the dirt, the shaman, and the fire, where it hissed and popped. combat is never just a combat, but a story in itself and an
“The sword has tasted your blood,” said the shaman, as the wincing explosion of dangerous, chaotic energy.
guardian took the weapon’s handle. She reached out and healed the
wound. “Now you and the sword are one!” Primordial Horror. Sometimes there isn’t a name for the
“I and the sword are one!” shouted the guardian, rising to his feet. thing that slithers by your skin in the shadows. Sometimes
The shaman removed her mask and smiled, her eyes aglow as a you can’t control the voice you hear whispering your name
blood-freezing howl split the night. “Well done. Now… hunt down at night, scratching at your tent flap, begging to be let
those werewolves.” in. In Planegea, mortals have barely any control over the
world around them. You are surrounded on all sides by the
W HEN YOU SET FOOT IN PLANEGEA, YOU unknowable, the unstoppable, and that which means you
enter a wilderness world. This is a place of harm. The fundamental horror of Something Out There in
darkness and light, beauty and terror, death the Dark is ever-present here, requiring great courage—or
and the raw will to survive just one more day. a little darkness of your own—to confront it.
Planegea is a world without famed heroes: to
live is heroic enough. Yet never has a land been in more Mystic Awe. Wonder isn’t about what you see… it’s about
need of those with heroes’ hearts—those ready to fight the what you feel. It’s about coming to the edge of the infinite
powerful to defend the weak, risk impossible odds to stave and discovering how small you have always been. It’s about
off darkness for one more night. These qualities are essen- the beauty of losing yourself in something greater. Plane-
tial when entering a primal world of prehistoric fantasy. gea is a world of countless gods, of immaculate natural
wonders, and of stars that spin above and whisper stories
And what a world it is! Filled with strange monsters, to the mortals below. In Planegea, you can fall into aston-
secret mysteries, untouched landscapes, swirling stars, ishment, seeing the world with fresh eyes, beholding
living forests, magical volcanoes, writhing seas, giant everything as if for the very first time. And as you do so,
empires, doors to dream and nightmare, Planegea is a all is made new again, and stories you thought you knew
world that crackles with possibility for adventure. become strange and wonderful once more, like painted
deer on a cave wall in flickering firelight.
This chapter will serve as an introduction to basic
survival in the world, focusing on the center of mortal
life—the clanfire—as well as the wilderness that lies
just beyond its light. Use it as a guide to begin getting
acquainted with life in a magical Stone Age, to spark ideas
for adventure, and orient you for all that lies ahead.
Chapter 2 | Clanfire & Wilderness 17
Prehistoric Fantasy PREHISTORIC FANTASY
For many of us, our first voyages into fantasy were set in Medieval Fantasy Prehistoric Fantasy
a medieval world full of knights and castles, royalty and Ancient kingdom Powerful, ritualistic clan
wizards. Those fairytale lands gave way to stranger stories
as we grew, but our grounding was always in that middle- Airship Tamed flying behemoth
time of iron swords and besieged battlements. Blacksmith Master crafter
Book or tome Painting or song
Planegea falls backwards through history to a much
earlier era, before the bronze age of sword and sandal into Carriage Beast of burden
a world without any idea of metal whatsoever. Medieval Castle Cave system
fantasy often talks about a previous era—“a time before City Gathering of clans
memory” or “the dawn of the world.” That’s exactly where Dungeon or prison Cave, pit, or guarded camp
Planegea exists. Guard or knight Clan hunter or warrior
Gold or coins Salt or trade goods
When you enter a world of prehistoric fantasy, you bring House or mansion Tent or fortress
some things with you and leave others behind. Innkeeper or server Elder, host, or drink-master
King, noble, or mayor God, chieftain, or elder
What you bring. Bring your sense of possibility, your Library Gathering of elders or chanters
appetite for adventure, your ingenuity and wit. Bring Lock Knot, spell, or guard
your curiosity, your daring, your thirst for a good story Ruin Cursed or taboo place
and a good battle. Bring your instincts for friendship and Sailing ship Catamaran or great-canoe
mistrust of too-friendly strangers, and bring above all School or monastery Hidden sanctuary
your sense of discovery—there’s far more in Planegea than Spell scroll Talisman
meets the eye, for those willing to encounter it. Secret cult Secret cult
Shop Clanfire or crafter’s tent
What you leave behind. Leave behind your ideas of Shop, magic God’s hallow
stability and predictability, confidence in the established Tavern Clanfire or shady pool
order of things and a hierarchy of kings and nobles. Leave Temple God’s hallow or shaman’s tent
behind images of dusty temples and ancient religions—all Thieves guild Scavengers or secret alliance
is new here at the start of the world. Leave behind schol- Tomb or crypt Burial ground or catacombs
ars of ancient histories. You are living the first stories, Tower Tower, cliff, or tree
the ones that will be told in stars and tomes in the eras Trapdoor Disguised tunnel or tent flap
to come—if you are brave enough to change the world by Wizard’s tower Spellskin’s cliff-sanctum
your force of will. Village Small clan
What you find again. There are many elements of classical
fantasy that still exist in prehistoric fantasy, slightly altered
to fit a world without writing and ore. Use the Prehistoric
Fantasy table to suggest how you might encounter familiar
tropes in a new way in the world of Planegea.
Do not let the strangeness of this world hinder
you from discovering its wonders. When I fell
from the sky, I had to learn everything again, as
if I were a newborn child. Had I not plummeted
into the land of a unicorn, I certainly would have
been lost for—though I did not know it then—
trolls have a special taste for star-flesh.
18 Chapter 2 | Clanfire & Wilderness
THE FIVE SENSES CLANFIRE
Planegea is no drab place of brown furs and dull grunts— W HEREVER YOU GO IN PLANEGEA, YOU FIND
it’s a sensory world, alive with color and noise, scent and adventure, and not always at the snarling fangs
feeling. In Planegea, you might… of a saber-toothed cat. Sometimes it’s the false
• See brightly-painted tents adorned with dyed fur and smile of a lying advisor, their eyes glittering
with subtle malice. Sometimes it’s in a tense
patterned feathers, swirling stars overhead in infinite negotiation between clans on the brink of all-out war.
dancing patterns, or a herd of towering beasts on the
move in the mist, each the size of a fortress. And then sometimes—rarely, but every now and then—
• Hear drums and the music of pipes and harps, songs life in Planegea is good, peaceful, and worth fighting to
and stories, wind and rain, choruses of birds, whispers protect. As you take your seat around the clanfire, you’ll
of stars, and howls of hunger from the echoing wild. discover these keys of life in Planegea:
• Smell the intoxicating scent of giant flowers, the
comforting smoke of the clanfire, the tang of magic, and Protect the clan. Mortals in Planegea—humans, elves,
the purest of fresh air, mingled with the musk of beasts dwarves, orcs, and other folk—live in nomadic hunt-
on the prowl and rot on the wind. er-gatherer groups called clans. These clans roam the land
• Taste smoked meat fresh off the bone, salt on the lips, in search of food, water, fuel for their fires, and a safe place
blood running from a fresh wound, sweet and tart fruits to lay their heads at night. A clan is the closest family a
growing in abundance, and bitter herbs ground between mortal can have, and survival depends on knowing that the
teeth in divine ceremony. others in your clan would die for you, and you for them.
• Feel worked leather and knapped stone, warm furs and
icy winds, shimmering heat rising from volcanoes and Honor the clanfire. The clanfire is the heart of clan
geysers, dizzying magic both arcane and divine, and the life—a symbol of vitality and survival. This large fire is
pounding of your pulse as you hunt and are hunted. usually found at the center of a mortal camp. It burns
low and hot during the day when it’s used for crafting
THE SIX ABILITIES and cooking, but as night falls, it is raised up to a roaring
bonfire around which the clan gathers to eat, talk, perform
Every ability comes into play in prehistoric fantasy, not just rituals and magic, and tell stories. To extinguish a clanfire
the physical ones. You’ll need all your cunning, intuition, is an act of war, a death threat against every member of
and charm to survive. In Planegea, you’ll use… the clan. The fire is kept burning above all, and honored by
those who keep it.
• Strength to grapple monstrous beasts, outrun meteor
strikes, scale cliffs, plunge into dark depths, wrench Appease the gods. Gods in Planegea are not distant
bone from bone, and carry the clan on your back. abstractions—they are the great bear in the cave, the lion
on the hill, the whisper in the dark in the dead tree you
• Dexterity to leap from height to height, dance out of dare not approach. Gods are powerful, but local, bound to
harm’s way, hide from hungry predators, stalk unsus- their divine lair, called their hallow. As clans travel, they
pecting prey, and scavenge what you need to survive. move between divine domains, and seek to curry favor
with the local gods, relying on their shamans (and those
• Constitution to withstand bitter winter and volcanic the shamans recruit) to do all it takes to earn the favor of
heat, poisonous plants and stinging megafauna, endless the nearest, most powerful god.
days, deadly nights, and potent venomwine.
Craft what you need. In this primal world, mortals make
• Intelligence to read the secrets of the stars, remember what they need from a hunt’s harvest or what they can
the shape of an ever-moving land, rediscover forgotten gather from the wild. The land and its monsters bristle
songs and stories, recognize the familiar in the bewil- with parts that can be used in all manner of surprising
dering, and study the ways of gods and monsters. combinations, from the simplest knife to elaborate flying
constructs built from driftstone, leathery wings, scav-
• Wisdom to read a stranger’s intent, harvest kills and enged ribcages, and arcane gems. It’s a make-do land,
heal wounds, scout the land ahead, smell danger on the where cunning and ingenuity are as valuable as brawn and
wind, track your quarry, intuit the elements, and find stamina, and every hunt is an opportunity for invention.
food and water to stave off starvation for one more day.
Make friends & enemies. Only a fool dwells trustingly
• Charisma to talk your way out of trouble, intimidate with the enemy. As powerful clans, dangerous raiders,
mortals and monsters alike, dance and sing the rites unstable gods, ravaging monsters, and the ever-present
and rituals of gods old and new, and forge friendships to Giant Empires loom on all sides, it’s essential to make allies
stand between you and death. you can trust—and to know who your enemies are. Many
forces move through the world, some unmissable, some
Of course, these are hardly all the abilities required unseen. The secrets in a stranger’s eyes in the firelight may
to survive. I’d add to these honor, courage, a sense mean the difference between life and death… or worse.
of humor, and hope. Those four qualities have
kept me alive when everything else was lost.
Chapter 2 | Clanfire & Wilderness 19
Clan Life MOVEMENT
Every clan is different, with its own customs, local taboos, Winter is cruel in the Great Valley. It stalks like a fanged
duties to its god, struggles, and joys. But most mortal soci- predator, and wise mortals know to flee or find shelter
eties in the Great Valley have at least a few similarities that before the worst of it is upon them. But the landscape of
unite them. Planegea is immense, and only the outermost clans can
escape the jaws of ice and snow that close around them
Complex societies. The clans of Planegea are as layered, each year—except for those who find secret ways through
dynamic, and active as the villages and cities of future eras. the world.
Members of the clan vie for status, push their vision and
agendas, nurse secrets and grudges, worry about the future, Migration. The surest sign that winter is coming is
and long for better days. not the drop in temperature. By then it’s already too late.
Rather, clans watch for the departure of their prey south-
Hunter-gatherers. Because farming attracts the ire of wards, and travel with them. But even animals can be
roving forests, the clans of Planegea are forced to survive in tricked by an unseasonal heat wave or a capricious god who
other ways. The clans are nomadic, traveling with the prey doesn’t want their worshipers to leave just yet.
animals they depend on, setting traps, fishing, and gather-
ing the produce of the land to stay alive. Distance. Planegea is unknowably vast, its horizons
unmeasured by any being, even the gods. For northern
Shamans, chieftains, & elders. Most clans are jointly clans, traveling south in time to evade the winter is an
led by a shaman and a chieftain, and counseled by elders. impossibility. There are only three choices when winter
The shaman’s role is to deal with gods, culture, and divine is coming quickly for such a clan—die, endure, or find a
magic. The chieftain’s role is to deal with survival, justice, passageway through Nod to somewhere warmer.
and arcane magic. They are mediated by a group of elders,
whose role is to deal with tradition, lore, and conflicts Portals. Nod, that hidden land of dreams and night-
between the chieftain and shaman. mares, exists just on the other side of waking. But there are
also doorways throughout the world which mortals can
Local gods. Clans live in relation to the gods, depend- walk through, if they know where to look. Such passages
ing on their favor to survive. Clans might have a single are typically underground or hidden out of sight in strange,
god they primarily follow, or might split their reverence eerie, or abnormal places. They usually reveal themselves
between a variety of gods as they travel. And some clans— when least expected or in response to particular behaviors,
those led by orcs, especially—want nothing to do with the such as the singing of a certain song, walking with closed
gods, preferring to make their own way through the world. eyes, or when those who would find them are in a certain
emotional state such as fear, love, rage, or calm. Portals can
R ESOURC ES take many forms—dark canyons, shining pools, glowing
tunnels—or an unsuspecting traveler might not know that
Every clan has basic needs for survival. The search for they’ve passed into the Dreamworld at all.
these resources is what keeps them traveling from place
to place. As a resource dwindles, the clan begins to grow TRAVEL THROUGH NOD
restless and prepares to move on.
