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Published by Puccio, 2023-11-10 11:35:57

Historia: Core Book

Historia: Core Book

51 Le Isole Aviane Chapter Three - Familiae and Species n Historia, each player plays as a sentient anthropomorphic animal, and this chapter showcases the various animals available to play. Familiae are what would be considered Races in the game, with Species replacing sub-races, though with more specific and unique characteristics for each. Theri and Avians are the predominant Familiae of Vesteria, and the manual details the rules to play these two broad categories, based respectively on our world’s mammals and birds. Sauri and Lissames, our reptiles and amphibians, are not discussed as they are Species present in other geographical areas, and only encountered in Vesteria as travelers or visitors. The list of Familiae offered in this chapter is lengthy and varied, though not exhaustive, and covers the most common and representative animals. GMs and players are free to introduce any missing creatures, along with modifying traits and descriptions if they don’t align with their roleplaying choices: anthropomorphic animals are an archetype, but that does not nor should it make them into static caricatures.


ach character in Historia belongs to an anthropomorphic animal species with its own characteristics, abilities, and peculiarities. This handbook is not intended to be a biology treatise, and various authorial liberties and interpretations have been taken to define categories and references. When a player creates their own character, they begin by choosing either the order of Theri (mammals) or Avians (birds). Outside the borders of the lands of Vesteria, discussed here, also live Lissami (the counterparts of our amphibians) and Sauri (the reptiles). The latter are rare to find in the lands of this continent, if not in the major port cities of the Confederation or the Empire, but it is even more difficult for them to survive there. For this reason, only Theri and Aviani, the most common inhabitants of Vesteria, will be discussed in this manual. After choosing the order of the character, the player selects the Family or category that groups the shared features between groups of Species, and finally the Species, which distinguishes a character from other members of the Family through unique and specific traits and abilities. ORDERS THERI The Theri of Historia coincide with the mammals of our own world. Unlike the animals we are used to, the Theri move upright and have an opposable thumb, a feature that allows them to shape precious metals, trim their fur or wield a sword. As varied as they are capable, the members of this Order adjust to the most disparate social structures, adapting without difficulty to both theocratic empires and tribal life, without ever abandoning their independence, even when this means letting themselves be carried away by very “human” vices. • Canidi (Hounds, Dogo, Domesti, Levri Primoi) • Edenti (Armadillos, Pangolins, Sloths, Anteaters) • Eulipi (Hedgehogs, Moles, Shrews) • Felidi (Lynx, Cats, Puma) • Licai (Coyote, Wolves, Foxes) • Mustacei (Wolverines, Otters, Martens, Raccoons, Skunks, Badgers) • Rodenti (Beavers, Porcupines, Leporids, Squirrels, Mice) • Ruminsi (Moose, Bovines Goats, Deers, Sheep) Familiae and Species


53 Familiae & Species • Sauti (Boars, Pigs) • Urcidi (Brown Bears, Black Bears) • Vespertili (Bats, Rossetti, Vampires) AVIANS They may not have agile and coordinated hands, but what use are hands when you have a beak, legs, and above all wings? The Avians correspond to birds that populate our world, and unlike the Theri have a highly hierarchical social structure, pervaded by very stringent rituals and unwritten rules. Their ruling caste is determined by the Familiae. This does not mean that the Avians are crude or backwards, on the contrary: many of them reach extreme peaks of refinement. However, there are rumors that in the remote Avian Islands some particularly cruel and nostalgic Rapax still resort to predation as capital punishment. • Anseri (Ducks, Swans, Geese, Pelicans) • Corbi (Ravens, Crows, Magpies) • Grarconi (Herons, Storks, Ibises, Cranes) • Pici (Sparrows, Robins, Woodpeckers, Nightingales) • Rapax (Eagles, Vultures, Falcons) • Ruspi (Pheasants, Peacocks, Chickens) • Strigi (Tawny Owls, Barn Owls, Little Owls, Owls) INSTINCT Instincts are character features that on one hand summarize and on the other reinforce the identity of each Familiae and Species. They are normally suppressed and mostly constitute a guide to help the player interpret the character. There are situations (in particular traumatic ones, both physically and psychologically) that can cause them to take over, forcing the character to abandon reason and follow their instincts. GENERAL INSTINCTS General instincts are the most common traits within the primordial behavior of the animal and the way it feeds. The general instincts are: Predator: “I fight with ferocity to dominate others”. Prey: “I get what I want by avoiding confrontation”. Omnivore: “I always know how to find mediation”. Each player and GM can create their own personalized general instincts that inspire them and which they believe may be interesting to bring to the table. An important key to creating new general instincts is to keep them as generic as possible. It is recommended to choose a general instinct if you consider emphasizing the more general and broader aspects of the nature of your character. INSTINCTS OF FAMILIA Each Familia has its own instinct that characterizes it in a unique way among its different species. Familiae’s instincts are described among the traits of each individual Familia. It is recommended to choose a Familia’s instinct if considered interesting enough to emphasize the unique aspects of one’s character within their group. SPECIES INSTINCTS Each Species has its own instinct that characterizes and differentiates it from other species of the same Familia. The instincts of Species are described among the traits of each individual Species. It is advisable to choose a Species instinct if you deem it interesting enough to emphasize specific aspects of your character and their Species compared to the points shared with the rest of the setting. GUIDELINES To introduce an instinct it is necessary to try to express its concept as much as possible in an assertive way, so that by putting “I want / I can / I must in front of the sentence you get your ideal / bond / defect. EXAMPLES: Ideal: “I always want to fight ferociously to dominate others.” Bond: “I can always fight ferociously to dominate others.” Defect: “I must fight ferociously to dominate others.” So the player decides how to relate to the trait: they must choose only one and use it as an ideal, bond or defect, of their choice.


54 Trained nose. A Canid has proficiency in an ability of their choice between Investigate or Intuition. Keen smell and hearing. You have advantage on Wisdom (Perception) skill check that are based on smell and hearing. Darkvision, minor In dim light, you can see up to 30 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Fast learning. At the end of a long rest, you can spend an hour practicing a particular activity. If they do so, you gain proficiency in a skill related to that activity until your next long rest. Instinct of Familia, Alfa (Predator): “They are the guard to follow on every occasion”. Species. In Vesteria there are five breeds of Canidi: Dogo, Domesti, Hounds, Levri and Primoi. he Canidi are spread densely throughout the continental Vesteria, particularly in the territories of the Holy Kingdom. Leaders, heads of state, great entertainers or luminaries with encyclopedic knowledge, the members of this Familia often aspire, and ascend, to important roles. Rarely passive in nature (one might regret confusing the love for a comfortable life of a Domesti with the lack of backbone, or worse, good judgment), the Canidi are social, enterprising and naturally inclined to guide others. Increase in Ability Scores. Your Wisdom score increases by 2 and another ability score of your choice increases by 1. Age. A Canid reaches maturity around the age of 16 and is immediately considered independent. They have an average life span of about 70 years. Size. The size of a Canid varies according to the species, along with their average build and weight. Canidi Familia


DOGO A humble family crosses the forest with their chariot. Inside, a lively puppy makes two rag dolls fight each other under the watchful eyes of a caring mother. The bandits, hidden in the branches, do not dare to be seen, much less throw themselves on them: a Dogo walks ahead of the travelers, and everyone knows that it’s best not to cross paths with one. Possessive, protective, and attached both to their affections and to their property, the Dogo are indomitable, so brave that they become reckless, and very, very strong. Their determination, loyalty and ferocity make them ideal bodyguards, and it’s not a coincidence that many of these Canids end up excelling in military careers. Their arms mastery, however, can exasperate some of the less noble traits of this brood, namely brutality and stubbornness; the ardor of battle may degenerate into a blind and uncontrollable fury, and the rigor of army-life transform a rigid and stubborn temperament into an inflexible personality devoid of imagination or initiative. Increase in Ability Scores. Your Strength score increases by 1. Speed. Your base walking speed is 30 feet. Size. A Dogo can reach a height between 3 and 6 feet and weigh between 100 lbs to 265 lbs. Your size is Medium. Strong. You have proficiency in Athletics. Brave. You have advantage on saving throws against fear. Gnaw. If you successfully grapple a creature, you can use your reaction to make a bite attack against that creature. A bite attack is an unarmed strike that deals 1d4 piercing damage. Instinct of Species, Tenacity: “I am focused on my goal”. DOMESTI The warmth of a fireplace, a well-kept house, careful and diligent servitude, good food and good entertainment: these are the wishes of most Domesti. The members of this species are lovers of the less adventurous pleasures of life, and yet they should not be underestimated for this. They are often individuals of great culture or shrewdness, who can easily become generous patrons or subtle manipulators. While many Domesti undeniably appear little inclined to physical efforts, it is wrong to define them lazy: their goal is comfort, and to achieve it they are willing to deploy significant resources, both material and intellectual. These Canids are perhaps the most social species of all. They hate solitude and excel in every context that leads them to leverage their personal charisma: those with a more benevolent soul will therefore be altruistic, empathetic, bright and affable; the most unscrupulous ones, on the other hand, will be shrewd and deceptive, true masters at manipulating others from behind the scenes.


56 HOUNDS If there is a species whose heart burns with an inextinguishable fire, it is the Hounds. Animated by a curiosity that is impossible to contain, tireless, constantly active and alert, these Canidi cannot resist the seduction of the unknown. Their innate orientation skills and the ability to find a track even in the most difficult tarrain makes them natural investigators. Whether they are explorers looking for new routes, treasure hunters following the traces of an arcane relic or alchemists who have glimpsed an extraordinary discovery through the glass of their stills, hounds have no other master but the desire to unravel a mystery. This makes, for better or for worse, very easy to gain their attention, which unfortunately is focused only on one thing at a time. The downside of this desire for discovery is the Hounds’ tendency to be easily swayed from an objective to pursue new goals, to the point that even brilliant, generous and enthusiastic members of this Species are sometimes deemed unreliable. Increase in Ability Scores. Your Intelligence score increases by 1. Speed. Your base walking speed is 30 feet and your swimming speed is 20 feet. Size. A Hound can reach a height between 3 feet and 5 1/2 feet and weigh between 80 lbs and 175 lbs. Your size is Medium. Helpful. You can use your bonus action to use the Help action. Wild Spirit. You have proficiency in the Survival skill. Tracking. You have advantage in Wisdom (Survival) checks when tracking. Instinct of Species, Curiosity: “If there is something mysterious, I will reveal it “. Increase in Ability Scores. Your Charisma score increases by 1. Speed. Your base walking speed is 25 feet. Size. A Domesti can reach a maximum height of 4 feet and a weight of not more than 90 lbs. Your size is Small. Hobby. Thanks to your tendency to spend a lot of time in your home, you have proficiency in the History skill and in a craft tool of your choice. Lucky. When you roll 1 on an attack roll, or a saving throw, you can re-roll the dice. You mustuse the new result. Tender look. A Domesti requesting help from creatures larger than them, has advantage in Charisma checks (Persuasion). Instinct of Species, Sociality: “My place is among people, far from loneliness”.


