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Planegea is primal fantasy roleplaying. Whatever you want to explore in 5E—slaying monstrous creatures, navigating political intrigue, exploring ancient ruins, crafting enchanted weapons, infiltrating evil cults, battling, building, casting, carousing—it’s all here. Planegea rises out of our earliest ancestral memory, a world we can barely recognize, which holds all the adventure we can imagine. You won’t find limitations on class or kinship here; rather, the world is filled with ideas and inspiration for running a long and glorious game set before written words, hammered ore, and plowed fields.

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Published by Kavvai, 2022-12-31 17:34:20

Planegea - The Star Shaman's Song

Planegea is primal fantasy roleplaying. Whatever you want to explore in 5E—slaying monstrous creatures, navigating political intrigue, exploring ancient ruins, crafting enchanted weapons, infiltrating evil cults, battling, building, casting, carousing—it’s all here. Planegea rises out of our earliest ancestral memory, a world we can barely recognize, which holds all the adventure we can imagine. You won’t find limitations on class or kinship here; rather, the world is filled with ideas and inspiration for running a long and glorious game set before written words, hammered ore, and plowed fields.

Gifts of perspective. Navigating the inheritance of two Orc (Half-Orc)
worlds and diverse ways of life is a gift in the ever-shifting-
horizons of Planegea. Half-elves can chart their own course “MIGHT, STAMINA, COURAGE, VISION... WHAT MORE
between the dreamlike ways of their immortal elvish ances- could you ask for? Is there any other people who can compare to the
tors or the fire-hardened immediacy of their human parent, majesty of the orcs?”
often taking the best aspects of both lineages to survive as
they see fit. Whether fully immersed in the societies of their — Lift, spellskin of Seerfall
parents or striking out on their own, half-elves know that
belonging has more meanings than some might imagine and Orcs are among the mightiest, most feared, and most
there are as many paths through the world as feet to find them. honored kinships in Planegea, hailed as conquerors and
warlords. Their people often lead clans and win great glory
Blood Dancers as hunters. Many say that orcs are the rightful rulers of the
land, although others resent it and will do all they can to
It is said that some half-elves have a unique ability to oppose orcish might for as long as they can.
express the visage of either ancestry, appearing as solely
human or solely elvish at will. For some, this is a form of I once heard of a blood dancer hunter who was
self-expression, for others, a means of navigating between the mistress of two worlds. She played her two
different societies, whether for noble or selfish ends. lineages perfectly, keeping them utterly separate.
She trained herself to forget in each form what she
To play a blood dancer half-elf, replace the Skill Versatil- had done in the other. Her troubles began when a
ity feature with Blood Dancer. murder she’d committed as an elf became the very

Blood Dancer. You can, as a bonus action, instantly change mystery she was trying to solve as a human.
your outward appearance between your elf aspect, your
human aspect, or your half-elf aspect. You are recognizably
yourself in each aspect, retaining similar features such as
eye color, face shape, and so forth. However, while in your
elvish or human aspect, it is impossible to discern from your
physical appearance that you are of two worlds.

48 Chapter 4 | Kinships


Majestic might. An orc is awe-inspiring—taller than a d6 Unrest
human, with green skin that blends with grass and trees,
mighty tusks that can gore with no need for a knife. They 1 You see worship as suffocating, and desire to have as
are considered a beautiful and blessed people, and much little to do with the gods as you can
admired throughout the world.
2 You respect the old traditions, and believe that the
Proud hunters. The orcs live as nobility in Planegea. Their gods have their uses, but see them as a means to an
numbers are not great—orcish life is hard, and many do not end—and the end is orcish power in Planegea
survive the brutal upbringing of a clan hunter.
But those who reach adulthood are hunt- 3 You believe balance is necessary, and think that
scarred warrior-poets who have been the interests of the gods and the orcs can co-exist
groomed to lead. peacefully… if only your clan could see that too

Spiritual unrest. The orcs have long 4 You fear the wrath of the gods, and have chosen to
been a reverent people, with deep serve them, though some of your brethren brand you a
roots in the worship of the gods of coward for your worship
the land. Yet something has changed
in the last few generations. Their 5 You are on the hunt for a god worthy of worship—one
power has grown, and some have who awes you more than the natural might and glory of
started to doubt whether their fate the orcs … and so far, you haven’t found one
must always be to bend the knee to the
gods. They are strong, and some believe 6 As far as you can see, the only good god is a dead god …
that the way of survival is one led not by it leaves more unclaimed land for the orcs to claim
spirits in their hallows, but by the hand of
the hunters who risk their lives at spearpoint.
This tension with the divine can play out in many
ways. Use this table on the right to inspire how it
affects your orcish character.

Enemy-makers. The powerful make powerful enemies.
Through pride and conquest, the orcs—though feared
and admired by most—have more than their share of
opposition. There are gods who conspire for their down-
fall, clans dedicated to their destruction, even some giant
empires who think the green mortals would do better if
they learned a lesson in humility. Orcish elders laugh at
warnings of such dangers, however, daring all to come
from any direction.

Orcish names. Orc names tend to be verbs, since their
traditions place emphasize on action over talk. Orcs may
or may not translate their names, and sometimes other
mortals don’t realize that a gutteral-sounding orcish name
may have an uplifting meaning.

Typical names (in Common): Smash, Seek, Guess, Journey,
Comfort, Avenge, Focus, Remember.

PLANEGEAN ORCS

Mechanically, full-blooded orcs in Planegea use the racial
features of the Half-Orc from 5th Edition. But they are
the original kinship: a proud and noble people who stand
shoulder to shoulder with their human and elven peers.
(Well… more shoulder-to-head. But equal nonetheless.)

There does exist in Planegea a people known as The
Doomed, also called monsterblood orcs. These clans once
lived alongside other kinships, but in their pride and
thirst for power, they devoured beings they should not
have consumed. In doing so, they gained great physical
power, but had their minds darkened with murderous
rage. They are part-orc, part-monster, and though they
still retain vestiges of their former nobility, the pounding
of war-drums never ceases beating in their ears. These
monsterblood orcs use the racial features of 5th Edition
orcs, both as monsters and as a playable kinship.

Chapter 4 | Kinships 49


PLANEGEAN KINSHIPS TREE PEOPLE

These kinships are new to 5th Edition, native to the world Although dreas take on the form of people, their origins
of Planegea. Their descendants may live in other worlds, as trees are unmistakable, with green or barklike skin,
partaking of strange adventures in modern fantasy, but the leafy, mossy, or flowering hair or beards, and a tendency to
dreas, half-ooze, saurian, and starling are beings born of a stand in the sun and rain for hours on end, faces upturned
primordial and metamorphic world. Their natures reflect towards the sky. Some dreas are more humanoid than
the wild, ever-changing nature of prehistoric fantasy. others—there are those that have branching wooden
antlers or more (or less) than the usual number of fingers,
That’s enough of the kinships you know and while some have a surface of such finely polished wood
their differences between your land and mine. that it appears almost indistinguishable from skin. Dreas
are capable of growing their own clothing, although some
Let me tell you of some folk with whom I’ll prefer to blend more seamlessly among mortals by donning
wager you’re unfamiliar. Let’s see if I can’t the skins and woven cloth of the clans.

surprise you, at least a little, hmm? EAGER OUTSIDERS

Dreas Dreas are inherently curious and find mortal life fasci-
nating. Having chosen to leave behind their rooted nature,
“SOMETIMES THE RUSTLING YOU HEAR IN HIGH they often do everything possible to live alongside their
branches is just the wind, and nothing more. But most of the time chosen people, trying to fit in and be of use and value.
it’s us—and we’re laughing at you.” However, their origin usually leads to misunderstandings
and trouble of one kind or another, so it’s not uncommon
—Dreas joke for a dreas to find themselves alone despite their best
efforts. These outcast dreas have been known to band
A S THE DAY-STAR RISES OVER THE FOREST together into small clans of their own, which tend towards
and the dew sparkles on the leaves, some trees seclusion, secrecy, and even outright hostility towards the
sense the clans of mortals and wonder what it mortals who rejected them.
would be like to walk among them. The most
curious and free-spirited of these, touched by SECRET-KEEPERS OF THE FOREST
magic and enlivened by the primordial nature of the world,
choose to leave their parent forests and take on the shape of The dreas remember their time as trees with perfect
a humanoid. This departure, once made, is irreversible, and clarity—the cycle of years, the feeling of the wind and
the resulting creature—called a dreas—lives the rest of its living things in their branches, the taste of water in dark
days as a tree who walks among people. soil rising through their roots. Although they have chosen
to live among mortals, most dreas keep close to the wooded
EXOTIC & MONSTROUS KINSHIPS places of the world, preferring to keep in communion with
trees and all green things. They often act as ambassadors
Time does not allow us to talk of all the wondrous kin- for the forests, looking to the interests of both the trees
ships of Planegea. We cannot speak of the birdfolk, cat- and their adopted clans.
folk, lizardfolk, fishfolk, turtlefolk, the half-giants gentle
or warlike, or the reincarnated spirits of the dead that ADVENTURE SEEKERS
dwell in stone-and-wood bodies. We will have to leave
aside the elemental wastewalkers, the blessed children Although many dreas choose to take on mortal form
of greater gods, the half-beasts, the goblinfolk in all their because of their interest in a particular person or clan,
many shapes, and the scaled ones who revere or defy some leave the forest for the more abstract aspiration
the dragons of Blood Mountain. If only the clanfire could of adventure, wanderlust, or a broad curiosity of things
burn all night, we could speak of every bloodline under hidden where roots cannot reach. Such dreas are often
the stars. But since our time is short, remember that eager to keep on the move, seeing stability of any kind as
every kinship in 5th Edition has a place in Planegea, if you a return to rootedness. They prefer to risk their lives in
only know where to look. search of experiences at the extreme edges of mortality,
often accepting great danger in pursuit of adventure and
the deepest possible understanding of the world.

BOTANICAL ORIGIN

Dreas may take the form of humanoids, but they are obvi-
ously of a different nature. Use these tables to inspire how
your dreas character was shaped by its roots.

50 Chapter 4 | Kinships


d12 Your original tree form was… winter, they appear to age rapidly. By midwinter, they look
10 years older than their actual age. They then begin to
1 A pale birch 7 A luxurious willow grow younger through the warmer months until midsum-
mer, when they look 10 years younger than their actual
2 A tall poplar 8 A wild palm age. Then the cycle repeats. In regions with milder or
more extreme seasons, this effect is similarly diminished
3 A spreading elm 9 A friendly maple or stronger.

4 A sturdy chestnut 10 A regal cedar Size. Dreas vary greatly in height and build depending on
the tree they sprung from, with slender aspen-dreas and
5 A scrappy pine 11 A burly oak

6 An elegant spruce 12 A graceful linden

d6 You were enticed to become a dreas by…

1 A gatherer from a local tribe for whom you developed
feelings that you had no name for

2 A passing druid who awakened you from deep tree-
dreams and then never returned

3 A group of children from a nearby clan who played in
your branches

4 A hunter who perished at your trunk with a secret that
had to be told

5 A traveling troupe of chanters who sung songs of
wandering glory for a summer beneath your boughs

6 A mortal who burned down half your forest and then
walked away, who needs to pay for what they did

d6 One mortal thing you can’t figure out is…

1 Fire. You understand you won’t burn down now, but it
still makes you nervous.

2 Clothing. No matter how you wear it, someone always
insists that you’re doing it wrong.

3 Greetings. For some reason mortals are obsessed
with ritual sayings when they come and go.

4 Sleep. It’s strange and unsettling to slumber alone.
Sleep should be shared by as many as possible.

5 Shelter. The elements are made to be experienced.
There’s nothing less natural than hiding from rain.

6 Birth. The way mortals make more mortals is utterly
alien and profoundly disgusting.

DREAS NAMES

Dreas have long, unpronounceable tree-names that can
only be spoken in Sylvan, which sound like rustling leaves
and creaking branches. They often adopt mortal names
similar to those of the clan they join, preferring to blend in
as much as possible with their chosen people.

DREAS TRAITS

Your dreas character has a number of qualities in common
with other dreas.

Ability Score Increase. Increase on ability score of your
choice by 2 points and a different ability score of your
choice by 1.

Age. Dreas live about a century, but they only show their
true age on the spring and fall equinoxes. In the fall and

Chapter 4 | Kinships 51


massive oak-dreas and everything in between. Your size is Half-Ooze
Medium.
THE PALMS AND TALL GRASSES SHOOK, AND FULGA
Speed. Your base walking speed is 30 feet. raised her spear in alarm, ready to strike at whatever beast might
Darkvision. At ease in the gloom of the forest at night, come through—until she saw her companion, who had been
you have superior vision in dark and dim conditions. You missing for two days. She smiled in great relief… but then her smile
can see in dim light within 60 feet of you as if it were faded. He was strange-looking—pale, with a glistening greenish
bright light, and in darkness as if it were dim light. You hue. His eyes did not look at her with recognition, only hunger. And
can’t discern color in darkness, only shades of gray. then, with an awful slurping sound, he stretched out his arms to an
Botanical Form. Your creature type is plant. unnatural length, grasped a branch above, and was gone.
Photosynthesis. You require different nourishment
than other kinships. Instead of 1 pound of food each day, — The Dark Tale of Fulga’s Abyssal Hunt
you require exposure to 1 hour of sunlight, a sunglobe, or
an equivalent light source. You cannot eat solid food, and S OMETIMES, IN DARK CAVERNS OR CRUEL
attempting to do so gives you the poisoned condition for forests, a hapless wanderer meets an untimely end
1d4 hours. You require the same amount of water as most at the creeping pseudopods of an ooze sire. Usually
humanoid kinships. catching their prey asleep, the sire slides into a
From the Forest. You know the druidcraft cantrip. When mortal’s ears, nose, and mouth—and once it’s inside,
you reach 3rd level, you can cast the speak with plants spell and it’s too late. What awakes from that slumber is a new crea-
the charm person spell once per day; you must finish a long ture—a half-ooze, half-humanoid being aware of only three
rest in order to cast these spells again using this trait. When things: its strangely malleable body, the dim memories of
you cast charm person with this feature, sentient plants are its past life, and an overwhelming hunger.
also a valid target for the spell. Charisma is your spellcasting
ability for these spells. IS THAT YOU?
Tree Step. You gain the ability to enter a tree and move
from inside it to inside another tree of the same kind Half-oozes wear the form of the creature that died when
within 500 feet. Both trees must be living and at least as the ooze sire gave them life, although they are a little more
large as you. You must use 5 feet of movement to enter a pale, and clammier to the touch. Their skin tends to have
tree. You instantly know the location of all other trees of an unusual tint, depending on the type of ooze that sired
the same kind within 500 feet and, as part of the move- them. Half-oozes usually exist in dark and dangerous
ment used to enter the tree, can either pass into one of places, and are typically dressed in ragged wraps that let
those trees or step out of the tree you’re in. You appear in them stretch their limbs when occasion calls for it.
a spot of your choice within 5 feet of the destination tree,
using another 5 feet of movement. If you have no move- SO HUNGRY
ment left, you appear within 5 feet of the tree you entered.
You can use this trait once and regain the ability to do When a mortal meets its end at the touch of an ooze sire,
so when you finish a long rest. You must end your turn that creature ceases to exist. Half-oozes can, with great
outside a tree. effort, recall some dim shreds of the memory of the crea-
ture that died to bring them into being (called the ooze
VARIANT DREAS FEATURES dam, regardless of gender). But although they wear the face
and form of their dam, they are an entirely new creature in
This chapter offers several features that are not included their thinking. Half-oozes usually come to consciousness
in the base kinship, but which some players and DMs can in dark places, alone, without any knowledge of how they
choose to include if they fit their table. got there—only knowing the need to eat.

Ability Score Increase. Your Wisdom score increases More often than not, the dark and lonely origins of half-
by 2, and your Charisma score increases by 1. oozes, and their voracious appetites, leads them to a life of
violence and villainy. They tend to fall in with the desper-
Alignment. Dreas can be any alignment, but their ate, doing whatever they need to do to stay alive.
preference for the unruly side of nature inclines them
towards chaotic choices. BORN IN DARKNESS

Languages. You speak Common and Sylvan. Nobody knows how the first ooze sires came to be. Most
think they crept from the Venom Abyss, while others
believe them to be the trick of some dark god. Still others
say that something leaked through from a more distant and
unsettling place. Still, regardless of their origin, ooze sires
and their offspring are a fact of life grudgingly accepted by
those at the edges of dark and eerie locations.

52 Chapter 4 | Kinships


APPETITE FOR ADVENTURE HALF-OOZE NAMES

Half-oozes all come into existence with ravenous hunger, Half-oozes usually call themselves by the first word or
and that appetite continues to drive them throughout phrase that pops into their mind. This is often one of the
their life. Most half-oozes will give the same answer to last thoughts of their dam as they drifted off to sleep. Since
anyone who asks them why they did something—they dams usually meet their end in dark and lonely places, this
were hungry. The rare half-ooze who can find a constant lends a macabre air to the names of most half-oozes.
food supply might seek to improve itself for its short life by
learning or building something, or by seeking to make the Common Names: Lost, Hopeless, Dark, Cold, Miss-You,
world a better place. There have even been half-oozes who Desperate, Soon, What-Was-That, Damp, Alone, So-Tired,
sought out the families of their dams and tried to make Not-Safe.
restitution for whatever was broken in their last life… as
long as it doesn’t get in the way of their next meal. THE OOZE SIRE LIFE CYCLE

A BAD BEGINNING The dreadful creatures known as ooze sires wait in
the dark for unsuspecting humanoid victims for one
Your half-ooze adventurer has arisen from unpleasant reason: reproduction. As an asexual species, they infest
circumstances. Use the tables below to find out a few a humanoid host—posthumously called an ooze dam—
details, or sort it out yourself. permanently fusing with it and using it to consume as
much nourishment as possible. The fused creature—
DAM called a half-ooze—tends to live until half of the ooze
dam’s natural lifespan. When the half-ooze dies, the
d6 The creature who your sire infested was… final stage of the ooze sire’s life cycle begins, and 1d4
1 A lost gatherer who stumbled into the wrong cave new ooze sires depart the corpse, to seek new dams,
2 A mighty hunter on a critically important journey perpetuating the species’ miserable existence.
3 A wanderer trying to find unknown places
4 An outcast hiding from execution HALF-OOZE TRAITS
5 A spellskin trying to learn more about ooze sires
6 You don’t know Your half-ooze character has a number of qualities in

AWAKENING common with other half-oozes.
Ability Score Increase. Increase an ability score of your
d6 You woke up in…
1 A deep, dark cave, far below the sunlit surface choice by 2 points and a different ability score of your
2 A forest considered to be cursed by those who live at
choice by 1.
its edge Age. Half-oozes don’t last long, since their bodies begin
3 The prison-cave of a powerful warlord
4 The sanctum of a spellskin on borrowed time. They usually live out about half their
5 A wrecked catamaran at the edge of a stormy coastline
6 A battlefield strewn with bodies dam’s original lifespan, if the dam was young when the

SURVIVAL half-ooze was sired. A half-ooze with an elvish dam might

d6 You’ve managed to make your way so far because… live for hundreds of years, where one with an orcish dam
1 When you stumbled into the sunlight, a kind gatherer
might die of old age after only a couple of decades.
had pity on you and took you in Size. Half-oozes typically range in height from under 4
2 You got in trouble with a nearby clan immediately, but
feet to over 6 feet tall, depending on their dam. Your size is
they established you in your background as a path to
redemption Small or Medium, depending on your dam.
3 You watched nearby mortals from hiding for some time Speed. Your base walking speed is 30 feet.
before sneaking in amongst them Hunger of the Ooze. You must eat every day, or suffer
4 Hunters found you in the darkness and brought you to
the nearest clan, setting you on your current path 1 level of exhaustion. When eating, you require twice
5 You were mistaken for your dam and you’ve never
corrected the error as much food as other Medium humanoids. You do not
6 Nobody’s ever given you anything—everything you
have, you fought for, tooth and nail require your food to be cooked in order to gain nourish-

ment from it.

Not in every case are half-oozes tragic. There was a
certain traitor, a villain who rotted the world from
the inside out. But while in hiding, he fell afoul of

an ooze sire. The resulting creature was brought
up well, and became the shaman of a noble god.
The line between salvation and damnation must

be thinner than we sometimes like to think.

