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PLANEGEA IS AG3720

STONE AGE
FANTASY
ROLEPLAYING
DAV I D SO M E RV I LLE
I N TH E FI R ST A N D W I LD E ST
O F A LL WO R LD S, W H E R E TH E
PL A N E S O F E X I STE N C E H AV E
N OT Y E T S E PA R ATE D

Drawn from the traditions of


Sword & Sorcery pulp adventure,
infused with the blood-pounding
thrills of epic roleplaying,
and caught in the jaws of our
own primordial dreams,
Planegea is a world of heroes
who feel the cold wind raise a chill
of hunt and hope on their raw skin.

The lands of Planegea rise from


our earliest ancestral memory,
a world we barely recognize,
but which holds all the raw
adventure we can imagine.

TM

ATLAS-GAMES.COM/PLANEGEA
ISBN 9781589782174

® ISBN: 978-1-58978-217-4

©2022 Trident, Inc., d/b/a Atlas Games®. All rights reserved. Planegea is a

5E Discover a primal world of kinetic action, primordial horror,


trademark and Atlas Games is a registered trademark of Trident, Inc. This work
is protected by international copyright law and may not be reproduced in 9 781589 782174
whole or in part without the written consent of the publisher.
1st Printing, June 2022. Printed by Standart Impressa in Vilnius, Lithuania. Stock#: AG3720 and mystic awe in this prehistoric campaign guide for 5th Edition.
Discover a world of kinetic action, primordial horror,
& mystic wonder in this prehistoric campaign setting
for 5th Edition roleplaying adventures.

BY DAVID SOMERVILLE
CREDITS
Author: David Somerville Producer: Justin Alexander
Story Team: Adam Beckwith, Daniel Gable, Avalon Palmer, Art Direction: Justin Alexander & David Somerville
Fin Prindle Layout: Justin Alexander
Original Graphic Design: David Somerville
Additional Development: Chris Bowen (Winter’s Draft),
Daniel Gable (monster development), Fin Prindle Cultural Consultant: Zoë Edwards
(mechanical development), Thomas Read (Victory’s Cost), Proofreading: Justin Alexander, Jenae Floerke, Michelle Nephew
Trevor S. Valle (dinosaur specialist)
Published By: John and Michelle Nephew
Creative Consultants: Alex DuFault, Zack Grunewald,
Connor Gwilliam, Jeffrey Martin, Sam Reno, Pedro Lhullier Special Thanks: Woody Eblom, Jenae Floerke, Jackie Sue
Rosa, Bryan Scott, Beau Severson, & Michael Somerville Lozano, Heather O’Neill, Travis Winter, Justin Woodall,
Casey McDonough, Nicole Ketz, and Chris Martin
With gratitude to all of our Kickstarter backers without whom this book could not exist!
And to the amazing communities of the Planegea Discord and subreddit, who have been part of the dream from the beginning!
First Printing, August 2022. Printed in Lithuania.
©2022 Trident, Inc., d/b/a Atlas Games®. All rights reserved. Planegea and In the Lair of the Night Thing are trademarks and Atlas
Games is a registered trademark of Trident, Inc. Notice of Open Game Content: The Open Game Content in this book may only be used
under and in terms of the Open Game License version 1.0a (see pg. 5).
AG3720 | ISBN 978-1-58978-217-4
www.atlas-games.com

2
ARTISTS Additional Art: Ahmed Teilab, Andreas Rocha, Calder
Cover Art: Anna Podedworna
Cartography: Brian Patterson Moore, Einar Martinsen, Fabio Rodrigues, Felipe Fornitani,
Graey Erb, Igor Galkin, Iliyan Tsvetanov, Jaroslaw
Planegean Art Team: Ari Ibarra, Cory Trego-Erdner, Daniel
Marcinek, Johanna Ruprecht, Jose Luis Islas Lopez, Juno
Mallada, Douglas Deri, Grzegorz Pedrycz, Jake Siano, Jason
Viinikka, Lane Brown, Maxime Defoulny, Michael Johnson,
Wilkins, Javier Charro, Kacper Kutrzuba, Nguyen Nam
Nick Silva, Norbert Toth, Quan Chu, Qui Chao Wang, Raph
Hung, Olga Drebas, Otto Metzger, Thuan Pham, Torben Weit
Herrera Lomotan, Ricky Ho, Tom Lopez, Tomas Jedruszek,
Team Petroglyph: Michelle Nephew & Emilia Nephew Vitaly Zhdanov, William Hoglund Mayer
Character Sheet Design: Tim Huckelbery

ART CREDITS Page 96: Flintback Trader - Douglas Deri


Title Page: Kho Many-Arms - Cory Trego-Erdner
Page 2: Stone Age Catamaran - Douglas Deri Page 102: Lava Leap - Douglas Deri
Page 4: New Hope - Felipe Fornitani Page 104:Bolt of Ush - Daniel Mallada
Page 9: Star-Shaman’s Tale - Daniel Mallada Page 108: Elemental Appeal - Nick Silva
Page 10: Pterodactyl Raiders - Daniel Mallada Page 110: Spider Raptor - Thuan Pham
Page 12: Ambush of the Tyrantmaw- Raph Herrera Page 113: Deepthought - Douglas Deri
Lomotan Page 114: The Winter Migration - Douglas Deri
Page 14: Megalith - Quan Chu Page 117: Hidden Waterfall - Andreas Rocha
Page 15: The Pixies and the Sloth - Douglas Deri Page 120: In the Wakeful Forest - Douglas Deri
Page 16: Setting Out From the Clanfire - Douglas Deri Page 121: Tricerataur - Jake Siano
Page 18: Primal Village - Ahmed Teilab Page 124: Drums of the Ape God - Jason Wilkins
Page 23: Clanfire Tales - Daniel Mallada Page 126: Temple of the Sun - Vitaly Zhdanov
Page 24: Forest Rays - noreefly Page 131: Shark Cave - Tom Lopez
Page 27: Starling’s Fall - Jaroslaw Marcinek Page 135: Bear Clan’s Rest - Grzegorz Pedrycz
Page 28: Survival of the Fittest - Iliyan Tsvetanov Page 138: Beastback Village - Torben Weit
Page 30: Paleolithic Afternoon - Norbert Toth Page 140: Saurian Archer - Grzegorz Pedrycz
Page 35: Star Rise - Kacper Katurzuba Page 142: Cloaker Vault - Douglas Deri
Page 36: Druid’s Dance - Ari Ibarra Page 146: Seerfalls - Calder Moore
Page 38: Night of the Apotasaurus - Daniel Mallada Page 149: Spirit of the Great Bird - Calder Moore
Page 40: Planegean Dwarf Fighter - Javier Charro Page 155: Volcanic Melee - Ari Ibarra
Page 41: Planegean Elf Scavenger - Javier Charro Page 156: The Primal World - Michael Johnson
Page 43: Human Shaman - Javier Charro Page 158: Map of Planegea - Brian Patterson
Page 45: Sentries of Free Citadel - Torben Weit Page 161: Fang of Sand and WInd - Kacper Kutrzuba
Page 46: Gnomish Camp - Douglas Deri Page 162: Summer in the Great Valley - Grzegorz Pedrycz
Page 48: Crimson Village - Andreas Rocha Page 164: Bitewater - Kacper Kutrzuba
Page 49: Orc Shaman - Graey Erb Page 167: Starstep Cliffs - Grzegorz Pedrycz
Page 51: Dreas Chanter - Javier Charro Page 168: Map of Edgegather - Brian Patterson
Page 54: Half-Ooze Rogue - Javier Charro Page 172: Cult Riverlands - Grzegorz Pedrycz
Page 56: Leatherwing Spellskin - Javier Charro Page 174: Shining Eknis, the Obsidian City - Jason Wilkins
Page 57: Hammertail & Webfoot - Grzegorz Pedrycz Page 175: Giant Raider - Ari Ibarra
Page 59: Starling - Grzegorz Pedrycz Page 176: Sea Emperor’s Thought - Otto Metzger
Page 60: The Unexpected Visitor - Qui Chao Wang Page 179: Doorway to Nod - Daniel Mallada
Page 62: Ascetic of the Way of Abnegation - Grzegorz Page 180: Giants Versus Kraken - Tomas Jedruszek
Pedrycz Page 186: Feast of the Bear God - Jason Wilkins
Page 64: Path of the Farstriker - Grzegorz Pedrycz Page 189: Ape Clan’s Abode - Grzegorz Pedrycz
Page 67: Half-Ooze Assassin - Ari Ibarra Page 191: Hilltop of the Lion God - Jason Wilkins
Page 70: Dream Sorcerer - Grzegorz Pedrycz Page 194: Cave of the Spellskin - Jason Wilkins
Page 74: Summoning a God - Calder Moore Page 196: Dinosaur Riders - Douglas Deri
Page 87: Burrowing Owlbear - Cory Trego-Erdner Page 198: Wintersouth - Grzegorz Pedrycz
Page 88: Slimy Gnoll - Cory Trego-Erdner Page 199: The Usurper Queen - Kacper Kutrzuba

3
Page 201: Map of Free Citadel - Brian Patterson Page 275: Gnomeknack Crossbow - Olga Drebas
Page 204: The Tribe Kids - Lane Brown Page 277: Monstertooth Club - Olga Drebas
Page 207: Menhir - Igor Galkin Page 278: Remorhaz Armor - Olga Drebas
Page 208: Dark Forest Warlock - Grzegorz Pedrycz Page 280: Circle of the Lion Clan - Grzegorz Pedrycz
Page 210: Map of Seerfall - Brian Patterson Page 282: Twr the Tyrant - Daniel Mallada
Page 212: Magic Kingdom - Andreas Rocha Page 284: Armored Otyugh - Cory Trego-Erdner
Page 214: The Hunter Hunted - Ari Ibarra Page 284: Berserk Ettercap - Cory Trego-Erdner
Page 217: The Day of Breath - Kacper Kutrzuba Page 284: Climbing Troll - Cory Trego-Erdner
Page 220: Magic School at Night - Johanna Rupprecht Page 285: Elemental Purple Worm - Cory Trego-Erdner
Page 223: Volcano Dragon - Fabio Rodrigues Page 285: Finned Couatl - Cory Trego-Erdner
Page 225: Lord of the Seas - William Hoglund Mayer Page 286: Fungal Bugbear - Cory Trego-Erdner
Page 228 Melee of the Ooze - Daniel Mallada Page 286: Horned Bullette - Cory Trego-Erdner
Page 233: Forgotten Menhirs - Maxime Defoulny Page 287: Massive Grick - Cory Trego-Erdner
Page 234: White Spirit of the Dark Wood - Grueo Page 288: Many-Eyed Cloaker - Cory Trego-Erdner
Page 236: Cultists of the Bone God - Ari Ibarra Page 288: Multi-Headed Cockatrice - Cory Trego-Erdner
Page 238: Empress of Air - Cory Trego-Erdner Page 289: Sailed Basilisk - Cory Trego-Erdner
Page 242: Prisoners of the Frost Giants - Torben Weit Page 289: Spiny Rust Monster - Cory Trego-Erdner
Page 245: The Gift of Thirst - Daniel Mallada Page 290: Tentacled Xorn - Cory Trego-Erdner
Page 248: Ziggurat of Kelodhros - Douglas Deri Page 291: Undead Merman - Cory Trego-Erdner
Page 250: Kelodhrosians - Cory Trego-Erdner Page 291: Winged Aboleth - Cory Trego-Erdner
Page 252: The Kingdom of the Dead - Daniel Mallada Page 296: God of Stone and Light - Torben Weit
Page 261: Mammoth Warlord - Torben Weit Page 318: Arctusk - Thuan Pham
Page 264: Cavern of Treasures - Daniel Mallada Page 320: Frilled Dinosaur - Cory Trego-Erdner
Page 266: Mask of the Spellskin - Olga Drebas Page 325: Greatwing - Olga Drebas
Page 272: Apparatus of the Mammoth - Olga Drebas Page 330: Spider Raptor - Jake Siano

4
Page 332: Mammothmaw - Thuan Pham
Page 334: Dire Sloth - Jake Siano
Page 337: Glunch Manylegs Rider - Jake Siano
Page 340: Iramuk - Thuan Pham
Page 341: Kelodhrosians - Jake Siano
Page 346: Laughing Boar - Thuan Pham
Page 351: Faku-Baz - Thuan Pham
Page 353: Ku-Zug - Thuan Pham
Page 354: Salt Spider - Thuan Pham
Page 355: Squidshrime - Thuan Pham
Page 356: Simbakubwa - Thuan Pham
Page 357: Warlord Fortress - Grzegorz Pedrycz
Page 358: Stickymouth - Jake Siano
Page 359: Swordquill - Thuan Pham
Page 361: Terror Bird - Olga Drebas
Page 362: Tricerataur - Cory Trego-Erdner
Page 364: Glimmer & Notar - Thuan Pham
Page 367: Visitant of the Ape God - Jose Luis Islas Lopez
Page 372: Icehook - Grzegorz Pedrycz
Page 374: Sleeping With Wolves - Juno Viinikka
Page 376: Shiya Snow Village - Ricky Ho
Page 378: Magical Manticore - Cory Trego-Erdner

OPEN GAME LICENSE VERSION 1.0A


The following text is the property of Wizards of the Coast, Inc . and is Copyright 2000 Wizards c ontaining Open Game Content exc ept as expressly lic ensed in another, independent Agreement
of the Coast, Inc (“Wizards”). All Rights Reserved. with the owner of such Trademark or Registered Trademark. The use of any Product Identity in
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contributed Open Game Content; (b)”Derivative Material” means copyrighted material includ- The owner of any Produc t Identity used in Open Game Content shall retain all rights, title and
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“Distribute” means to reproduc e, lic ense, rent, lease, sell, broadc ast, publicly display, transmit 9. Updating the License: Wizards or its designated Agents may publish updated versions
or otherwise distribute;(d)”Open Game Content” means the game mechanic and includes the of this License. You may use any authorized version of this License to copy, modify and
methods, proc edures, proc esses and routines to the extent such c ontent does not embody the distribute any Open Game Content originally distributed under any version of this License.
Product Identity and is an enhancement over the prior art and any additional content clearly 10. Copy of this License: You MUST include a copy of this License with every copy of the
identified as Open Game Content by the Contributor, and means any work covered by this Open Game Content You Distribute.
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personalities, teams, personas, likenesses and special abilities; places, locations, environments, 13. Termination: This License will terminate automatically if You fail to comply with all
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tity by the owner of the Product Identity, and which specifically excludes the Open Game 14. Reformation: If any provision of this License is held to be unenforceable, such provision
Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by shall be reformed only to the extent necessary to make it enforceable.
a Contributor to identify itself or its products or the associated products contributed to the
Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 15. COPYRIGHT NOTICE
copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
Content. (h) “You” or “Your” means the licensee in terms of this agreement. System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
2. The License: This License applies to any Open Game Content that contains a notice Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert
indicating that the Open Game Content may only be Used under and in terms of this License. J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material
You must affix such a notice to any Open Game Content that you Use. No terms may be added by E. Gary Gygax and Dave Arneson.
to or subtracted from this License except as described by the License itself. No other terms Planegea © 2022 Trident, Inc., d/b/a Atlas Games®. Author: David Somerville
or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance DESIGNATION OF OPEN CONTENT: All stat blocks, ability checks, and any mechanical content
of the terms of this License. or text from the System Reference Document 5.1.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contrib-
utors grant You a perpetual, worldwide, royalty-­‐‑free, non-­‐‑ exclusive license with the exact DESIGNATION OF PRODUCT IDENTITY: Product Identity in this book includes all elements
terms of this License to Use, the Open Game Content. listed in section 1(e) of the Open Game License version 1.0a, plus all proper names except
5. Representation of Authority to Contribute: If You are contributing original material as those that appear in the System Reference Document 5.1, plus all trademarks of Trident, Inc.
Open Game Content, You represent that Your Contributions are Your original creation and/
or You have sufficient rights to grant the rights conveyed by this License. ©2022 Trident, Inc., d/b/a Atlas Games®. All rights reserved. Planegea and In the Lair of
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this the Night Thing are trademarks and Atlas Games is a registered trademark of Trident, Inc.
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content Reproduction of non-Open Game Content from this work by any means without written
You are copying, modifying or distributing, and You must add the title, the copyright date, permission from the publisher, except for short excerpts for the purposes of reviews, is
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Content you Distribute.
7. Use of Produc t Identity: You agree not to Use any Produc t Identity, including as an indic a- 1st Printing, August 2022. Printed by Standart Impressa in Vilnius, Lithuania.
tion as to compatibility, except as expressly licensed in another, independent Agreement with
the owner of each element of that Product Identity. You agree not to indicate compatibility Visit us online at www.Atlas-Games.com for Planegea digital resources and more!
or co-­adaptability with any Trademark or Registered Trademark in conjunction with a work

5
For my grandmothers, law and chaos embodied,
who passed from life to life during the writing of this book.

WWW.ATLAS-GAMES.COM
6
CONTENTS
PREFACE��������������������� 8 Ranger����������������������������������� 66 Moving Land������������������������ 118 Deepthought���������������������� 230
Call to Adventure������������������������8 Scavenger (Rogue)�������������������� 67 Wilderness Dice Drop�������� 119 Duru������������������������������������� 232
Shaman (Cleric)���������������������������68 Journey Dungeons������������� 121 Fiendish Gods�������������������� 235
1. WELCOME TO Sorcerer�������������������������������� 68 Clan Tools���������������������������������123 The Giant Empires������������� 239
PLANEGEA����������������� 11 Spellskin (Wizard)�����������������������71 Clan Creation�����������������������124 The Gift of Thirst����������������244
In This Book ��������������������������� 13 Encampment Dice Drop���� 132 Kelodhros Ascendant�������248
Answer the Howl���������������������� 14 6. BACKGROUNDS�������75 The Clanfire��������������������������133 Nazh-Agaa����������������������������251
Ape Clan��������������������������������������76 Clan Travel����������������������������136 The Recusance������������������� 254
Apprentice���������������������������������77 Taming & Training������������������ 140 Throne of Nightmares������ 257
PART I:
Bear Clan������������������������������������78 Adventure Environments������142 Vyrkha the Shepherd ������� 260
FOR THE PLAYER
Captive����������������������������������������79 Aberrant Vaults�������������������142
Caretaker���������������������������������� 80 Apex Domains�������������������� 144 12. TREASURES��������265
2. CLANFIRE & Chieftain’s Kin���������������������������� 81 Dwarvish Ruins�������������������145 Magic Items����������������������������� 267
WILDERNESS�������������� 17 Crafter�����������������������������������������82 Roving Forests��������������������147 Magic Masks���������������������������� 269
Three Themes��������������������������� 17 Edgegatherer��������������������������� 83 Passages to Nod���������������� 148 Magic Item Descriptions�������� 271
Prehistoric Fantasy������������������ 18 Free Citizen������������������������������� 84 Spellskin Sanctums������������150
Clanfire���������������������������������������� 19 Gatherer������������������������������������ 85 Tomb-Lands������������������������ 151 13. GODS &
Clan Life��������������������������������� 20 Hunter���������������������������������������� 86 At Your Table����������������������������152 MONSTERS���������������283
Rhythms of the Clan������������� 21 Keeper of Beasts�����������������������87 Introducing Planegea���������152 Primordial Monsters������������� 283
Wilderness���������������������������������25 Lion Clan������������������������������������ 88 Genre Tropes�����������������������152 Gods����������������������������������������� 292
A World on the Move������������25 Outcast�������������������������������������� 89 Modifying Planegea�����������153 Gods of Planegea������������������� 302
Wilderness Survival�������������26 Raider����������������������������������������� 90 Bestiary������������������������������������318
Savant����������������������������������������� 91 10. THE PRIMAL Arctusk��������������������������������������� 318
3. PREHISTORIC Seerfallite�����������������������������������92 WORLD��������������������� 157 Batface���������������������������������319
CHARACTERS������������� 31 Storyteller����������������������������������93 Cosmology�������������������������������157 Dinosaurs���������������������������� 320
A Prehistoric Life����������������������� 31 Trader����������������������������������������� 94 The Sea of Stars����������������������157 Dire Sloth���������������������������� 334
Variant Rules �����������������������������32 Whale Clan�������������������������������� 95 The Sky�������������������������������������159 Ghost Monkey�������������������� 335
Planegean Player Options�������32 The Elemental Wastes�����������159 Giant Armadillo���������������������� 336
Star Stories����������������������������32 7. EQUIPMENT & The World-Fangs���������������������159 Glunch��������������������������������� 337
Primal Push����������������������������32 TRADE������������������������97 Blood Mountain���������������������� 160 Horse-Ape�������������������������������� 339
Trinkets���������������������������������������36 Barter������������������������������������������97 The Venom Abyss������������������ 160 Iramuk����������������������������������������340
Languages��������������������������������� 98 The Great Valley����������������������163 Kelodhrosians���������������������341
4. KINSHIPS����������������39 Armor����������������������������������������� 98 Edgegather ������������������������ 169 Knucklecrown������������������������ 346
Primordial Kinships������������������39 Weapons����������������������������������� 98 The Giant Empires������������������ 173 Lapiscat������������������������������� 347
Dwarf��������������������������������������39 Adventuring Gear������������������ 100 Nod��������������������������������������������178 Laughing Boar������������������������348
Elf�������������������������������������������� 40 The Kingdom of the Dead �����178 Manylegs�����������������������������349
Halfling�����������������������������������42 8. SPELLS�����������������103 Simbakubwa ���������������������� 356
Human������������������������������������42 Blood Magic ���������������������������� 104 11. FACTIONS & Stickymouth����������������������� 357
Dragonborn�������������������������� 44 Spell Lists���������������������������������105 THREATS������������������ 181 Swordquill��������������������������� 359
Godmarked (Tiefling)�������������� 44 Spell Descriptions������������������ 106 Factions������������������������������������ 181 Terror Birds�������������������������360
Gnome����������������������������������� 46 The Brother Clans��������������� 181 Tricerataur�������������������������� 362
Half-Elf������������������������������������47 The Council of Day��������������193 Visitants, Celestial������������� 363
PART II:
Orc (Half-Orc)��������������������������������48 Direstaves����������������������������195 Woolly Unicorn���������������������� 368
FOR THE GAME
Planegean Kinships����������������� 50 Free Citadel������������������������ 199 NPCs������������������������������������������371
MASTER
Dreas�������������������������������������� 50 Kraia’s Children������������������ 203
Saurian�����������������������������������55 Scavengers Vow����������������206 APPENDIX A: NAME
Starling���������������������������������� 58 9. PLANEGEA Seerfall�������������������������������� 209 GENERATOR�������������376
ADVENTURES����������� 115 The Sign of the Hare����������� 211
5. CLASSES����������������� 61 Your Own Planegea���������������� 115 Venomguard������������������������214 APPENDIX B:
Classes, Reimagined���������������� 61 Break the World����������������������� 115 The Whale Clan�������������������216 INSPIRATION������������377
Ascetic (Monk)������������������������������61 Using This Chapter������������������ 115 The Worldsingers���������������219
Barbarian�������������������������������63 Themes������������������������������������� 116 Threats�������������������������������������221 INDEX�����������������������378
Chanter (Bard) ����������������������������64 Kinetic Action���������������������� 116 The Brood ����������������������������221
Druid�������������������������������������� 65 Primordial Horror��������������� 116 Craven of the
Fighter����������������������������������� 65 Mystic Awe�������������������������� 117 Kraken Coast������������������ 224
Guardian (Paladin)���������������������66 Wilderness Tools�������������������� 118 The Crawling Awful ���������� 228

7
PREFACE

R
OUGHLY TWELVE YEARS BEFORE THIS BOOK different treatments of the setting, but couldn’t quite fix on
began and twelve thousand years after Earth’s what you would do in a world like that, once you got there
last ice age ended, I was newly married and and figured out your next meal.
living in a basement apartment in Maryland. One Then I stumbled across the concept of Appendix N and
Saturday, my wife arranged for my two older the Appendix N Book Club podcast. Gary Gygax’s list of books
brothers to appear from nowhere, throw me in a Jeep, and that inspired the game we love was a revelation to me, and
drive me to the biggest theater they could find so we could through the Book Club’s skillful discussion, I was able to
watch a movie I’d been itching to see: Roland Emmerich’s parse the meaning of sword & sorcery, a term I had never
prehistoric spectacle, 10,000 BC. really grasped before. I came to better understand the
I can’t say for sure whether or not 10,000 BC is a good kinds of adventures that had fueled the earliest iterations of
movie. I haven’t watched it since, and I don’t plan to, the game—and how far we’ve come since then. I worked to
because the experience of being suddenly and unexpect- create a setting that could tell smoky, dangerous stories full
edly thrown into that primordial world of great beasts of personal heroism, inspired more by Fafhrd and the Gray
and adventure is one of the closest things I’ve ever had to Mouser than Frodo and Aragorn, full of powerful antago-
actually getting sucked into a magic portal. All I know is nists to tangle with and strange locations to stumble into
that it made an impression, and I can still remember lines, without much of a plan at all.
moments, and feelings from it all these years later. Wise As we found and settled into our new home on the Gulf
words about drawing circles. A saber-toothed cat in a rainy jungle. Coast, where pelicans glide over sun-warmed water, the
The awe of a city, seen for the first time by Stone Age eyes. final two pieces of the setting clicked into place, with the
A decade later, my wife and I (now with two daughters concept of the Black Taboos and the release of Genndy
and a son) were preparing to embark on a nomadic adven- Tartakovsky’s Primal. The Black Taboos solved a problem I’d
ture of our own. We had decided Washington, D.C. was not faced every time I tried to explain the setting (“No, it’s not
where we wanted to raise our kids, so I’d left my dream job ooga-booga, me make fire. Your character can be smart in the Stone
as the creative directer of a magazine, we’d bought a truck Age… yes, okay, I do see how hitting things with clubs is funny, but
and an RV (a 2011 Keystone Cougar), and were preparing I think it could be cool to do more!”) and Primal was a perfect
to drive across America in search of a home. While I was example of what prehistoric sword & sorcery looked like
taming the beast that would become our house on wheels, played out with a bold and vivid imagination.
Keith Baker released Wayfinder’s Guide to Eberron and with it, In the end—which was also the beginning—I wrote a
The Manifest Zone podcast. I had stumbled across table- treatment about a fantasy world locked into a Stone Age
top RPGs in the intervening years, but had only played in by unexplained metaphysical forces, where the planes of
homebrew adventures, so Keith’s world was totally new to existence were still traversable by foot, and in which all
me. I listened to his podcast hungrily, fascinated by both the vivid life of Fifth Edition adventures could be experi-
his approach to world-building as well as the origin of the enced anew. I scribbled out a map and shared it, and was
setting—the 2002 Fantasy Setting Search, where a certain overwhelmed by enthusiasm for the idea. Strangers set
Seattle-based publisher summoned more than 10,000 up subreddits and Discord servers, demanding that I post
worlds from thin air with a call to submit a new setting for more detail about the setting there. I did, and this book is
everyone’s favorite role-playing game. the result.
Listening to Keith unpack his brilliant setting, I couldn’t I want to thank every member of r/planegea and the
help but wonder if such a call went out again, what sort of Planegea Discord server for your inexhaustible curiosity
world I might put forward. I wanted to follow in Keith’s and brilliant ideas, the hosts of the Appendix N Book Club
footsteps, to create a place where everything that was in for explaining sword & sorcery to me, Keith Baker for his
Fifth Edition had a home… just maybe not the one you’d masterclass in what makes settings tick, my brothers for
expect. I wanted it to feel meaningfully different from yanking me out of this world all those years ago, and my
medieval fantasy and steampunk and science fiction, but brilliant, inspiring wife for getting all of this started.
still be recognizable, iconic, and easily grasped. I wrote I hope this book sparks new kinds of adventures at your
down a few ideas, and one stood out: prehistoric fantasy. table. If one person who reads it winds up falling through
I ran a quick playtest session with my brother (who had the millennia into saber-toothed adventures like I did, it
driven the getaway car to the theater ten years earlier). He will have been well worth it.
created an orc ranger named Ush, and made the first foot-
steps in the snows of Planegea. Yours in wonder,
We set off on our RV trip like hunter-gatherers, hunting
for a home and gathering experiences. As we traveled, I
studied prehistoric history and fantasy, reading Wells and
Auel and listening to podcasts about flint-knapping, basket
fishing, and the invention of music. I saw actual dinosaur
footprints and whirling petroglyphs, and tried a couple of David Somerville, Author

8
YOU THERE! Yes, YOU—with the bemused
expression and the strange eyes. Come closer, warm yourself
Some of my tale may be hard to believe. They say stars like
myself seek to fib and deceive. And perhaps I will stretch the
by the fire. I thought I’d seen everything, but I don’t recognize truth for the sake of a story here and there. But I’ll also conceal
your mode of dress or style of speech. From what part of the things too terrible to recount in night’s clawed shadow. Maybe I’ll
world do you hail? say more in the morning, should we live that long.

… I see. An unexpected answer. I myself am not of this Stop. What was that?
land originally. Once I danced in the heavens, a star … Did you hear something in the dark?
among stars. But then I fell, and since then I have made Something heavy of foot,
it my life’s work to learn all that I can of the world in something hungry?
which I find myself.
Ah, it must have been the knucklecrown.
In you I sense a kindred spirit… you have the look of one in
whom gleams the light of curiosity; a sibling-soul, to be sure! Pay him no mind. Where was I? No matter, we can begin almost
Well, if you’ll stay for a while, keep me company until the anywhere, there’s so much to tell.
starlight above turns to dawn’s bright gleam, I’ll sing you a song
I will sing to you of bear gods and lion gods and ape gods, of
of this place.
wandering clans trying to stay ahead of winter, of the doorways
For I have traveled its length and breadth, from the choking into dreams that offer salvation or despair, depending on the
depths of Brinewaste to the winged cities of the Air Empire. I whim of the elves on the other side.
have held audience with the vampiric Nin in her lava temple, and
I will sing to you of kraken cults, of woolly unicorns, of oozes
seen the source of the Everstorm. And in all these places, I have
and constructs, and the King of Death himself, in whose halls I
dealt with chieftains and shamans, gods and giants, dragons and
have shined my light—the only glow in that infinite dark.
dryads and things far stranger, which barely have a name.
If you’re ready to listen, I’m ready to sing. Let me just
I’d like to tell you about them, if you’ll listen.
gather my drum and my string.

Ready?

STAR-SHAMAN
Then hear me, and
know that I am the
and my song is the song of the land of Planegea,

the first­—

and wildest—

of all worlds.

PREFACE 9
10
CHAPTER 1

WELCOME TO PLANEGEA
The oozing jungle shakes with the thunder and roar of the barbarian atop four empires of the giants to the monsters that hunt the
the awakened mammoth. He whirls his enchanted bone axe, signaling howling peaks and roaring oceans that ring the Great
the sorceress soaring above. She folds her wings and dives, ablaze Valley; from the cold, bony fingers of the Nightmare World
with magic. Tonight, her spells and his rage will at last lay waste to to the terrifying jaws of the jungle known as the Venom
the slimy lair of the tentacled tyrant-lizard and its corrupted brood! Abyss. Every step of the journey is plagued with danger
and death.
Still vibrating with star-magic, the translucent elf scavenger—her
edges dreamlike and indistinct—holds her breath. She carries her
flint dagger in one hand and her offering of blood in the other as she
A WORLD OF BONE & FIRE
Planegea is primal fantasy roleplaying. Whatever you want
descends, trailed noiselessly by her ever-silent halfling companion,
to explore in 5th Edition—slaying monstrous creatures,
into the cave of the bear-god.
navigating political intrigue, exploring ancient ruins,
The dwarvish fighter, stony beard glittering with gemstones, and the crafting enchanted weapons, infiltrating evil cults, battling,
saurian spellskin bow their heads to receive the clan blessing as they building, casting, carousing—it’s all here. Planegea rises
prepare to track the fire-giant slave-raiders. The great clanfire claws out of our earliest ancestral memory, a world we can barely
at the night sky and the shaman sings of rescue and dawn, but the recognize, which holds all the adventure we can imagine.
rocky heart of the dwarf beats only with the drum-song of revenge. You won’t find limitations on class or race in these pages.
Rather, they are filled with ideas and inspiration for

T
HIS IS PLANEGEA—A PRIMORDIAL FANTASY running a long and glorious game set before written words,
campaign setting for 5th Edition, where a dungeon hammered ore, and plowed fields.
means the curse-painted caves of a cannibal clan, Drawn from the traditions of sword & sorcery pulp
and a mindless, monstrous dragon is as likely to adventures, infused with the blood-pounding thrills of
eat you as look at you. Gone are the safe hearths of life-or-death action, and caught in the jaws of primordial
taverns and libraries, kingdoms and cathedrals. Planegea dreams, Planegea has adventures for everyone who ever
is a place of utter wildness, where survival is the only law felt the cold wind raise a chill of hunt and hope on their
and it must be carved from the world by force of might and raw skin.
magic.
Here, you must eat or be eaten. Fashion your own armor
from fur, feathers, bone, and stone. Shatter your hand-
THE CLANFIRE IS SACRED
Life begins and (if you’re lucky) ends at the clanfire. Every
carved blades on the backs of your enemies in savage
clan keeps a fire burning as hot and high as they can; the
combat. Hunt primordial beasts, hold your breath as you
bigger the fire, the greater the strength of the clan. Clans
hide from massive predators, and seek safety in numbers as
compete to build the greatest fire, and dare young hunters
you journey through an epic world before myth—a land of
to make dousing raids on the fires of their enemies.
smoke, song, blades, dreams, blood, and magic.
For wanderers, the clanfire has even more significance—
the light acts as a signal-fire, a place to gather and rest. It is
UNFAMILIAR EVERYTHING a great tradition that strangers are welcome without ques-
Nothing is as you expect in Planegea. Elves are shimmer- tion at the clanfire between sunset and sunrise, as long as
ing dream-walkers, dwarves are half stone, humans are they leave their weapons outside the firelight.
beast-tamers, halflings are silent stalkers, gnomes are filthy The clanfire is the heart of clan life—food, strong drink,
scavengers, and dragonborn are just a heartbeat away from stories, songs, ceremonies, disputes, judgments, dreams,
their draconic ancestors. and more are all shared around it.
There are no great, universal gods—only a patchwork The clanfire replaces the tavern. When looking for a
quilt of local deities, often appearing in the shapes you least place to rest and spend the night, seek out the nearest clan-
expect, with powers that are bought with offerings and fire. You’ll have to leave your weapons behind, but strong
strange favors. tradition will keep you safe until morning… probably. It’s
In Planegea, the planes of existence have not yet sepa- also a great place for gathering rumors, asking advice about
rated, and a warrior can travel by foot from the Sea of the landscape and local gods, and bartering goods and
Stars to the infinite, volcanic peak of Blood Mountain. But favors.
along the way, that warrior must battle everything—from
cold, alien intelligences to the genie caravans; from the

Chapter 1 | Welcome to Planegea 11


of a magic shop, where food and drink are blessed, totems
EVERY PLACE HAS ITS GOD are crafted, and weapons, armor, and other wondrous
Planegea exists in an age of proto-gods, where divine
items are enchanted… for the right offering.
beings are only beginning to gather their power and under-
Gods consume gods. Some gods are content to remain in
stand what it is to ascend to rule the cosmos. There are no
their hallows and commune with their followers, but many
great universal gods with dominion over entire aspects of
strive to grow their power and influence. Gods will often
reality. Instead, Planegea is an animistic place, with power-
incite those within their influence to conquer neighboring
ful spirits reigning as gods over local environments.
areas, destroying what is sacred to them—damming rivers,
Many beings can become gods, in a mysterious process
cutting trees, hunting animals, etc.—to weaken them so
that is unknown even to the wisest of shamans. Creatures,
that the conquering god can extend their range to the
plants, rivers, places—even objects and weather patterns—
defeated god’s hallow and devour their essence.
all of them can develop into divine spirits over time. But a
few principles unite these proto-gods:
Gods are tied to a place. Once a spirit becomes a god, it STONEPUNK
is restricted in its movement to its sacred place—a forest
Let your imagination run wild within the limits of the
glade, a cave, a bend in the river, and so on. They cannot
taboos. Build cities on the backs of mammoths, hang
leave these places, called hallows, so they call on mortal
wooden temples from giant trees, craft great hang-glid-
agents to enact their will in the world.
ers that soar on volcanic heat—whatever can be made
Gods barter with power. Since they are confined to their
with skill and simple tools, bring into your vibrant Stone
hallows and hungry for glory, gods are more than willing
Age world.
to help mortals—even passing strangers—in exchange for
offerings and favors. The hallows of gods can take the place

12 Chapter 1 | Welcome to Planegea


No number after nine. Holding up both hands and count-
ing the fingers there ends in “many.” Every number above
nine is many. A family of more than nine is many. An
endless sea of herd animals that stretches from horizon to
horizon is many. A journey of countless miles is many.
For mechanical purposes of movement, range, combat,
etc., numbers still have meaning. But in roleplay and
conversation, anything numbering above nine is ambig-
uous and mysterious, and doing any calculation of high
numbers is fraught with peril from the Hounds.
No wheels or money. Writing is not the only taboo that
summons the Hounds. So too do wheels on axles and the
creation or exchange of currency of any kind. Whatever
the Blind Heaven is, wherever the Hounds come from, they
seem utterly committed to keeping Planegea in its most
primitive form.

In This Book
The volume before you is not a stand-alone game. It is
meant to be played with other 5th Edition resources. But it
does contain an entire Stone Age world ready to be discov-
ered, saved, or conquered… depending on what you bring
to the table.