LEVRI If haughtiness were a currency, the Levri would swim in gold. Proud, beautiful, charismatic, slender and elegant, members of this species seem to consider themselves the best in any situation. While Domesti do not like manual labor, Levri loathe it and demand that others carry out such activities in their place. Only in the arts does a Levri seem ready to get their hands dirty, and it is in this field that they frequently achieve excellence, earning glory and honors which they welcome as if they were due. Theater, music, poetry and everything that has to do with performance attracts them, and many Levri see these occupations not only as the worthiest but also as a pass to the social status to which they aspire. Their composure and caution make them seldom able to be caught unawares, but their attitude of eternal superiority is likely to attract very little sympathy. Their vision of sociality is very different from that of other Canidi, as they see others mainly as an audience and only incidentally as individuals with whom to establish a relationship. Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base walking speed is 30 feet. Size. A Levri can reach a height between 3 feet and 6 1/4 feet and weigh between 75 lbs and 155 lbs. Your size is Medium. Cautious. Always careful, attacks of opportunity made against you have disadvantage. Stage presence. Levri areis inclined towards theatricality and art; you have proficiency with the Performance skill. Sprinter. When a Levri uses the Dash action, their speed increases by an additional 20 feet. Instinct of Species, Self-Control: “I have an unshakable belief in myself, no matter the situation”. PRIMOI On each Primoi’s head rests the invisible crown of their ancient lineage, and this belief of being the heirs of a noble and powerful lineage pervades every aspect of their temperament. Courageous, enterprising, proud and accustomed to being the ones who make the decisions, the Primoi aspire to command not out of a thirst for power but for the conviction that this position is their by right. Sometimes this belief turns into tyranny, making a Primoi believe that their actions are always for the good of the community. Very attached to their social circle, of which they feel perpetually responsible, the Primoi do not hesitate to become ruthless if they believe that this is threatened. They have high regard for their ability to make the best choices, and this often makes them impervious to both advice and attempts


58 ven among the people of Vesteria, so varied and full of wonder there can be found creatures out of the ordinary. Edenti are certainly part of this category. Leathery plates, sticky tongues, scales and even fur made toxic by algae are are among the exotic weapons available to members of this Familia. Equally important are their stamina, caution and identity. There are those who suffer from their own diversity, but the Edenti will never be amongst them. Increase in Ability Scores. Your Constitution score increases by 2. Age. An Edenti reaches maturity around the age of 14 and is immediately considered independent. They have an average life span of 50 years. Size. The size of an Edenti varies according to the species, of manipulation. The members of this species are resistant to adversity and bad weather; adaptable and determined, they are both formidable adversaries and invaluable allies. Increase in Ability Scores. Your Constitution score increases by 1. Speed. Your base walking speed is 30 feet. Size. A Primoi can reach a height between 3 feet and 6 feet and weigh between 75 lbs and 220 lbs. Your size is Medium. Adaptation to cold. You do not suffer the harsh climatic conditions of winter or the cold and do not consider snowcovered terrain difficult. Gnaw. If you successfully grapple a creature, you can use your reaction to make a bite attack against that creature. A bite attack is an unarmed strike that deals 1d4 piercing damage. Wild spirit. You haveproficiency in the Survival skill. Strong lungs. You do not suffer from the exhaustion levels caused by a lack of rest due either to a long journey or a prolonged endurance effort. Instinct of Species, Pack “I must take care of my loved ones and thrive with them “. Edenti Familia


59 Theri Thick Tail. The thick tail of an Anteater is used for defensive purposes, granting a +1 bonus to your Armor Class. Natural stability. An Anteater has advantage when defending against a Shove attack. . This is very strong and may need clarification. Does this cost an action (or reaction)? Does this apply to all attack rolls, or only against the Anteater? Imposing pose. You can inflate the muscles of your body and stretch your spine to gain several inches in height. This gives you advantage on Charisma checks (Intimidate) against creatures shorter than yourself. Wild spirit. You have expertise with the Survival skill. Instinct of Species, Suspicious: “I doubt appearances and prefer precise investigations”. as well as their stature and average weight. Discriminating nose. You have advantage on Wisdom (Perception) checks based on your sense of smell. Poor vision. You have disadvantage on sight-based Wisdom (Perception) checks. Careful. You have expertise in the Perception skill. Cautious. Always attentive to what happens to them, attacks of opportunity made against you have disadvantage. Instinct of Familia, Confidence (prey): “I always rely on my strengths”. Species. In Vesteria there are four Species of Edenti: Anteaters, Armadillos, Pangolins, and Sloths. ANTEATERS Few, facing an imposing and intimidating Anteater, would think them a lover of small things. And yet, it is true: Anteaters dedicate themselves with care and devotion to both noble deeds and humble tasks, considering them equally essential. They have a mild temperament, imperturbable and not inclined to extremes; they are reliable and balanced, and those who are lucky enough to win the trust of one of these creatures can count on a solid companion. Of course, they do not shine with personal flair or charm, but their unequaled loyalty undoubtedly compensates for this lack. They dislike command positions; on the contrary they are ideal executors of orders given by someone whom they admire and trust. Having an Anteater as an enemy brings a future of misfortunes: as meticulous as they are strong, they have a long memory and do not easily forget wrongs suffered. Very selective with their social circle, these Edenti do not like crowds and busy life, but adapt to it if driven by a sufficiently strong motivation. Increase in Ability Scores. Your Strength score increases by 1. Speed. Your base walking speed is 30 feet. Size. An Anteater can reach a height between 4 1/2 feet and 6 feet and even weigh over 220 lbs. Your size is Medium. Claws. An Anteater can use their claws to make an unarmed strike, with which they have proficiency. This attack deals 1d4 slashing damage.


ARMADILLOS Individualism is certainly not an unusual trait in species that feel removed from the crowd, and the Armadillos are no exception. Proud of their peculiarities, Armadillos are always ready to solve problems in their own way, even when they face defeat. If on one hand they are extraordinarily confident in their own ability independent and proactive, on the other they also tend to be stubborn, deaf to criticism and largely unable to learn from their mistakes. This fortitude is also reflected in their physical appearance, characterized by the leathery plates that cover them, giving them unparalleled protection. Despite this natural armor, Armadillos are excellent swimmers and are comfortable in aquatic environments. Versatile and whimsical, members of this species do not actively seek risk but are not afraid to face the challenges posed by any situation, confident that they will somehow emerge victorious. Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base walking speed is 25 feet, your swimming speed is 30 feet, and your burrowing speed is 5 feet. Size. An Armadillo can reach a height of 4 feet and weigh up to 130 lbs. Your size is Small. Roll-up. You can curl up to better protect yourself with your armor. To ball yourself up you must use a Bonus Action. While you are rolled up, you have advantage on Constitution saving throws and your opponents have disadvantage when attacking you, and the only action you can take is to return to a standing position. While you are rolled up, your speed is 0 and cannot be increased, and you cannot use your reaction. Athletic. You have proficiency in the Athletics skill. Jump. You can perform a jump of a distance equal to 1 foot, multiplied by twice their Strength bonus, instead of the normal bonus. Armored. The hard scales that cover the body of an Armadillo give you a base AC of 17 (your Dexterity bonus does not affect this number). Armor does not offer any additional benefit, though bonuses from shields are applied normally. Excellent Swimmer. You can hold your breath underwater for a number of minutes equal to 5 + their Constitution modifier. An Armadillo is always able to float or surface if they do not carry a load heavier than themselves. Wild spirit. You have proficiency with the Survival skill. Instinct of Species, Fear: “I look for situations with the least possible risk”.


61 Theri SLOTHS Taking life slowly can be an attractive option for some and a silly waste of time for others. For the sloths, it is the only way. The members of this species are lovers of domesticity, creatures of habit, constant in their views and little attracted by innovation, towards which they tend to be rather stubborn. Getting a Sloth to change their mind is as difficult as anything one might consider trying, and is something that the Sloth would not appreciate . This predisposition makes sloths traditionalist, posed, punctilious and immovable. It is not uncommon for jobs in these Edenti Familia to be passed down from parent to child. If, on one hand, this practice allows them to reach remarkable peaks of excellence derived from the experience gained generation after generation, on the other, it risks nullifying any aspirations that the younger generation might have. The slowness that pervades the life of Sloths also extends to their metabolism, allowing them to resist privations for times impossible for other species. Not only that: the choice of a life taken calmly also limits PANGOLINS Some fortunate creatures are born lucky, others are born armored. Naturally armored, they project this feeling of invulnerability in every situation of their lives, often risking their neck even for trifles. These are the Pangolins. Scornful of danger, adventurous and extremely active, they do not hold back in any situation and tend to feel that they can meet any challenger, especially those larger than them. Nothing hurts or motivates them like an insinuation that something is too difficult, and it is impossible for them to decline a challenge or ignore a dare. They are absurdly competitive, and this often leads Pangolins to be non-cooperative and to prefer solitary deeds. For a Pangolin, others can only be an obstacle, an opponent, or a goal, and it is very difficult for this species to create genuine friendships or any other lasting relationship that is not based on contrast. Free spirits who do not like social constraints, they often prefer the isolation of life in the wild lands, from which they leave only in search of new challenges. Increase in Ability Scores. Your Charisma score increases by 1. Speed. Your base walking speed is 25 feet, and your digging speed is 5 feet. Size. A Pangolin can reach a height of between 4 feet and 5 1/2 feet and weigh up to 175 lbs. Your size is Medium. Roll-up. You can curl up to better protect yourself with your armor. To ball yourself up you must use a Bonus Action. While you are rolled up, you have advantage on Constitution saving throws and your opponents have disadvantage when attacking you, and the only action you can take is to return to a standing position. While you are rolled up, your speed is 0 and cannot be increased, and you cannot use your reaction. Claws. You can use your claws to make an unarmed strike, with which you have proficiency. This attack deals 1d4 slashing damage.Armored. The hard scales that cover the body of a Pangolin give you a base AC of 17 (your Dexterity bonus does not affect this number). Armor does not offer any additional benefit, though bonuses from shields are applied normally. Natural stability. You have advantage when defending against a Shove attack. Wild spirit. You have proficiency with the Survival skill. Instinct of Species, Improvisation: “I often ignore plans, but the unexpected is in my blood”.


62 he Eulipi is the class that includes the most minute creatures of Vesteria, and for this reason they are often underestimated. Habitually not very adventurous, members of this Familia are distinguished by other qualities such as agility, the ability to easily pass unnoticed, and caution. Although the Eulipi do not normally like being at the center of attention, they are capable of great feats and unexpected outbursts: after all, it is known that good things come in small packages. Increase in Ability Scores. Your Charisma score increases by 2. Age. A Eulipi reaches maturity at around 10 years and is immediately considered independent. They have an average life span of 50 years. Size. Your size is Small. Height and average weight depend on the species. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Agile. You can move through the spaces of larger creatures without penalty. Innate stealth. You can attempt to hide even if only obscured by a single creature, so long as it is at least one size larger than you. Instinct of Familia, Habits (Prey): “I appreciate the daily routine and I am averse to changes”. Species. In Vesteria there are three species of Eulipi: Hedgehogs, Moles, and Shrews. common habits, such as personal hygiene. This leads to an unusual natural defense, i.e. the growth of poisonous mold on their fur, harmless to the sloths themselves but toxic to anyone else. Increase in Ability Scores. Your Wisdom score increases by 1. Speed. Your base walking speed is 20 feet and your swimming speed is 30 feet. Size. A Sloth can reach a height between 4 feet and 5 feet, and may weigh up to 155 lbs. Your size is Medium. Calm. You are immune to charm and fear effects. Slow. you cannot perform the Dash action. Unsuitable for harsh climates. You are unable to regulate your internal temperature and for this reason particularly suffer from the cold. You havedisadvantage to saving throws against cold, and suffer double the level of exhaustion caused by the effects of cold, and are vulnerable to cold damage. Slow metabolism. You donot need to drink, and after eating their fill you can survive without food for a month. This kind of metabolism makes you immune to the most common poisons and poison type damage. Is it worth just adding a climb speed of 20 feet? Poisonous fur. Any creature that grasps, is grabbed, or comes into prolonged direct contact your’s mold-filled fur must succeed in a DC 12 Constitution saving throw or gain the poisoned condition for 1 minute. A poisoned creature no longer in direct contact with you can re-roll the saving throw at the end of each of its turns, ending the poisoning condition if successful. Instinct of Species, Patient: “I believe that waiting is often preferable to ac Eulipi Familia