Chapter 4 | Kinships 53


Pseudopodic Limbs. As an action, you may extend either Cantrip. You know one cantrip of your choice from the spell-
your arms or legs to twice their normal length. When skin spell list. Intelligence is your spellcasting ability for it.
doing so, your AC decreases by 1. If you extend your legs,
your walking speed increases by 10 feet. If you extend your Magic Memory. You gain proficiency in the Arcana skill.
arms, any melee weapon you’re wielding is considered
to have the Reach property. If a weapon already has the STICKY
Reach property, it does not gain additional range, as it’s
too awkward to handle at that length. You may end the The ooze that sired you was of a creeping, sticking nature.
effect as a bonus action. Your arms and legs cannot both be The skin of sticky half-oozes tends to have a yellowish hue,
extended at the same time. and they smell faintly of rot.

Rubbery. Your ooze origin makes you able to fit through Ooze Climb. Your gummy fingers help you cling to the
small spaces. Your body can fit through openings normally walls. Climbing no longer costs you extra movement.
suitable only for Small or Tiny creatures. Depending on the
size of the opening, your armor and equipment may not fit Sticky Fingers. You gain proficiency in the Sleight of
through. Hand skill.

Echoes of the Dam. You have the faintest memories from
the life of your dam. Choose one: Gain one skill proficiency,
one weapon proficiency, or two tool proficiencies.

Subtype. Half-oozes are sired by one of three types of
ooze: Acidic, Magical, or Sticky. Choose one.

VARIANT HALF-OOZE FEATURES

Ability Score Increase. Your Constitution and Dexterity
scores increase by 1. Each subtype increases one of their
ability scores by 1 as shown:

• Acidic: Constitution
• Sticky: Dexterity
• Magical: Intelligence

Alignment. Half-oozes are, more than anything,
hungry. This constant need to consume renders them
either neutral, or somewhat evil—although if they can
get the food they need through good and lawful means,
they may do so.

Languages. You can speak Common, and can under-
stand one other language of your choice, but you can’t
speak it.

ACIDIC
The ooze that sired you was of a peculiarly acidic
variety. The skin of acidic half-oozes tends to have
a pale greenish hue and a faintly sharp smell hangs
around them.

Corrosive Rebuke. When you take damage from a
melee attack made within 5 feet of you, you can use
your reaction to deal acid damage to your attacker. The
acid damage is equal to your character level. Once you
use this trait, you can’t use it again until you finish a
short or long rest.

Omnivore. You have resistance to acid damage and
are immune to being poisoned by food or drink.

MAGICAL
The ooze that sired you was of arcane origin, perhaps
concocted by some strange spellskin for unknown exper-
iments. The skin of magical-half-oozes tends to have a
purplish hue, and they have a vaguely sweet smell.

54 Chapter 4 | Kinships


Saurian ANCESTRAL MEMORY

“WE ARE NOT LIKE THE MILK-SLURPERS WHO SCURRY For saurians, the past is present. They honor their ances-
frantically from womb to grave. The egg and the cairn are one. We tors and bury them within their encampments, taking
are firm in life and firm in death, with nothing to fear as we pass council with them by ritually summoning their spirits.
between the two.” Saurians carry within their blood an ancestral memory,
allowing those of strong spirit among them to call to mind
—Coldstripe, druid of Shatterbone memories of the dead to give them guidance. The saurian
word for “dead” means “frozen,” and they speak of a
T HE SOFT-SKINNED KINSHIPS OF PLANEGEA coming Great Thaw when all their ancestors will rise to aid
are but a single note in the song of life that echoes their descendants at the moment of greatest need. Because
outward from Blood Mountain. And—as some of this belief, saurians are comfortable with death to a
would measure it—the soft-skined kinships are degree that is unsettlingly morbid to other kinships.
recent, weak, foolish, and raw. The scaled saurians
look with skepticism at the hairy folk. Saurians have been FEARLESS WANDERERS
here longer, survived more, remember the ways of their
ancestors, and measure out time by epochs, not seasons. It Many saurians leave their clans behind to go wandering
is this long memory and measured way that defines the in search of food, companionship, stories, glory, and more.
saurians, who take their time to move through the years. Elders encourage it, so that the knowledge they gain can be
Some call them calculating, others aloof—but they remem- passed on to the clan and their descendants after they are
ber what came before, and some even know what will dead. The landscapes of Planegea are littered with subtly
come after. marked cairns and secret graves of saurians who, although
dead, will gladly share their knowledge with those who
VIBRANT PATTERNS know how to ask.

There are four distinct bloodlines of saurian: the crested TOUCHED BY DEATH
leatherwings, the menacing sharpfangs, the lumbering
hammertails, and the graceful webfeet. Each has a distinct Every saurian has heard the whispers of the dead in their
culture, and they avoid mixing as much as possible. But all camps or echoing from lonely graves in the wild. Use the
are scaled and feathered, with colorful patterns spreading table below to inspire your character’s interactions with
across their bodies in unpredictable ways, making them the dead.
easily identifiable. Saurian shamans believe that much can
be known about a hatchling by its patterns, and elders say d8 Interaction with the dead
they can read a whole life, from egg to grave, by the ripples
and swirls in a saurian’s scales. 1 You were always afraid of the dead, even as a hatchling,
and your clan considered your fear strange and
The faces of saurians are not built for expression like unnatural
other humanoid kinships. Rather, saurians express their
emotions in the colors of their scales, which shift tint and 2 You once stumbled across a lone grave and tried to pay
hue based on the mood of the creature. The colors of each your respects, only to be viciously attacked by its mad
saurian are unique to its own bloodline, and one must occupant
learn which colors correspond to which mood to know
the feelings of another. A strong emotional reaction in a 3 You attended all the rituals and ceremonies of the clan
clan of saurians takes on the appearance of a vivid rainbow from your youth and find death tedious, far preferring
scattering through the crowd. the variety and excitement of the living

PATIENT HUNTERS, PROTECTIVE PARENTS 4 Death seems peaceful and inviting to you; you wonder
if perhaps you adventure in part because you’re so
Waiting is a natural state for saurians. They do not move looking forward to the long rest afterward
unless it is necessary, but when they do, they strike like
lightning. Saurian hunters perfect the art of the ambush, 5 You used to carry offerings to all the cairns within a
remaining immobile for days only to drop on their prey for day’s walk, and the tales the dead told you of what lay
the killing strike. Within their tents, saurians are devoted beyond the horizon inspired your wanderlust
to family. Hatchlings are not raised by individual parents,
but laid in a communal nest and then raised by the entire 6 A dead ancestor entrusted you with a great and terrible
clan. A young saurian has a dozen parents, and learns from secret, giving dire warnings that your clan must never
their youth to listen to the counsel of the elders. Saurians learn of it
are affectionate with their own kind, and will fight to the
death to protect their young from any threat, no matter 7 A close friend perished in a hunt, and you would often
how overwhelming the odds. visit their cairn alone for long conversations

8 You were raised in a clan that often took counsel with
the ancestors, and consider the dead your trusted
advisors and friends

Chapter 4 | Kinships 55


SAURIAN NAMES LEATHERWING

Since saurians hatch from egg clutches and have no indi- Leatherwings are reclusive mystics with a reputation
vidual parents, their names are usually descriptive of phys- for cruelty, pursuing arcane knowledge with a zeal that
ical appearance. These can change over time as appearance precludes all other concerns. They are descended from
changes. For example, a saurian might be called Bright- pterosaurs, and have crested heads and long, folding wings
stripe as a hatchling but come to be known as One-Eye attached to their arms.
after a predator attack.
Winged Creature. You gain a flying speed of 45 feet.
Common names: Darkscatter, Leopardspot, Stripetail, Flying requires the use of both arms. While flying you can
Gaptooth, Shortwing, Highjump, Rippleshine, Thickskull, use your action to make a grapple check against another
Greenclaw, Longlegs, Fadescale. creature of Medium or smaller size with your talons. If
you succeed, you may lift and carry the creature with no
SAURIAN TRAITS penalty to your speed.

Your saurian character shares a number of Powerful Aerial Build. You count as one size larger when
qualities in common with others of their determining your carrying capacity and the weight you
kind. can push, drag, or lift while flying. Half or more of this
weight must be hanging from or carried by your talons to
Ability Score Increase. Increase two take advantage of your aerial build.
different ability scores by 1 point each or
increase one ability score by 2 points.

Age. Saurians reach adulthood at the age of
7 and have exceptionally long lives, surviving as
long as gnomes if not killed by predators or disease.

Size. Most saurians tend to stand somewhat taller
than humans, usually between 6 and 7 feet tall. Your
size is Medium.

Speed. Your base walking speed is 30 feet.
Ancestral Memory. You are connected to the dead,
recognizing their guidance and warnings, and know
the sense whispers cantrip. When you reach 3rd level, you
can cast the bless spell once with this trait and regain
the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the augury
spell once with this trait and regain the ability to
do so when you finish a long rest.
Subtype. Saurians belong to one of four lines
of descent: Leatherwing, Hammertail, Sharpfang, or
Webfoot. Choose one.

VARIANT SAURIAN FEATURES

Ability Score Increase. Your Intelligence score increases
by 1. In addition, each subtype increases their ability
scores as shown:

• Sharpfang: Dexterity increases by 2
• Leatherwing: Intelligence increases by 1, Charisma by 1
• Hammertail: Constitution increases by 1, Wisdom by 1
• Webfoot: Strength increases by 1, Wisdom by 1

Alignment. Saurians have long memories and hold
tightly to many traditions. Their cultures tend towards
lawful behavior, but each saurian is an individual with a
unique alignment.

Languages. You can speak Common and Saurian.

56 Chapter 4 | Kinships


HAMMERTAIL WEBFOOT
Hammertails are contemplative wanderers who never stop
moving, preferring to erect temporary shelters only against Webfeet are graceful athletes who live on the water where
the most violent storms, and covering enormous ranges in fish and water plants are plentiful, preferring fishing and
their lifetime journeys. They are descended from ankylo- competitions of strength to the more strenuous life of inland
saurs, and have thick, club-like tails. hunters. They are descended from aquatic dinosaurs, and
have webbed hands and feet and a high crest on their head.
Armored Scales. Your AC increases by 1.
Hammer Tail. Your tail is a natural weapon with a reach Darkvision. Accustomed to life underwater, you have
of 10 feet, which you can use to make unarmed strikes. superior vision in dark and dim conditions. You can see
If you hit with it, you deal bludgeoning damage equal to in dim light within 60 feet of you as if it were bright light,
1d4 + your Strength modifier, instead of the bludgeoning and in darkness as if it were dim light. You can’t discern
damage normal for an unarmed strike. color in darkness, only shades of gray.

SHARPFANG Limited Amphibiousness. You can breathe air and water,
Sharpfangs are territorial warriors who live in warlike but you need to breathe air at least once every 4 hours to
hunting bands, dedicated to the glory and danger of the avoid suffocating. You gain a swimming speed of 30 feet.
chase. They are descended from carnosaurs, and have
jagged teeth and long claws. Trumpet. As an action, you can make a trumpeting blast
of sound that reverberates through your crest. This trumpet
Predatory Rush. When you take the dash action on can be heard up to a mile away, and up to half as far away
your turn, your movement speed increases by 10 feet, and if the sound is blocked by solid walls or muffled by other
your jump distance is doubled for the turn. noise such as thunder, battle, hoofbeats, etc. Your trumpet
counts as an instrument with which you are proficient.
Hatched to Hunt. Your claws are natural weapons,
which you can use to make unarmed strikes. If you

hit with them, you deal slashing damage equal to
1d6 + your Strength modifier, instead of the blud-
geoning damage normal for an unarmed strike.

Chapter 4 | Kinships 57


Starling THE QUEST TO ASCEND

“OH! TO BE BACK THERE IN THE GREAT DANCE, HIGH Most starlings, upon finding themselves fallen from heaven,
above the little hunts of mortals—to return to the wheeling arcs and do everything that they can to return to the great dance. It
fiery duels of the stars! It is a terrible thing to fall from heaven.” is almost unheard of for a starling not to spend the first few
years of their fall as a wanderer, searching for any rumor
— Ouaia-ao, starling sorceress or means of returning to their high abode. This search—
called the star-quest by those who are familiar with it—is
P LANEGEA’S STARS SOAR AND WHEEL OVER- believed to be hopeless, and every one of the starlings who
head in a great dance, gossiping and arranging has embarked on it has eventually given up.
themselves according to a complicated, political
cosmology. As every night ends, they enter combat MEMORIES OF THE DANCE
in a struggle called the Dawn Duel, attempting
to knock each other into the Sea of Stars, claiming each It is hard to explain the great dance to mortals, or to
other’s light in order to become that day’s great light, the communicate to the crude folk around a clanfire what it is
Day-Star. Very rarely, however, the defeated stars don’t fall to be among the company of the stars. But your character
into the sea, but rather to a far more alien and frightening remembers the courts of heaven. Use this table to inspire
place—Planegea! your recollections as you gaze up at your brethren in the
night sky above.
SHINING ONES
d6 You most remember…
Starlings are humanoids with glowing skin, eyes, and
hair. They are strange and glamorous to behold; beautiful, 1 The cool and soaring marble halls of the Sixth Moon
ageless, and otherworldly. When starlings first fall to earth, Temple where you were given your first diadem for a
they are wrapped in star-silk spun by the finest light- perfect dance
worms, but this quickly tatters in the rough and raw-edged
primordial world in which they find themselves. 2 The fiery arcs of the Dawn Duel, with brilliant lances
wielded against vain opponents glittering in their finery
STRANGERS IN A STRANGE LAND and pride

No starling falls to the mortal world by choice. To be 3 The long, luxurious days adrift in the Sea of Stars,
thrown from the great dance of the heavens after millen- recovering from the extravagance of the dance and the
nia of performing is shocking. Most starlings are initially ferocity of the duel, sipping light and regaining strength
terrified and aggrieved at their sudden and strange situa- for the next night
tion, and each adapts in their own way. Some find their feet
by joining the life of mortals, while others remain aloof, 4 The moment just before night, when each of you rose
unwilling to find companionship with such lowly creatures. to the surface of the Sea of Stars and drank the light of
the Day-Star until you were bright enough to fly
THE SKY’S CASTAWAYS
5 The whispering, elegant gossip passed from star to
Like shipwreck survivors, starlings have to build new star all night as the dance was performed, ripe with the
lives from nothing in an unfamiliar place. Many prefer to rumors, innuendo, and subtleties of centuries
remain in isolation, spending their time watching the sky
and participating in the great dance in their own lonely 6 A particular star for whom you felt a longing, who—
way. Others join nearby clans, finding roles as sorcerers, every night in the dance—you sought out as your
chanters, or gatherers. A select few starlings have even partner, their light keeping perfect time with yours
portrayed themselves as gods, using their heavenly light to
dazzle others into worship—at least until another starling STARLING NAMES
comes along to break the illusion.
Starling names are actually phrases from the illuminated
Now we come to the very most interesting part of chorus, and almost never have consonants. A starling name,
all—at least, as far as I’m concerned. Isn’t the thing pronounced properly, is actually not spoken but sung.
However, most starlings in Planegea have long since aban-
everyone loves best their own name in a tale? doned any hope of their names being sung correctly by the
throats of the crude creatures of the mortal world.

Common Names: Oa-a, Aíae, Ioua, Uaio-ua, Eoíu, Aeia, Io,
Ooua, Eeío, Aioue, Ui-ooa, Eiue.

58 Chapter 4 | Kinships Chapter 4 | Kinships 58


STARLING TRAITS VARIANT STARLING FEATURES

Your starling character has a number of qualities in Ability Score Increase. Your Charisma score increases
common with other starlings. by 2, and your Dexterity score increases by 1.

Age. Starlings have no age, appearing both glamorously Alignment. Starlings can be any alignment, and react
young and fabulously mature at the same time. They don’t to falling from the sky across the spectrum of selfishness
grow older, but they do grow dimmer over the course of and altruism, order and unpredictability.
their exile from the heavens, eventually fading out over six
or seven human lifetimes—although some fade much more Languages. You can speak Common and Primordial.
quickly due to their sorrow at being far from home.

Size. Starlings are generally slender and slightly smaller
than other humanoids, usually standing about five feet
tall. Your size is Medium.

Speed. Your base walking speed is 30
feet.

Glow. Choose a color. Your body
and your hair (if any) sheds dim
light of that color, in a 5 to 20-foot
radius. You can alter the radius
as a bonus action. This light is
permanent as long as you are
alive, but a layer of clothing is
sufficient to block it.

Light-footed. Whenever you make a
Charisma (Performance) check to dance,
you are considered proficient in the Perfor-
mance skill and add double your proficiency
bonus to the check, instead of your normal
proficiency bonus.

Starry Vigil. On a night where you can see the
stars, you do not need to sleep to gain the bene-
fits of a long rest. Instead, you can watch the stars
all night, gaining the benefit of a long rest after 8 hours.
You remain alert and aware of your surroundings during
this time. After finishing this long rest, you have advantage
on your next Intelligence (Arcana or Nature) check related
to the stars, constellations, or weather.

Pure Energy. Due to your stellar nature, you are able to
briefly phase out of material existence and pass through
obstacles. As a bonus action, using up to 10 feet of your
movement, you can become immaterial and pass through
all creatures or objects in your path. You may not end
these 10 feet of movement inside another creature’s space
or inside of a solid object. If you attempt to do so, you are
pushed back the way you came until you reach an area
large enough for your body, and take 1d10 force damage
for each 5 feet you were pushed. You cannot use this trait
again until after a short or long rest.

Dazzling Touch. Once as an action, you can attempt to
blind a creature you can touch with a focused burst of
brilliant light. The target must make a Constitution saving
throw. The DC is 8 + your Charisma modifier + your profi-
ciency bonus. On a failed save, the target is blinded until
the end of your next turn. You cannot use this trait again
until after a short or long rest.

Chapter 4 | Kinships 59


60


CLASSESCHAPTER5

The druid froze, his hand still in the stream’s cool water. “I wondered Ascetic (Monk)
when you’d find me.”
In a land of primal survival, most live at the edge of star-
“It’s been a long time, god-leech.” The warlock stood a few feet away, vation, eating whenever they can, which is rarely enough.
her ivory sword crackling with arcane power. Some harness this scarcity, turning struggle into discipline.
Ascetics challenge themselves beyond the limits of most
“Where are your friends?” mortals, straining their bodies through extreme rigors in
“Nearby. They should be here soon.” order to unlock great physical, mental, and spiritual power.
The druid dried his hand and stood, looking at his enemy. She had Anyone can become an ascetic, and many young hunters
changed since their last encounter. She was harder. Fiercer. More boldly claim they’ll follow the path of self-discipline and
certain. “Have you thought about my words?” self-abnegation, but it is a long and difficult road to truly
“You mean your heresies?” rise above hungers of any kind.
He sighed. A crack in the forest to his left signaled her companions’
approach. The scavenger would be in the high branches. The spellskin Self-denial. The way of the ascetic is through denying
probably invisible, somewhere close. He closed his eyes and whispered what you want in order to find what you need. This may
to the trees. They swayed and rustled, listening. take the form of denying yourself unnecessary food and
“What are you muttering, god-leech?” water, romantic relationships, or performing an act of dedi-
He opened his eyes. “I told you before. The land does not belong to cation such as wearing a blindfold for a year or sleeping
the gods. The land is alive, and full of magic, and sacrificial goats like outside on your feet. What did you deny yourself and why?
you are the accursed, cut off from the pulse of the Worldhea—” How did that shape you?
She let fly an arcane blast at the very moment the trees uprooted
all around, cracking and groaning with the rage of creation as her Honored mystics. Ascetics are rare, but when one arises
companions screamed. within a clan, they are usually revered for their disci-
pline and focus. Chieftains, elders, and shamans will take
T HE CLASSES OF PLANEGEA ARE THE EARLIEST counsel with even a young ascetic who shows true dedi-
roots of future adventurer classes. Though the cation to the path. How did your clan treat you? Were you
niche they occupy in the world may be differ- ready for that place of honor, or was it confusing? Why do
ent, the martial, divine, and arcane powers that you now adventure instead of living a celebrated life as a
these archetypes wield is a common thread from spiritual leader of a clan?
the prehistory of Planegea to their distant descendants.
Mechanically, the classes are the same as in 5th Edition— Vows and pilgrimages. Not all ascetics commit to life-
with minor adjustments assumed for the starting equip- long pursuit of self-denial. Some take ascetic vows until
ment and any features affected by the Black Taboos. some task is complete, such as revenge, redemption, or a
quest they have set for themselves. Others deny themselves
Some DMs might choose to add or remove classes based until they complete a journey of repentance, enlighten-
on their preference and the story they’re telling in their ment, or other spiritual significance. How long will your
own Planegea. But as written, each of these has its place. commitment to asceticism last? Is there a vow you made or
a journey you need to complete? If so, to what do you hope
CLASSES, REIMAGINED to return when your self-discipline ends?