PART I: FOR THE PLAYER


The first part of the book is directed at players. The human-
oids of Planegea (collectively called mortals in these pages)
are cunning, resourceful, and dangerous. And you’ll need
to be the same if you want to survive. Part I will give you
the tools you need to stay one step ahead of all that hunts
you… and, just perhaps, a way to write your own name in
the stars.
Clanfire & Wilderness. The first chapter introduces you
THE BLACK TABOOS to the wandering world of Planegea, with glowing clanfires
The people of Planegea are no fools. They are intelligent, and dangers in the ever-shifting land. Discover the themes
curious, and possessed of a strong will to survive. Yet they of Planegea and explore clan life, with its patterns and
are locked in the Stone Age by powers beyond the reckon- rhythms, its full days and magic nights. Step beyond the
ing of gods or mortals. Mighty minds and spirits of Plane- edge of the firelight to find a world on the move, and learn
gea fight against these bonds, staying clever and inventive the basics of wilderness survival.
under the constraints they face. Creating Your Character. What is it like to grow up in a
There is a force in the cosmos known as the Hounds of primordial land? Discover your origins, from birth, child-
the Blind Heaven. Nobody knows where they come from, hood, your first encounter with a deity, your relationship
or the origin of their curse. But one thing is certain: break- with your clan, and more. Sharpen your senses so that
ing the so-called Black Taboos rouses their wrath, and you can walk into the world of Planegea with open eyes—
means certain death. The Black Taboos are these: because what’s lurking out of sight is already watching you.
Writing is death. The dark magic known as “writing” Kinships. In Planegea, life is abundant and strange. Four
summons the unthinkably horrible and merciless Hounds. new kinships (also known as “races” in other 5th Edition
Anyone who forms a written word will instantly be materials) come to life in these pages: the half-ooze, dreas,
pursued until dead by awful beings that seem to know the saurian, and starling. The familiar kinships of 5th Edition
moment a glyph is shaped anywhere in the world. Pictures are here as well, but they are strange and primal. Dwarves
and patterns do not seem to rouse the Hounds’ ire, but are half-stone, elves are half-dream, and monsters are
any abstract symbology that can be used to communicate mixed in unpredictable combinations to frighten and
meaning over distance is a breaking of the First Taboo. bewilder even the most seasoned of adventurers.

Chapter 1 | Welcome to Planegea 13


Classes. The traditions that will someday become classes punish those who encroach on their domains. Find new
all begin in Planegea, from the divine shaman making spells for all casting classes here, if you dare to weave them.
offerings to local gods, to the arcane spellskin drawing
her tattoos with magic, to the martial fighter shattering PART II: FOR THE GAME MASTER
a bone sword on the back of a monster. Though the roles The second part of this book is written for DMs, and gives
are familiar, they are also altered by countless epochs, and guidance, lore, and mechanics designed to help even those
have strange and unexpected aspects in prehistory. who are new to 5th Edition run thrilling adventures in
Backgrounds. Before your character started their adven- Planegea quickly.
ture, they lived in the world. Use the all-new backgrounds Stone Age Adventures. From broad themes to detailed
section to find your place in Planegea before the curtain mechanics, this first chapter offers a compendium of tools
rises on your story, from clan member to captive, and for the Planegean DM, including material on clans, the
everything that lies between. wilderness, adventure structures, and how to reinvent
Equipment & Trade. Planegea is a world without metal— classic fantasy tropes for the Stone Age.
it simply does not exist. And since coin is forbidden by the Locations. Here at the beginning, all the planes exist in
Black Taboos, all is barter and swap. (For convenience, this a single world. This chapter describes the cosmology of the
book uses portions of salt (ps) as a reference of value.) Yet world, its wide and strange landscapes, and what you’ll find
even with such limited means, the brilliant crafters and in them. It suggests character levels for adventures in each
builders of Planegea create items of stunning grace and region, and references to the major threats that lurk there.
utility; and they’re willing to trade it to you, for the right Factions & Threats. For those souls who dare to tread on
deal. ancient ruins or forbidden places, they will find no palaces
Spells. Magic is new and raw in Planegea. Kinships guard of elven lords or ancient dwarven kingdoms. The desolate
their arcane secrets, and the gods, forests, and Death itself places of the world hold dungeons, but not made by mortal
hands. Great powers move and shake the world, and this
chapter lays their wills and secrets bare, for you, the DM,
to shape an adventure perfect for your party.
Treasures. In Planegea, the hunter is also prey, and must
beware lest a predator catch them off-guard. After the dust
settles, every monster can be harvested for its meat or bile
or bones, and there are many treasures and arcane objects
to tempt those willing to take them.
Friends & Foes. Everything in 5th Edition can be found
in Planegea. Aberrations infest the depths. Beasts, plants,
oozes, and monstrosities prowl for prey. Celestials and
fiends flicker in faith’s dawn. Constructs shamble from
arcane fires. Dragons and elementals roar at each other
across the radius of the world. Fey drift in and out of
dreams and nightmares. Giants raise massive empires on
the backs of captive mortals. And the undead linger where
oaths are broken and darkness reigns.

APPENDICES
In addition to all the above, this book contains a name
generator and an index to allow you to quickly find terms,
names, and other important items quick as you can say
“Worldheart Dragon.”

Answer the Howl


For those who rise to the call—for those heroes who can
hear clan-drums and star-song—Planegea offers endless
adventure. Will you escape the slave-pits of the giant
empires and lead the Great Valley to revolt? Will you
survive the Venom Abyss to find the heart of the world in
Blood Mountain? Will you reach into the Sea of Stars and
slay the Hounds of the Blind Heaven who hunt those who
dare to rise above their destiny?
If you dare—if you’re strong enough, hungry enough,
wild enough—Planegea is calling you with an echoing,
untamed, fire-blackened howl.
14 Chapter 1 | Welcome to Planegea
PART 1

FOR THE
PLAYER
Chapter 1 | Welcome to Planegea 15
16 Chapter 2 | Clanfire & Wilderness
CHAPTER 2

CLANFIRE & WILDERNESS


Smoke, drums, wild howling filled the night. An enormous fire burned Three Themes
in the center of a ring of tents, and a crowd was gathered to watch the
The world of Planegea is made for imaginative, exciting
ceremony. Beside the fire knelt a man with shell-and-chitin armor, beard
campaigns full of every kind of adventure. From pulpy
roughly shaved. Above him stood a tall figure with bare arms and an
dungeon crawls to political intrigue, from gritty monster
antlered mask, made taller by the fire and the magic she cast through its
hunts to mythical, world-shaping campaigns, from urban
power. “When you take the sword,” said the shaman, her mask red and
skulduggery to wars in the darkest depths, it can all happen
yellow and blue in the firelight, “you become the sword of the clan.”
here. Each group has their own Planegea, and every one is
“I become the sword of the clan,” echoed the young guardian.
different, uniquely tailored to the play style of that party.
The shaman reached her bare arm into the fire, which glowed green
To hold all of these together, Planegea is built on three
where she touched it. From its heart she drew out an obsidian sword,
themes that run throughout this book:
its surface alight with green swirls and angles. “When you become the
Kinetic Action. In Planegea, you don’t stand still and hit
sword of the clan,” said the shaman, her mask green and yellow and
things. Battles are fought on the backs of mammoths, on
red in the spell-light, “you fear nothing but harm to the clan.”
racing ice floes, on trees bent before a magical gale. The
“I fear nothing but harm to the clan,” repeated the young guardian,
battlefield is never constant here—fires fill the air with
and reached out his hands to receive the sword.
smoke, hungry scavengers gather at the edge of combat,
The shaman raised the weapon as a howl echoed from somewhere
and enemies leap through the air, bodies and blades twist-
outside the camp, and the clan roared in hope and sorrow and rage.
ing as they throw themselves at you without regard for life
At last they would have a guardian. At last the killing would end.
and limb. Planegea is built for over-the-top action, where
With a ceremonial shriek, the shaman swung the sword at the guard-
combat is never just a combat, but a story in itself and an
ian’s heart. He caught it with his bare hands, and blood splattered the
explosion of dangerous, chaotic energy.
blade, the dirt, the shaman, and the fire, where it hissed and popped.
Primordial Horror. Sometimes there isn’t a name for the
“The sword has tasted your blood,” said the shaman, as the wincing
thing that slithers by your skin in the shadows. Sometimes
guardian took the weapon’s handle. She reached out and healed the
you can’t control the voice you hear whispering your name
wound. “Now you and the sword are one!”
at night, scratching at your tent flap, begging to be let
“I and the sword are one!” shouted the guardian, rising to his feet.
in. In Planegea, mortals have barely any control over the
The shaman removed her mask and smiled, her eyes aglow as a
world around them. You are surrounded on all sides by the
blood-freezing howl split the night. “Well done. Now… hunt down
unknowable, the unstoppable, and that which means you
those werewolves.”
harm. The fundamental horror of Something Out There in
the Dark is ever-present here, requiring great courage—or

W
HEN YOU SET FOOT IN PLANEGEA, YOU a little darkness of your own—to confront it.
enter a wilderness world. This is a place of Mystic Awe. Wonder isn’t about what you see… it’s about
darkness and light, beauty and terror, death what you feel. It’s about coming to the edge of the infinite
and the raw will to survive just one more day. and discovering how small you have always been. It’s about
Planegea is a world without famed heroes: to the beauty of losing yourself in something greater. Plane-
live is heroic enough. Yet never has a land been in more gea is a world of countless gods, of immaculate natural
need of those with heroes’ hearts—those ready to fight the wonders, and of stars that spin above and whisper stories
powerful to defend the weak, risk impossible odds to stave to the mortals below. In Planegea, you can fall into aston-
off darkness for one more night. These qualities are essen- ishment, seeing the world with fresh eyes, beholding
tial when entering a primal world of prehistoric fantasy. everything as if for the very first time. And as you do so,
And what a world it is! Filled with strange monsters, all is made new again, and stories you thought you knew
secret mysteries, untouched landscapes, swirling stars, become strange and wonderful once more, like painted
living forests, magical volcanoes, writhing seas, giant deer on a cave wall in flickering firelight.
empires, doors to dream and nightmare, Planegea is a
world that crackles with possibility for adventure.
This chapter will serve as an introduction to basic
survival in the world, focusing on the center of mortal
life—the clanfire—as well as the wilderness that lies
just beyond its light. Use it as a guide to begin getting
acquainted with life in a magical Stone Age, to spark ideas
for adventure, and orient you for all that lies ahead.

Chapter 2 | Clanfire & Wilderness 17


PREHISTORIC FANTASY
Prehistoric Fantasy Medieval Fantasy Prehistoric Fantasy
For many of us, our first voyages into fantasy were set in Ancient kingdom Powerful, ritualistic clan
a medieval world full of knights and castles, royalty and
Airship Tamed flying behemoth
wizards. Those fairytale lands gave way to stranger stories
as we grew, but our grounding was always in that middle- Blacksmith Master crafter
time of iron swords and besieged battlements. Book or tome Painting or song
Planegea falls backwards through history to a much
Carriage Beast of burden
earlier era, before the bronze age of sword and sandal into
a world without any idea of metal whatsoever. Medieval Castle Cave system
fantasy often talks about a previous era—“a time before City Gathering of clans
memory” or “the dawn of the world.” That’s exactly where
Dungeon or prison Cave, pit, or guarded camp
Planegea exists.
When you enter a world of prehistoric fantasy, you bring Guard or knight Clan hunter or warrior
some things with you and leave others behind. Gold or coins Salt or trade goods
What you bring. Bring your sense of possibility, your
House or mansion Tent or fortress
appetite for adventure, your ingenuity and wit. Bring
your curiosity, your daring, your thirst for a good story Innkeeper or server Elder, host, or drink-master
and a good battle. Bring your instincts for friendship and King, noble, or mayor God, chieftain, or elder
mistrust of too-friendly strangers, and bring above all
Library Gathering of elders or chanters
your sense of discovery—there’s far more in Planegea than
meets the eye, for those willing to encounter it. Lock Knot, spell, or guard
What you leave behind. Leave behind your ideas of Ruin Cursed or taboo place
stability and predictability, confidence in the established Sailing ship Catamaran or great-canoe
order of things and a hierarchy of kings and nobles. Leave
behind images of dusty temples and ancient religions—all School or monastery Hidden sanctuary
is new here at the start of the world. Leave behind schol- Spell scroll Talisman
ars of ancient histories. You are living the first stories, Secret cult Secret cult
the ones that will be told in stars and tomes in the eras
Shop Clanfire or crafter’s tent
to come—if you are brave enough to change the world by
your force of will. Shop, magic God’s hallow
What you find again. There are many elements of classical Tavern Clanfire or shady pool
fantasy that still exist in prehistoric fantasy, slightly altered
Temple God’s hallow or shaman’s tent
to fit a world without writing and ore. Use the Prehistoric
Fantasy table to suggest how you might encounter familiar Thieves guild Scavengers or secret alliance
tropes in a new way in the world of Planegea. Tomb or crypt Burial ground or catacombs
Tower Tower, cliff, or tree

Do not let the strangeness of this world hinder Trapdoor Disguised tunnel or tent flap
you from discovering its wonders. When I fell Wizard’s tower Spellskin’s cliff-sanctum
from the sky, I had to learn everything again, as Village Small clan
if I were a newborn child. Had I not plummeted
into the land of a unicorn, I certainly would have
been lost for—though I did not know it then—
trolls have a special taste for star-flesh. 

18 Chapter 2 | Clanfire & Wilderness


THE FIVE SENSES
Planegea is no drab place of brown furs and dull grunts—
CLANFIRE

W
it’s a sensory world, alive with color and noise, scent and HEREVER YOU GO IN PLANEGEA, YOU FIND
feeling. In Planegea, you might… adventure, and not always at the snarling fangs
• See brightly-painted tents adorned with dyed fur and of a saber-toothed cat. Sometimes it’s the false
patterned feathers, swirling stars overhead in infinite smile of a lying advisor, their eyes glittering
dancing patterns, or a herd of towering beasts on the with subtle malice. Sometimes it’s in a tense
move in the mist, each the size of a fortress. negotiation between clans on the brink of all-out war.
• Hear drums and the music of pipes and harps, songs And then sometimes—rarely, but every now and then—
and stories, wind and rain, choruses of birds, whispers life in Planegea is good, peaceful, and worth fighting to
of stars, and howls of hunger from the echoing wild. protect. As you take your seat around the clanfire, you’ll
• Smell the intoxicating scent of giant flowers, the discover these keys of life in Planegea:
comforting smoke of the clanfire, the tang of magic, and Protect the clan. Mortals in Planegea—humans, elves,
the purest of fresh air, mingled with the musk of beasts dwarves, orcs, and other folk—live in nomadic hunt-
on the prowl and rot on the wind. er-gatherer groups called clans. These clans roam the land
• Taste smoked meat fresh off the bone, salt on the lips, in search of food, water, fuel for their fires, and a safe place
blood running from a fresh wound, sweet and tart fruits to lay their heads at night. A clan is the closest family a
growing in abundance, and bitter herbs ground between mortal can have, and survival depends on knowing that the
teeth in divine ceremony. others in your clan would die for you, and you for them.
• Feel worked leather and knapped stone, warm furs and Honor the clanfire. The clanfire is the heart of clan
icy winds, shimmering heat rising from volcanoes and life—a symbol of vitality and survival. This large fire is
geysers, dizzying magic both arcane and divine, and the usually found at the center of a mortal camp. It burns
pounding of your pulse as you hunt and are hunted. low and hot during the day when it’s used for crafting
and cooking, but as night falls, it is raised up to a roaring
bonfire around which the clan gathers to eat, talk, perform
THE SIX ABILITIES rituals and magic, and tell stories. To extinguish a clanfire
Every ability comes into play in prehistoric fantasy, not just
is an act of war, a death threat against every member of
the physical ones. You’ll need all your cunning, intuition,
the clan. The fire is kept burning above all, and honored by
and charm to survive. In Planegea, you’ll use…
those who keep it.
• Strength to grapple monstrous beasts, outrun meteor Appease the gods. Gods in Planegea are not distant
strikes, scale cliffs, plunge into dark depths, wrench abstractions—they are the great bear in the cave, the lion
bone from bone, and carry the clan on your back. on the hill, the whisper in the dark in the dead tree you
• Dexterity to leap from height to height, dance out of dare not approach. Gods are powerful, but local, bound to
harm’s way, hide from hungry predators, stalk unsus- their divine lair, called their hallow. As clans travel, they
pecting prey, and scavenge what you need to survive. move between divine domains, and seek to curry favor
• Constitution to withstand bitter winter and volcanic with the local gods, relying on their shamans (and those
heat, poisonous plants and stinging megafauna, endless the shamans recruit) to do all it takes to earn the favor of
days, deadly nights, and potent venomwine. the nearest, most powerful god.
• Intelligence to read the secrets of the stars, remember Craft what you need. In this primal world, mortals make
the shape of an ever-moving land, rediscover forgotten what they need from a hunt’s harvest or what they can
songs and stories, recognize the familiar in the bewil- gather from the wild. The land and its monsters bristle
dering, and study the ways of gods and monsters. with parts that can be used in all manner of surprising
• Wisdom to read a stranger’s intent, harvest kills and combinations, from the simplest knife to elaborate flying
heal wounds, scout the land ahead, smell danger on the constructs built from driftstone, leathery wings, scav-
wind, track your quarry, intuit the elements, and find enged ribcages, and arcane gems. It’s a make-do land,
food and water to stave off starvation for one more day. where cunning and ingenuity are as valuable as brawn and
• Charisma to talk your way out of trouble, intimidate stamina, and every hunt is an opportunity for invention.
mortals and monsters alike, dance and sing the rites Make friends & enemies. Only a fool dwells trustingly
and rituals of gods old and new, and forge friendships to with the enemy. As powerful clans, dangerous raiders,
stand between you and death. unstable gods, ravaging monsters, and the ever-present
Giant Empires loom on all sides, it’s essential to make allies
you can trust—and to know who your enemies are. Many
forces move through the world, some unmissable, some
Of course, these are hardly all the abilities required unseen. The secrets in a stranger’s eyes in the firelight may
to survive. I’d add to these honor, courage, a sense mean the difference between life and death… or worse.
of humor, and hope. Those four qualities have
kept me alive when everything else was lost. 
Chapter 2 | Clanfire & Wilderness 19
Clan Life MOVEMENT
Winter is cruel in the Great Valley. It stalks like a fanged
Every clan is different, with its own customs, local taboos,
predator, and wise mortals know to flee or find shelter
duties to its god, struggles, and joys. But most mortal soci-
before the worst of it is upon them. But the landscape of
eties in the Great Valley have at least a few similarities that
Planegea is immense, and only the outermost clans can
unite them.
escape the jaws of ice and snow that close around them
Complex societies. The clans of Planegea are as layered,
each year—except for those who find secret ways through
dynamic, and active as the villages and cities of future eras.
the world.
Members of the clan vie for status, push their vision and
Migration. The surest sign that winter is coming is
agendas, nurse secrets and grudges, worry about the future,
not the drop in temperature. By then it’s already too late.
and long for better days.
Rather, clans watch for the departure of their prey south-
Hunter-gatherers. Because farming attracts the ire of
wards, and travel with them. But even animals can be
roving forests, the clans of Planegea are forced to survive in
tricked by an unseasonal heat wave or a capricious god who
other ways. The clans are nomadic, traveling with the prey
doesn’t want their worshipers to leave just yet.
animals they depend on, setting traps, fishing, and gather-
Distance. Planegea is unknowably vast, its horizons
ing the produce of the land to stay alive.
unmeasured by any being, even the gods. For northern
Shamans, chieftains, & elders. Most clans are jointly
clans, traveling south in time to evade the winter is an
led by a shaman and a chieftain, and counseled by elders.
impossibility. There are only three choices when winter
The shaman’s role is to deal with gods, culture, and divine
is coming quickly for such a clan—die, endure, or find a
magic. The chieftain’s role is to deal with survival, justice,
passageway through Nod to somewhere warmer.
and arcane magic. They are mediated by a group of elders,
Portals. Nod, that hidden land of dreams and night-
whose role is to deal with tradition, lore, and conflicts
mares, exists just on the other side of waking. But there are
between the chieftain and shaman.
also doorways throughout the world which mortals can
Local gods. Clans live in relation to the gods, depend-
walk through, if they know where to look. Such passages
ing on their favor to survive. Clans might have a single
are typically underground or hidden out of sight in strange,
god they primarily follow, or might split their reverence
eerie, or abnormal places. They usually reveal themselves
between a variety of gods as they travel. And some clans—
when least expected or in response to particular behaviors,
those led by orcs, especially—want nothing to do with the
such as the singing of a certain song, walking with closed
gods, preferring to make their own way through the world.
eyes, or when those who would find them are in a certain
emotional state such as fear, love, rage, or calm. Portals can
RESOURCES take many forms—dark canyons, shining pools, glowing
Every clan has basic needs for survival. The search for tunnels—or an unsuspecting traveler might not know that
these resources is what keeps them traveling from place they’ve passed into the Dreamworld at all.
to place. As a resource dwindles, the clan begins to grow
restless and prepares to move on. TRAVEL THROUGH NOD
Food. Herd animals are always moving, and the clan
Once you step through a portal, you find yourself in one
follows the hunter’s quarry. But the gatherers know how
of Nod’s twin worlds—the World of Dreams or the World
to trap, fish, dig, climb, and collect the bounty of the land
of Nightmares. Often, it’s hard to tell which one until it’s
even when game is scarce. With too little food, morale
too late. Only the foolish, the desperate, or those with
diminishes and fights break out or, worse, people simply
the most experienced of guides travel through these
abandon the clan and are never seen again.
lands. In Nod, you’re always a breath away from losing
Water. In the dry northern winter and southern summer,
yourself to charms, eternal sleep, madness, illusion,
the land cries out in thirst. Rivers and watering holes
tricks, spells, and even outright attacks. Nod is a place of
are commonplace, but attract dangerous predators, while
infinite ways and twisting turns, and a wrong step could
ponds and pools are known for disease, parasites, and more
leave a clan wandering forever through a landscape from
malignant magical effects that can linger far longer.
which there is no return. Those clans who make such a
Safety. Caves offer natural defenses, but can house
harrowing journey yearly rely on their leaders to guide
dangerous pests and predators. Trees and cliffs provide
them through the twin worlds using their magic, experi-
vantage points but leave the clan exposed to attack. The
ence, and the gifts of their gods… if they even have sway
search for a secure location is an essential part of making
in such places.
camp; the clan never knows whether the place they lay
Alliances. Some, such as the Ape Clan of the Great
their heads will be the site of a desperate last stand.
Valley, have labored for generations to maintain an
Materials. Many clans have a craft, a trade, or a specialty.
alliance with the Throne of Dreams, whose elvish scouts
They require components for magic, minerals for crafting,
act as guards and guides as the clan travels through Nod
ivory, wood, chitin, feathers, or other goods for ceremonies,
to warmer lands every autumn. Such alliances come at
survival, or prosperity. Such resources keep clans search-
dear cost, for the elves of Nod are fickle, vain, and take
ing, no matter how good an encampment might seem.
offense easily. But their guarantee of safe travel through
Nod is worth maintaining at any cost… isn’t it?

20 Chapter 2 | Clanfire & Wilderness


Shifting passages. Planegea doesn’t stay still. Even a clan domain of gods to give it back to the land. Rangers defy the
who has found passways through the world may find that gods’ divine order, stealing magic and glory from the gods
they change from year to year. All most clans know is that to empower mortals. And the tattooed cave-painters called
certain ways in the world lead to warmth and good hunting. spellskins—while tolerated by some clans because of their
But it is the work of such clans to relocate the passages each many uses and deep knowledge of the arcane—are looked
year as the seasons shift. Magical portals, forest trails, and at askance, seen as a risk. Everyone has heard stories of the
mountain passes alike can close or relocate, or the condi- spellskin who went too far in their studies and attracted
tions of opening them alter. Such a change too late in the the attention of the Hounds.
year can spell disaster for even a powerful clan, leaving Strange lore. There is much in the world that is not
them at the mercy of the elements without warning. understood—taboo places with weird magical energies
Endurance. Sometimes there’s no escaping the winter. In that shamans and sorcerers can’t explain. Strange pits or
these years, a clan must hope they have dried and salted doors into the earth conceal buried secrets, cultists prac-
enough prey, and built strong enough storage huts to tice unknowable rites at the edges of the world, giants
endure the long, dark cold. Winter in the north is a season work strange, too-powerful magics, elemental spirits of the
of hardship and starvation—not only for mortals, but also Wastes spin new realities from whims… such things are
for predators who, emboldened by their hunger, may attack beyond the understanding of the clans. Yet there are those
even by the light of a brightly burning clanfire. Some who are drawn by such mysteries, and certain wanderers
clans adapt to this, making winter endurance part of their spend their lives delving into these exact secrets to discover
culture… but most are simply gone when spring comes. what good or evil they hold.

MAGIC
Planegea crackles with magic, raw and untamed. It is the
Rhythms of the Clan
dawn of many worlds, and magic is mysterious, scarcely Although every clan is different, there are some typical
understood, feared, and revered. The clans wield magic as rhythms and expectations mortals bring as they encoun-
best they can to survive and to create a future for them- ter each other—work-filled days focused on survival, long
selves, but they do so knowing that they are touching the nights focused on magic and ceremony, as well as certain
edge of something far larger and far more dangerous than hierarchies and activities that bind the clans together.
they can possibly imagine.
Before the planes. In Planegea, the planes of existence
have not yet separated, and all the magic of the elements,
FULL DAYS
An average day is busy, full of bustle and industry for every
the world’s birth, and the potential of the multiverse exists
member of the clan.
in one great land. From the volcanic fires of creation in
Children are responsible for gathering fuel for the
Blood Mountain to the raw power of the Elemental Wastes
clanfire, cleaning the encampment, watching and teaching
and—beyond that—the Sea of Stars, magic is everywhere.
younger children, and aiding the adults as any has need.
The Kingdom of the Dead and the Worlds of Dreams and
Low-status clan members are assigned heavy labor—
Nightmares are a step away, and their magic seeps into the
beating hides for tanning, carrying stones or lumber for
world as well. All things are possible, close, full of promise
construction, digging latrines, and so on.
and menace.
Able adults informally divide themselves by mood,
Divine magic. The divine magic of Planegea seeps from
preference, and natural ability into hunters and gather-
the land, starting at Blood Mountain and flowing outward.
ers. Hunters typically rest until prey is spotted, and may
Gods are creatures, places, or things around which the
at first seem lazy. But when scouts (often young hunters
magic of the world has pooled or snagged, filling them
with something to prove) return with word of game on
with divine power. Shamans and guardians work with and
the horizon, the hunters spring into action and may go for
wield divine magic with the blessing of the gods on behalf
days and nights without rest to bring down a kill that will
of the clans, and are trusted to mediate between gods and
feed the entire tribe. Gatherers travel as far as half a day’s
mortals for the protection and prosperity of all.
journey from the encampment, checking traps and fishing
Arcane magic. The arcane magic of Planegea drifts from
lines and filling large baskets and satchels with whatever
the sky, starting with the stars and radiating inward. It is
food and useful materials they can find for the clan.
magic that cares little for the natural order, shaping it and
Elders, seers, shaman’s aides, and crafters remain at the
reforming it according to the will of its caster. Warlocks,
camp, engaging in council, adjudicating conflict, preparing
chanters, and sorcerers wield the power of the arcane on
for the night’s magic, cooking, tanning leather, crafting
behalf of the clan, and though their ways are little under-
needed tools and supplies, or repairing and expanding the
stood, the clans rely on their abilities to bend reality for the
encampment.
good of their people.
The shaman usually sleeps or meditates for much of the
Frightful arts. There are those who use divine and arcane
day, preparing for the night’s magic, but may consult with the
magic in ways that displease the gods and summon the
elders, resolve disputes, perform minor rites, or travel to the
Hounds, and these are to be feared and hated by the clans.
local god’s hallow if summoned or in need of divine aid.
Druids—called god-leeches—sap magic away from the

Chapter 2 | Clanfire & Wilderness 21


Ah, clan magic! That wild, joyous, fearful,
MAGIC NIGHTS
After the work of the day, as sun sets, the clan gathers and frightful, terrible, profound thing. Have you
the clanfire is built high. Sentries are posted outside the seen it yet? When as a body they dance, they
ring of firelight to watch for danger, and the rest of the clan sing, they call forth the magic of their will to
gathers to eat, drink, tell stories, sing songs, and do magic. live? It is an astonishment. Even after seeing it a
By gathering the inherent magic of the land and people
together, even clans with weak shamans can create magical
thousand times, it remains an astonishment. 
effects, sometimes surprisingly strong. However, given its
ritual nature, magic is not performed lightly, and some For casting these spells, each ceremonial participant is
clans utterly shun any magic but that which is performed considered a 4th, 10th, 16th, or 20th-level spellcaster who
at the clanfire ceremonies. uses Wisdom as their spellcasting ability. The spell save
DC is 12 + the participant’s Wisdom modifier, and the spell
SHAMANIC MAGIC attack bonus is 4 + the participant’s Wisdom modifier.
Once the sun has set, the shaman casts spells, drawing After a clan magic ceremony, all participants suffer one
from the shaman (cleric) spell list based on the needs of the level of exhaustion, and the shaman suffers two levels of
clan. Shamanic magic usually has a strong performance exhaustion.
aspect to it, and is often supported by music from chanters Clan Weapon. Rather than casting other spells, a clan
and the hushed attention of the whole clan. ceremony can enchant a weapon with magic to strike
truer and deeper. Such magical weapons are typically
CLAN MAGIC made by the clan’s best artisan, and feature special deco-
Sometimes a clan has need of more powerful magic than ration, patterning, or exceptional craftsmanship. Each
that of a single caster, even one as powerful as a shaman, clan weapon requires an entire ceremony to enchant, and
and will unite to perform clan magic. In order to perform requires 12 hours to complete. If any participant leaves the
clan magic, a fire must be lit, with a cleared perimeter ceremony for more than 1 minute, the ceremony fails and
around the fire for ceremonial movements. These may be the weapon is destroyed. A clan can have only one clan
dances, re-enactments, speeches, etc. A ceremony takes 1 weapon at a time, and cannot create a second clan weapon
hour to begin, requires 9 or more participants, and must while the first one exists. The clan weapon receives a bonus
be led by the shaman of a clan who has been trained in to attack and damage rolls depending on the level of the
clan magic rituals with a high shaman. Once a ceremony shaman who led the ceremony, as shown in the table.
has begun, any clan member partaking in the ceremony
can cast spells from the shaman (cleric) spell list, but must
share the spell slots among themselves. The number of
STATUS
Within a clan or a region, it’s possible to gain status
spell slots is limited by the shaman’s level or the god’s
through your deeds. Higher status grants benefits such as
strata (whichever is lower) as follows:
greater access to elders, chieftains, shamans, and gods, as
Shaman God Magic well as new opportunities for adventures, such as char-
Level Strata Spell Level Weapon acters confiding in you, coming to you with requests for
aid, or regarding you as rivals. Status can also give you an
1–4 1st Cantrips (Unlimited) —
1st level (4 slots) advantage in bartering, acting as a bargaining chip to get
2nd level (2 slots) what you want more easily.
If your party decides to measure status, work with your
5–10 2nd 1st level (4 slots), 2nd level +1
DM to determine your character’s starting status, from –10
(3 slots), 3rd level (3 slots),
4th level (3 slots), 5th level to +10. You can raise or lower your status through your
(2 slots) actions. Your DM can then set certain interactions (such
as being summoned by a god, approached by a trader, or
11–16 3rd 1st level (4 slots), 2nd level +2
stalked by a rival) at appropriate status levels. Earning or
(3 slots), 3rd level (3 slots),
losing status can then trigger those interactions, opening
4th level (3 slots), 5th level
(2 slots), 6th level (1 slot), up new avenues for roleplay, exploration, and combat.
7th level (1 slot), 8th level Use the guidelines on the next page to track status.
(1 slot)
17–20 4th 1st level (4 slots), 2nd level +3
(3 slots), 3rd level (3 slots),
4th level (3 slots), 5th level
(3 slots), 6th level (2 slots),
7th level (2 slots), 8th level
(1 slot), 9th level (1 slot)
N
22 Chapter 2 | Clanfire & Wilderness
sssss
Role. A typical hunter-gatherer clan has the following This hierarchy varies from clan to clan, and in some
status hierarchy: communities (such as a clan of scavengers or crafters, druid
groves, or spellskin enclaves) may be totally different.
Clan role Status
Still, you can use the list on this page as a general guide-
Shaman, chieftain +10 line. In most cases, if you prove yourself in any of these
Elder +9 roles, you will be treated with appropriate status by anyone
who believes you are a match for that role. Some may
Guardian or ascetic +8
challenge your status due to suspicion, hostility, or rivalry,
Lead hunter +7 and you must continue to perform the expected duties of a
Lead crafter or builder, senior trader +6 positive status in order to maintain it.
Deeds. Various deeds can increase your status within
Lead gatherer, senior crafter +5
a community. In general, acts of heroism, self-sacrifice,
Shaman's aid, senior hunter +4 communal spirit, and expertise will increase your status.
Hunter, senior gatherer +3 Generally, raising status through deeds is a matter of doing
Crafter, builder, or trader +2 the right things for the right people, so you’ll need to
carefully determine who you need to impress in order to
Gatherer, young hunter +1 elevate your status in any given clan or community.
Child +0 Names. Winning names is a way to alter your status
Weak or distrusted adult –3 in places you haven’t visited yet. Your DM may award
you names through your heroic actions—such as Hunts-
Scavenger –6
Trolls, Cure-Finder, Mammoth-Friend, and so on. You can
Outcast –9 also earn names of ill repute through misdeeds. If you
announce a name or are recognized by it, your status may
raise or lower accordingly.

Chapter 2 | Clanfire & Wilderness 23


Scars. Scars are much like names—they speak for you.
Your DM may choose to award scars after significant RITES & RITUALS
encounters (see pg. 265). Certain events mark the passage of time and life in the
memory of a clan. These serve as moments for the clan to
come together and witness something of significance.
TAMING & TRAINING Namings. When a child is born, the parents ask the clan’s
Befriending a beast can be a worthwhile endeavor…
shaman for a name. Shamans treat this duty with utmost
provided you can manage it without being torn apart by
gravity, for a child’s name is said to have great magical
your would-be ally. Humans are known across Planegea for
power over its destiny. When a name is chosen, the entire
their talent for living in community with other types of
clan is gathered, the name is announced, and the infant is
creatures, but anyone can make the attempt to trap, tame,
officially adopted into the clan.
and train a creature.
Weddings. Usually following long courtships and
exchanges of gifts and promises (sometimes begun at feasts
FEASTS & FESTIVALS or festivals years before), a wedding is the moment when
Whenever hunters bring back a large kill or gatherers the shaman publicly blesses a union before the entire clan,
discover a large food supply, as well as at certain holidays usually requiring the clan to take an oath to safeguard and
such as the equinox or solstice, the clan celebrates with a strengthen the marriage.
feast. These can last several days, depending on how plen- Funerals. Death and burial practices vary from region
tiful the food and drink are and how safe their encamp- to region and god to god—sometimes destroying the body,
ment is. sometimes preserving it, sometimes committing it to the
Feasts. Celebrations of bounty are less formal and less sea or air or soil. In any case, the shaman leads the clan in
predictable, but represent occasions of great joy when they remembrance and honoring the soul of the departed.
happen. A feast occurs when the clan finds more food than Punishments. Transgression against the clan is rare,
they can eat or preserve. Horns are blown and messen- but it does happen. When justice must be meted out, the
gers are sent out to neighboring clans to gather as many entire clan gathers. This is the rare rite that is not over-
as possible to partake of the bounty, as it is considered a seen by the shaman. Rather, the elders of the clan mete out
great shame to waste the plenty of a feast in selfish hoard- punishments as they see fit. Theft, greed, and the breaking
ing. Since feasts are unplanned, there are rarely ritualistic of taboo are the most serious offenses in most clans. The
activities, but when clans come together there are often worst punishment is to be cast out and shunned by the clan,
hastily-organized games, competitions, dances, perfor- condemned to the ravages of predators and denied funeral
mances, feats of magic, and the like. Feasts are known for rites at death.
their joyous, chaotic nature—a feeling that anything could Vigils. Before important hunts or in response to various
happen at any moment. milestones or dangers, the shaman or elders may call for
Festivals. These seasonal occasions mark celestial events, a vigil, requiring some or all of the clan to stay awake and
important remembrances, and divinely ordained celebra- ceremonially focus their attention in meditation, supplica-
tions. Festivals are carefully planned and prepared for, tion, concentration, and so on.
often for weeks or months in advance, and feature displays Initiations. The inauguration of a new shaman, the
of pageantry, ritual, and shamanic rites of great impor- appointing of an elder, the recognition of a child as an
tance. Young people who have married into other clans adult or a scout as a full-blooded hunter—the clan gathers
will often make perilous journeys across great distances to mark such passages from one status to another, with
to join their families for festivals. Festivals are known various levels of ceremony depending on the occasion.
for their elaborate performances, ornate costumes, rare
delights of food and craftsmanship requiring skilled labor
to create, and a sense of anticipation as the festival builds
to its ultimate crescendo. An initiation is a kind of birth and a kind of death.
It is a becoming and a leaving-behind. A child
is lost, a hunter gained, and who can say which
has more meaning in the life of a clan? 

24 Chapter 2 | Clanfire & Wilderness


Encounter others. Beasts and monsters aren’t the only
WILDERNESS creatures in the wild. Out there, a mortal is as likely to

O
run into others of their kind as not: lone wanderers, scouts,
UT THERE, BEYOND THE LIGHT CAST BY THE traders, or even an entire clan on the move. One might fall
clanfire, is a world of fear and hope, danger and in with even stranger company: forbidden druids, secretive
promise, deadly monsters and divine miracles. The spellskins, scavengers, or other strangers whose ways stir
wilderness is all around, full of secrets, silence, up trouble at the clanfire, and find it easier to remain in
beasts, wonders, screeches, roars, things forgotten, the sharp-toothed wilderness than smile where they are
and things that have never been glimpsed by mortal eyes. unwelcome.
The wilderness defines the world, it is everything, and the
clanfires are small sparks in its infinite, untamed, unfor-
giving sprawl. A World on the Move
Yet survival requires that mortals grit their teeth, grip
Planegea is constantly changing. Nothing stays in the same
their blades, and set out into the wilderness with squared
place for long. Rivers shift in their course at the whims of
shoulders and flint in their eyes. As you step into the
their animating spirits and the violent storms that surge
unknown, here’s a taste of what you’ll need to do to survive
across the land. Forests full of wakeful trees wander across
in the wilds of Planegea:
the landscape. Stars shift based on the story they wish to
Read the world. The spoor of prey. The signs of predators.
tell. And most of all, clans migrate, following herds of prey
The movement of the stars and land. The safety or danger
across the landscape.
of a pool of water. The hint of magic. All of this and more
Time is as important as location. Consider not only
is what a mortal needs to take into account when traveling
where a place is, but when you last saw it there—a clan
into the wilderness. Planegea is constantly changing, and
may return to the same cave every winter, or a river might
the skilled wanderer understands how to interpret those
flow back into its old course come flood season. Though the
changes to predict what lies ahead.
larger landscape of the world is fixed, the local landscape
Hunt food & magic. Hunters venture into the wild to
is different each season, and can deceive and confuse even
pursue prey, so that they can feed themselves and their
the most experienced of hunters.
clans. Shamans venture into the wild to encounter gods
Faults. Planegea is constantly being renewed and
and wrestle blessings from them. And those with an eye
expanded as reality is pushed out from the Worldheart.
towards the arcane venture into the wild to find strange
This expansion creates fault lines along which the world
new magics and undiscovered spells which, if tamed,
can slip or shift or break. These changes can often be
might mean the difference between life and death.
violent, accompanied by quakes and upheavals, but they
Gather resources. Gatherers fan out from the clanfire,
can also be startlingly quiet and swift. There are many
creating patterns of exploration as they seek nuts, berries,
tales of a clan bedding down for the night, only to awake
roots, grasses, bark, edible insects, fish, and all other good
and discover that half the camp has shifted a hundred feet
things to eat. They also search for the goods and mate-
or a hundred miles or across a river that was not there the
rials that will sustain and prosper the camp. But they’re
night before.
not alone in the wilderness, and must remain vigilant; to
Ability checks. Any of the following ability checks can
raiders and monsters, mortals are merely another kind of
come into play when finding your way in Planegea:
goods to be gathered.
• Constitution (concentration saving throw): Avoid distrac-
Find safety. Mortals travel through the wilderness in
tions, keep an eye on your path, and maintain a trail.
search of shelter: an unoccupied cave, a grove of sleeping
• Intelligence (Nature, History): Follow the contours of the
trees, a defensible hilltop. Often, the only escape from
land, understand the direction of migration, and predict
danger is through other dangers, and unlucky clans lose
changes in the weather. Remember the movement
their weakest members as they travel through the wilder-
patterns of the land and people, or recognize a land-
ness in search of a newer, safer encampment.
scape altered by time such as a newly dry river bed or a
barren ridge where a forest used to be.
• Wisdom (Perception, Survival): Spot distant landmarks,
notice where things used to be, smell clanfire smoke on
the breeze, find and follow tracks, or locate prey.