HEDGEHOGS Not all creatures love the excited shouting of an audience before a great show, or the bustle of the harbor markets, or the comings and goings in the great hall of a tavern. Some prefer the satisfied silence of their home, interrupted only by the crackle of a fireplace and the rustle of the pages of a book. The hedgehogs are part of this group: solitary, thoughtful, and lovers of relaxing activities, they shy away from conflict and excitement. Their highest ambition is a peaceful existence. They do not like intrusions into their private life: if you want to anger an Hedgehog, try disturbing their quiet with impertinent chatter. These shy Eulipi show confidence with extreme difficulty, and always prefer their own company to that of others. Their presence is often not taken into consideration by larger creatures, which allow Eulipi both to be left alone and to casually eavesdrop on important conversations… Increase in Ability Scores. YourWisdom score increases by 1. Speed. Your base walking speed is 25 feet. Size. A Hedgehog can reach a maximum height of 3 feet and a weight of no more than 55 lbs. Discriminating Nose: You have advantage on Wisdom (Perception) checks based on your sense of smell. Quills. Your fur features sharp spines on your back, which grant you a +1 bonus to your armor class. In any round when you are physically attacking, or physically attacked by, an opponent, that opponent takes 1 point of piercing damage from your spines. Natural Affinity. You may choose either the Survival or Nature skill; you gain proficiency with that skill. Roll up. You can curl up to better protect yourself with your armor. To ball yourself up you must use a Bonus Action. While you are rolled up, you have advantage on Constitution saving throws and your opponents have disadvantage when attacking you, and the only action you can take is to return to a standing position. While you are rolled up, your speed is 0 and cannot be increased, and you cannot use your reaction. Cushioned fall. You can ball yourself up while falling, taking 1d6 less fall damage than normal. Instinct of Species, Solitary: “I can be alone and keep others at a distance”. MOLES What a great pity to have a soul that burns to discover the world and eyesight that goes no further than two palms beyond your nose! Moles are curious and intellectually active creatures who never miss an opportunity to learn something new. Although their physical body sometimes does not support them, they willingly participate in field investigations, explorations and expeditions, especially those underground


64 Increase in Ability Scores. Your Intelligence score increases by 1. Speed. Your base walking speed is 25 feet, and your digging speed is 10 feet. Size. A mole can reach a maximum height of 3 feet and a weight not exceeding 65 lbs. Bad vision. You have disadvantage on sight-based Wisdom (Perception) checks. Sensory compensation. You have advantage on non-vision-based Wisdom (Perception) checks. Natural knowledge. You have proficiency in the Nature skill, and your proficiency bonus to this skill is doubled on any check involving soil or rock, Great Memory. You have an excellent memory and remembers everything you hear. Born Miner. You have expertise in miner’s tools. Instinct of Species, Myopic: “I think of the present rather than planning for the future”. SHREWS Like the youngest child in a very large family, Shrews are always eager to prove their worth and finally be noticed. Shrews are constantly looking for ways to shake off the reputation that comes with being the smallest Theri in Vesteria. Above all they detest the impression of being considered defenseless, harmless and irrelevant. Gogetters and unscrupulous, the Shrews only worry when an action might damage their interests. They will not hesitate to hit life below the belt if it guarantees them advantage. There are also Shrews who are ready to fight with all their strength to overcome all types of prejudice and distinguish themselves through their merits only. However, the notoriety of their cynical and selfish temperament often makes them unwelcome in many social circles. An almost absolute peculiarity of the Shrews is the rudimentary form of echolocation they have, which allows them an extremely accurate perception of the environment around them, contributing even more to the bold confidence with which they move through the world. that allow them to take advantage of their innate talents as miners and allow them to expand their knowledge. They have an excellent memory, enjoy great harmony with the earth and compensate their deficient vision with other highly developed senses. Myopia is in fact their main flaw, and not only in the physical sense of the term: Moles tend not to consider the long-term consequences of their actions and are often naive and thoughtless. By living constantly in the present, these Eulipi tend not to be very patient or tolerant of those who slow down their progress. On the contrary, they love the company of other volcanic personalities, providing the stimulus to carry on.


65 Theri Venomous Bite. If you successfully grapple a creature, you can use your reaction to make a bite attack against that creature. A bite attack is an unarmed strike that deals 1d4 piercing damage. In addition, any creature struck must make a Constitution Saving throw (DC 10 + your proficiency bonus) or become poisoned for one minute. one Unexpected resistance. You half all damage from crushing and falling due to your elastic physical structure that allows you to withstand strong pressure without suffering damage. Wild spirit. You have proficiency with the Survival skill. Instinct of Species, Poisonous: “I can hit where it hurts the most”. Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base walking speed is 25 feet. Size. A Shrew can reach a maximum height of 2 1/2 feet and a weight of not more than 45 lbs Terrestrial Echolocation. You can use a rudimentary form of echolocation to better understand the environment that surrounds you. This ability allows you to understand the thickness and materials of walls and floors, as well as locate any empty spaces beyond them. you can also detect invisible objects.


66 Size. Your size is Medium. Height and average weight depend on the species. Feline agility. You haves proficiency in the Acrobatics and Stealth skills. Claws. You can use your claws to make an unarmed strike, with which you have proficiency. They deal slashing damage. Quiet step. Not entirely sure what this is meant to mean, Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Acute hearing. A Felid has advantage over hearing-based checks on Wisdom (Perception). Instinct of Familia, Independence (Predator): “Only I decide my fate” Species. In Vesteria there are three Species of Felid: Cats, Lynx and Puma. ndividualists, graceful, cautious and with prodigious reflexes, the Felid populate, together with a myriad of other breeds, most of the regions of Vesteria, adapting to more or less any type of environment. Known for their keen senses and their nonconformity, these indomitable creatures do not like to submit to the rules of the established order, always making themselves the makers of their own destiny. Alone when they desire, and social when it suits them, the Felidi never hesitate to seize opportunities. Increase in Ability Scores. Your Dexterity score increases by 2. Age. A Felid reaches maturity around the age of 14 and is immediately considered independent. They have an average life span of about 60 years. Felidi Familia


CATS Cats’ preference for urban areas is due essentially for one reason: the sea of opportunity that these areas offer. These Felidi tend to form small “societies within a society”, and such groups, be they criminal gangs, guilds, or families, are often in constant conflict to best each other. Individualism and feline ambition, in such a context, are rewarded. Even the most miserable Cat, if they do not allow scruples to hold them back and exploit their intelligence and subtlety, can overturn the established order and rise to the very top of wealth and prestige that most members of this species aspire to. Each cat is naturally endowed with acumen, caution, a prodigious memory, along with an awareness of where they fit in the power games (both in the narrowest circle of underworld families or in the golden corridors of the Governor’s palace)and a remarkable personal charm. At the same time they often find themselves in a position where these abilities will turn against them, making them paranoid, neurotic and obsessed with the suspicion of becoming the victim of their own scheme. A feeling that in Felid circles is not always completely unfounded… Increase in Ability Scores. Your Charisma score increases by 1. Speed. Your base speed on the ground is 30 feet.. Size. A Cat can reach a height of between 4 feet and 5 feet, and weigh between 65 lbs and 175 lbs. Easy going. You have proficiency in the Persuasion skill. Associative memory Your sensory and mnemonic abilities allow you to always find your way back to a familiar place, even after traveling some distance into unknown territories. Controlled fall. When you fall from a height of less than 60 feet and are not incapacitated, you can make a Dexterity saving throw with DC equal to the number of feet divided by 3, and not suffer fall damage, or half that damage if they fail. If you fall from more than 60 feet, you can make a Dexterity saving throw with DC 18 +1 for every 3 feet beyond the 60th to half the fall damage. Instinct of Species, Me, myself and I: “The only one who must always be respected is me”. LYNX Less metropolitan then their cousins the Cats, Lynx prefer rural environments, where their desire for independence finds free rein. Often solitary, anarchists, and lovers of a simple life (not surprisingly, they frequently work as lumberjacks or wardens they adapt well to small communities where, the less structured political situation creates fertile ground for the activity of armed groups who reject the established order. It is not uncommon for Lynx to be the backbone of these criminal gangs, either protecting the humble from the abuses of


68 PUMAS Wilder, prouder and bigger than the other Felid the Pumas are the undisputed princes of the Confederation’s mountains. Puma are stronger and more agile than their lowland relatives. Everything, from their stature, to their social structure that is divided into nomad clans, make them the ideal fit for living and fighting among the rocks of their beloved peaks. For this reason, it is impossible for an external invader to penetrate their territory: exhausted by the harsh climate, the hostile environment and the incessant guerilla warfare, any invader is destined to fail. This contributes to cementing the fundamental disinterest of the Pumas on what happens outside their lands and social circle, and their absolute refusal of external authority. Within the clans, however, there is a very intense level of competitiveness, similar but different from that existing amongst Cats; the desire to excel is the same, but the goal is another: neither power nor wealth, but status within the clan, along with the respect of their peers. Unlike the underground war that is being fought in the cities, the struggle for supremacy between Pumas does not tolerate unfair means and does not compromise family balance. Due to these customs, many consider them barbaric and backward, but the Pumas themselves consider themselves superior and more honorable for the same reasons. Increase in Ability Scores. A Puma’s Strength score increases by 1. Speed. Your base speed on the ground is 40 feet, and your climbing speed is 30 feet. Size. A Puma can reach a height of between 5 1/4 feet and 6 feet and weigh between 90 lbs and 175 lbs. Improved claws. You can use your claws to make an unarmed strike. You have the proficiency, it is considered Finesse and deals 1d4 sharp damage, unlike the normal bludgeoning damage of an unarmed strike. Prodigious Leap. You can make a long jump with a distance of 100 feet multiplied by by double your Strength bonus. This replaces the normal calculation for making a long jump. Fierce. You have expertise in the Intimidate ability. Instinct of Species, Competitive: “I always look for an opponent to challenge and defeat”. the powerful or engage in plain brigandage. These companies covet the qualities of Lynx they are, in fact, silent, agile, tenacious, and very tight lipped. It is difficult to intimately motivate a Lynx, as beyond the daily survival and the possibility of living their own way, there are few things that ignite their passion. But when something attracts their attention, whether it is business, an object, a mystery or a person, nothing can distract them from the goal, which they will pursue relentlessly. Increase in Ability Scores. Your Constitution score increases by 1. Speed. Your base speed on the ground is 30 feet.. Size. A Lynx can reach a height of between 4 1/2 feet and 5 1/2 feet and weigh between 90 lbs and 175 lbs. Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain to be difficult terrain. Sturdy. You have advantage on Constitution saving throws that would lead to acquiring a condition. Wild spirit. You have proficiency in the Survival skill. Acute sight. You have advantage on sight-based Perception checks. Your darkvision extends out to 120 feet. Instinct of Species, Tenacity: “I never give up”.