These are the earliest forms of what will become the WAY OF ABNEGATION ASCETIC (MONK SUBCLASS)
archetypal 5E classes in the future. Many of them have
different names, to fit a world without monasteries, ancient In a raw and dangerous world, some survive through
religions, or magical universities. In your game, you can the discipline of self-denial. The way of abnegation is the
use the traditional class names or the Planegean equivalent ascetic practice of denying physical needs and desires to
as you prefer. For most classes, their role in the world is embrace greater clarity of thought, or to unlock a strength
also quite different from their later heirs. Take a moment buried deep within the core of one’s being. An ascetic who
to read the descriptions of the classes to discover what has devoted themself to the way of abnegation understands
martial power and arcane or divine magic looks like in a the role of the mind and body as vessels, straining their
primordial world. limits so that they may grow.

This path of denial is different for each that walks it,
as sacrifice and hardship take many forms. Some ascet-
ics may practice the disciplines of silence, solitude, and

Chapter 5 | Classes 61


stillness as they seek attunement to the world, and others Improved Deflection. Whenever you spend a ki point
may train for many days with little food or water, forcing to make either a ranged or melee attack as part of your
their bodies to endure in accordance with their will. Some Deflect Missiles or Deflect Blows features, you make that
distance themselves from their struggle to better under- attack with advantage.
stand the world around them, while others embrace their
struggle, using their suffering as a catalyst for strength. ABDICATION OF SUFFERING
17th-level Way of Abnegation feature
The way of abnegation is arduous and severe in equal
measure, but those who walk it cultivate a great power, Starting at 17th level, you have achieved perfect discipline
drawn up from deep within themselves and honed by the over your physical form. You can take the Dodge action
strength of their will to endure. as part of any bonus action you take to make one or more
unarmed strikes on your turn.
DISCIPLINE OF DENIAL
3rd-level Way of Abnegation feature

At 3rd level, your mind and body have grown stronger,
and you have learned to endure or to grow stronger in
response to the pains of the world. You gain the following
benefits:

Ward Blows. You can use your reaction to mitigate the
strike when you are hit by a melee weapon attack. When
you do so, the damage you take from the attack is reduced
by 1d10 + your Dexterity modifier + your monk level. If
you reduce the damage to 0, you create an opening for a
counterattack. You can spend 1 ki point to make a melee
attack against your attacker as part of the same reaction.

Abstention. The ki flowing through your body
sustains you further than most.
You only require half as much
food and water to ward off exhaustion. In addition,
whenever you complete a long rest, your exhaustion is
reduced by 1 additional level.

ENDURING FORM
6th-level Way of Abnegation feature

Starting at 6th level, you
have distanced yourself
from the suffering your
body endures, or have
grown beyond it. When-
ever you take the Dodge
action, you gain resis-
tance to bludgeoning, piercing,
and slashing damage until the
start of your next turn.

PRODIGIOUS VESSEL
11th-level Way of Abnegation feature

Starting at 11th level, the power within and without you
has begun to blossom, and you have learned how to best
assume the suffering of others.

Warding Technique. When a creature you can see attacks
a target other than you within 5 feet of you, you can use
your reaction to intercept the attack, forcing the attacker
to target you instead. You may use your Deflect Missiles
or Ward Blows features in response to this attack as part of
the same reaction, if possible.

62 Chapter 5 | Classes


Barbarian FARSTRIKE
3rd-level Path of the Farstriker feature
Fear is a constant when the land is filled with giant preda-
tors, and finding a way to rise above fear is key to survival. At 3rd level, you master the technique of flinging weapons
Some do so through honor or moral codes, while others at your attackers. You can treat any melee weapons you are
keep fear away by cleverness. Barbarians survive through holding as if they have the Thrown property with a range
sheer rage. A barbarian feels a burning anger deep within of 20/60. If a weapon already had the Thrown property, the
them, simmering just below the surface. When that anger short and long ranges of the weapon are doubled. You can
is unleashed, they are capable of great and terrible things. draw a weapon that has the Thrown property as part of the
Barbarians are a familiar archetype in this primordial attack you make with the weapon.
world, and canny travelers cautiously search the eyes of
those they encounter for the spark of primordial fury. When you make a ranged weapon attack using your
Strength while raging, you can add your Rage Damage
Uncaged anger. The world is brutal and unjust, and there bonus to the damage roll.
is much to be angry about. Barbarians funnel that rage into
violence—usually directed towards the quarry of a hunt. Starting at 9th level, Brutal Critical applies to ranged
Still, there are times when prey is scarce but the anger still weapon attacks you make using your Strength.
simmers over. How do you deal with the anger outside the
hunt? Do you bury it, soothe it, or express it through other RAGING CATAPULT
forms of activity? Do you lose yourself in the rage, or do 3rd-level Path of the Farstriker feature
you feel most yourself when you’re most furious?
At 3rd level, you become adept at hurling creatures around
Leaders or outcasts. Barbarians are typically lead hunters, the battlefield, whether to harm enemies or reposition
head raiders, or in other positions of power because of their allies. Once per turn while you are raging, instead of
martial ability. Young hunters aspire to unleash the kind making a weapon attack, you can hurl a creature within
of fearless fury that characterizes a barbarian. But once reach up to 30 feet away. Hurled creatures can be no
unleashed, anger is hard to tame, and many barbarians have greater than one size larger than you.
tragic tales of the times they went too far. Some wander
the world as pariahs, having turned in their rage on their An unwilling creature must succeed on a Strength saving
own kind. Have you been able to keep your rage within the throw (DC equal to 8 + your Strength modifier + your
boundaries of the hunt? Are there times you lost yourself proficiency bonus) or be hurled and fall prone, and take
that you regret? If so, how far would you go to make it up to bludgeoning damage equal to 1d6 + your Strength modifier
those who got in your way during your black rage? + your Rage damage bonus. Hurling a creature in this way
counts as having attacked a hostile creature for the purpose
A river of rage. Some say of barbarians that they exist in of maintaining your Rage.
an endless current of anger, a river of rage. In a river, you
must swim with the current or against it. Most swim with After you hurl a friendly creature with this feature,
the current, hurtling towards the rocks of violence. Some, immediately upon landing the creature can use their reac-
however, swim against the current, seeking to quell the tion to make a melee attack.
anger that never stops roaring through their veins. Are you
pursuing your anger, nurturing and cultivating it? Or are At 11th level, hurled creatures can be no greater than two
you seeking peace? What initially ignited your anger, and sizes larger than you. At 17th level, you can hurl a creature
is it something that can ever be set to rest? of any size.

WILD RUSH
6th-level Path of the Farstriker feature

PATH OF THE FARSTRIKER (BARBARIAN SUBCLASS) Starting at 6th level, you fill the battlefield with your
rushing fury. After you make a thrown weapon attack or
Barbarians who follow the Path of the Farstriker seem to be use your Raging Catapult feature, you can use a bonus
everywhere at once. These instinctive warriors wrap them- action to take the Dash action. Your jump distance is
selves in the primal power of the wind to fill the battlefield doubled while dashing.
with their rage.
BOOMERANG ARC
Such a barbarian might have cloud giant, storm giant, or 10th-level Path of the Farstriker feature
djinn blood in their veins. They might come from a part
of the world where the boundaries between magic and At 10th level, you have learned to guide your weapon’s
nature are thin, or they may unknowingly tap into elemen- flight with the wind by your side. When you make an
tal magic to command the air itself in their fury. Consider attack with a thrown weapon, you can choose for the
your barbarian’s relationship to the natural world, and
how they see the origin of their weapon to return to your hand
power. after the attack is made.

I’d guess that there are more barbarians in
Planegea than any other adventurous role.

Rage is a powerful river. I know I spent

many years swept up in its current.

Chapter 5 | Classes 63


TORNADIC THROW Chanter (Bard)
14th-level Path of the Farstriker feature
When stories cannot be written down, songs have great
Starting at 14th level, your thrown weapons summon the power to shape culture—and reality. Those who find their
terrifying power of the wind at its full force in their wake. identity in the telling of stories and singing of songs are
upheld by the clan, their long memories and powerful
While you are raging you can use your action to throw words seen as vital to the continuation of the clan’s iden-
your weapon, creating a line 60 feet long and 5 feet wide tity. But some, called chanters, go beyond the role of mere
out from you in a direction you choose. Each creature in storyteller. They reshape the world through their songs
the line must make a Dexterity saving throw (DC equal to and stories, focusing power through their instruments and
8 + your Strength modifier + your proficiency bonus). On performances to sing not only of what is, but what could
a failed save, a creature takes damage equal to the damage be. And in the primordial dawn of Planegea, singing of
of one of your thrown weapon attacks, and is pushed up to what could be has profound power. True chanters are both
60 feet towards the end of the line. On a successful save, a feared and loved, for the ability to remake the world with
creature takes half as much damage and is not pushed. If your voice is not to be taken lightly.
a creature fails this save by 5 or more, the creature takes
additional damage equal to the damage dealt by your Brutal Truth-sayers. Those who have access to a chanter’s
Critical feature. Dealing damage to a hostile creature with arcane force of will are held to a higher standard than
this feature counts as having attacked a hostile creature for most, and are expected to sing the exact truth, lest they
the purpose of maintaining your Rage. casually reshape the world with a misplaced note. The
pressure of this power is enormous, and causes many
chanters to flee their clans or even go mad. Some, however,
are less scrupulous and believe reality is whatever they say
it is. How do you reconcile your ability to bend the world to
your will? Do you hold to a strict code of honesty? Do you

avoid speaking at all lest you say the wrong thing?
Or are you glib, believing that the world should be
whatever you speak?
Deadly honor. Chanters are revered by their
clans—as long as they keep to the exact truth and
speak only in accordance with the will of the shaman.
If they behave in such a way, they are given lives of ease
and places of honor at the clanfire. But those who break
faith and are caught twisting minds, hearts, or memories
are outcast, and often branded for their misdeeds. Did you
leave your clan by choice or by force? Are you scarred for
a lie you chanted into truth, physically or emotionally? Do
you hide your power, trying to conceal your identity as a
chanter until it’s absolutely necessary to reveal it? Or are
you a chanter still revered by your clan on an honorable
journey for some greater good?
Chanter traditions. In Planegea, 5th Edition’s Bardic
Colleges are called Chanter Traditions. These traditions—
such as the Tradition of Lore—are expressions of how a
chanter channels their arcane will through an instrument
or performance. When practitioners of the same tradition
meet, they eagerly exchange knowledge and techniques…
and some whisper to each other of the existence of a
greater body of chanters, the Worldsingers (p. 219), who
travel under secret identities and work to reshape the
world into a better form. Did you learn your chanter tradi-
tion from someone, or stumble into it through raw talent?
Have you heard of the Worldsingers? Do you welcome a
chance to meet other chanters or, knowing their power, do
you seek to avoid or silence any others you might encoun-
ter?

64 Chapter 5 | Classes


Druid Fighter

If druids merely guarded and nurtured plants, beasts, The way of a fighter is pure. Planegea understands the
and soil, they would be a welcome part of any clan. All of fight, the fundamental struggle of strength versus strength
Planegea lives in close relationship with nature, and one to survive. The hunter or warrior, who pits their knowl-
who can understand and enhance the power of life should edge of muscle, armor, and weapon against their enemy
be welcome at any clanfire. But this is not so. Druids are or quarry, is an essential role. Whether they bend bows
hunted, feared, hated, and driven off, utterly outcast and or swing swords, whether they hunt animals or enemies
reviled. The reason for this rejection is that druidic power of the clan, fighters are central figures in any clan. Happy
saps the strength of the gods, drawing from the same is the clan with a fighter whose abilities exceeds those
magical essence of nature that powers the gods them- of most, with honed senses and greater gifts of strength
selves. To be a druid is to set oneself up in opposition to the and speed, who understands weapons and armor better
gods, to claim their very magic as your own. For the clans than they understand their own souls. Such fighters live
who follow shamans and look to gods for their survival, in harm’s way, and are sent out constantly on dangerous
there can be no greater betrayal or threat than a druid—a hunts, raids, and battles. This is the life of the fighter.
god-leech, a parasite of divine life and strength. Because
of this, druids live in hiding, building secret groves and There is a certain straightforwardness to the fighter
sanctuaries on the fringes of domains unclaimed by power- that cannot be denied. You may say of a fighter, “Here
ful gods. Here they can practice their rites and tend to the
earth in safety… at least until the shamans discover them is one who takes a blade and carves the world.”
and send their guardians with fire and blade.
What more needs to be said in their praise?
Among the godless orcs, however, things are different. In
some orc-led clans, druids are welcomed, and may actually The way. Gifted with extraordinary strength or grace,
take the place of the shaman, becoming responsible for fighters are shaped by their ability to challenge the world
defending the clan against gods who do them harm. to single combat and come out on top. Have you honed
your physical prowess through years of discipline, or does
Divine power. The gift to draw magic directly from your body simply do whatever you ask of it? Are you arro-
nature is sacred, given mysteriously by nature itself. But gant about your abilities, or has confronting so many life-
it is a great struggle to live in opposition to the gods, who and-death situations granted you humility and wisdom?
jealously covet every pulse of power that goes through the
world. How did you discover your druidic powers? How Hunters and warriors. Most fighters serve the clan as
long were you able to hide them before a god or shaman hunters, warriors, or both—those who fight beasts, those
discovered you? who fight mortals, or those who simply fight. If you were
raised in a clan, was it warlike or did it avoid battle? Do
God-leeches. There is nothing the clans hate more than you seek out violence and see it as giving you reason and
a druid. If discovered, they are put to death, brought to purpose, or are you a peaceful soul who fights only when
the god for judgment, or cast out to die in the wild. Many necessary? What reminders of past conflicts do you carry
outcast druids have started their long and lonely lives with you, and why?
drawing strength and comfort from the very wilderness
that was meant to kill them. How do you see the gods? Are Weapon masters. Fighters uniquely understand the
you bitter towards them? Dismissive of them? Or do you value and balance of weapons and armor, and choose their
see them as misguided peers or elders—greater druids who equipment with great care, seeking out more powerful
have forgotten their origins? arms where they can be found. There are tales of fighters
who have embarked on great hunts or journeys to find
Secretive sanctuaries. Hidden in groves, glades, and legendary weapons or armor, or to hunt and harvest the
caves throughout Planegea, just out of sight of the clanfires monsters to fashion such equipment. What legendary
and hallows, druid circles thrive and cultivate nature. And weaponry do you dream of wielding, and how far would
there, in hushed places, they nurture a great secret: the you go to get it?
ability to hide ideas in nature itself. They have worked
out the unimaginable—a way of speaking while one is The truth which gods and their followers do
not present by leaving behind certain signs such as a bent not wish to confront is that druids are vital in
branch or pattern of leaves or circle of stones. They call limiting the divine power of evil deities and fiends.
these signs Druidic, and those who have the gift of nature’s Indeed, for many druids this is their highest
power can interpret these symbols and divine their
meaning intuitively. Have you ever encountered a sanctu- calling and the true purpose of their gifts.
ary or a hidden Druidic symbol? Or do you travel the world,
following signs in search of such a place that you might
someday be able to call home?

Chapter 5 | Classes 65


Guardian (Paladin) Ranger

Sometimes, in an act of sober commitment or a moment Above all, rangers are gifted survivors. These prodigies
of desperation, a mortal will make an oath that changes of the wilderness have mastered the ability to thrive in
everything. They will swear, witnessed by a god, to uphold untamed lands, drawing together magic and might with
an ideal, accomplish a goal, or defend what they value most. cunning to not only stay alive, but protect others. What
And sometimes the force of will—the pure intent of such sets apart a ranger is their power to give the gifts of
a mortal—unlocks the favor of the gods and creates an survival to those they choose—be it an animal companion,
outpouring of divine power. These are the guardians: those a band of trusted friends, or an entire clan. A ranger who
who are so strong in their beliefs and commitment that walks alone does good to no one, selfishly hoarding their
the gods themselves have no choice but to grant them gifts. life-giving skills. But such loners are rare. Rangers are
Guardians act as the leaders of smaller clans and, in larger usually found in the company of others who rely on them.
clans, stand at the right hand of the shaman as their sword To trust a ranger for survival, however, is to run the risk of
and shield. Some guardians feel the call to range far from angering gods and their followers, since rangers draw their
their clanfire to keep their oaths, and woe to the mortal uncanny abilities by skimming off divine magic coveted by
or monster who stands between a guardian and the object deities. Most operate at a low enough level that the gods do
of their will—a will so strong that they wrestled the very not deign to notice them, but the greatest of rangers have
gods themselves into opening up their vaults of power. been hated and hunted by the gods as much any druid.

Sacred oath. A guardian’s oath defines them. Although Natural connection. Rangers are inherently gifted
they have had some inkling of divine blessing in the days with a bond to natural magic. For most, it is an instinc-
leading up to their oath, the moment they take the oath tive connection felt since birth, enabling them to thrive
forever changes their path. The oath is taken at third level. where others struggle. Did you always sense the magic in
If you’re starting at first level, do you realize you stand on the world, or did a particular event awaken you to it? Is
the verge of such a moment? Do you take a rash vow in a drawing upon that magic as natural as breathing to you,
moment of passion at first level, that later develops into an or does it require focus and attention? To what do you
oath? Or have you been building up to this commitment attribute your gift—fate, chance, blessing, or something
your whole life? What is your oath, and why is it worth grander?
dying for?
Divine thieves. The divine magic used by rangers is the
Shaman’s sword. In many clans, guardians are cultivated same magic that empowers the gods, though their weaker
from a young age, with devout, athletic children being spellcasting abilities do not incite the divine wrath directed
raised as acolytes by the shaman. A great clan might have at druids. When rangers cast their spells, the gods see
many guardians who have been focusing on nothing but them as skimming from their resources, robbing from
the day of their oath from infancy. The guardian is usually the powerful to give to the powerless. Some gods treat
the keeper of the clan’s magic weapon (p. 22) and acts rangers with a grudging respect, while others send out
as the shaman’s bodyguard and, when necessary, the clan’s their faithful to wipe them out as an annoyance or demand
executioner. Was there a shaman who shaped your life, for tribute from them. How do you view the gods? Do you
good or for ill? Since you took your oath, how has your revel in stealing their power, or simply see it as an accident
relationship to clans and shamans changed? of circumstance? Do any gods have a particular grudge
against you for your thieving ways?
When I first fell from the sky, I believed guardians to
be the lackeys of shamans and their gods—just better Guides of the godless. For those clans without a strong
armed. But I have come to respect a Guardian’s oath connection to a god—by choice or by accident—a ranger
can be a lifesaving force. Orcish clans, which are more
as a powerful force, and understand now that it is likely to scorn the gods, are often led by rangers, as are
clans that scrape by in the lonely wildernesses where there
their own will that brings about their power. isn’t enough worship to sustain deities. Have you ever been
in a position of leadership? Are you allied with any godless
Wild oaths. Not all guardians make oaths that keep them clans or groups who see you as a protector? Or do you
close to home. There have been guardians who stumbled turn away those who seek your aid, focused on a higher
unwittingly into the hallow of a god and bargained for calling—or perhaps just yourself?
the power to survive. Some make oaths to hunt down and
destroy the enemies of a god, or to defend innocence every- Ah, rangers. So often maligned, so little understood.
where. Once committed to their path, a guardian is fueled Some say they are weak or dull, others that they
and driven by what they have sworn, going to any lengths are lesser than their companions. But I know the
to uphold their word. What lines have you crossed in honor truth of it—rangers steal magic from the powerful
of your oath? What enemies have you made to pursue it? and give to the starving. Even I, a shaman,
What would it take to get you to break your oath, and lose
everything that you have become? understand such actions to be heroic.

66 Chapter 5 | Classes


Scavenger (Rogue) The Rat King once asked me this riddle:

Not all who hunt do so by force of might. Some keep quiet, “What, really, is the difference between
staying to the shadows, waiting and watching for their a hunter and a scavenger?
moment to strike and take what they desire. These are
the scavengers—the lowest of the low, hated by mortals They both stalk. They both strike.
and monsters alike. A scavenger preys on weak moments, And at the end of the day bellies are
creeping in after the kill to claim their bounty, or ambush-
ing unsuspecting prey with a sneak attack without honor fed and something dies.”
or glory. Every society has scavengers. In large clans, they
walk unseen, taking what others work to gather or create
and slipping back into the shadows. In the wilderness they
watch and wait for the moment when a powerful hunter is
fatigued after a kill, slipping in unseen to strike and steal.