SWIRLING SKY
The heavens of Planegea are in constant motion. The world
is so young that it has no fixed points—that which later
eras will count on as utterly constant is, in this world, only
a rule of thumb.
One world, one sky. Because the planes of existence have
not yet separated, all is one long landscape and one long
sky reaches from the center of creation to its very edges.

Chapter 2 | Clanfire & Wilderness 25


At the heart of the world is Blood Mountain, the impossi-
bly high volcano from whose fires the land and sky were Wilderness Survival
birthed. And at the edge, ringing the land and water of the With all that means you harm in Planegea, you’ll need to
Great Valley, Giant Empires, and Elemental Wastes, is the ready your weapon and wits to stay alive. What follows is
endless Sea of Stars. some broad guidance for survival in the wild.
Dancing & dueling stars. The stars are alive, and spend These rules are intended only to enrich your adventures.
the night dancing in stately arcs and loops, endlessly If your party isn’t interested in playing a campaign involv-
recombining as they gossip and preen. As night ends, they ing these elements, you can play 5th Edition as-written.
joust each other in a tournament called the Dawn Duel. However, these options give added reasons to embark on
The champion becomes the Day-Star, and spends the day the trials and triumphs of the primordial world.
parading from east to west. The other stars sleep in the Sea
of Stars until the end of day, when they rise again into the
heavens in streaming fountains, and begin it all again. TRAVEL
New moons. Planegea’s moons are unstable things, Travel is never safe in Planegea. Always remember that
born of the ash and fire of Blood Mountain. At irregular there are massive predators in the wild, ready to pounce
intervals, the great volcano violently erupts, spitting a on any wandering mortal who forgets to take the proper
new moon into the sky. The moon drifts from the center precautions. With rare exceptions, travel across open
outward, crumbling as it goes, and rarely lasts more than wilderness should be undertaken with great caution.
a month. There can be no moons in the sky, or as many as Ability checks. Any of the following ability checks and
three or four, depending on the rumblings of the volcano. more can come into play when avoiding predators:
• Strength (Athletics): Sometimes it’s better to just run. It
takes strength to make your way across the open world
SHIFTING LANDS and maintain sufficient pace to avoid falling prey to
Even as the sky is in constant motion, so the land below
what might take notice of you.
is never still, rearranging itself as beasts migrate, clans
• Dexterity (Stealth): Most travel should be undertaken
wander, gods rise and diminish, and trees and rivers roam.
with great care, and moving slowly and stealthily can
The greater structure of the world remains predictable, but
help avoid all kinds of trouble.
the specifics of where things stand in relation to each other
• Intelligence (Nature): Read the signs of the land to detect
are always changing.
what predators are likely to be nearby, and determine
Unknown distance. No one can say how far away a point
how best to avoid them.
is, except when judging it by naked eye or using magic to
• Wisdom (Perception, Survival): Keep your senses sharp
pinpoint knowledge. Even gatherers who roam the same
for signs of predators or their recent passage, and make
path as yesterday find little differences in its length and
camp in places where you won’t be seen.
shape. Additionally, any measurement that would use a
number over nine violates the Black Taboo, and cannot be
spoken for fear of the Hounds. GETTING LOST
Wandering landmarks. The landmarks that will be relied
Sometimes, due to a wild hunt or strong weather or magi-
upon in later eras—mountains, roads, great trees, and the
cal effects, you may become lost. At other times, you may
like—all have a tendency to drift with the land and season.
choose to lose your way. Here are two reasons to get lost:
They can still be a useful reference point, but must merely
Zigzag. As an optional rule, when pursued by enemies
be considered one clue among many to guide travelers on
or predators, your DM may allow you to flee erratically,
their way.
choosing to lose your way in order to escape pursuit. If you
Roving forests. It is more common in Planegea for a
escape in this way, you cannot use the same technique
forest or grove to be a band of treants than what the people
again to escape the same creature or a member of the
call “sleeping trees.” Most of the trees are awake, accom-
same group of allied creatures. Once you flee this way, you
panied by dryads and other allied creatures, and have only
become lost, and cannot find your way back without using
limited patience for mortals. To travel among the trees is to
magic or succeeding on checks as determined by your DM.
be watched, judged, and threatened, should one carry fire
Lost is sacred. Some gods will only appear to the lost.
or a chopping blade. Many mortal clans have been wiped
Some doors to the World of Dreams or the World of Night-
out by a roving forest that overran them, deeming them
mares won’t appear unless you’re lost. Being lost is one of
unworthy of survival.
the best ways of discovering the unexpected, and many
Nomadic clans & beasts. Only a few great settlements
shamans use magic to encourage and enable their most
such as Seerfall, Edgegather, and the like, have fixed loca-
skilled hunters to wander lost, to discover what the world
tions. Most places where people dwell change with the
has to show them.
seasons and the needs of the clan. So, too, the haunts of
dangerous beasts are altered by the movements of their prey
and the weather. What once was a peaceful hill might later
be the lair of a creature with monstrous appetites, establish-
ing dominance while the hunting is good in the region.

26 Chapter 2 | Clanfire & Wilderness


Scouting. Information is a key resource. As you gather,
GATHERING you can also scout the surrounding region, noting any
The practice of gathering sustains clans and individuals dangers or opportunities that lie within a day’s travel of
when hunting is scarce, and forms the basis for survival in the camp. Such discoveries may save the clan from being
most environments. Gathering isn’t a single act; rather, it’s surprised by an attack, or lead to an important windfall of
a set of skills, a balance of risk and reward as you venture much-needed resources.
deeper into the wilderness in search of resources.
INEDIBLE FOODS
WAYS OF THE GATHERER
One basic survival skill is knowing how to avoid foods
A gatherer’s work is to collect everything of use to the clan
with bad effects. This boils down to the three rules of food:
while attracting as little attention as possible from preda-
tors and enemies. When gathering, you might use any or • Eat nothing rotten. Do not eat any food that exhibits the
all of the following means: signs of spoiling.
Collecting. Plucking fruit and vegetables, cutting edible • Eat nothing that speaks. Do not eat a creature that
grasses, bark, and fungus, picking up oddities to show speaks to you in a language that you can understand.
to the shaman—all these are the easiest tasks for a gath- • Eat nothing made of many. Do not eat a creature with
erer, requiring nothing but a keen eye to notice desirable more than nine eyes or nine appendages—including
resources and a knife or sickle to collect them. arms, wings, legs, antennae, feelers, claws, and so on.
Extracting. Digging for roots, grubs, and useful minerals,
These warnings aren’t merely symbolic. If inedible foods
scaling a cliff or tree to gather eggs, collecting honey from
are eaten, the DM can decide on any appropriate effect, or
a hive, venturing a few feet inside a doorway to Nod to
roll on this table for inspiration:
bring back a trophy—these are difficult or dangerous tasks
that require skill, courage, and a little luck, as well as (in d20 Inedible effect
some cases) specialized tools.
1–10 Poisoned condition
Trapping. It’s common to carry at least a few simple
hunting or fishing traps when you set out to gather. You 11–14 Poison damage
might travel the same loop several times, setting traps the 15–17 Hallucination or brief madness
first time through a promising spot, then returning to
18–19 Small magical effect
check them and collect the catch on subsequent days. The
kind of trap and bait depends on the desired prey. 20 Surge of unpredictable magic

Chapter 2 | Clanfire & Wilderness 27


RISK & REWARD
When gathering, you must use sharp judgment to deter-
HUNTING
It takes more than a sense of direction to stalk your quarry
mine whether the hope of a better harvest is worth jour-
in Planegea. It takes luck, timing, and skill at reading the
neying deeper into the dangerous wilderness. A skilled
shifting patterns of the world. But for those who can intuit
gatherer plays the line between risk and reward, collecting
the winds and see the patterns in the soil, there is great
as much as they can without arousing attention.
glory to be gained in the hunt, and great joy in coming
Exploring a loop. When gathering, most gatherers set
home to the welcome of a bright clanfire.
out on a loop, going up to a half-day’s travel from the
camp, then heading back along a different path. As you
do this, you can set traps and make skill checks, such as
Wisdom (Perception and Survival) or Intelligence (Nature,
Arcana, Religion, and History), to discover opportunities
and dangers to be explored on subsequent days, as well as
collect what’s easy to gather without losing too much time
in getting back to safety for the night.
Closer looks. Upon returning to the loop, you’ll find
changes—Planegea never stays the same for long—but
much of what you observed on your first pass can be inves-
tigated more closely. Choose points of interest you discov-
ered where more worthwhile goods can be extracted; just
be careful not to stir up too much trouble or make too
much noise.
Going further. When you push further along a path—
whether a literal path or an investigative one—your DM
may call for checks to determine whether you attract
attention or unleash some unforeseen trouble. And yet
the gatherer who takes no risks brings back
a meager harvest. Carefully judge your
ability to take one more step, prod just a
little more… great reward or great danger
may lie just a few feet away.
Returning. The return to safety
is never assured for gatherers.
Even a well-traveled path
might shift in Planegea’s
landscape, markers
might disappear, and
what seemed fixed
yesterday could
wander today. A
gatherer must
always be ready
to forge a new
path home, and take into
consideration the goods they have collected
during the day. Will they spoil or break if
not carried carefully? Are scavengers
keeping pace with you, interested in
an easy take should you happen to
fall? These and more are concerns
the wise gatherer will take into
account as they judge the timing for
the return trip.

28 Chapter 2 | Clanfire & Wilderness


HUNGER IS A CONSTANT Tricks & traps. Not all prey panics when pursued. Take
It’s assumed in Planegea that you are always hungry, care lest you be drawn into dangerous ground—quicksand,
always passively gathering food such as berries, small prey, tangling vines, the lair of a larger beast. Some would-be
and edible grasses, bark, and other plants, and have basic prey have a symbiotic relationship with creatures or places
knowledge about what is edible and what isn’t. that thirst for the blood of the overeager.
This means that you will not starve to death unless Seeing red. In the heat of the hunt, it’s all too easy to
special circumstances apply (such as being in a particularly lose track of where your feet are taking you. Stay aware of
barren region or if a spell or other effect limits your ability your surroundings, lest when the killing blow is landed,
to perform basic functions). you raise your eyes to realize you are in a place you do not
Instead of hunting merely to survive, in Planegea, you know, nor have any idea how to escape.
hunt to thrive.
HARVESTING
YOU ARE WHAT YOU EAT Harvesting a hunt is an activity with countless permuta-
In Planegea, you can gain benefits from a successful tions, so rather than offer a single method of harvesting,
hunt. Whether you pursue your prey strictly for food, or consider the following when the party brings down a kill.
simply eat what you kill along the course of your adven-
Ability checks. Any of the following ability checks can
tures, harvesting the right kinds of food can grant you the
come into play when harvesting prey:
strength you need to survive.
• Strength: Breaking bones, snapping off tusks, ripping off
Ability enhancement. Certain prey can be harvested to
tough hide, cracking natural armor, etc.
briefly bolster various aspects of the hunter. When success-
• Dexterity (Sleight of Hand): Nimble extraction of delicate
fully harvested, prepared, and eaten, gain the benefits of
parts, careful skinning, nimble plucking, etc.
the enhance ability spell. The ability affected is determined
• Constitution (Concentration): Withstanding stench,
by the DM, based on the nature of the creature consumed.
maintaining focus on a long or delicate harvest, etc.
Spell effect. Some magical prey, when harvested,
• Intelligence (Medicine): Knowing which parts to harvest,
prepared, and eaten, can bestow the benefits of spells, as
determining healthy and rotten parts, careful cutting to
if from a potion or amulet. The nature of the spell and the
avoid internal damage, etc.
prey is determined by the DM.
• Intelligence (Nature): Recognizing the type and value of
a harvest, identifying useful components, etc.
EXTRAORDINARY PREY
• Intelligence (Religion): Recognizing divine patronage,
If your party is eager to hunt to gain one of the benefits honoring the local deity and clan customs, etc.
listed, it’s the DM’s choice which creature they need to • Wisdom (Survival): Skillful butchery of meat, cooking,
hunt to gain the desired effect. Consider their CR, environ- preservation, burying offal, etc.
ment, and the magical potency of various prey. As a rule, it’s • Wisdom (Perception): Watching for scavengers; noticing
a good idea to start with Monstrosities, choose prey which marks of ownership, signs of privation or prior harm, etc.
doesn’t speak and—if the prey is a common animal such as
Resolving a harvest. Some harvests are simple, others are
a wolf or bear—give it extraordinary aspects such as those
complex and risky. Your DM could use any of the following
listed under “Primordial Monsters” in Chapter 13, pg. 283.
methods to resolve the harvest based on your group’s play
style and the importance of the harvest to the story.

• Single roll: If a harvest is not a particularly significant


story moment, it’s sufficient to choose a relevant skill,
DANGERS OF THE HUNT roll once, and move on.
There is far more to hunting than merely stalking and • Best two out of three: If the stakes are higher, raise
bringing down prey. The wily hunter will be wary of the them mechanically by requiring two successes before
following perils: two failures.
Predators. In the words of an ancient guardian, “There’s • Skill challenge: For major harvests that the adventure
always a bigger fish.” Beware when hunting that you are hinges on, run a skill challenge, requiring players to use
not the prey for some mightier and stealthier creature. various skills and getting more successes than failures.
Competitors. You are not alone in the world. Even if
other predators aren’t hunting you, easy prey may already
I have seen many a young fool lose himself in the
have been sighted by others. Make sure that your kill isn’t
stolen at the critical moment by a creature willing to chal- chase, forgetting the land around him in pursuit of
lenge you for the prey. his quarry. I’ve seen it when a man hunts beasts,
Scavengers. After you bring down your prey, deal with when a man hunts glory, and when a man hunts
it quickly. Leaving fallen prey out in the open attracts pleasure. Take a moment. Take a breath. Look around
scavengers—and though scavengers may be individually you. The world is wide, and you are small, and that
weak, they tend to gather just outside your reach in ever
larger numbers.
is good. Remember who and where you are. 
Chapter 2 | Clanfire & Wilderness 29
30 Chapter 3 | Prehistoric Characters
CHAPTER 3

PREHISTORIC CHARACTERS
“Psst! What’s your name?” The hoarse whisper came from the next not rules to be followed. If you have a different concept
cage over. The stinking bone cages—six of them—swung high above than the one generated by this section, talk to your DM and
the ground, dangling from twisted leather ropes. create it! But for most players, these questions should help
“What does it matter?” The gatherer slumped miserably against the to make an interesting, authentically Planegean character.
bone bars, watching the giants drink. He had been distracted, day-
dreaming, when they had come upon him suddenly. Now his life was BIRTH
over, and the last thing he wanted to do was yammer with a stranger. When and where you were born matters. Shamans use the
“It matters.” timing and events surrounding birth to name children, and
The gatherer buried his face in his hands. “Names won’t do us any some swear that fates are shaped from the circumstances of
good once we get where we’re going.” birth. Consider the following:
“Names matter.” Place. Where you were born is the start of your story, a
“No. You’re wrong. They don’t matter. Not when you’re a captive of place of significance that can help define you. Were you
the Air Empire. What good will a name do us when we’re building born like most, in the tents of a nomadic clan? Were you
their monuments, serving their feasts, offering our blood for their born in the wilderness without the comfort and aid of a
magic? What good will a name do when we’re ground beneath their clan? Or were you perhaps born somewhere more unusu-
feet, crushed for their amusements, fed to their dire leopards when al—a permanent settlement, the hallow of a god, one of the
we’re too weak and old to work anymore?” giant cities, or even beyond the four Giant Empires?
A crackle of green and white light arced through the air, illuminating Time. When were you born? What time of day and
the tattooed face of a gnome in the next cage. “I need to know your season? How many moons were there in the sky? In
name, fool, so I can include you in this teleportation spell. Unless you’d Planegea, birthdays aren’t celebrated, but many people pay
rather stay behind..?” attention to the weather events and seasons surrounding
their birth, considering them especially fateful times for

P
reflection and magic.
LANEGEA IS A LAND OF ADVENTURE, FULL of
Event. Most children hear stories of the day they were
terror and possibility. This chapter explores some
born. Was it quiet, remembered only for its serenity? Was
of the features that make adventurers here unique
there particularly ferocious weather? Was the clan at peace
and offers footholds as you prepare characters born
or in danger? Were there any auspicious notable hunts or
into this world. Remember, your character is as
remarkable finds by the gatherers? Were there any signs,
clever, resourceful, and intelligent as you want them to be.
omens, magical events, or memorable sights that marked
Just because it’s the Stone Age doesn’t mean it won’t take all
the day?
your wits to survive.
This chapter is intended to give you footholds for discov-
ering who your character is in this prehistoric world. You CHILDHOOD
can think of it as a trail to walk, to insights about where In the Great Valley, children are seen as precious, but are
your character comes from and where they might be also exposed to danger in the normal course of life, and are
headed. Gain an understanding of who your character is expected to contribute to the survival of the clan. If you
in the world by looking at their story, what drives them had a childhood you can remember, consider:
forward, and what they carry along with them—both phys- Upbringing. Did you grow up in a typical clan? If so, was
ically and psychologically—that stirs them towards contin- it small or large, peaceful or warlike, prosperous or desper-
ued adventure. ate? Were you well cared for, or did you have to fight to
survive from a young age? Did your clan journey far across
the world, or only roam within a small area? Or are you
A Prehistoric Life from somewhere outside the Great Valley, with an unusual
childhood? How does that affect you?
Life in Planegea is dangerous and complicated. Your char-
First god. When did you first encounter a god? Was it
acter lives their own unique story, and has seen things and
through a shaman’s ceremony, with the clan at the edge
experienced the world before joining the adventuring party.
of a hallow? Were you sent into the hallow of a god alone
Note that the ideas below are best used in conjunction
on an errand or as part of a rite? Or was it an accidental
with other 5E materials that help shape your personal
wilderness encounter? Was the god gracious or menacing?
backstory. By themselves, these won’t create a complete
What did the god look like? How did it make you feel? Did
personal history, but they can be a good jumping-off point.
you ever encounter that god again?
Also, these are presented as suggestions and inspiration,

Chapter 3 | Prehistoric Characters 31


VARIANT RULES

PLANEGEAN PLAYER OPTIONS


These variant mechanics add unique Stone Age abilities into your game.

Star Stories WEAPON SHATTER


In Planegea, the stars are not fixed—the stories of great Martial feature, available to ascetic, barbarian, fighter, ranger,
hunters and monsters are still being painted in the heavens. and scavenger.
For now, the stars tell of the world’s events, and their
When you deal damage with a melee weapon attack using
rumors can be read by those with sufficient knowledge.
a magical weapon, not including those made temporar-
Perhaps your character might even have their greatness
ily magical by spell effects, you may throw all of your
told in constellations beheld by future generations.
ferocity behind it and shatter your weapon against your
enemy. Your weapon is irreparably destroyed and your
STAR MAGIC attack becomes a critical hit. You may not use this feature
The stars inspire greatness. As an action, you may make an again until after a short or long rest. The weapon cannot be
Intelligence (Nature) check to locate a constellation with a repaired except with powerful magic such as a wish spell.
story or song based on one of the six attributes (Strength,
Dexterity, Constitution, Intelligence, Wisdom, or Charisma).
On a success, you can take 10 minutes to tell its story.
RAW MAGIC
Arcane feature, available to chanter, sorcerer, spellskin,
At the end of the story, make a Charisma (Performance)
and warlock.
check. The DC is higher if your audience is exhausted,
wounded, frightened, or discouraged. On a failure, nothing Magic is primal and dangerous, not yet bound by millen-
happens. On a success, all creatures who can hear and nia of tradition and teaching. You may cast a spell that you
understand you are inspired by the tale and gain 1d4, know or have prepared for which you do not have spell
which can be added to one check or saving throw of that slots, with the following effects:
attribute in the next 24 hours. This feature cannot be used • Level 1–5 spells: Take 1 level of exhaustion per spell level.
again until the following nightfall, and when used again • Level 6 spells: Take 5 levels of exhaustion and fall
replaces any previous inspiration gained by this feature. unconscious.
• Level 7 spells: Take 5 levels of exhaustion, fall uncon-
scious, and automatically fail 1 death saving throw.
WATCHING THE STARS • Level 8 spells: Take 5 levels of exhaustion, fall uncon-
The stars watch the world and gossip amongst themselves,
scious, and automatically fail 2 death saving throws.
and their dance reflects the secrets of mortals and gods
• Level 9 spells: Take 5 levels of exhaustion and die. (Levels
alike. With cunning, a mortal can discover what’s happen-
of exhaustion remain if your character is restored to life
ing in the world around them by scanning the stars.
except by a wish spell.)
If you can see the stars, as an action, you may make an
Intelligence (Arcana) check to search for news, rumors, and
secrets. Your DM will determine the outcome of the roll. BLOOD OFFERING
The stars are untrustworthy and biased, and may communi- Divine feature, available to druid, guardian, and shaman.
cate half-truths, cryptic fragments, or outright deceptions.
Blood has powerful magic, irresistible to almost any god,
be they good or evil. As a bonus action, you may spill your
own blood to empower your spell. Roll a number of your
Primal Push hit dice equal to the spell’s level (minimum 1), and take the
This world is a raw and wild place, where anything can resulting amount as slashing or piercing damage as if from
happen and mortals can push themselves beyond the a magical weapon, ignoring resistances or immunities.
boundaries imposed on their descendants. Each class has As a result of your offering, gain one of the following
access to a new feature that grants them additional power blessings:
at cost or danger to themselves. • Gain advantage on your next spell attack or check.
If your character multiclasses, giving you access to more • Impose disadvantage on the next creature you target
than one Primal Push feature, choose one. Next time you with a spell effect.
gain a level, you may choose again. • The effects of your next spell are as if the spell had been
cast at 1 spell level higher than it actually was.

32 Chapter 3 | Prehistoric Characters


First death. Death is a harsh reality that nobody in Survival. How did your community survive? If you were
Planegea can avoid—not even children. What was the first in a clan, were you primarily hunters, gatherers, crafters,
death you ever witnessed, that you remember? Was it a traders, raiders, or a combination? Or did you find a differ-
stranger, or someone close to you? Was it violent or peace- ent way to stay alive? If you were from one of the larger
ful, sudden or expected? How did it shape your views on settlements or empires, what did your community do to
life and death? live within that society? What was your specific role? What
was expected of you, and what tasks did you perform?
1d8 Upbringing Status. Within your community, what was your status?
1 You were raised in a cage as food for a warlord’s Was your counsel sought and your work admired? Did
prized beasts. You only managed to escape by forging you have a large circle of friends and relations? Were you
an understanding with your fellow prisoners or the low-status, the butt of jokes and disrespect, ignored and
beasts themselves, and have vowed to return to passed-over? Were you invisible, existing somewhere in
exact vengeance on the warlord. the middle, avoiding both glory and blame? Or did your
2 Your clan barely eked by on the desolate edges of the status abruptly change at some point, for the better or
world, narrowly escaping giant raids and ravaging worse, due to your actions or inactions?
predators. You know nothing of comfort, plenty, or Obligations. What obligations do you still have to
safety, always watching your back and the skies. your old community? Are you still in good standing and
3 Your clan roamed the Great Valley, following the considered part of their number, or have you separated
herds and seasons in the great migration. You did from them? If so, on what terms did you depart? Has the
your best to avoid the Three Brothers, and although community changed significantly since your upbringing,
you now travel far in search of glory, you still know or is it the same as it always was? Do you aspire to return
where to find your clan in every season, should you to it or to leave it far behind? What does the community
need counsel or comfort.
expect of you now?
4 Your clan was large and successful, possibly one of
the Three Brothers. Even during the winter you knew 1d8 Community Event
plenty. There was always work, but never struggle. 1 You tamed a beast which had never been tamed
5 You were the favorite child of a powerful clan, set before. Work with your DM to determine the nature
to inherit the spear of the chief—until one day a of the beast and how its gifts have transformed the
monster slew and scattered your people. You now clan’s existence.
roam the world in search of your lost clan, and in 2 Someone close to you was lost in a sudden storm,
pursuit of the beast that took everything from you. and their body was never found. You fear that they
6 You grew up separate from your clan—a lone hunter, still wander the world, either alive or as an accursed
raised in the sacred place of a god without a shaman. and unburied ghost.
You gained great gifts from its magic, and still hear its 3 You made a powerful enemy within your own clan.
whisper from afar. But over time, you grew to doubt Work with your DM to decide whether it was your
your god’s judgment and wisdom. Believing it to be fault or you are blameless, but regardless this enemy
sick—or worse, mad—you now travel in search of a seeks your harm and downfall.
cure… but how does one cure a god?
4 You were attacked by a great predator, which altered
7 You were apprenticed to your clan’s shaman. your status in your community. You still have a scar, a
Trained in their service, you were always well-fed limp, or show other signs of the injury, though they do
and instructed, taught in the old ways and armed not impair your abilities.
with ceremonial weapons. When you were old
enough, your shaman sent you out from the clan on a 5 You traveled far on a long hunt for extraordinary prey,
mysterious mission you cannot fully comprehend. and experienced many dangers and saw wonders
along the way, returning home forever changed from
8 You are from one of the far reaches of Planegea: the journey.
the Venom Abyss, the World-Fangs, or even the
Elemental Wastes or Dream Worlds. You glimpsed 6 A friend or stranger gave you a gift—an unusual
something that irrevocably altered the course of your weapon, totem, or other object. It is mysterious
life—a great secret of the stars or stone—and now in nature, with a strange history and unanswered
you live on the run, always afraid that the Hounds of questions that you desire to answer.
the Blind Heaven are only a footstep behind you. 7 You made a strong ally with a member of another clan
when you survived danger together. They owe you
a favor and seek to do right by you and advance your
COMMUNITY interests where it does not harm their own clan.
As you grew into adulthood, consider your relationship 8 You fell in love, were married, or had children. Work
with your community. For most mortals, this means their with your DM to decide the nature of the relationship,
relationship with their clan, but for others it might be a and what the status of your loved one might be.
druidic circle, a spellskin enclave, or even a united band of
captives in a giant empire.

Chapter 3 | Prehistoric Characters 33


RELATIONSHIPS FEAR & DREAD
There are likely people from your past that made an Every mortal in Planegea has things they fear—it’s just a
impression on you, for good or for ill. Whether you knew question of how much they let that fear control them. For
them a long time ago or they still play an active role in your character, consider:
your story, consider the following relationships: Fear. What is it that you fear? Why? Was it an early
Friend. Who was your closest friend, either as a child encounter that shaped that fear, or is it something you’ve
or an adult? What was your friend like? What was your come to fear as an adult? How strong is your fear? Is it an
friendship built on? Was it always platonic on both sides? underlying unease, or is it a phobia that causes you to panic
What’s one memory you’ll never forget with your friend? and flee?
Mentor. Who did you look to for instruction in your life? Mystery. Everyone has encountered something inexplica-
Did they take you under their wing, or did you admire ble. What’s something unsettling that you felt or observed
them from afar? Were they well-regarded in the commu- that you cannot find a good explanation for, no matter how
nity, or did you take after them because they were outsid- many nights you lie awake reliving it?
ers? What’s something they taught you that you’ll always
keep with you? RISK & SURVIVAL
Bully. Who made your life difficult? Did they have Danger is a constant in Planegea, and you must always be
authority over you, or were they a rival? In what ways did ready to flee predators or leap into combat to survive. But
they oppress or threaten you? Did they single you out, or as you think about what you’ve lived through and what
were they hostile to others as well? Did you ever strike you’d die for, ask yourself:
back at them, and if so, how? How did their actions shape Risk. What would you risk everything for? What person,
your feelings about right & wrong? thing, ideal, or goal would you die for? What would cause
Pest. Who was someone who wouldn’t leave you alone? you to throw yourself into harm’s way without a second
Did they look up to you, or were they merely a grating thought?
personality? Were you gracious or curt with them? What Close call. What was your nearest brush with death?
about them got under your skin? What circumstances led to your endangerment? Did you
survive by dumb luck, the actions of others, or by your
own wits and skill?
PERSONAL OMENS
In a chaotic world, many use superstition in an attempt
to exert control, predictability, and pattern over life. The 1d8 Brush With Death
people of Planegea consider that personal signs or omens 1 You died for a moment, and saw the gates of the
have meaning for them, and that seeing some combination Kingdom of the Dead. Only powerful magic brought you
of their personal omens is a sign to be noticed. Consider: back, and you’re still haunted by that vision.
Number. What number from 1–9 is your omen? Why 2 You hovered between life and death in a dream state,
does that number have significance to you? walking in the worlds of the elves. You only returned
Color. What color is your omen? What memories do you when your spirit found a doorway back to your own
have that are tied to that color? world… and you half-remember where that doorway lay.
Creature. What creature is your omen? Is it a beast, a 3 A shaman cursed you to a terrible doom. You lived in
monster, or something else? Why does that creature have terror for many days and remain uncertain whether the
strong associations for you? shaman lifted the curse, if they were deceiving you, or if
that terrible fate still lies before you.
4 You were separated from your clan in a storm and
clung to life—but only barely. You returned half-frozen,
ENCOUNTERING PERSONAL OMENS starved, or drowned, and some consider you still marked
for death.
Sometimes DMs use personal omens as a way of getting
a character’s attention, exciting curiosity about a partic- 5 You were within a hair’s breadth of being trampled by a
ular feature or place. At other times, the appearance of beast in a hunt or stampede. Your clan took it as an omen
these omens are accidental, a random combination of that your life was spared for a reason.
elements. Be on the watch for these appearances, espe- 6 You led a dousing raid on an enemy clan, winning great
cially in conjunction. If your character’s omens are three, glory by killing their fire—but their hunters nearly caught
blue, and cats, then three blue cats coming into view you and your name is hated by that clan to this day.
should make you sit up and ask some questions. 7 You endured a harrowing vigil, remaining awake and
upright for a week in service of your clan’s god. You
were rewarded with a powerful vision by the god, the
meaning of which you’re still trying to unravel.
8 You almost lost your life heroically rescuing a group
of children cornered by a predator. Though the beast
was far too powerful for you to defeat, you attacked it
selflessly, allowing them time to escape, and were very
nearly devoured in the process.
34 Chapter 3 | Prehistoric Characters
ADVENTURING
Whether you know it or not, you are about to embark on an
adventure with a group of other remarkable individuals. As
you think about what will drive you to risk life and limb
with this party, consider the following:
Motivation. Why do you want to travel with the party?
Why doesn’t your character simply leave at the first sign of
trouble? What is it about this group, or your circumstances,
that makes you willing to put your life on the line for the
group’s shared goals?
Short-term goal. What do you want right now? What’s
your immediate objective, and how close are you to achiev-
ing it? How will it improve your life or ease your suffering?
How urgent is it?
Long-term goal. What is your long-term objective?
What do you dream of, should the world reward you with
success? If you achieve it, how will it change your relation-
ship with the party? Will you still want or need to adven-
ture, or will your story draw to a close?

Chapter 3 | Prehistoric Characters 35


Trinkets d100 Trinket
1 A bit of honeycomb that buzzes faintly when shaken
Most mortals possess personal items—trinkets of value,
significance, or interest that have meaning or represent 2 A humanoid molar that is ice-cold to the touch
something to them. When creating your character, roll on 3 A large, curled shell with a bright pink interior
this table, and work with your DM to answer the following
4 A patch of wolf’s pelt with hair that stands on end in
questions: moonlight
• Who gave you this trinket, or from whom did you
obtain it? If you came across it alone, who else might be 5 Three leather pouches with small quantities of blue,
yellow, and red sand
interested in it?
• Where did it come from? If you don’t know, where did 6 A wooden statuette of a mammoth, roughly carved
you find it? Where do you carry it on your person? 7 A short, smooth wand devoid of charges
• When did you get this trinket? Is it something you’ve
8 A piece of bark with the scratched image of a shining
always possessed, or did you only gain it recently?
figure, its arms and wings outstretched
• How does it make you feel? How heavy is it it? How
valuable is it to you? 9 An elbow-guard made from the black, iridescent
• What about it catches your interest? What does it feel chitin of a giant manylegs
and smell like? 10 A bone toy that folds and unfolds endlessly with a
• Why do you hold onto it? smooth motion
11 A tiny flask made of woven reeds that holds a
mysterious, sweet-smelling liquid
12 A pouch of brightly colored beads
13 A set of knuckle bones, used for gambling
14 A jar of dust that whispers something you can't quite
make out when you sift it through your hands
15 A pair of finely carved bone fishhooks
16 A merfolk fin, its edge jaggedly sheared off
17 An antler knife handle that gives you a feeling of déjà
vu when you look at it
18 A spherical gray-white stone that looks exactly like a
tiny moon
19 A carved wooden cup once used for festivals
20 A giant's ring, carved from fine marble, which fits on
your wrist like a bracelet
21 A black dragon's tooth that still reeks of acid
22 A clay lamp which, when illuminated, changes the
color of its light upon request
23 A dirty blindfold, stained with blood
24 The skeletal paw of a yeti
25 A wrap to keep hands warm, decorated with colorful
thread in patterns sewn with love
26 A giant manylegs’ mandible
27 An intricately knotted belt, as if its maker attached
some significance to the complex knotting pattern
28 An obsidian shard that rattles when stories of danger are told
29 A rough hide ball, such as a child might play with
30 A dead snake stuffed with grass to look alive
31 A ring made of twisted purple seaweed that writhes
when submerged in saltwater
32 A jade septum ring
33 A horsehair fly whisk
34 The broken blade of a skillfully crafted paddle

36 Chapter 3 | Prehistoric Characters


d100 Trinket d100 Trinket
35 A piece of coral that glows very faintly 70 An inedible mushroom that takes root and begins to
slowly multiply whenever it's set down
36 A perfectly cylindrical piece of clear crystal
71 A shard of limestone painted with part of some
37 A bundle of dried herbs to treat a sour stomach
strange, arcane pattern
38 Reeking foot wrappings that feel amazing
72 A small handful of drift-pebbles that float when
39 A leather side-bag containing soil and a tiny tossed into the air
awakened seedling
73 An amulet made from the hoof of a rare antelope
40 A glittering stone circlet that appears to be made
74 The skull of a small animal, strung on a leather strap
from magically-cooled lava
75 A crown formed of the twisted antennae of an
41 An antler carved in the shape of a unicorn
enormous insect
42 An ivory toe ring that makes your foot unconsciously
76 A piece of sea glass that reflects lightning, even on a
tap a light beat
clear day
43 A necklace made of lion claws
77 A low belt fashioned from a black, rubbery tendril
44 A shallow bowl made for ritual mixing of poultices
78 A sachet of embalming fragrance
and powders for naming ceremonies
79 A turtle shell with an eye carved in the center, which
45 A tiny idol with the head of a fish and the body of a
you could swear sometimes winks
short, stocky man with its arms broken off
80 The ribcage of a small animal, useful for digging
46 A gatherer’s basket with a woven shoulder strap
81 Decorative ear-covers made of arcing shells
47 A flat stone with a carving of a woman and child
82 An antler chin guard
48 A stone cube carved with intricately geometric
dwarvish patterns 83 A stone totem pendant depicting a giant slain by a
crowd of tiny figures
49 A broken horn that makes no sound
84 A small black pyramid-shaped carving that casts
50 A hoop of feathers from a dinosaur
twisted shadows in the firelight
51 A bone whistle that plays a warbling note
85 A shallow wooden bowl painted with the forms of
52 A handful of light blue goo that's just solid enough to people transforming into animals and back again
keep in a bag or pocket
86 A red stone that leaves a smear of red liquid behind
53 Shoulder decorations made of brightly colored lizard when pressed against a surface
scales
87 A veil of tattered cloth
54 A large, curved earring made from a tusk
88 A broken bone sword, its blade covered in scars,
55 An oversized harness made for a dire beast of burden scratches, and scorch marks
56 A fern that furls and unfurls with your emotions 89 A lamp fashioned from a humanoid skull
57 A stone skull inlaid with worthless glittering quartz 90 A lump of amber with something dark at its center
58 A ceremonial wedding rope, decorated with bright that weighs twice as much as it should
feathers and dyed strips of cloth 91 A polished stone armlet
59 A shell that sings a familiar, haunting song when you 92 A set of weights for measuring trade goods
hold it to your ear
93 A piece of petrified wood that still smells of an
60 A ring of purple, shimmering stone ancient forest fire
61 An armlet circled with teeth 94 A dragon scale with a hole drilled at the top, which
62 A river stone that emits wisps of black smoke can be worn as a pendant

63 A pair of turtle shell kneepads 95 A twig doll that sometimes laughs in the night

64 An ivory pendant inset with four stones in a diamond 96 A piece of driftwood naturally formed in the shape of
pattern, which has been snapped in half a whale

65 A miniature ivory mask with blue snail shells for eyes 97 A crushed giant's totem, recovered from one of their
traveling party campsites
66 A branch covered in huge salt crystals
98 An anklet strung with misshapen pearls
67 An enormous, exotic flower with colors you've never
seen anywhere else 99 A translucent stone that always seems to find its way
back to your pocket
68 A short, pointed cap fringed with jangling shells
100 A black quill that can scratch marks in solid stone
69 A blob of ooze that's always trying to creep away
towards Blood Mountain

Chapter 3 | Prehistoric Characters 37


38
Surely the kinships are not much different between
your land and mine. I am certain that the elves in
CHAPTER 4 your home must also be at least a somewhat invisible,

KINSHIPS
or blue-skinned at the very least. It is so, yes? 