69 Theri Gnaw. If you successfully grapple a creature, you can use your reaction to make a bite attack against that creature. A bite attack is an unarmed strike that deals 1d4 piercing damage. Wild spirit. You have proficiency in the Survival skill. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Discerning Nose. You have advantage in Wisdom (Perception) checks based on the sense of smell. Instinct of Familia, Strategy (Predator): “I can find the right tool for the job”. Species. In Vesteria there are three species of Licae: Coyote, Foxes, and Wolves. icai are a Familia full of contradictions. As social as the Canidi, and as egocentric as certain Felid they can be either treacherous or honorable, but they are always determined to pursue their own ends, whether noble or otherwise. The qualities of all those belonging to this Familiae are intelligence, which allows them to overcome any situation, and sociability, which leads Licai to seek contact with others. Increase in Ability Scores. Your Intelligence score increases by 1. Age. A Licai reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Size. Your size is Medium. Height and average weight depend on the species. Licai Familia


COYOTES Coyotes are born, grow and die with one strong belief: with the help of others there is no problem that cannot be overcome. This makes them less proud and stubborn than many other breeds, as they are always ready to ask for assistance in times of need, without being afraid of looking too vulnerable. On the other hand, the Coyotes are as ready to provide help as to request it, even in situations where this could turn against them, convinced that a good deed is never wasted, since one day the favor could be returned. Coyotes are very sociable and relaxed in public situations, as well as born entertainers: many itinerant storytellers, musicians and bards belong to this species. Like many skilled storytellers, Coyotes are never reluctant to stretch the truth in order to make a story more exciting, and it is not uncommon for some to almost become charlatans after embarking on the minstrel’s career. But among this crowd of sellers of miraculous cures and elixirs of long life, sometimes something really special is hidden: there is a rumor that many Coyotes are able to smell magic in the air... Increase in Ability Scores. Your Wisdom score increases by 2. Speed. Your base ground speed 30 feet. Size. A Coyote can reach a height of between 4 1/4 feet and 5 1/2 feet, and weigh between 75 lbs and 145 lbs. Mystical connection. You are very sensitive to mystical presences, managing to perceive supernatural entities through smell. Herd Spirit. You can spend their reaction to gain advantage on the attack roll against a creature that is within 5 feet of your ally or perform a Help action to assist an ally against an opponent 5 feet from you. Musical Voice. You have advantage on Charisma (Performance) checks relating to singing. Instinct of Species, Duplicity “I mix fantasy with the truth”. FOXES Sly as a Fox is not just a saying, and anyone who has dealt with these shrewd Licai knows it well. Foxes are selfish, opportunistic and have no scruples, they never hesitate to put their interests before those of others, or to lie in order to protect themselves. They prefer to call themselves prudent rather than cowardly, and they hate taking unnecessary risks; they know very well that they do not have physical strength on their side and prefer to resolve conflicts without having to resort to violence. Unlike wolves, who need a community that accepts and values them, foxes are very social, because for them living among people can offer numerous opportunities. Accustomed to getting by thanks to their cunning Foxes fear above all else looking stupid, and


71 Theri Increase in Ability Scores. A Wolf ’s Charisma score increases by 2. Speed. Your base speed is 30 feet. Size. A Wolf can reach a height of between 5 1/2 feet and 6 1/4 feet, and weigh between 145 lbs and 220 lbs. Cruel fame. You have advantage on Charisma (Intimidate) checks involving creatures smaller than yourself. Strong Lungs. You do not suffer from the levels of exhaustion caused by a lack of rest from a long march or prolonged endurance effort. Herd Spirit. You can spend your reaction to gain advantage on the next attack roll against creature within 5 feet of an ally, or to perform a Help action to assist an ally against an opponent 5 feet away from the you. Instinct of Species, Herd: “I must take care of my loved ones and thrive with them”. compromising their credibility and reputation. Although they tend to be unscrupulous and manipulative, they will not exploit those who have willingly offered them assistance, fearful of compromising an alliance that could otherwise continue to benefit them over time. Increase in Ability Scores. Your Charisma score increases by 2. Speed. Your base speed on the ground is 30 feet. Size. A Fox can reach a height of between 4 feet and 5 1/2 feet, and weigh between 65 lbs and 120 lbs. Born deceiver. You have expertise in the Deception skill and have advantage in Wisdom (Intuition) checks to determine if someone is trying to deceive you. Run away. You have advantage in Dexterity (Stealth) checks to hide from pursuers during an escape, at the cost of gaining a level of exhaustion immediately afterwards. Exploit. You can spend your reaction to redirect an attack targeting you towards another ally within 5 feet. You can use this ability a number of times per day equal to your Intelligence modifier. Instinct of Species, Cunning: “I always defeat my opponents with cunning”. WOLVES Wolves are the Licai who care the most about the good of the community. Extremely gregarious, communal, and devoted to the service of the pack, they suffer strongly from loneliness and isolation. A wolf orphaned from the pack or, even worse, who is excluded from it, will only feel confused, anxious, disoriented and aggressive. On the contrary, a Wolf who finds themselves in a social environment that accepts them and considers them “a member of the pack”, will express themselves to the maximum of their potential, using all their energy for the well-being of the community. Sometimes, this desire to help and support the group develops into an ambition to lead it and the deep conviction of having the ability to lead it to success, even at the cost of imposing themselves on others to do so. Thanks to their noble and intimidating aspect and their not always immaculate fame, they have no difficulty in persuading smaller and less ferocious creatures to follow them; with their deep-rooted belief that others come before themselves, they often are able to convince their peers.


72 Wild spirit. You haveexpertise in the Survival skill. Resolute. You may re-roll a saving throw and keep the second result. You may only do this once before taking a long or short rest. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Discriminating Nose. You haveadvantage on Wisdom (Perception) checks based on the sense of smell. Odorous Messages. You have the innate ability to release a strong odor, capable of marking an object or a place and interpretable only by Familia members. These odorous messages can be a personal signature or an indication of an emotional state and can persist up to a week depending on the desired intensity. Relentless Tenacity. When you drop to 0 hit points but not killed instantly, you may decide to stay at 1 hit point. This ability can be used again only after rom the minute Ermine to the unstoppable Wolverine, the Mustacei family is comprised of creatures very different from each other but united by an unwavering instinct for survival. Tenacious, obstinate and resourceful, the Mustacei do not back down from anything, often filled with impetuosity rather than excessive caution. If cornered, they are able to draw on unexpected (and sometimes unsuspected) energy reserves to save themselves, and those who take for granted their ability to defeat a member of this Familia haveclearly never dealt with one of them. Increase in Ability Scores. Your Constitution score increases by 2. Age. A Mustacei reaches maturity around the age of 14 and is immediately considered independent. They have an average life span of around 60 years. Size. Your size is Medium. Height and average weight depend on the species. Mustacei Familia


73 Theri MARTENS Whether they are Weasels, Martens or Stoats, all Martens are enthusiastic creatures, always convinced that all jobs can be completed by going a little deeper and a little longer. They will not find satisfaction until they have completed a matter in its entirety, be it an important mission on which the fate of a kingdom depends or a modest occupation. This extreme perfectionism translates into two traits that frequently place Martens in difficulty: the first is the tendency to overdo, exaggerating commitment and the means they employ; the second is the constant sense of inadequacy that accompanies them and convinces them that they are never doing enough. Those who manage to keep this inclination under control, however, end up excelling in whatever vocation they are dedicated to. Determined, full of initiative and never lazy, these Mustacei are not afraid of hard work, often ending up dragging others along with them towards success. finishing a long rest. Instinct of Familia, Survival (Omnivore): “I become active when the moment is darkest”. Species. In the Vesteria there are five Species of Mustacei: Badgers, Martens, Otters, Raccoons, Skunks, and Wolverines. BADGERS “Forgive and forget” is good advice for many creatures, but these two words have no meaning for a Badger. The members of this species will attach themselves to any wrong suffered, mulling over it for years and making every effort to ensure that no affront goes unpunished. Similarly, they do their utmost to repay a favor, both out of gratitude and because they detest feeling in debt. Badgers are patient when it comes to taking revenge on those who have made fun of them but quickly become irritable when it comes to everything else. Indomitable, strong and very determined, they do not like to deal with unprepared creatures, and they rarely tolerate laziness or uncertainty. They are not particularly social, but their strong character leads them, when they are part of groups or organizations, to hold positions of responsibility. They deal with others in a simple and straightforward way, and do not like word games; formal environments make them uncomfortable, and they value sincerity and transparency highly. Increase in Ability Scores. Your Strength score increases by 1. Speed. Yourbase ground speed 30 feet, and your digging speed is 5 feet.9 meters. The digging speed is 1.5 meters. Size. A Badger can reach a height of between 4 feet and 6 feet, and weigh between 65 lbs and 175 lbs. Strong heart. You always treat any levelsl of exhaustion as one lower; if you have only one level of exhaustion you may ignore its effect. Strong Lungs. You do not gain any levels of exhaustion caused by lack of rest due to a long march or prolonged endurance effort. Bite. You can use your bite as a natural weapon to make an unarmed strike. It deals 1d4 + your Strength modifier piercing damage. Instinct of Species, Grudge: “I remember all those who have wronged me”.


Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base speed on the ground is 30 feet. Size. A Marten can reach a height of between 4 feet and 5 1/4 feet, and weighs between 65 lbs and 175 lbs. Agile. You have proficiency in the Acrobatics skill. Fierce warrior. You haveadvantage on attack rolls against creatures larger than yourself. Poison resistance. You have advantage on saving throws against poisoning and poison damage. OTTERS There are many creatures of a curious and inquiring nature, but none can compare to the Otters. In them this curiosity reaches frenzy. Nosy, always gossiping and ready to use any contrivance to find out more, Otters cannot resist the temptation of discovering something new linked to a specific topic that interests them, be it a person, a place, an event, a mysterious object or a phenomenon. These Mustacei do not hesitate to investigate facts that others would have passed on, considering them mere rumors or trifles. In the eyes of an Otter, nothing is too insignificant, and everything could hide more than what they appear to. Many have learned to keep their mouths closed in the presence of members of this species to avoid being harassed by incessant questions or perhaps finding an Otter in their home, in the middle of the night, rummaging through the drawers of their desk. Otters are hungry to reveal other people’s indiscretions, and they are also incapable of keeping a secret. Sociable and enterprising, they easily get carried away by conversations, where they always end up missing out on a few too many details. Increase in Ability Scores. Your Charisma score increases by 1. Speed. Your base speed is 25 feet, and your swimming speed is 40 feet. Size. An Otter can reach a height of between 4 feet to 5 1/4 feet, and weigh between 90 lbs and 100 lbs. Adaptation to water. You can hold your breath underwater for a number of minutes equal to 8 + your Constitution modifier. Skilled hands. You gain proficiency in the crafting tool of your choice, and have expertise with that tool. Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain to be difficult terrain. Instinct of Species, Curiosity: “If there is something mysterious, I will reveal it”


RACCOONS When you learn to broaden your horizons, you find that there are treasures hidden in the most unlikely of places. This is what Raccoons think of when they contemplate the mountains of garbage that they have meticulously accumulated over the years. Raccoons never waste anything and are able to find an alternative use for each of their treasures that came from who knows where. If on one hand this is undoubtedly the symptom of a great imagination, lateral thinking, thriftiness, and elasticity, very often it results in an obsessive attachment to unnecessary things, which are given excessive importance, and from which they cannot free themselves. Moreover, these Mustacei love to collect objects not only for their potential uses, but because material goods are their true passion. Extremely attached to the home, as hedonists and materialists many Raccoons crave wealth and the life of comfort that it guarantees, working hard to earn it. Increase in Ability Scores. Your Intelligence score increases by 1. Speed. Your base speed on the ground is 30 feet. Size. A Raccoon can reach a height of between 4 1/4 feet and 5 1/2 feet, and weigh 90 lbs and 175 lbs Skilled hands. You gain proficiency in the crafting tool of your choice, and have expertise with that tool. Extraordinary touch. You have a highly developed sense of touch and can recognize the material properties of an object simply by holding it in your hand. To do this, you must pass an Intelligence (Nature) check with DC 12. Instinct of Species, Hedonist: “I devour, consume and savor everything I encounter”. SKUNKS Anyone who has ever been cruelly made fun of for a particular peculiarity from the time they were a kit knows this all too well: it is very difficult to shake off the belief that everyone, secretly, has a bad opinion of you. This is true for the whole species of Skunks, looked at in a bad way by everyone because of their famous, but little celebrated ability to emit a secretion with a disgusting stench. This makes them suspicious, closed and inclined to refuse even acts of genuine kindness directed at them, always suspecting hidden motives or falsehoods. Many Skunks are therefore solitary and glad to be so, convinced of their ability to do things on their own and not trusting anyone. Gaining the confidence of one of these Mustacei is a very rare thing, and even when it happens it is never unconditional. Cautious, determined, efficient, not very sentimental but secretly very sensitive, Skunks do not like city life. They love being outdoors, and often take professions that combine solitude and work in the countryside.