Shadowy survivors. To become a scavenger, one must be
desperate or selfish enough to throw off all hope of being
accepted at the clanfire, choosing instead a life of scorn
and secrets. But scavengers know that the line between a
sneak attack and a noble hunt is much thinner than the
line between starvation and survival, and once you cross
that line, it’s hard to go back. What tipped you over the
edge into taking the shadowed way? Do you hide your
scavenging nature, trying to pass as a clan member in good
standing, or have you forsaken any attempt to conceal your
chosen path? If you were caught scavenging, do you bear a
brand or scar to mark you for your crime?

The Code. Over the years, there has come to be a kind
of argot, passed down from one thief to another… hidden
in plain language with certain tricks of speech and impli-
cations that only a scavenger would pick up. The Code,
called Thieves Cant in other 5E settings, can also be left as
markings—certain scratches or arrangements of bones or
phrases that indicate a ripe target for ambush or theft, or
other similar messages. Since the Code terrifies those who
fear the Hounds, scavengers are reviled and seen as endan-
gering all those they come in contact with by their marked
messages. In the face of such rejection, those who steal
often band together, forming nocturnal raiding parties
and shadow clans of their own. These clans may even have
shamans in the service of gods who care little for honor—
and some even whisper that some scavenger cults revere
the Hounds themselves. Who taught you the Code? Do you
use it to seek out other scavengers or to avoid them? Or do
you avoid using it for fear of alerting the Hounds?

The king’s tithe. The mark for the Tithe is throughout
Planegea, hidden in plain sight. Wherever the Tithe appears,
it signals a place where a certain portion of scavenged
goods is to be left for the Rat King, the high lord of a
hidden league of thieves known as Scavengers Vow. Tithe
marks are not to be ignored, for the Rat King’s cutthroats
come quietly for scavengers who don’t pay homage to the
Vow. Have you ever run afoul of the Rat King, or do you
aspire to meet him? How closely connected are you with

Scavengers Vow, and is that by choice or by force?

Chapter 5 | Classes 67


Shaman (Cleric) REGIONAL DOMAINS

In this time before temples and religious hierarchy, The power of a god is limited by its location. When
shamans serve as intermediaries between mortals and gods. adventuring shamans travel outside of their god’s
Shamans are leaders of clans, and hear personally from domain there are a few options to explore:
local deities. They are vital to the clans for their ability to
channel divine magic, interpret dreams, and lead cere- • Different god, same domain: Regions can have more
monies crucial to clan life. Most shamans have a foremost than one god (although one is usually dominant), so
deity they revere, and it is not uncommon for a clan to the new region might have a god with similar values
be given over to the worship of one god or goddess above and blessings, although pursuing the favor of a lesser
others thanks to the influence of their shaman. However, god might displease the more powerful one.
the migratory nature of many clans means that shamans
must be fluid in their reverence, able to act as a go-between • Divine alliance: Gods are able to communicate with
to the many gods whose lands the clan may traverse. each other within a certain distance, and a god who
favors a shaman might reach out to a neighboring god
Canny reverence. Shamans derive their power from the and ask that their power be allowed to flow through
gods and lead their tribe in acts of worship and ceremony. them into their region.
But the gods are fickle and limited, and the best shamans
are those who understand how to work with the gods • New god, new domain: Sometimes there is no
without losing themselves in awe. Some elder shamans, alliance or similar god to be forged, and instead the
forced to travel each year and interact with an array of shaman must source their power from a different
gods, have secret insight into the small-mindedness of type of god altogether. In this case, the shaman may
divine beings confined to their hallows, and work with change their subclass and divine domain, setting
the gods as a kind of advisor as much as a servant. What is aside all features from their old domain and adopting
your relationship to the gods? Do you hold them all in high all features from their new domain at their current
regard? Or has your proximity to divinity left you jaded to level. Work with your DM to decide if this is a good fit
their ways? Do you have a favorite god? for your character and campaign.

Divine ambassadors. Shamans are essential to clan life, Sorcerer
and are generally the most respected members of any clan.
They often work with a chieftain in a partnership—the Planegea bristles with primordial magic, and it is not
chieftain takes care of the mortal side of survival; the unsual for magic to slip into the blood of mortals. Sorcer-
shaman focuses on the gods and their gifts. Most small ers are everywhere in Planegea, by far the most common
clans have one shaman, but larger clans may have a hier- arcane spellcasters. Untaught, unrestrained, operating by
archy of acolytes and lesser shamans led by a high shaman. instinct and natural gifts, a sorcerer wields magic in its
Of course, there are those who revere the gods as shamans simplest, most primal, most elemental form. Even a clan
yet choose to walk alone, having found their divine of modest size might have one or two sorcerers, and they
connection in secret or been separated from their clan. are woven into the fabric of society without distinction.
How did you discover your divine connection? Are you a Sorcerers make excellent members of a hunting or gather-
clan shaman or a lone wanderer? If you were the shaman ing party. Even though their magical abilities tend to sap
of a clan, why have you left them to pursue adventure? their physical strength, their talents for bringing down
prey or finding bounty from a distance are regarded as
Local deities. When shamans travel, they sense and highly useful to a clan. To be a sorcerer in Planegea typi-
can connect with the gods of their new location, paying cally means you’re well-liked but not especially respected
homage and forging connections. Many shamans prefer to on the merits of your magical abilities. A sorcerer must
follow certain types of gods, seeking out deities of a similar earn their reputation not by the mere existence of their
domain. A shaman must draw their power from a nearby magic, but rather how they use it.
god or divine force, as there are no universal gods supply-
ing power equally throughout the world. Do you pursue a Primal magic. Sorcerers have magic at their fingertips,
single domain, or do you prefer to revere the most power- and can feel the pulse of power that goes through the
ful god in a new area? The ways of the gods are strange and world. A sorcerer is given no guidance by a god, no ethos
sometimes frightening—how far would you go in pursuit from the land—they simply have access to magic and must
of the favor of a new god? decide what to do with it. How do you ply your magic? Do
you use it to impress and charm, or as armor and weap-
onry? Does your magic define you, or do you think little

68 Chapter 5 | Classes


about it, finding your role in the world through another DREAM SORCERY SPELLS
aspect of your identity? 1st-level Dream Sorcery feature

Useful talents. In the life of a clan, sorcerers have no You learn additional spells when you reach certain levels in
place of particular honor because of their magic. Rather, this subclass, as shown on the Dream Spells table. Each of
they are integrated into the work of various work parties these spells counts as a sorcerer spell for you, but it doesn’t
such as the hunters, gatherers, crafters, or builders. A count against the number of sorcerer spells you know.
person’s talent as a sorcerer might be the third or fourth
thing mentioned about them, almost as an aside, unless Whenever you gain a sorcerer level, you can replace one
they are particularly powerful or have earned a reputation spell you gained from this feature with another spell of the
through their individual use of magic. Do you make your same level. The new spell must be an enchantment or an illu-
magic power known as soon as you meet someone, or do sion spell from the sorcerer, warlock, or wizard spell list.
you prefer to interact with others as a person first and a
sorcerer second? Have you ever wished that others would Sorcerer Dream Spells
respect you for your talents more? Have you ever been Level heroism, dissonant whispers
tempted to do something ill-advised to demonstrate the 1st enhance ability, calm emotions
extent of your abilities? 3rd hypnotic pattern, major image
5th confusion, polymorph
Unmeasured potential. Most sorcerers in Planegea have 7th dream, modify memory
modest power, casting only cantrips, 1st-level, or 2nd-level 9th
spells. When a more powerful sorcerer does arise, it is
cause for comment and—sometimes—alarm. Without FATE OF DREAMS
the governance of gods or the discipline of spellskins, an 1st-level Dream Sorcery feature
unchecked sorcerer represents a possible threat to anyone
they encounter. As your talent expands, how will you use At 1st level, you see portents of things to come in dreams,
it? Without limitations or mentors, will you pursue selfish safeguarding and empowering you and your allies. Upon
ends and reshape the world in your image, or will you find completing a long rest, choose a number of friendly crea-
others who will help keep you from losing yourself in your tures you can see equal to your Charisma modifier, and roll
growing power? on the dreams table to determine your dream regarding
their fate.
OPTIONAL CLASS FEATURE
d8 Dreams
A variation on sorcerers allows them to act as their own
arcane focus, since the magic they wield comes from 1 Dream of Success. After making a roll but before
within themselves. Consult with your DM to determine the outcome is determined, the target adds your
whether this feature is a good fit for your sorcerer: proficiency bonus to one ability check.

Inner Focus 2 Dream of Accuracy. After making a roll but before
1st-level sorcerer feature the outcome is determined, the target adds your
proficiency bonus to one attack roll.
When casting spells, you can use a free hand to cast
material components as if you were holding an arcane 3 Dream of Fortitude. After making a roll but before
focus. This can be the same hand you use to perform the outcome is determined, the target adds your
somatic components. proficiency bonus to one saving throw.

DREAM SORCERY (SORCERER SUBCLASS) 4 Dream of Safety. As a reaction when an attack
would hit the target, the target adds your proficiency
Just beyond the veil of reality, the magic of dreams bonus to their AC until the end of their next turn.
shimmer and shift with arcane power. You are touched
by this magic and call on the sleeping mind to bring 5 Dream of Power. The target adds 2 × your
the power of visions and dreams into the waking world. proficiency bonus to one damage roll.
Perhaps dream magic courses through your blood as a
birthright, or maybe you gained these powers through a 6 Dream of Speed. The target adds your proficiency
quirk of fate or fortune. bonus to one initiative check.

7 Dream of Endurance. As a reaction when the target
would take damage, the target reduces the damage
by an amount equal to 2 × your proficiency bonus.

8 Dream of Vitality. When the target regains health
by spending a hit die, they can regain additional hit
points equal to 2 × your proficiency bonus for each
use of this feature.

Chapter 5 | Classes 69


The chosen creatures gain the benefits from this feature until
you complete a long rest. Each of those creatures can use this
feature once during that time.

At 6th level, chosen creatures can use this feature twice,
and at 11th level, they can use this feature three times.

FOCUSED FATE
6th-level Dream Sorcery feature

Starting at 6th level, you learn to bend the shape of dreams
to affect your fate and the fate of your allies. When you
roll for your Fate of Dreams feature, you can roll twice and
choose which of the two dreams applies. If you roll the
same number on both dice, you can ignore the number and
choose any dream on the table.

In addition, once a creature has expended their uses of
Fate of Dreams, you can expend a sorcery point to roll on
the dream table again, granting them one additional use of
the feature with the dream you roll.

DREAMSPEAKER
6th-level Dream Sorcery feature

Whenever you take a long rest, you may communicate with
another creature on the same plane as if by the dream spell.
You cannot appear as monstrous as part of this effect.

DREAMSTEP
14th-level Dream Sorcery feature

Starting at 14th level, you are able to swiftly step in
and out of the dreaming world. Once on each of your
turns, you can use up to 30 feet of your movement to
teleport the same distance. You must teleport to an
unoccupied space you can see.

MANIFEST VISION
18th-level Dream Sorcery feature

Starting at 18th level, your wants and dreams are as reality.
You can use your action to cast the simulacrum spell, target-
ing yourself. Rather than ice or snow, the simulacrum is
composed of the essence of your dreams. The simulacrum
you create this way lasts for one hour, after which it dissi-
pates. A simulacrum you create this way can take on any
appearance you desire, but cannot be more than one size
larger than you. The simulacrum does not have any spell
slots above 5th level, and can use metamagic freely without
expending any sorcery points, due to the whimsical nature
of dreams. In addition, it lacks access to this feature.

Once you use this action, you can’t use it again until you
finish a long rest, unless you spend 10 sorcery points to use
it again.

70 Chapter 5 | Classes


Spellskin (Wizard) spellskin went too far and the Hounds came. Such places,
called spellgraves, may be the sanctums of lone casters or
In deep caves, thickets, or hide shelters, spellskins mutter entire conclaves. They are regarded by spellskins as great
and trace the shapes of magic. Creating patterns and caches of knowledge. There are those who spend their
designs that echo the mana of the stars and living things, whole lives wandering, seeking spellgraves to expand their
spellskins use natural dyes and clays to paint powerful knowledge and power. What whispers have you heard of
creatures, real or imagined. Then, once the shape of a crea- spellgraves? Do you have a clue to the location of a hidden
ture and its magic is fully understood, the spellskin copies cache of wondrous lore? What would you do to find it?
its form onto their own bodies. Powerful spellskins are
covered in tattoos, and can call forth the magic they have MANA TATTOOS
wrestled into their skin at will. To pursue the way of the
spellskin takes an uncommonly brilliant mind, able to hold Rather than carrying a book, spellskins tattoo the shapes
and remember many incredibly complex concepts at the of magic onto their skins. These shapes are not writ-
same time. However, here is great danger in the spellskin ing—rather, they are a symbolic set of shapes, unique to
way. The paintings created by the practitioners of these every spellskin, which defines the shape of magic as the
arts hew ever closer to writing, putting them always only spellskin comprehends it. This tattoo is a kind of short-
one small slip away from being pursued by the Hounds of hand for the larger symbols the spellskin has painted or
the Blind Heaven. Planegea is littered with empty caves carved into a wall or flat surface requiring 10-foot-square
and canyons with unfinished paintings where a spellskin of space for each spell level. (Thus a 4th level spell re-
crossed the line and brought the Hounds upon themselves. quires a 40’ square surface.)

Hunted genius. To be a spellskin is to court disaster with In order to learn a new spell (either their own spell or
brilliance. Spellskins are often obsessive, unable to pry a spell copied from another spellskin’s wall), a spellskin
themselves away with searching deeper into the under- must see the spell on a space equal to 10-foot square
lying magic of the world, even if it means their paintings or more per spell level. Thus, high-level spellskins are
and tattoos grow in complexity and meaning to a danger- known for their huge walls covered in intricate paintings
ous degree. Why do you continue to investigate magic, or carvings. A spellskin must only create the spell on the
knowing that with every brush stroke, every tap of the wall when first learning it. After they have created their
tattoo mallet, you could slip into disfavor with the Hounds? mana tattoo, they can prepare their spells by studying
Why don’t you walk away? their tattoos, envisioning the wall, repeating incanta-
tions made while creating the wall, and so on.
Sanctums and conclaves. Because of the danger inher-
ent in spellskin work, most clans avoid such spellcasters. One spellskin who encounters another cannot copy a
They are not rejected outright, but it is forbidden by most mana tattoo from their body, as it is a mere shorthand
chieftains and shamans to create the paintings required for the spell’s full shape. If a spellskin discovers another’s
to work out a spell within sight of the clanfire. For this painting or carving, they may copy one spell from it in
reason, many spellskins have their own hidden sanctums a process that takes 2 hours and causes a half level of
where they reason out spells in secret. Some, who have exhaustion per each level of the spell (rounded up). If the
found it simpler to leave clan life behind, seek out other process of copying it is interrupted, the copying fails, and
spellskins and form enclaves where they share sanctums the spellskin must begin again.
and knowledge, using magic to provide for their physical
needs so that they can remain in one place and continue Warlock
the work of developing their arcane insights. What was the
first place you painted a spell, and what tattoos do you have The gods are not the only powerful beings in Planegea.
to call that spell to mind? Are you in good standing with a There are many things in shadowy haunts and secret places
clan, or have you chosen to leave all that behind in pursuit that resonate with magic and the ability to empower those
of your own research or in search of an enclave where you that they choose. The warlock is the emissary sent by a
could learn more? clan to strike a deal with such a being. Such powers are
marked by their otherness—they might be a dreamlike
Spellgraves. There are empty, echoing places in the archfey of Nod, a bloody idol from the Cult Riverlands, or a
world where great spells were cast in the past—until some mind-numbing presence from beyond the stars. Unlike the
gods and their followers, whose power arises from Plane-
I have often heard of warlocks who depend less on gea, warlocks and their patrons are fueled by abilities that
charisma and more on intelligence, who study and fall outside the natural order. Warlocks enter into bargains
learn arcane lore from their patrons, rather than with such beings, gaining the favor of the being on behalf
of the clan in exchange for strange and particular services.
dangling from the strings of their good favor.

Chapter 5 | Classes 71


Sacrificial pacts. Warlocks are chosen by their clans as EXPANDED SPELL LIST
sacrificial emissaries, giving up their freedom to secure the 1st-level Dark Forest feature
good of the clan. How did you come across your patron?
Why did your clan decide it was necessary to strike a The Dark Forest lets you choose from an expanded list of
bargain with it? What are the exact terms of your pact? Are spells when you learn a warlock spell. The following spells
you trying to undermine your patron, or curry its favor? are added to the warlock spell list for you.

Chosen ones. The pacts of a warlock are public cere- Spell Spells
monies, known to all the clan and carefully negotiated by Level
the clan leaders. Often, warlocks are groomed from birth entangle, fog cloud
as emissaries and ambassadors, taught the ways of diplo- 1st barkskin, spike growth
macy to serve as the link between a clan and a non-divine 2nd plant growth, speak with plants
power. Shamans and warlocks live in mutual respect, as 3rd grasping vine, hallucinatory terrain
the intermediaries between the clan and their divine and 4th awaken, tree stride
arcane overlords. Who were you before the pact? Were you 5th
groomed to act as an emissary or did you stumble into it?
How did your life change when you met your patron? Do MOSS MARK
you have regrets, or are you eager to go further? 1st-level Dark Forest feature

Pactbound. The warlock’s bargains are never a gift At first level, when you hit a target with an attack, you
without terms and conditions, and patrons are rarely forth- can mark the injury with magical moss. This moss mark
coming or reasonable. By forging a pact with something remains for up to one minute, after which it crumbles
other than a god, a warlock reaches into something larger harmlessly. As a bonus action while you are within 60
than themselves, and possibly hostile to their very exis- feet of a marked creature, you can cause the moss mark to
tence. What does your patron want you to do? How much bloom, forcing the target and any other creatures within
do you know of its greater agenda—or even its true nature? 10 feet of it to make a Dexterity saving throw versus your
spell save DC. On a failed save, a creature takes 1d6 necrotic
PACT OF THE SCAR damage.

In Planegea, Pact of the Tome becomes Pact of the Scar, You can leave marks a number of times equal to your
with patterned scarring in place of the Book of Shadows. proficiency bonus. You regain all uses of this feature upon
If other scars or wounds hide your pact scars or magic completing a short or long rest.
heals them, you can create new scars to replace the old
ones in 1 hour. The Book of Ancient Secrets becomes RECLAIM
Scars of Ancient Secrets, and is mechanically identical, 1st-level Dark Forest feature
except that instead of 50 gp worth of rare inks, you re-
quire a ceremonial knife with 50 hp of blood spilled on it At 1st level, you can reclaim those you strike down for the
or worth an equivalent of 50 ps in the Great Valley. forest. When you reduce a medium or larger creature to 0
hit points, or when a creature marked by your moss dies,
DARK FOREST WARLOCK you can magically claim it. The claimed body is covered
in magical moss, vines, tendrils, and shoots. At the end of
From the heart of the forest, something dark has called to 1 minute, the body transforms into a tree one size larger
you. An ancient spirit, which harbors no love for things than the creature was in life.
that breathe, sometimes reaches out with magical roots and
tendrils to find mortals who will bargain for power to do When you create a tree in this way, you can choose to
its bidding. As one chosen by the dark forest, you are sent bind it. A tree is bound to you as long as the tree remains
where the forest cannot reach, into the places where the standing, or until you dismiss the binding. You can have
spirit cannot go, to do its bidding among those it hates. a number of trees bound to you in this way equal to your
proficiency bonus. A bound tree is obedient to you and has
Consider how you came to have this pact with the dark limited animation, bending branches and leaves at your
forest, and why it chose you. Perhaps you entered the pact request, although it is unable to uproot and move about and
willingly, with full knowledge of the forest’s malevolence, cannot attack.
or maybe you simply needed magic to survive or to help
others. Regardless, you stand at the edge of something You are able to speak telepathically with a bound tree if
incredibly old, vast, and hostile to your kind, which lets you are on the same plane of existence. Bound trees have
you live and grants you certain powers… for now. limited sentience and awareness of their surroundings, and
are friendly towards you. Additionally, as an action, you
can sense through a bound tree as if standing in the plant’s

72 Chapter 5 | Classes


location, choosing one of the following effects until the by this difficult terrain, as the branches disperse as you
start of your next turn: pass.