The young shaman gaped, her eyes wide. The countless brightly
colored tents of the Seerfall shrine markets spread in every direction,
PRIMORDIAL KINSHIPS
the constant noise of the falls mingling with cries of the makers of These are the earliest forms of kinships that walk the world
totems, incense bundles, amulets, baskets, pots, things of ivory and in later eras. Here are dwarves, elves, men, and others
antler, flutes, drums, clay bells, and every kind of food offered to that are familiar from 5E, but each is altered by the span
every kind of god. of uncountable years, distinct from their tavern-drinking,
The noise was overwhelming, but the people! She had never imag- castle-dwelling descendants. Use these pages to inspire
ined seeing so many kinds of people—short, tall, strangely colored; your primordial character, and remember how much of
some had fire for hair and others leaves. There were the half-translu- history is yet unwritten.
cent elves, the half-stone dwarves, ominous quietkin, and even an orc
or two, although their people typically disdained the gods. She saw an
ascetic with a shaved head that oozed through the crowd as if they had Dwarf
no bones, saurians with wings and fangs, hammerlike tails and high
“DWARVES ARE TOO STONY TO CHANGE. I’VE KNOWN A
crests. There were beastfolk and golems and towering half-giants and
dwarf to keep a promise made a lifetime ago, to his own harm, long
others for which she simply had no name.
after everyone he ever made it to was gone.”
The young shaman felt someone staring at her. She looked around
and saw a red-skinned godmarked with curling horns and fiery eyes. — Owlox, elven shaman
The godspawn looked at the young shaman, taking in her glowing
skin and hair, then grinned with pointed teeth and called out—“I Still half-stone, dwarves were born of rock, and only
don’t know what you are, friend, but you look like you could use a fine recently carved their way out of the deep places of the
antler totem, best quality in the market!” world. Their skin and hair glitters with minerals and
gemstones. Dwarves consider other kinships strange and

A
mercurial, full of whimsy and change. To be a dwarf is to
LL THE PEOPLES OF 5TH EDITION CAN BE
live with crystal clarity and stony certainty.
found in Planegea, though they may not look
Outcroppings. Almost all dwarves have some visible
or act the same as their distant descendants. In
element of stone or crystal in their skin or hair, growing
this setting, 5E’s “races” are renamed kinships.
naturally from their bodies. This might be as subtle as a
Planegea is a world before fixed ideas of racial
patches of pebbly scales or it could nearly cover the body in
identity, where survival strategies are far more essential
rocky shards and spines.
than bloodlines, and every kind of being is valued for its
Stone quirk. Thanks to their mineral roots, Dwarves
own strengths and contributions to the clan.
are unlike all other kinships—although they are said to be
Survivors, not legacies. Beings band together to stay
distant kin of the waste-children of earth who live within
alive in Planegea. The world is hostile and hungry, and the
the Quakewaste. Use this table to inspire how your stony
mortal kinships have not been in the world long enough
background manifests.
to create hard divisions between themselves. Many clans
welcome any able body who is willing to work. Some keep
MORPHIC ABILITY SCORES
to their own kind, but this is usually due not to preju-
dice but rather a shared ethos regarding the methods of In Planegea the kinships are still young, each trying
survival. to find its place in the world. When using a 5th Edition
Stories, not histories. The world is new, and kinships kinship, you can replace the archetypal Ability Score
have not yet written their great histories of ancestors and Increase for the kinship with an equal increase to any
bloodlines. Kingdoms have yet to be built, mortal empires ability score of your choice. If you get an increase to
are unformed. Ask an elf the history of her people, and more than one ability score, you cannot apply them to
she’ll tell you the tale of her parents or her clan. The stories the same ability score (and must instead assign them to
people know and tell about where they came from are different ability scores).
personal, not shrouded in the depths of the past. For similar reasons, the new kinships found later in
Life in all its forms. In later eras, humans, elves, dwarves, this chapter feature flexible Ability Score Increases. If
and other warm-blooded creatures will fill the land, but you’d prefer to play with archetypal increases for these
Planegea is still new, and other, non-mammalian kinships new kinships, options are given in the Variant Features
compete alongside everyone else. Humanoid plants, oozes, sidebar for each kinship.
dinosaurs, and even elemental beings of pure energy all
live and breathe and eke out their corners of survival.

Chapter 4 | Kinships 39
d6 Quirk strong drink and the ease of life on the banks of the Three
Brothers.
1 Once you’ve made up your mind, no force in Planegea
Friends of giants. It is known that the giants greatly
can change it
admire the dwarves for their natural cunning with
2 You love showing off your stony nature, challenging stone, and that dwarves are often invited into their high-
other hunters to break their weapons on your skin walled cities as guests, counted as friends and advisors in
3 You are very slow to make any promise, for a promise construction, building, and crafting projects of all kinds.
once made is utterly binding Some, however, believe the giants are a little too welcom-
4 You sleep sitting up, motionless as a stone, and have ing, and worry that there might be some larger, darker plan
been mistaken for a rock on many occasions that the empires have for their stoneworking allies.
Dwarvish names. The names of dwarves are usually a
5 Change confuses you, and you have a hard time
recognizing even close friends if they change their series of up to nine single-syllable sounds. These names act
clothes or appearance as gates of familiarity—the more of a dwarf’s names one
learns, the closer one is to the dwarf. “Knowing the ninth
6 You are embarrassed by your rocky outcroppings, and
name” is a dwarvish euphemism for romantic intimacy.
do all you can to conceal them, preferring to pass as a
Typical names: Du-Ma-Lin-Bah-Gol-Sum-Cha-Mu-Rin
human when possible
(known by most as Du, Duma, or Dumalin), Tho-Sar-Vun-Til-Am-
Ruin builders. If you see an abandoned cliff-fortress or Eng-Pil-Mek-Ta (known by most as Tho, Thosar, or Thosarvun).
menhirs set high on a hill, you can be almost certain it was
once dwarvish. Obsessive builders and carvers of stone,
dwarves have been known to build a fortress for gener-
HEWN DWARF (HILL DWARF)
Not all dwarves are born—some are carved from rock and
ations, only to abandon it overnight when the last stone
given life with secret magic only known to the dwarves.
is carved, ready to start anew. Their industry is ferocious,
These hewn dwarves are more rock than skin, and often
their dedication to craftsmanship eternal. Many a wander-
look at other kinships with a mixture of confusion,
ing dwarf can be tracked by an unconscious habit of piling
contempt, and curiosity.
pebbles into little cairns wherever they go.
Industrious & competitive. A losing endeavor is called
a “dwarvish bet,” because those who live beside dwarves BORN DWARVES
know that once they set their mind to a task or challenge, Dwarves that are a few generations removed from the
nothing can stop them. Their mines and quarries of their kind quickly develop their own
tirelessness and dedication is ways of adapting to a soft-skinned world. These dwarves—
respected by those around born rather than carved—represent the other forms that
them. Yet with every dwarves take throughout 5th Edition.
generation, dwarvish elders
are a little more
suspicious Elf
of the next
“ELVES AREN’T REALLY REAL, YOU KNOW,” SAID THE
generation’s
old man, gazing out at the snow. I was young. It was cold. We were
growing love for
waiting for the hunters to signal the approach of the mammoths.
“You can see through them. They’re dreams. Walking dreams, no
more real than that.” I knew better than to disagree with my elder.
But when I thought about the elves I’d seen—their wild ways, their
laughing eyes, their clever hands—they had seemed real to me. More
real than anything.

— The Lifesong of Ula Vitar, ranger of the Skyfang Peaks

Semi-translucent, elves have something not-quite-real


about them. Originating in Nod, the twin worlds of dreams
and nightmares, elves never quite sleep, always seeming
only partly attached to Planegea, their thoughts ever
wandering far away.
Graceful translucence. You can see moonlight through
an elf’s hand. They are generally a sleek and slender people
and are known to move with a subtle step, their eyes seem-
ingly focused on something just out of reach.

40 Chapter 4 | Kinships
Wandering minds. Elves are known for being in a state of
distraction. They often seem either one step behind or two
steps ahead of the moment, as if their thoughts are wander-
ing on quite a different path than that of other mortals. Yet
when they arrive at their destination and choose a course
of action, they are both brilliant and intuitive. Use this
table to inspire how your wandering mind manifests.

d6 Wandering
1 You lose focus quickly, distracted by the next
interesting thing you see
2 You have a habit of interrupting the conversation with
an unrelated observation or question
3 You reject the binaries of black and white, yes and no,
life and death—there’s always a third option
4 You don’t like walking in a straight line, and create your
own detours
5 There are always two or three problems or mysteries
you’re working on solving in the back of your mind
6 Wherever you go, you trace, draw, and paint swirling,
abstract patterns that reflect your inner state
Eternal beauty. Elves remain in the prime of their life
an unthinkably long time. In a world with no number over
nine, they are believed to simply be immortal. Although
many elves enjoy the company of other kinships and
find their perspectives interesting, they can be aloof in
distracted immortality. Some elves prefer to live with their
own kind, to avoid the pain of getting attached to such
short-lived companions. Such elvish clans are almost never
permanent encampments, preferring to wander in search
of places of great natural beauty. Elves are known for their
work in feathers, beads, colorful paint, and weaving, and
their textiles are highly sought, especially for feasts and
festivals.
The call of Nod. Elves don’t sleep, and don’t dream—the
World of Dreams and Nightmares is real to them, and they
must travel through doorways or by magic to go there… EXILE OF NOD (HIGH ELF)
and it never stops calling to them. Whether born in Nod or Many mortal lifetimes ago, a terrible crime or sin was
Planegea, an elf always feels the draw of the dream world, committed by a clan of elves from the World of Dreams.
and rare is the elf who does not at some point in their long These elves were cast out, banished forever from Nod, and
life seek a way to at least gaze into their former home. have dwelt in the waking world ever since. Exiles of Nod
Elven names. Elves traditionally name their children are less translucent than their kin, and have spent their
with mirrored names, built of two opposed ideas. Elves outcast generations learning how to survive. Because of
believe that a name is a reflection, a meditation, and an this, they tend towards more practicality and skill with
exploration of the space between the two concepts. The both magic and weaponry than others of their kind.
names might describe poles of the person’s identity or No human—and few elves—know why they were
simply abstract concepts. Some names are untranslated banished, but the oldest of the exile elves know, and some
from elvish, though they are typically constructed in the say they are still working towards some larger plan for
same way. return or revenge.
Typical names (in Common): Cloudknife, Owlfish, Dream-
wake, Calmfear, Greatsmall, Wanderfound, Wildsafe.
ELVES OF NOD
Those who cross from the World of Dreams or Nightmares
have other forms that are more insubstantial, more curious.
Some are formed of darkness or the wilderness or the sea.
Their ways are varied and strange, and are represented by
the diversity of elves across 5th Edition.

Chapter 4 | Kinships 41
But when halflings feel safe—when sentries are posted,
Halfling the tents are well-hidden, and the land and sky are empty
“BEWARE THE QUIETKIN, WITH THEIR MANY KNIVES of threats or intruders–it’s said that there isn’t a noise
and noiseless steps. They can kill before you know that you’re in all of Planegea to match the joyful uproar of halflings
surrounded.” letting loose.
The three favors. There is an old story about a halfling
— Great Valley hunter’s warning
who wandered through the jungle so silently that it snuck
Called silentfolk or quietkin, halflings are unseen until up on Death, who was trapped under a fallen tree. Twice,
it’s too late. A secretive people who hunt by ambush, they Death asked the halfling for help, and twice the halfling
are eerie and unsettling, yet highly valued as hunters and refused. On the third request, the halfling agreed, but only
allies, if other kinships are able to befriend them. in exchange for three favors from Death in days to come.
Small and deadly. Halflings are known by their small Death agreed, and ever since, halflings have been a people
stature and quiet step. Because of their size, they are touched by preternatural luck, which they rely on and
natural prey for many hungry beasts, so halflings have count as their well-deserved birthright.
learned the art of hiding and striking first from the Halfling names. Most halflings have a sign made with the
shadows. They tend to wear dark natural colors, and are hands or body that they consider their true name as given
known for elaborate striped face painting or tattoos as an by their parents. However, for moving through the dark
art of camouflage. or communicating with outsiders, they are also given a
Unseen and unheard. Halflings are capable of speech, but spoken name, which they typically think of as an informal
their culture is built around silence, and their clan tongue nickname. These usually have simple, repeated sounds that
is an elaborate sign language created for stalking large prey. are easy to pick out if whispered.
It’s hard to get a halfling to open up, but it’s said that on Typical names: Taktak, Emem, Bilbil, Adu-Adu, Lolo, Sansan,
the rare occasions when they feel safe and secure, they are Pippip, Odod.
clever and bright companions, full of the jokes and insights
they’ve been holding back until it was time to speak. Use QUIETKIN (LIGHTFOOT HALFLINGS)
this table for inspiration on how this tradition of silence Most halflings are from clans that have long kept quiet and
affects your character. kept to themselves. Some leave their clans because curios-
ity draws them into the world, others are sent out as long-
d6 Silence range hunters or scouts and then—through misfortune or
1 You sneak up on people without meaning to, often curiosity—never find their way home.
startling your companions by appearing behind them
without warning WALKAWAY HALFLINGS
2 You don’t speak until spoken to, but once you start There are those who refuse the way of silence and make
talking, you can’t stop homes among the other clans. These halflings—called
3 You bottle up grudges—literally. Your belt has skins and walkaways by the quietkin—are represented by many of
jars that hold objects that remind you of who you’re the other types of halflings found in 5E.
going to get back at
4 You consider flamboyance of all kinds a great sin and
personal offense, and instinctively distrust anyone
Human
who attracts attention “YOU’VE NEVER SEEN SUCH A DIFFERENCE AS
5 You love a good jump scare, and will go out of your way from one human to the next. It’s dizzying.”
to startle your companions for a laugh
— Bazrhu, stonehewn dwarvish guardian
6 You often forget that other kinships don’t know halfling
sign language, and slip in and out of your native dialect Known for their remarkable adaptability, humans are
without realizing it unparalleled as beast-tamers. They can be found every-
where in Planegea, both as servant and master of mighty
beasts of all kinds, equally likely to have tamed a creature
Kill or be killed. Somewhere in the past, halflings realized
as to have been subjugated by it.
that, thanks to their size, they must choose between living
A dazzling array. Humans in Planegea come in all shapes
as easy prey or becoming predators, and decided on the
and sizes, every shade and color—including tints of blue,
latter. Halflings keep to their own kind more than most
purple, and green from elvish or orcish ancestry. Humans
other kinships, largely because they find others too noisy
are known for their diverse tastes and ability to alter their
and clumsy to survive in the halfling way. Their clans tend
appearance and culture to whatever landscape they find
to camp in hidden places and live their days in total silence,
themselves to a degree considered remarkable by others.
considering it a great offense to make more sound than
Infinite adaptability. Humans thrive in nearly every
absolutely necessary.
environment across Planegea, from the stormy plains
of Thunderverge to the soaring pinewood pillars of the

42 Chapter 4 | Kinships
Towering Weald, from the mold-huts of Ghostmire to the
dinosaur-back villages of Lastwater Wilds. Use the follow-
ing table to inspire your diverse origin.

d6 Origin
1 You grew up on the houseboats of Fishgather,
watching traders come in from across the Raiding
Plains and down from the Skyfang Mountains
2 You lived in the tree-villages of the Slumbering Forest,
gathering nuts and fruits from the sleeping trees and
learning at the feet of the Shamans of Seerfall
3 You were trained as a young hunter by the mighty clans of
The Brothers river valleys, where game was plentiful and
you camped wherever the prey wandered
4 You built dust-houses as a child in the Cult Riverlands,
with a sharp stone dagger your first possession and an
oath to never let a godless neck go unsliced
5 You lived in a dinosaur-back village that roamed across the
Dire Grazelands, running along the bridges from platform
to platform as your beasts wandered wide
6 You started life as a proud citizen of Free Citadel, in
the vast stone palaces of giants built by mortal hands,
breathing icy mountain air that was clear and wild
Consummate survivors. It seems that humans will do
anything to survive. Humans can be found worshiping
anything, partaking in strange and bewildering rituals
and traditions, and adapting their dwellings,
their clothing, and all aspects of their life
simply to eke out a few more years of breath.
Natural allies. Of all kinships, humans
find it easiest to cooperate with other kinds of
beings—for good or for ill. Human encampments
are remarkable for the range of other kinships
and beasts they mingle into their societies.
Sometimes, of course, it is the humans who are
mingled in, and many a powerful monster has its
share of human pets.

OPTIONAL HUMAN RACIAL FEATURE


Many humans in Planegea have a natural ability to
tame wild animals that exceeds that of other kinships.
You can optionally add the following feature when you
create a human character:
Beast Tamer. Whenever you make a Wisdom
(Animal Handling) check related to interacting with
an undomesticated beast, you are considered profi-
cient in the Animal Handling skill and add double your
proficiency bonus to the check, instead of your normal
proficiency bonus.

Chapter 4 | Kinships 43
Dubious birthright. Dragonborn are not long-lived, and
Dragonborn several new generations have been born in the Great Valley
“GREAT ARE THE DRAGONBORN, AND GREAT IS OUR since their arrival. The oldest of their kind are passing
pride, for we are the heirs of the Worldheart. Great are we and away, and none have ever told the full story of their origin,
great is our pride, for in our veins runs creation’s blood.” keeping to the same vague generalities. Some of the young
dragonborn raised among other clans have started to
— Dragonborn Chant
wonder whether their old ones are telling the truth. If they
were the children of the Worldheart, wouldn’t she have told
Arising from the Venom Abyss, racing up the Unfalls in
them their purpose? Wouldn’t they know what to do?
great bamboo rafts, these draconic mortals are the newest
Dragonborn names. The grandiose culture of many drag-
kinship to appear in the Great Valley. They are a gregarious
onborn incline them towards names that are, in them-
people, known for their showmanship, brash fearlessness,
selves, boasts. Dragonborn use harsh consonants for their
and overwhelming pride, declaring with fierce joy their
given names, and often demand to be addressed based on
rightful place as the hatchlings of the Worldheart Dragon’s
their bloodline’s most impressive boasts or exploits.
own brood and the harbingers of the will of Blood Mountain.
Typical names: Skrath Ogrekiller, Harash Invincible, Arkva
Powerful predators. The dragonborn are a towering,
Firespew, Zaxal Raftcrafter.
dominating people, full of hunter’s pride and conquering
strength. They laugh easily and loudly, kill for sport, and
are unafraid to speak their mind. They vary in hue from CHROMATIC ANCESTRY
white to black, and all chromatic shades in between. The None of the dragonborn in Planegea are metallic, as it is
metallic scales of dragonborn that will someday walk the a world without metal. The chromatic colors—black, blue,
world are nowhere to be found among them. green, red, and white—are present.
Heirs of the world. According to the dragonborn, they
are the direct descendants of the Worldheart Dragon,
hatched of her eggs on Blood Mountain. They say they Godmarked (Tiefling)
cut down mighty trees of the Venom Abyss, lashed them
“THOSE WHOSE BLOOD IS TOUCHED BY THE GODS
together with poisonous vines, and sailed up the Unfalls to
bear a heavy burden—they walk the world marked, and all who see
bring the Worldheart’s will to Planegea. This confidence or
them see into their soul.”
pride is a hallmark of their people. Use the table below to
—Shalriq the Outcast
inspire how that plays out in your dragonborn character.

d6 Confidence There are those whose stories are more tangled with the
gods than most. Godmarked is the common name for those
1 You are always certain you will succeed, no matter
whose blood was forever altered in form by an interac-
what the odds or your skill level
tion with the divine. Whether a blessing or a curse, their
2 You believe fear is a weakness, and look down on those appearance sets the godmarked apart, and their stories are
who express it
eagerly coveted around clanfires, if they’re willing to tell.
3 You love a good laugh, even at another’s expense Changed by the gods. Godmarked appearance varies
4 You have a habit of giving counsel and advice when it’s widely, depending on the nature of the god who affected
not asked for or wanted their ancestry. Some touched by animal gods have hooves
or tails. Most have skin of an unusual hue, such as the blue
5 You’re the first to volunteer for any task, especially the
child of a river god or the bright red skin of one touched by
dangerous ones
divine fire. Almost all, however are touched with some sort
6 You always eat last and take care of others first, of sign on the temples or forehead—most commonly horns
convinced that you don’t need help
or antlers—which mark them unmistakably.
Forever other. There’s no hiding your nature as a
Boastful athletes. When the dragonborn rafted up the
godmarked, although some have tried. Whether intended
Unfalls in their catamarans, they announced that they had
as a blessing or a curse, or simply an unintended
arrived to enact the will of the Worldheart. However, it
consequence of a meeting between god and mortal, a
became clear in time that they had no fixed purpose or
godmarked’s appearance makes them an outsider, set
way forward, nor any plan to return to their birthplace on
apart from the rest of the clan. Some godmarked use their
Blood Mountain. In the years that have passed since they
difference to their advantage, leaning into the attention
arrived, some dragonborn have joined with other clans as
their appearance calls to gain favor and power. Others
hunters or makers, while most have kept to their own kind
attempt to conceal their origin as much as possible,
and live in a state of perpetual hunting, feasting, and chal-
proving their value lies outside whatever their forebears
lenging each other to feats of strength or courage. Drag-
may have done to please or anger the gods. Use this table
onborn camps are raucous, dangerous places, which most
other mortals take great pains to avoid.

44 Chapter 4 | Kinships
to inspire your godmarked’s origins, and then consider
whether that’s something they try to hide or leverage. Stories to tell. It’s said that a godmarked is welcome at
every clanfire but their own. Though often rejected by
d6 Origin those who knew the family before their stories intertwined
1 Your ancestor was guilty of such an awful offense with the gods, these changed ones obviously have stories
against a god that death wasn’t enough. He and all his to tell. Other clans are eager to hear them, to learn how
offspring were marked for his crime to please or avoid angering the gods, and to understand a
2 Your mother’s tribe crossed a winter god’s domain little more about the world around them. Many godmarked
without an offering, and the spiteful deity lashed out become chanters or traveling performers, their appearance
and struck your mother at random with a curse sufficient to draw a crowd of eager listeners.
3 It was so long ago that nobody in your family even Unfinished business. It’s said that those who are marked
remembers what god you crossed, or how… only that it by the gods are forever bound to them in fate and fortune.
was all a misunderstanding Most godmarked know exactly which god is responsible for
their appearance through family lore, and those who don’t—
4 Your grandparents were on the verge of death when
they stumbled into a hallow for shelter, where the god or whose god is long since dead—are still entangled in the
preserved their lives and marked them as blessed business of those whose power far exceeds their own.
Godmarked names. Most godmarked retain the names of
5 A distant ancestor was a legendary hunter, and
their kind before they were changed by the divine encoun-
provided such a great offering to your clan’s god that
ter, so a godmark may have a name that sounds human,
she was marked as both a blessing and reward
elvish, orcish, or like that of any other kinship.
6 Your parent was the chosen high shaman of a kind god,
and you were raised in the divine hallow

Chapter 4 | Kinships 45
Gnome d6 Cunning
1 You dye your skin and hair the bright, vivid colors of
“A LITTLE DISTRACTION HERE, A LITTLE MAYHEM
poisonous creatures, often switching colors for variety
there—tallfolk and bigteeth are so predictable; just break the and surprise
pattern and you can get away with anything!”
2 Your outwardly drab clothing conceals a vivid interior,
— Gnomish wisdom which you can expand at a moment’s notice to twice
your size in a startling display
There may be no bolder kinship in all of Planegea than
3 You never travel without a satchel of sand or powder to
gnomes. Though they stand at only half the height of most
blind and confuse predators or enemies
other mortals, gnomes make their mark on the world. They
shatter the stillness of primordial dawn with magic, music, 4 You carry an instrument which can make more noise
startling displays of brilliance—and absolute refusal to than an angry mammoth—and that’ s not a metaphor,
it’s a fact
accept limitations placed upon them by anyone or anything.
Small and bright. Gnomes are half the height of most 5 You always prefer to take the least predictable path,
other mortals, standing taller than only the quietkin. Their zigzagging and leaping as you walk to confuse anything
fingers are long and nimble, their eyes large and luminous, that might be tracking you
their hair drift s as if defy ing gravity around their pointed 6 You always carry a hidden weapon, which you keep
faces. Gnomes are attracted to vivid colors and instinctively secret even from those closest to you
mimic the ways in which brightly-colored birds and beasts Brilliant survivors. Gnome-built camps can be found
use attention and distaction as a survival strategy. where other mortals fi nd it impossible to live; on the
Startle and sting. Gnomes understand how to rely on underside of cliffs, dangling from enormous trees, nestled
the element of surprise to survive, and typically have at in the glow of an active volcano, and so on. Gnomes offer
least a few tricks up their sleeves to redirect the attention refuge to those who find themselves in the strangest places,
of predators and enemies. Gnomes use such techniques to and many tallfolk owe their lives to a sudden, surpris-
make a fast getaway—or to distract their prey before an ing discovery of gnomish hospitality. Even when built
unforeseen attack. Use this table to inspire your gnome in typical places and drab on the outside, the inside of
character’s favored methods of controlling attention.

46 Chapter 4 | Kinships
their dwellings—too small for most tallfolk to enter—are
covered in wonders of invention, art, and beauty... tiny
INGENIOUS GNOMES
There are countless ways to survive in Planegea, and many
oases of craft smanship and light in a dark and violent
gnomes rely on methods other than surprise and distrac-
world.
tion to stay alive. These are represented by other types of
Star whisperers. Gnomes have a deep affi nity for the
gnomes in 5th Edition, and their many brilliant methods of
stars—something about their small brilliance, their clever
survival offer great advantages to their companions.
dances across the sky—there is a kinship. Gnomish elders
are known for their remarkable understanding of the
rumors of the heavens. And some even say that certain
gnomes with a bent towards secrecy and evil have direct
Half-Elf
communication with the unfathomable, ancient minds that
“I HAVE KNOWN THE MEANING OF THE CLANFIRE ON
lurk and spiral in the darkness between the stars...
a winter’s night and have walked the dreamscapes of my ancestors.
Gnomish names. Gnomes reveal their own names when
I have seen and understood both death and immortality, magic and
they come of age. Until then, among other gnomes, they
matter. I am not half-anything. I am both, and wholly myself.”
are aff ectionately called by dismissive child-names, such
as Stumblefoot, Rockhead, Slowpoke, and so on. Though — Meku-Ukem the Omenbringer
they might seem insulting to others, these names provoke
young gnomes to create a new name and take their place as Sometimes called Twilight Children, these descendants of
adults as early as possible. No two names are the same, as humans and elvish parents share traits from both blood-
the naming rite places great emphasis on surprise. lines. As such, they are gifted with many boons from both
Example names: Krazbaxnixelpift ery, X’xyx, Nine-Nines, kinships, a people who learn to navigate the complexity
Wauwauskadamar, Cup-of-the-Wind, [High-Pitched Squeal]. of belonging to contrasting—and sometimes conflicting—
ancestries and expectations.
Patterns of lineage. When combined, elvish and human
STARTLE GNOMES (ROCK GNOMES) features swirl together in surprising ways—a half elf is
These gnomes are those commonly seen in the Great Valley,
often translucently blue in some parts of their bodies,
living in bone-and-gnomequilt huts encircled by crafted goods
and solid in others, and may sometimes have one pointed
for trade, fashioned from the cast-off waste of other clans.
ear and one rounded, or differently-colored eyes. These
Insightful Mind (Artificer’s Lore). Whenever you make an
combinations typically reveal themselves in elegant natural
Intelligence check related to the lore of magic items, alchem-
patterns, like the stripes or spots of a hunting cat or swirls
ical objects, or stars, you can add twice your proficiency
and loops that remind one of clouds, water, or leaves.
bonus, instead of any proficiency bonus you normally apply.
Children of two worlds. Half-elves can be found
Startle-Crafter. You have proficiency with artisan’s tools.
anywhere humans and elves dwell together, both in Nod
Using these tools, you can spend 1 hour and 10 ps worth
and in the Great Valley—or they may, for any number of
of materials to craft a Tiny magical device (AC 5, 1 hp). The
reasons, be raised by only one half of their family. What-
device ceases to function after 24 hours (unless you spend
ever your upbringing, use the table below to inspire how it
1 hour repairing it to keep the device functioning), or when
shaped your half-elf character.
you use your action to dismantle it; at that time, you can
reclaim the materials used to create it. You can have up to d6 Upbringing
three such devices active at a time.
1 I never felt quite elvish enough or human enough, and
When you create a device, choose one of the following
always sought to prove myself or craft my own identity
options: outside of my family
• Kinetic Toy. This toy is a moving animal, monster, or
2 My human parent raised me, teaching me the ways
person, such as a frog, mouse, bird, dragon, or hunter.
of the clanfire and the secrets of taming beasts,
When placed on the ground, the toy moves 5 feet across
grounding me firmly in the practicalities of Planegea
the ground on each of your turns in a random direction.
It makes noises as appropriate to the creature it represents. 3 My elvish parent raised me in the World of Dreams, and
• Fire Starter. The device produces a miniature flame, it wasn’t until recently that I decided to venture into the
Waking World and see what it had to offer
which you can use to light a candle, torch, or campfire.
Using the device requires your action. 4 I was born to half-elven parents in a community of half-
• Song Jar. When opened, this jar plays a single song at a elves. I never thought of myself as half-anything, and
moderate volume. The jar stops playing when it reaches still don’t
the song’s end or when it is closed. 5 My elvish parent was from the World of Nightmares,
and I have been told since I was young that my destiny
is to one day find them there and bring them back
6 As the child of a shaman and a lord of Nod, I traveled
fluidly between the two worlds, learning all that each
Unfortunately the gnomish proclivity for the
had to offer as the beloved heir of magic and power
ineffable is not limited to my lighthearted
kindred. There are many gnomes who have
forged dark pacts with the Crawling Awful which
lies in the deep places of the world.  Chapter 4 | Kinships 47
Gifts of perspective. Navigating the inheritance of two
worlds and diverse ways of life is a gift in the ever-shifting- Orc (Half-Orc)
horizons of Planegea. Half-elves can chart their own course
between the dreamlike ways of their immortal elvish ances- “MIGHT, STAMINA, COURAGE, VISION... WHAT MORE
tors or the fire-hardened immediacy of their human parent, could you ask for? Is there any other people who can compare to the
often taking the best aspects of both lineages to survive as majesty of the orcs?”
they see fit. Whether fully immersed in the societies of their — Lift, spellskin of Seerfall
parents or striking out on their own, half-elves know that
belonging has more meanings than some might imagine and Orcs are among the mightiest, most feared, and most
there are as many paths through the world as feet to find them. honored kinships in Planegea, hailed as conquerors and
warlords. Their people often lead clans and win great glory
Blood Dancers as hunters. Many say that orcs are the rightful rulers of the
It is said that some half-elves have a unique ability to land, although others resent it and will do all they can to
express the visage of either ancestry, appearing as solely oppose orcish might for as long as they can.
human or solely elvish at will. For some, this is a form of
self-expression, for others, a means of navigating between
different societies, whether for noble or selfish ends.
To play a blood dancer half-elf, replace the Skill Versatil- I once heard of a blood dancer hunter who was
ity feature with Blood Dancer. the mistress of two worlds. She played her two
Blood Dancer. You can, as a bonus action, instantly change lineages perfectly, keeping them utterly separate.
your outward appearance between your elf aspect, your
She trained herself to forget in each form what she
human aspect, or your half-elf aspect. You are recognizably
had done in the other. Her troubles began when a
yourself in each aspect, retaining similar features such as
eye color, face shape, and so forth. However, while in your
murder she’d committed as an elf became the very
elvish or human aspect, it is impossible to discern from your mystery she was trying to solve as a human.

physical appearance that you are of two worlds.

48 Chapter 4 | Kinships
Majestic might. An orc is awe-inspiring—taller than a d6 Unrest
human, with green skin that blends with grass and trees, 1 You see worship as suffocating, and desire to have as
mighty tusks that can gore with no need for a knife. They little to do with the gods as you can
are considered a beautiful and blessed people, and much
2 You respect the old traditions, and believe that the
admired throughout the world.
gods have their uses, but see them as a means to an
Proud hunters. The orcs live as nobility in Planegea. Their end—and the end is orcish power in Planegea
numbers are not great—orcish life is hard, and many do not
survive the brutal upbringing of a clan hunter. 3 You believe balance is necessary, and think that
the interests of the gods and the orcs can co-exist
But those who reach adulthood are hunt-
peacefully… if only your clan could see that too
scarred warrior-poets who have been
groomed to lead. 4 You fear the wrath of the gods, and have chosen to
Spiritual unrest. The orcs have long serve them, though some of your brethren brand you a
been a reverent people, with deep coward for your worship
roots in the worship of the gods of 5 You are on the hunt for a god worthy of worship—one
the land. Yet something has changed who awes you more than the natural might and glory of
in the last few generations. Their the orcs … and so far, you haven’t found one
power has grown, and some have 6 As far as you can see, the only good god is a dead god …
started to doubt whether their fate it leaves more unclaimed land for the orcs to claim
must always be to bend the knee to the
gods. They are strong, and some believe
that the way of survival is one led not by
spirits in their hallows, but by the hand of
the hunters who risk their lives at spearpoint.
This tension with the divine can play out in many
ways. Use this table on the right to inspire how it
affects your orcish character.
Enemy-makers. The powerful make powerful enemies.
Through pride and conquest, the orcs—though feared
and admired by most—have more than their share of
opposition. There are gods who conspire for their down-
fall, clans dedicated to their destruction, even some giant
empires who think the green mortals would do better if
they learned a lesson in humility. Orcish elders laugh at
warnings of such dangers, however, daring all to come
from any direction.
Orcish names. Orc names tend to be verbs, since their
traditions place emphasize on action over talk. Orcs may
or may not translate their names, and sometimes other
mortals don’t realize that a gutteral-sounding orcish name
may have an uplifting meaning.
Typical names (in Common): Smash, Seek, Guess, Journey,
Comfort, Avenge, Focus, Remember.

PLANEGEAN ORCS
Mechanically, full-blooded orcs in Planegea use the racial
features of the Half-Orc from 5th Edition. But they are
the original kinship: a proud and noble people who stand
shoulder to shoulder with their human and elven peers.
(Well… more shoulder-to-head. But equal nonetheless.)
There does exist in Planegea a people known as The
Doomed, also called monsterblood orcs. These clans once
lived alongside other kinships, but in their pride and
thirst for power, they devoured beings they should not
have consumed. In doing so, they gained great physical
power, but had their minds darkened with murderous
rage. They are part-orc, part-monster, and though they
still retain vestiges of their former nobility, the pounding
of war-drums never ceases beating in their ears. These
monsterblood orcs use the racial features of 5th Edition
orcs, both as monsters and as a playable kinship.
Chapter 4 | Kinships 49
PLANEGEAN KINSHIPS TREE PEOPLE
Although dreas take on the form of people, their origins
These kinships are new to 5th Edition, native to the world as trees are unmistakable, with green or barklike skin,
of Planegea. Their descendants may live in other worlds, leafy, mossy, or flowering hair or beards, and a tendency to
partaking of strange adventures in modern fantasy, but the stand in the sun and rain for hours on end, faces upturned
dreas, half-ooze, saurian, and starling are beings born of a towards the sky. Some dreas are more humanoid than
primordial and metamorphic world. Their natures reflect others—there are those that have branching wooden
the wild, ever-changing nature of prehistoric fantasy. antlers or more (or less) than the usual number of fingers,
while some have a surface of such finely polished wood
that it appears almost indistinguishable from skin. Dreas
are capable of growing their own clothing, although some
That’s enough of the kinships you know and prefer to blend more seamlessly among mortals by donning
their differences between your land and mine. the skins and woven cloth of the clans.
Let me tell you of some folk with whom I’ll
wager you’re unfamiliar. Let’s see if I can’t
EAGER OUTSIDERS
surprise you, at least a little, hmm?  Dreas are inherently curious and find mortal life fasci-
nating. Having chosen to leave behind their rooted nature,
they often do everything possible to live alongside their
Dreas chosen people, trying to fit in and be of use and value.
However, their origin usually leads to misunderstandings
“SOMETIMES THE RUSTLING YOU HEAR IN HIGH
and trouble of one kind or another, so it’s not uncommon
branches is just the wind, and nothing more. But most of the time
for a dreas to find themselves alone despite their best
it’s us—and we’re laughing at you.”
efforts. These outcast dreas have been known to band
—Dreas joke
together into small clans of their own, which tend towards

A
seclusion, secrecy, and even outright hostility towards the
S THE DAY-STAR RISES OVER THE FOREST
mortals who rejected them.
and the dew sparkles on the leaves, some trees
sense the clans of mortals and wonder what it
would be like to walk among them. The most SECRET-KEEPERS OF THE FOREST
curious and free-spirited of these, touched by The dreas remember their time as trees with perfect
magic and enlivened by the primordial nature of the world, clarity—the cycle of years, the feeling of the wind and
choose to leave their parent forests and take on the shape of living things in their branches, the taste of water in dark
a humanoid. This departure, once made, is irreversible, and soil rising through their roots. Although they have chosen
the resulting creature—called a dreas—lives the rest of its to live among mortals, most dreas keep close to the wooded
days as a tree who walks among people. places of the world, preferring to keep in communion with
trees and all green things. They often act as ambassadors
for the forests, looking to the interests of both the trees
EXOTIC & MONSTROUS KINSHIPS and their adopted clans.
Time does not allow us to talk of all the wondrous kin-
ships of Planegea. We cannot speak of the birdfolk, cat- ADVENTURE SEEKERS
folk, lizardfolk, fishfolk, turtlefolk, the half-giants gentle Although many dreas choose to take on mortal form
or warlike, or the reincarnated spirits of the dead that because of their interest in a particular person or clan,
dwell in stone-and-wood bodies. We will have to leave some leave the forest for the more abstract aspiration
aside the elemental wastewalkers, the blessed children of adventure, wanderlust, or a broad curiosity of things
of greater gods, the half-beasts, the goblinfolk in all their hidden where roots cannot reach. Such dreas are often
many shapes, and the scaled ones who revere or defy eager to keep on the move, seeing stability of any kind as
the dragons of Blood Mountain. If only the clanfire could a return to rootedness. They prefer to risk their lives in
burn all night, we could speak of every bloodline under search of experiences at the extreme edges of mortality,
the stars. But since our time is short, remember that often accepting great danger in pursuit of adventure and
every kinship in 5th Edition has a place in Planegea, if you the deepest possible understanding of the world.
only know where to look.