76 WOLVERINES The Wolverine is a creature of extremes, and can be described only by superlatives: stubborn, fierce and touchy. This Mustaceo knows neither fear nor common sense. They are proud and have the dangerous habit of taking everything as provocation, so much so that they become deaf towards any attempt to remedy the situation with diplomacy, and inevitably degenerate to violence, from a simple disagreement to violent carnage. Every reaction is disproportionate to its cause, and every emotion is perceived at its maximum intensity: contentment becomes uncontainable joy, sadness boundless despair, and anger a blind fury. This fury is a coveted trait on the battlefield an enraged Wolverine fights like a demon, ignoring fatigue and injuries until they or their enemy falls. Many commanders of mercenary companies are ready to pay substantial sums to hire Wolverine fighters, but others keep away from them, considering them too unpredictable and difficult to control. Increase in Ability Scores. Your Strength score increases by 2. Speed. Your base speed on the ground is 30 feet. Size. A Wolverine can reach a height of between 4 feet and 5 1/4 feet, and weigh between 65 lbs and 175 lbs. Bite. You can use your bite as a natural weapon to make an unarmed strike. It deals 1d4 + your Strength modifier piercing damage. Fury. When in combat, you may enter a state of fury. While in this state, your bite attack deals 1d6 piercing damage instead of the normal amount, and you temporarily ignore the effects of any levels of exhaustion. This fury lasts for a number of rounds equal to your Constitution modifier, and may only be used again following the completion of a long or short rest. Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain terrain to be difficult terrain. Instinct of Species, Violent: “I always use more strength than what is strictly necessary”. Increase in Ability Scores. Your Wisdom score increases by 1. Speed. Your basic speed on the ground is 30 feet. Size. A Skunk can reach a height of between 4 feet and 5 1/4 feet, and weigh between 65 lbs and 175 lbs. Disgusting. You have expertise in the Intimidate skill. Nauseating spray. A Skunk can use an action to emit a fetid spray in a straight line for 10 feet.Each creature in this line must make a Dexterity saving throw with DC 8 + your Constitution bonus + your proficiency bonus. If they fail this saving throw, a sprayed creature becomes poisoned for one minute and a disgusting rotten smell persists on its body for up to a week, causing their presence to be smelled from up to 3250 feet in the right wind conditions. Instinct of Species, Solitary: “I can be alone and keep others at a distance”.


77 Theri Agile. You may move through the spaces of larger creatures. Craftsmen’ culture. You have expertise in a craftsman tool of your choice. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Sensitive hearing. You have advantage on hearing-based checks on Wisdom (Perception). Gnawers. Your incisors are overdeveloped, allowing you to easily gnaw through materials such as wood, rope, paper, plaster etc. They are considered a tool in which you have proficiency, comparable to a working knife. Instinct of Familia, Architect (Prey): “I can achieve lasting and change-resistant results”. Species. In Vesteria there are five Rodent Species: Beavers, Mice, Porcupines, Rabbits, and Squirrels. rom the villages teeming with people to the sunny beaches of their native Rodelia, Rodenti peacefully colonized all of Vesteria, settling uniformly across the continent and successfully making their way through life using their expertise and resourcefulness. They are an industrious Familia, with fine intellect, who prefer practice to theory. Although size and temperament may vary between one species and the other, two things are common to all: sharp incisors and a firm will to look towards the future. Increase in Ability Scores. Your Intelligence score increases by 2. Age. A Rodent reaches maturity around the age of 12 and is immediately considered independent. They have an average lifespan of around 50 years. Size. The size of a Rodent varies according to the species, as well as the stature and the average weight. Rodenti Familia


78 Increase in Ability Scores. Your Strength score increases by 1. Speed. Your base speed on the ground is 25 feet, and your swimming speed is 30 feet. Size. A Beaver can reach a height of between 1.1 meters and 1.4 meters and weigh between 40 and 70 kg. Your size is Medium. Master craftsman. You have expertise in builder’s and carpenter’s tools. Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain terrain to be difficult terrain. Improved Gnawer. You have expertise in the use of your incisors as a tool, managing to gnaw trees or entire wooden structures like a saw. Tireless worker. You do not gain levels of exhaustion due to heavy or long-lasting work. Instinct of Species, Loyal: “I always keep my word”. LEPORIDAE As variable as Spring weather, as easily swayed as they are adaptable to any situation, the Leporidae are like weathervanes in that they are quick in changing their point of view or behaviour depending on what is happening around them. Their place of origin plays an important role in the character of this species: Rabbits and Hares born and raised in the city will tend to be more peaceful, sociable and used to variety; those native to rural or wild areas will tend to be very lively, unpredictable and quite emotional. Resilient, ready to seek compromise and generally excellent diplomats, these Rodents are very empathetic and sensitive to the mood around them. It takes very little to make them change their mood, so much so that they can go from laughter to tears in a single sentence and be back to laughing by the end of the conversation. If certain members of this species choose dangerous professions, this is not out of them being daredevils (normally, Leporidae try to avoid unnecessary risks), but because they let themselves be thrilled by the novelty and charm of the trade. Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base speed on the ground is 40 feet. Size. A Leporid can reach a height of between 3 1/2 feet and 5 1/4 feet, and weigh between 65 lbs to 130 lbs. Your size is Medium. Adaptable. If you come from a woodland environment, you gain proficiency in the Survival skill; if you come from an urban environment you gain proficiency in the Persuasion skill. BEAVERS Even if they were nobles and could spend their days in ease and idleness, Beavers would still choose to do some kind of manual work. They love every step of the process necessary to create something, from its design to the latest delicate finishes, but it is the actual construction that fascinates them. Whether the result of family tradition or natural predisposition, Beavers are excellent craftsmen. Reliable and efficient, yet still whimsical, these Rodents are successful in every field, but it is in woodworking that they reach their excellence. Hard work does not scare them; intellectually but more especially on a physical level they are willing to spend a lot of time and resources in researching and designing the best solutions to every problem. They do not believe in temporary remedies, and always prefer to go back to the root cause of problems in order to solve them once and for all. With friends and lovers they are similarly methodical, preferring stable, long-lasting, and deep relationships which they have devotedly develop over time


Jumper. When calculating how far you may travel when jumping, you may travel an additional 5 feet. Lithe. You may jump or take a Dash action as a bonus action. Instinct of Species, Fear: “I look for situations with as few risks as possible”. MICE A mouse is born, grows and dies knowing that they will never be alone. For these little Rodenti, the community is everything, and they are willing to do anything for it. Although Mice live well in close contact with many other familae especially in urban landscapes, and they have a marked tendency to create their own colonies wherever they go. These groups, often very numerous, are linked by very close relationships that go beyond the single-family unit, and within which there exists a sort of unwritten hierarchy respected by all, without raising objections. History does not recollect any Mouse traitor. Educated from an early age with enormous rigor and discipline, they do not have personal initiative and are used to taking orders, executing them quickly and without thinking. When they act, they always do it for a purpose greater than themselves, and if they find themselves in difficulty, they demonstrate an unequaled tenaciousness. Unfortunately, their intransigence and education make them unambitious and lacking in imagination. Increase in Ability Scores. Your Charisma score increases by 1. Speed. Your base speed on the ground is 25 feet, your climbing speed is 20 feet, and your burrowing speed is 5 feet. Size. A Mouse can reach a maximum height of 3 feet, and weigh no more than 75 lbs. Your size is Small. Agile. You maymove through the spaces of any larger creature and pass through any crevice or space as long as you can get your head through. Innate stealth. You can attempt to hide even if you are only obscured by a single creature, if the creature is at least one size larger than you. Delicate nose. You have advantage on Wisdom (Perception) checks based on the sense of smell. Internal compass. You never become lost, and can always determine the direction of North. Instinct of Species, Survival: “I become active when the moment is the darkest”. 


PORCUPINES When you have a back covered with quills as long as daggers, it is only natural to keep your neighbors at a certain distance, afraid of hurting those who do not deserve it. Porcupines take this understandable trait to the extreme; ever grumpy, they are aware of the danger they pose and prefer being on their own. They have no difficulty keeping secrets and do not like sharing their lives even with people of proven trust. Their confidence is won by silence and over time, and when this finally happens, this confidence is shown more with deeds than with words. Porcupines, when they have something or someone worthy of defending in their eyes, become violently protective, and if cornered can react disproportionately. In fact, these Rodenti do not bear pressure well, and situations of tension often lead them to act irrationally. Despite being robust, strong and apparently quite intimidating, Porcupines are remarkably very anxious. Increase in Ability Scores. Your Constitution score increases by 1. Speed. Your base speed on the ground is 25 feet. Size. A Porcupine can reach a height of between 4 feet and 5 1/4 feet, and weight between 90 lbs and 175 lbs. Your size is medium. Quills. Your back is covered in sharp quills. These can be used to perform an unarmed strike. This deals 1d4 + your Strength modifier piercing damage, . Whenever a creature begins its turn grappling or grappled by you, it takes 1d4 piercing damage. Dangerous appearance. You gain proficiency in the Intimidate skill. Instinct of Species, Solitary: “I am solitary and keep others at a distance”.