Once you step through a portal, you find yourself in one
Food. Herd animals are always moving, and the clan of Nod’s twin worlds—the World of Dreams or the World
follows the hunter’s quarry. But the gatherers know how of Nightmares. Often, it’s hard to tell which one until it’s
to trap, fish, dig, climb, and collect the bounty of the land too late. Only the foolish, the desperate, or those with
even when game is scarce. With too little food, morale the most experienced of guides travel through these
diminishes and fights break out or, worse, people simply lands. In Nod, you’re always a breath away from losing
abandon the clan and are never seen again. yourself to charms, eternal sleep, madness, illusion,
tricks, spells, and even outright attacks. Nod is a place of
Water. In the dry northern winter and southern summer, infinite ways and twisting turns, and a wrong step could
the land cries out in thirst. Rivers and watering holes leave a clan wandering forever through a landscape from
are commonplace, but attract dangerous predators, while which there is no return. Those clans who make such a
ponds and pools are known for disease, parasites, and more harrowing journey yearly rely on their leaders to guide
malignant magical effects that can linger far longer. them through the twin worlds using their magic, experi-
ence, and the gifts of their gods… if they even have sway
Safety. Caves offer natural defenses, but can house in such places.
dangerous pests and predators. Trees and cliffs provide
vantage points but leave the clan exposed to attack. The Alliances. Some, such as the Ape Clan of the Great
search for a secure location is an essential part of making Valley, have labored for generations to maintain an
camp; the clan never knows whether the place they lay alliance with the Throne of Dreams, whose elvish scouts
their heads will be the site of a desperate last stand. act as guards and guides as the clan travels through Nod
to warmer lands every autumn. Such alliances come at
Materials. Many clans have a craft, a trade, or a specialty. dear cost, for the elves of Nod are fickle, vain, and take
They require components for magic, minerals for crafting, offense easily. But their guarantee of safe travel through
ivory, wood, chitin, feathers, or other goods for ceremonies, Nod is worth maintaining at any cost… isn’t it?
survival, or prosperity. Such resources keep clans search-
ing, no matter how good an encampment might seem.
20 Chapter 2 | Clanfire & Wilderness
Shifting passages. Planegea doesn’t stay still. Even a clan domain of gods to give it back to the land. Rangers defy the
who has found passways through the world may find that gods’ divine order, stealing magic and glory from the gods
they change from year to year. All most clans know is that to empower mortals. And the tattooed cave-painters called
certain ways in the world lead to warmth and good hunting. spellskins—while tolerated by some clans because of their
But it is the work of such clans to relocate the passages each many uses and deep knowledge of the arcane—are looked
year as the seasons shift. Magical portals, forest trails, and at askance, seen as a risk. Everyone has heard stories of the
mountain passes alike can close or relocate, or the condi- spellskin who went too far in their studies and attracted
tions of opening them alter. Such a change too late in the the attention of the Hounds.
year can spell disaster for even a powerful clan, leaving
them at the mercy of the elements without warning. Strange lore. There is much in the world that is not
understood—taboo places with weird magical energies
Endurance. Sometimes there’s no escaping the winter. In that shamans and sorcerers can’t explain. Strange pits or
these years, a clan must hope they have dried and salted doors into the earth conceal buried secrets, cultists prac-
enough prey, and built strong enough storage huts to tice unknowable rites at the edges of the world, giants
endure the long, dark cold. Winter in the north is a season work strange, too-powerful magics, elemental spirits of the
of hardship and starvation—not only for mortals, but also Wastes spin new realities from whims… such things are
for predators who, emboldened by their hunger, may attack beyond the understanding of the clans. Yet there are those
even by the light of a brightly burning clanfire. Some who are drawn by such mysteries, and certain wanderers
clans adapt to this, making winter endurance part of their spend their lives delving into these exact secrets to discover
culture… but most are simply gone when spring comes. what good or evil they hold.
MAGIC Rhythms of the Clan
Planegea crackles with magic, raw and untamed. It is the Although every clan is different, there are some typical
dawn of many worlds, and magic is mysterious, scarcely rhythms and expectations mortals bring as they encoun-
understood, feared, and revered. The clans wield magic as ter each other—work-filled days focused on survival, long
best they can to survive and to create a future for them- nights focused on magic and ceremony, as well as certain
selves, but they do so knowing that they are touching the hierarchies and activities that bind the clans together.
edge of something far larger and far more dangerous than
they can possibly imagine. FULL DAYS
Before the planes. In Planegea, the planes of existence An average day is busy, full of bustle and industry for every
have not yet separated, and all the magic of the elements, member of the clan.
the world’s birth, and the potential of the multiverse exists
in one great land. From the volcanic fires of creation in Children are responsible for gathering fuel for the
Blood Mountain to the raw power of the Elemental Wastes clanfire, cleaning the encampment, watching and teaching
and—beyond that—the Sea of Stars, magic is everywhere. younger children, and aiding the adults as any has need.
The Kingdom of the Dead and the Worlds of Dreams and
Nightmares are a step away, and their magic seeps into the Low-status clan members are assigned heavy labor—
world as well. All things are possible, close, full of promise beating hides for tanning, carrying stones or lumber for
and menace. construction, digging latrines, and so on.
Divine magic. The divine magic of Planegea seeps from Able adults informally divide themselves by mood,
the land, starting at Blood Mountain and flowing outward. preference, and natural ability into hunters and gather-
Gods are creatures, places, or things around which the ers. Hunters typically rest until prey is spotted, and may
magic of the world has pooled or snagged, filling them at first seem lazy. But when scouts (often young hunters
with divine power. Shamans and guardians work with and with something to prove) return with word of game on
wield divine magic with the blessing of the gods on behalf the horizon, the hunters spring into action and may go for
of the clans, and are trusted to mediate between gods and days and nights without rest to bring down a kill that will
mortals for the protection and prosperity of all. feed the entire tribe. Gatherers travel as far as half a day’s
journey from the encampment, checking traps and fishing
Arcane magic. The arcane magic of Planegea drifts from lines and filling large baskets and satchels with whatever
the sky, starting with the stars and radiating inward. It is food and useful materials they can find for the clan.
magic that cares little for the natural order, shaping it and
reforming it according to the will of its caster. Warlocks, Elders, seers, shaman’s aides, and crafters remain at the
chanters, and sorcerers wield the power of the arcane on camp, engaging in council, adjudicating conflict, preparing
behalf of the clan, and though their ways are little under- for the night’s magic, cooking, tanning leather, crafting
stood, the clans rely on their abilities to bend reality for the needed tools and supplies, or repairing and expanding the
good of their people. encampment.
Frightful arts. There are those who use divine and arcane The shaman usually sleeps or meditates for much of the
magic in ways that displease the gods and summon the day, preparing for the night’s magic, but may consult with the
Hounds, and these are to be feared and hated by the clans. elders, resolve disputes, perform minor rites, or travel to the
Druids—called god-leeches—sap magic away from the local god’s hallow if summoned or in need of divine aid.
Chapter 2 | Clanfire & Wilderness 21
MAGIC NIGHTS Ah, clan magic! That wild, joyous, fearful,
frightful, terrible, profound thing. Have you
After the work of the day, as sun sets, the clan gathers and seen it yet? When as a body they dance, they
the clanfire is built high. Sentries are posted outside the sing, they call forth the magic of their will to
ring of firelight to watch for danger, and the rest of the clan live? It is an astonishment. Even after seeing it a
gathers to eat, drink, tell stories, sing songs, and do magic.
By gathering the inherent magic of the land and people thousand times, it remains an astonishment.
together, even clans with weak shamans can create magical
effects, sometimes surprisingly strong. However, given its For casting these spells, each ceremonial participant is
ritual nature, magic is not performed lightly, and some considered a 4th, 10th, 16th, or 20th-level spellcaster who
clans utterly shun any magic but that which is performed uses Wisdom as their spellcasting ability. The spell save
at the clanfire ceremonies. DC is 12 + the participant’s Wisdom modifier, and the spell
attack bonus is 4 + the participant’s Wisdom modifier.
SHAMANIC MAGIC
Once the sun has set, the shaman casts spells, drawing After a clan magic ceremony, all participants suffer one
from the shaman (cleric) spell list based on the needs of the level of exhaustion, and the shaman suffers two levels of
clan. Shamanic magic usually has a strong performance exhaustion.
aspect to it, and is often supported by music from chanters
and the hushed attention of the whole clan. Clan Weapon. Rather than casting other spells, a clan
ceremony can enchant a weapon with magic to strike
CLAN MAGIC truer and deeper. Such magical weapons are typically
Sometimes a clan has need of more powerful magic than made by the clan’s best artisan, and feature special deco-
that of a single caster, even one as powerful as a shaman, ration, patterning, or exceptional craftsmanship. Each
and will unite to perform clan magic. In order to perform clan weapon requires an entire ceremony to enchant, and
clan magic, a fire must be lit, with a cleared perimeter requires 12 hours to complete. If any participant leaves the
around the fire for ceremonial movements. These may be ceremony for more than 1 minute, the ceremony fails and
dances, re-enactments, speeches, etc. A ceremony takes 1 the weapon is destroyed. A clan can have only one clan
hour to begin, requires 9 or more participants, and must weapon at a time, and cannot create a second clan weapon
be led by the shaman of a clan who has been trained in while the first one exists. The clan weapon receives a bonus
clan magic rituals with a high shaman. Once a ceremony to attack and damage rolls depending on the level of the
has begun, any clan member partaking in the ceremony shaman who led the ceremony, as shown in the table.
can cast spells from the shaman (cleric) spell list, but must
share the spell slots among themselves. The number of STATUS
spell slots is limited by the shaman’s level or the god’s
strata (whichever is lower) as follows: Within a clan or a region, it’s possible to gain status
through your deeds. Higher status grants benefits such as
Shaman God Spell Level Magic greater access to elders, chieftains, shamans, and gods, as
Level Strata Weapon well as new opportunities for adventures, such as char-
1–4 Cantrips (Unlimited) acters confiding in you, coming to you with requests for
5–10 1st 1st level (4 slots) — aid, or regarding you as rivals. Status can also give you an
2nd 2nd level (2 slots) +1 advantage in bartering, acting as a bargaining chip to get
11–16 what you want more easily.
3rd 1st level (4 slots), 2nd level +2
17–20 (3 slots), 3rd level (3 slots), If your party decides to measure status, work with your
4th 4th level (3 slots), 5th level +3 DM to determine your character’s starting status, from –10
(2 slots) to +10. You can raise or lower your status through your
actions. Your DM can then set certain interactions (such
1st level (4 slots), 2nd level as being summoned by a god, approached by a trader, or
(3 slots), 3rd level (3 slots), stalked by a rival) at appropriate status levels. Earning or
4th level (3 slots), 5th level losing status can then trigger those interactions, opening
(2 slots), 6th level (1 slot), up new avenues for roleplay, exploration, and combat.
7th level (1 slot), 8th level
(1 slot) Use the guidelines on the next page to track status.
1st level (4 slots), 2nd level N
(3 slots), 3rd level (3 slots), sssss
4th level (3 slots), 5th level
(3 slots), 6th level (2 slots),
7th level (2 slots), 8th level
(1 slot), 9th level (1 slot)
22 Chapter 2 | Clanfire & Wilderness
Role. A typical hunter-gatherer clan has the following This hierarchy varies from clan to clan, and in some
status hierarchy: communities (such as a clan of scavengers or crafters, druid
groves, or spellskin enclaves) may be totally different.
Clan role Status
Shaman, chieftain +10 Still, you can use the list on this page as a general guide-
Elder +9 line. In most cases, if you prove yourself in any of these
Guardian or ascetic +8 roles, you will be treated with appropriate status by anyone
Lead hunter +7 who believes you are a match for that role. Some may
Lead crafter or builder, senior trader +6 challenge your status due to suspicion, hostility, or rivalry,
Lead gatherer, senior crafter +5 and you must continue to perform the expected duties of a
Shaman's aid, senior hunter +4 positive status in order to maintain it.