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

50 Chapter 4 | Kinships
d12 Your original tree form was… winter, they appear to age rapidly. By midwinter, they look
10 years older than their actual age. They then begin to
1 A pale birch 7 A luxurious willow
grow younger through the warmer months until midsum-
2 A tall poplar 8 A wild palm mer, when they look 10 years younger than their actual
3 A spreading elm 9 A friendly maple age. Then the cycle repeats. In regions with milder or
more extreme seasons, this effect is similarly diminished
4 A sturdy chestnut 10 A regal cedar
or stronger.
5 A scrappy pine 11 A burly oak Size. Dreas vary greatly in height and build depending on
6 An elegant spruce 12 A graceful linden the tree they sprung from, with slender aspen-dreas and

d6 You were enticed to become a dreas by…


1 A gatherer from a local tribe for whom you developed
feelings that you had no name for
2 A passing druid who awakened you from deep tree-
dreams and then never returned
3 A group of children from a nearby clan who played in
your branches
4 A hunter who perished at your trunk with a secret that
had to be told
5 A traveling troupe of chanters who sung songs of
wandering glory for a summer beneath your boughs
6 A mortal who burned down half your forest and then
walked away, who needs to pay for what they did

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


1 Fire. You understand you won’t burn down now, but it
still makes you nervous.
2 Clothing. No matter how you wear it, someone always
insists that you’re doing it wrong.
3 Greetings. For some reason mortals are obsessed
with ritual sayings when they come and go.
4 Sleep. It’s strange and unsettling to slumber alone.
Sleep should be shared by as many as possible.
5 Shelter. The elements are made to be experienced.
There’s nothing less natural than hiding from rain.
6 Birth. The way mortals make more mortals is utterly
alien and profoundly disgusting.

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

DREAS TRAITS
Your dreas character has a number of qualities in common
with other dreas.
Ability Score Increase. Increase on ability score of your
choice by 2 points and a different ability score of your
choice by 1.
Age. Dreas live about a century, but they only show their
true age on the spring and fall equinoxes. In the fall and

Chapter 4 | Kinships 51
massive oak-dreas and everything in between. Your size is
Medium.
Half-Ooze
THE PALMS AND TALL GRASSES SHOOK, AND FULGA
Speed. Your base walking speed is 30 feet.
raised her spear in alarm, ready to strike at whatever beast might
Darkvision. At ease in the gloom of the forest at night,
come through—until she saw her companion, who had been
you have superior vision in dark and dim conditions. You
missing for two days. She smiled in great relief… but then her smile
can see in dim light within 60 feet of you as if it were
faded. He was strange-looking—pale, with a glistening greenish
bright light, and in darkness as if it were dim light. You
hue. His eyes did not look at her with recognition, only hunger. And
can’t discern color in darkness, only shades of gray.
then, with an awful slurping sound, he stretched out his arms to an
Botanical Form. Your creature type is plant.
unnatural length, grasped a branch above, and was gone.
Photosynthesis. You require different nourishment
than other kinships. Instead of 1 pound of food each day, — The Dark Tale of Fulga’s Abyssal Hunt
you require exposure to 1 hour of sunlight, a sunglobe, or

S
an equivalent light source. You cannot eat solid food, and OMETIMES, IN DARK CAVERNS OR CRUEL
attempting to do so gives you the poisoned condition for forests, a hapless wanderer meets an untimely end
1d4 hours. You require the same amount of water as most at the creeping pseudopods of an ooze sire. Usually
humanoid kinships. catching their prey asleep, the sire slides into a
From the Forest. You know the druidcraft cantrip. When mortal’s ears, nose, and mouth—and once it’s inside,
you reach 3rd level, you can cast the speak with plants spell and it’s too late. What awakes from that slumber is a new crea-
the charm person spell once per day; you must finish a long ture—a half-ooze, half-humanoid being aware of only three
rest in order to cast these spells again using this trait. When things: its strangely malleable body, the dim memories of
you cast charm person with this feature, sentient plants are its past life, and an overwhelming hunger.
also a valid target for the spell. Charisma is your spellcasting
ability for these spells.
Tree Step. You gain the ability to enter a tree and move
IS THAT YOU?
Half-oozes wear the form of the creature that died when
from inside it to inside another tree of the same kind
the ooze sire gave them life, although they are a little more
within 500 feet. Both trees must be living and at least as
pale, and clammier to the touch. Their skin tends to have
large as you. You must use 5 feet of movement to enter a
an unusual tint, depending on the type of ooze that sired
tree. You instantly know the location of all other trees of
them. Half-oozes usually exist in dark and dangerous
the same kind within 500 feet and, as part of the move-
places, and are typically dressed in ragged wraps that let
ment used to enter the tree, can either pass into one of
them stretch their limbs when occasion calls for it.
those trees or step out of the tree you’re in. You appear in
a spot of your choice within 5 feet of the destination tree,
using another 5 feet of movement. If you have no move- SO HUNGRY
ment left, you appear within 5 feet of the tree you entered. When a mortal meets its end at the touch of an ooze sire,
You can use this trait once and regain the ability to do that creature ceases to exist. Half-oozes can, with great
so when you finish a long rest. You must end your turn effort, recall some dim shreds of the memory of the crea-
outside a tree. ture that died to bring them into being (called the ooze
dam, regardless of gender). But although they wear the face
VARIANT DREAS FEATURES and form of their dam, they are an entirely new creature in
their thinking. Half-oozes usually come to consciousness
This chapter offers several features that are not included
in dark places, alone, without any knowledge of how they
in the base kinship, but which some players and DMs can
got there—only knowing the need to eat.
choose to include if they fit their table.
More often than not, the dark and lonely origins of half-
Ability Score Increase. Your Wisdom score increases
oozes, and their voracious appetites, leads them to a life of
by 2, and your Charisma score increases by 1.
violence and villainy. They tend to fall in with the desper-
Alignment. Dreas can be any alignment, but their
ate, doing whatever they need to do to stay alive.
preference for the unruly side of nature inclines them
towards chaotic choices.
Languages. You speak Common and Sylvan. BORN IN DARKNESS
Nobody knows how the first ooze sires came to be. Most
think they crept from the Venom Abyss, while others
believe them to be the trick of some dark god. Still others
say that something leaked through from a more distant and
unsettling place. Still, regardless of their origin, ooze sires
and their offspring are a fact of life grudgingly accepted by
those at the edges of dark and eerie locations.

52 Chapter 4 | Kinships
APPETITE FOR ADVENTURE HALF-OOZE NAMES
Half-oozes all come into existence with ravenous hunger, Half-oozes usually call themselves by the first word or
and that appetite continues to drive them throughout phrase that pops into their mind. This is often one of the
their life. Most half-oozes will give the same answer to last thoughts of their dam as they drifted off to sleep. Since
anyone who asks them why they did something—they dams usually meet their end in dark and lonely places, this
were hungry. The rare half-ooze who can find a constant lends a macabre air to the names of most half-oozes.
food supply might seek to improve itself for its short life by
Common Names: Lost, Hopeless, Dark, Cold, Miss-You,
learning or building something, or by seeking to make the
Desperate, Soon, What-Was-That, Damp, Alone, So-Tired,
world a better place. There have even been half-oozes who
Not-Safe.
sought out the families of their dams and tried to make
restitution for whatever was broken in their last life… as
THE OOZE SIRE LIFE CYCLE
long as it doesn’t get in the way of their next meal.
The dreadful creatures known as ooze sires wait in
the dark for unsuspecting humanoid victims for one
A BAD BEGINNING reason: reproduction. As an asexual species, they infest
Your half-ooze adventurer has arisen from unpleasant
a humanoid host—posthumously called an ooze dam—
circumstances. Use the tables below to find out a few
permanently fusing with it and using it to consume as
details, or sort it out yourself.
much nourishment as possible. The fused creature—
DAM called a half-ooze—tends to live until half of the ooze
dam’s natural lifespan. When the half-ooze dies, the
d6 The creature who your sire infested was… final stage of the ooze sire’s life cycle begins, and 1d4
1 A lost gatherer who stumbled into the wrong cave new ooze sires depart the corpse, to seek new dams,
2 A mighty hunter on a critically important journey perpetuating the species’ miserable existence.

3 A wanderer trying to find unknown places


4 An outcast hiding from execution
5 A spellskin trying to learn more about ooze sires
6 You don’t know HALF-OOZE TRAITS
Your half-ooze character has a number of qualities in
AWAKENING common with other half-oozes.
Ability Score Increase. Increase an ability score of your
d6 You woke up in… choice by 2 points and a different ability score of your
1 A deep, dark cave, far below the sunlit surface choice by 1.
2 A forest considered to be cursed by those who live at Age. Half-oozes don’t last long, since their bodies begin
its edge on borrowed time. They usually live out about half their
dam’s original lifespan, if the dam was young when the
3 The prison-cave of a powerful warlord
half-ooze was sired. A half-ooze with an elvish dam might
4 The sanctum of a spellskin live for hundreds of years, where one with an orcish dam
5 A wrecked catamaran at the edge of a stormy coastline might die of old age after only a couple of decades.
Size. Half-oozes typically range in height from under 4
6 A battlefield strewn with bodies
feet to over 6 feet tall, depending on their dam. Your size is
Small or Medium, depending on your dam.
SURVIVAL
Speed. Your base walking speed is 30 feet.
d6 You’ve managed to make your way so far because… Hunger of the Ooze. You must eat every day, or suffer
1 level of exhaustion. When eating, you require twice
1 When you stumbled into the sunlight, a kind gatherer
as much food as other Medium humanoids. You do not
had pity on you and took you in
require your food to be cooked in order to gain nourish-
2 You got in trouble with a nearby clan immediately, but ment from it.
they established you in your background as a path to
redemption
3 You watched nearby mortals from hiding for some time
before sneaking in amongst them Not in every case are half-oozes tragic. There was a
certain traitor, a villain who rotted the world from
4 Hunters found you in the darkness and brought you to
the nearest clan, setting you on your current path the inside out. But while in hiding, he fell afoul of
an ooze sire. The resulting creature was brought
5 You were mistaken for your dam and you’ve never
corrected the error up well, and became the shaman of a noble god.
The line between salvation and damnation must
6 Nobody’s ever given you anything—everything you
have, you fought for, tooth and nail
be thinner than we sometimes like to think. 
Chapter 4 | Kinships 53
Pseudopodic Limbs. As an action, you may extend either Cantrip. You know one cantrip of your choice from the spell-
your arms or legs to twice their normal length. When skin spell list. Intelligence is your spellcasting ability for it.
doing so, your AC decreases by 1. If you extend your legs, Magic Memory. You gain proficiency in the Arcana skill.
your walking speed increases by 10 feet. If you extend your
STICKY
arms, any melee weapon you’re wielding is considered
The ooze that sired you was of a creeping, sticking nature.
to have the Reach property. If a weapon already has the
The skin of sticky half-oozes tends to have a yellowish hue,
Reach property, it does not gain additional range, as it’s
and they smell faintly of rot.
too awkward to handle at that length. You may end the
Ooze Climb. Your gummy fingers help you cling to the
effect as a bonus action. Your arms and legs cannot both be
walls. Climbing no longer costs you extra movement.
extended at the same time.
Sticky Fingers. You gain proficiency in the Sleight of
Rubbery. Your ooze origin makes you able to fit through
Hand skill.
small spaces. Your body can fit through openings normally
suitable only for Small or Tiny creatures. Depending on the
size of the opening, your armor and equipment may not fit
through.
Echoes of the Dam. You have the faintest memories from
the life of your dam. Choose one: Gain one skill proficiency,
one weapon proficiency, or two tool proficiencies.
Subtype. Half-oozes are sired by one of three types of
ooze: Acidic, Magical, or Sticky. Choose one.

VARIANT HALF-OOZE FEATURES

Ability Score Increase. Your Constitution and Dexterity


scores increase by 1. Each subtype increases one of their
ability scores by 1 as shown:

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

Alignment. Half-oozes are, more than anything,


hungry. This constant need to consume renders them
either neutral, or somewhat evil—although if they can
get the food they need through good and lawful means,
they may do so.
Languages. You can speak Common, and can under-
stand one other language of your choice, but you can’t
speak it.

ACIDIC
The ooze that sired you was of a peculiarly acidic
variety. The skin of acidic half-oozes tends to have
a pale greenish hue and a faintly sharp smell hangs
around them.
Corrosive Rebuke. When you take damage from a
melee attack made within 5 feet of you, you can use
your reaction to deal acid damage to your attacker. The
acid damage is equal to your character level. Once you
use this trait, you can’t use it again until you finish a
short or long rest.
Omnivore. You have resistance to acid damage and
are immune to being poisoned by food or drink.

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

54 Chapter 4 | Kinships
Saurian ANCESTRAL MEMORY
For saurians, the past is present. They honor their ances-
“WE ARE NOT LIKE THE MILK-SLURPERS WHO SCURRY
tors and bury them within their encampments, taking
frantically from womb to grave. The egg and the cairn are one. We
council with them by ritually summoning their spirits.
are firm in life and firm in death, with nothing to fear as we pass
Saurians carry within their blood an ancestral memory,
between the two.”
allowing those of strong spirit among them to call to mind
memories of the dead to give them guidance. The saurian
—Coldstripe, druid of Shatterbone
word for “dead” means “frozen,” and they speak of a

T
coming Great Thaw when all their ancestors will rise to aid
HE SOFT-SKINNED KINSHIPS OF PLANEGEA
their descendants at the moment of greatest need. Because
are but a single note in the song of life that echoes
of this belief, saurians are comfortable with death to a
outward from Blood Mountain. And—as some
degree that is unsettlingly morbid to other kinships.
would measure it—the soft-skined kinships are
recent, weak, foolish, and raw. The scaled saurians
look with skepticism at the hairy folk. Saurians have been FEARLESS WANDERERS
here longer, survived more, remember the ways of their Many saurians leave their clans behind to go wandering
ancestors, and measure out time by epochs, not seasons. It in search of food, companionship, stories, glory, and more.
is this long memory and measured way that defines the Elders encourage it, so that the knowledge they gain can be
saurians, who take their time to move through the years. passed on to the clan and their descendants after they are
Some call them calculating, others aloof—but they remem- dead. The landscapes of Planegea are littered with subtly
ber what came before, and some even know what will marked cairns and secret graves of saurians who, although
come after. dead, will gladly share their knowledge with those who
know how to ask.

VIBRANT PATTERNS
There are four distinct bloodlines of saurian: the crested TOUCHED BY DEATH
leatherwings, the menacing sharpfangs, the lumbering Every saurian has heard the whispers of the dead in their
hammertails, and the graceful webfeet. Each has a distinct camps or echoing from lonely graves in the wild. Use the
culture, and they avoid mixing as much as possible. But all table below to inspire your character’s interactions with
are scaled and feathered, with colorful patterns spreading the dead.
across their bodies in unpredictable ways, making them
easily identifiable. Saurian shamans believe that much can d8 Interaction with the dead
be known about a hatchling by its patterns, and elders say 1 You were always afraid of the dead, even as a hatchling,
they can read a whole life, from egg to grave, by the ripples and your clan considered your fear strange and
and swirls in a saurian’s scales. unnatural
The faces of saurians are not built for expression like 2 You once stumbled across a lone grave and tried to pay
other humanoid kinships. Rather, saurians express their your respects, only to be viciously attacked by its mad
emotions in the colors of their scales, which shift tint and occupant
hue based on the mood of the creature. The colors of each 3 You attended all the rituals and ceremonies of the clan
saurian are unique to its own bloodline, and one must from your youth and find death tedious, far preferring
learn which colors correspond to which mood to know the variety and excitement of the living
the feelings of another. A strong emotional reaction in a
4 Death seems peaceful and inviting to you; you wonder
clan of saurians takes on the appearance of a vivid rainbow if perhaps you adventure in part because you’re so
scattering through the crowd. looking forward to the long rest afterward
5 You used to carry offerings to all the cairns within a
PATIENT HUNTERS, PROTECTIVE PARENTS day’s walk, and the tales the dead told you of what lay
Waiting is a natural state for saurians. They do not move beyond the horizon inspired your wanderlust
unless it is necessary, but when they do, they strike like 6 A dead ancestor entrusted you with a great and terrible
lightning. Saurian hunters perfect the art of the ambush, secret, giving dire warnings that your clan must never
remaining immobile for days only to drop on their prey for learn of it
the killing strike. Within their tents, saurians are devoted 7 A close friend perished in a hunt, and you would often
to family. Hatchlings are not raised by individual parents, visit their cairn alone for long conversations
but laid in a communal nest and then raised by the entire
8 You were raised in a clan that often took counsel with
clan. A young saurian has a dozen parents, and learns from
the ancestors, and consider the dead your trusted
their youth to listen to the counsel of the elders. Saurians
advisors and friends
are affectionate with their own kind, and will fight to the
death to protect their young from any threat, no matter
how overwhelming the odds.

Chapter 4 | Kinships 55
LEATHERWING
SAURIAN NAMES Leatherwings are reclusive mystics with a reputation
Since saurians hatch from egg clutches and have no indi-
for cruelty, pursuing arcane knowledge with a zeal that
vidual parents, their names are usually descriptive of phys-
precludes all other concerns. They are descended from
ical appearance. These can change over time as appearance
pterosaurs, and have crested heads and long, folding wings
changes. For example, a saurian might be called Bright-
attached to their arms.
stripe as a hatchling but come to be known as One-Eye
Winged Creature. You gain a flying speed of 45 feet.
after a predator attack.
Flying requires the use of both arms. While flying you can
Common names: Darkscatter, Leopardspot, Stripetail, use your action to make a grapple check against another
Gaptooth, Shortwing, Highjump, Rippleshine, Thickskull, creature of Medium or smaller size with your talons. If
Greenclaw, Longlegs, Fadescale. you succeed, you may lift and carry the creature with no
penalty to your speed.
Powerful Aerial Build. You count as one size larger when
SAURIAN TRAITS determining your carrying capacity and the weight you
Your saurian character shares a number of
can push, drag, or lift while flying. Half or more of this
qualities in common with others of their
weight must be hanging from or carried by your talons to
kind.
take advantage of your aerial build.
Ability Score Increase. Increase two
different ability scores by 1 point each or
increase one ability score by 2 points.
Age. Saurians reach adulthood at the age of
7 and have exceptionally long lives, surviving as
long as gnomes if not killed by predators or disease.
Size. Most saurians tend to stand somewhat taller
than humans, usually between 6 and 7 feet tall. Your
size is Medium.
Speed. Your base walking speed is 30 feet.
Ancestral Memory. You are connected to the dead,
recognizing their guidance and warnings, and know
the sense whispers cantrip. When you reach 3rd level, you
can cast the bless spell once with this trait and regain
the ability to do so when you finish a long rest.
When you reach 5th level, you can cast the augury
spell once with this trait and regain the ability to
do so when you finish a long rest.
Subtype. Saurians belong to one of four lines
of descent: Leatherwing, Hammertail, Sharpfang, or
Webfoot. Choose one.

VARIANT SAURIAN FEATURES

Ability Score Increase. Your Intelligence score increases


by 1. In addition, each subtype increases their ability
scores as shown:

• Sharpfang: Dexterity increases by 2


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

Alignment. Saurians have long memories and hold


tightly to many traditions. Their cultures tend towards
lawful behavior, but each saurian is an individual with a
unique alignment.
Languages. You can speak Common and Saurian.

56 Chapter 4 | Kinships
HAMMERTAIL WEBFOOT
Hammertails are contemplative wanderers who never stop Webfeet are graceful athletes who live on the water where
moving, preferring to erect temporary shelters only against fish and water plants are plentiful, preferring fishing and
the most violent storms, and covering enormous ranges in competitions of strength to the more strenuous life of inland
their lifetime journeys. They are descended from ankylo- hunters. They are descended from aquatic dinosaurs, and
saurs, and have thick, club-like tails. have webbed hands and feet and a high crest on their head.
Armored Scales. Your AC increases by 1. Darkvision. Accustomed to life underwater, you have
Hammer Tail. Your tail is a natural weapon with a reach superior vision in dark and dim conditions. You can see
of 10 feet, which you can use to make unarmed strikes. in dim light within 60 feet of you as if it were bright light,
If you hit with it, you deal bludgeoning damage equal to and in darkness as if it were dim light. You can’t discern
1d4 + your Strength modifier, instead of the bludgeoning color in darkness, only shades of gray.
damage normal for an unarmed strike. Limited Amphibiousness. You can breathe air and water,
but you need to breathe air at least once every 4 hours to
SHARPFANG avoid suffocating. You gain a swimming speed of 30 feet.
Sharpfangs are territorial warriors who live in warlike Trumpet. As an action, you can make a trumpeting blast
hunting bands, dedicated to the glory and danger of the of sound that reverberates through your crest. This trumpet
chase. They are descended from carnosaurs, and have can be heard up to a mile away, and up to half as far away
jagged teeth and long claws. if the sound is blocked by solid walls or muffled by other
Predatory Rush. When you take the dash action on noise such as thunder, battle, hoofbeats, etc. Your trumpet
your turn, your movement speed increases by 10 feet, and counts as an instrument with which you are proficient.
your jump distance is doubled for the turn.
Hatched to Hunt. Your claws are natural weapons,
which you can use to make unarmed strikes. If you
hit with them, you deal slashing damage equal to
1d6 + your Strength modifier, instead of the blud-
geoning damage normal for an unarmed strike.

Chapter 4 | Kinships 57
Starling THE QUEST TO ASCEND
Most starlings, upon finding themselves fallen from heaven,
“OH! TO BE BACK THERE IN THE GREAT DANCE, HIGH
do everything that they can to return to the great dance. It
above the little hunts of mortals—to return to the wheeling arcs and
is almost unheard of for a starling not to spend the first few
fiery duels of the stars! It is a terrible thing to fall from heaven.”
years of their fall as a wanderer, searching for any rumor
— Ouaia-ao, starling sorceress or means of returning to their high abode. This search—
called the star-quest by those who are familiar with it—is

P
LANEGEA’S STARS SOAR AND WHEEL OVER- believed to be hopeless, and every one of the starlings who
head in a great dance, gossiping and arranging has embarked on it has eventually given up.
themselves according to a complicated, political
cosmology. As every night ends, they enter combat
in a struggle called the Dawn Duel, attempting
MEMORIES OF THE DANCE
It is hard to explain the great dance to mortals, or to
to knock each other into the Sea of Stars, claiming each
communicate to the crude folk around a clanfire what it is
other’s light in order to become that day’s great light, the
to be among the company of the stars. But your character
Day-Star. Very rarely, however, the defeated stars don’t fall
remembers the courts of heaven. Use this table to inspire
into the sea, but rather to a far more alien and frightening
your recollections as you gaze up at your brethren in the
place—Planegea!
night sky above.

SHINING ONES d6 You most remember…


Starlings are humanoids with glowing skin, eyes, and 1 The cool and soaring marble halls of the Sixth Moon
hair. They are strange and glamorous to behold; beautiful, Temple where you were given your first diadem for a
ageless, and otherworldly. When starlings first fall to earth, perfect dance
they are wrapped in star-silk spun by the finest light- 2 The fiery arcs of the Dawn Duel, with brilliant lances
worms, but this quickly tatters in the rough and raw-edged wielded against vain opponents glittering in their finery
primordial world in which they find themselves. and pride
3 The long, luxurious days adrift in the Sea of Stars,
STRANGERS IN A STRANGE LAND recovering from the extravagance of the dance and the
ferocity of the duel, sipping light and regaining strength
No starling falls to the mortal world by choice. To be
for the next night
thrown from the great dance of the heavens after millen-
nia of performing is shocking. Most starlings are initially 4 The moment just before night, when each of you rose
terrified and aggrieved at their sudden and strange situa- to the surface of the Sea of Stars and drank the light of
tion, and each adapts in their own way. Some find their feet the Day-Star until you were bright enough to fly
by joining the life of mortals, while others remain aloof, 5 The whispering, elegant gossip passed from star to
unwilling to find companionship with such lowly creatures. star all night as the dance was performed, ripe with the
rumors, innuendo, and subtleties of centuries
6 A particular star for whom you felt a longing, who—
THE SKY’S CASTAWAYS
every night in the dance—you sought out as your
Like shipwreck survivors, starlings have to build new
partner, their light keeping perfect time with yours
lives from nothing in an unfamiliar place. Many prefer to
remain in isolation, spending their time watching the sky
and participating in the great dance in their own lonely STARLING NAMES
way. Others join nearby clans, finding roles as sorcerers, Starling names are actually phrases from the illuminated
chanters, or gatherers. A select few starlings have even chorus, and almost never have consonants. A starling name,
portrayed themselves as gods, using their heavenly light to pronounced properly, is actually not spoken but sung.
dazzle others into worship—at least until another starling However, most starlings in Planegea have long since aban-
comes along to break the illusion. doned any hope of their names being sung correctly by the
throats of the crude creatures of the mortal world.

Common Names: Oa-a, Aíae, Ioua, Uaio-ua, Eoíu, Aeia, Io,


Ooua, Eeío, Aioue, Ui-ooa, Eiue.

Now we come to the very most interesting part of


all—at least, as far as I’m concerned. Isn’t the thing
everyone loves best their own name in a tale? 

58 Chapter 4 | Kinships Chapter 4 | Kinships 58


STARLING TRAITS
Your starling character has a number of qualities in
VARIANT STARLING FEATURES
common with other starlings.
Age. Starlings have no age, appearing both glamorously Ability Score Increase. Your Charisma score increases
young and fabulously mature at the same time. They don’t by 2, and your Dexterity score increases by 1.
grow older, but they do grow dimmer over the course of Alignment. Starlings can be any alignment, and react
their exile from the heavens, eventually fading out over six to falling from the sky across the spectrum of selfishness
or seven human lifetimes—although some fade much more and altruism, order and unpredictability.
quickly due to their sorrow at being far from home. Languages. You can speak Common and Primordial.
Size. Starlings are generally slender and slightly smaller
than other humanoids, usually standing about five feet
tall. Your size is Medium.
Speed. Your base walking speed is 30
feet.
Glow. Choose a color. Your body
and your hair (if any) sheds dim
light of that color, in a 5 to 20-foot
radius. You can alter the radius
as a bonus action. This light is
permanent as long as you are
alive, but a layer of clothing is
sufficient to block it.
Light-footed. Whenever you make a
Charisma (Performance) check to dance,
you are considered proficient in the Perfor-
mance skill and add double your proficiency
bonus to the check, instead of your normal
proficiency bonus.
Starry Vigil. On a night where you can see the
stars, you do not need to sleep to gain the bene-
fits of a long rest. Instead, you can watch the stars
all night, gaining the benefit of a long rest after 8 hours.
You remain alert and aware of your surroundings during
this time. After finishing this long rest, you have advantage
on your next Intelligence (Arcana or Nature) check related
to the stars, constellations, or weather.
Pure Energy. Due to your stellar nature, you are able to
briefly phase out of material existence and pass through
obstacles. As a bonus action, using up to 10 feet of your
movement, you can become immaterial and pass through
all creatures or objects in your path. You may not end
these 10 feet of movement inside another creature’s space
or inside of a solid object. If you attempt to do so, you are
pushed back the way you came until you reach an area
large enough for your body, and take 1d10 force damage
for each 5 feet you were pushed. You cannot use this trait
again until after a short or long rest.
Dazzling Touch. Once as an action, you can attempt to
blind a creature you can touch with a focused burst of
brilliant light. The target must make a Constitution saving
throw. The DC is 8 + your Charisma modifier + your profi-
ciency bonus. On a failed save, the target is blinded until
the end of your next turn. You cannot use this trait again
until after a short or long rest.

Chapter 4 | Kinships 59
60
CHAPTER 5

CLASSES
The druid froze, his hand still in the stream’s cool water. “I wondered Ascetic (Monk)
when you’d find me.”
In a land of primal survival, most live at the edge of star-
“It’s been a long time, god-leech.” The warlock stood a few feet away,
vation, eating whenever they can, which is rarely enough.
her ivory sword crackling with arcane power.
Some harness this scarcity, turning struggle into discipline.
“Where are your friends?”
Ascetics challenge themselves beyond the limits of most
“Nearby. They should be here soon.”
mortals, straining their bodies through extreme rigors in
The druid dried his hand and stood, looking at his enemy. She had
order to unlock great physical, mental, and spiritual power.
changed since their last encounter. She was harder. Fiercer. More
Anyone can become an ascetic, and many young hunters
certain. “Have you thought about my words?”
boldly claim they’ll follow the path of self-discipline and
“You mean your heresies?”
self-abnegation, but it is a long and difficult road to truly
He sighed. A crack in the forest to his left signaled her companions’
rise above hungers of any kind.
approach. The scavenger would be in the high branches. The spellskin
Self-denial. The way of the ascetic is through denying
probably invisible, somewhere close. He closed his eyes and whispered
what you want in order to find what you need. This may
to the trees. They swayed and rustled, listening.
take the form of denying yourself unnecessary food and
“What are you muttering, god-leech?”
water, romantic relationships, or performing an act of dedi-
He opened his eyes. “I told you before. The land does not belong to
cation such as wearing a blindfold for a year or sleeping
the gods. The land is alive, and full of magic, and sacrificial goats like
outside on your feet. What did you deny yourself and why?
you are the accursed, cut off from the pulse of the Worldhea—”
How did that shape you?
She let fly an arcane blast at the very moment the trees uprooted
Honored mystics. Ascetics are rare, but when one arises
all around, cracking and groaning with the rage of creation as her
within a clan, they are usually revered for their disci-
companions screamed.
pline and focus. Chieftains, elders, and shamans will take
counsel with even a young ascetic who shows true dedi-

T
HE CLASSES OF PLANEGEA ARE THE EARLIEST cation to the path. How did your clan treat you? Were you
roots of future adventurer classes. Though the ready for that place of honor, or was it confusing? Why do
niche they occupy in the world may be differ- you now adventure instead of living a celebrated life as a
ent, the martial, divine, and arcane powers that spiritual leader of a clan?
these archetypes wield is a common thread from Vows and pilgrimages. Not all ascetics commit to life-
the prehistory of Planegea to their distant descendants. long pursuit of self-denial. Some take ascetic vows until
Mechanically, the classes are the same as in 5th Edition— some task is complete, such as revenge, redemption, or a
with minor adjustments assumed for the starting equip- quest they have set for themselves. Others deny themselves
ment and any features affected by the Black Taboos. until they complete a journey of repentance, enlighten-
Some DMs might choose to add or remove classes based ment, or other spiritual significance. How long will your
on their preference and the story they’re telling in their commitment to asceticism last? Is there a vow you made or
own Planegea. But as written, each of these has its place. a journey you need to complete? If so, to what do you hope
to return when your self-discipline ends?

CLASSES, REIMAGINED WAY OF ABNEGATION ASCETIC (MONK SUBCLASS)


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

Chapter 5 | Classes 61
stillness as they seek attunement to the world, and others Improved Deflection. Whenever you spend a ki point
may train for many days with little food or water, forcing to make either a ranged or melee attack as part of your
their bodies to endure in accordance with their will. Some Deflect Missiles or Deflect Blows features, you make that
distance themselves from their struggle to better under- attack with advantage.
stand the world around them, while others embrace their
struggle, using their suffering as a catalyst for strength. ABDICATION OF SUFFERING
The way of abnegation is arduous and severe in equal 17th-level Way of Abnegation feature
measure, but those who walk it cultivate a great power,
drawn up from deep within themselves and honed by the Starting at 17th level, you have achieved perfect discipline
strength of their will to endure. over your physical form. You can take the Dodge action
as part of any bonus action you take to make one or more
unarmed strikes on your turn.
DISCIPLINE OF DENIAL
3rd-level Way of Abnegation feature

At 3rd level, your mind and body have grown stronger,


and you have learned to endure or to grow stronger in
response to the pains of the world. You gain the following
benefits:
Ward Blows. You can use your reaction to mitigate the
strike when you are hit by a melee weapon attack. When
you do so, the damage you take from the attack is reduced
by 1d10 + your Dexterity modifier + your monk level. If
you reduce the damage to 0, you create an opening for a
counterattack. You can spend 1 ki point to make a melee
attack against your attacker as part of the same reaction.
Abstention. The ki flowing through your body
sustains you further than most.
You only require half as much
food and water to ward off exhaustion. In addition,
whenever you complete a long rest, your exhaustion is
reduced by 1 additional level.

ENDURING FORM
6th-level Way of Abnegation feature

Starting at 6th level, you


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

PRODIGIOUS VESSEL
11th-level Way of Abnegation feature

Starting at 11th level, the power within and without you


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

62 Chapter 5 | Classes
Barbarian FARSTRIKE
3rd-level Path of the Farstriker feature
Fear is a constant when the land is filled with giant preda-
At 3rd level, you master the technique of flinging weapons
tors, and finding a way to rise above fear is key to survival.
at your attackers. You can treat any melee weapons you are
Some do so through honor or moral codes, while others
holding as if they have the Thrown property with a range
keep fear away by cleverness. Barbarians survive through
of 20/60. If a weapon already had the Thrown property, the
sheer rage. A barbarian feels a burning anger deep within
short and long ranges of the weapon are doubled. You can
them, simmering just below the surface. When that anger
draw a weapon that has the Thrown property as part of the
is unleashed, they are capable of great and terrible things.
attack you make with the weapon.
Barbarians are a familiar archetype in this primordial
When you make a ranged weapon attack using your
world, and canny travelers cautiously search the eyes of
Strength while raging, you can add your Rage Damage
those they encounter for the spark of primordial fury.
bonus to the damage roll.
Uncaged anger. The world is brutal and unjust, and there
Starting at 9th level, Brutal Critical applies to ranged
is much to be angry about. Barbarians funnel that rage into
weapon attacks you make using your Strength.
violence—usually directed towards the quarry of a hunt.
Still, there are times when prey is scarce but the anger still
RAGING CATAPULT
simmers over. How do you deal with the anger outside the
3rd-level Path of the Farstriker feature
hunt? Do you bury it, soothe it, or express it through other
forms of activity? Do you lose yourself in the rage, or do At 3rd level, you become adept at hurling creatures around
you feel most yourself when you’re most furious? the battlefield, whether to harm enemies or reposition
Leaders or outcasts. Barbarians are typically lead hunters, allies. Once per turn while you are raging, instead of
head raiders, or in other positions of power because of their making a weapon attack, you can hurl a creature within
martial ability. Young hunters aspire to unleash the kind reach up to 30 feet away. Hurled creatures can be no
of fearless fury that characterizes a barbarian. But once greater than one size larger than you.
unleashed, anger is hard to tame, and many barbarians have An unwilling creature must succeed on a Strength saving
tragic tales of the times they went too far. Some wander throw (DC equal to 8 + your Strength modifier + your
the world as pariahs, having turned in their rage on their proficiency bonus) or be hurled and fall prone, and take
own kind. Have you been able to keep your rage within the bludgeoning damage equal to 1d6 + your Strength modifier
boundaries of the hunt? Are there times you lost yourself + your Rage damage bonus. Hurling a creature in this way
that you regret? If so, how far would you go to make it up to counts as having attacked a hostile creature for the purpose
those who got in your way during your black rage? of maintaining your Rage.
A river of rage. Some say of barbarians that they exist in After you hurl a friendly creature with this feature,
an endless current of anger, a river of rage. In a river, you immediately upon landing the creature can use their reac-
must swim with the current or against it. Most swim with tion to make a melee attack.
the current, hurtling towards the rocks of violence. Some, At 11th level, hurled creatures can be no greater than two
however, swim against the current, seeking to quell the sizes larger than you. At 17th level, you can hurl a creature
anger that never stops roaring through their veins. Are you of any size.
pursuing your anger, nurturing and cultivating it? Or are
you seeking peace? What initially ignited your anger, and WILD RUSH
is it something that can ever be set to rest? 6th-level Path of the Farstriker feature

Starting at 6th level, you fill the battlefield with your


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

I’d guess that there are more barbarians in


Planegea than any other adventurous role.
Rage is a powerful river. I know I spent
many years swept up in its current. 
Chapter 5 | Classes 63
TORNADIC THROW
14th-level Path of the Farstriker feature
Chanter (Bard)
When stories cannot be written down, songs have great
Starting at 14th level, your thrown weapons summon the
power to shape culture—and reality. Those who find their
terrifying power of the wind at its full force in their wake.
identity in the telling of stories and singing of songs are
While you are raging you can use your action to throw
upheld by the clan, their long memories and powerful
your weapon, creating a line 60 feet long and 5 feet wide
words seen as vital to the continuation of the clan’s iden-
out from you in a direction you choose. Each creature in
tity. But some, called chanters, go beyond the role of mere
the line must make a Dexterity saving throw (DC equal to
storyteller. They reshape the world through their songs
8 + your Strength modifier + your proficiency bonus). On
and stories, focusing power through their instruments and
a failed save, a creature takes damage equal to the damage
performances to sing not only of what is, but what could
of one of your thrown weapon attacks, and is pushed up to
be. And in the primordial dawn of Planegea, singing of
60 feet towards the end of the line. On a successful save, a
what could be has profound power. True chanters are both
creature takes half as much damage and is not pushed. If
feared and loved, for the ability to remake the world with
a creature fails this save by 5 or more, the creature takes
your voice is not to be taken lightly.
additional damage equal to the damage dealt by your Brutal
Truth-sayers. Those who have access to a chanter’s
Critical feature. Dealing damage to a hostile creature with
arcane force of will are held to a higher standard than
this feature counts as having attacked a hostile creature for
most, and are expected to sing the exact truth, lest they
the purpose of maintaining your Rage.
casually reshape the world with a misplaced note. The
pressure of this power is enormous, and causes many
chanters to flee their clans or even go mad. Some, however,
are less scrupulous and believe reality is whatever they say
it is. How do you reconcile your ability to bend the world to
your will? Do you hold to a strict code of honesty? Do you
avoid speaking at all lest you say the wrong thing?
Or are you glib, believing that the world should be
whatever you speak?
Deadly honor. Chanters are revered by their
clans—as long as they keep to the exact truth and
speak only in accordance with the will of the shaman.
If they behave in such a way, they are given lives of ease
and places of honor at the clanfire. But those who break
faith and are caught twisting minds, hearts, or memories
are outcast, and often branded for their misdeeds. Did you
leave your clan by choice or by force? Are you scarred for
a lie you chanted into truth, physically or emotionally? Do
you hide your power, trying to conceal your identity as a
chanter until it’s absolutely necessary to reveal it? Or are
you a chanter still revered by your clan on an honorable
journey for some greater good?
Chanter traditions. In Planegea, 5th Edition’s Bardic
Colleges are called Chanter Traditions. These traditions—
such as the Tradition of Lore—are expressions of how a
chanter channels their arcane will through an instrument
or performance. When practitioners of the same tradition
meet, they eagerly exchange knowledge and techniques…
and some whisper to each other of the existence of a
greater body of chanters, the Worldsingers (p. 219), who
travel under secret identities and work to reshape the
world into a better form. Did you learn your chanter tradi-
tion from someone, or stumble into it through raw talent?
Have you heard of the Worldsingers? Do you welcome a
chance to meet other chanters or, knowing their power, do
you seek to avoid or silence any others you might encoun-
ter?