81 Theri f balanced temperament, strength and solid principles, the Ruminsi are not creatures that can be easily swayed. They are extremely devoted to law, order and justice. They can certainly not to be considered creative or excitable, but their reliability, determination and dedication to work are worth the respect of others. Few of them are interested in intellectual activities and prefer life in the countryside rather than the chaos of the city. Increase in Ability Scores. Your Wisdom score increases by 2. Age. A Ruminsi reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 80 years. Size. Your size is Medium. Height and average weight depend on the species. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Horn attack. You may use your horns (if they have them) as a natural weapon, to perform an unarmed strike. If it hits, it inflicts 1d4 + your Strength modifier piercing damage. Charge. Immediately after performing a Dash Action and having traveled at least 20 feet, you can perform a horn attack as a bonus action, or an unarmed attack if you do not have one. Instinct of Familia, Honorable (Prey): “I follow a code of clearly defined rules”. Species. In Vesteria there are four Species of Ruminsi: Bovinae, Deer, Goats and Moose. SQUIRRELS What would happen if supplies ran out? What if famine came? Or a catastrophe? What if I need that contraption ... yes, just the thing I thought I had stored precisely for this eventuality? These and many more are the questions that float through the mind of a Squirrel. These Rodenti are serial hoarders, often paranoid about the actual size of their stocks, and eternally convinced that they are not sufficiently prepared. They feel safe only if surrounded by everything and anything that even theoretically could help them overcome any adversity in life. This also includes money and valuables, because a Squirrel does not even want to imagine what it means to go through difficult times. Completely unable to improvise but great hoarders and prudent businessmen, Squirrels only act if they have carefully planned their actions, considering each variable and often proving themselves to be top-level strategists. Increase in Ability Scores. Your Wisdom score increases by 1. Speed. Your base speed on the ground is 30 feet, and your climbing speed is 30 feet. Size. A Squirrel can reach a maximum height of 3 feet and weigh no more than 75 lbs. Your size is Small. Saboteur. You have advantage on skill checks made to break an object. Large cheeks. You have particularly elastic cheeks which you can expand and use to store food or other objects, up to a maximum weight of 6 1/2 lbs. Skilled hands. You gain proficiency in the crafting tool of your choice, and have expertise with that tool. Wild spirit. You have proficiency in the Survival skill. Arboreal life. You have in the Acrobatics skill and have advantage on Dexterity-based saving throws. Instinct of Species, Foresight: “I only act if I have a well thought-out plan”. Ruminsi Familia


82 Increase in Ability Scores. Your Strength and Constitution scores increase by 1. Speed. Your base speed on the ground is 30 feet. Size. Bovinae can reach a height of between 5 1/2 feet and 7 1/4 feet, weigh between 175 lbs and 500 lbs. Big horns. Only the male Bovinae have large horns. Given your large size, your horns inflict 1d6 + your strength modifier damage modifier instead of the normal damage of an horn attack, but they create difficulties for you when attempting to hide and gives you disadvantage to Stealth checks when attempting to hide. Tireless worker. You do not gain levels of exhaustion caused by heavy or long-lasting work. Might. You are treated as if your size were Large when determining how much you can carry or move. Instinct of Species, Susceptible: “I respond strongly to provocations”. BOVINAE If the yoke crushes some, others wear it like a pearl necklace. Bovinae are extremely proud of their dedication to work, and especially to heavy labor, which requires a good dose of sweat. Although normally these creatures do not seem dangerous, thanks to their placid character and harmless appearance, one must be very careful not to irritate them, voluntarily and otherwise. If someone were to pay a Bovine with an IOU letter, the Bovine in question would first chew the letter and then spit it back in the face of the unfortunate client, demanding hard coin. They are deeply materialistic and do not look favorably upon anyone who has never gotten their hands dirty or broken their backs at least one day in their life, automatically considering them weak, arrogant or both. They underestimate all that is intellectual or intangible and fail to understand how one can trust what cannot be held in one’s hands. However, when it comes to enormous efforts or enterprises that require stability and practical sense, no creature is more reliable than a Bovine.


DEER With long limbs, imposing antlers and a graceful gait, Deer are convinced of being the most noble, elegant and deserving of creatures. They are avid scholars of local history and heraldry, and many know the genealogies and deeds of all the noble families of Vesteria, knowledge that they never fail bring to the attention of others whenever they are given the opportunity. While they deem themselvesto be simply behaving in a way appropriate to their high-ranking breed, others often judge them as arrogant and excessive. Deer are, after all, terrible followers who detest taking orders and react badly to constraints, preferring leading positions to subordinate ones. While much of their innate characteristics do not earn them unbridled sympathy it is only fair to underline how these Ruminsi have a radical and strong sense of honor that leads them to be absolutely sincere, even when the truth could damage them. Incorruptibility tends to make them formidable administrators of justice. Increase in Ability Scores. Your Charisma score increases by 1. Speed. Your base speed on the ground is 40 feet. Size. A Deer can reach a height of between 4 1/2 feet and 6 1/2 feet, and weigh between 90 lbs and 175 lbs. Acute hearing. You have advantage over hearing checks on Wisdom (Perception). Jump. When calculating how far you may travel when jumping, you may travel an additional 5 feet. Large antlers. Male Deer boney structures on their head, called antlers. Although they are not real horns, they function as such. Given their large size, you inflict 1d6 + your Strength modifier instead of the normal damage when you make a horn attack, but they create difficulties for you when attempting to hide and gives you disadvantage to Stealth checks when attempting to hide. Genealogist. You have proficiency in the History skill. Wild spirit. You have proficiency in the Survival skill. Instinct of Species, Independence: “Only I decide my fate”.


GOATS Goats are creatures not intimidated by failure. Indeed, well convinced that their point of view or way of dealing with a problem is the right one, they will bang their heads (both metaphorically and literally) against an obstacle an infinite number of times before accepting that they have made a mistake. Stubborn, resourceful and courageous, these Ruminsi love to test themselves, and try to overcome adversity thanks to their unshakable determination. Goats love being right, and there is nothing that hurts them more than a well-placed “I told you so”; it will not be easy to be forgiven after such an affront, as Goats do not easily forget the humiliations suffered which, in their eyes, can also arise from apparently harmless situations. They are also curious, very agile and endowed with extraordinary coordination and balance, traits that make them excellent explorers, guides along mountain paths and experienced climbers. Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base speed on the ground is 30 feet. Size. A Goat can reach a height of between 4 feet and 6 feet, and weigh between 65 lbs and 155 lbs. Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain terrain to be difficult terrain. Climber. You are an excellent rock climber. On rocky walls you gain a climbing speedis 20 feet, and you automatically succeed on any climbing-based checks. Careful. You have proficiency in the Perception skill. Other creatures gain no advantage in attacking you while hidden. Explorer. Choose either the Nature or Survival skill. You gain proficiency in that skill. HeadbuttThe impact from headbutt is something that nobody wants to experience. After an opponent has been hit by your horn attack, they must make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus). They fall prone if they fail this saving throw. Instinct of Species, Obstinacy: “I always follow an impossible goal”. MOOSE Moose do not tolerate two things: confusion or injustice. The fact that they keep their distance from heavily populated towns, as if these were dens of scorpions, should therefore not come as a surprise. They prefer the silent forests of the hills, or the steppes on the edge of the White Desert, or the placid countryside dotted with small villages, where they often take on the unofficial task of


85 Theri completely devoid of individuality and easily let themselves be influenced by common opinion, unable to form their own idea of the world. Paradoxically, however, they are very well-versed in making others change their minds: people instinctively trust the Sheep, who being perceived as honest, calm and harmless, enjoy the positive prejudice that they would never try to deceive others. Increase in Ability Scores. Your Constitution score increases by 1. Speed. Your base speed on the ground is 30 feet. Size. A Sheep can reach a height of between 4 feet and 6 feet, and weight between 65 lbs and 155 lbs. Fleece armor. Your thick fleece protects you from the soften some blows, increasing your AC by 1. Natural coat. Your fleece also ensures good thermal insulation, granting you advantage on saving throws against cold conditions. Horned head. Only some male Sheep have horns, which create difficulties when attempting to hide and gives you disadvantage on Stealth checks when attempting to hide. Nice. You have proficiency in the Persuasion skill. Instinct of Species, Herd: “I follow common opinion”. peacemakers and custodians of public order, intervening harshly to restore balance in case of conflict or iniquity. They are taciturn, patient, tireless and reserved, it is rare for them to be grumpy or unfriendly, and they willingly accept the company of others if it is unobtrusive and respectful. Moose are prodigiously strong and can perform heavy jobs that might seem unthinkable to other creatures of similar stature. This helps them a lot in their solitary activities, where they often find themselves forced to rely solely upon their own abilities. Their incredible strength is a feature they are very proud of, always confident that they can escape any adverse situation. Increase in Ability Scores. Your Strength score increases by 2. Speed. Your base speed on the ground is 30 feet. Size. A Moose can reach a height of between 2 meters and 6 1/2 feet and 8 1/4 feet, and weigh between 400 lbs and 600 lbs. Antlers. Male Moose have a bone structure on their head, called antlers. Although they are not real horns, they are similar in their function. Given their large size, you inflict 1d6 + your Strength modifier damage instead of the normal damage of horn attackrns, but they create difficulties for the you when attempting to hide and give you disadvantage on Stealth checks when attempting to hide. Might. You are treated as if your size were Large when determining how much you can carry or move. Adaptation to cold. You do not suffer from the harsh climatic conditions of winter or cold places, and do not consider snow-covered terrain terrain to be difficult terrain. Wild spirit. You have proficiency in the Survival skill. Instinct of Species, Cunning: “I always beat my opponents on several aspects” SHEEP Those who argue that the best defense is to attack should broaden their views and observe Sheep closely. Peaceful and patient, these Ruminsi resist adversity by taking their affronts stoically, supported by their strong sense of community, a balanced temperament and, in a very literal sense, by the thick and soft fleece that covers them and effectively protects them from injuries and bad weather. Although not exactly fearless, Sheep are courageous when they are together and are able to react decisively if they see their community under threat. The group is both their strong and weak point: if on one hand the union provides them with strength in numbers, on the other Sheep tend to be


86 Discriminating nose. You have advantage on Wisdom (Perception) checks based on the sense of smell. Poison resistance. You have advantage on saving throws against poisoning and poison damage. Peripheral vision. You are in possession of a peripheral vision developed up to 310°. For this reason, they cannot be caught off guard by attacks from behind, and your opponents cannot gain advantage when attacking you while you are flanked. Instinct of Familia, Architect (Omnivore): “I can achieve lasting and change-resistant results”. Species. In Vesteria there are two species of Sauti: Boars and Pigs. BOARS It seems indelicate, but it must be said: a Boar does not like to think deeply and carefully about the consequences of their actions. They throw themselves headlong into hasty decisions, blindly trusting their instinct without he Sauti do not have a very flattering reputation, however this is only partially desrved/ Considered narrow-minded, hedonistic and reckless, members of this Familia are also pragmatic, tireless, determined, prodigiously strong, with ready reflexes and a keen spirit. It is impossible to catch them off guard; the Sauti are fearless and ferocious fighters, with a skin thick enough to resist blows, both physical and psychological, that would floor other creatures. Increase in Ability Scores. Your Intelligence score increases by 1. Age. A Sauti reaches maturity around the age of 16 and is immediately considered independent. They have an average lifespan of around 80 years. Size. Your size is Medium Height and average weight depend on the species. Sauti Familia


regretting even the most catastrophic of choices, convinced that however things go they will know how to get out of a situation some way or another. In a way, Boars are very optimistic even when they act with cynicism, because they do not believe in true failure. As with many other aspects of their existence, these Sautians find it difficult to measure their impressive strength, which they often apply in excess even in situations where it is not necessary. Impatient and impervious to physical pain, they fear neither injury nor deprivation, and have a strong survival instinct. Despite their exuberant spirit, Boars are not very sociable, and prefer small groups of trusted companions, whom they open up to knowing that someone will take care of them, making sure no one gets hurt or creates troubles impossible to deal with. Increase in Ability Scores. Your Strength score increases by 2 and your Wisdom score increases by 1. Speed. Your base speed on the ground is 30 feet. Size. A Boar can reach a height of between 5 1/4 feet to 6 feet, and weigh between 130 lbs and 265 lbs. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Charge. If you travel more than 20 feet and hit with a melee attack that uses Strength, the target must pass a your saving throw with DC 8 + character proficiency bonus + character Strength bonus or fall prone. Wild spirit. You have proficiency in the Survival skill. Thick skin. You have anaturally thick, hard-to-penetrate skin which gives you a +1 armor class bonus. Tusks. You can use your tusksas a natural weapon to make an unarmed strike. If it hits, it inflicts 1d4 + your Strength modifier piercing damage, . Instinct of Species, Direct: “I always use more strength than is strictly necessary”. PIGS If the Boars do not know how to control themselves, Pigs do not want to control themselves. They love excess and are not ashamed to pursue it with ardor. When a Pig has a particular passion, it is ready to dedicate every fiber of their being and every available resource to it. This is as true for earthly pleasures such as food, wealth, power and lust, as for the desires of the spirit. It is not unusual in fact for Pigs to be accused of fanaticism: their dedication to a cause is total. In their constant search for the fulfilment of their desires, they are in fact paradoxically disciplined and meticulous, and leave nothing to chance. For this reason, those who believe that Pigs are boorish, ignorant and of low intellect are deeply wrong: these Sauti are, on the contrary, as greedy as