• You can see, hear, and smell in all directions. If you concentrate on this effect for the full duration, the
• You can sense poison and disease as if casting the detect spectral trees become permanent, although they no longer
provide additional cover or impede movement more than
poison and disease spell. mundane trees.
• You can sense magic as if casting the detect magic spell.
Once you’ve used this feature, you can’t use it again until
During this time, you are deaf and blind with regard to you’ve finished a long rest.
your own senses, although you remain aware of any pain
or damage you suffer. ELDRITCH INVOCATIONS

OAK’S FORTITUDE At 2nd level, a warlock gains the Eldritch Invocations
6th-level Dark Forest feature feature. Here are new options for that feature, in addition
to the options in other 5E materials.
Starting at 6th level, you gain toughness from the magic
of mighty trees. Your AC can’t be less than 16 in any If an eldritch invocation has a prerequisite, you must
form, regardless of what kind of armor you’re wearing. In meet it to learn the invocation. You can learn the invoca-
addition, you have advantage on ability checks and saving tion at the same time that you meet its prerequisite. A level
throws against being knocked prone, grappled, restrained, prerequisite refers to your level in this class
or moved against your will.
DURU’S GIFT
DARK BRAMBLE Prerequisite: Dark Forest patron
10th-level Dark Forest feature
Your creature type becomes Plant. You no longer need to
Starting at 10th level, the blooming of your moss mark eat, but instead, must spend at least 1 hour under sunlight
becomes even more dangerous. When a creature fails their each day to photosynthesize.
saving throw against your moss mark, in addition to the
normal damage, magical brambles erupt from the mark to Once you’ve chosen this Eldritch Invocation, you cannot
ensnare them. The creature’s speed is reduced to 0 until replace it with another.
the end of their next turn.
ELDRITCH LASH
WEALDWOE Prerequisite: Dark Forest patron
14th-level Dark Forest feature
You learn the thorn whip cantrip. It counts as a warlock
Starting at 14th level, you can call upon the wrath of a cantrip for you, but it doesn’t count against your number of
spectral forest to destroy your enemies. On your turn, you cantrips known. When you hit with this cantrip, add your
can use an action to choose a number of points on the Charisma bonus to the damage it deals on a hit, and you
ground within 120 feet of you equal to your proficiency can reduce that creature’s speed by 10 feet until the end of
bonus. Spectral trees burst from the ground in each of your next turn.
these points, standing up to 60 feet high, with trunks 5
feet in radius, and branches in an additional 15 foot radius. ENTANGLING REBUKE
These trees remain for up to one hour, or until you lose Prerequisite: Dark Forest patron
concentration, as if concentrating on a spell. If a tree’s
trunk appears in any creature’s space, that creature must When you are damaged by a creature within 60 feet of you
make a Dexterity saving throw versus your spell save DC. that you can see, you can use your reaction to ensnare the
Creatures marked by your moss have disadvantage on this creature with magical roots and vines. The target must
save. On a failure, the creature takes 4d10 bludgeoning make a Strength saving throw versus your spell save DC.
damage and is thrown up to 30 feet away from the trunk. On a failure, the creature takes bludgeoning damage equal
On a success, the creature takes half as much damage. to 3 x your proficiency bonus and is restrained until the
Structures and objects in the space where the trees appear end of your next turn. You cannot use this feature again
take full damage. until after a short rest.

The trees’ branches obstruct vision and movement, FORM OF THE FOREST
providing three-quarters cover, and acting as difficult Prerequisite: Dark Forest patron
terrain. Movement through the branches costs 4 feet of
movement for every 1 foot of travel. You and any creatures When you cast the polymorph spell, you can transform crea-
you designate when you create these trees are unaffected tures into plants as well as beasts.

Chapter 5 | Classes 73


74 Chapter 6 | Backgrounds


CBHAPATER6CKGROUNDS
W HO WERE YOU BEFORE YOU WERE AN
Far below the warm surface of the world, past burrows and buried adventurer? Everyone’s story starts somewhere,
bones, three companions huddled around a fire in a strange chamber. and backgrounds provide building blocks for
They had lost track of time since they had last seen the Day-Star. understanding your character’s place in the
world. With a background, you can quickly
“What were you, before all this?” asked Gola, strongest and most determine where you’ve come from, who you know, and
curious of the three. She had been the one to first crack open the vault what mattered to you before the opening moments of your
door and slip inside. great prehistoric adventure.

“Less hungry,” said the ever-sullen Chimmuk. The vault’s strange Existing Backgrounds. Existing 5th Edition materials
geometries and mirrored passages had altered his mood very little; provide an array of backgrounds which can be excel-
although he had started to mutter in his sleep the last few nights. lent foundations for your character. If you’d like to use a
published background, work with your DM to determine
“You know that’s not what she means,” said Arcback. Even his what adjustments need to be made to your proficiencies,
legendary patience was being tested by the impossible maze. “I was a gear, and features to bring it into the Stone Age. Even back-
keeper of beasts once,” he said, scales rippling with blue and green. “I grounds that seem to rely on advanced technology can be
tended the clan’s goats, played a flute on the hill, and—” adopted (see Chapter 7, p. 97, for details on converting
materials and locations).
“You play the flute?” snorted Chimmuk.
“I play quite well. What did you do?” Planegean Backgrounds. The 20 new prehistoric back-
“Tried to stay out of the shaman’s way. I kept to myself until our Free grounds in this chapter are designed to quickly and easily
Citadeler there tempted me with tales of glory and good harvest.” root your character in the world of Planegea. Work with
“Free Citadel,” sighed Gola. “You haven’t breathed until you’ve your DM to determine which is best for you.
walked among the sky-high walls, streets wide as meadows…”
“Not much chance of that anymore, is there?” sniffed Chimmuk.
Gola said, “Let’s sleep. I have a good feeling about tomorrow.”

Background Skill Proficiencies Tool Proficiencies Languages Feature
Ape Clan Acrobatics, Investigation Mender’s tools, instrument — Dream Walker
Apprentice Religion, Performance Ceremonial supplies, instrument — Shaman’s Aide
Bear Clan Athletics, Animal Handling Cook’s utensils, butcher’s tools — Master of the Feast
Captive Stealth, Perception Mender’s tools 1 Overheard Secret
Caretaker Medicine, Insight Cook’s utensils, mender’s tools — Good With Children
Chieftain’s Kin History, Persuasion Ceremonial supplies, butcher’s tools — Clan Deference
Crafter Sleight of Hand, Investigation Two sets of crafter’s tools — Craftwork
Edgegatherer Sleight of Hand, Deception Gaming set 1 Settlement Savvy
Free Citizens Arcana, Insight Thieves’ tools 1 Inspiring Reputation
Gatherer Nature, Perception Gatherer’s supplies, mapmaker’s tools — Sharp-Eyed Forager
Hunter Athletics, Survival Gaming set, butcher’s tools — Hunting Tales
Keeper of Beasts Animal Handling, Intimidation Butcher’s tools, vehicles (land) — Good with Animals
Lion Clan Perception, Performance Artist’s supplies, weaver’s tools — Artist’s Eye
Outcast Stealth, Survival Gatherer’s supplies 1 Shelter-Finder
Raider Athletics, Intimidation Vehicles (land), gaming set — Known for Trouble
Savant Arcana, Deception Mapmaker’s tools — Hidden Talent
Seerfallite History, Religion Ceremonial supplies 1 Well-Connected
Storyteller History, Performance Instrument 1 Welcome at the Fire
Trader Insight, Persuasion — 2 Set Up Shop
Whale Clan Acrobatics, Nature Vehicles (water), navigator’s tools — Boat-Born

Chapter 6 | Backgrounds 75


Ape Clan d6 Ideal
1 Hope. I must believe that things can get better. (Good)
You are part of the powerful Ape Clan, dedicated to the 2 Cunning. Intellect applied with skill is the only way to
reverence of Kho Many-Arms, the Ape God. Your people
know that there is nothing more important than being keep yourself alive. (Any)
nimble of mind and body. You may have been trained in 3 Chance. Nothing is predictable, and any belief
the arts of acrobatics, riddles, crafting, or musical instru-
ments. As a member of one of the three Brother Clans, you otherwise is a delusion. (Chaotic)
are used to commanding a certain degree of respect in the 4 Flexibility. It’s impossible to plan for the future, all that
Great Valley. You have traveled along passageways through
the Dream World of Nod, and spent more time with elves matters is being ready to react well. (Chaotic).
than most. 5 Order. Anything that can be made clear and straight

But above all, you have dwelt in the shadow of the moody should be, to push back life’s randomness. (Lawful)
and dangerous Kho, with the awareness that life is perched 6 Control. In a chaotic world, exerting control is the
on a fragile branch, and at any moment everything you
know could come crashing down. How has that outlook ultimate power. (Evil)
affected you?
d6 Bond
Skill Proficiencies: Acrobatics, Investigation 1 I’m loyal to the Ape Clan, and if called upon by my
Tool Proficiencies: Mender’s tools, one type of musical
leaders, would go immediately.
instrument 2 I made an oath to my shaman in service of Kho Many-
Equipment: A net, a set of dark common clothes with
Arms, and I must see it through.
pockets, a collapsible pole that extends up to 10 feet, and 3 I was chosen by lot to carry out a mission, and since
a belt pouch containing a small antler whistle, a folding
toy, and chalk powder worth up to 15 ps in the Great chance has called me, I will go.
Valley. 4 There is a great riddle that nobody has been able to

FEATURE: DREAM WALKER solve. I will not rest until I solve it.
5 I once saw something I can’t explain or forget in Nod,
Because of your people’s longstanding friendship with
the elves of Nod, you have traveled through the World of and I must return to it.
Dreams more than once. You have stories of your travels 6 A loved one was killed by a random accident, and I am
through those worlds, and know how to reach out to an
elvish contact in Nod, who is friendly and inclined to help bound and determined to find a way to bring them back.
you if it does not cause them risk.
d6 Flaw
SUGGESTED CHARACTERISTICS 1 All planning is stupid. Nothing can be predicted, so it’s

Members of the Ape Clan have a reputation for being clever best to charge in and react to whatever happens.
and fearful in equal measure. Children raised in the clan 2 I always have to prove that I’m the cleverest person in
are taught that flexibility and speed are of paramount
importance, so Ape Clan members tend to avoid making the room.
long-term plans, preferring to keep their options open for 3 My instinct is to bolt at the first sign of danger.
whatever the next minute might bring. 4 I always believe the worst is about to happen.
5 If things are stable for too long, I have to find a way to
d8 Personality Trait
shake them up.
1 I’m ever-vigilant, constantly looking over my shoulder 6 I don’t trust anyone except myself.
for signs of danger.
Ah, the Ape Clan. Quick wits, quick bodies...
2 I always have at least two back-up plans. but also quick to scatter when trouble comes. I
seek to make peace with all, but I always have
3 There’s nothing I love more than solving a riddle. trouble counting on Kho’s children. Their obession
with fear unnerves me, though I respect their
4 I constantly drum my fingers and fidget with
nervous energy. deep connection to the elves of Nod.

5 I have no patience for stubborn, rigid people.

6 I take the most interesting path, not the most direct.

7 I always bring up the rear, ready for a quick exit.

8 I keep quiet until I have the perfect thing to say.

76 Chapter 6 | Backgrounds


Apprentice Many apprentices have I trained. Some were talented,
some were not. The only ones I remember were
You grew up at the side of a shaman, assisting them with those who understood that even the mightiest
rites and rituals, preparing materials for their work and shaman was once no more than they are, and
learning the ways of their ceremonies. You know little of
life beyond the clanfire’s light, but have walked in divine spoke to me as a person as well as a mentor.
hallows and have seen gods work wonders at the request
of your shaman. You may have been next in line to become d6 Ideal
a shaman or chosen because a god or your shaman singled 1 Faith. Believing in a higher power is what enables
you out as worthy of assisting in sacred duties. Who was
the god your shaman served? Was your shaman a cruel people to achieve great things. (Good)
taskmaster, a kind mentor, or an aloof presence? How were 2 Comfort. One should seek the easy way where
you chosen to serve them? Were you the only apprentice to
the shaman, or one of many? possible. (Neutral)
3 Reverence. That which is powerful is worthy of honor.
Skill Proficiencies: Religion, Performance
Tool Proficiencies: Ceremonial supplies, one type of musical (Lawful)
4 Freedom. Life is too short to live under the thumb of
instrument
Equipment: A set of ceremonial supplies, a set of common another, mortal or divine. (Chaotic)
5 Tradition. The old ways are inherently worthy of
clothes, a ceremonial mask honoring the god you served,
and a belt pouch of ritual materials worth up to 10 ps in being upheld. (Lawful)
the Great Valley. 6 Power. The ability to bend others to your will is all that

FEATURE: SHAMAN’S AIDE matters in the world. (Evil)

You are trained in shaman’s work, and understand cere- d6 Bond
monies, religious practices, and the duties of shamans
intimately. If rituals, festivals, or ceremonies are being 1 My shaman died under strange circumstances. Only I
prepared, you know how to make yourself useful, and can know the truth of what happened.
ingratiate yourself within the hierarchy that serves a god,
given enough time to understand the nature of that god. 2 I broke my god’s taboo and was exiled. I long to return
to their service.
SUGGESTED CHARACTERISTICS
3 I escaped from an evil shaman and have sworn never
As an apprentice, you were shaped by the shaman you again to bend the knee in reverence to any deity.
served under. Those who trained with a gentle, wise
shaman are likely to follow in their footsteps, while the 4 My shaman uttered a prophecy over me, and I am
former servants of the cruel and tyrannical shy away from bound and determined to fulfill it at all costs.
anger and harm. Most apprentices are assumed to be meek
and mild-mannered, but there is much that brews just 5 I befriended a minor god and seek to advance their
under the surface for those who have long been kept quiet. glory by any means possible.

d8 Personality Trait 6 I am wanted dead by a certain cult for crimes that I have
not yet committed.
1 I’m always humming a ritual chant under my breath.
d6 Flaw
2 I know a ceremony or blessing for every situation.
1 I defer too quickly to others, even when I disagree.
3 I don’t speak until spoken to.
2 I trained with the best and know the most, and
4 I don’t scare easily in the presence of the supernatural. everyone can benefit from my insight on every topic.
I’ve seen too much to be alarmed.
3 I keep a mental list of everyone who has ever wronged
5 Arcane magic both fascinates and disgusts me. me. Someday, each and every one of them will pay.

6 The only place I feel safe is in a divine hallow. It’s 4 I’m far too trusting of everyone.
mortals that confuse and frighten me.
5 I complain when I’m tired, hungry, bored, lonely,
7 My training has left me jaded. I revere nothing. confused, irritated, thirsty, sweaty, cold…

8 I feel guilty and stressed when I go for long without 6 It’s difficult not to judge others when I’m obviously
revering a god. better than they are.

Chapter 6 | Backgrounds 77


Bear Clan Some call the Bear Clan the “little giants.” They live
at the feet of the Stone Empire, and there is hardly
You are one of the strong, the bold, the unstoppable Bear anything but height separating the raiders of that
Clan, glad worshipers of Unkillable Urhosh the Bear God.
Your people wrestle with bears and half-giants, feast on land from the hunting parties of the Bear people.
honeycomb and fresh-caught fish, and know what it is
to laugh and boast all night at a banquet table set at the d6 Ideal
mouth of the very cave of a god. 1 Joy. Happiness is the light that pushes back the

The Bear Clan teaches its people to live life to the darkness. (Good)
fullest, believing the value of life is in joy and courage. 2 Plenty. Abundance is the greatest sign of blessing and
As a member of one of the three Brother Clans, you
command respect in the Great Valley and are used to success one could hope for. (Any)
having more than enough of everything, in the bounty 3 Strength. I respect strength, and bow the knee to the
of Urhosh. How has being accustomed to honor and
plenty shaped you? one who is stronger than me. (Lawful)
4 Laughter. It’s worth breaking the rules to spread joy.
Skill Proficiencies: Athletics, Animal Handling
Tool Proficiencies: Cook’s utensils, butcher’s tools (Chaotic)
Equipment: A club, a set of common clothes, a bone 5 Life. All life should be celebrated and protected.

trophy from a bear-wrestling competition, and a belt (Good)
pouch containing honeycomb, spices, and patches of pelt 6 Oppression. The strong have been chosen by fate to
worth up to 15 ps in the Great Valley.
subject the weak to their will. (Evil)
FEATURE: MASTER OF THE FEAST
d6 Bond
You know how to bring people together around a table. 1 I once earned the title of champion wrestler and will
With sufficient supplies and time, you can prepare an
impressive meal. Where food is plentiful, you know how to defend it at every opportunity.
be an entertaining host, and can earn the favor of strangers 2 I seek the secret of true immortality and invulnerability.
with jokes, boasting, and good cheer around the table over 3 I made an ill-considered joke at the expense of a
the course of a meal.
powerful hunter and they want me dead to this day.
SUGGESTED CHARACTERISTICS 4 I’m fascinated with giant culture, and secretly admire

The Bear Clan is seen as a bunch of boastful, gluttonous the empires.
brawlers—and the best of allies to have by your side in a 5 I have sworn an oath that I will do all in my power to
fight. Known for their gregarious spirits, love of laughter
and feasts, and irrepressible nature, the Bear Clan is the feed the hungry and bring joy to the wretched.
heart of the Great Valley. Not everyone from the Bear Clan 6 A captive of our clan told me a terrible secret, which
is equally bold and boisterous, but an undercurrent of
confidence is a hallmark of the children of the Unkillable. started me on the path I now pursue.

d8 Personality Trait d6 Flaw
1 I love a good boast, and practice my own boasting at 1 I tend to act like I’m invincible.
2 Self-control? What’s that?
every opportunity. 3 I can be a bully, often without even realizing it.
2 I go with my gut, preferring not to overthink things. 4 I can’t say no to a challenge or dare.
3 I always assume everyone around me is looking to me 5 Any sign of weakness earns my scorn.
6 I attack first and ask questions later... or never.
for leadership.
4 Food is the language by which I communicate love.
5 I always say exactly what’s on my mind.
6 I’m friendly with everyone but close to nobody.
7 If a riddle or puzzle can’t be solved in ten seconds, it’s a

waste of everyone’s time and should be smashed.
8 I’m always the last to go to bed, preferring to talk by the

fire until everyone else turns in.

78 Chapter 6 | Backgrounds


Captive d6 Ideal
1 Freedom. Everyone should be free to do as they see fit
Against your will, you have spent time in the service of
others, such as the Giant Empires, raiders, or a hostile clan. at all times. (Chaotic)
Whether by force or trickery, you were captured in the past,
and have dwelt among your enemies, doing menial labor 2 Revenge. I’ll make those who hurt me suffer double
while suffering want, hunger, and danger. Who were your for everything they did to me. (Evil)
captors and how were you captured? How long were you
in their service? Were you passed from captor to captor, or 3 Restoration. Those who suffer should be made
have you been subject to one individual your entire length whole and reunited with those they love. (Good)
of service? What do you remember from your life before
servitude? What were your hopes and dreams before your 4 Protection. Evil should be toppled so that nobody has
capture, and how do those differ from your desires now? to go through what I went through. (Good)

Skill Proficiencies: Stealth, Perception 5 Justice. Evil should be punished and good rewarded in
Tool Proficiencies: Mender’s tools exact measure. (Lawful)
Languages: One of your choice
Equipment: Mender’s tools, a set of tattered clothes, a 6 Security. Being safe from those who would do you
harm is the most important thing. (Any)
handheld keepsake of your original home, and ragged
cast-offs stolen from your captors worth up to 5 ps in the d6 Bond
Great Valley.
1 I was abducted from my family and am seeking them.
FEATURE: OVERHEARD SECRET
2 I will not stop until I kill my captor.
Through your time in forced service, you overheard valu-
able secret knowledge that may be of great use to you or 3 I got out, but I left someone behind. I have to go back
to others. This could be unknown lore, the location of an and bring them out to freedom too.
object of great value or power, dangerous plans, a weakness
that can be exploited, or some other secret. Work with your 4 There’s something that kept me alive in captivity,
DM to determine exactly what you overheard. something I promised myself I’d do. I have yet to do it.

SUGGESTED CHARACTERISTICS 5 I still have nightmares about my captivity, and
sometimes can’t remember that I’m free upon waking.
Being captured and held against your will can happen
to anyone, and can have myriad effects on personality, 6 I’ll take any and every opportunity to cause harm to
outlook, and character. Former captives have been through those who remind me of my captors.
true suffering and terror, and may be meek or aggres-
sive, composed or wild. Some have sworn powerful oaths d6 Flaw
during their times of captivity that they must see through,
others wish nothing more than to simply live as they see fit 1 I secretly resent those who have had an easier life.
in the moment.
2 There’s some part of me that misses my captive life,
d8 Personality Trait and I hate myself for that.