64 Chapter 5 | Classes
Druid Fighter
If druids merely guarded and nurtured plants, beasts, The way of a fighter is pure. Planegea understands the
and soil, they would be a welcome part of any clan. All of fight, the fundamental struggle of strength versus strength
Planegea lives in close relationship with nature, and one to survive. The hunter or warrior, who pits their knowl-
who can understand and enhance the power of life should edge of muscle, armor, and weapon against their enemy
be welcome at any clanfire. But this is not so. Druids are or quarry, is an essential role. Whether they bend bows
hunted, feared, hated, and driven off, utterly outcast and or swing swords, whether they hunt animals or enemies
reviled. The reason for this rejection is that druidic power of the clan, fighters are central figures in any clan. Happy
saps the strength of the gods, drawing from the same is the clan with a fighter whose abilities exceeds those
magical essence of nature that powers the gods them- of most, with honed senses and greater gifts of strength
selves. To be a druid is to set oneself up in opposition to the and speed, who understands weapons and armor better
gods, to claim their very magic as your own. For the clans than they understand their own souls. Such fighters live
who follow shamans and look to gods for their survival, in harm’s way, and are sent out constantly on dangerous
there can be no greater betrayal or threat than a druid—a hunts, raids, and battles. This is the life of the fighter.
god-leech, a parasite of divine life and strength. Because
of this, druids live in hiding, building secret groves and
sanctuaries on the fringes of domains unclaimed by power-
There is a certain straightforwardness to the fighter
ful gods. Here they can practice their rites and tend to the
that cannot be denied. You may say of a fighter, “Here
earth in safety… at least until the shamans discover them
and send their guardians with fire and blade. is one who takes a blade and carves the world.”
Among the godless orcs, however, things are different. In What more needs to be said in their praise? 
some orc-led clans, druids are welcomed, and may actually
take the place of the shaman, becoming responsible for
defending the clan against gods who do them harm. The way. Gifted with extraordinary strength or grace,
Divine power. The gift to draw magic directly from fighters are shaped by their ability to challenge the world
nature is sacred, given mysteriously by nature itself. But to single combat and come out on top. Have you honed
it is a great struggle to live in opposition to the gods, who your physical prowess through years of discipline, or does
jealously covet every pulse of power that goes through the your body simply do whatever you ask of it? Are you arro-
world. How did you discover your druidic powers? How gant about your abilities, or has confronting so many life-
long were you able to hide them before a god or shaman and-death situations granted you humility and wisdom?
discovered you? Hunters and warriors. Most fighters serve the clan as
God-leeches. There is nothing the clans hate more than hunters, warriors, or both—those who fight beasts, those
a druid. If discovered, they are put to death, brought to who fight mortals, or those who simply fight. If you were
the god for judgment, or cast out to die in the wild. Many raised in a clan, was it warlike or did it avoid battle? Do
outcast druids have started their long and lonely lives you seek out violence and see it as giving you reason and
drawing strength and comfort from the very wilderness purpose, or are you a peaceful soul who fights only when
that was meant to kill them. How do you see the gods? Are necessary? What reminders of past conflicts do you carry
you bitter towards them? Dismissive of them? Or do you with you, and why?
see them as misguided peers or elders—greater druids who Weapon masters. Fighters uniquely understand the
have forgotten their origins? value and balance of weapons and armor, and choose their
Secretive sanctuaries. Hidden in groves, glades, and equipment with great care, seeking out more powerful
caves throughout Planegea, just out of sight of the clanfires arms where they can be found. There are tales of fighters
and hallows, druid circles thrive and cultivate nature. And who have embarked on great hunts or journeys to find
there, in hushed places, they nurture a great secret: the legendary weapons or armor, or to hunt and harvest the
ability to hide ideas in nature itself. They have worked monsters to fashion such equipment. What legendary
out the unimaginable—a way of speaking while one is weaponry do you dream of wielding, and how far would
not present by leaving behind certain signs such as a bent you go to get it?
branch or pattern of leaves or circle of stones. They call
these signs Druidic, and those who have the gift of nature’s
power can interpret these symbols and divine their
meaning intuitively. Have you ever encountered a sanctu-
ary or a hidden Druidic symbol? Or do you travel the world, The truth which gods and their followers do
following signs in search of such a place that you might not wish to confront is that druids are vital in
someday be able to call home? limiting the divine power of evil deities and fiends.
Indeed, for many druids this is their highest
calling and the true purpose of their gifts.

Chapter 5 | Classes 65
Guardian (Paladin) Ranger
Sometimes, in an act of sober commitment or a moment Above all, rangers are gifted survivors. These prodigies
of desperation, a mortal will make an oath that changes of the wilderness have mastered the ability to thrive in
everything. They will swear, witnessed by a god, to uphold untamed lands, drawing together magic and might with
an ideal, accomplish a goal, or defend what they value most. cunning to not only stay alive, but protect others. What
And sometimes the force of will—the pure intent of such sets apart a ranger is their power to give the gifts of
a mortal—unlocks the favor of the gods and creates an survival to those they choose—be it an animal companion,
outpouring of divine power. These are the guardians: those a band of trusted friends, or an entire clan. A ranger who
who are so strong in their beliefs and commitment that walks alone does good to no one, selfishly hoarding their
the gods themselves have no choice but to grant them gifts. life-giving skills. But such loners are rare. Rangers are
Guardians act as the leaders of smaller clans and, in larger usually found in the company of others who rely on them.
clans, stand at the right hand of the shaman as their sword To trust a ranger for survival, however, is to run the risk of
and shield. Some guardians feel the call to range far from angering gods and their followers, since rangers draw their
their clanfire to keep their oaths, and woe to the mortal uncanny abilities by skimming off divine magic coveted by
or monster who stands between a guardian and the object deities. Most operate at a low enough level that the gods do
of their will—a will so strong that they wrestled the very not deign to notice them, but the greatest of rangers have
gods themselves into opening up their vaults of power. been hated and hunted by the gods as much any druid.
Sacred oath. A guardian’s oath defines them. Although Natural connection. Rangers are inherently gifted
they have had some inkling of divine blessing in the days with a bond to natural magic. For most, it is an instinc-
leading up to their oath, the moment they take the oath tive connection felt since birth, enabling them to thrive
forever changes their path. The oath is taken at third level. where others struggle. Did you always sense the magic in
If you’re starting at first level, do you realize you stand on the world, or did a particular event awaken you to it? Is
the verge of such a moment? Do you take a rash vow in a drawing upon that magic as natural as breathing to you,
moment of passion at first level, that later develops into an or does it require focus and attention? To what do you
oath? Or have you been building up to this commitment attribute your gift—fate, chance, blessing, or something
your whole life? What is your oath, and why is it worth grander?
dying for? Divine thieves. The divine magic used by rangers is the
Shaman’s sword. In many clans, guardians are cultivated same magic that empowers the gods, though their weaker
from a young age, with devout, athletic children being spellcasting abilities do not incite the divine wrath directed
raised as acolytes by the shaman. A great clan might have at druids. When rangers cast their spells, the gods see
many guardians who have been focusing on nothing but them as skimming from their resources, robbing from
the day of their oath from infancy. The guardian is usually the powerful to give to the powerless. Some gods treat
the keeper of the clan’s magic weapon (p. 22) and acts rangers with a grudging respect, while others send out
as the shaman’s bodyguard and, when necessary, the clan’s their faithful to wipe them out as an annoyance or demand
executioner. Was there a shaman who shaped your life, for tribute from them. How do you view the gods? Do you
good or for ill? Since you took your oath, how has your revel in stealing their power, or simply see it as an accident
relationship to clans and shamans changed? of circumstance? Do any gods have a particular grudge
against you for your thieving ways?
Guides of the godless. For those clans without a strong
connection to a god—by choice or by accident—a ranger
When I first fell from the sky, I believed guardians to can be a lifesaving force. Orcish clans, which are more
be the lackeys of shamans and their gods—just better likely to scorn the gods, are often led by rangers, as are
armed. But I have come to respect a Guardian’s oath clans that scrape by in the lonely wildernesses where there
as a powerful force, and understand now that it is isn’t enough worship to sustain deities. Have you ever been
their own will that brings about their power.  in a position of leadership? Are you allied with any godless
clans or groups who see you as a protector? Or do you
turn away those who seek your aid, focused on a higher
Wild oaths. Not all guardians make oaths that keep them calling—or perhaps just yourself?
close to home. There have been guardians who stumbled
unwittingly into the hallow of a god and bargained for
the power to survive. Some make oaths to hunt down and
destroy the enemies of a god, or to defend innocence every-
where. Once committed to their path, a guardian is fueled Ah, rangers. So often maligned, so little understood.
and driven by what they have sworn, going to any lengths Some say they are weak or dull, others that they
to uphold their word. What lines have you crossed in honor
are lesser than their companions. But I know the
of your oath? What enemies have you made to pursue it?
truth of it—rangers steal magic from the powerful
What would it take to get you to break your oath, and lose
and give to the starving. Even I, a shaman,
everything that you have become?
understand such actions to be heroic. 
66 Chapter 5 | Classes
Scavenger (Rogue)
Not all who hunt do so by force of might. Some keep quiet,
staying to the shadows, waiting and watching for their
The Rat King once asked me this riddle:
moment to strike and take what they desire. These are
the scavengers—the lowest of the low, hated by mortals “What, really, is the difference between
and monsters alike. A scavenger preys on weak moments,
a hunter and a scavenger?
creeping in after the kill to claim their bounty, or ambush-
ing unsuspecting prey with a sneak attack without honor They both stalk. They both strike.
or glory. Every society has scavengers. In large clans, they And at the end of the day bellies are
walk unseen, taking what others work to gather or create
and slipping back into the shadows. In the wilderness they
fed and something dies.” 
watch and wait for the moment when a powerful hunter is
fatigued after a kill, slipping in unseen to strike and steal.
Shadowy survivors. To become a scavenger, one must be
desperate or selfish enough to throw off all hope of being
accepted at the clanfire, choosing instead a life of scorn
and secrets. But scavengers know that the line between a
sneak attack and a noble hunt is much thinner than the
line between starvation and survival, and once you cross
that line, it’s hard to go back. What tipped you over the
edge into taking the shadowed way? Do you hide your
scavenging nature, trying to pass as a clan member in good
standing, or have you forsaken any attempt to conceal your
chosen path? If you were caught scavenging, do you bear a
brand or scar to mark you for your crime?
The Code. Over the years, there has come to be a kind
of argot, passed down from one thief to another… hidden
in plain language with certain tricks of speech and impli-
cations that only a scavenger would pick up. The Code,
called Thieves Cant in other 5E settings, can also be left as
markings—certain scratches or arrangements of bones or
phrases that indicate a ripe target for ambush or theft, or
other similar messages. Since the Code terrifies those who
fear the Hounds, scavengers are reviled and seen as endan-
gering all those they come in contact with by their marked
messages. In the face of such rejection, those who steal
often band together, forming nocturnal raiding parties
and shadow clans of their own. These clans may even have
shamans in the service of gods who care little for honor—
and some even whisper that some scavenger cults revere
the Hounds themselves. Who taught you the Code? Do you
use it to seek out other scavengers or to avoid them? Or do
you avoid using it for fear of alerting the Hounds?
The king’s tithe. The mark for the Tithe is throughout
Planegea, hidden in plain sight. Wherever the Tithe appears,
it signals a place where a certain portion of scavenged
goods is to be left for the Rat King, the high lord of a
hidden league of thieves known as Scavengers Vow. Tithe
marks are not to be ignored, for the Rat King’s cutthroats
come quietly for scavengers who don’t pay homage to the
Vow. Have you ever run afoul of the Rat King, or do you
aspire to meet him? How closely connected are you with
Scavengers Vow, and is that by choice or by force?

Chapter 5 | Classes 67
Shaman (Cleric) REGIONAL DOMAINS

The power of a god is limited by its location. When


In this time before temples and religious hierarchy,
adventuring shamans travel outside of their god’s
shamans serve as intermediaries between mortals and gods.
domain there are a few options to explore:
Shamans are leaders of clans, and hear personally from
local deities. They are vital to the clans for their ability to
• Different god, same domain: Regions can have more
channel divine magic, interpret dreams, and lead cere-
than one god (although one is usually dominant), so
monies crucial to clan life. Most shamans have a foremost
the new region might have a god with similar values
deity they revere, and it is not uncommon for a clan to
and blessings, although pursuing the favor of a lesser
be given over to the worship of one god or goddess above
god might displease the more powerful one.
others thanks to the influence of their shaman. However,
• Divine alliance: Gods are able to communicate with
the migratory nature of many clans means that shamans
each other within a certain distance, and a god who
must be fluid in their reverence, able to act as a go-between
favors a shaman might reach out to a neighboring god
to the many gods whose lands the clan may traverse.
and ask that their power be allowed to flow through
Canny reverence. Shamans derive their power from the
them into their region.
gods and lead their tribe in acts of worship and ceremony.
• New god, new domain: Sometimes there is no
But the gods are fickle and limited, and the best shamans
alliance or similar god to be forged, and instead the
are those who understand how to work with the gods
shaman must source their power from a different
without losing themselves in awe. Some elder shamans,
type of god altogether. In this case, the shaman may
forced to travel each year and interact with an array of
change their subclass and divine domain, setting
gods, have secret insight into the small-mindedness of
aside all features from their old domain and adopting
divine beings confined to their hallows, and work with
all features from their new domain at their current
the gods as a kind of advisor as much as a servant. What is
level. Work with your DM to decide if this is a good fit
your relationship to the gods? Do you hold them all in high
for your character and campaign.
regard? Or has your proximity to divinity left you jaded to
their ways? Do you have a favorite god?
Divine ambassadors. Shamans are essential to clan life,
and are generally the most respected members of any clan.
They often work with a chieftain in a partnership—the
chieftain takes care of the mortal side of survival; the
shaman focuses on the gods and their gifts. Most small Sorcerer
clans have one shaman, but larger clans may have a hier-
Planegea bristles with primordial magic, and it is not
archy of acolytes and lesser shamans led by a high shaman.
unsual for magic to slip into the blood of mortals. Sorcer-
Of course, there are those who revere the gods as shamans
ers are everywhere in Planegea, by far the most common
yet choose to walk alone, having found their divine
arcane spellcasters. Untaught, unrestrained, operating by
connection in secret or been separated from their clan.
instinct and natural gifts, a sorcerer wields magic in its
How did you discover your divine connection? Are you a
simplest, most primal, most elemental form. Even a clan
clan shaman or a lone wanderer? If you were the shaman
of modest size might have one or two sorcerers, and they
of a clan, why have you left them to pursue adventure?
are woven into the fabric of society without distinction.
Local deities. When shamans travel, they sense and
Sorcerers make excellent members of a hunting or gather-
can connect with the gods of their new location, paying
ing party. Even though their magical abilities tend to sap
homage and forging connections. Many shamans prefer to
their physical strength, their talents for bringing down
follow certain types of gods, seeking out deities of a similar
prey or finding bounty from a distance are regarded as
domain. A shaman must draw their power from a nearby
highly useful to a clan. To be a sorcerer in Planegea typi-
god or divine force, as there are no universal gods supply-
cally means you’re well-liked but not especially respected
ing power equally throughout the world. Do you pursue a
on the merits of your magical abilities. A sorcerer must
single domain, or do you prefer to revere the most power-
earn their reputation not by the mere existence of their
ful god in a new area? The ways of the gods are strange and
magic, but rather how they use it.
sometimes frightening—how far would you go in pursuit
Primal magic. Sorcerers have magic at their fingertips,
of the favor of a new god?
and can feel the pulse of power that goes through the
world. A sorcerer is given no guidance by a god, no ethos
from the land—they simply have access to magic and must
decide what to do with it. How do you ply your magic? Do
you use it to impress and charm, or as armor and weap-
onry? Does your magic define you, or do you think little

68 Chapter 5 | Classes
about it, finding your role in the world through another DREAM SORCERY SPELLS
aspect of your identity? 1st-level Dream Sorcery feature
Useful talents. In the life of a clan, sorcerers have no
place of particular honor because of their magic. Rather, You learn additional spells when you reach certain levels in
they are integrated into the work of various work parties this subclass, as shown on the Dream Spells table. Each of
such as the hunters, gatherers, crafters, or builders. A these spells counts as a sorcerer spell for you, but it doesn’t
person’s talent as a sorcerer might be the third or fourth count against the number of sorcerer spells you know.
thing mentioned about them, almost as an aside, unless Whenever you gain a sorcerer level, you can replace one
they are particularly powerful or have earned a reputation spell you gained from this feature with another spell of the
through their individual use of magic. Do you make your same level. The new spell must be an enchantment or an illu-
magic power known as soon as you meet someone, or do sion spell from the sorcerer, warlock, or wizard spell list.
you prefer to interact with others as a person first and a Sorcerer
sorcerer second? Have you ever wished that others would Level Dream Spells
respect you for your talents more? Have you ever been
1st heroism, dissonant whispers
tempted to do something ill-advised to demonstrate the
extent of your abilities? 3rd enhance ability, calm emotions
Unmeasured potential. Most sorcerers in Planegea have 5th hypnotic pattern, major image
modest power, casting only cantrips, 1st-level, or 2nd-level
7th confusion, polymorph
spells. When a more powerful sorcerer does arise, it is
cause for comment and—sometimes—alarm. Without 9th dream, modify memory
the governance of gods or the discipline of spellskins, an
unchecked sorcerer represents a possible threat to anyone FATE OF DREAMS
they encounter. As your talent expands, how will you use 1st-level Dream Sorcery feature
it? Without limitations or mentors, will you pursue selfish
ends and reshape the world in your image, or will you find At 1st level, you see portents of things to come in dreams,
others who will help keep you from losing yourself in your safeguarding and empowering you and your allies. Upon
growing power? completing a long rest, choose a number of friendly crea-
tures you can see equal to your Charisma modifier, and roll
on the dreams table to determine your dream regarding
OPTIONAL CLASS FEATURE
their fate.
A variation on sorcerers allows them to act as their own
arcane focus, since the magic they wield comes from d8 Dreams
within themselves. Consult with your DM to determine 1 Dream of Success. After making a roll but before
whether this feature is a good fit for your sorcerer: the outcome is determined, the target adds your
proficiency bonus to one ability check.
Inner Focus 2 Dream of Accuracy. After making a roll but before
1st-level sorcerer feature the outcome is determined, the target adds your
proficiency bonus to one attack roll.
When casting spells, you can use a free hand to cast
material components as if you were holding an arcane 3 Dream of Fortitude. After making a roll but before
focus. This can be the same hand you use to perform the outcome is determined, the target adds your
proficiency bonus to one saving throw.
somatic components.
4 Dream of Safety. As a reaction when an attack
would hit the target, the target adds your proficiency
bonus to their AC until the end of their next turn.
5 Dream of Power. The target adds 2 × your
proficiency bonus to one damage roll.
DREAM SORCERY (SORCERER SUBCLASS) 6 Dream of Speed. The target adds your proficiency
Just beyond the veil of reality, the magic of dreams bonus to one initiative check.
shimmer and shift with arcane power. You are touched
7 Dream of Endurance. As a reaction when the target
by this magic and call on the sleeping mind to bring
would take damage, the target reduces the damage
the power of visions and dreams into the waking world. by an amount equal to 2 × your proficiency bonus.
Perhaps dream magic courses through your blood as a
birthright, or maybe you gained these powers through a 8 Dream of Vitality. When the target regains health
by spending a hit die, they can regain additional hit
quirk of fate or fortune.
points equal to 2 × your proficiency bonus for each
use of this feature.

Chapter 5 | Classes 69
The chosen creatures gain the benefits from this feature until
you complete a long rest. Each of those creatures can use this
feature once during that time.
At 6th level, chosen creatures can use this feature twice,
and at 11th level, they can use this feature three times.

FOCUSED FATE
6th-level Dream Sorcery feature

Starting at 6th level, you learn to bend the shape of dreams


to affect your fate and the fate of your allies. When you
roll for your Fate of Dreams feature, you can roll twice and
choose which of the two dreams applies. If you roll the
same number on both dice, you can ignore the number and
choose any dream on the table.
In addition, once a creature has expended their uses of
Fate of Dreams, you can expend a sorcery point to roll on
the dream table again, granting them one additional use of
the feature with the dream you roll.

DREAMSPEAKER
6th-level Dream Sorcery feature

Whenever you take a long rest, you may communicate with


another creature on the same plane as if by the dream spell.
You cannot appear as monstrous as part of this effect.

DREAMSTEP
14th-level Dream Sorcery feature

Starting at 14th level, you are able to swiftly step in


and out of the dreaming world. Once on each of your
turns, you can use up to 30 feet of your movement to
teleport the same distance. You must teleport to an
unoccupied space you can see.

MANIFEST VISION
18th-level Dream Sorcery feature

Starting at 18th level, your wants and dreams are as reality.


You can use your action to cast the simulacrum spell, target-
ing yourself. Rather than ice or snow, the simulacrum is
composed of the essence of your dreams. The simulacrum
you create this way lasts for one hour, after which it dissi-
pates. A simulacrum you create this way can take on any
appearance you desire, but cannot be more than one size
larger than you. The simulacrum does not have any spell
slots above 5th level, and can use metamagic freely without
expending any sorcery points, due to the whimsical nature
of dreams. In addition, it lacks access to this feature.
Once you use this action, you can’t use it again until you
finish a long rest, unless you spend 10 sorcery points to use
it again.

70 Chapter 5 | Classes
spellskin went too far and the Hounds came. Such places,
Spellskin (Wizard) called spellgraves, may be the sanctums of lone casters or
In deep caves, thickets, or hide shelters, spellskins mutter entire conclaves. They are regarded by spellskins as great
and trace the shapes of magic. Creating patterns and caches of knowledge. There are those who spend their
designs that echo the mana of the stars and living things, whole lives wandering, seeking spellgraves to expand their
spellskins use natural dyes and clays to paint powerful knowledge and power. What whispers have you heard of
creatures, real or imagined. Then, once the shape of a crea- spellgraves? Do you have a clue to the location of a hidden
ture and its magic is fully understood, the spellskin copies cache of wondrous lore? What would you do to find it?
its form onto their own bodies. Powerful spellskins are
covered in tattoos, and can call forth the magic they have MANA TATTOOS
wrestled into their skin at will. To pursue the way of the
Rather than carrying a book, spellskins tattoo the shapes
spellskin takes an uncommonly brilliant mind, able to hold
of magic onto their skins. These shapes are not writ-
and remember many incredibly complex concepts at the
ing—rather, they are a symbolic set of shapes, unique to
same time. However, here is great danger in the spellskin
every spellskin, which defines the shape of magic as the
way. The paintings created by the practitioners of these
spellskin comprehends it. This tattoo is a kind of short-
arts hew ever closer to writing, putting them always only
hand for the larger symbols the spellskin has painted or
one small slip away from being pursued by the Hounds of
carved into a wall or flat surface requiring 10-foot-square
the Blind Heaven. Planegea is littered with empty caves
of space for each spell level. (Thus a 4th level spell re-
and canyons with unfinished paintings where a spellskin
quires a 40’ square surface.)
crossed the line and brought the Hounds upon themselves.
In order to learn a new spell (either their own spell or
Hunted genius. To be a spellskin is to court disaster with
a spell copied from another spellskin’s wall), a spellskin
brilliance. Spellskins are often obsessive, unable to pry
must see the spell on a space equal to 10-foot square
themselves away with searching deeper into the under-
or more per spell level. Thus, high-level spellskins are
lying magic of the world, even if it means their paintings
known for their huge walls covered in intricate paintings
and tattoos grow in complexity and meaning to a danger-
or carvings. A spellskin must only create the spell on the
ous degree. Why do you continue to investigate magic,
wall when first learning it. After they have created their
knowing that with every brush stroke, every tap of the
mana tattoo, they can prepare their spells by studying
tattoo mallet, you could slip into disfavor with the Hounds?
their tattoos, envisioning the wall, repeating incanta-
Why don’t you walk away?
tions made while creating the wall, and so on.
Sanctums and conclaves. Because of the danger inher-
One spellskin who encounters another cannot copy a
ent in spellskin work, most clans avoid such spellcasters.
mana tattoo from their body, as it is a mere shorthand
They are not rejected outright, but it is forbidden by most
for the spell’s full shape. If a spellskin discovers another’s
chieftains and shamans to create the paintings required
painting or carving, they may copy one spell from it in
to work out a spell within sight of the clanfire. For this
a process that takes 2 hours and causes a half level of
reason, many spellskins have their own hidden sanctums
exhaustion per each level of the spell (rounded up). If the
where they reason out spells in secret. Some, who have
process of copying it is interrupted, the copying fails, and
found it simpler to leave clan life behind, seek out other
the spellskin must begin again.
spellskins and form enclaves where they share sanctums
and knowledge, using magic to provide for their physical
needs so that they can remain in one place and continue
the work of developing their arcane insights. What was the
first place you painted a spell, and what tattoos do you have Warlock
to call that spell to mind? Are you in good standing with a The gods are not the only powerful beings in Planegea.
clan, or have you chosen to leave all that behind in pursuit There are many things in shadowy haunts and secret places
of your own research or in search of an enclave where you that resonate with magic and the ability to empower those
could learn more? that they choose. The warlock is the emissary sent by a
Spellgraves. There are empty, echoing places in the clan to strike a deal with such a being. Such powers are
world where great spells were cast in the past—until some marked by their otherness—they might be a dreamlike
archfey of Nod, a bloody idol from the Cult Riverlands, or a
mind-numbing presence from beyond the stars. Unlike the
gods and their followers, whose power arises from Plane-
gea, warlocks and their patrons are fueled by abilities that
I have often heard of warlocks who depend less on fall outside the natural order. Warlocks enter into bargains
with such beings, gaining the favor of the being on behalf
charisma and more on intelligence, who study and
of the clan in exchange for strange and particular services.
learn arcane lore from their patrons, rather than
dangling from the strings of their good favor.

Chapter 5 | Classes 71
Sacrificial pacts. Warlocks are chosen by their clans as EXPANDED SPELL LIST
sacrificial emissaries, giving up their freedom to secure the 1st-level Dark Forest feature
good of the clan. How did you come across your patron?
Why did your clan decide it was necessary to strike a The Dark Forest lets you choose from an expanded list of
bargain with it? What are the exact terms of your pact? Are spells when you learn a warlock spell. The following spells
you trying to undermine your patron, or curry its favor? are added to the warlock spell list for you.
Chosen ones. The pacts of a warlock are public cere- Spell Spells
monies, known to all the clan and carefully negotiated by Level
the clan leaders. Often, warlocks are groomed from birth
1st entangle, fog cloud
as emissaries and ambassadors, taught the ways of diplo-
macy to serve as the link between a clan and a non-divine 2nd barkskin, spike growth
power. Shamans and warlocks live in mutual respect, as 3rd plant growth, speak with plants
the intermediaries between the clan and their divine and
4th grasping vine, hallucinatory terrain
arcane overlords. Who were you before the pact? Were you
groomed to act as an emissary or did you stumble into it? 5th awaken, tree stride
How did your life change when you met your patron? Do
you have regrets, or are you eager to go further? MOSS MARK
Pactbound. The warlock’s bargains are never a gift 1st-level Dark Forest feature
without terms and conditions, and patrons are rarely forth-
coming or reasonable. By forging a pact with something At first level, when you hit a target with an attack, you
other than a god, a warlock reaches into something larger can mark the injury with magical moss. This moss mark
than themselves, and possibly hostile to their very exis- remains for up to one minute, after which it crumbles
tence. What does your patron want you to do? How much harmlessly. As a bonus action while you are within 60
do you know of its greater agenda—or even its true nature? feet of a marked creature, you can cause the moss mark to
bloom, forcing the target and any other creatures within
10 feet of it to make a Dexterity saving throw versus your
PACT OF THE SCAR
spell save DC. On a failed save, a creature takes 1d6 necrotic
In Planegea, Pact of the Tome becomes Pact of the Scar, damage.
with patterned scarring in place of the Book of Shadows. You can leave marks a number of times equal to your
If other scars or wounds hide your pact scars or magic proficiency bonus. You regain all uses of this feature upon
heals them, you can create new scars to replace the old completing a short or long rest.
ones in 1 hour. The Book of Ancient Secrets becomes
Scars of Ancient Secrets, and is mechanically identical, RECLAIM
except that instead of 50 gp worth of rare inks, you re- 1st-level Dark Forest feature
quire a ceremonial knife with 50 hp of blood spilled on it
At 1st level, you can reclaim those you strike down for the
or worth an equivalent of 50 ps in the Great Valley.
forest. When you reduce a medium or larger creature to 0
hit points, or when a creature marked by your moss dies,
you can magically claim it. The claimed body is covered
in magical moss, vines, tendrils, and shoots. At the end of
1 minute, the body transforms into a tree one size larger
than the creature was in life.
DARK FOREST WARLOCK When you create a tree in this way, you can choose to
From the heart of the forest, something dark has called to
bind it. A tree is bound to you as long as the tree remains
you. An ancient spirit, which harbors no love for things
standing, or until you dismiss the binding. You can have
that breathe, sometimes reaches out with magical roots and
a number of trees bound to you in this way equal to your
tendrils to find mortals who will bargain for power to do
proficiency bonus. A bound tree is obedient to you and has
its bidding. As one chosen by the dark forest, you are sent
limited animation, bending branches and leaves at your
where the forest cannot reach, into the places where the
request, although it is unable to uproot and move about and
spirit cannot go, to do its bidding among those it hates.
cannot attack.
Consider how you came to have this pact with the dark
You are able to speak telepathically with a bound tree if
forest, and why it chose you. Perhaps you entered the pact
you are on the same plane of existence. Bound trees have
willingly, with full knowledge of the forest’s malevolence,
limited sentience and awareness of their surroundings, and
or maybe you simply needed magic to survive or to help
are friendly towards you. Additionally, as an action, you
others. Regardless, you stand at the edge of something
can sense through a bound tree as if standing in the plant’s
incredibly old, vast, and hostile to your kind, which lets
you live and grants you certain powers… for now.

72 Chapter 5 | Classes
location, choosing one of the following effects until the by this difficult terrain, as the branches disperse as you
start of your next turn: pass.
• You can see, hear, and smell in all directions. If you concentrate on this effect for the full duration, the
• You can sense poison and disease as if casting the detect spectral trees become permanent, although they no longer
poison and disease spell. provide additional cover or impede movement more than
• You can sense magic as if casting the detect magic spell. mundane trees.
Once you’ve used this feature, you can’t use it again until
During this time, you are deaf and blind with regard to
you’ve finished a long rest.
your own senses, although you remain aware of any pain
or damage you suffer.
ELDRITCH INVOCATIONS
At 2nd level, a warlock gains the Eldritch Invocations
OAK’S FORTITUDE
feature. Here are new options for that feature, in addition
6th-level Dark Forest feature
to the options in other 5E materials.
Starting at 6th level, you gain toughness from the magic If an eldritch invocation has a prerequisite, you must
of mighty trees. Your AC can’t be less than 16 in any meet it to learn the invocation. You can learn the invoca-
form, regardless of what kind of armor you’re wearing. In tion at the same time that you meet its prerequisite. A level
addition, you have advantage on ability checks and saving prerequisite refers to your level in this class
throws against being knocked prone, grappled, restrained,
or moved against your will. DURU’S GIFT
Prerequisite: Dark Forest patron
DARK BRAMBLE
Your creature type becomes Plant. You no longer need to
10th-level Dark Forest feature
eat, but instead, must spend at least 1 hour under sunlight
Starting at 10th level, the blooming of your moss mark each day to photosynthesize.
becomes even more dangerous. When a creature fails their Once you’ve chosen this Eldritch Invocation, you cannot
saving throw against your moss mark, in addition to the replace it with another.
normal damage, magical brambles erupt from the mark to
ensnare them. The creature’s speed is reduced to 0 until ELDRITCH LASH
the end of their next turn. Prerequisite: Dark Forest patron

You learn the thorn whip cantrip. It counts as a warlock


WEALDWOE
cantrip for you, but it doesn’t count against your number of
14th-level Dark Forest feature
cantrips known. When you hit with this cantrip, add your
Starting at 14th level, you can call upon the wrath of a Charisma bonus to the damage it deals on a hit, and you
spectral forest to destroy your enemies. On your turn, you can reduce that creature’s speed by 10 feet until the end of
can use an action to choose a number of points on the your next turn.
ground within 120 feet of you equal to your proficiency
bonus. Spectral trees burst from the ground in each of ENTANGLING REBUKE
these points, standing up to 60 feet high, with trunks 5 Prerequisite: Dark Forest patron
feet in radius, and branches in an additional 15 foot radius.
When you are damaged by a creature within 60 feet of you
These trees remain for up to one hour, or until you lose
that you can see, you can use your reaction to ensnare the
concentration, as if concentrating on a spell. If a tree’s
creature with magical roots and vines. The target must
trunk appears in any creature’s space, that creature must
make a Strength saving throw versus your spell save DC.
make a Dexterity saving throw versus your spell save DC.
On a failure, the creature takes bludgeoning damage equal
Creatures marked by your moss have disadvantage on this
to 3 x your proficiency bonus and is restrained until the
save. On a failure, the creature takes 4d10 bludgeoning
end of your next turn. You cannot use this feature again
damage and is thrown up to 30 feet away from the trunk.
until after a short rest.
On a success, the creature takes half as much damage.
Structures and objects in the space where the trees appear
FORM OF THE FOREST
take full damage.
Prerequisite: Dark Forest patron
The trees’ branches obstruct vision and movement,
providing three-quarters cover, and acting as difficult When you cast the polymorph spell, you can transform crea-
terrain. Movement through the branches costs 4 feet of tures into plants as well as beasts.
movement for every 1 foot of travel. You and any creatures
you designate when you create these trees are unaffected

Chapter 5 | Classes 73
74 Chapter 6 | Backgrounds
CHAPTER 6

BACKGROUNDS
W
Far below the warm surface of the world, past burrows and buried HO WERE YOU BEFORE YOU WERE AN
bones, three companions huddled around a fire in a strange chamber. adventurer? Everyone’s story starts somewhere,
They had lost track of time since they had last seen the Day-Star. and backgrounds provide building blocks for
“What were you, before all this?” asked Gola, strongest and most understanding your character’s place in the
curious of the three. She had been the one to first crack open the vault world. With a background, you can quickly
door and slip inside. determine where you’ve come from, who you know, and
“Less hungry,” said the ever-sullen Chimmuk. The vault’s strange what mattered to you before the opening moments of your
geometries and mirrored passages had altered his mood very little; great prehistoric adventure.
although he had started to mutter in his sleep the last few nights. Existing Backgrounds. Existing 5th Edition materials
“You know that’s not what she means,” said Arcback. Even his provide an array of backgrounds which can be excel-
legendary patience was being tested by the impossible maze. “I was a lent foundations for your character. If you’d like to use a
keeper of beasts once,” he said, scales rippling with blue and green. “I published background, work with your DM to determine
tended the clan’s goats, played a flute on the hill, and—” what adjustments need to be made to your proficiencies,
“You play the flute?” snorted Chimmuk. gear, and features to bring it into the Stone Age. Even back-
“I play quite well. What did you do?” grounds that seem to rely on advanced technology can be
“Tried to stay out of the shaman’s way. I kept to myself until our Free adopted (see Chapter 7, p. 97, for details on converting
Citadeler there tempted me with tales of glory and good harvest.” materials and locations).
“Free Citadel,” sighed Gola. “You haven’t breathed until you’ve Planegean Backgrounds. The 20 new prehistoric back-
walked among the sky-high walls, streets wide as meadows…” grounds in this chapter are designed to quickly and easily
“Not much chance of that anymore, is there?” sniffed Chimmuk. root your character in the world of Planegea. Work with
Gola said, “Let’s sleep. I have a good feeling about tomorrow.” your DM to determine which is best for you.

Background Skill Proficiencies Tool Proficiencies Languages Feature


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

Chapter 6 | Backgrounds 75
Ape Clan d6 Ideal
1 Hope. I must believe that things can get better. (Good)
You are part of the powerful Ape Clan, dedicated to the
reverence of Kho Many-Arms, the Ape God. Your people 2 Cunning. Intellect applied with skill is the only way to
know that there is nothing more important than being keep yourself alive. (Any)
nimble of mind and body. You may have been trained in 3 Chance. Nothing is predictable, and any belief
the arts of acrobatics, riddles, crafting, or musical instru- otherwise is a delusion. (Chaotic)
ments. As a member of one of the three Brother Clans, you 4 Flexibility. It’s impossible to plan for the future, all that
are used to commanding a certain degree of respect in the matters is being ready to react well. (Chaotic).
Great Valley. You have traveled along passageways through
5 Order. Anything that can be made clear and straight
the Dream World of Nod, and spent more time with elves
should be, to push back life’s randomness. (Lawful)
than most.
But above all, you have dwelt in the shadow of the moody 6 Control. In a chaotic world, exerting control is the
and dangerous Kho, with the awareness that life is perched ultimate power. (Evil)
on a fragile branch, and at any moment everything you
know could come crashing down. How has that outlook d6 Bond
affected you? 1 I’m loyal to the Ape Clan, and if called upon by my
leaders, would go immediately.
Skill Proficiencies: Acrobatics, Investigation
Tool Proficiencies: Mender’s tools, one type of musical 2 I made an oath to my shaman in service of Kho Many-
instrument Arms, and I must see it through.
Equipment: A net, a set of dark common clothes with 3 I was chosen by lot to carry out a mission, and since
pockets, a collapsible pole that extends up to 10 feet, and chance has called me, I will go.
a belt pouch containing a small antler whistle, a folding
4 There is a great riddle that nobody has been able to
toy, and chalk powder worth up to 15 ps in the Great solve. I will not rest until I solve it.
Valley.
5 I once saw something I can’t explain or forget in Nod,
and I must return to it.
FEATURE: DREAM WALKER 6 A loved one was killed by a random accident, and I am
Because of your people’s longstanding friendship with bound and determined to find a way to bring them back.
the elves of Nod, you have traveled through the World of
Dreams more than once. You have stories of your travels
d6 Flaw
through those worlds, and know how to reach out to an
elvish contact in Nod, who is friendly and inclined to help 1 All planning is stupid. Nothing can be predicted, so it’s
you if it does not cause them risk. best to charge in and react to whatever happens.
2 I always have to prove that I’m the cleverest person in
the room.
SUGGESTED CHARACTERISTICS
Members of the Ape Clan have a reputation for being clever 3 My instinct is to bolt at the first sign of danger.
and fearful in equal measure. Children raised in the clan 4 I always believe the worst is about to happen.
are taught that flexibility and speed are of paramount
5 If things are stable for too long, I have to find a way to
importance, so Ape Clan members tend to avoid making shake them up.
long-term plans, preferring to keep their options open for
whatever the next minute might bring. 6 I don’t trust anyone except myself.

d8 Personality Trait
1 I’m ever-vigilant, constantly looking over my shoulder
for signs of danger.
2 I always have at least two back-up plans.
3 There’s nothing I love more than solving a riddle.
Ah, the Ape Clan. Quick wits, quick bodies...
4 I constantly drum my fingers and fidget with but also quick to scatter when trouble comes. I
nervous energy.
seek to make peace with all, but I always have
5 I have no patience for stubborn, rigid people. trouble counting on Kho’s children. Their obession
6 I take the most interesting path, not the most direct. with fear unnerves me, though I respect their
7 I always bring up the rear, ready for a quick exit. deep connection to the elves of Nod. 
8 I keep quiet until I have the perfect thing to say.