88 rcidi are made for life in the wilderness and are aware of it. They do not like crowds and the intrigues of the city. Territorial, and tending to be grumpy, Urcidi prefer material pleasures to intellectual ones. They are aware of their strength, and this gives them great self-confidence, even in areas where physical prowess is not useful. Taciturn, habitual and with few ambitions, they can gather considerable resources to achieve their greatest desires. Increase in Ability Scores. Your Strength score increases by 2. Age. An Urcidi reaches maturity around the age of 20 and is immediately considered independent. They have an average life span of 100 years. Size. Your size is Medium. Height and average weight depend on the species. Athletic. You may choose either Athletics or Acrobatics. You gain proficiency in that skill. Claws. You may use your claws to make an unarmed strike. It deals 1d4 + your Strength modifier slashing damage. Thick skin. You reduceany non-magical bludgeoning, piercing, or slashing damage by 1, to a minimum of 1. Might. If you successfully grapple a creature, you can use your reaction to make a bite attack against that creature. A bite attack is an unarmed strike that deals 1d4 piercing damage. Discriminating nose. You have advantage on Wisdom (Perception) checks based on your sense of smell and can perceive odors from miles away. Wild spirit. You have proficiency in the Survival skill. Instinct of Familia. Solitary (Omnivorous): “I can be alone and keep others at a distance”. Species. In Vesteria there are two species of Urcidi: Black Bears and Brown Bears. they are intelligent, and it is not uncommon for them to exploit this prejudice to their advantage. Members of this species are social for convenience, and they do not hesitate to use others to achieve their ends. It is rare for them to genuinely become attached to someone, but when this happens, devotion to the object of one’s love becomes extreme, like all the emotions of these creatures. Increase in Ability Scores. Your Constitution score increases by 2 and your Charisma score increases by 1. Speed. Your base speed on the ground is 30 feet. Size. A Pig can reach a height of between 5 1/4 feet and 6 feet, and weigh between 155 lbs and 330 lbs. Massive build. You have advantage when making rolls to resist being pushed or grabbed. Simple anatomy. Creatures have advantage in the Medicine skill for all checks performed on you. Gourmet. You are always successful when attempting to gather food thanks to Pigs peculiarity of considering edible things that practically no one else would consider eating. Instinct of Species, Hedonist: “I devour, consume and savor everything I encounter”. Urcidi Familia


BLACK BEARS Nothing can go wrong for those who have always taken care to equip themselves with caution in advance. Black Bears love to be prepared, and the effort they put into accumulating resources often rewards them, allowing them to avoid unforeseen events that would risk putting the less prepared creatures out of the game. These Urcidi, however, have a great weakness, a single specific pleasure that enthralls them above all else, making them lose all prudence: be it something that tickles their palate or their interest, when the opportunity to pursue this special temptation presents itself the Black Bear goes wild and seems to be no longer in control of themselves. Black Bears are not very proud of this weakness and tend to indulge it in secret; although it may happen that it is not always kept a secret, to their great embarrassment. These Urcidi, unlike their Brown relatives, are less grumpy and do not disdain the company of other creatures, with whom they can also share their passion for playing games, which the vast majority of Black Bears discover as cubs and carry with them throughout their life.


90 BROWN BEARS Brown Bears spend the first part of their lives building a repetitive, reassuring and well thought out existence, and the other half enjoying this routine. They love to do the same things the same way, eat the food they already know and love, see places familiar to them and interact with the few creatures they know they agree with. There is nothing worse than the arrival of an unexpected novelty, and anything that breaks the daily routine of the activities of a Brown Bear can provoke reactions ranging from irritation to anger, an eventuality that no one should experience since the anger of an Urcide is truly frightening. Despite this aversion to unexpected events, Brown Bears are not to be considered a fearful species: they always react with courage and determination, and they do their utmost to return things back to normal, which for them is the best condition that there can be... Traditionalist and habitual, Brown Bears learn slowly and unwillingly, unless it is shown to them by facts that novelty not only can be perfectly incorporated into their established order, but even improve it. In this case, they will apply a consistent and unexpected patience and demonstrate great respect for their teacher. Increase in Ability Scores. Your Constitution and Wisdom score increase by 1. Speed. Your base speed on the ground is 30 feet and your climbing speed is 20 feet. Size. A Brown Bear can reach a height between 2.2 meters and 2.5 meters and weigh between 180 and 220 kg. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Careful. You have expertise in the Perception skill. Other creatures gain no advantage when making attack rolls against a Brown Bear who is hidden. Wrestler. You have advantage on Strength checks to move or grapple another creature. Instinct of Species, Fearless: “I confront and control my fears”. Increase in Ability Scores. Your Dexterity and Intelligence score increase by 1. Speed. Your base speed on the ground is 30 feet and your climbing speed is 20 feet. Size. A Black Bear can reach a height of between 5 1/2 feet and 6 feet, and weigh between 265 lbs and 440 lbs. Darkvision. In dim light, you can see up to 60 feet as if you were in bright light, and in darkness as if it was dim light. You are unable to discern color when using darkvision, and see only shades of grey. Player. You gain proficiency in the game of your choice, and have expertise with that game. Wrestler. You have advantage on Strength checks to move or grapple creature. Instinct of Species, Lethargic: “I avoid unpleasant situations”.


91 Theri an average lifespan of around 60 years. Size. The size of a Vespertile varies according to the species, as well as the stature and average weight. Membranous wings. You cannot use tools, heavy weapons or anything that requires the use of two hands while flying. Flying with membranous wings requires concentration and you will crash if you use your wings in any other way. If you peform a Dash action while in flight, you gain an increase in movement equal to twice your flying speed. Sensitivity to light. You have disadvantage to attack rolls in bright conditions. Acute hearing. A Vespertili has the advantage on hearing-based Wisdom (Perception) checks. Instinct of Familia, Nocturne (Predator): “I prefer to act without being seen.” Species. In Vesteria there are three species of Vespertili: Bats, Rossetti and Vampires. ome look at them with respect, others with suspicion. Many, with fear. Vespertili are victims of numerous prejudices linked both to their appearance and their nocturnal habits, as well as the unnatural and sinister custom that some of them have for drinking blood. Despite this reputation throughout Vesteria, they are well aware of how much their own charismatic presence can influence others, in one way or another. They are the only Theri capable of flying, thanks to the gift of large membranous wings. In addition, most of them have an echolocation system, which allows them to make up for the poor eyesight that distinguishes them. Increase in Ability Scores. Your Charisma score increases by 2. Age. A Vespertili reaches maturity around the age of 18 and is immediately considered independent. They have Vespertili Familia


BATS Bats are the most skilled Vespertili in flight. Their confusing rapidity and ability to perform dangerous maneuvers are well known, and there are not many creatures who can escape when pursued by a Bat, as many city guards can testify. Cautious, suspicious by nature, reserved and silent, it is not unusual for Bats to find themselves working for shady characters willing to pay handsomely for their service. These Vespertili are not of a malevolent nature, however, and treat these transactions as a regular job. They are willing to put their skills at the service of the highest bidder if the reward offered is sufficient; reward they will most likely share with their colony. In fact, Bats live in numerous colonies that bring together different families, to which individuals are very devoted. The community takes care of both pups and the elderly or infirm, and the safety of these communities is the only thing that can make a Bat forget caution. Increase in Ability Scores. Your Dexterity score increases by 1. Speed. Your base speed on the ground is 15 feet and your flying speed is 30 feet. Size. A Bat can reach a maximum height of 3 1/2 feet and weigh no more than 65 lbs. Your size is Small. Bad eyesight. You have disadvantage to sight-based Wisdom (Perception) skill checks. Echolocation. The innate ability to use ultrasound to understand the surrounding area guarantees you perfect vision in low light conditions. You can map the surrounding physical space and the objects or creatures that move inside it, up to 60 feet away. You are unable to distinguish colors or textures, only shapes, and you cannot see beyond physical objects and barriers. Other creatures gain no advantage on attack rolls made against you as a result of being hidden. Maneuvers in Flight. You advantage on Dexterity (Acrobatics) checks made while in flight and can make a Dexterity saving throw instead of Constitution saving throw to maintain Concentration while in flight. Instinct of Species, Suspicious: “I doubt appearances and prefer precise investigations”. ROSSETTI With a pointed muzzle, large sweet and shiny eyes, and beautiful tawny fur, the Rossetti are undoubtedly the Vespertili who least suffer from the prejudices that affect their cousins and are quite aware of it. The other Vespertili often look upon them with distrust or even contempt for


93 Theri Size. You can reach a maximum height of 90 centimeters and a weight of no more than 25 kg. Your size is Small. Bad eyesight. You have disadvantage to sight-based checks of Wisdom (Perception). Immunitary defense. You are immune to disease. Echolocation. The innate ability to use ultrasound to understand the surrounding area guarantees you perfect vision in low light conditions. You can map the surrounding physical space, objects or creatures that move inside it, up to 18 meters away. You are unable to distinguish colors nor textures, only shapes. Other creatures have no advantage in throws against you being hidden. Vampiric bite. You can use your bite as a natural weapon to make an unarmed strike. If it hits it inflicts 1+ the piercing damage Constitution modifier, unlike the normal bludgeoning damage of an unarmed strike. Additionally, you recover an amount of hit points equal to the damage done with the bite. Spectral. You have proficiency in the Intimidate skill. Instinct of Species, Manipulator: “I try to divide others to better control them”. the preferential treatment they receive. They are sociable, affable and seek every opportunity to prove that they are creatures like all the others. They love to entertain others, especially pups, and there are many companies of Rossetti Bards, musicians and puppeteers who travel aboard their colorful wagons. They adapt without complaint to all lifestyles, and nothing makes them happier than the feeling of being accepted in a community. Their desire for inclusion makes them very confident of those who treat them kindly, which unfortunately also makes them easy to be manipulated by those with bad intentions. When a Rossetto realizes that it has been used, it suffers enormously, but is not capable of plotting revenge. Increase in Feature Scores. Your Strength score increases by 1. Speed. Your base speed on the ground is 6 meters. Your flight speed is 9 meters and the climbing speed 6 meters. Size. You can reach a height of between 1.2 meters and 1.6 meters and weigh between 20 and 50 kg. Your size is Medium. Common appearances. A Rossetto has advantage in checks with the camouflage kit to look like a Theri, a Canide or a Licae. Instinct of Species, Sociable: “I trust strangers”. VAMPIRES If Bats treat their reputation with indifference and the Rossetti try to deny it at any cost, Vampires deeply appreciate the power that a sinister reputation has to offer. After being the first to be accused of witchcraft, high treason or other crimes, the Vampires decided to exploit their menacing appearance to their advantage, relying on their intimidating aura to manipulate others. They tend to be unemotional, reckless, calculating, reserved, eloquent and charismatic, despite their small size. They have a dominant nature, however, do not like being public figures, preferring to pull strings from behind the scenes. The rare Vampires who are not animated by condemnable intentions, however, use all the weapons at their species disposal to command, and often find themselves holding prestigious positions in medical institutions (being naturally immune to diseases is an undoubted advantage), academic or political, fields in which they excel thanks to their excellent memory and sharp intellect. Increase in Feature Scores. Your Constitution score increases by 1. Speed. Your speed on the ground is 4.5 meters. Your flight speed is 9 meters.