Hunter, senior gatherer +3
Crafter, builder, or trader +2 Deeds. Various deeds can increase your status within
Gatherer, young hunter +1 a community. In general, acts of heroism, self-sacrifice,
Child +0 communal spirit, and expertise will increase your status.
Weak or distrusted adult –3 Generally, raising status through deeds is a matter of doing
Scavenger –6 the right things for the right people, so you’ll need to
Outcast –9 carefully determine who you need to impress in order to
elevate your status in any given clan or community.
Names. Winning names is a way to alter your status
in places you haven’t visited yet. Your DM may award
you names through your heroic actions—such as Hunts-
Trolls, Cure-Finder, Mammoth-Friend, and so on. You can
also earn names of ill repute through misdeeds. If you
announce a name or are recognized by it, your status may
raise or lower accordingly.
Chapter 2 | Clanfire & Wilderness 23
Scars. Scars are much like names—they speak for you. RITES & RITUALS
Your DM may choose to award scars after significant
encounters (see pg. 265). Certain events mark the passage of time and life in the
memory of a clan. These serve as moments for the clan to
TAMING & TRAINING come together and witness something of significance.
Befriending a beast can be a worthwhile endeavor… Namings. When a child is born, the parents ask the clan’s
provided you can manage it without being torn apart by shaman for a name. Shamans treat this duty with utmost
your would-be ally. Humans are known across Planegea for gravity, for a child’s name is said to have great magical
their talent for living in community with other types of power over its destiny. When a name is chosen, the entire
creatures, but anyone can make the attempt to trap, tame, clan is gathered, the name is announced, and the infant is
and train a creature. officially adopted into the clan.
FEASTS & FESTIVALS Weddings. Usually following long courtships and
exchanges of gifts and promises (sometimes begun at feasts
Whenever hunters bring back a large kill or gatherers or festivals years before), a wedding is the moment when
discover a large food supply, as well as at certain holidays the shaman publicly blesses a union before the entire clan,
such as the equinox or solstice, the clan celebrates with a usually requiring the clan to take an oath to safeguard and
feast. These can last several days, depending on how plen- strengthen the marriage.
tiful the food and drink are and how safe their encamp-
ment is. Funerals. Death and burial practices vary from region
to region and god to god—sometimes destroying the body,
Feasts. Celebrations of bounty are less formal and less sometimes preserving it, sometimes committing it to the
predictable, but represent occasions of great joy when they sea or air or soil. In any case, the shaman leads the clan in
happen. A feast occurs when the clan finds more food than remembrance and honoring the soul of the departed.
they can eat or preserve. Horns are blown and messen-
gers are sent out to neighboring clans to gather as many Punishments. Transgression against the clan is rare,
as possible to partake of the bounty, as it is considered a but it does happen. When justice must be meted out, the
great shame to waste the plenty of a feast in selfish hoard- entire clan gathers. This is the rare rite that is not over-
ing. Since feasts are unplanned, there are rarely ritualistic seen by the shaman. Rather, the elders of the clan mete out
activities, but when clans come together there are often punishments as they see fit. Theft, greed, and the breaking
hastily-organized games, competitions, dances, perfor- of taboo are the most serious offenses in most clans. The
mances, feats of magic, and the like. Feasts are known for worst punishment is to be cast out and shunned by the clan,
their joyous, chaotic nature—a feeling that anything could condemned to the ravages of predators and denied funeral
happen at any moment. rites at death.
Festivals. These seasonal occasions mark celestial events, Vigils. Before important hunts or in response to various
important remembrances, and divinely ordained celebra- milestones or dangers, the shaman or elders may call for
tions. Festivals are carefully planned and prepared for, a vigil, requiring some or all of the clan to stay awake and
often for weeks or months in advance, and feature displays ceremonially focus their attention in meditation, supplica-
of pageantry, ritual, and shamanic rites of great impor- tion, concentration, and so on.
tance. Young people who have married into other clans
will often make perilous journeys across great distances Initiations. The inauguration of a new shaman, the
to join their families for festivals. Festivals are known appointing of an elder, the recognition of a child as an
for their elaborate performances, ornate costumes, rare adult or a scout as a full-blooded hunter—the clan gathers
delights of food and craftsmanship requiring skilled labor to mark such passages from one status to another, with
to create, and a sense of anticipation as the festival builds various levels of ceremony depending on the occasion.
to its ultimate crescendo.
An initiation is a kind of birth and a kind of death.
It is a becoming and a leaving-behind. A child
is lost, a hunter gained, and who can say which
has more meaning in the life of a clan?
24 Chapter 2 | Clanfire & Wilderness
WILDERNESS Encounter others. Beasts and monsters aren’t the only
creatures in the wild. Out there, a mortal is as likely to
O UT THERE, BEYOND THE LIGHT CAST BY THE run into others of their kind as not: lone wanderers, scouts,
clanfire, is a world of fear and hope, danger and traders, or even an entire clan on the move. One might fall
promise, deadly monsters and divine miracles. The in with even stranger company: forbidden druids, secretive
wilderness is all around, full of secrets, silence, spellskins, scavengers, or other strangers whose ways stir
beasts, wonders, screeches, roars, things forgotten, up trouble at the clanfire, and find it easier to remain in
and things that have never been glimpsed by mortal eyes. the sharp-toothed wilderness than smile where they are
The wilderness defines the world, it is everything, and the unwelcome.
clanfires are small sparks in its infinite, untamed, unfor-
giving sprawl. A World on the Move
Yet survival requires that mortals grit their teeth, grip Planegea is constantly changing. Nothing stays in the same
their blades, and set out into the wilderness with squared place for long. Rivers shift in their course at the whims of
shoulders and flint in their eyes. As you step into the their animating spirits and the violent storms that surge
unknown, here’s a taste of what you’ll need to do to survive across the land. Forests full of wakeful trees wander across
in the wilds of Planegea: the landscape. Stars shift based on the story they wish to
tell. And most of all, clans migrate, following herds of prey
Read the world. The spoor of prey. The signs of predators. across the landscape.
The movement of the stars and land. The safety or danger
of a pool of water. The hint of magic. All of this and more Time is as important as location. Consider not only
is what a mortal needs to take into account when traveling where a place is, but when you last saw it there—a clan
into the wilderness. Planegea is constantly changing, and may return to the same cave every winter, or a river might
the skilled wanderer understands how to interpret those flow back into its old course come flood season. Though the
changes to predict what lies ahead. larger landscape of the world is fixed, the local landscape
is different each season, and can deceive and confuse even
Hunt food & magic. Hunters venture into the wild to the most experienced of hunters.
pursue prey, so that they can feed themselves and their
clans. Shamans venture into the wild to encounter gods Faults. Planegea is constantly being renewed and
and wrestle blessings from them. And those with an eye expanded as reality is pushed out from the Worldheart.
towards the arcane venture into the wild to find strange This expansion creates fault lines along which the world
new magics and undiscovered spells which, if tamed, can slip or shift or break. These changes can often be
might mean the difference between life and death. violent, accompanied by quakes and upheavals, but they
can also be startlingly quiet and swift. There are many
Gather resources. Gatherers fan out from the clanfire, tales of a clan bedding down for the night, only to awake
creating patterns of exploration as they seek nuts, berries, and discover that half the camp has shifted a hundred feet
roots, grasses, bark, edible insects, fish, and all other good or a hundred miles or across a river that was not there the
things to eat. They also search for the goods and mate- night before.
rials that will sustain and prosper the camp. But they’re
not alone in the wilderness, and must remain vigilant; to Ability checks. Any of the following ability checks can
raiders and monsters, mortals are merely another kind of come into play when finding your way in Planegea:
goods to be gathered. • Constitution (concentration saving throw): Avoid distrac-
Find safety. Mortals travel through the wilderness in tions, keep an eye on your path, and maintain a trail.
search of shelter: an unoccupied cave, a grove of sleeping • Intelligence (Nature, History): Follow the contours of the
trees, a defensible hilltop. Often, the only escape from
danger is through other dangers, and unlucky clans lose land, understand the direction of migration, and predict
their weakest members as they travel through the wilder- changes in the weather. Remember the movement
ness in search of a newer, safer encampment. patterns of the land and people, or recognize a land-
scape altered by time such as a newly dry river bed or a
barren ridge where a forest used to be.
• Wisdom (Perception, Survival): Spot distant landmarks,
notice where things used to be, smell clanfire smoke on
the breeze, find and follow tracks, or locate prey.
SWIRLING SKY
The heavens of Planegea are in constant motion. The world
is so young that it has no fixed points—that which later
eras will count on as utterly constant is, in this world, only
a rule of thumb.
One world, one sky. Because the planes of existence have
not yet separated, all is one long landscape and one long
sky reaches from the center of creation to its very edges.
Chapter 2 | Clanfire & Wilderness 25
At the heart of the world is Blood Mountain, the impossi- Wilderness Survival
bly high volcano from whose fires the land and sky were
birthed. And at the edge, ringing the land and water of the With all that means you harm in Planegea, you’ll need to
Great Valley, Giant Empires, and Elemental Wastes, is the ready your weapon and wits to stay alive. What follows is
endless Sea of Stars. some broad guidance for survival in the wild.
Dancing & dueling stars. The stars are alive, and spend These rules are intended only to enrich your adventures.
the night dancing in stately arcs and loops, endlessly If your party isn’t interested in playing a campaign involv-
recombining as they gossip and preen. As night ends, they ing these elements, you can play 5th Edition as-written.
joust each other in a tournament called the Dawn Duel. However, these options give added reasons to embark on
The champion becomes the Day-Star, and spends the day the trials and triumphs of the primordial world.
parading from east to west. The other stars sleep in the Sea
of Stars until the end of day, when they rise again into the TRAVEL
heavens in streaming fountains, and begin it all again.
Travel is never safe in Planegea. Always remember that
New moons. Planegea’s moons are unstable things, there are massive predators in the wild, ready to pounce
born of the ash and fire of Blood Mountain. At irregular on any wandering mortal who forgets to take the proper
intervals, the great volcano violently erupts, spitting a precautions. With rare exceptions, travel across open
new moon into the sky. The moon drifts from the center wilderness should be undertaken with great caution.
outward, crumbling as it goes, and rarely lasts more than
a month. There can be no moons in the sky, or as many as Ability checks. Any of the following ability checks and
three or four, depending on the rumblings of the volcano. more can come into play when avoiding predators:
• Strength (Athletics): Sometimes it’s better to just run. It
SHIFTING LANDS
takes strength to make your way across the open world
Even as the sky is in constant motion, so the land below and maintain sufficient pace to avoid falling prey to
is never still, rearranging itself as beasts migrate, clans what might take notice of you.
wander, gods rise and diminish, and trees and rivers roam. • Dexterity (Stealth): Most travel should be undertaken
The greater structure of the world remains predictable, but with great care, and moving slowly and stealthily can
the specifics of where things stand in relation to each other help avoid all kinds of trouble.
are always changing. • Intelligence (Nature): Read the signs of the land to detect
what predators are likely to be nearby, and determine
Unknown distance. No one can say how far away a point how best to avoid them.
is, except when judging it by naked eye or using magic to • Wisdom (Perception, Survival): Keep your senses sharp
pinpoint knowledge. Even gatherers who roam the same for signs of predators or their recent passage, and make
path as yesterday find little differences in its length and camp in places where you won’t be seen.
shape. Additionally, any measurement that would use a
number over nine violates the Black Taboo, and cannot be GETTING LOST
spoken for fear of the Hounds.
Sometimes, due to a wild hunt or strong weather or magi-
Wandering landmarks. The landmarks that will be relied cal effects, you may become lost. At other times, you may
upon in later eras—mountains, roads, great trees, and the choose to lose your way. Here are two reasons to get lost:
like—all have a tendency to drift with the land and season.
They can still be a useful reference point, but must merely Zigzag. As an optional rule, when pursued by enemies
be considered one clue among many to guide travelers on or predators, your DM may allow you to flee erratically,
their way. choosing to lose your way in order to escape pursuit. If you
escape in this way, you cannot use the same technique
Roving forests. It is more common in Planegea for a again to escape the same creature or a member of the
forest or grove to be a band of treants than what the people same group of allied creatures. Once you flee this way, you
call “sleeping trees.” Most of the trees are awake, accom- become lost, and cannot find your way back without using
panied by dryads and other allied creatures, and have only magic or succeeding on checks as determined by your DM.
limited patience for mortals. To travel among the trees is to
be watched, judged, and threatened, should one carry fire Lost is sacred. Some gods will only appear to the lost.
or a chopping blade. Many mortal clans have been wiped Some doors to the World of Dreams or the World of Night-
out by a roving forest that overran them, deeming them mares won’t appear unless you’re lost. Being lost is one of
unworthy of survival. the best ways of discovering the unexpected, and many
shamans use magic to encourage and enable their most
Nomadic clans & beasts. Only a few great settlements skilled hunters to wander lost, to discover what the world
such as Seerfall, Edgegather, and the like, have fixed loca- has to show them.
tions. Most places where people dwell change with the
seasons and the needs of the clan. So, too, the haunts of
dangerous beasts are altered by the movements of their prey
and the weather. What once was a peaceful hill might later
be the lair of a creature with monstrous appetites, establish-
ing dominance while the hunting is good in the region.