1 I am jumpy and skittish after years of being in danger. 3 I can be cruel and insensitive, thanks to my years of
living so close to suffering.
2 I’ve seen it all and can’t be frightened by anything.
4 Now that I’m free, I refuse to accept any boundaries,
3 When I fight, I recklessly unleash all the pent-up fury even when they’re for my own good.
and rage from my time of captivity.
5 I don’t know how to ask for help.
4 Dignity is what got me through my captivity, and I
remain composed no matter what. 6 My anger flares hot and fierce at the smallest insult.

5 I watch others closely, reading the subtlest moods and oo , n
mirroring them.
tl h
6 I stay out of everyone’s way, preferring to hang just out
of sight.

7 I make do with what I have and never ask anyone for
anything.

8 There’s nothing I love more than stories of travel and
adventure, having lived on them when I was captured.

d d mm


Caretaker d6 Ideal
1 Truth. Honesty is the best policy, even when it hurts.
You love and understand children, and they love and listen
to you. Your natural way with the young led you to a place (Lawful)
of honor as primary guardian over one or more children, 2 Joy. There is so much good in the world if we’ll just
whether they were your blood kin or not. The young life
or lives in your care meant everything to you, but now open our eyes to see it. (Good)
something has changed that is summoning you outwards 3 Creativity. Self-expression is how we conquer the
into adventure.
darkness. (Chaotic)
Discuss your family with your DM, and decide whether 4 Order. There is a place for everything, and everything
the children in your care were your offspring, adopted by
you, or put under your care by another such as an elder or should be in its place. (Lawful)
shaman. What is the condition of those who were in your 5 Peace. Nothing is more important than serenity and
care? Are they thriving and old enough to take care of
themselves? Did they meet an untimely end, and if so, how balance. (Neutral)
did that affect you? Or did they vanish, leaving you bound 6 Growth. Experiences good and bad all shape us and
and determined to cross the world to bring them home
safely? make us stronger. (Any)

Skill Proficiencies: Medicine, Insight d6 Bond
Tool Proficiencies: Cook’s utensils, gaming set, mender’s tools 1 No matter how old you are, if I once cared for you, you’ll
Equipment: Cook’s utensils, a child’s toy, a soft blanket, a
always be my child.
set of common clothes, and a caretaker’s satchel contain- 2 A child I raised grew up to be evil. I live to undo the harm
ing thread, a bone needle, soothing balm, clean leaves, a
ration of nuts and dried berries, and materials worth up they caused.
to 10 ps in the Great Valley. 3 My charge was not my own child, but their family has

FEATURE: GOOD WITH CHILDREN become my family.
4 Living as a caretaker has made me realize the life debt
Young children instinctively like and trust you. They are
eager to involve you in their games and tell you secrets, that I owe to the person who raised me.
show you things they are proud of, and take actions to 5 I will stop at nothing to destroy that which threatened
please you and win your approval. You are able to calm
and soothe an upset child quickly, and have an instinctive my child.
sense of whether young children are being well cared for 6 I fight for all children everywhere.
or mistreated.
d6 Flaw
SUGGESTED CHARACTERISTICS 1 I am sensitive to the needs of others, so much so that I

Caretakers are typically canny, observant, and resource- often forget to take care of myself.
ful people who have spent a lot of time in a secret world 2 I pretend like everything is fine even when it isn’t.
with those in their charge, unknown to other adults. This 3 Past disrespect has made me defensive about my skills
special bond affects the way they look at life, giving them
an unusual and valuable perspective. and knowledge.
4 Everything is my business, and I don’t mind telling you
d8 Personality Trait
what I think whether you want to hear it or not.
1 I’m incredibly proud of my companions, and never miss 5 I feel like I have to prove myself to other adults.
a chance to tell them so. 6 I oversimplify problems, looking for quick solutions

2 There’s nothing you need that isn’t in my satchel. even when there are none.

3 Guilt is a weapon that I’m proficient with. To spend your life in service of the smallest,
the least, the weakest. Could there be anything
4 I can’t stand it when those I love are in conflict, and will
do anything to keep the peace. more profound, more magnificent?

5 I am capable and confident in every situation.

6 Everything reminds me of the children I’ve cared for.

7 There’s no bad situation that can’t be made better with
snacks.

8 I’m a good listener, and people like to tell me their
problems.

80 Chapter 6 | Backgrounds


VARIANT: CARETAKER OF THE INFIRM SUGGESTED CHARACTERISTICS

Instead of children, you were the guardian of the elderly Those who have spent much time in the tents of the
and infirm, those who could no longer hunt or contribute powerful understand the ways in which power flows. Each
to the council of elders. You spent days in the cool of the chieftain’s family is different, but they are often seen as
tents or huts of your people, listening to stories and helping privileged, used to comfort and deference, and skilled in a
alleviate discomfort both physical and mental. certain degree of scheming and politics.

Discuss who was under your care with your DM, and d8 Personality Trait
decide who their living relatives are, and what their
relationship with your charge was. Were they kind and 1 I constantly drop names about the important people
concerned, or distant and disdainful? Do they trust you or I’ve spent time with.
hold you in suspicion? Did your charge let slip any import-
ant family secrets? 2 I give great care and attention to my appearance,
dressing as well as possible in every situation.
Rather than proficiency with a gaming set, you might
have proficiency with a musical instrument of your choice. 3 As someone with experience in important decisions, I
Your skill with children becomes similar skill with the dole out lots of advice, whether I’m asked for it or not.
elderly. And instead of a children’s toy, you can start with
a bundle of beaded and painted sticks, which you can use 4 I have a few creature comforts that I cannot do without.
to reenact the many stories handed down to you by your
former ward. 5 I’m endlessly fascinated by the romantic lives of the
common folk.
Chieftain’s Kin
6 I’m deaf to insults, interpreting them as veiled
You are the close blood of a clan’s chieftain, and expect compliments.
honor and respect from those around you. You understand
power and authority, and are used to being consulted for 7 I have endless stories about the scandalous lives of the
negotiations and important decisions. You may be next chieftains and shamans I have known.
in line for leadership of the clan when this chieftain dies.
Work with your DM to determine the nature of the clan 8 I don’t like to actually be the person in charge—just to
and your relationship to the chieftain. have influence over them.

How has being raised in proximity to power shaped you? d6 Ideal
Do you consider yourself better than others, or see your
authority as a responsibility and obligation? If you are to 1 Authority. There is a hierarchy, and status organizes
rule the clan, do you embrace that role or chafe under it? life as it should be lived. (Lawful)

Skill Proficiencies: History, Persuasion 2 Family. Blood is everything. (Any)
Tool Proficiencies: Ceremonial supplies, butcher’s tools
Equipment: A symbol of authority (such as a headdress, 3 Responsibility. Those who possess power have a
calling to care for those without it. (Good)
staff, or pendant), a set of fine clothes, an intricately
carved piece of jade-and-ivory given to you by the chief- 4 Individuality. A person should be free to live as they
tain, and a belt pouch containing rare spices, crystals, choose no matter who they are. (Chaotic)
and finely-worked arrowheads worth up to 25 ps in the
Great Valley. 5 Respect. Those with titles or power should be shown
proper honor and deference. (Lawful)
FEATURE: CLAN DEFERENCE
6 Selfishness. I do what I want and get what I want,
You carry an air of authority that’s obvious for all to see. without regard for others. (Evil)
Low-status clan members seek to earn your favor and defer
to you on decisions, and high-status clan members recog- d6 Bond
nize you as worthy of their attention. People assume you
have the right to be wherever you are, and you can gain the 1 My family member, the chieftain, is my first and highest
right to approach the chieftain of a local clan. loyalty. I will do as they desire.

2 I have seen abuses of power in the tents of the mighty,
and seek to root out tyranny wherever I encounter it.

3 If the chieftain dies, I will inherit control of the clan. I’m
not sure that I want it.

4 The shaman cursed me as part of a power struggle with
the chieftain. I travel to break the curse.

5 My family decided I’m too sheltered to lead the clan, so
I’m traveling to prove that I can survive anything.

6 I ran away from the clan and want nothing to do with it.
They’re still seeking to drag me back.

Chapter 6 | Backgrounds 81


d6 Flaw d8 Personality Trait
1 I was raised among the powerful and consider
1 I’m always working away at some small part of a larger
everyone else beneath me. construction.

2 I automatically believe that everyone wants to please 2 I gather inspiration wherever I go, studying the details
and protect me. of nature to better devise new work.

3 I steal things because I assume everything already 3 I have never given up on anything I’ve set my mind to.
belongs to me.
4 I keep a sharp eye out for the things my friends might
4 I despise the powerful, and don’t trust anyone in a need, and work quietly to make or obtain them.
position of authority.
5 I can’t help trying to improve everything I come across,
5 I intentionally manipulate others to get what I want, just a little bit.
and don’t feel the slightest remorse about it.
6 I keep a mental list of the strengths and flaws of others,
6 I say whatever it takes to get others to like me. as if they were crafted objects to be evaluated.

Crafter 7 I love exploiting a weakness for advantage.

You are blessed with skilled hands and a sharp mind, and 8 I never shy away from an opportunity to prove how
have a knack for creating items of great use or beauty out of clever I am.
common materials. Most crafters hone these abilities over
years of dedicated practice, forsaking the glory of the hunt d6 Ideal
to spend their days toiling over the tiny details of knapped
stone and bound leather. 1 Skill. Craft is to be respected for its own sake, and
developing it is the greatest good. (Any)
Consider which tools and materials you know best. What
attracted you to working with these materials? How long 2 Beauty. It is right to make things that are lovely and
have you been dedicated to the work of a crafter? Did uplifting. (Good)
you have a mentor in your crafting, or have you simply
followed your own natural talents and curiosity? 3 Reason. Everything can be thought through if rightly
considered and properly ordered. (Lawful)
Skill Proficiencies: Sleight of Hand, Investigation
Tool Proficiencies: Choose two of these types of crafter’s tools: 4 Ego. Everyone can, should, and will bow before my
genius. (Evil)
stonecrafter, bonecrafter, woodcrafter, or leatherworker.
Equipment: A set of crafter’s tools, a set of common clothes, 5 Reputation. Your name is all you really have. Best
make it mean something. (Any)
a specialized tool you invented that makes your craft
easier, and a belt pouch containing leather straps, obsid- 6 Discovery. Any mess made in the process of learning
ian flakes, oils, adhesives, and other supplies worth up to something new is worth it. (Chaotic)
20 ps in the Great Valley.
d6 Bond
FEATURE: CRAFTWORK
1 I am always pursuing the creation of my masterpiece.
Your skills are useful no matter where you go, and you can
always find enough work among other mortals to earn 2 Everything I do is to show up a rival crafter.
you a night’s rest and sufficient food and drink for the day.
This work may involve repairs, advising, skilled labor, or 3 I am carrying on a family tradition, and each generation
enhancing existing structures or crafted items. In addi- of my family becomes more skilled in our craft.
tion, your work may be recognized by other practitioners
of your chosen craft, and you are generally respected by 4 I dreamed of a strange object that I am trying to
common folk. recreate, not knowing what it does.

SUGGESTED CHARACTERISTICS 5 I seek to learn from other crafters as I travel, gleaning
what knowledge I can wherever I go.
Focused, precise, and a bit obsessive, crafters are known
for their tireless efforts to build, combine, and construct 6 A weapon I created was used to murder someone I
materials that enhance their odds of survivals and raise the loved deeply. I now make things as an act of penance.
standard of living for their clans. Crafters go far beyond
shaping knives and tanning hides. They construct elabo- d6 Flaw
rate dwellings, clever traps, and specialized tools, and are
generally thought to have a certain degree of ego about 1 I consider myself the world’s greatest living expert on
their skills. everything.

82 Chapter 6 | Backgrounds 2 Sometimes I lose myself in certain obsessions.

3 I am hesitant to act until I’ve logically evaluated every
possibility.

4 I secretly hoard valuable materials in case I need them.

5 I think of others as tools, and only value them
according to the use I have for them.

6 I don’t bother explaining my actions to others—it’s
easier just to do things myself.


Edgegatherer d8 Personality Trait

Those who hail from Edgegather have lived in the City 1 I lean into an intoxicated act. It throws my enemies off.
on the Edge (p. 169), a settlement built on a cliff over a
deadly jungle, with Blood Mountain looming high above. 2 I always have a trick, a joke, and a con at the ready.
In Edgegather, the music never ceases, there’s always a
party or festival or celebration, and the venomwine flows 3 I am the life of the party. And if there isn’t a party, I’ll
freely. But for every pot raised in cheer, there’s a scavenger start one.
waiting to cut a drunkard’s throat, a storyteller looking for
fools to swindle, or a monster-hunter looking for a fight. 4 I hang back while others celebrate. I’ve seen too many
festivities go wrong to let down my guard.
In Edgegather, the tricks you play to stay ahead are the
ones that keep you alive. Edgegatherers have a reputation 5 I treat everything as a joke, including death.
for being liars, entertainers, gamblers, and revelers. How
did you spend your time in the Drunken City? Did you 6 I steal things absentmindedly.
enter fully into the festival atmosphere, or merely pick up
a few tricks while busy about more sober matters? Are you 7 There’s nothing I like more than watching others get
proud of your rakish reputation as an Edgegatherer, or do into trouble.
you try to avoid discussing your background?
8 Life is too short and pointless to be anything less than
Skill Proficiencies: Sleight of Hand, Deception heroically gutsy.
Tool Proficiencies: One type of gaming set
Languages: One of your choice d6 Ideal
Equipment: A scouting hoop, a set of common clothes, a 1 Trickery. If I can fool you, you deserved it. (Chaotic)
2 Cunning. Survival belongs to those smart enough to
woven bag with a concealed pocket at the bottom, and
a belt pouch containing wooden jewelry, dried jungle stay one step ahead. (Any)
berries, and carved bone figurines worth up to 15 ps in 3 Pleasure. There is no higher good than the hunt for
the Great Valley.
happiness, ease, and wellbeing. (Neutral)
FEATURE: SETTLEMENT SAVVY 4 Courage. The best of us stare down danger with

You know your way around large settlements and crowds unblinking eyes. (Good)
of people. You can make your way through crowded areas 5 Greed. There’s nothing I want that shouldn’t belong to
easily, and know how to find places in cities where people
gather to drink, rest, or rule. You can quickly make an me. (Evil)
acquaintance in a new city or large settlement who will 6 Civilization. As one rises, we all rise. (Lawful)
give you a broad idea of the layout and politics of the place.
Additionally, you can gather and entertain a small crowd d6 Bond
on the street with sleight of hand and party tricks for up to
five minutes. 1 I owe a debt to a collector back in Edgegather, and can’t
show my face there again without payment.
SUGGESTED CHARACTERISTICS
2 I’m something of a local celebrity for catching a child
Anyone from Edgegather is assumed to be a drunkard, a who toppled over the cliff edge.
swindler, a show-off, and an entertaining companion with
more good stories than just about anyone. In a city given to 3 I’m working to complete a series of drunken pledges I
revelry, most survive by adopting a festive mood—even if it made while reveling in the streets of the city.
masks darker secrets below the surface.
4 My origins in the Drunken City are an embarrassment,
They say never go to Edgegather unless you’re and I prefer that nobody knows I’m from there.
willing to lose your goods, your dignity, or your
5 I am betrothed to one or two people back in the city,
life. It’s the lucky who only lose one. and it’s best for everyone if they never find me again.

6 I went on several ventures into the Venom Abyss, and
still feel the call of the jungle to this day.

d6 Flaw

1 I lie by force of habit, even when there’s nothing to be
gained by it.

2 I assume everyone is always running a con.

3 There’s no problem that a strong drink can’t solve.

4 I’m addicted to games of chance.

5 Values are for those who can afford them. I’ll do
anything for a big enough reward.

6 I enjoy making fools of others… even those I care about.

Chapter 6 | Backgrounds 83


Free Citizen d8 Personality Trait

Everyone knows the story of Free Citadel (p. 199)—how 1 I know little of the world outside the citadel’s walls and
a secret conspiracy of enslaved captives in a mountain am surprised by common occurrences.
stronghold of the Stone Empire rose up in unison and slew
their giant captors, overthrowing them in a single day and 2 I always have an encouraging word for the oppressed.
taking over their high-walled city. Since that day, the Stone
Empire has sought to retake the city innumerable times, 3 I’m something of a show-off.
but its strong defenses and the proud spirit of those who
live within it keep it free and in the hands of mortals. 4 I am unused to gods and shamans, and often give
offense where none is meant.
As a citizen of Free Citadel, you have walked proud and
tall in stone halls and plazas carved by giants. You may 5 I consider myself an expert on giant lore.
have gone on vault-cracking ventures to seek the undiscov-
ered treasures buried below the city, or helped erect the 6 I mention my origin every chance I get.
tent districts that fill grand chambers and plazas. How has
spending time in the liberated city shaped your view of the 7 I find sleeping outside stone walls unnerving.
world of mortals and giants?
8 I consider everywhere but Free Citadel to be
Skill Proficiencies: Arcana, Insight backwards and uncouth.
Tool Proficiencies: Thieves’ tools
Languages: One of your choice d6 Ideal
Equipment: A staff or lever, a set of common clothes, a 1 Freedom. Tyranny should be toppled, and the

giant’s ring worn as an armband, and a belt pouch oppressed liberated. (Good)
containing woven cloth, salt, and chipped gemstones 2 Discovery. Secrets are made to be discovered, and
worth up to 15 ps in the Great Valley.
doors to be opened. (Any)
FEATURE: INSPIRING REPUTATION 3 Hope. Even in darkness, hope holds on. (Good)
4 Destruction. Shattering what others build is the final
Mortals everywhere have heard the tale of Free Citadel and
its overthrow of the giant lords who ruled it. The first time act of power. (Evil)
a group of mortals hears you come from the Citadel, they 5 Loyalty. There is no closer bond than faithfulness to
are likely to be friendly towards you and provide you with
food, drink, and other easily-obtained provisions, if they those you have sworn to serve. (Lawful)
have some to spare, in exchange for your account of the 6 Life. As grass grows through the slabs of a ruin, so life
city and its liberation. Additionally, you can give a rousing
speech about defeating impossible odds and stir a crowd to everywhere pushes through oppression. (Chaotic)
heroics, recruiting a handful of common mortals to fight
alongside you—though they may flee quickly once real d6 Bond
combat starts.
1 I idolize the Usurper Queen, and would do anything to
SUGGESTED CHARACTERISTICS gain her favor.

Those who dwell within the towering walls of the moun- 2 I am afflicted by a cursed giant artifact and am seeking
tain citadel are considered leaders and heroes to the people to break the spell.
of the Great Valley—living proof that the giant empires
need not oppress mortals forever. The archetypal Free 3 There is a vault in the Citadel which holds a great secret.
Citizen is bold and upright, committed to freedom and I journey to find the magic word to open it.
loyalty, with a little giantish wealth and knowledge to
throw around and a bit of a tendency to show off. 4 I travel to spread the word of overthrow and incite
rebellion against the giants wherever I can.
If a single flower of hope blooms anywhere in
Planegea, it is Free Citadel. Yet the roots of that 5 I dabbled in giant magic too great and dark for me and
flower go deep into the mountain, and there are was exiled from the Citadel forever on pain of death.

secrets buried there to curdle the blood. 6 I believe the Citadel can be the start of a new mortal
empire and am recruiting warriors to join it.

d6 Flaw

1 Some say I’m overconfident, but if my people can slay
giants, there’s nothing I can’t do.

2 I poke my nose where it doesn’t belong.

3 I take charge and tell others what they can and can’t do.

4 I like to start fights just to prove my courage.

5 I tend to hoard goods and information.

6 I am used to refined living in the Citadel, and hate filth or
dirt of any kind.

84 Chapter 6 | Backgrounds


Gatherer d6 Ideal
1 Provision. I live to ensure others don’t starve. (Good)
You dedicated yourself to the art of finding food in the 2 Patience. Everything worth doing takes time. (Any)
wilderness. While the hunters stalked their quarry, you 3 Curiosity. I wonder what’s under every stone.
circled the land, unearthing hidden provisions that fed you
and your people. You know how to keep your eyes open (Chaotic)
and notice small details, hints of plenty buried almost out 4 Duty. We must all do what is required of us. (Lawful)
of sight. You know the properties of berries and mush- 5 Plunder. I take what I want. (Evil)
rooms, barks and roots, beetles and fish, honey and water. 6 Change. Nothing is constant, so I must change with
What strange sights have you glimpsed while walking
alone in the wilderness? the world. (Chaotic)

Skill Proficiencies: Nature, Survival d6 Bond
Tool Proficiencies: Gatherer’s supplies, mapmaker’s tools 1 I cannot leave an area unexplored.
Equipment: A set of gatherer’s supplies, a set of common 2 I once stumbled across a hag’s hut in the wilderness.

clothes, a strangely-shaped object 3 inches long that you What happened inside changed me forever.
found while gathering and have yet to identify, and a belt 3 I found a lost artifact in the wilderness and seek to
pouch containing lichens, barks, berries, rare stones, and
mushrooms worth up to 10 ps in the Great Valley. restore it to its proper place.
4 On a gathering walk, I stumbled through Nod and lost
FEATURE: SHARP-EYED FORAGER
my clan. I’m still searching for them.
When foraging for food in the wilderness, you gather 5 While I was out gathering, my clan was slain by raiders. I
double the normal amount, thanks to your knowledge
of nature’s bounty. In addition, you excel at picking out seek to avenge them.
small details in a crowded environment, such as a forest or 6 I see all of life as a kind of gathering walk, and my goal is
marketplace, as long as you know what you’re looking for.
If you are familiar with an object or have had it described to be the greatest gatherer who ever collected.
in detail, you can notice its presence if you see it.
d6 Flaw
SUGGESTED CHARACTERISTICS 1 The line between innocent gathering and theft doesn’t

Gatherers play a vital, but little-respected role in clan exist for me.
life. They generally occupy a low-status position, and are 2 I’m far too curious for my own good.
thought of as the common folk, less heroic than hunters 3 I have a tendency to wander off if I get bored.
and less mystical than shamans. This everyday role shapes 4 I trust only my own judgment, even on topics about
many gatherers into quiet observers, who have their own
ways of moving through the world, and are used to soli- which I know very little.
tude, peace and quiet, and following their instincts to 5 My first instinct in combat is to run and hide.
discover that which interests them. 6 I make sure new foods are safe by slipping them to

d8 Personality Trait others without their knowledge.