76 Chapter 6 | Backgrounds
Apprentice
You grew up at the side of a shaman, assisting them with Many apprentices have I trained. Some were talented,
rites and rituals, preparing materials for their work and some were not. The only ones I remember were
learning the ways of their ceremonies. You know little of those who understood that even the mightiest
life beyond the clanfire’s light, but have walked in divine shaman was once no more than they are, and
hallows and have seen gods work wonders at the request
of your shaman. You may have been next in line to become
spoke to me as a person as well as a mentor. 
a shaman or chosen because a god or your shaman singled
you out as worthy of assisting in sacred duties. Who was
the god your shaman served? Was your shaman a cruel d6 Ideal
taskmaster, a kind mentor, or an aloof presence? How were 1 Faith. Believing in a higher power is what enables
you chosen to serve them? Were you the only apprentice to people to achieve great things. (Good)
the shaman, or one of many? 2 Comfort. One should seek the easy way where
Skill Proficiencies: Religion, Performance possible. (Neutral)
Tool Proficiencies: Ceremonial supplies, one type of musical 3 Reverence. That which is powerful is worthy of honor.
instrument (Lawful)
Equipment: A set of ceremonial supplies, a set of common 4 Freedom. Life is too short to live under the thumb of
clothes, a ceremonial mask honoring the god you served, another, mortal or divine. (Chaotic)
and a belt pouch of ritual materials worth up to 10 ps in
5 Tradition. The old ways are inherently worthy of
the Great Valley.
being upheld. (Lawful)
6 Power. The ability to bend others to your will is all that
FEATURE: SHAMAN’S AIDE matters in the world. (Evil)
You are trained in shaman’s work, and understand cere-
monies, religious practices, and the duties of shamans
d6 Bond
intimately. If rituals, festivals, or ceremonies are being
prepared, you know how to make yourself useful, and can 1 My shaman died under strange circumstances. Only I
ingratiate yourself within the hierarchy that serves a god, know the truth of what happened.
given enough time to understand the nature of that god. 2 I broke my god’s taboo and was exiled. I long to return
to their service.

SUGGESTED CHARACTERISTICS 3 I escaped from an evil shaman and have sworn never
again to bend the knee in reverence to any deity.
As an apprentice, you were shaped by the shaman you
served under. Those who trained with a gentle, wise 4 My shaman uttered a prophecy over me, and I am
shaman are likely to follow in their footsteps, while the bound and determined to fulfill it at all costs.
former servants of the cruel and tyrannical shy away from 5 I befriended a minor god and seek to advance their
anger and harm. Most apprentices are assumed to be meek glory by any means possible.
and mild-mannered, but there is much that brews just
6 I am wanted dead by a certain cult for crimes that I have
under the surface for those who have long been kept quiet. not yet committed.
d8 Personality Trait
d6 Flaw
1 I’m always humming a ritual chant under my breath.
1 I defer too quickly to others, even when I disagree.
2 I know a ceremony or blessing for every situation.
2 I trained with the best and know the most, and
3 I don’t speak until spoken to.
everyone can benefit from my insight on every topic.
4 I don’t scare easily in the presence of the supernatural.
3 I keep a mental list of everyone who has ever wronged
I’ve seen too much to be alarmed.
me. Someday, each and every one of them will pay.
5 Arcane magic both fascinates and disgusts me.
4 I’m far too trusting of everyone.
6 The only place I feel safe is in a divine hallow. It’s
5 I complain when I’m tired, hungry, bored, lonely,
mortals that confuse and frighten me.
confused, irritated, thirsty, sweaty, cold…
7 My training has left me jaded. I revere nothing.
6 It’s difficult not to judge others when I’m obviously
8 I feel guilty and stressed when I go for long without better than they are.
revering a god.

Chapter 6 | Backgrounds 77
Bear Clan
You are one of the strong, the bold, the unstoppable Bear
Clan, glad worshipers of Unkillable Urhosh the Bear God.
Your people wrestle with bears and half-giants, feast on
honeycomb and fresh-caught fish, and know what it is
to laugh and boast all night at a banquet table set at the Some call the Bear Clan the “little giants.” They live
mouth of the very cave of a god. at the feet of the Stone Empire, and there is hardly
The Bear Clan teaches its people to live life to the anything but height separating the raiders of that
fullest, believing the value of life is in joy and courage.
As a member of one of the three Brother Clans, you
land from the hunting parties of the Bear people. 
command respect in the Great Valley and are used to
having more than enough of everything, in the bounty
of Urhosh. How has being accustomed to honor and
plenty shaped you?

Skill Proficiencies: Athletics, Animal Handling


Tool Proficiencies: Cook’s utensils, butcher’s tools
Equipment: A club, a set of common clothes, a bone
trophy from a bear-wrestling competition, and a belt d6 Ideal
pouch containing honeycomb, spices, and patches of pelt 1 Joy. Happiness is the light that pushes back the
worth up to 15 ps in the Great Valley. darkness. (Good)
2 Plenty. Abundance is the greatest sign of blessing and
FEATURE: MASTER OF THE FEAST success one could hope for. (Any)
You know how to bring people together around a table. 3 Strength. I respect strength, and bow the knee to the
With sufficient supplies and time, you can prepare an one who is stronger than me. (Lawful)
impressive meal. Where food is plentiful, you know how to
4 Laughter. It’s worth breaking the rules to spread joy.
be an entertaining host, and can earn the favor of strangers (Chaotic)
with jokes, boasting, and good cheer around the table over
the course of a meal. 5 Life. All life should be celebrated and protected.
(Good)
6 Oppression. The strong have been chosen by fate to
SUGGESTED CHARACTERISTICS subject the weak to their will. (Evil)
The Bear Clan is seen as a bunch of boastful, gluttonous
brawlers—and the best of allies to have by your side in a
d6 Bond
fight. Known for their gregarious spirits, love of laughter
and feasts, and irrepressible nature, the Bear Clan is the 1 I once earned the title of champion wrestler and will
heart of the Great Valley. Not everyone from the Bear Clan defend it at every opportunity.
is equally bold and boisterous, but an undercurrent of 2 I seek the secret of true immortality and invulnerability.
confidence is a hallmark of the children of the Unkillable.
3 I made an ill-considered joke at the expense of a
d8 Personality Trait powerful hunter and they want me dead to this day.

1 I love a good boast, and practice my own boasting at 4 I’m fascinated with giant culture, and secretly admire
every opportunity. the empires.

2 I go with my gut, preferring not to overthink things. 5 I have sworn an oath that I will do all in my power to
feed the hungry and bring joy to the wretched.
3 I always assume everyone around me is looking to me
for leadership. 6 A captive of our clan told me a terrible secret, which
started me on the path I now pursue.
4 Food is the language by which I communicate love.
5 I always say exactly what’s on my mind. d6 Flaw
6 I’m friendly with everyone but close to nobody. 1 I tend to act like I’m invincible.
7 If a riddle or puzzle can’t be solved in ten seconds, it’s a 2 Self-control? What’s that?
waste of everyone’s time and should be smashed.
3 I can be a bully, often without even realizing it.
8 I’m always the last to go to bed, preferring to talk by the
fire until everyone else turns in. 4 I can’t say no to a challenge or dare.
5 Any sign of weakness earns my scorn.
6 I attack first and ask questions later... or never.

78 Chapter 6 | Backgrounds
Captive d6 Ideal
1 Freedom. Everyone should be free to do as they see fit
Against your will, you have spent time in the service of
at all times. (Chaotic)
others, such as the Giant Empires, raiders, or a hostile clan.
Whether by force or trickery, you were captured in the past, 2 Revenge. I’ll make those who hurt me suffer double
and have dwelt among your enemies, doing menial labor for everything they did to me. (Evil)
while suffering want, hunger, and danger. Who were your 3 Restoration. Those who suffer should be made
captors and how were you captured? How long were you whole and reunited with those they love. (Good)
in their service? Were you passed from captor to captor, or 4 Protection. Evil should be toppled so that nobody has
have you been subject to one individual your entire length to go through what I went through. (Good)
of service? What do you remember from your life before
5 Justice. Evil should be punished and good rewarded in
servitude? What were your hopes and dreams before your exact measure. (Lawful)
capture, and how do those differ from your desires now?
6 Security. Being safe from those who would do you
Skill Proficiencies: Stealth, Perception harm is the most important thing. (Any)
Tool Proficiencies: Mender’s tools
Languages: One of your choice d6 Bond
Equipment: Mender’s tools, a set of tattered clothes, a
1 I was abducted from my family and am seeking them.
handheld keepsake of your original home, and ragged
cast-offs stolen from your captors worth up to 5 ps in the 2 I will not stop until I kill my captor.
Great Valley. 3 I got out, but I left someone behind. I have to go back
and bring them out to freedom too.
FEATURE: OVERHEARD SECRET 4 There’s something that kept me alive in captivity,
Through your time in forced service, you overheard valu- something I promised myself I’d do. I have yet to do it.
able secret knowledge that may be of great use to you or 5 I still have nightmares about my captivity, and
to others. This could be unknown lore, the location of an sometimes can’t remember that I’m free upon waking.
object of great value or power, dangerous plans, a weakness
6 I’ll take any and every opportunity to cause harm to
that can be exploited, or some other secret. Work with your those who remind me of my captors.
DM to determine exactly what you overheard.

d6 Flaw
SUGGESTED CHARACTERISTICS 1 I secretly resent those who have had an easier life.
Being captured and held against your will can happen
to anyone, and can have myriad effects on personality, 2 There’s some part of me that misses my captive life,
outlook, and character. Former captives have been through and I hate myself for that.
true suffering and terror, and may be meek or aggres- 3 I can be cruel and insensitive, thanks to my years of
sive, composed or wild. Some have sworn powerful oaths living so close to suffering.
during their times of captivity that they must see through, 4 Now that I’m free, I refuse to accept any boundaries,
others wish nothing more than to simply live as they see fit even when they’re for my own good.
in the moment.
5 I don’t know how to ask for help.
d8 Personality Trait 6 My anger flares hot and fierce at the smallest insult.
1 I am jumpy and skittish after years of being in danger.
2 I’ve seen it all and can’t be frightened by anything.
3 When I fight, I recklessly unleash all the pent-up fury
and rage from my time of captivity.
4 Dignity is what got me through my captivity, and I
remain composed no matter what.

n
,
5 I watch others closely, reading the subtlest moods and
mirroring them.

o
6 I stay out of everyone’s way, preferring to hang just out

o
of sight.

tl
7 I make do with what I have and never ask anyone for
anything.
8 There’s nothing I love more than stories of travel and
adventure, having lived on them when I was captured.
h
d d mm
Caretaker d6 Ideal
1 Truth. Honesty is the best policy, even when it hurts.
You love and understand children, and they love and listen
(Lawful)
to you. Your natural way with the young led you to a place
of honor as primary guardian over one or more children, 2 Joy. There is so much good in the world if we’ll just
whether they were your blood kin or not. The young life open our eyes to see it. (Good)
or lives in your care meant everything to you, but now 3 Creativity. Self-expression is how we conquer the
something has changed that is summoning you outwards darkness. (Chaotic)
into adventure. 4 Order. There is a place for everything, and everything
Discuss your family with your DM, and decide whether should be in its place. (Lawful)
the children in your care were your offspring, adopted by
5 Peace. Nothing is more important than serenity and
you, or put under your care by another such as an elder or balance. (Neutral)
shaman. What is the condition of those who were in your
care? Are they thriving and old enough to take care of 6 Growth. Experiences good and bad all shape us and
make us stronger. (Any)
themselves? Did they meet an untimely end, and if so, how
did that affect you? Or did they vanish, leaving you bound
and determined to cross the world to bring them home d6 Bond
safely? 1 No matter how old you are, if I once cared for you, you’ll
always be my child.
Skill Proficiencies: Medicine, Insight
Tool Proficiencies: Cook’s utensils, gaming set, mender’s tools 2 A child I raised grew up to be evil. I live to undo the harm
Equipment: Cook’s utensils, a child’s toy, a soft blanket, a they caused.
set of common clothes, and a caretaker’s satchel contain- 3 My charge was not my own child, but their family has
ing thread, a bone needle, soothing balm, clean leaves, a become my family.
ration of nuts and dried berries, and materials worth up
4 Living as a caretaker has made me realize the life debt
to 10 ps in the Great Valley. that I owe to the person who raised me.
5 I will stop at nothing to destroy that which threatened
FEATURE: GOOD WITH CHILDREN my child.
Young children instinctively like and trust you. They are 6 I fight for all children everywhere.
eager to involve you in their games and tell you secrets,
show you things they are proud of, and take actions to
d6 Flaw
please you and win your approval. You are able to calm
and soothe an upset child quickly, and have an instinctive 1 I am sensitive to the needs of others, so much so that I
sense of whether young children are being well cared for often forget to take care of myself.
or mistreated. 2 I pretend like everything is fine even when it isn’t.
3 Past disrespect has made me defensive about my skills
SUGGESTED CHARACTERISTICS and knowledge.
Caretakers are typically canny, observant, and resource- 4 Everything is my business, and I don’t mind telling you
ful people who have spent a lot of time in a secret world what I think whether you want to hear it or not.
with those in their charge, unknown to other adults. This
5 I feel like I have to prove myself to other adults.
special bond affects the way they look at life, giving them
an unusual and valuable perspective. 6 I oversimplify problems, looking for quick solutions
even when there are none.
d8 Personality Trait
1 I’m incredibly proud of my companions, and never miss
a chance to tell them so.
2 There’s nothing you need that isn’t in my satchel.
3 Guilt is a weapon that I’m proficient with.
4 I can’t stand it when those I love are in conflict, and will To spend your life in service of the smallest,
do anything to keep the peace. the least, the weakest. Could there be anything
5 I am capable and confident in every situation. more profound, more magnificent? 
6 Everything reminds me of the children I’ve cared for.
7 There’s no bad situation that can’t be made better with
snacks.
8 I’m a good listener, and people like to tell me their
problems.

80 Chapter 6 | Backgrounds
VARIANT: CARETAKER OF THE INFIRM SUGGESTED CHARACTERISTICS
Instead of children, you were the guardian of the elderly Those who have spent much time in the tents of the
and infirm, those who could no longer hunt or contribute powerful understand the ways in which power flows. Each
to the council of elders. You spent days in the cool of the chieftain’s family is different, but they are often seen as
tents or huts of your people, listening to stories and helping privileged, used to comfort and deference, and skilled in a
alleviate discomfort both physical and mental. certain degree of scheming and politics.
Discuss who was under your care with your DM, and
decide who their living relatives are, and what their d8 Personality Trait
relationship with your charge was. Were they kind and 1 I constantly drop names about the important people
concerned, or distant and disdainful? Do they trust you or I’ve spent time with.
hold you in suspicion? Did your charge let slip any import- 2 I give great care and attention to my appearance,
ant family secrets? dressing as well as possible in every situation.
Rather than proficiency with a gaming set, you might
3 As someone with experience in important decisions, I
have proficiency with a musical instrument of your choice. dole out lots of advice, whether I’m asked for it or not.
Your skill with children becomes similar skill with the
elderly. And instead of a children’s toy, you can start with 4 I have a few creature comforts that I cannot do without.
a bundle of beaded and painted sticks, which you can use 5 I’m endlessly fascinated by the romantic lives of the
to reenact the many stories handed down to you by your common folk.
former ward. 6 I’m deaf to insults, interpreting them as veiled
compliments.
7 I have endless stories about the scandalous lives of the
Chieftain’s Kin chieftains and shamans I have known.
You are the close blood of a clan’s chieftain, and expect 8 I don’t like to actually be the person in charge—just to
honor and respect from those around you. You understand have influence over them.
power and authority, and are used to being consulted for
negotiations and important decisions. You may be next d6 Ideal
in line for leadership of the clan when this chieftain dies.
1 Authority. There is a hierarchy, and status organizes
Work with your DM to determine the nature of the clan
life as it should be lived. (Lawful)
and your relationship to the chieftain.
How has being raised in proximity to power shaped you? 2 Family. Blood is everything. (Any)
Do you consider yourself better than others, or see your 3 Responsibility. Those who possess power have a
authority as a responsibility and obligation? If you are to calling to care for those without it. (Good)
rule the clan, do you embrace that role or chafe under it?
4 Individuality. A person should be free to live as they
Skill Proficiencies: History, Persuasion choose no matter who they are. (Chaotic)
Tool Proficiencies: Ceremonial supplies, butcher’s tools 5 Respect. Those with titles or power should be shown
Equipment: A symbol of authority (such as a headdress, proper honor and deference. (Lawful)
staff, or pendant), a set of fine clothes, an intricately 6 Selfishness. I do what I want and get what I want,
carved piece of jade-and-ivory given to you by the chief- without regard for others. (Evil)
tain, and a belt pouch containing rare spices, crystals,
and finely-worked arrowheads worth up to 25 ps in the
d6 Bond
Great Valley.
1 My family member, the chieftain, is my first and highest
loyalty. I will do as they desire.
FEATURE: CLAN DEFERENCE
2 I have seen abuses of power in the tents of the mighty,
You carry an air of authority that’s obvious for all to see.
and seek to root out tyranny wherever I encounter it.
Low-status clan members seek to earn your favor and defer
to you on decisions, and high-status clan members recog- 3 If the chieftain dies, I will inherit control of the clan. I’m
nize you as worthy of their attention. People assume you not sure that I want it.
have the right to be wherever you are, and you can gain the 4 The shaman cursed me as part of a power struggle with
right to approach the chieftain of a local clan. the chieftain. I travel to break the curse.
5 My family decided I’m too sheltered to lead the clan, so
I’m traveling to prove that I can survive anything.
6 I ran away from the clan and want nothing to do with it.
They’re still seeking to drag me back.

Chapter 6 | Backgrounds 81
d6 Flaw d8 Personality Trait
1 I was raised among the powerful and consider 1 I’m always working away at some small part of a larger
everyone else beneath me. construction.
2 I automatically believe that everyone wants to please 2 I gather inspiration wherever I go, studying the details
and protect me. of nature to better devise new work.
3 I steal things because I assume everything already 3 I have never given up on anything I’ve set my mind to.
belongs to me.
4 I keep a sharp eye out for the things my friends might
4 I despise the powerful, and don’t trust anyone in a need, and work quietly to make or obtain them.
position of authority.
5 I can’t help trying to improve everything I come across,
5 I intentionally manipulate others to get what I want, just a little bit.
and don’t feel the slightest remorse about it.
6 I keep a mental list of the strengths and flaws of others,
6 I say whatever it takes to get others to like me. as if they were crafted objects to be evaluated.
7 I love exploiting a weakness for advantage.
8 I never shy away from an opportunity to prove how
Crafter clever I am.
You are blessed with skilled hands and a sharp mind, and
have a knack for creating items of great use or beauty out of d6 Ideal
common materials. Most crafters hone these abilities over 1 Skill. Craft is to be respected for its own sake, and
years of dedicated practice, forsaking the glory of the hunt developing it is the greatest good. (Any)
to spend their days toiling over the tiny details of knapped
2 Beauty. It is right to make things that are lovely and
stone and bound leather.
uplifting. (Good)
Consider which tools and materials you know best. What
attracted you to working with these materials? How long 3 Reason. Everything can be thought through if rightly
considered and properly ordered. (Lawful)
have you been dedicated to the work of a crafter? Did
you have a mentor in your crafting, or have you simply 4 Ego. Everyone can, should, and will bow before my
followed your own natural talents and curiosity? genius. (Evil)

Skill Proficiencies: Sleight of Hand, Investigation 5 Reputation. Your name is all you really have. Best
make it mean something. (Any)
Tool Proficiencies: Choose two of these types of crafter’s tools:
stonecrafter, bonecrafter, woodcrafter, or leatherworker. 6 Discovery. Any mess made in the process of learning
Equipment: A set of crafter’s tools, a set of common clothes, something new is worth it. (Chaotic)
a specialized tool you invented that makes your craft
easier, and a belt pouch containing leather straps, obsid- d6 Bond
ian flakes, oils, adhesives, and other supplies worth up to 1 I am always pursuing the creation of my masterpiece.
20 ps in the Great Valley.
2 Everything I do is to show up a rival crafter.
3 I am carrying on a family tradition, and each generation
FEATURE: CRAFTWORK of my family becomes more skilled in our craft.
Your skills are useful no matter where you go, and you can
always find enough work among other mortals to earn 4 I dreamed of a strange object that I am trying to
you a night’s rest and sufficient food and drink for the day. recreate, not knowing what it does.
This work may involve repairs, advising, skilled labor, or 5 I seek to learn from other crafters as I travel, gleaning
enhancing existing structures or crafted items. In addi- what knowledge I can wherever I go.
tion, your work may be recognized by other practitioners 6 A weapon I created was used to murder someone I
of your chosen craft, and you are generally respected by loved deeply. I now make things as an act of penance.
common folk.
d6 Flaw
SUGGESTED CHARACTERISTICS 1 I consider myself the world’s greatest living expert on
Focused, precise, and a bit obsessive, crafters are known everything.
for their tireless efforts to build, combine, and construct
2 Sometimes I lose myself in certain obsessions.
materials that enhance their odds of survivals and raise the
standard of living for their clans. Crafters go far beyond 3 I am hesitant to act until I’ve logically evaluated every
possibility.
shaping knives and tanning hides. They construct elabo-
rate dwellings, clever traps, and specialized tools, and are 4 I secretly hoard valuable materials in case I need them.
generally thought to have a certain degree of ego about 5 I think of others as tools, and only value them
their skills. according to the use I have for them.
6 I don’t bother explaining my actions to others—it’s
easier just to do things myself.
82 Chapter 6 | Backgrounds
Edgegatherer d8 Personality Trait
1 I lean into an intoxicated act. It throws my enemies off.
Those who hail from Edgegather have lived in the City
on the Edge (p. 169), a settlement built on a cliff over a 2 I always have a trick, a joke, and a con at the ready.
deadly jungle, with Blood Mountain looming high above. 3 I am the life of the party. And if there isn’t a party, I’ll
In Edgegather, the music never ceases, there’s always a start one.
party or festival or celebration, and the venomwine flows 4 I hang back while others celebrate. I’ve seen too many
freely. But for every pot raised in cheer, there’s a scavenger festivities go wrong to let down my guard.
waiting to cut a drunkard’s throat, a storyteller looking for
5 I treat everything as a joke, including death.
fools to swindle, or a monster-hunter looking for a fight.
In Edgegather, the tricks you play to stay ahead are the 6 I steal things absentmindedly.
ones that keep you alive. Edgegatherers have a reputation 7 There’s nothing I like more than watching others get
for being liars, entertainers, gamblers, and revelers. How into trouble.
did you spend your time in the Drunken City? Did you
8 Life is too short and pointless to be anything less than
enter fully into the festival atmosphere, or merely pick up heroically gutsy.
a few tricks while busy about more sober matters? Are you
proud of your rakish reputation as an Edgegatherer, or do
d6 Ideal
you try to avoid discussing your background?
1 Trickery. If I can fool you, you deserved it. (Chaotic)
Skill Proficiencies: Sleight of Hand, Deception
Tool Proficiencies: One type of gaming set 2 Cunning. Survival belongs to those smart enough to
Languages: One of your choice stay one step ahead. (Any)
Equipment: A scouting hoop, a set of common clothes, a 3 Pleasure. There is no higher good than the hunt for
woven bag with a concealed pocket at the bottom, and happiness, ease, and wellbeing. (Neutral)
a belt pouch containing wooden jewelry, dried jungle 4 Courage. The best of us stare down danger with
berries, and carved bone figurines worth up to 15 ps in unblinking eyes. (Good)
the Great Valley.
5 Greed. There’s nothing I want that shouldn’t belong to
me. (Evil)
FEATURE: SETTLEMENT SAVVY 6 Civilization. As one rises, we all rise. (Lawful)
You know your way around large settlements and crowds
of people. You can make your way through crowded areas
d6 Bond
easily, and know how to find places in cities where people
gather to drink, rest, or rule. You can quickly make an 1 I owe a debt to a collector back in Edgegather, and can’t
show my face there again without payment.
acquaintance in a new city or large settlement who will
give you a broad idea of the layout and politics of the place. 2 I’m something of a local celebrity for catching a child
Additionally, you can gather and entertain a small crowd who toppled over the cliff edge.
on the street with sleight of hand and party tricks for up to 3 I’m working to complete a series of drunken pledges I
five minutes. made while reveling in the streets of the city.
4 My origins in the Drunken City are an embarrassment,
SUGGESTED CHARACTERISTICS and I prefer that nobody knows I’m from there.
Anyone from Edgegather is assumed to be a drunkard, a 5 I am betrothed to one or two people back in the city,
swindler, a show-off, and an entertaining companion with and it’s best for everyone if they never find me again.
more good stories than just about anyone. In a city given to 6 I went on several ventures into the Venom Abyss, and
revelry, most survive by adopting a festive mood—even if it still feel the call of the jungle to this day.
masks darker secrets below the surface.

d6 Flaw
1 I lie by force of habit, even when there’s nothing to be
gained by it.
2 I assume everyone is always running a con.

They say never go to Edgegather unless you’re 3 There’s no problem that a strong drink can’t solve.
willing to lose your goods, your dignity, or your 4 I’m addicted to games of chance.
life. It’s the lucky who only lose one.
 5 Values are for those who can afford them. I’ll do
anything for a big enough reward.
6 I enjoy making fools of others… even those I care about.

Chapter 6 | Backgrounds 83
Free Citizen d8 Personality Trait
1 I know little of the world outside the citadel’s walls and
Everyone knows the story of Free Citadel (p. 199)—how
am surprised by common occurrences.
a secret conspiracy of enslaved captives in a mountain
stronghold of the Stone Empire rose up in unison and slew 2 I always have an encouraging word for the oppressed.
their giant captors, overthrowing them in a single day and 3 I’m something of a show-off.
taking over their high-walled city. Since that day, the Stone 4 I am unused to gods and shamans, and often give
Empire has sought to retake the city innumerable times, offense where none is meant.
but its strong defenses and the proud spirit of those who
5 I consider myself an expert on giant lore.
live within it keep it free and in the hands of mortals.
As a citizen of Free Citadel, you have walked proud and 6 I mention my origin every chance I get.
tall in stone halls and plazas carved by giants. You may 7 I find sleeping outside stone walls unnerving.
have gone on vault-cracking ventures to seek the undiscov-
8 I consider everywhere but Free Citadel to be
ered treasures buried below the city, or helped erect the
backwards and uncouth.
tent districts that fill grand chambers and plazas. How has
spending time in the liberated city shaped your view of the
world of mortals and giants? d6 Ideal
1 Freedom. Tyranny should be toppled, and the
Skill Proficiencies: Arcana, Insight
oppressed liberated. (Good)
Tool Proficiencies: Thieves’ tools
Languages: One of your choice 2 Discovery. Secrets are made to be discovered, and
Equipment: A staff or lever, a set of common clothes, a doors to be opened. (Any)
giant’s ring worn as an armband, and a belt pouch 3 Hope. Even in darkness, hope holds on. (Good)
containing woven cloth, salt, and chipped gemstones 4 Destruction. Shattering what others build is the final
worth up to 15 ps in the Great Valley. act of power. (Evil)
5 Loyalty. There is no closer bond than faithfulness to
FEATURE: INSPIRING REPUTATION those you have sworn to serve. (Lawful)
Mortals everywhere have heard the tale of Free Citadel and 6 Life. As grass grows through the slabs of a ruin, so life
its overthrow of the giant lords who ruled it. The first time everywhere pushes through oppression. (Chaotic)
a group of mortals hears you come from the Citadel, they
are likely to be friendly towards you and provide you with
d6 Bond
food, drink, and other easily-obtained provisions, if they
have some to spare, in exchange for your account of the 1 I idolize the Usurper Queen, and would do anything to
gain her favor.
city and its liberation. Additionally, you can give a rousing
speech about defeating impossible odds and stir a crowd to 2 I am afflicted by a cursed giant artifact and am seeking
heroics, recruiting a handful of common mortals to fight to break the spell.
alongside you—though they may flee quickly once real 3 There is a vault in the Citadel which holds a great secret.
combat starts. I journey to find the magic word to open it.
4 I travel to spread the word of overthrow and incite
SUGGESTED CHARACTERISTICS rebellion against the giants wherever I can.
Those who dwell within the towering walls of the moun- 5 I dabbled in giant magic too great and dark for me and
tain citadel are considered leaders and heroes to the people was exiled from the Citadel forever on pain of death.
of the Great Valley—living proof that the giant empires 6 I believe the Citadel can be the start of a new mortal
need not oppress mortals forever. The archetypal Free empire and am recruiting warriors to join it.
Citizen is bold and upright, committed to freedom and
loyalty, with a little giantish wealth and knowledge to
d6 Flaw
throw around and a bit of a tendency to show off.
1 Some say I’m overconfident, but if my people can slay
giants, there’s nothing I can’t do.
2 I poke my nose where it doesn’t belong.
3 I take charge and tell others what they can and can’t do.
If a single flower of hope blooms anywhere in 4 I like to start fights just to prove my courage.
Planegea, it is Free Citadel. Yet the roots of that
5 I tend to hoard goods and information.
flower go deep into the mountain, and there are
secrets buried there to curdle the blood.  6 I am used to refined living in the Citadel, and hate filth or
dirt of any kind.

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

Skill Proficiencies: Nature, Survival


Tool Proficiencies: Gatherer’s supplies, mapmaker’s tools d6 Bond
Equipment: A set of gatherer’s supplies, a set of common 1 I cannot leave an area unexplored.
clothes, a strangely-shaped object 3 inches long that you 2 I once stumbled across a hag’s hut in the wilderness.
found while gathering and have yet to identify, and a belt What happened inside changed me forever.
pouch containing lichens, barks, berries, rare stones, and
3 I found a lost artifact in the wilderness and seek to
mushrooms worth up to 10 ps in the Great Valley.
restore it to its proper place.
4 On a gathering walk, I stumbled through Nod and lost
FEATURE: SHARP-EYED FORAGER my clan. I’m still searching for them.
When foraging for food in the wilderness, you gather
5 While I was out gathering, my clan was slain by raiders. I
double the normal amount, thanks to your knowledge seek to avenge them.
of nature’s bounty. In addition, you excel at picking out
small details in a crowded environment, such as a forest or 6 I see all of life as a kind of gathering walk, and my goal is
to be the greatest gatherer who ever collected.
marketplace, as long as you know what you’re looking for.
If you are familiar with an object or have had it described
in detail, you can notice its presence if you see it. d6 Flaw
1 The line between innocent gathering and theft doesn’t
exist for me.
SUGGESTED CHARACTERISTICS
Gatherers play a vital, but little-respected role in clan 2 I’m far too curious for my own good.
life. They generally occupy a low-status position, and are 3 I have a tendency to wander off if I get bored.
thought of as the common folk, less heroic than hunters
4 I trust only my own judgment, even on topics about
and less mystical than shamans. This everyday role shapes
which I know very little.
many gatherers into quiet observers, who have their own
ways of moving through the world, and are used to soli- 5 My first instinct in combat is to run and hide.
tude, peace and quiet, and following their instincts to 6 I make sure new foods are safe by slipping them to
discover that which interests them. others without their knowledge.

d8 Personality Trait
1 I am a collector, always tossing interesting objects into
my bag.
2 I’m constantly on the lookout for things I know my
companions like.
3 I rarely stay in the same place for long.
4 I can identify every bird and insect by its song.
5 I’m unused to people being interested in me or my
story, and assume I’m a nobody.
6 I take long walks before my companions wake up.
7 I keep meticulous order in my things, making sure that I
know exactly what and where everything is.
8 I collect stories as well as food, and always ask for more
details whenever I hear a tale.

Chapter 6 | Backgrounds 85
Hunter d8 Personality Trait
1 I look after others, knowing a hunting party is only as
You have stalked quarry across the wide wilderness, fought
strong as its weakest member.
hand-to-hand to bring down beasts, faced fang and horn
for the good of your people. You were known as a hunter, 2 I’m always on the watch for signs of quarry nearby.
one of the strong and brave ones on whom others depend 3 As long as I’m interested in something, my patience and
for their survival and protection. Your natural abilities, endurance is endless.
honed by years of practice and experience, are sharpened 4 My respect is hard to earn, but I make a fierce ally.
for one purpose—bringing down prey. Did you tend to
5 I run ahead and expect others to keep up.
hunt beasts for food or monsters to protect your people?
Did you have a favorite prey? How did the violence of the 6 I let others do the thinking, planning, and worrying—
hunt affect you? Do you crave excitement and danger? Do I’m simply a living weapon.
you channel thirst for violence into the hunt, or do you see 7 I enjoy the hunt only as a means to an end, such as a
it as a noble calling, something you do with respect, for the good meal or the praise of others.
good of the people who depend on you? 8 Whenever I have a spare moment I check and maintain
Skill Proficiencies: Athletics, Survival my weapons and tools.
Tool Proficiencies: Butcher’s tools, gaming set
Equipment: A set of butcher’s tools, a set of common d6 Ideal
clothes, a trophy from a hunt you’ll never forget, and 1 Honor. I respect traditions and carry out my life
a belt pouch containing pelts, ivory, antlers, and claws according to a certain code. (Lawful)
worth up to 10 ps in the Great Valley.
2 Excitement. I love the thrill of the hunt, where
anything can happen. (Chaotic)
FEATURE: HUNTING TALES 3 Violence. The hunt satisfies my craving for pain and
You have thrilling stories of your times on the hunting trail bloodshed. (Evil)
and can entertain a gathered crowd by recounting your
4 Unity. I am one with those who hunt with me. (Lawful)
adventures in the wilderness. You are at ease with other
hunters, and can find common ground swapping tales 5 Courage. I defy fear to do what must be done. (Good)
of the hunt. Using these contacts, you can learn general 6 Praise. I live for the admiration of others. (Neutral)
information about an area—common prey and predators,
notable geographical features or environmental hazards,
d6 Bond
and a general sense of weather patterns and animal move-
ments. 1 My companion was slain by a terrible monster. I still
hunt it to this day.
2 I will embark on any hunt that promises glory and a
SUGGESTED CHARACTERISTICS good fight.
While loitering around the encampment, hunters are
generally seen as lazy braggarts and gamblers. But once 3 I feel a strong pull towards violence, and must hunt or
else commit much more terrible acts.
the call goes out for nearby quarry, they spring into action
with focus and ferocity. Hunters are a culture of their own, 4 All I really want is a child to whom I can pass on the
jockeying for position and status on the hunt, seeking tradition of the hunt.
the killing blow, eager to win glory and provide for their 5 I live to hunt down a fantastic creature that the elders
people. of my clan insist is only a legend.
6 It is my duty to hunt to provide for those I care about.

d6 Flaw
I once pursued a fiendish visitant through dreams
1 I expect others to serve me and defer to me.
and nightmares for seven months until I cornered
2 My solution to every problem is violence.
it underneath the six cascades of Seerfall. As it
backed into the glowing circle of its summoned 3 I don’t care about doing the right thing unless there’s
evil, I realized that I was the one who had been someone there to admire it.
hunted. (But try telling that story to a band of 4 I live by an excessively strict code and refuse to deviate
hunters who just want to compare scars.)  5
on even the smallest thing.
I judge others quickly based on their appearance and
accomplishments.
6 I assume everyone admires me and wants to hear
endless stories of my hunting prowess.