26 Chapter 2 | Clanfire & Wilderness
GATHERING Scouting. Information is a key resource. As you gather,
you can also scout the surrounding region, noting any
The practice of gathering sustains clans and individuals dangers or opportunities that lie within a day’s travel of
when hunting is scarce, and forms the basis for survival in the camp. Such discoveries may save the clan from being
most environments. Gathering isn’t a single act; rather, it’s surprised by an attack, or lead to an important windfall of
a set of skills, a balance of risk and reward as you venture much-needed resources.
deeper into the wilderness in search of resources.
INEDIBLE FOODS
WAYS OF THE GATHERER One basic survival skill is knowing how to avoid foods
A gatherer’s work is to collect everything of use to the clan with bad effects. This boils down to the three rules of food:
while attracting as little attention as possible from preda-
tors and enemies. When gathering, you might use any or • Eat nothing rotten. Do not eat any food that exhibits the
all of the following means: signs of spoiling.
Collecting. Plucking fruit and vegetables, cutting edible • Eat nothing that speaks. Do not eat a creature that
grasses, bark, and fungus, picking up oddities to show speaks to you in a language that you can understand.
to the shaman—all these are the easiest tasks for a gath-
erer, requiring nothing but a keen eye to notice desirable • Eat nothing made of many. Do not eat a creature with
resources and a knife or sickle to collect them. more than nine eyes or nine appendages—including
arms, wings, legs, antennae, feelers, claws, and so on.
Extracting. Digging for roots, grubs, and useful minerals,
scaling a cliff or tree to gather eggs, collecting honey from These warnings aren’t merely symbolic. If inedible foods
a hive, venturing a few feet inside a doorway to Nod to are eaten, the DM can decide on any appropriate effect, or
bring back a trophy—these are difficult or dangerous tasks roll on this table for inspiration:
that require skill, courage, and a little luck, as well as (in
some cases) specialized tools. d20 Inedible effect
1–10 Poisoned condition
Trapping. It’s common to carry at least a few simple 11–14 Poison damage
hunting or fishing traps when you set out to gather. You 15–17 Hallucination or brief madness
might travel the same loop several times, setting traps the 18–19 Small magical effect
first time through a promising spot, then returning to 20 Surge of unpredictable magic
check them and collect the catch on subsequent days. The
kind of trap and bait depends on the desired prey.
Chapter 2 | Clanfire & Wilderness 27
RISK & REWARD HUNTING
When gathering, you must use sharp judgment to deter- It takes more than a sense of direction to stalk your quarry
mine whether the hope of a better harvest is worth jour- in Planegea. It takes luck, timing, and skill at reading the
neying deeper into the dangerous wilderness. A skilled shifting patterns of the world. But for those who can intuit
gatherer plays the line between risk and reward, collecting the winds and see the patterns in the soil, there is great
as much as they can without arousing attention. glory to be gained in the hunt, and great joy in coming
home to the welcome of a bright clanfire.
Exploring a loop. When gathering, most gatherers set
out on a loop, going up to a half-day’s travel from the
camp, then heading back along a different path. As you
do this, you can set traps and make skill checks, such as
Wisdom (Perception and Survival) or Intelligence (Nature,
Arcana, Religion, and History), to discover opportunities
and dangers to be explored on subsequent days, as well as
collect what’s easy to gather without losing too much time
in getting back to safety for the night.
Closer looks. Upon returning to the loop, you’ll find
changes—Planegea never stays the same for long—but
much of what you observed on your first pass can be inves-
tigated more closely. Choose points of interest you discov-
ered where more worthwhile goods can be extracted; just
be careful not to stir up too much trouble or make too
much noise.
Going further. When you push further along a path—
whether a literal path or an investigative one—your DM
may call for checks to determine whether you attract
attention or unleash some unforeseen trouble. And yet
the gatherer who takes no risks brings back
a meager harvest. Carefully judge your
ability to take one more step, prod just a
little more… great reward or great danger
may lie just a few feet away.
Returning. The return to safety
is never assured for gatherers.
Even a well-traveled path
might shift in Planegea’s
landscape, markers
might disappear, and
what seemed fixed
yesterday could
wander today. A
gatherer must
always be ready
to forge a new
path home, and take into
consideration the goods they have collected
during the day. Will they spoil or break if
not carried carefully? Are scavengers
keeping pace with you, interested in
an easy take should you happen to
fall? These and more are concerns
the wise gatherer will take into
account as they judge the timing for
the return trip.
28 Chapter 2 | Clanfire & Wilderness
HUNGER IS A CONSTANT Tricks & traps. Not all prey panics when pursued. Take
It’s assumed in Planegea that you are always hungry, care lest you be drawn into dangerous ground—quicksand,
always passively gathering food such as berries, small prey, tangling vines, the lair of a larger beast. Some would-be
and edible grasses, bark, and other plants, and have basic prey have a symbiotic relationship with creatures or places
knowledge about what is edible and what isn’t. that thirst for the blood of the overeager.
This means that you will not starve to death unless Seeing red. In the heat of the hunt, it’s all too easy to
special circumstances apply (such as being in a particularly lose track of where your feet are taking you. Stay aware of
barren region or if a spell or other effect limits your ability your surroundings, lest when the killing blow is landed,
to perform basic functions). you raise your eyes to realize you are in a place you do not
know, nor have any idea how to escape.
Instead of hunting merely to survive, in Planegea, you
hunt to thrive. HARVESTING
Harvesting a hunt is an activity with countless permuta-
YOU ARE WHAT YOU EAT tions, so rather than offer a single method of harvesting,
In Planegea, you can gain benefits from a successful consider the following when the party brings down a kill.
hunt. Whether you pursue your prey strictly for food, or
simply eat what you kill along the course of your adven- Ability checks. Any of the following ability checks can
tures, harvesting the right kinds of food can grant you the come into play when harvesting prey:
strength you need to survive. • Strength: Breaking bones, snapping off tusks, ripping off
Ability enhancement. Certain prey can be harvested to tough hide, cracking natural armor, etc.
briefly bolster various aspects of the hunter. When success- • Dexterity (Sleight of Hand): Nimble extraction of delicate
fully harvested, prepared, and eaten, gain the benefits of
the enhance ability spell. The ability affected is determined parts, careful skinning, nimble plucking, etc.
by the DM, based on the nature of the creature consumed. • Constitution (Concentration): Withstanding stench,
Spell effect. Some magical prey, when harvested, maintaining focus on a long or delicate harvest, etc.
prepared, and eaten, can bestow the benefits of spells, as • Intelligence (Medicine): Knowing which parts to harvest,
if from a potion or amulet. The nature of the spell and the
prey is determined by the DM. determining healthy and rotten parts, careful cutting to
avoid internal damage, etc.
EXTRAORDINARY PREY • Intelligence (Nature): Recognizing the type and value of
a harvest, identifying useful components, etc.
If your party is eager to hunt to gain one of the benefits • Intelligence (Religion): Recognizing divine patronage,
listed, it’s the DM’s choice which creature they need to honoring the local deity and clan customs, etc.
hunt to gain the desired effect. Consider their CR, environ- • Wisdom (Survival): Skillful butchery of meat, cooking,
ment, and the magical potency of various prey. As a rule, it’s preservation, burying offal, etc.
a good idea to start with Monstrosities, choose prey which • Wisdom (Perception): Watching for scavengers; noticing
doesn’t speak and—if the prey is a common animal such as marks of ownership, signs of privation or prior harm, etc.
a wolf or bear—give it extraordinary aspects such as those
listed under “Primordial Monsters” in Chapter 13, pg. 283. Resolving a harvest. Some harvests are simple, others are
complex and risky. Your DM could use any of the following
DANGERS OF THE HUNT methods to resolve the harvest based on your group’s play
There is far more to hunting than merely stalking and style and the importance of the harvest to the story.
bringing down prey. The wily hunter will be wary of the
following perils: • Single roll: If a harvest is not a particularly significant
story moment, it’s sufficient to choose a relevant skill,
Predators. In the words of an ancient guardian, “There’s roll once, and move on.
always a bigger fish.” Beware when hunting that you are
not the prey for some mightier and stealthier creature. • Best two out of three: If the stakes are higher, raise
them mechanically by requiring two successes before
Competitors. You are not alone in the world. Even if two failures.
other predators aren’t hunting you, easy prey may already
have been sighted by others. Make sure that your kill isn’t • Skill challenge: For major harvests that the adventure
stolen at the critical moment by a creature willing to chal- hinges on, run a skill challenge, requiring players to use
lenge you for the prey. various skills and getting more successes than failures.
Scavengers. After you bring down your prey, deal with I have seen many a young fool lose himself in the
it quickly. Leaving fallen prey out in the open attracts chase, forgetting the land around him in pursuit of
scavengers—and though scavengers may be individually his quarry. I’ve seen it when a man hunts beasts,
weak, they tend to gather just outside your reach in ever
larger numbers. when a man hunts glory, and when a man hunts
pleasure. Take a moment. Take a breath. Look around
you. The world is wide, and you are small, and that
is good. Remember who and where you are.
Chapter 2 | Clanfire & Wilderness 29
30 Chapter 3 | Prehistoric Characters
CHAPTER 3
PREHISTORIC CHARACTERS
“Psst! What’s your name?” The hoarse whisper came from the next not rules to be followed. If you have a different concept
cage over. The stinking bone cages—six of them—swung high above than the one generated by this section, talk to your DM and
the ground, dangling from twisted leather ropes. create it! But for most players, these questions should help
to make an interesting, authentically Planegean character.
“What does it matter?” The gatherer slumped miserably against the
bone bars, watching the giants drink. He had been distracted, day- BIRTH
dreaming, when they had come upon him suddenly. Now his life was
over, and the last thing he wanted to do was yammer with a stranger. When and where you were born matters. Shamans use the
timing and events surrounding birth to name children, and
“It matters.” some swear that fates are shaped from the circumstances of
The gatherer buried his face in his hands. “Names won’t do us any birth. Consider the following:
good once we get where we’re going.”
“Names matter.” Place. Where you were born is the start of your story, a
“No. You’re wrong. They don’t matter. Not when you’re a captive of place of significance that can help define you. Were you
the Air Empire. What good will a name do us when we’re building born like most, in the tents of a nomadic clan? Were you
their monuments, serving their feasts, offering our blood for their born in the wilderness without the comfort and aid of a
magic? What good will a name do when we’re ground beneath their clan? Or were you perhaps born somewhere more unusu-
feet, crushed for their amusements, fed to their dire leopards when al—a permanent settlement, the hallow of a god, one of the
we’re too weak and old to work anymore?” giant cities, or even beyond the four Giant Empires?
A crackle of green and white light arced through the air, illuminating
the tattooed face of a gnome in the next cage. “I need to know your Time. When were you born? What time of day and
name, fool, so I can include you in this teleportation spell. Unless you’d season? How many moons were there in the sky? In
rather stay behind..?” Planegea, birthdays aren’t celebrated, but many people pay
attention to the weather events and seasons surrounding
P LANEGEA IS A LAND OF ADVENTURE, FULL of their birth, considering them especially fateful times for
terror and possibility. This chapter explores some reflection and magic.
of the features that make adventurers here unique
and offers footholds as you prepare characters born Event. Most children hear stories of the day they were
into this world. Remember, your character is as born. Was it quiet, remembered only for its serenity? Was
clever, resourceful, and intelligent as you want them to be. there particularly ferocious weather? Was the clan at peace
Just because it’s the Stone Age doesn’t mean it won’t take all or in danger? Were there any auspicious notable hunts or
your wits to survive. remarkable finds by the gatherers? Were there any signs,
omens, magical events, or memorable sights that marked
This chapter is intended to give you footholds for discov- the day?
ering who your character is in this prehistoric world. You
can think of it as a trail to walk, to insights about where CHILDHOOD
your character comes from and where they might be
headed. Gain an understanding of who your character is In the Great Valley, children are seen as precious, but are
in the world by looking at their story, what drives them also exposed to danger in the normal course of life, and are
forward, and what they carry along with them—both phys- expected to contribute to the survival of the clan. If you
ically and psychologically—that stirs them towards contin- had a childhood you can remember, consider:
ued adventure.