Wings. You can use your wings for simple interactions with objects but cannot handle or hold them. Flying with wings requires concentration and you fall if you use them in any other way. If you perform the Dash action while in flight, your flying speed is doubled for the turn. Pecking. You may use your beak to make unarmed attacks, dealing piercing damage instead of bludgeoning damage. Prehensile legs. You have developed prehensile hind legs that you can use to grasp objects in a simple way; that is, you can handle them, but are not treated as being proficient with any weapon, tool, or action, that would require the use of two legs simultaneously. An Avian needs at least one free leg to be able to stand still on the ground or hang from something. The Avians


95 Aviani Speed. Your base speed on the ground is 15 feet, your flying speed is 30 feet, and your swimming speed is 35 feet. Clumsy. You have disadvantage on Dexterity (Stealth) checks to move silently on dry land. Orientation. You always know which direction is North. Fiery Spirit. If you are hit by an opponent, you can use your reaction to gain advantage on attacke rolls against that opponent until the end of their next turn. Webbed legs. You cannot use your legs to grasp objects, but rather use your beak on your long, articulated neck or their wings. On any turn that you take the Dash action while swimming, you may double your movement. Instinct of Familia, Migrator (Prey): “I am looking for the best environment for me, I shy away from hostile environments”. Species. In Vesteria there are four species of Anseri: Ducks, Geese, Pelicans, and Swans. They are not graceful or majestic, but they will not allow themselves to be easily subdued, responding to any offense or aggression suffered with twice the strength. The Anseri do not actively look for danger, but despite not being the most feared or respected Avians they will always react with ardor to tense situations. Their webbed legs do not allow them to grasp objects or wield weapons, but they prove decisive in water, where the Anseri are more comfortable than on dry land. Increase in Ability Scores. Your Constitution score increases by 1. Age. An Anseri reaches maturity at around 12 years of age and is immediately considered independent. They have an average lifespan of around 60 years. Size. Your size is Medium. Height and average weight depend on the species. Anseri Familia


DUCKS Ducks, like many Anseri, know well that they do not have an intimidating presence. For some of them who dream of having the proud profile of an Eagle, and above all their cruel talons, being born Ducks is a great disappointment. For others, however, it is an opportunity: Ducks are intelligent, resourceful, courageous (in their own way) and lovers of novelties. Hardly out of place in urban or rural environments, they find wild areas and especially the high mountains particularly hostile. However, they do not shy away from challenges, and tend to be very self-confident. Chatty and sociable, Ducks are excellent orators, and they express their passion for speech in very different ways. Some end up being so in love with the sound of their voice that they become vainglorious and self-centered, while others cultivate this inclination by pursuing careers in diplomacy, theatre, storytelling, tutoring, or even auctioneers. Increase in Ability Scores. Your Intelligence score increases by 2. Size. A Duck can reach a height of between 4 feet and 4 1/2 feet, and weigh between 55 lbs and 90 lbs. Imprinting. Choose any one skill. You gain proficiency with that skill, linked to a childhood memory. Resolute. Once a day, you may re-roll a saving throw and keep the second result. Instinct of Species, Candid: “I say what I think frankly”. GEESE Many underestimate the Geese for their less martial aspect, but one should be very careful not to make such an error. These Anseri are fearless, aggressive and determined, animated by unshakeable, loyal, chivalrous ideals and capable of putting far more dangerous creatures in their place. The regular Avian army is chock full of geese perfectly trained and made even more fearful by their innate ability to work with great coordination when gathered in groups of individuals who share the same goal and moral code. A military career is the obvious choice for many Geese, but those who choose a different profession often undertake one that allows them to write a lot. Despite not being extraordinarily imaginative (there are very few Geese novelists), these meticulous and careful creatures are considered excellent scribes and very reliable secretaries. These Anseri do not fear responsibility and are loyal to their duty, often serving their lords well into old age.


Increase in Ability Scores. Your Strength score increases by 2. Size. A Goose can reach a height of between 4 feet and 5 feet, and weigh between 55 lbs and 90 lbs. Calligrapher. You have expertise with calligraphers tools. Courage. You have advantage when making saving throws against fear effects. Hostile. You have proficiency in Intimidate skill. Instinct of Species, Loyal: “I always keep my word”. PELICANS Pelicans know they are strong, and do not hesitate to put this force to the service of the weakest. They have a great spirit of sacrifice; they do not fear the judgment of others and are willing to do the right thing even when it could bring them harm. Their altruistic and fearless temperament makes them the backbone of any rescue or protection service of the community: Pelicans are born protectors, and they will fight with merit, without ever exceeding in zeal or violence. However, these brave Avians do not always have a good relationship with regulations, especially with those that they perceive as being unfair, and have the tendency to do as they please if put in front of rigid and, in their eyes, unreasonable laws. These Anseri are also skilled sailors and have an innate harmony with the weather, which they can “read” like no other, managing to evaluate with confidence whether they will face a storm or calm weather. Many captains are willing to pay substantial wages to secure a Pelican boatswain, and success often smiles upon expeditions that sail with one of them onboard. Increase in Ability Scores. Your Constitution score increases by 2. Size. A Pelican can reach a height of between 4 feet and 5 1/2 feet, and weigh between 65 lbs and 90 lbs. Sack Beak. You can carry up to a third of your weight and a third of their size in the pouch of your beak. Sailor. You always understands the evolution of the weather in maritime areas and have the ability to find the best currents and the best time to venture to sea. Instinct of Species, Defender: “I defend anyone who is unable to defend themselves.” SWANS Countless ballads immortalize the long neck, the scarlet beak and the white plumage (or sometimes blacker than a moonless night) that distinguish the Swans, and they, with great dignity, bask in this poetic aura without embarrassment. These Anseri are extremely vain and aware of the charm they exert on others. The most desired courtesans and the most elusive con artists are Swans, and although


98 their tendency towards manipulation is well knownfrom the Avian Islands to the capital of the Empire, powerful nobles and common merchants alike continue to fall prey to their plots. Swans are social for the same reasons that Foxes are, but unlike them they also have a constant need to be fondled, revered and confirmed in their being irresistible. Nothing scares a Swan more than growing old (what a tragedy to lose the regal bearing that nature and youth had given them!) or seriously falling in love with someone: when a Swan binds to a partner, they become very devoted, caring and faithful, often totally changing their life, even when it means abandoning ease and prestige. Increase in Ability Scores. Your Charisma score increases by 2. Siz. A Swan can reach a height of between 4 1/4 feet and 5 1/4 feet, and weigh between 65 lbs and 90 lbs. Beauty. You have proficiency If you dropWhen a Swan drops to 0 hit points but are not killed instantly, you may stay at 1 hit point. This ability can be used again after finishing a long rest. Instinct of Species, Noble: “I can fly higher than ordinary people”. hey are said to be among the creatures with the sharpest intelligence and the longest memory. If you ask a Corbo, they will surely confirm this with a grin. The Corbei are undoubtedly intelligent, but they are often as ready to learn as you are reluctant to teach them. Like many creatures who share their same intellect, they are skilled liars; their cynicism and pessimism (which they simply call “Knowing how the world spins”) contribute to their presence being unwelcome to others as drinking companions, and it is rare for a Corbo to be exuberant and sociable. Increase in Ability Scores. Your Intelligence score increases by 2. Age. A Corbei reaches maturity around the age of 14 and is immediately considered independent. They have an average lifespan of around 60 years. Size. Your size is Medium Height and average weight depend on the species. Fast learning. At the end of a long rest, you can spend an hour practicing a particular activity. If you do so, you gain proficiency in a skill related to that activity until your next long rest. Good memory. You always remembers every detail, place or person they have seen. Petty. You have expertise in the Decpetion skill. Instinct of Familia, Bad Omen (Omnivore): “I can predict the worst in any situation.” Species. In Vesteria there are three Corbei Species: Crows, Magpies, and Ravens. Corbei Familia


99 Aviani more brilliant individuals, many Crows react unexpectedly, becoming affable, helpful and courteous. Finally, in the company of their peers, they wish to learn from their superior, and for once they lower their haughty shield. Increase in Ability Scores. Your Charisma score increases by 1. Size. A Crow can reach a height of between 4 1/4 feet and 5 1/4 feet, and weigh between 65 lbs and 110 lbs. Speed. Your base speed on the ground is 20 feet, and your flight speed is 30 feet. Skillful. You can use tools without using your wings and may gain proficiency in a tool when using the Fast Learning skill. Gourmet. You are always successful when attempting to gather food thanks to your peculiarity of considering food as things that practically no one else would consider edible. Arcane sensitivity. You have proficiency in the Arcane skill. Instinct of Species, Councilor: “I always give advice to those close to me.” CROWS The charisma of a Crow masterfully mixes a bit of arrogance, a dribble of mystery and a pinch of undeniable charm. They have the skills to excel in practically anything they decide to do (except perhaps activities that require a lot of physical strength) and are not afraid of appearing superior. Crows are never modest or pretend to be, but will not try to take credit for merits that do not belong to them: they are too proud to go that far, and indeed they think that failure is only a temporary condition prior to success, which is easily remedied by practice. They have an innate sensitivity to arcane mysteries, and there are many Crows who undertake the winding road of magic, ending up distinguishing themselves in that too. Aware of their intellectual superiority, many Crows are considered too full of themselves, and to put it in inelegant words, too annoying to have true friends. Despite this, they often find themselves right in the middle of high retinues as advisors, as their wisdom and cunning are sought out even by those who cannot tolerate them. However, when they find themselves dealing with


MAGPIES There is nothing to be done: Magpies cannot keep their claws to themselves. Both greedy and vain, the temptation of material goods (especially if beautiful, sparkling and precious) is terribly strong. The most righteous of them try to control this instinct in various ways, forcing themselves to take jobs that keep them as far as possible from the objects of desire, but the vast majority abandon themselves to becoming thieves for the simple desire of possessing extravagant and wonderful objects. Magpies are born collectors and have a great eye when recognizing what is worth taking and what is not, even when they lose their heads for things that have no real value besides looking beautiful. Silent in flight, shrewd in bargaining and skilled at pickpocketing, Magpies have reasonably gained a reputation for their cunning ways. Few people, in fact, trust a Magpie, who often end up having few friends. Nevertheless, these Corbei are talkers and lovers of good ambiance, always ready to offer a tour of the taverns to their companions. Increase in Ability Scores. Your Dexterity score increases by 1. Size. A Magpie can reach a height of between 1.1 meters and 1.3 meters and weigh between 20 and 40 kg. Speed. Your base speed on the ground is 20 feet, and your flight speed is 30 feet. Stealthy. You may choose either Stealth or Sleight of Hand. You gain proficiency with that skill. Elusive Flight. You do not trigger attacks of opportunity if you use a Dash action to move away from an enemy. Instinct of Species, Kleptomaniac: “I take what I like.” RAVENS Ravens are wary ... very wary. Accustomed to doing the worst jobs in the margins of society (gravediggers, scavengers, garbage collectors), they seem reluctant to put the good judgement that all Corbei have to good use, thanks to which they often simply survive, without ever blooming. They do not like to be at the center of attention, they shy away from responsibility and the pressure of the roles in which they are forced to perform, preferring anonymity and mediocrity. Nonetheless, they are opportunistic and able to keep themselves afloat in any situation: you will never hear about a Raven being a queen on stage, and you similarly never hear about them being beggars or poor. As in every aspect of their life, even in personal relationships,


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