1 I am a collector, always tossing interesting objects into
my bag.

2 I’m constantly on the lookout for things I know my
companions like.

3 I rarely stay in the same place for long.

4 I can identify every bird and insect by its song.

5 I’m unused to people being interested in me or my
story, and assume I’m a nobody.

6 I take long walks before my companions wake up.

7 I keep meticulous order in my things, making sure that I
know exactly what and where everything is.

8 I collect stories as well as food, and always ask for more
details whenever I hear a tale.

Chapter 6 | Backgrounds 85


Hunter d8 Personality Trait

You have stalked quarry across the wide wilderness, fought 1 I look after others, knowing a hunting party is only as
hand-to-hand to bring down beasts, faced fang and horn strong as its weakest member.
for the good of your people. You were known as a hunter,
one of the strong and brave ones on whom others depend 2 I’m always on the watch for signs of quarry nearby.
for their survival and protection. Your natural abilities,
honed by years of practice and experience, are sharpened 3 As long as I’m interested in something, my patience and
for one purpose—bringing down prey. Did you tend to endurance is endless.
hunt beasts for food or monsters to protect your people?
Did you have a favorite prey? How did the violence of the 4 My respect is hard to earn, but I make a fierce ally.
hunt affect you? Do you crave excitement and danger? Do
you channel thirst for violence into the hunt, or do you see 5 I run ahead and expect others to keep up.
it as a noble calling, something you do with respect, for the
good of the people who depend on you? 6 I let others do the thinking, planning, and worrying—
I’m simply a living weapon.
Skill Proficiencies: Athletics, Survival
Tool Proficiencies: Butcher’s tools, gaming set 7 I enjoy the hunt only as a means to an end, such as a
Equipment: A set of butcher’s tools, a set of common good meal or the praise of others.

clothes, a trophy from a hunt you’ll never forget, and 8 Whenever I have a spare moment I check and maintain
a belt pouch containing pelts, ivory, antlers, and claws my weapons and tools.
worth up to 10 ps in the Great Valley.
d6 Ideal
FEATURE: HUNTING TALES 1 Honor. I respect traditions and carry out my life

You have thrilling stories of your times on the hunting trail according to a certain code. (Lawful)
and can entertain a gathered crowd by recounting your 2 Excitement. I love the thrill of the hunt, where
adventures in the wilderness. You are at ease with other
hunters, and can find common ground swapping tales anything can happen. (Chaotic)
of the hunt. Using these contacts, you can learn general 3 Violence. The hunt satisfies my craving for pain and
information about an area—common prey and predators,
notable geographical features or environmental hazards, bloodshed. (Evil)
and a general sense of weather patterns and animal move- 4 Unity. I am one with those who hunt with me. (Lawful)
ments. 5 Courage. I defy fear to do what must be done. (Good)
6 Praise. I live for the admiration of others. (Neutral)
SUGGESTED CHARACTERISTICS
d6 Bond
While loitering around the encampment, hunters are
generally seen as lazy braggarts and gamblers. But once 1 My companion was slain by a terrible monster. I still
the call goes out for nearby quarry, they spring into action hunt it to this day.
with focus and ferocity. Hunters are a culture of their own,
jockeying for position and status on the hunt, seeking 2 I will embark on any hunt that promises glory and a
the killing blow, eager to win glory and provide for their good fight.
people.
3 I feel a strong pull towards violence, and must hunt or
I once pursued a fiendish visitant through dreams else commit much more terrible acts.
and nightmares for seven months until I cornered
4 All I really want is a child to whom I can pass on the
it underneath the six cascades of Seerfall. As it tradition of the hunt.
backed into the glowing circle of its summoned
evil, I realized that I was the one who had been 5 I live to hunt down a fantastic creature that the elders
hunted. (But try telling that story to a band of of my clan insist is only a legend.

hunters who just want to compare scars.) 6 It is my duty to hunt to provide for those I care about.

86 Chapter 6 | Backgrounds d6 Flaw

1 I expect others to serve me and defer to me.

2 My solution to every problem is violence.

3 I don’t care about doing the right thing unless there’s
someone there to admire it.

4 I live by an excessively strict code and refuse to deviate
on even the smallest thing.

5 I judge others quickly based on their appearance and
accomplishments.

6 I assume everyone admires me and wants to hear
endless stories of my hunting prowess.


Keeper of Beasts d8 Personality Trait
1 My first impression of people is typically their smell.
As long as you can remember, you have had a way with 2 I understand other mortals by comparing their actions
animals. They trust and understand you, and you find
them comforting and noble. You’ve used this skill to to the behavior of beasts.
survive by traveling among herds, tending to the needs of 3 If I don’t respect someone, I simply ignore them.
a dire beast, or helping your people tame and train animals 4 There’s always an animal within arm’s reach of me.
to live alongside them. You know how to stare down angry 5 I always talk to beasts before I talk to people.
beasts, how to butcher a fallen creature so its death is 6 I’m gruff and aloof with those who are ignorant or
not a waste, and the things animals need to feel safe and
secure. What kind of animals did you tend? Did you have a afraid of animals.
special connection to one beast in particular? How did you 7 I always save a bit of my food to train a beast later, even
come to discover your connection with animals? Were you
respected among your people for your abilities with beasts, when there’s not enough to go around.
or seen as odd? 8 I have a boundless affection for all living things,

Skill Proficiencies: Animal Handling, Intimidation whether I should or not.
Tool Proficiencies: Butcher’s tools, vehicles (land)
Equipment: A set of butcher’s tools, a set of common d6 Ideal
1 Nature. The natural order is better than the laws of
clothes, a keepsake from the beasts you tend (such as a
bundle of feathers, a broken tusk or horn, or a satchel mortals. (Neutral)
of scales or quills), and a belt pouch containing food for 2 Respect. I treat beasts with respect, and they repay
beasts, wool, a chewed toy, and salt crystals worth up to
10 ps in the Great Valley. me in kind. (Good)
3 Dominance. I like beasts because my will is stronger
FEATURE: GOOD WITH ANIMALS
than theirs. (Evil)
If you approach a beast of a type with which you are 4 Service. We all serve others—as the beasts serve us,
familiar in a non-aggressive fashion, its instinct is to trust
you, even if it doesn’t trust others of your kind. The beast so we serve the gods. (Lawful)
may or may not listen to that instinct, depending on its 5 Adaptation. Beasts change to stay alive, and so do I.
experience and other forces at work. Beasts that know you
like you and seek to please and obey you to the best of their (Chaotic)
ability, but will not fight for you unless you have formed a 6 Balance. Birth and death, summer and winter… it’s all a
special bond with them.
cycle that must be kept in balance. (Neutral)
SUGGESTED CHARACTERISTICS
d6 Bond
It takes a certain kind of soul to spend their days in the 1 I’m bonded to a loyal beast that I raised from birth.
company of wild beasts—for even the best-bred creatures 2 Cruelty to animals is an offense punishable by death.
in Planegea are only a generation or two from feral. Most 3 I’m caring for a large egg, but I don’t know what will
keepers of beasts are empathetic, observant, and at least a
little off-putting to other mortals in their manner of talk. hatch from it.
4 I care for beasts because I was raised by beasts.
5 I grew up in the Dire Grazelands and have spent more

time on beastback than on the ground.
6 A beast I cared for from youth went berserk and

trampled my family. I seek to find it and cure it—or kill it.

d6 Flaw
1 I oversimplify everything to the most basic terms.
2 I treat people like animals, using short commands and

condescending tones.
3 I’m as awkward with people as I am good with beasts.
4 I feed and nurture my grudges just like my animals.
5 I treat even the most dangerous monsters as intriguing

potential pets.
6 I reek of beasts, but am completely oblivious to it.

Chapter 6 | Backgrounds 87


Lion Clan d8 Personality Trait

You belong to the far-seeing Lion Clan, and revere the 1 I never complain. Never.
infinite gaze of Glelh the Unblinking. You were taught to
be stoic, to never show discomfort, and to remove yourself 2 My way of processing fear is by sculpting it. I have a
from the physical world in order to better perceive reality. collection of truly terrifying carved figurines.
Your people emphasize taking the long view, enduring all
things with a peaceful heart as you study the world and 3 I refuse to take shelter or wear any but the lightest
reflect its truth and beauty in art. The slopes of the Lion clothing, even in extreme weather.
Clan’s summer territory are covered in paint, sculptures,
bright powders, and creations of all kinds to beautify the 4 There’s nothing I like better than going past my comfort
open air. zone—and pulling my companions along with me.

How did spending time in the Lion Clan shape you? Do 5 I tend to speak in metaphors.
you regard suffering as trivial? Do you see everything
through the lens of perspective, with an artist’s eye? Or 6 No matter how bad things are, I always expect them to
did you struggle to find your way with the clan, prefer- get worse.
ring to be present and engage with the world, rather than
passively observing? 7 I scare and prank my companions to toughen them up.

Skill Proficiencies: Perception, Performance 8 I focus on an object for hours without losing interest.
Tool Proficiencies: Artist’s supplies, weaver’s tools
Equipment: A set of artist’s supplies, a set of colorful d6 Ideal
1 Endurance. Hardship must be confronted
common clothes, a collection of dyes and brightly colored
powders, and a belt pouch containing carved trinkets and unflinchingly, even in the face of great danger. (Neutral)
a saurian totem worth up to 15 ps in the Great Valley. 2 Beauty. The best response to joy or pain is to create

FEATURE: ARTIST’S EYE beautiful things. (Good)
3 Honesty. Everything we do is seen by a higher being,
You know how to appreciate and understand artwork,
having spent time surrounded by artists of all kinds in so hiding anything is for fools. (Lawful)
your clan. You grasp the subtleties of aesthetic work, and 4 Perspective. Everything looks different when you
can discuss its details with an artisan, even if you’re not
skilled in the production of the work. Artists and artisans take the long view. (Any)
see you as a person of taste and are inclined to regard you 5 Cruelty. Weakness is a sin, and pain is the just and fair
as friendly and trustworthy. They are willing to lend you
supplies and offer advice and information as you request. punishment for weakness. (Evil)
6 Chance. The greatest art—and adventure—comes
SUGGESTED CHARACTERISTICS
from accident and discovery. (Chaos)
Lion Clan members are seen as aloof artists, who endure
all pain and suffering without any reaction but to create. d6 Bond
They are believed by most to be a little eerie—rumors
say they never sleep in tents, even in the rain or wind, 1 I make art and seek out other artists wherever I go.
lying on the hard ground instead. They are also said to be
unfeeling, and a little cruel, having no sympathy for the 2 The world is to be experienced, in both terror and beauty.
suffering of others.
3 A family member disappeared during a solitary vigil. I’m
If I’m being honest, I both admire and fear the seeking them.
Lion Clan. Their art is breathtaking, their stoicism
inspiring. But that refusal to express suffering—I fear 4 I want to prove that I can endure anything.
it breeds cruelty and contempt for feeling, which is a
5 A saurian spirit-speaker connected me to the ghost of
trait more common to monsters than mortals. my wicked ancestor. I seek to atone for their wrongs.

6 I suffered terribly at the hands of a Lion Clan torturer. I
seek to one day return and take my revenge.

d6 Flaw

1 I put myself in harm’s way to prove that I can endure it.

2 I despise anyone who shows weakness in the face of
suffering.

3 I hate myself for my inability to be completely stoic.

4 I truly feel nothing—and sometimes I wonder if that’s a
sign that something’s wrong with me.

5 My interest in art isn’t a passion… it’s an obsession.

6 I am too slow to take action, believing that if we simply
wait, everything will resolve itself in time.

88 Chapter 6 | Backgrounds


Outcast Equipment: A ceremonially broken symbol of your
old community, a set of tattered clothes, a set of gather-
Rejected, exiled, abandoned, banished—there are many er’s supplies, and a hastily fashioned bundle containing
words for one who has been shunned by those they once a cooking knife, a small keepsake such as a carving or a
counted as family. Cut off from your clan or community, necklace, ashes from the ceremonial fire, a ration of dried
you now travel the world as one with no past and no way to meat, and materials worth 5 ps in the Great Valley.
go home again, with those who once loved you now utterly
opposed to ever seeing your face again. You have been FEATURE: SHELTER-FINDER
forced to learn to watch and listen, to survive on your own.
You had no choice. You can easily find shelter in even adverse conditions,
quickly creating a buffer between you and the elements.
Discuss your banishment with your DM. What clan or You know how to build shelters that are well concealed
community were you banished from? Was it your fault? from predators and other sentient beings. While inside the
Did you commit an unforgivable crime or sin? Were shelter you are shielded from typical weather conditions
you innocent, framed by someone else, or the victim of such as rain, wind, snow, etc. These shelters can easily
a misunderstanding? Or was your banishment part of a accommodate one creature of your own size, but with help
ritual, ceremony, or act of devotion to a god which required and sufficient time and materials you can expand them to
the relational sacrifice of a community member in good accommodate more or larger creatures.
standing? Did everyone agree with your banishment, or
are there those who would welcome your return? SUGGESTED CHARACTERISTICS

Skill Proficiencies: Stealth, Survival Being cast out from everything you once knew changes a
Tool Proficiencies: Gatherer’s supplies person. Some are made bitter by the change, others desire
Languages: One of your choice nothing more than to prove their innocence, while others
simply move on. Use this table to inspire your character:
d8 Personality Trait
d6 Bond
1 I often slip into reminiscences of my old life. As soon as I
realize what I'm doing, I fall silent, embarrassed. 1 I will one day return to my clan, having won back the
right to be part of it.
2 I avoid talking about my past by getting others to talk
about themselves. 2 Someone stood by my side while I was cast out. I'll
never forget them.
3 I don't judge others for their wrongdoing—even when
I should. 3 A rival's scheme led to my exile. I'll pay them back even
if it's the last thing I do.
4 I keep moving because the thought of putting down
new roots is too painful. 4 The person who took me in when I was cast out is my
true family.
5 I double check everything to avoid making mistakes.
5 I was outcast in pursuit of knowledge. I will continue
6 I bond quickly with new people as a reaction to being to pursue that knowledge wherever it leads me, no
alone against my will. matter what.

7 I like imperfect people. It's the ones who seem like they 6 I fight for outcasts and exiles everywhere.
have it all together I don't trust.
d6 Flaw
8 I craft gifts for the people I miss back in my old
community, and leave them by the side of the path. 1 I think of myself as one already dead, and take foolish
risks because my life ended the day I was exiled.
d6 Ideal
2 I doubt myself and hesitate at critical moments.
1 Order. Rules were made to be followed, and those
who break them should be punished. (Law) 3 I mistrust authority and put my faith in those who show
marks of previous punishment.
2 Atonement. A person must repay their debts and
restore the good faith they have broken. (Any) 4 I intentionally cross lines trying to sabotage new
relationships before I am rejected.
3 Freedom. Rules and laws are unjust. People should do
as they choose. (Chaotic) 5 I act like everything's fine even when it's not.

4 Mercy. Mistakes are part of life, but grace can always 6 I bury my unhappiness in food, strong drink, and
be extended. (Good) violence.

5 Survival. It doesn't matter what you do, everyone's
just trying to stay alive. (Neutral)

6 Honor. Even when one's honor is broken, it still
matters. (Good)

Chapter 6 | Backgrounds 89


Raider d6 Bond

You have lived by preying upon the weak, raiding the 1 I stole from the wrong person, and have been hunted
settlements of mortals to take what they have hunted ever since.
or gathered. You might have served a warlord or other
raid-chieftain, or even led your own band of raiders. You 2 Every night, before I sleep, I swear an oath to return to
understand how thin the line is between hunting beasts my old pack and kill the warlord I used to serve.
and hunting mortals, and have smelled the acrid smoke of
burning settlements that fell to your attack. 3 A raid gone wrong opened my eyes to a different way of
life. I now seek to restore life wherever I can.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Vehicles (land), one type of gaming set 4 I’m still loyal to my old warlord. This work is at their
Equipment: A shield, a set of common clothes, a war-mask, command, and if they whistle, I’ll run back to them.

and a belt pouch containing gems and carved ornaments 5 I was raised with the raiders, and am only now
worth up to 10 ps in the Great Valley. discovering that there are other ways to live.

FEATURE: KNOWN FOR TROUBLE 6 My old pack tossed me out. Said I was no good to them
anymore. I’ll prove them wrong.
People you encounter are unnerved and intimidated by
your raider’s swagger and the dangerous gleam in your eye. d6 Flaw
Unarmed strangers are hesitant to challenge you, even if
you go where you aren’t wanted, thanks to your bad repu- 1 My temper is so short you need a crafting hoop to find it.
tation and obvious taste for trouble.
2 I start fights for fun.
SUGGESTED CHARACTERISTICS
3 If there’s food or drink, I’m eating or drinking it. All of it.
Raiders are an unwanted blight—a predatory, violent
sort who take what others have worked for. Rowdy and 4 I can’t help stealing objects I admire.
uncouth, with no more culture than a pack of wolves,
most raiders live for the moment, with no loyalty or creed 5 It’s best to kill first and ask questions never.
beyond that of their pack.
6 I act rough and tumble to cover up my secret cowardice.
d8 Personality Trait
1 I judge everyone’s worth by whether or not I think I VARIANT: SHARKSAIL

could take them in a fight. You’re no common land raider—you’re a sharksail, a proud
2 My knuckles always itch just before a brawl. pirate of the Scattersea. You’ve roved the waves, terrorizing
3 I never saw a weapon I didn’t like. the canoes and family boats of the Whale Clan, plundering
4 I hide a surprisingly dainty hobby from others. villages and taking what you want for yourself. You may
5 I take great pains with my appearance and grooming. have even been inducted into the secretive Shark Clan,
6 I help myself to others’ belongings out of sheer habit. learning the name of their god, which is kept secret to
7 My favorite food is all of them. outsiders.
8 I’m the best drinking buddy you’ve ever met.
If you decide to use this variant, change your proficien-
d6 Ideal cies from Athletics to Nature and from land vehicles to sea
1 Strength. The only law is strength—might is the vehicles.

ultimate arbiter of justice. (Neutral)
2 Mayhem. I thrive on upending order. (Chaotic)
3 Plunder. I love to steal. (Evil)
4 Loyalty. I serve those to whom I am sworn and none

other. (Lawful)
5 Brotherhood. If you earn my trust, I’ll stand by your

side forever. (Good)
6 Violence. I thirst for bloodshed. (Evil)

90 Chapter 6 | Backgrounds


Savant d6 Ideal
1 Knowledge. I will not rest until I learn all I can. (Neutral)
You always stood out as strange. Whether gifted with an 2 Secrecy. Knowledge kept hidden cannot fall into the
uncommon mind, arcane talents, druidic interests, or an
unwillingness to follow tradition, your particular gifts wrong hands. (Neutral)
led to a life set apart from the rest of your people. Perhaps 3 Independence. I follow my own path, regardless of
you spent your days scribbling spell designs on walls, or
coaxing magic from your fingertips. Whatever you did, it the will of others. (Chaotic)
wasn’t something you could explain to the others, and so 4 Order. Only through structure can progress be
you learned to lie about where you had been and what you
had been doing. There, out of sight, you taught yourself achieved. (Lawful)
to follow your instincts, until the day you were ready to 5 Ego. I alone perceive reality, and the fools who oppose
strike out on your own.
me are less than nothing. (Evil)
Skill Proficiencies: Arcana, Deception 6 Advancement. I seek to learn that I might better the
Tool Proficiencies: Mapmaker’s tools
Languages: One of your choice lives of all. (Good)
Equipment: A set of mapmaker’s tools, a set of common
d6 Bond
clothes, a half-constructed talisman, and a belt pouch 1 I am perilously close to a great and dangerous
containing chalk, dried berries and meat, and semi-rare
stones worth up to 10 ps in the Great Valley. discovery.
2 After my experiments caused a terrible disaster, my
FEATURE: HIDDEN TALENT
clan ran me out into the wilderness.
You know how to go about your work in secret. Even in 3 A small and scattered group reveres me as their
a busy environment and under close scrutiny, given a
little time, you can find somewhere out of sight—such as leader, and I must make contact with them to share my
an abandoned structure, an unattended cave, or a quiet knowledge.
grove—in which to carry out experiments, preparations, 4 I learned something I long to forget, and adventure to
training, and research. get as far from it as possible.
5 My life’s ambition is to find a certain expert on a matter
SUGGESTED CHARACTERISTICS of great importance to me and gain their insight.
6 I am determined to prove my genius once and for all, so
Those who have had to conceal their secret knowledge or that the whole world may know my brilliance.
talents trust themselves above all. They may be eager to
share what they know with willing listeners, or guarded, d6 Flaw
unwilling to speak of their discoveries, even to those they 1 I am, without question, the most brilliant person who
trust. Savants are, first and foremost, concerned with
continuing to pursue that which they alone know to be ever lived. And I’ll tell you so. Repeatedly.
true, and tend to be dedicated, focused, and intense. 2 I don’t trust anyone—not after the way I was treated.
3 I refuse to let go of my pet theories, even when I have
d8 Personality Trait
been proven wrong.
1 I’m constantly scribbling diagrams in the dirt. 4 I overcomplicate everything.
5 I keep secrets from those closest to me.
2 I forget to eat, sleep, and wash. I’m much too busy 6 I can’t tell the difference between flattery and a
solving the great mysteries.
forthright assessment of my genius.
3 My vernacular is ornate and I have an inherent
propensity towards embellished loquacity. Many brilliant spellskins and notorious druids have
started their lives in just such a fashion—their
4 I don’t bother explaining myself to lesser minds.
strangeness and unwillingness to be less than strange
5 I smell faintly of brine and soot from the recent
explosion my latest experiment caused. pushing them into genius… or destruction.