Upbringing. Did you grow up in a typical clan? If so, was
A Prehistoric Life it small or large, peaceful or warlike, prosperous or desper-
ate? Were you well cared for, or did you have to fight to
Life in Planegea is dangerous and complicated. Your char- survive from a young age? Did your clan journey far across
acter lives their own unique story, and has seen things and the world, or only roam within a small area? Or are you
experienced the world before joining the adventuring party. from somewhere outside the Great Valley, with an unusual
childhood? How does that affect you?
Note that the ideas below are best used in conjunction
with other 5E materials that help shape your personal First god. When did you first encounter a god? Was it
backstory. By themselves, these won’t create a complete through a shaman’s ceremony, with the clan at the edge
personal history, but they can be a good jumping-off point. of a hallow? Were you sent into the hallow of a god alone
Also, these are presented as suggestions and inspiration, on an errand or as part of a rite? Or was it an accidental
wilderness encounter? Was the god gracious or menacing?
What did the god look like? How did it make you feel? Did
you ever encounter that god again?
Chapter 3 | Prehistoric Characters 31
VARIANT RULES
PLANEGEAN PLAYER OPTIONS
These variant mechanics add unique Stone Age abilities into your game.
Star Stories WEAPON SHATTER
In Planegea, the stars are not fixed—the stories of great Martial feature, available to ascetic, barbarian, fighter, ranger,
hunters and monsters are still being painted in the heavens. and scavenger.
For now, the stars tell of the world’s events, and their
rumors can be read by those with sufficient knowledge. When you deal damage with a melee weapon attack using
Perhaps your character might even have their greatness a magical weapon, not including those made temporar-
told in constellations beheld by future generations. ily magical by spell effects, you may throw all of your
ferocity behind it and shatter your weapon against your
STAR MAGIC enemy. Your weapon is irreparably destroyed and your
attack becomes a critical hit. You may not use this feature
The stars inspire greatness. As an action, you may make an again until after a short or long rest. The weapon cannot be
Intelligence (Nature) check to locate a constellation with a repaired except with powerful magic such as a wish spell.
story or song based on one of the six attributes (Strength,
Dexterity, Constitution, Intelligence, Wisdom, or Charisma). RAW MAGIC
On a success, you can take 10 minutes to tell its story.
Arcane feature, available to chanter, sorcerer, spellskin,
At the end of the story, make a Charisma (Performance) and warlock.
check. The DC is higher if your audience is exhausted,
wounded, frightened, or discouraged. On a failure, nothing Magic is primal and dangerous, not yet bound by millen-
happens. On a success, all creatures who can hear and nia of tradition and teaching. You may cast a spell that you
understand you are inspired by the tale and gain 1d4, know or have prepared for which you do not have spell
which can be added to one check or saving throw of that slots, with the following effects:
attribute in the next 24 hours. This feature cannot be used • Level 1–5 spells: Take 1 level of exhaustion per spell level.
again until the following nightfall, and when used again • Level 6 spells: Take 5 levels of exhaustion and fall
replaces any previous inspiration gained by this feature.
unconscious.
WATCHING THE STARS • Level 7 spells: Take 5 levels of exhaustion, fall uncon-
The stars watch the world and gossip amongst themselves, scious, and automatically fail 1 death saving throw.
and their dance reflects the secrets of mortals and gods • Level 8 spells: Take 5 levels of exhaustion, fall uncon-
alike. With cunning, a mortal can discover what’s happen-
ing in the world around them by scanning the stars. scious, and automatically fail 2 death saving throws.
• Level 9 spells: Take 5 levels of exhaustion and die. (Levels
If you can see the stars, as an action, you may make an
Intelligence (Arcana) check to search for news, rumors, and of exhaustion remain if your character is restored to life
secrets. Your DM will determine the outcome of the roll. except by a wish spell.)
The stars are untrustworthy and biased, and may communi-
cate half-truths, cryptic fragments, or outright deceptions. BLOOD OFFERING
Primal Push Divine feature, available to druid, guardian, and shaman.
This world is a raw and wild place, where anything can Blood has powerful magic, irresistible to almost any god,
happen and mortals can push themselves beyond the be they good or evil. As a bonus action, you may spill your
boundaries imposed on their descendants. Each class has own blood to empower your spell. Roll a number of your
access to a new feature that grants them additional power hit dice equal to the spell’s level (minimum 1), and take the
at cost or danger to themselves. resulting amount as slashing or piercing damage as if from
a magical weapon, ignoring resistances or immunities.
If your character multiclasses, giving you access to more
than one Primal Push feature, choose one. Next time you As a result of your offering, gain one of the following
gain a level, you may choose again. blessings:
• Gain advantage on your next spell attack or check.
• Impose disadvantage on the next creature you target
with a spell effect.
• The effects of your next spell are as if the spell had been
cast at 1 spell level higher than it actually was.
32 Chapter 3 | Prehistoric Characters
First death. Death is a harsh reality that nobody in Survival. How did your community survive? If you were
Planegea can avoid—not even children. What was the first in a clan, were you primarily hunters, gatherers, crafters,
death you ever witnessed, that you remember? Was it a traders, raiders, or a combination? Or did you find a differ-
stranger, or someone close to you? Was it violent or peace- ent way to stay alive? If you were from one of the larger
ful, sudden or expected? How did it shape your views on settlements or empires, what did your community do to
life and death? live within that society? What was your specific role? What
1d8 Upbringing was expected of you, and what tasks did you perform?
Status. Within your community, what was your status?
1 You were raised in a cage as food for a warlord’s
prized beasts. You only managed to escape by forging Was your counsel sought and your work admired? Did
an understanding with your fellow prisoners or the
beasts themselves, and have vowed to return to you have a large circle of friends and relations? Were you
exact vengeance on the warlord.
low-status, the butt of jokes and disrespect, ignored and
2 Your clan barely eked by on the desolate edges of the
world, narrowly escaping giant raids and ravaging passed-over? Were you invisible, existing somewhere in
predators. You know nothing of comfort, plenty, or
safety, always watching your back and the skies. the middle, avoiding both glory and blame? Or did your
3 Your clan roamed the Great Valley, following the status abruptly change at some point, for the better or
herds and seasons in the great migration. You did
your best to avoid the Three Brothers, and although worse, due to your actions or inactions?
you now travel far in search of glory, you still know Obligations. What obligations do you still have to
where to find your clan in every season, should you
need counsel or comfort. your old community? Are you still in good standing and
4 Your clan was large and successful, possibly one of considered part of their number, or have you separated
the Three Brothers. Even during the winter you knew
plenty. There was always work, but never struggle. from them? If so, on what terms did you depart? Has the
5 You were the favorite child of a powerful clan, set community changed significantly since your upbringing,
to inherit the spear of the chief—until one day a
monster slew and scattered your people. You now or is it the same as it always was? Do you aspire to return
roam the world in search of your lost clan, and in
pursuit of the beast that took everything from you. to it or to leave it far behind? What does the community
6 You grew up separate from your clan—a lone hunter, expect of you now?
raised in the sacred place of a god without a shaman.
You gained great gifts from its magic, and still hear its 1d8 Community Event
whisper from afar. But over time, you grew to doubt
your god’s judgment and wisdom. Believing it to be 1 You tamed a beast which had never been tamed
sick—or worse, mad—you now travel in search of a before. Work with your DM to determine the nature
cure… but how does one cure a god? of the beast and how its gifts have transformed the
clan’s existence.
7 You were apprenticed to your clan’s shaman.
Trained in their service, you were always well-fed 2 Someone close to you was lost in a sudden storm,
and instructed, taught in the old ways and armed and their body was never found. You fear that they
with ceremonial weapons. When you were old still wander the world, either alive or as an accursed
enough, your shaman sent you out from the clan on a and unburied ghost.
mysterious mission you cannot fully comprehend.
3 You made a powerful enemy within your own clan.
8 You are from one of the far reaches of Planegea: Work with your DM to decide whether it was your
the Venom Abyss, the World-Fangs, or even the fault or you are blameless, but regardless this enemy
Elemental Wastes or Dream Worlds. You glimpsed seeks your harm and downfall.
something that irrevocably altered the course of your
life—a great secret of the stars or stone—and now 4 You were attacked by a great predator, which altered
you live on the run, always afraid that the Hounds of your status in your community. You still have a scar, a
the Blind Heaven are only a footstep behind you. limp, or show other signs of the injury, though they do
not impair your abilities.
COMMUNITY
5 You traveled far on a long hunt for extraordinary prey,
As you grew into adulthood, consider your relationship and experienced many dangers and saw wonders
along the way, returning home forever changed from
with your community. For most mortals, this means their the journey.
relationship with their clan, but for others it might be a 6 A friend or stranger gave you a gift—an unusual
weapon, totem, or other object. It is mysterious
druidic circle, a spellskin enclave, or even a united band of in nature, with a strange history and unanswered
questions that you desire to answer.
captives in a giant empire.
7 You made a strong ally with a member of another clan
when you survived danger together. They owe you
a favor and seek to do right by you and advance your
interests where it does not harm their own clan.
8 You fell in love, were married, or had children. Work
with your DM to decide the nature of the relationship,
and what the status of your loved one might be.
Chapter 3 | Prehistoric Characters 33
R EL ATIONSHIPS FEAR & DREAD
There are likely people from your past that made an Every mortal in Planegea has things they fear—it’s just a
impression on you, for good or for ill. Whether you knew question of how much they let that fear control them. For
them a long time ago or they still play an active role in your character, consider:
your story, consider the following relationships:
Fear. What is it that you fear? Why? Was it an early
Friend. Who was your closest friend, either as a child encounter that shaped that fear, or is it something you’ve
or an adult? What was your friend like? What was your come to fear as an adult? How strong is your fear? Is it an
friendship built on? Was it always platonic on both sides? underlying unease, or is it a phobia that causes you to panic
What’s one memory you’ll never forget with your friend? and flee?
Mentor. Who did you look to for instruction in your life? Mystery. Everyone has encountered something inexplica-
Did they take you under their wing, or did you admire ble. What’s something unsettling that you felt or observed
them from afar? Were they well-regarded in the commu- that you cannot find a good explanation for, no matter how
nity, or did you take after them because they were outsid- many nights you lie awake reliving it?
ers? What’s something they taught you that you’ll always
keep with you? RISK & SURVIVAL
Bully. Who made your life difficult? Did they have Danger is a constant in Planegea, and you must always be
authority over you, or were they a rival? In what ways did ready to flee predators or leap into combat to survive. But
they oppress or threaten you? Did they single you out, or as you think about what you’ve lived through and what
were they hostile to others as well? Did you ever strike you’d die for, ask yourself:
back at them, and if so, how? How did their actions shape
your feelings about right & wrong? Risk. What would you risk everything for? What person,
thing, ideal, or goal would you die for? What would cause
Pest. Who was someone who wouldn’t leave you alone? you to throw yourself into harm’s way without a second
Did they look up to you, or were they merely a grating thought?
personality? Were you gracious or curt with them? What
about them got under your skin? Close call. What was your nearest brush with death?
What circumstances led to your endangerment? Did you
PERSONAL OMENS survive by dumb luck, the actions of others, or by your
own wits and skill?
In a chaotic world, many use superstition in an attempt
to exert control, predictability, and pattern over life. The 1d8 Brush With Death
people of Planegea consider that personal signs or omens
have meaning for them, and that seeing some combination 1 You died for a moment, and saw the gates of the
of their personal omens is a sign to be noticed. Consider: Kingdom of the Dead. Only powerful magic brought you
back, and you’re still haunted by that vision.
Number. What number from 1–9 is your omen? Why
does that number have significance to you? 2 You hovered between life and death in a dream state,
walking in the worlds of the elves. You only returned
Color. What color is your omen? What memories do you when your spirit found a doorway back to your own
have that are tied to that color? world… and you half-remember where that doorway lay.
Creature. What creature is your omen? Is it a beast, a 3 A shaman cursed you to a terrible doom. You lived in
monster, or something else? Why does that creature have terror for many days and remain uncertain whether the
strong associations for you? shaman lifted the curse, if they were deceiving you, or if
that terrible fate still lies before you.
ENCOUNTERING PERSONAL OMENS
4 You were separated from your clan in a storm and
Sometimes DMs use personal omens as a way of getting clung to life—but only barely. You returned half-frozen,
a character’s attention, exciting curiosity about a partic- starved, or drowned, and some consider you still marked
ular feature or place. At other times, the appearance of for death.
these omens are accidental, a random combination of
elements. Be on the watch for these appearances, espe- 5 You were within a hair’s breadth of being trampled by a
cially in conjunction. If your character’s omens are three, beast in a hunt or stampede. Your clan took it as an omen
blue, and cats, then three blue cats coming into view that your life was spared for a reason.
should make you sit up and ask some questions.
6 You led a dousing raid on an enemy clan, winning great
34 Chapter 3 | Prehistoric Characters glory by killing their fire—but their hunters nearly caught
you and your name is hated by that clan to this day.
7 You endured a harrowing vigil, remaining awake and
upright for a week in service of your clan’s god. You
were rewarded with a powerful vision by the god, the
meaning of which you’re still trying to unravel.
8 You almost lost your life heroically rescuing a group
of children cornered by a predator. Though the beast
was far too powerful for you to defeat, you attacked it
selflessly, allowing them time to escape, and were very
nearly devoured in the process.
ADVENTURING
Whether you know it or not, you are about to embark on an
adventure with a group of other remarkable individuals. As
you think about what will drive you to risk life and limb
with this party, consider the following:
Motivation. Why do you want to travel with the party?
Why doesn’t your character simply leave at the first sign of
trouble? What is it about this group, or your circumstances,
that makes you willing to put your life on the line for the
group’s shared goals?
Short-term goal. What do you want right now? What’s
your immediate objective, and how close are you to achiev-
ing it? How will it improve your life or ease your suffering?
How urgent is it?
Long-term goal. What is your long-term objective?
What do you dream of, should the world reward you with
success? If you achieve it, how will it change your relation-
ship with the party? Will you still want or need to adven-
ture, or will your story draw to a close?
Chapter 3 | Prehistoric Characters 35
Trinkets d100 Trinket
Most mortals possess personal items—trinkets of value, 1 A bit of honeycomb that buzzes faintly when shaken
significance, or interest that have meaning or represent
something to them. When creating your character, roll on 2 A humanoid molar that is ice-cold to the touch
this table, and work with your DM to answer the following
questions: 3 A large, curled shell with a bright pink interior
• Who gave you this trinket, or from whom did you
4 A patch of wolf’s pelt with hair that stands on end in
obtain it? If you came across it alone, who else might be moonlight
interested in it?
• Where did it come from? If you don’t know, where did 5 Three leather pouches with small quantities of blue,
you find it? Where do you carry it on your person? yellow, and red sand
• When did you get this trinket? Is it something you’ve
always possessed, or did you only gain it recently? 6 A wooden statuette of a mammoth, roughly carved
• How does it make you feel? How heavy is it it? How
valuable is it to you? 7 A short, smooth wand devoid of charges
• What about it catches your interest? What does it feel
and smell like? 8 A piece of bark with the scratched image of a shining
• Why do you hold onto it? figure, its arms and wings outstretched
36 Chapter 3 | Prehistoric Characters 9 An elbow-guard made from the black, iridescent
chitin of a giant manylegs
10 A bone toy that folds and unfolds endlessly with a
smooth motion
11 A tiny flask made of woven reeds that holds a
mysterious, sweet-smelling liquid
12 A pouch of brightly colored beads
13 A set of knuckle bones, used for gambling
14 A jar of dust that whispers something you can't quite
make out when you sift it through your hands
15 A pair of finely carved bone fishhooks
16 A merfolk fin, its edge jaggedly sheared off
17 An antler knife handle that gives you a feeling of déjà
vu when you look at it
18 A spherical gray-white stone that looks exactly like a
tiny moon
19 A carved wooden cup once used for festivals
20 A giant's ring, carved from fine marble, which fits on
your wrist like a bracelet
21 A black dragon's tooth that still reeks of acid
22 A clay lamp which, when illuminated, changes the
color of its light upon request
23 A dirty blindfold, stained with blood
24 The skeletal paw of a yeti
25 A wrap to keep hands warm, decorated with colorful
thread in patterns sewn with love
26 A giant manylegs’ mandible
27 An intricately knotted belt, as if its maker attached
some significance to the complex knotting pattern
28 Anobsidianshardthatrattleswhenstoriesofdangeraretold
29 A rough hide ball, such as a child might play with
30 A dead snake stuffed with grass to look alive
31 A ring made of twisted purple seaweed that writhes
when submerged in saltwater
32 A jade septum ring
33 A horsehair fly whisk
34 The broken blade of a skillfully crafted paddle
d100 Trinket d100 Trinket
35
36 A piece of coral that glows very faintly 70 An inedible mushroom that takes root and begins to
37 slowly multiply whenever it's set down
38 A perfectly cylindrical piece of clear crystal
39 71 A shard of limestone painted with part of some
A bundle of dried herbs to treat a sour stomach strange, arcane pattern
40
Reeking foot wrappings that feel amazing 72 A small handful of drift-pebbles that float when
41 tossed into the air
42 A leather side-bag containing soil and a tiny
awakened seedling 73 An amulet made from the hoof of a rare antelope
43
44 A glittering stone circlet that appears to be made 74 The skull of a small animal, strung on a leather strap
from magically-cooled lava
45 75 A crown formed of the twisted antennae of an
An antler carved in the shape of a unicorn enormous insect
46
47 An ivory toe ring that makes your foot unconsciously 76 A piece of sea glass that reflects lightning, even on a
48 tap a light beat clear day
49 A necklace made of lion claws 77 A low belt fashioned from a black, rubbery tendril
50
51 A shallow bowl made for ritual mixing of poultices 78 A sachet of embalming fragrance
52 and powders for naming ceremonies
79 A turtle shell with an eye carved in the center, which
53 A tiny idol with the head of a fish and the body of a you could swear sometimes winks
short, stocky man with its arms broken off
54 80 The ribcage of a small animal, useful for digging
55 A gatherer’s basket with a woven shoulder strap
56 81 Decorative ear-covers made of arcing shells
57 A flat stone with a carving of a woman and child
58 82 An antler chin guard
A stone cube carved with intricately geometric
59 dwarvish patterns 83 A stone totem pendant depicting a giant slain by a
crowd of tiny figures
60 A broken horn that makes no sound
61 84 A small black pyramid-shaped carving that casts
62 A hoop of feathers from a dinosaur twisted shadows in the firelight
63
64 A bone whistle that plays a warbling note 85 A shallow wooden bowl painted with the forms of
people transforming into animals and back again
65 A handful of light blue goo that's just solid enough to
66 keep in a bag or pocket 86 A red stone that leaves a smear of red liquid behind
67 when pressed against a surface
Shoulder decorations made of brightly colored lizard
68 scales 87 A veil of tattered cloth
69
A large, curved earring made from a tusk 88 A broken bone sword, its blade covered in scars,
scratches, and scorch marks
An oversized harness made for a dire beast of burden
89 A lamp fashioned from a humanoid skull
A fern that furls and unfurls with your emotions
90 A lump of amber with something dark at its center
A stone skull inlaid with worthless glittering quartz that weighs twice as much as it should
A ceremonial wedding rope, decorated with bright 91 A polished stone armlet
feathers and dyed strips of cloth
92 A set of weights for measuring trade goods
A shell that sings a familiar, haunting song when you
hold it to your ear 93 A piece of petrified wood that still smells of an
ancient forest fire
A ring of purple, shimmering stone
94 A dragon scale with a hole drilled at the top, which
An armlet circled with teeth can be worn as a pendant
A river stone that emits wisps of black smoke 95 A twig doll that sometimes laughs in the night
A pair of turtle shell kneepads 96 A piece of driftwood naturally formed in the shape of
a whale
An ivory pendant inset with four stones in a diamond
pattern, which has been snapped in half 97 A crushed giant's totem, recovered from one of their
traveling party campsites
A miniature ivory mask with blue snail shells for eyes
98 An anklet strung with misshapen pearls
A branch covered in huge salt crystals
99 A translucent stone that always seems to find its way
An enormous, exotic flower with colors you've never back to your pocket
seen anywhere else
100 A black quill that can scratch marks in solid stone
A short, pointed cap fringed with jangling shells
A blob of ooze that's always trying to creep away
towards Blood Mountain
Chapter 3 | Prehistoric Characters 37
38
CHAPTER 4 Surely the kinships are not much different between
your land and mine. I am certain that the elves in
KINSHIPS your home must also be at least a somewhat invisible,
or blue-skinned at the very least. It is so, yes?
The young shaman gaped, her eyes wide. The countless brightly PRIMORDIAL KINSHIPS
colored tents of the Seerfall shrine markets spread in every direction,
the constant noise of the falls mingling with cries of the makers of These are the earliest forms of kinships that walk the world
totems, incense bundles, amulets, baskets, pots, things of ivory and in later eras. Here are dwarves, elves, men, and others
antler, flutes, drums, clay bells, and every kind of food offered to that are familiar from 5E, but each is altered by the span
every kind of god. of uncountable years, distinct from their tavern-drinking,
castle-dwelling descendants. Use these pages to inspire
The noise was overwhelming, but the people! She had never imag- your primordial character, and remember how much of
ined seeing so many kinds of people—short, tall, strangely colored; history is yet unwritten.
some had fire for hair and others leaves. There were the half-translu-
cent elves, the half-stone dwarves, ominous quietkin, and even an orc Dwarf
or two, although their people typically disdained the gods. She saw an
ascetic with a shaved head that oozed through the crowd as if they had “DWARVES ARE TOO STONY TO CHANGE. I’VE KNOWN A
no bones, saurians with wings and fangs, hammerlike tails and high dwarf to keep a promise made a lifetime ago, to his own harm, long
crests. There were beastfolk and golems and towering half-giants and after everyone he ever made it to was gone.”
others for which she simply had no name.
— Owlox, elven shaman
The young shaman felt someone staring at her. She looked around
and saw a red-skinned godmarked with curling horns and fiery eyes. Still half-stone, dwarves were born of rock, and only
The godspawn looked at the young shaman, taking in her glowing recently carved their way out of the deep places of the
skin and hair, then grinned with pointed teeth and called out—“I world. Their skin and hair glitters with minerals and
don’t know what you are, friend, but you look like you could use a fine gemstones. Dwarves consider other kinships strange and
antler totem, best quality in the market!” mercurial, full of whimsy and change. To be a dwarf is to
live with crystal clarity and stony certainty.
A LL THE PEOPLES OF 5TH EDITION CAN BE
found in Planegea, though they may not look Outcroppings. Almost all dwarves have some visible
or act the same as their distant descendants. In element of stone or crystal in their skin or hair, growing
this setting, 5E’s “races” are renamed kinships. naturally from their bodies. This might be as subtle as a
patches of pebbly scales or it could nearly cover the body in
Planegea is a world before fixed ideas of racial rocky shards and spines.
identity, where survival strategies are far more essential Stone quirk. Thanks to their mineral roots, Dwarves
are unlike all other kinships—although they are said to be
than bloodlines, and every kind of being is valued for its distant kin of the waste-children of earth who live within
the Quakewaste. Use this table to inspire how your stony
own strengths and contributions to the clan. background manifests.
Survivors, not legacies. Beings band together to stay MORPHIC ABILITY SCORES
alive in Planegea. The world is hostile and hungry, and the In Planegea the kinships are still young, each trying
to find its place in the world. When using a 5th Edition
mortal kinships have not been in the world long enough kinship, you can replace the archetypal Ability Score
Increase for the kinship with an equal increase to any
to create hard divisions between themselves. Many clans ability score of your choice. If you get an increase to
more than one ability score, you cannot apply them to
welcome any able body who is willing to work. Some keep the same ability score (and must instead assign them to
different ability scores).
to their own kind, but this is usually due not to preju-
For similar reasons, the new kinships found later in
dice but rather a shared ethos regarding the methods of this chapter feature flexible Ability Score Increases. If
you’d prefer to play with archetypal increases for these
survival. new kinships, options are given in the Variant Features
Stories, not histories. The world is new, and kinships sidebar for each kinship.
have not yet written their great histories of ancestors and
bloodlines. Kingdoms have yet to be built, mortal empires
are unformed. Ask an elf the history of her people, and
she’ll tell you the tale of her parents or her clan. The stories
people know and tell about where they came from are
personal, not shrouded in the depths of the past.
Life in all its forms. In later eras, humans, elves, dwarves,
and other warm-blooded creatures will fill the land, but
Planegea is still new, and other, non-mammalian kinships
compete alongside everyone else. Humanoid plants, oozes,
dinosaurs, and even elemental beings of pure energy all
live and breathe and eke out their corners of survival.
Chapter 4 | Kinships 39
d6 Quirk strong drink and the ease of life on the banks of the Three
Brothers.
1 Once you’ve made up your mind, no force in Planegea
can change it Friends of giants. It is known that the giants greatly
admire the dwarves for their natural cunning with
2 You love showing off your stony nature, challenging stone, and that dwarves are often invited into their high-
other hunters to break their weapons on your skin walled cities as guests, counted as friends and advisors in
construction, building, and crafting projects of all kinds.