6 I always answer a question with a question, don’t you?

7 Everything is fascinating. And I mean everything.

8 I don’t know how to dress properly, and often look
mismatched and backwards.

Chapter 6 | Backgrounds 91


Seerfallite d8 Personality Trait

You were raised among the mystical secrets and sacred 1 There is no moment or act too mundane for a prayer or
rites of Seerfall, the shamanic sanctuary in the heart of the blessing.
Slumbering Forest. You wandered the bright booths of the
totem-markets, the haunted halls that weave between the 2 I can rattle off the names and symbols of so many gods
Seven Waterfalls, hearing and seeing every kind of worship that I’ll bore my audience before I run out.
in every language. For you, shamans and spirits, gods and
visitants are all too commonplace. 3 I’m intrigued by all matters of worship.

How did you come to be raised at Seerfall? Were your 4 I’m always humming some ceremonial tune.
parents shamans? Are you the offspring of a god? Or were
you born of the craftspeople and servants that keep the 5 I have never touched a drop of alcohol.
sanctuary alive? How did growing up in such a sacred
place affect your view of the divine? Do you take gods for 6 I’ve seen every kind of divine rite there is, and nothing
granted, seeing them as one more kind of person? Or are shocks me.
you deeply reverent, understanding that there are number-
less ways to worship and that each holds its own power? 7 I grow bored quickly in serious moments.

Skill Proficiencies: History, Religion 8 My mystical open-mindedness makes me more than a
Tool Proficiencies: Ceremonial supplies little gullible.
Languages: One of your choice
Equipment: A set of ceremonial supplies, a set of ceremo- d6 Ideal
1 Reverence. I bow to the greater powers because I
nial clothes, a tiny fiend or celestial sealed in amber, and
a belt pouch containing feathers, beads, twine, incense, know my place in the world. (Lawful)
and crystals worth up to 20 ps in the Great Valley. 2 Acceptance. Everything has a place in the spectrum of

FEATURE: WELL-CONNECTED life and worship. (Neutral)
3 Faith. Belief is in itself a great power. (Good)
Growing up in Seerfall offered you the opportunity to 4 Discipline. I hold myself and others to a strict standard
interact with the powerful—both those who dwell there
and those who made pilgrimages to the sanctuary to seek of life and conduct. (Lawful)
blessing or guidance. You know a powerful figure such as a 5 Control. I care only about the measure to which I can
chieftain, a high shaman, or a god. Work with your DM to
determine who your connection is, but this person knows exert my will on others. (Evil)
you, trusts you, and wishes to do you good, within the 6 Fun. Life is short and the gods are foolish, so let’s have
limits of their role and responsibilities.
a good time while we can. (Chaotic)
SUGGESTED CHARACTERISTICS
d6 Bond
They say that those who hail from Seerfall are either
mystics or mockers. Growing up around so much divine 1 I am bound in the service of a secret cult.
magic either heightens your spirituality and sensitivity to
wonder or utterly deadens it. Either way, Seerfall folk are 2 I once disrupted a ceremony and unleashed a terrible
said to be versed in lore and cunning, if a little entitled, fiend into the world.
thanks to the constant streams of offerings that make their
way to the lonely sanctuary. 3 I crossed the wrong shaman and have a curse laid upon
me that I am trying to undo.
Ah! Seerfall. How I love it. Have you walked its misty
corridors? Have you seen the haunted halls and 4 Having seen so much divine magic, I am traveling to
heard the songs of a dozen gods echoing through learn more about the arcane.

the chimes of gathered shamans? It is a most sacred 5 I fell in love with a powerful guardian and seek to
and serene place... i⋯ f complicated and perhaps a little improve myself to be worthy of them.

dangerous to outsiders who take a wrong turn. 6 A god marked me as their chosen one, but I ran away
before the ceremony could be completed.

d6 Flaw

1 I am a hardened cynic, and find sincerity laughable.

2 My code of conduct is unrealistically rigid, for myself
and my companions.

3 I find arcane magic unnatural and frightening.

4 I brag about my connections to everyone I meet.

5 My tendency is to over-spiritualize everything.

6 I belive myself to be much more wise and learned than
I really am.

92 Chapter 6 | Backgrounds


Storyteller d6 Ideal
1 Happiness. Nothing matters more than seeing joy
You are a natural entertainer, with a gifted tongue and a
knack for gathering an audience and having them hang spread. (Good)
on your every word. You are versed in countless stories,
and have made your living by spellbinding crowds with 2 Art. I live for the craft. (Any)
your ability to make even well-known tales come alive 3 Tradition. I pass down the stories and beliefs I
as if for the first time. You have perfected your art over
time, knowing when to hold people in suspense for your inherited. (Lawful)
next heartbreaking word, and when to pour out a tumble
of delicious wordplay that will delight and inspire all who 4 Creativity. Spontaneity and improvisation are
hear you. How did you learn to tell stories? Was it always essential in all of life, not just stories. (Chaos)
a natural talent, or were you mentored by a relative or
another older storyteller? 5 People. I seek connection with others, without
judgment. (Neutral)
Skill Proficiencies: History, Performance
Tool Proficiencies: One type of musical instrument 6 Manipulation. I control others with my words to get
Languages: One of your choice what I want. (Evil)
Equipment: A musical instrument of your choice, a set of
d6 Bond
common clothes, a pouch of sands that can cause a fire to
flare various colors, and a belt pouch containing costume 1 I seek to live the greatest story of all time.
jewelry and small whistles and chimes worth up to 15 ps
in the Great Valley. 2 I am convinced of the truth of a tale that everyone else
tells me is just a fable.
FEATURE: WELCOME AT THE FIRE
3 There are many encampments where I have slipped
You make your way by telling stories, and those who hear away from romantic entanglements.
you speak recognize your gift with words. You can enter-
tain an audience for an evening, and be rewarded with 4 My words once inspired a clan to rise up against an evil
food, water, and a comfortable place to sleep. Additionally, chieftain, and I am a hero to that clan.
people are eager to share their stories with you, and you
find it easy to pick up rumors and tall tales, given a few 5 I don’t know where the stories I tell come from. It’s as if
hours in a new place. I’m possessed when I begin speaking to a crowd.

SUGGESTED CHARACTERISTICS 6 I once betrayed a dear friend by sharing their secret as a
story, and I carry that guilt with me always.
Storytellers are typically a flamboyant folk who are most at
ease when the eyes of all are upon them. The typical story- d6 Flaw
teller is gregarious, spontaneous, and enjoys the attention
and the flattery of others—although whether that’s their 1 I cannot keep a secret.
true self or merely the face they show the world is known
only to the storyteller and those to whom they choose to 2 I can’t tell fact from fiction, and am usually lying about
tell the truth. something.

d8 Personality Trait 3 I put others in harm’s way to see what will happen.

1 I always dress to capture attention. 4 I always tell others what I think they want to hear.

2 Once I start a story, nothing can stop me from seeing it 5 My appetite for carousing continually gets me into
through to the end. difficult situations.

3 There’s nothing I love more than hearing someone 6 Some say I’m too dramatic, but that’s just because they
else’s tale. hate me and don’t understand me.

4 I am an excellent toast-giver.

5 I believe there’s nothing more life-affirming than a well-
placed compliment.

6 I ask a lot of questions of strangers—how else will I
hear new stories?

7 My attention wanders quickly if I’m not entertained.

8 I treat everyone as my very best friend.

Chapter 6 | Backgrounds 93


Trader d8 Personality Trait
1 I flatter others as a matter of habit.
You have survived this long not by hunting or gathering, 2 I’m always swapping one thing for another.
nor by kneeling to gods or chieftains, but by hard work, 3 I collect objects as I travel, even if I have no use for them.
acumen, and a knack for knowing what people want and 4 I insist on everything being perfectly fair at all times.
how to get it for them. You are a master of bartering, and 5 I sleep on a pile of my goods and wares.
have traveled far and wide collecting items of value and 6 If there’s a rumor of something strange, unusual, or
interest from one area, swapping them at another, and
keeping a bit more for yourself. You speak many languages valuable, I have to investigate it.
and are at ease with strangers, knowing that trade is the 7 I love to ask people where they acquired everything
most universal language of all.
they’re wearing or carrying.
How did you come into a life of trade? Did it begin with 8 I know people everywhere I go.
the discovery of a single valuable item, or were you brought
into a life of barter from a young age? How far have your d6 Ideal
travels taken you? Do you tend to exchange the same types 1 Fairness. All things should be perfectly balanced.
of items, specializing in a certain set of wares, or are you
always on the lookout for something new and strange? (Neutral)
2 Help. Happiness comes from bettering the lives of
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice others with a good trade. (Good)
Equipment: A set of counting sticks, a set of common 3 Greed. I covet that which others possess. (Evil)
4 Profit. If I don’t walk away with more than I started,
clothes, a trinket from your first major trade, and a belt
pouch containing gems, salt, and baubles worth up to 25 what’s the point? (Neutral)
ps in the Great Valley. 5 Honor. A person is only as good as their reputation.

FEATURE: SET UP SHOP (Lawful)
6 Trickery. A good deal is whatever you can get away
It’s the most natural thing in the world for you to begin
trading when you come to a new place. You can offer goods with. (Chaotic)
and services for barter in a shared space such as the edge
of a clanfire, the fields outside an encampment, or a public d6 Bond
market. Those in authority will assume you are legitimate, 1 I protect my reputation above all.
and you can usually trade whatever you have for items of 2 There may or may not be a large number of settlements
slightly greater value, given sufficient time to negotiate.
where I swapped less-than-legitimate goods.
SUGGESTED CHARACTERISTICS 3 I am in love with the son or daughter of an important

In a world constantly on the move, traders are seen as the chieftain, and strive to earn enough to deserve them.
greatest of travelers, and are assumed to be wise in the 4 I swapped for a truly strange object and have become
ways of the world and knowledgeable about its rumors and
news. Traders tend to be likable, easygoing folk, and know obsessed with learning its purpose.
how to read others and make them feel important while 5 A long time ago, I bartered part of my soul away.
walking away with the better end of a deal. 6 I recently came across rumors of a great windfall and

Traders have a special seat at the clanfire am eager to profit from it.
of my heart. I love their earnest ways, their
cunning conversation, and their traveler’s tales. d6 Flaw
Give me a trader on any adventure. They’ll be 1 There’s no such thing as enough, and I will never be
good company and we’ll all come away with
satisfied.
a bit more salt in our belt pouches. 2 I have a mercenary soul, and will do anything as long as

it’s profitable.
3 I think of people only in terms of their value to me.
4 My love for fleecing the ignorant gets me into a lot of

trouble.
5 I have become addicted to a certain rare substance

that I obtained in a trade long ago.
6 I care more about possessions than lives.

94 Chapter 6 | Backgrounds


Whale Clan d6 Ideal

You hail from the evershifting islands of Scattersea, and 1 Family. Blood is the highest law. (Lawful)
voyaging is in your blood. Change is all you knew in your
time with the clan, moving from island to island and 2 Respect. Honor keeps individuals, families, and
village to village, your family’s boat the only constant. The traditions alive. (Lawful)
Whale Clan is a matriarchal culture and holds respect and
curiosity as equally essential. Why were you sent out from 3 Freedom. Everyone should go where they will and do
your family? How did you come to be where you are now? as they please. (Neutral)
How does your culture’s value of curiosity shape your
choices? 4 Curiosity. A life without questions is no life at all.
(Neutral)
Skill Proficiencies: Acrobatics, Nature
Tool Proficiencies: Navigator’s tools, vehicles (water) 5 Abandonment. Those outside the family exist merely
Equipment: A set of navigator’s tools, a set of common to be used and left behind. (Evil)

clothes, a large shell that whispers when you hold it to 6 Adventure. What do we live for but to seize that which
your ear, and a belt pouch containing shells, coral, shark lies beyond the next curve of the coast? (Any)
teeth, and sea urchin spines worth up to 15 ps in the
Great Valley. d6 Bond

FEATURE: BOAT-BORN 1 I set out to form a new family, in accordance with the
tradition of my people.
You are at ease on the water, feeling more comfortable on
the sea than on land. You know how to cross most bodies 2 Something terrible in an abandoned village set me on
of water safely, or are aware of the kinds of dangers that my current course.
treacherous water might contain. It’s easy to strike up
conversation with others who live near the water, and if 3 A merfolk uttered a great mystery to me, which I am
you encounter fishers, boaters, or other coastal people, they determined to solve.
are inclined to trust you and see you as one of their own.
4 I was marooned as punishment for a crime. I am
SUGGESTED CHARACTERISTICS seeking to return to my family, for restoration or
revenge… I’m not sure which.
The Whale Clan is known for their love of family and love
of questions. Often, those who hail from the Scattersea 5 A magical effect cast me far from my home. I am
seek close connection with others, forging friendships determined to return to it.
through deep curiosity, both about the lives of others and
what might be over the next wave. Whale Clan members 6 I’m seeking a strange sorcerer I met at sea who
can come off as too inquisitive, both of others and of a promised me the answer to all my questions if I would
dangerous world, where putting one’s hand into a hole to come and find them.
find out what’s inside often results in lost fingers.
d6 Flaw
d8 Personality Trait
1 What do you mean I ask too many questions? Which
1 I’m constantly pulling strange sea life out of my attire. ones? These ones? Hey, where are you going?

2 Why should I ever stop asking questions? 2 I’m never satisfied anywhere, always itching to get on
to the next thing.
3 Men are nice to look at, but they should keep quiet
while the women are speaking. 3 I run from any situation I find uncomfortable.

4 I can’t stand still, I’m always moving. 4 I treat most people as disposable. I’m only interested in
them as long as they serve my purpose.
5 There’s no difference between friends and family—I’d
die for either. 5 I habitually lie to set others at ease, and rarely say what
I really think.
6 I don’t stop to think, preferring to charge ahead and sort
out the consequences later. 6 I get land-sick if I spend too much time away from the
water.
7 I’m easily distracted by anything I don’t understand.

8 I find land without water unnerving and unnatural.

Chapter 6 | Backgrounds 95


96 Chapter 7 | Equipment & Trade


CHAPTER 7

EQUIPMENT&TRADE

The air shimmered with heat as the chieftain brushed sand off the Things have histories. There’s no such thing as “a typical
blade and sighted down its length. “And where did you get this?” shield” in Planegea. One adventurer might use a giant
shell, green from scum where its old turtle lay for seven
The trader leaned forward, beads jingling on her bright cloak. “I’m generations at the bottom of a pond. Another might take
telling you, I came across a giant raiding party slain by… something. a stone-studded lattice, its wood gathered from a haunted
It was a mess. I didn’t wait around to ask questions, but I did risk life forest and the stones from the side of a yeti-infested moun-
and limb to bring you the very best of what the scavengers left. This, tain gathered at great peril. Learn the stories of the gear
if you can believe it,” she tapped the huge shard of obsidian, “was a you carry—it may save your life and open up strange new
dagger for them. Should make quite a sword for anyone our size.” roads that you had never considered before.

“Yes, quite…” Barter
She could see the chieftain was taken by the blade. She knew he
needed it. Rumors from neighboring clans said his authority was Planegea is a world without coin, and barter is the most
slipping away, but wielding a giant’s blade would be a show of power. common form of exchange. However, if you don’t want
All she needed now was the final push. “I call it Greatgrip. And I’m no to haggle over every purchase, salt is often accepted as a
spellcaster, but at night, sometimes I think it glows a bit.” standard form of trade, since it’s useful for preserving and
That did it. The chieftain met her gaze. “What do you want for it?” flavoring all kinds of food. A useful rule of thumb is that 1
She looked around the wide, dry valley, the cracked land streaked coin-sized portion of salt is equal in value to 1 gp in other
with white crystals, blowing off the dead lake. “Well… I was thinking… 5th Edition materials. This coin-sized portion of salt is
you wouldn’t happen to have any salt on hand, would you?” written as 1 ps (portion salt).

E VERY ITEM IN PLANEGEA IS MADE BY HAND OR That said, in regions where salt is plentiful or extremely
by magic. There is no mass industry here—each scarce, salt loses almost all value and other exchanges are
knife, bowl, water skin, and rope is the result of more common. Use this table as a rough guide to common
careful and individual attention by craftspeople, or transactions in the Great Valley.
else summoned into existence by magic. As a result,
even common objects tend to have names, histories, and CURRENCY CONVERSION
quirks unique to them. When you barter for a sword, its
maker might tell you about the monster whose teeth line Type Equivalent of 1 Gold Piece
the edge. When you are given a talisman, the spellcaster Salt
who prepared it may introduce you to it as to an old friend. Food 1 portion
Raw goods
Name what matters. Every sword, shield, and cloak can 5 meals
be named—but most especially weapons and armor that Crafted goods 1 skin of wine
save your life. Take time when making trades or during
rests to become familiar with the quirks of your gear, and Easy Labor 25 bundles of dry sticks
call them by names that are true to their nature. Use the Hard/Skilled Labor 1 sack of flint, plants, or feathers
table below to inspire some of your items’ names: 10 common skins or sets of bones
1 rare skin or set of bones
Inspiration Example Gear Names 1/4 very rare skin or set of bones
Appearance
Blacktip, Twisthandle, Spotty, Old Gray, 1 knife
Materials Short-Edge, Sawtooth, Notchblade 5 jars
10 pouches
Behavior Oldshell, Horsehair, Liontooth, Firewood, 1 tanned leather hide
Creekstone, Shardlight, Firgrip 25 fishhooks
History 1 temporary shelter (1 person)
Quickend, Ribfinder, Little Misser, Trusty,
Goodshelter, Balance, Skullbreaker 15 hours

Godgift, Huntprize, Dragonharvest, 5 hours
Thieftaken, Wagerblade, Ruinfound
Names & scars. Some don’t rely on goods alone to gain
advantage in bartering, but also on their reputation or
appearance. Work with your DM to determine what names
and scars you have earned, which may act as passive modi-
fiers to your wealth with some trading partners.

Chapter 7 | Equipment & Trade 97


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