3 You are very slow to make any promise, for a promise Some, however, believe the giants are a little too welcom-
once made is utterly binding ing, and worry that there might be some larger, darker plan
that the empires have for their stoneworking allies.
4 You sleep sitting up, motionless as a stone, and have
been mistaken for a rock on many occasions Dwarvish names. The names of dwarves are usually a
series of up to nine single-syllable sounds. These names act
5 Change confuses you, and you have a hard time as gates of familiarity—the more of a dwarf’s names one
recognizing even close friends if they change their learns, the closer one is to the dwarf. “Knowing the ninth
clothes or appearance name” is a dwarvish euphemism for romantic intimacy.
6 You are embarrassed by your rocky outcroppings, and Typical names: Du-Ma-Lin-Bah-Gol-Sum-Cha-Mu-Rin
do all you can to conceal them, preferring to pass as a (known by most as Du, Duma, or Dumalin), Tho-Sar-Vun-Til-Am-
human when possible Eng-Pil-Mek-Ta (known by most as Tho, Thosar, or Thosarvun).
Ruin builders. If you see an abandoned cliff-fortress or HEWN DWARF (HILL DWARF)
menhirs set high on a hill, you can be almost certain it was
once dwarvish. Obsessive builders and carvers of stone, Not all dwarves are born—some are carved from rock and
dwarves have been known to build a fortress for gener- given life with secret magic only known to the dwarves.
ations, only to abandon it overnight when the last stone These hewn dwarves are more rock than skin, and often
is carved, ready to start anew. Their industry is ferocious, look at other kinships with a mixture of confusion,
their dedication to craftsmanship eternal. Many a wander- contempt, and curiosity.
ing dwarf can be tracked by an unconscious habit of piling
pebbles into little cairns wherever they go. BORN DWARVES
Industrious & competitive. A losing endeavor is called Dwarves that are a few generations removed from the
a “dwarvish bet,” because those who live beside dwarves mines and quarries of their kind quickly develop their own
know that once they set their mind to a task or challenge, ways of adapting to a soft-skinned world. These dwarves—
born rather than carved—represent the other forms that
nothing can stop them. Their dwarves take throughout 5th Edition.
tirelessness and dedication is
respected by those around Elf
them. Yet with every
generation, dwarvish elders “ELVES AREN’T REALLY REAL, YOU KNOW,” SAID THE
are a little more old man, gazing out at the snow. I was young. It was cold. We were
suspicious waiting for the hunters to signal the approach of the mammoths.
of the next “You can see through them. They’re dreams. Walking dreams, no
generation’s more real than that.” I knew better than to disagree with my elder.
growing love for But when I thought about the elves I’d seen—their wild ways, their
laughing eyes, their clever hands—they had seemed real to me. More
real than anything.
— The Lifesong of Ula Vitar, ranger of the Skyfang Peaks
Semi-translucent, elves have something not-quite-real
about them. Originating in Nod, the twin worlds of dreams
and nightmares, elves never quite sleep, always seeming
only partly attached to Planegea, their thoughts ever
wandering far away.
Graceful translucence. You can see moonlight through
an elf’s hand. They are generally a sleek and slender people
and are known to move with a subtle step, their eyes seem-
ingly focused on something just out of reach.
40 Chapter 4 | Kinships
Wandering minds. Elves are known for being in a state of EXILE OF NOD (HIGH ELF)
distraction. They often seem either one step behind or two
steps ahead of the moment, as if their thoughts are wander- Many mortal lifetimes ago, a terrible crime or sin was
ing on quite a different path than that of other mortals. Yet committed by a clan of elves from the World of Dreams.
when they arrive at their destination and choose a course These elves were cast out, banished forever from Nod, and
of action, they are both brilliant and intuitive. Use this have dwelt in the waking world ever since. Exiles of Nod
table to inspire how your wandering mind manifests. are less translucent than their kin, and have spent their
outcast generations learning how to survive. Because of
d6 Wandering this, they tend towards more practicality and skill with
both magic and weaponry than others of their kind.
1 You lose focus quickly, distracted by the next
interesting thing you see No human—and few elves—know why they were
banished, but the oldest of the exile elves know, and some
2 You have a habit of interrupting the conversation with say they are still working towards some larger plan for
an unrelated observation or question return or revenge.
3 You reject the binaries of black and white, yes and no, ELVES OF NOD
life and death—there’s always a third option
Those who cross from the World of Dreams or Nightmares
4 You don’t like walking in a straight line, and create your have other forms that are more insubstantial, more curious.
own detours Some are formed of darkness or the wilderness or the sea.
Their ways are varied and strange, and are represented by
5 There are always two or three problems or mysteries the diversity of elves across 5th Edition.
you’re working on solving in the back of your mind
6 Wherever you go, you trace, draw, and paint swirling,
abstract patterns that reflect your inner state
Eternal beauty. Elves remain in the prime of their life
an unthinkably long time. In a world with no number over
nine, they are believed to simply be immortal. Although
many elves enjoy the company of other kinships and
find their perspectives interesting, they can be aloof in
distracted immortality. Some elves prefer to live with their
own kind, to avoid the pain of getting attached to such
short-lived companions. Such elvish clans are almost never
permanent encampments, preferring to wander in search
of places of great natural beauty. Elves are known for their
work in feathers, beads, colorful paint, and weaving, and
their textiles are highly sought, especially for feasts and
festivals.
The call of Nod. Elves don’t sleep, and don’t dream—the
World of Dreams and Nightmares is real to them, and they
must travel through doorways or by magic to go there…
and it never stops calling to them. Whether born in Nod or
Planegea, an elf always feels the draw of the dream world,
and rare is the elf who does not at some point in their long
life seek a way to at least gaze into their former home.
Elven names. Elves traditionally name their children
with mirrored names, built of two opposed ideas. Elves
believe that a name is a reflection, a meditation, and an
exploration of the space between the two concepts. The
names might describe poles of the person’s identity or
simply abstract concepts. Some names are untranslated
from elvish, though they are typically constructed in the
same way.
Typical names (in Common): Cloudknife, Owlfish, Dream-
wake, Calmfear, Greatsmall, Wanderfound, Wildsafe.
Chapter 4 | Kinships 41
Halfling But when halflings feel safe—when sentries are posted,
the tents are well-hidden, and the land and sky are empty
“BEWARE THE QUIETKIN, WITH THEIR MANY KNIVES of threats or intruders–it’s said that there isn’t a noise
and noiseless steps. They can kill before you know that you’re in all of Planegea to match the joyful uproar of halflings
surrounded.” letting loose.
— Great Valley hunter’s warning The three favors. There is an old story about a halfling
who wandered through the jungle so silently that it snuck
Called silentfolk or quietkin, halflings are unseen until up on Death, who was trapped under a fallen tree. Twice,
it’s too late. A secretive people who hunt by ambush, they Death asked the halfling for help, and twice the halfling
are eerie and unsettling, yet highly valued as hunters and refused. On the third request, the halfling agreed, but only
allies, if other kinships are able to befriend them. in exchange for three favors from Death in days to come.
Death agreed, and ever since, halflings have been a people
Small and deadly. Halflings are known by their small touched by preternatural luck, which they rely on and
stature and quiet step. Because of their size, they are count as their well-deserved birthright.
natural prey for many hungry beasts, so halflings have
learned the art of hiding and striking first from the Halfling names. Most halflings have a sign made with the
shadows. They tend to wear dark natural colors, and are hands or body that they consider their true name as given
known for elaborate striped face painting or tattoos as an by their parents. However, for moving through the dark
art of camouflage. or communicating with outsiders, they are also given a
spoken name, which they typically think of as an informal
Unseen and unheard. Halflings are capable of speech, but nickname. These usually have simple, repeated sounds that
their culture is built around silence, and their clan tongue are easy to pick out if whispered.
is an elaborate sign language created for stalking large prey.
It’s hard to get a halfling to open up, but it’s said that on Typical names: Taktak, Emem, Bilbil, Adu-Adu, Lolo, Sansan,
the rare occasions when they feel safe and secure, they are Pippip, Odod.
clever and bright companions, full of the jokes and insights
they’ve been holding back until it was time to speak. Use QUIETKIN (LIGHTFOOT HALFLINGS)
this table for inspiration on how this tradition of silence Most halflings are from clans that have long kept quiet and
affects your character. kept to themselves. Some leave their clans because curios-
ity draws them into the world, others are sent out as long-
d6 Silence range hunters or scouts and then—through misfortune or
curiosity—never find their way home.
1 You sneak up on people without meaning to, often
startling your companions by appearing behind them WALKAWAY HALFLINGS
without warning There are those who refuse the way of silence and make
homes among the other clans. These halflings—called
2 You don’t speak until spoken to, but once you start walkaways by the quietkin—are represented by many of
talking, you can’t stop the other types of halflings found in 5E.
3 You bottle up grudges—literally. Your belt has skins and Human
jars that hold objects that remind you of who you’re
going to get back at “YOU’VE NEVER SEEN SUCH A DIFFERENCE AS
from one human to the next. It’s dizzying.”
4 You consider flamboyance of all kinds a great sin and
personal offense, and instinctively distrust anyone — Bazrhu, stonehewn dwarvish guardian
who attracts attention
Known for their remarkable adaptability, humans are
5 You love a good jump scare, and will go out of your way unparalleled as beast-tamers. They can be found every-
to startle your companions for a laugh where in Planegea, both as servant and master of mighty
beasts of all kinds, equally likely to have tamed a creature
6 You often forget that other kinships don’t know halfling as to have been subjugated by it.
sign language, and slip in and out of your native dialect
without realizing it A dazzling array. Humans in Planegea come in all shapes
and sizes, every shade and color—including tints of blue,
Kill or be killed. Somewhere in the past, halflings realized purple, and green from elvish or orcish ancestry. Humans
that, thanks to their size, they must choose between living are known for their diverse tastes and ability to alter their
as easy prey or becoming predators, and decided on the appearance and culture to whatever landscape they find
latter. Halflings keep to their own kind more than most themselves to a degree considered remarkable by others.
other kinships, largely because they find others too noisy
and clumsy to survive in the halfling way. Their clans tend Infinite adaptability. Humans thrive in nearly every
to camp in hidden places and live their days in total silence, environment across Planegea, from the stormy plains
considering it a great offense to make more sound than of Thunderverge to the soaring pinewood pillars of the
absolutely necessary.
42 Chapter 4 | Kinships
Towering Weald, from the mold-huts of Ghostmire to the
dinosaur-back villages of Lastwater Wilds. Use the follow-
ing table to inspire your diverse origin.
d6 Origin
1 You grew up on the houseboats of Fishgather,
watching traders come in from across the Raiding
Plains and down from the Skyfang Mountains
2 You lived in the tree-villages of the Slumbering Forest,
gathering nuts and fruits from the sleeping trees and
learning at the feet of the Shamans of Seerfall
3 You were trained as a young hunter by the mighty clans of
The Brothers river valleys, where game was plentiful and
you camped wherever the prey wandered
4 You built dust-houses as a child in the Cult Riverlands,
with a sharp stone dagger your first possession and an
oath to never let a godless neck go unsliced
5 You lived in a dinosaur-back village that roamed across the
Dire Grazelands, running along the bridges from platform
to platform as your beasts wandered wide
6 You started life as a proud citizen of Free Citadel, in
the vast stone palaces of giants built by mortal hands,
breathing icy mountain air that was clear and wild
Consummate survivors. It seems that humans will do
anything to survive. Humans can be found worshiping
anything, partaking in strange and bewildering rituals
and traditions, and adapting their dwellings,
their clothing, and all aspects of their life
simply to eke out a few more years of breath.
Natural allies. Of all kinships, humans
find it easiest to cooperate with other kinds of
beings—for good or for ill. Human encampments
are remarkable for the range of other kinships
and beasts they mingle into their societies.
Sometimes, of course, it is the humans who are
mingled in, and many a powerful monster has its
share of human pets.
OPTIONAL HUMAN RACIAL FEATURE
Many humans in Planegea have a natural ability to
tame wild animals that exceeds that of other kinships.
You can optionally add the following feature when you
create a human character:
Beast Tamer. Whenever you make a Wisdom
(Animal Handling) check related to interacting with
an undomesticated beast, you are considered profi-
cient in the Animal Handling skill and add double your
proficiency bonus to the check, instead of your normal
proficiency bonus.
Chapter 4 | Kinships 43
Dragonborn Dubious birthright. Dragonborn are not long-lived, and
several new generations have been born in the Great Valley
“GREAT ARE THE DRAGONBORN, AND GREAT IS OUR since their arrival. The oldest of their kind are passing
pride, for we are the heirs of the Worldheart. Great are we and away, and none have ever told the full story of their origin,
great is our pride, for in our veins runs creation’s blood.” keeping to the same vague generalities. Some of the young
dragonborn raised among other clans have started to
— Dragonborn Chant wonder whether their old ones are telling the truth. If they
were the children of the Worldheart, wouldn’t she have told
Arising from the Venom Abyss, racing up the Unfalls in them their purpose? Wouldn’t they know what to do?
great bamboo rafts, these draconic mortals are the newest
kinship to appear in the Great Valley. They are a gregarious Dragonborn names. The grandiose culture of many drag-
people, known for their showmanship, brash fearlessness, onborn incline them towards names that are, in them-
and overwhelming pride, declaring with fierce joy their selves, boasts. Dragonborn use harsh consonants for their
rightful place as the hatchlings of the Worldheart Dragon’s given names, and often demand to be addressed based on
own brood and the harbingers of the will of Blood Mountain. their bloodline’s most impressive boasts or exploits.
Powerful predators. The dragonborn are a towering, Typical names: Skrath Ogrekiller, Harash Invincible, Arkva
dominating people, full of hunter’s pride and conquering Firespew, Zaxal Raftcrafter.
strength. They laugh easily and loudly, kill for sport, and
are unafraid to speak their mind. They vary in hue from CHROMATIC ANCESTRY
white to black, and all chromatic shades in between. The
metallic scales of dragonborn that will someday walk the None of the dragonborn in Planegea are metallic, as it is
world are nowhere to be found among them. a world without metal. The chromatic colors—black, blue,
green, red, and white—are present.
Heirs of the world. According to the dragonborn, they
are the direct descendants of the Worldheart Dragon, Godmarked (Tiefling)
hatched of her eggs on Blood Mountain. They say they
cut down mighty trees of the Venom Abyss, lashed them “THOSE WHOSE BLOOD IS TOUCHED BY THE GODS
together with poisonous vines, and sailed up the Unfalls to bear a heavy burden—they walk the world marked, and all who see
bring the Worldheart’s will to Planegea. This confidence or them see into their soul.”
pride is a hallmark of their people. Use the table below to
inspire how that plays out in your dragonborn character. —Shalriq the Outcast
d6 Confidence There are those whose stories are more tangled with the
gods than most. Godmarked is the common name for those
1 You are always certain you will succeed, no matter whose blood was forever altered in form by an interac-
what the odds or your skill level tion with the divine. Whether a blessing or a curse, their
appearance sets the godmarked apart, and their stories are
2 You believe fear is a weakness, and look down on those eagerly coveted around clanfires, if they’re willing to tell.
who express it
Changed by the gods. Godmarked appearance varies
3 You love a good laugh, even at another’s expense widely, depending on the nature of the god who affected
their ancestry. Some touched by animal gods have hooves
4 You have a habit of giving counsel and advice when it’s or tails. Most have skin of an unusual hue, such as the blue
not asked for or wanted child of a river god or the bright red skin of one touched by
divine fire. Almost all, however are touched with some sort
5 You’re the first to volunteer for any task, especially the of sign on the temples or forehead—most commonly horns
dangerous ones or antlers—which mark them unmistakably.
6 You always eat last and take care of others first, Forever other. There’s no hiding your nature as a
convinced that you don’t need help godmarked, although some have tried. Whether intended
as a blessing or a curse, or simply an unintended
Boastful athletes. When the dragonborn rafted up the consequence of a meeting between god and mortal, a
Unfalls in their catamarans, they announced that they had godmarked’s appearance makes them an outsider, set
arrived to enact the will of the Worldheart. However, it apart from the rest of the clan. Some godmarked use their
became clear in time that they had no fixed purpose or difference to their advantage, leaning into the attention
way forward, nor any plan to return to their birthplace on their appearance calls to gain favor and power. Others
Blood Mountain. In the years that have passed since they attempt to conceal their origin as much as possible,
arrived, some dragonborn have joined with other clans as proving their value lies outside whatever their forebears
hunters or makers, while most have kept to their own kind may have done to please or anger the gods. Use this table
and live in a state of perpetual hunting, feasting, and chal-
lenging each other to feats of strength or courage. Drag-
onborn camps are raucous, dangerous places, which most
other mortals take great pains to avoid.
44 Chapter 4 | Kinships
to inspire your godmarked’s origins, and then consider Stories to tell. It’s said that a godmarked is welcome at
whether that’s something they try to hide or leverage. every clanfire but their own. Though often rejected by
those who knew the family before their stories intertwined
d6 Origin with the gods, these changed ones obviously have stories
to tell. Other clans are eager to hear them, to learn how
1 Your ancestor was guilty of such an awful offense to please or avoid angering the gods, and to understand a
against a god that death wasn’t enough. He and all his little more about the world around them. Many godmarked
offspring were marked for his crime become chanters or traveling performers, their appearance
sufficient to draw a crowd of eager listeners.
2 Your mother’s tribe crossed a winter god’s domain
without an offering, and the spiteful deity lashed out Unfinished business. It’s said that those who are marked
and struck your mother at random with a curse by the gods are forever bound to them in fate and fortune.
Most godmarked know exactly which god is responsible for
3 It was so long ago that nobody in your family even their appearance through family lore, and those who don’t—
remembers what god you crossed, or how… only that it or whose god is long since dead—are still entangled in the
was all a misunderstanding business of those whose power far exceeds their own.
4 Your grandparents were on the verge of death when Godmarked names. Most godmarked retain the names of
they stumbled into a hallow for shelter, where the god their kind before they were changed by the divine encoun-
preserved their lives and marked them as blessed ter, so a godmark may have a name that sounds human,
elvish, orcish, or like that of any other kinship.
5 A distant ancestor was a legendary hunter, and
provided such a great offering to your clan’s god that
she was marked as both a blessing and reward
6 Your parent was the chosen high shaman of a kind god,
and you were raised in the divine hallow
Chapter 4 | Kinships 45
Gnome d6 Cunning
“A LITTLE DISTRACTION HERE, A LITTLE MAYHEM 1 You dye your skin and hair the bright, vivid colors of
there—tallfolk and bigteeth are so predictable; just break the poisonous creatures, often switching colors for variety
pattern and you can get away with anything!” and surprise
— Gnomish wisdom 2 Your outwardly drab clothing conceals a vivid interior,
which you can expand at a moment’s notice to twice
There may be no bolder kinship in all of Planegea than your size in a startling display
gnomes. Though they stand at only half the height of most
other mortals, gnomes make their mark on the world. They 3 You never travel without a satchel of sand or powder to
shatter the stillness of primordial dawn with magic, music, blind and confuse predators or enemies
startling displays of brilliance—and absolute refusal to
accept limitations placed upon them by anyone or anything. 4 You carry an instrument which can make more noise
than an angry mammoth—and that’ s not a metaphor,
Small and bright. Gnomes are half the height of most it’s a fact
other mortals, standing taller than only the quietkin. Their
fingers are long and nimble, their eyes large and luminous, 5 You always prefer to take the least predictable path,
their hair drift s as if defy ing gravity around their pointed zigzagging and leaping as you walk to confuse anything
faces. Gnomes are attracted to vivid colors and instinctively that might be tracking you
mimic the ways in which brightly-colored birds and beasts
use attention and distaction as a survival strategy. 6 You always carry a hidden weapon, which you keep
secret even from those closest to you
Startle and sting. Gnomes understand how to rely on
the element of surprise to survive, and typically have at Brilliant survivors. Gnome-built camps can be found
least a few tricks up their sleeves to redirect the attention where other mortals fi nd it impossible to live; on the
of predators and enemies. Gnomes use such techniques to underside of cliffs, dangling from enormous trees, nestled
make a fast getaway—or to distract their prey before an in the glow of an active volcano, and so on. Gnomes offer
unforeseen attack. Use this table to inspire your gnome refuge to those who find themselves in the strangest places,
character’s favored methods of controlling attention. and many tallfolk owe their lives to a sudden, surpris-
ing discovery of gnomish hospitality. Even when built
in typical places and drab on the outside, the inside of
46 Chapter 4 | Kinships
their dwellings—too small for most tallfolk to enter—are INGENIOUS GNOMES
covered in wonders of invention, art, and beauty... tiny
oases of craft smanship and light in a dark and violent There are countless ways to survive in Planegea, and many
world. gnomes rely on methods other than surprise and distrac-
tion to stay alive. These are represented by other types of
Star whisperers. Gnomes have a deep affi nity for the gnomes in 5th Edition, and their many brilliant methods of
stars—something about their small brilliance, their clever survival offer great advantages to their companions.
dances across the sky—there is a kinship. Gnomish elders
are known for their remarkable understanding of the Half-Elf
rumors of the heavens. And some even say that certain
gnomes with a bent towards secrecy and evil have direct “I HAVE KNOWN THE MEANING OF THE CLANFIRE ON
communication with the unfathomable, ancient minds that a winter’s night and have walked the dreamscapes of my ancestors.
lurk and spiral in the darkness between the stars... I have seen and understood both death and immortality, magic and
matter. I am not half-anything. I am both, and wholly myself.”
Gnomish names. Gnomes reveal their own names when
they come of age. Until then, among other gnomes, they — Meku-Ukem the Omenbringer
are aff ectionately called by dismissive child-names, such
as Stumblefoot, Rockhead, Slowpoke, and so on. Though Sometimes called Twilight Children, these descendants of
they might seem insulting to others, these names provoke humans and elvish parents share traits from both blood-
young gnomes to create a new name and take their place as lines. As such, they are gifted with many boons from both
adults as early as possible. No two names are the same, as kinships, a people who learn to navigate the complexity
the naming rite places great emphasis on surprise. of belonging to contrasting—and sometimes conflicting—
ancestries and expectations.
Example names: Krazbaxnixelpift ery, X’xyx, Nine-Nines,
Wauwauskadamar, Cup-of-the-Wind, [High-Pitched Squeal]. Patterns of lineage. When combined, elvish and human
features swirl together in surprising ways—a half elf is
STARTLE GNOMES (ROCK GNOMES) often translucently blue in some parts of their bodies,
and solid in others, and may sometimes have one pointed
These gnomes are those commonly seen in the Great Valley, ear and one rounded, or differently-colored eyes. These
living in bone-and-gnomequilt huts encircled by crafted goods combinations typically reveal themselves in elegant natural
for trade, fashioned from the cast-off waste of other clans. patterns, like the stripes or spots of a hunting cat or swirls
and loops that remind one of clouds, water, or leaves.
Insightful Mind (Artificer’s Lore). Whenever you make an
Intelligence check related to the lore of magic items, alchem- Children of two worlds. Half-elves can be found
ical objects, or stars, you can add twice your proficiency anywhere humans and elves dwell together, both in Nod
bonus, instead of any proficiency bonus you normally apply. and in the Great Valley—or they may, for any number of
reasons, be raised by only one half of their family. What-
Startle-Crafter. You have proficiency with artisan’s tools. ever your upbringing, use the table below to inspire how it
Using these tools, you can spend 1 hour and 10 ps worth shaped your half-elf character.
of materials to craft a Tiny magical device (AC 5, 1 hp). The
device ceases to function after 24 hours (unless you spend d6 Upbringing
1 hour repairing it to keep the device functioning), or when
you use your action to dismantle it; at that time, you can 1 I never felt quite elvish enough or human enough, and
reclaim the materials used to create it. You can have up to always sought to prove myself or craft my own identity
three such devices active at a time. outside of my family
When you create a device, choose one of the following 2 My human parent raised me, teaching me the ways
options: of the clanfire and the secrets of taming beasts,
• Kinetic Toy. This toy is a moving animal, monster, or grounding me firmly in the practicalities of Planegea
person, such as a frog, mouse, bird, dragon, or hunter. 3 My elvish parent raised me in the World of Dreams, and
When placed on the ground, the toy moves 5 feet across it wasn’t until recently that I decided to venture into the
the ground on each of your turns in a random direction. Waking World and see what it had to offer
It makes noises as appropriate to the creature it represents.
• Fire Starter. The device produces a miniature flame, 4 I was born to half-elven parents in a community of half-
which you can use to light a candle, torch, or campfire. elves. I never thought of myself as half-anything, and
Using the device requires your action. still don’t
• Song Jar. When opened, this jar plays a single song at a
moderate volume. The jar stops playing when it reaches 5 My elvish parent was from the World of Nightmares,
the song’s end or when it is closed. and I have been told since I was young that my destiny
is to one day find them there and bring them back
Unfortunately the gnomish proclivity for the
ineffable is not limited to my lighthearted 6 As the child of a shaman and a lord of Nod, I traveled
kindred. There are many gnomes who have fluidly between the two worlds, learning all that each
had to offer as the beloved heir of magic and power
forged dark pacts with the Crawling Awful which
Chapter 4 | Kinships 47
lies in the deep places of the world.