86 Chapter 6 | Backgrounds
Keeper of Beasts d8 Personality Trait
1 My first impression of people is typically their smell.
As long as you can remember, you have had a way with
animals. They trust and understand you, and you find 2 I understand other mortals by comparing their actions
them comforting and noble. You’ve used this skill to to the behavior of beasts.
survive by traveling among herds, tending to the needs of 3 If I don’t respect someone, I simply ignore them.
a dire beast, or helping your people tame and train animals 4 There’s always an animal within arm’s reach of me.
to live alongside them. You know how to stare down angry
beasts, how to butcher a fallen creature so its death is 5 I always talk to beasts before I talk to people.
not a waste, and the things animals need to feel safe and 6 I’m gruff and aloof with those who are ignorant or
secure. What kind of animals did you tend? Did you have a afraid of animals.
special connection to one beast in particular? How did you 7 I always save a bit of my food to train a beast later, even
come to discover your connection with animals? Were you when there’s not enough to go around.
respected among your people for your abilities with beasts,
8 I have a boundless affection for all living things,
or seen as odd? whether I should or not.
Skill Proficiencies: Animal Handling, Intimidation
Tool Proficiencies: Butcher’s tools, vehicles (land) d6 Ideal
Equipment: A set of butcher’s tools, a set of common
1 Nature. The natural order is better than the laws of
clothes, a keepsake from the beasts you tend (such as a mortals. (Neutral)
bundle of feathers, a broken tusk or horn, or a satchel
of scales or quills), and a belt pouch containing food for 2 Respect. I treat beasts with respect, and they repay
me in kind. (Good)
beasts, wool, a chewed toy, and salt crystals worth up to
10 ps in the Great Valley. 3 Dominance. I like beasts because my will is stronger
than theirs. (Evil)
4 Service. We all serve others—as the beasts serve us,
FEATURE: GOOD WITH ANIMALS
so we serve the gods. (Lawful)
If you approach a beast of a type with which you are
familiar in a non-aggressive fashion, its instinct is to trust 5 Adaptation. Beasts change to stay alive, and so do I.
you, even if it doesn’t trust others of your kind. The beast (Chaotic)
may or may not listen to that instinct, depending on its 6 Balance. Birth and death, summer and winter… it’s all a
experience and other forces at work. Beasts that know you cycle that must be kept in balance. (Neutral)
like you and seek to please and obey you to the best of their
ability, but will not fight for you unless you have formed a d6 Bond
special bond with them.
1 I’m bonded to a loyal beast that I raised from birth.
2 Cruelty to animals is an offense punishable by death.
SUGGESTED CHARACTERISTICS
It takes a certain kind of soul to spend their days in the 3 I’m caring for a large egg, but I don’t know what will
hatch from it.
company of wild beasts—for even the best-bred creatures
in Planegea are only a generation or two from feral. Most 4 I care for beasts because I was raised by beasts.
keepers of beasts are empathetic, observant, and at least a 5 I grew up in the Dire Grazelands and have spent more
little off-putting to other mortals in their manner of talk. time on beastback than on the ground.
6 A beast I cared for from youth went berserk and
trampled my family. I seek to find it and cure it—or kill it.

d6 Flaw
1 I oversimplify everything to the most basic terms.
2 I treat people like animals, using short commands and
condescending tones.
3 I’m as awkward with people as I am good with beasts.
4 I feed and nurture my grudges just like my animals.
5 I treat even the most dangerous monsters as intriguing
potential pets.
6 I reek of beasts, but am completely oblivious to it.

Chapter 6 | Backgrounds 87
Lion Clan d8 Personality Trait
1 I never complain. Never.
You belong to the far-seeing Lion Clan, and revere the
infinite gaze of Glelh the Unblinking. You were taught to 2 My way of processing fear is by sculpting it. I have a
be stoic, to never show discomfort, and to remove yourself collection of truly terrifying carved figurines.
from the physical world in order to better perceive reality. 3 I refuse to take shelter or wear any but the lightest
Your people emphasize taking the long view, enduring all clothing, even in extreme weather.
things with a peaceful heart as you study the world and 4 There’s nothing I like better than going past my comfort
reflect its truth and beauty in art. The slopes of the Lion zone—and pulling my companions along with me.
Clan’s summer territory are covered in paint, sculptures,
5 I tend to speak in metaphors.
bright powders, and creations of all kinds to beautify the
open air. 6 No matter how bad things are, I always expect them to
How did spending time in the Lion Clan shape you? Do get worse.
you regard suffering as trivial? Do you see everything 7 I scare and prank my companions to toughen them up.
through the lens of perspective, with an artist’s eye? Or 8 I focus on an object for hours without losing interest.
did you struggle to find your way with the clan, prefer-
ring to be present and engage with the world, rather than
d6 Ideal
passively observing?
1 Endurance. Hardship must be confronted
Skill Proficiencies: Perception, Performance unflinchingly, even in the face of great danger. (Neutral)
Tool Proficiencies: Artist’s supplies, weaver’s tools
Equipment: A set of artist’s supplies, a set of colorful 2 Beauty. The best response to joy or pain is to create
beautiful things. (Good)
common clothes, a collection of dyes and brightly colored
powders, and a belt pouch containing carved trinkets and 3 Honesty. Everything we do is seen by a higher being,
a saurian totem worth up to 15 ps in the Great Valley. so hiding anything is for fools. (Lawful)
4 Perspective. Everything looks different when you
take the long view. (Any)
FEATURE: ARTIST’S EYE
You know how to appreciate and understand artwork, 5 Cruelty. Weakness is a sin, and pain is the just and fair
having spent time surrounded by artists of all kinds in punishment for weakness. (Evil)
your clan. You grasp the subtleties of aesthetic work, and 6 Chance. The greatest art—and adventure—comes
can discuss its details with an artisan, even if you’re not from accident and discovery. (Chaos)
skilled in the production of the work. Artists and artisans
see you as a person of taste and are inclined to regard you d6 Bond
as friendly and trustworthy. They are willing to lend you
1 I make art and seek out other artists wherever I go.
supplies and offer advice and information as you request.
2 The world is to be experienced, in both terror and beauty.

SUGGESTED CHARACTERISTICS 3 A family member disappeared during a solitary vigil. I’m


seeking them.
Lion Clan members are seen as aloof artists, who endure
all pain and suffering without any reaction but to create. 4 I want to prove that I can endure anything.
They are believed by most to be a little eerie—rumors 5 A saurian spirit-speaker connected me to the ghost of
say they never sleep in tents, even in the rain or wind, my wicked ancestor. I seek to atone for their wrongs.
lying on the hard ground instead. They are also said to be
6 I suffered terribly at the hands of a Lion Clan torturer. I
unfeeling, and a little cruel, having no sympathy for the seek to one day return and take my revenge.
suffering of others.

d6 Flaw
1 I put myself in harm’s way to prove that I can endure it.
2 I despise anyone who shows weakness in the face of
suffering.
If I’m being honest, I both admire and fear the
3 I hate myself for my inability to be completely stoic.
Lion Clan. Their art is breathtaking, their stoicism
inspiring. But that refusal to express suffering—I fear 4 I truly feel nothing—and sometimes I wonder if that’s a
sign that something’s wrong with me.
it breeds cruelty and contempt for feeling, which is a
trait more common to monsters than mortals.  5
6
My interest in art isn’t a passion… it’s an obsession.
I am too slow to take action, believing that if we simply
wait, everything will resolve itself in time.

88 Chapter 6 | Backgrounds
Equipment: A ceremonially broken symbol of your
Outcast old community, a set of tattered clothes, a set of gather-
Rejected, exiled, abandoned, banished—there are many er’s supplies, and a hastily fashioned bundle containing
words for one who has been shunned by those they once a cooking knife, a small keepsake such as a carving or a
counted as family. Cut off from your clan or community, necklace, ashes from the ceremonial fire, a ration of dried
you now travel the world as one with no past and no way to meat, and materials worth 5 ps in the Great Valley.
go home again, with those who once loved you now utterly
opposed to ever seeing your face again. You have been FEATURE: SHELTER-FINDER
forced to learn to watch and listen, to survive on your own. You can easily find shelter in even adverse conditions,
You had no choice. quickly creating a buffer between you and the elements.
Discuss your banishment with your DM. What clan or You know how to build shelters that are well concealed
community were you banished from? Was it your fault? from predators and other sentient beings. While inside the
Did you commit an unforgivable crime or sin? Were shelter you are shielded from typical weather conditions
you innocent, framed by someone else, or the victim of such as rain, wind, snow, etc. These shelters can easily
a misunderstanding? Or was your banishment part of a accommodate one creature of your own size, but with help
ritual, ceremony, or act of devotion to a god which required and sufficient time and materials you can expand them to
the relational sacrifice of a community member in good accommodate more or larger creatures.
standing? Did everyone agree with your banishment, or
are there those who would welcome your return?
SUGGESTED CHARACTERISTICS
Skill Proficiencies: Stealth, Survival Being cast out from everything you once knew changes a
Tool Proficiencies: Gatherer’s supplies person. Some are made bitter by the change, others desire
Languages: One of your choice nothing more than to prove their innocence, while others
simply move on. Use this table to inspire your character:

d8 Personality Trait d6 Bond


1 I often slip into reminiscences of my old life. As soon as I 1 I will one day return to my clan, having won back the
realize what I'm doing, I fall silent, embarrassed. right to be part of it.
2 I avoid talking about my past by getting others to talk 2 Someone stood by my side while I was cast out. I'll
about themselves. never forget them.
3 I don't judge others for their wrongdoing—even when 3 A rival's scheme led to my exile. I'll pay them back even
I should. if it's the last thing I do.
4 I keep moving because the thought of putting down 4 The person who took me in when I was cast out is my
new roots is too painful. true family.
5 I double check everything to avoid making mistakes. 5 I was outcast in pursuit of knowledge. I will continue
to pursue that knowledge wherever it leads me, no
6 I bond quickly with new people as a reaction to being
matter what.
alone against my will.
6 I fight for outcasts and exiles everywhere.
7 I like imperfect people. It's the ones who seem like they
have it all together I don't trust.
d6 Flaw
8 I craft gifts for the people I miss back in my old
community, and leave them by the side of the path. 1 I think of myself as one already dead, and take foolish
risks because my life ended the day I was exiled.
d6 Ideal 2 I doubt myself and hesitate at critical moments.
1 Order. Rules were made to be followed, and those 3 I mistrust authority and put my faith in those who show
who break them should be punished. (Law) marks of previous punishment.
2 Atonement. A person must repay their debts and 4 I intentionally cross lines trying to sabotage new
restore the good faith they have broken. (Any) relationships before I am rejected.
3 Freedom. Rules and laws are unjust. People should do 5 I act like everything's fine even when it's not.
as they choose. (Chaotic)
6 I bury my unhappiness in food, strong drink, and
4 Mercy. Mistakes are part of life, but grace can always violence.
be extended. (Good)
5 Survival. It doesn't matter what you do, everyone's
just trying to stay alive. (Neutral)
6 Honor. Even when one's honor is broken, it still
matters. (Good)

Chapter 6 | Backgrounds 89
Raider d6 Bond
1 I stole from the wrong person, and have been hunted
You have lived by preying upon the weak, raiding the
ever since.
settlements of mortals to take what they have hunted
or gathered. You might have served a warlord or other 2 Every night, before I sleep, I swear an oath to return to
raid-chieftain, or even led your own band of raiders. You my old pack and kill the warlord I used to serve.
understand how thin the line is between hunting beasts 3 A raid gone wrong opened my eyes to a different way of
and hunting mortals, and have smelled the acrid smoke of life. I now seek to restore life wherever I can.
burning settlements that fell to your attack. 4 I’m still loyal to my old warlord. This work is at their
command, and if they whistle, I’ll run back to them.
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: Vehicles (land), one type of gaming set 5 I was raised with the raiders, and am only now
Equipment: A shield, a set of common clothes, a war-mask, discovering that there are other ways to live.
and a belt pouch containing gems and carved ornaments 6 My old pack tossed me out. Said I was no good to them
worth up to 10 ps in the Great Valley. anymore. I’ll prove them wrong.

FEATURE: KNOWN FOR TROUBLE d6 Flaw


People you encounter are unnerved and intimidated by 1 My temper is so short you need a crafting hoop to find it.
your raider’s swagger and the dangerous gleam in your eye.
2 I start fights for fun.
Unarmed strangers are hesitant to challenge you, even if
you go where you aren’t wanted, thanks to your bad repu- 3 If there’s food or drink, I’m eating or drinking it. All of it.
tation and obvious taste for trouble. 4 I can’t help stealing objects I admire.
5 It’s best to kill first and ask questions never.
SUGGESTED CHARACTERISTICS 6 I act rough and tumble to cover up my secret cowardice.
Raiders are an unwanted blight—a predatory, violent
sort who take what others have worked for. Rowdy and
uncouth, with no more culture than a pack of wolves, VARIANT: SHARKSAIL
most raiders live for the moment, with no loyalty or creed You’re no common land raider—you’re a sharksail, a proud
beyond that of their pack. pirate of the Scattersea. You’ve roved the waves, terrorizing
the canoes and family boats of the Whale Clan, plundering
d8 Personality Trait villages and taking what you want for yourself. You may
1 I judge everyone’s worth by whether or not I think I have even been inducted into the secretive Shark Clan,
could take them in a fight. learning the name of their god, which is kept secret to
2 My knuckles always itch just before a brawl. outsiders.
If you decide to use this variant, change your proficien-
3 I never saw a weapon I didn’t like.
cies from Athletics to Nature and from land vehicles to sea
4 I hide a surprisingly dainty hobby from others. vehicles.
5 I take great pains with my appearance and grooming.
6 I help myself to others’ belongings out of sheer habit.
7 My favorite food is all of them.
8 I’m the best drinking buddy you’ve ever met.

d6 Ideal
1 Strength. The only law is strength—might is the
ultimate arbiter of justice. (Neutral)
2 Mayhem. I thrive on upending order. (Chaotic)
3 Plunder. I love to steal. (Evil)
4 Loyalty. I serve those to whom I am sworn and none
other. (Lawful)
5 Brotherhood. If you earn my trust, I’ll stand by your
side forever. (Good)
6 Violence. I thirst for bloodshed. (Evil)

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

Chapter 6 | Backgrounds 91
Seerfallite d8 Personality Trait
1 There is no moment or act too mundane for a prayer or
You were raised among the mystical secrets and sacred
blessing.
rites of Seerfall, the shamanic sanctuary in the heart of the
Slumbering Forest. You wandered the bright booths of the 2 I can rattle off the names and symbols of so many gods
totem-markets, the haunted halls that weave between the that I’ll bore my audience before I run out.
Seven Waterfalls, hearing and seeing every kind of worship 3 I’m intrigued by all matters of worship.
in every language. For you, shamans and spirits, gods and 4 I’m always humming some ceremonial tune.
visitants are all too commonplace.
5 I have never touched a drop of alcohol.
How did you come to be raised at Seerfall? Were your
parents shamans? Are you the offspring of a god? Or were 6 I’ve seen every kind of divine rite there is, and nothing
you born of the craftspeople and servants that keep the shocks me.
sanctuary alive? How did growing up in such a sacred 7 I grow bored quickly in serious moments.
place affect your view of the divine? Do you take gods for
8 My mystical open-mindedness makes me more than a
granted, seeing them as one more kind of person? Or are little gullible.
you deeply reverent, understanding that there are number-
less ways to worship and that each holds its own power?
d6 Ideal
Skill Proficiencies: History, Religion
1 Reverence. I bow to the greater powers because I
Tool Proficiencies: Ceremonial supplies know my place in the world. (Lawful)
Languages: One of your choice
Equipment: A set of ceremonial supplies, a set of ceremo- 2 Acceptance. Everything has a place in the spectrum of
life and worship. (Neutral)
nial clothes, a tiny fiend or celestial sealed in amber, and
a belt pouch containing feathers, beads, twine, incense, 3 Faith. Belief is in itself a great power. (Good)
and crystals worth up to 20 ps in the Great Valley. 4 Discipline. I hold myself and others to a strict standard
of life and conduct. (Lawful)
FEATURE: WELL-CONNECTED 5 Control. I care only about the measure to which I can
Growing up in Seerfall offered you the opportunity to exert my will on others. (Evil)
interact with the powerful—both those who dwell there 6 Fun. Life is short and the gods are foolish, so let’s have
and those who made pilgrimages to the sanctuary to seek a good time while we can. (Chaotic)
blessing or guidance. You know a powerful figure such as a
chieftain, a high shaman, or a god. Work with your DM to d6 Bond
determine who your connection is, but this person knows
1 I am bound in the service of a secret cult.
you, trusts you, and wishes to do you good, within the
limits of their role and responsibilities. 2 I once disrupted a ceremony and unleashed a terrible
fiend into the world.

SUGGESTED CHARACTERISTICS 3 I crossed the wrong shaman and have a curse laid upon
me that I am trying to undo.
They say that those who hail from Seerfall are either
mystics or mockers. Growing up around so much divine 4 Having seen so much divine magic, I am traveling to
magic either heightens your spirituality and sensitivity to learn more about the arcane.
wonder or utterly deadens it. Either way, Seerfall folk are 5 I fell in love with a powerful guardian and seek to
said to be versed in lore and cunning, if a little entitled, improve myself to be worthy of them.
thanks to the constant streams of offerings that make their 6 A god marked me as their chosen one, but I ran away
way to the lonely sanctuary. before the ceremony could be completed.

d6 Flaw
1 I am a hardened cynic, and find sincerity laughable.
Ah! Seerfall. How I love it. Have you walked its misty 2 My code of conduct is unrealistically rigid, for myself
corridors? Have you seen the haunted halls and and my companions.
heard the songs of a dozen gods echoing through 3 I find arcane magic unnatural and frightening.
the chimes of gathered shamans? It is a most sacred
4 I brag about my connections to everyone I meet.
and serene place... i⋯ f complicated and perhaps a little

5 My tendency is to over-spiritualize everything.
dangerous to outsiders who take a wrong turn.
6 I belive myself to be much more wise and learned than
I really am.

92 Chapter 6 | Backgrounds
Storyteller
You are a natural entertainer, with a gifted tongue and a
knack for gathering an audience and having them hang
on your every word. You are versed in countless stories,
and have made your living by spellbinding crowds with
your ability to make even well-known tales come alive
as if for the first time. You have perfected your art over
time, knowing when to hold people in suspense for your
next heartbreaking word, and when to pour out a tumble
of delicious wordplay that will delight and inspire all who
hear you. How did you learn to tell stories? Was it always
a natural talent, or were you mentored by a relative or
another older storyteller?

Skill Proficiencies: History, Performance


Tool Proficiencies: One type of musical instrument d6 Ideal
Languages: One of your choice
Equipment: A musical instrument of your choice, a set of 1 Happiness. Nothing matters more than seeing joy
spread. (Good)
common clothes, a pouch of sands that can cause a fire to
flare various colors, and a belt pouch containing costume 2 Art. I live for the craft. (Any)
jewelry and small whistles and chimes worth up to 15 ps 3 Tradition. I pass down the stories and beliefs I
in the Great Valley. inherited. (Lawful)
4 Creativity. Spontaneity and improvisation are
FEATURE: WELCOME AT THE FIRE essential in all of life, not just stories. (Chaos)
You make your way by telling stories, and those who hear 5 People. I seek connection with others, without
you speak recognize your gift with words. You can enter- judgment. (Neutral)
tain an audience for an evening, and be rewarded with
6 Manipulation. I control others with my words to get
food, water, and a comfortable place to sleep. Additionally, what I want. (Evil)
people are eager to share their stories with you, and you
find it easy to pick up rumors and tall tales, given a few
d6 Bond
hours in a new place.
1 I seek to live the greatest story of all time.

SUGGESTED CHARACTERISTICS 2 I am convinced of the truth of a tale that everyone else


tells me is just a fable.
Storytellers are typically a flamboyant folk who are most at
ease when the eyes of all are upon them. The typical story- 3 There are many encampments where I have slipped
teller is gregarious, spontaneous, and enjoys the attention away from romantic entanglements.
and the flattery of others—although whether that’s their 4 My words once inspired a clan to rise up against an evil
true self or merely the face they show the world is known chieftain, and I am a hero to that clan.
only to the storyteller and those to whom they choose to
5 I don’t know where the stories I tell come from. It’s as if
tell the truth. I’m possessed when I begin speaking to a crowd.
d8 Personality Trait 6 I once betrayed a dear friend by sharing their secret as a
story, and I carry that guilt with me always.
1 I always dress to capture attention.
2 Once I start a story, nothing can stop me from seeing it
d6 Flaw
through to the end.
1 I cannot keep a secret.
3 There’s nothing I love more than hearing someone
else’s tale. 2 I can’t tell fact from fiction, and am usually lying about
something.
4 I am an excellent toast-giver.
3 I put others in harm’s way to see what will happen.
5 I believe there’s nothing more life-affirming than a well-
placed compliment. 4 I always tell others what I think they want to hear.
6 I ask a lot of questions of strangers—how else will I 5 My appetite for carousing continually gets me into
hear new stories? difficult situations.
7 My attention wanders quickly if I’m not entertained. 6 Some say I’m too dramatic, but that’s just because they
hate me and don’t understand me.
8 I treat everyone as my very best friend.

Chapter 6 | Backgrounds 93
Trader d8 Personality Trait
1 I flatter others as a matter of habit.
You have survived this long not by hunting or gathering,
nor by kneeling to gods or chieftains, but by hard work, 2 I’m always swapping one thing for another.
acumen, and a knack for knowing what people want and 3 I collect objects as I travel, even if I have no use for them.
how to get it for them. You are a master of bartering, and
4 I insist on everything being perfectly fair at all times.
have traveled far and wide collecting items of value and
interest from one area, swapping them at another, and 5 I sleep on a pile of my goods and wares.
keeping a bit more for yourself. You speak many languages 6 If there’s a rumor of something strange, unusual, or
and are at ease with strangers, knowing that trade is the valuable, I have to investigate it.
most universal language of all. 7 I love to ask people where they acquired everything
How did you come into a life of trade? Did it begin with they’re wearing or carrying.
the discovery of a single valuable item, or were you brought
8 I know people everywhere I go.
into a life of barter from a young age? How far have your
travels taken you? Do you tend to exchange the same types
of items, specializing in a certain set of wares, or are you d6 Ideal
always on the lookout for something new and strange? 1 Fairness. All things should be perfectly balanced.
(Neutral)
Skill Proficiencies: Insight, Persuasion
Languages: Two of your choice 2 Help. Happiness comes from bettering the lives of
Equipment: A set of counting sticks, a set of common others with a good trade. (Good)
clothes, a trinket from your first major trade, and a belt 3 Greed. I covet that which others possess. (Evil)
pouch containing gems, salt, and baubles worth up to 25 4 Profit. If I don’t walk away with more than I started,
ps in the Great Valley. what’s the point? (Neutral)
5 Honor. A person is only as good as their reputation.
FEATURE: SET UP SHOP (Lawful)
It’s the most natural thing in the world for you to begin 6 Trickery. A good deal is whatever you can get away
trading when you come to a new place. You can offer goods with. (Chaotic)
and services for barter in a shared space such as the edge
of a clanfire, the fields outside an encampment, or a public
d6 Bond
market. Those in authority will assume you are legitimate,
and you can usually trade whatever you have for items of 1 I protect my reputation above all.
slightly greater value, given sufficient time to negotiate. 2 There may or may not be a large number of settlements
where I swapped less-than-legitimate goods.
SUGGESTED CHARACTERISTICS 3 I am in love with the son or daughter of an important
In a world constantly on the move, traders are seen as the chieftain, and strive to earn enough to deserve them.
greatest of travelers, and are assumed to be wise in the 4 I swapped for a truly strange object and have become
ways of the world and knowledgeable about its rumors and obsessed with learning its purpose.
news. Traders tend to be likable, easygoing folk, and know 5 A long time ago, I bartered part of my soul away.
how to read others and make them feel important while
6 I recently came across rumors of a great windfall and
walking away with the better end of a deal.
am eager to profit from it.

d6 Flaw
1 There’s no such thing as enough, and I will never be
satisfied.
2 I have a mercenary soul, and will do anything as long as
Traders have a special seat at the clanfire it’s profitable.
of my heart. I love their earnest ways, their 3 I think of people only in terms of their value to me.
cunning conversation, and their traveler’s tales.
4 My love for fleecing the ignorant gets me into a lot of
Give me a trader on any adventure. They’ll be trouble.
good company and we’ll all come away with
5 I have become addicted to a certain rare substance
a bit more salt in our belt pouches. that I obtained in a trade long ago.
6 I care more about possessions than lives.

94 Chapter 6 | Backgrounds
Whale Clan d6 Ideal
1 Family. Blood is the highest law. (Lawful)
You hail from the evershifting islands of Scattersea, and
voyaging is in your blood. Change is all you knew in your 2 Respect. Honor keeps individuals, families, and
time with the clan, moving from island to island and traditions alive. (Lawful)
village to village, your family’s boat the only constant. The 3 Freedom. Everyone should go where they will and do
Whale Clan is a matriarchal culture and holds respect and as they please. (Neutral)
curiosity as equally essential. Why were you sent out from 4 Curiosity. A life without questions is no life at all.
your family? How did you come to be where you are now? (Neutral)
How does your culture’s value of curiosity shape your
5 Abandonment. Those outside the family exist merely
choices?
to be used and left behind. (Evil)
Skill Proficiencies: Acrobatics, Nature 6 Adventure. What do we live for but to seize that which
Tool Proficiencies: Navigator’s tools, vehicles (water) lies beyond the next curve of the coast? (Any)
Equipment: A set of navigator’s tools, a set of common
clothes, a large shell that whispers when you hold it to
d6 Bond
your ear, and a belt pouch containing shells, coral, shark
teeth, and sea urchin spines worth up to 15 ps in the 1 I set out to form a new family, in accordance with the
tradition of my people.
Great Valley.
2 Something terrible in an abandoned village set me on
my current course.
FEATURE: BOAT-BORN
You are at ease on the water, feeling more comfortable on 3 A merfolk uttered a great mystery to me, which I am
determined to solve.
the sea than on land. You know how to cross most bodies
of water safely, or are aware of the kinds of dangers that 4 I was marooned as punishment for a crime. I am
treacherous water might contain. It’s easy to strike up seeking to return to my family, for restoration or
conversation with others who live near the water, and if revenge… I’m not sure which.
you encounter fishers, boaters, or other coastal people, they 5 A magical effect cast me far from my home. I am
are inclined to trust you and see you as one of their own. determined to return to it.
6 I’m seeking a strange sorcerer I met at sea who
SUGGESTED CHARACTERISTICS promised me the answer to all my questions if I would
come and find them.
The Whale Clan is known for their love of family and love
of questions. Often, those who hail from the Scattersea
seek close connection with others, forging friendships d6 Flaw
through deep curiosity, both about the lives of others and 1 What do you mean I ask too many questions? Which
what might be over the next wave. Whale Clan members ones? These ones? Hey, where are you going?
can come off as too inquisitive, both of others and of a
2 I’m never satisfied anywhere, always itching to get on
dangerous world, where putting one’s hand into a hole to to the next thing.
find out what’s inside often results in lost fingers.
3 I run from any situation I find uncomfortable.
d8 Personality Trait 4 I treat most people as disposable. I’m only interested in
1 I’m constantly pulling strange sea life out of my attire. them as long as they serve my purpose.
2 Why should I ever stop asking questions? 5 I habitually lie to set others at ease, and rarely say what
I really think.
3 Men are nice to look at, but they should keep quiet
while the women are speaking. 6 I get land-sick if I spend too much time away from the
water.
4 I can’t stand still, I’m always moving.
5 There’s no difference between friends and family—I’d
die for either.
6 I don’t stop to think, preferring to charge ahead and sort
out the consequences later.
7 I’m easily distracted by anything I don’t understand.
8 I find land without water unnerving and unnatural.

Chapter 6 | Backgrounds 95
96 Chapter 7 | Equipment & Trade
CHAPTER 7

EQUIPMENT & TRADE


The air shimmered with heat as the chieftain brushed sand off the Things have histories. There’s no such thing as “a typical
blade and sighted down its length. “And where did you get this?” shield” in Planegea. One adventurer might use a giant
The trader leaned forward, beads jingling on her bright cloak. “I’m shell, green from scum where its old turtle lay for seven
telling you, I came across a giant raiding party slain by… something. generations at the bottom of a pond. Another might take
It was a mess. I didn’t wait around to ask questions, but I did risk life a stone-studded lattice, its wood gathered from a haunted
and limb to bring you the very best of what the scavengers left. This, forest and the stones from the side of a yeti-infested moun-
if you can believe it,” she tapped the huge shard of obsidian, “was a tain gathered at great peril. Learn the stories of the gear
dagger for them. Should make quite a sword for anyone our size.” you carry—it may save your life and open up strange new
“Yes, quite…” roads that you had never considered before.
She could see the chieftain was taken by the blade. She knew he
needed it. Rumors from neighboring clans said his authority was
slipping away, but wielding a giant’s blade would be a show of power.
Barter
All she needed now was the final push. “I call it Greatgrip. And I’m no Planegea is a world without coin, and barter is the most
spellcaster, but at night, sometimes I think it glows a bit.” common form of exchange. However, if you don’t want
That did it. The chieftain met her gaze. “What do you want for it?” to haggle over every purchase, salt is often accepted as a
She looked around the wide, dry valley, the cracked land streaked standard form of trade, since it’s useful for preserving and
with white crystals, blowing off the dead lake. “Well… I was thinking… flavoring all kinds of food. A useful rule of thumb is that 1
you wouldn’t happen to have any salt on hand, would you?” coin-sized portion of salt is equal in value to 1 gp in other
5th Edition materials. This coin-sized portion of salt is

E
written as 1 ps (portion salt).
VERY ITEM IN PLANEGEA IS MADE BY HAND OR
That said, in regions where salt is plentiful or extremely
by magic. There is no mass industry here—each
scarce, salt loses almost all value and other exchanges are
knife, bowl, water skin, and rope is the result of
more common. Use this table as a rough guide to common
careful and individual attention by craftspeople, or
transactions in the Great Valley.
else summoned into existence by magic. As a result,
even common objects tend to have names, histories, and CURRENCY CONVERSION
quirks unique to them. When you barter for a sword, its
maker might tell you about the monster whose teeth line Type Equivalent of 1 Gold Piece
the edge. When you are given a talisman, the spellcaster Salt 1 portion
who prepared it may introduce you to it as to an old friend. Food 5 meals
Name what matters. Every sword, shield, and cloak can 1 skin of wine
be named—but most especially weapons and armor that
Raw goods 25 bundles of dry sticks
save your life. Take time when making trades or during
1 sack of flint, plants, or feathers
rests to become familiar with the quirks of your gear, and 10 common skins or sets of bones
call them by names that are true to their nature. Use the 1 rare skin or set of bones
table below to inspire some of your items’ names: 1/4 very rare skin or set of bones
Inspiration Example Gear Names Crafted goods 1 knife
5 jars
Appearance Blacktip, Twisthandle, Spotty, Old Gray, 10 pouches
Short-Edge, Sawtooth, Notchblade 1 tanned leather hide
Materials Oldshell, Horsehair, Liontooth, Firewood, 25 fishhooks
Creekstone, Shardlight, Firgrip 1 temporary shelter (1 person)
Behavior Quickend, Ribfinder, Little Misser, Trusty, Easy Labor 15 hours
Goodshelter, Balance, Skullbreaker Hard/Skilled Labor 5 hours
History Godgift, Huntprize, Dragonharvest,
Thieftaken, Wagerblade, Ruinfound Names & scars. Some don’t rely on goods alone to gain
advantage in bartering, but also on their reputation or
appearance. Work with your DM to determine what names
and scars you have earned, which may act as passive modi-
fiers to your wealth with some trading partners.

Chapter 7 | Equipment & Trade 97


Languages Armor
Planegea uses the languages commonly found in 5th Armor can vary greatly in appearance and construction.
Edition without their written aspect. If a feature, ability, It is often made from simple materials, such as woven
or spell allows you to read or write a language, disregard material, wood, or stone, or else from the natural armor of
that aspect. Languages that share a script in standard 5th creatures, such as fur, hide, shell, antler, scales, or chitin.
Edition are part of the same language family, and have Bringing down dangerous prey is often worth the struggle
related sounds and structures. for the opportunity to craft new armor from its parts.
To communicate with a creature who does not speak
your language, you must rely on Charisma (Performance) Armor qualities are described here:
and Wisdom (Insight) checks, with the DC for each increas- Bone shirt & bone mail. This armor is made from inter-
ing the more complex the idea being communicated. If locking pieces of bone, antler, or shell stitched closely
creatures are attempting to communicate using languages together with cord to deflect missiles and blows.
in the same family, they have advantage on these checks. Scale mail. This is often literally made of the scales of
dinosaurs or other creatures with natural armor.
Half plate & plate. Plate mail is often made of stone, dense
DIALECTS bone from large creatures, or monstrous plating, held
You may speak a dialect belonging to a larger family of
together with bands and straps to make bulky armor.
languages. Creatures that speak different dialects of the
Ringmail. Rings can be fashioned of wood, antler, coral,
same language can communicate with one another.
shell, chitin, or other workable material.
Divine. This new language encompasses the tongues
Splint. Splint armor is often made from wood or from
of both good and evil-aligned gods. It has three dialects:
chitin, tusks, other monstrous parts that can be set in
Abyssal (spoken by the winter gods), Celestial (spoken by
curving bands.
most good-aligned or neutral gods), and Infernal (spoken
by the idols of the Cult Riverlands).
Common. Common is divided into four regional dialects:
Stonespeech, Airspeech, Firespeech, and Seaspeech. Each
Weapons
dialect is spoken in the region surrounding its correspond- Any weapon in 5th Edition can be used in Planegea with
ing giant empire as a shared trade language, and each DM approval. Weapons are handmade with stone tools.
dialect has similarities with its corresponding dialect in Knives are made of knapped stone, axes are stone knives
Primordial. affixed to wooden shafts, and swords are usually poles, bats,
or clubs with sharpened objects lining the edges, such as
knapped stone, obsidian, or the teeth of monsters.
VARIATION: LIMITED LANGUAGES

To explore the idea of a world where everything is less


STONE AGE ARMOR & WEAPONS
universal, isolate your characters further by making
language more of an obstacle. There are three options To protect combat balance, Planegea does not alter the
for this variation: bonuses or penalties of armor or weapons in any way.
Mechanically, they are identical to published weapons.
• Fewer languages. The total number of languages Thematically, the assumption is that combat is relative,
known at character creation is halved, to a minimum and that as most creatures are using natural materials
of 1. If a character option such as a feat or class level for both attack and defense, the overall scale of damage
ability grants the ability to learn new languages, the should be similar.
number added is also halved, to a minimum of 1. If you want to alter these numbers, to reduce the
• Human tongue. Remove Common from the language effectiveness of natural armor and weapons, be aware
list, and give humans a new language called Human. that this will make almost all monsters deadlier and
Planegea takes place before a single tongue has harder to kill. To implement this option, make the follow-
evolved, and you must rely on the languages of elves, ing changes:
dwarves, or other races to communicate.
• No Common. Remove Common from the language • On all edged or bladed weapons, decrease the
list and elevate its dialects to full languages. damage by 1 die size (d6 becomes d4 etc), to a mini-
mum of 1 point of damage
• On all armor that was made of metal in 5th Edition
(chain shirt, scale mail, breastplate, half plate, ring
mail, chain mail, splint, plate), decrease AC by 2.

98 Chapter 7 | Equipment & Trade


STONE AGE ARMOR
Armor Cost Armor Class (AC) Strength Stealth Weight
Light armor
Padded 5 ps 11 + Dex modifier — Disadvantage 8 lb.
Leather 10 ps 11 + Dex modifier — — 10 lb.
Studded leather 45 ps 12 + Dex modifier — — 13 lb.
Medium armor
Hide 10 ps 12 + Dex modifier (max 2) — — 12 lb.
Bone shirt* 50 ps 13 + Dex modifier (max 2) — — 20 lb.
Scale mail* 50 ps 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Chestpiece 400 ps 14 + Dex modifier (max 2) — — 20 lb.
Half plate* 750 ps 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Heavy armor
Ringmail* 30 ps 14 — Disadvantage 40 lb.
Bone mail* 75 ps 16 Str 13 Disadvantage 55 lb.
Splint 200 ps 17 Str 15 Disadvantage 60 lb.
Plate* 1,500 ps 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 ps +2 — 6 lb.
* See notes on p. 98.

STONE AGE WEAPONS


Name Cost Damage Weight Properties
Simple Melee Weapons
Antlerclaw 1/4 ps 1d4 slashing 1 lb. Finesse, light
Gripstone 2 ps 1d6 bludgeoning 10 lb. Thrown (range 20/60)
Simple Ranged Weapons
Atlatl 5 ps 1d8 piercing 2 lb. Ammunition (range 30/120), loading
Martial Melee Weapons
Clubsword 50 ps 1d8 bludgeoning 3 lb. Versatile (1d10 slashing)
Hammerstone 1 ps 1d10 bludgeoning 36 lb. Heavy, two-handed, thrown (range 20/60)
Saw 30 ps 1d6 piercing, 1d6 slashing 6 lb. Heavy, two-handed
Warclub 10 ps 1d12 bludgeoning 20 lb. Heavy, two-handed
Martial Ranged Weapons
Bolas 10 ps 1d6 bludgeoning 5 lb. Special, thrown (range 10/30)
Boomerang 25 ps 1d8 bludgeoning 2 lb. Thrown (range 30/120), special

Stone Age weapon descriptions and their special properties Clubsword. A thick club with jagged stones, teeth, or
are listed here: shards of obsidian lining its edges, which can be used to
Antlerclaw. A sharpened antler with leather grips. smash or cut by a skilled wielder.
Gripstone. A handheld stone with grooves for finger- Hammerstone. Also known as a hav or lifting stone, this
holds, used as a striking tool or weapon. stone sphere is often used in mammoth hunts, hurled or
Atlatl. Also known as a spear-thrower, this short shaft dropped from a height onto prey, or thrown with great
features a cup or spur at the end where the butt of a javelin force from a short distance.
or spear is placed, allowing the wielder to launch the Saw. A serrated blade, used to hook and tear at wood,
projectile farther and straighter than if thrown by hand. harvested prey, or enemies.
Warclub. A huge bludgeoning weapon, usually made
from a combination of bone, leather, wood, and stone.

Chapter 7 | Equipment & Trade 99


Bolas. Two or more stones attached by a length of cord Crafting and scouting hoops. Glass is rare and crude
(usually leather) used to entangle prey from a distance. throughout most of Planegea, usually only formed by
A Large or smaller creature hit by bolas is restrained volcanic or elemental forces. Magnifying glasses and
until it is freed. Bolas have no effect on creatures that are spyglasses, while theoretically possible to create given
formless, or creatures that are Huge or larger. A creature proper time and tools, are much easier obtained as
can use its action to make a DC 10 Strength check, freeing common magic items, usually in the form of wood or bone
itself or another creature within its reach on a success. hoops enchanted by spellcasters or gods to aid in crafting
Dealing 2 slashing damage to the bolas (AC 8) also frees the or scouting.
creature without harming it, ending the effect and destroy- Spellskin’s sanctum. Spellskins (p. 71) use large areas
ing the bolas. to design their spells, then transfer those spells as tattoos
When you use an action, bonus action, or reaction to onto their bodies. The only way for another spellcaster
attack with bolas, you can make only one attack regardless to learn a spellskin’s spell is to locate the place where
of the number of attacks you can normally make. their spells are painted, which is usually secret and often
Boomerang. A flat, curved club, thrown in an arc. When guarded.
you miss on an attack with the boomerang, it returns to
you at the end of your turn unless its returning path is METAL CONVERSION
heavily obstructed. Metal Equivalent
Metal (any) Stone, bone, antler, or wood (any)
Adventuring Gear Adamantine Divine ivory*

Most items in 5th Edition can be used as they are by simply Copper Wood
describing them as made of bone, wood, stone, hide, rope, Gold Glass
etc. A few particular items are more specifically modern, Iron Granite
and are converted to Planegea in the Gear Conversion table.
Where metal is called for in equipment, armor, weapons, or Lead Black clay*
spells, use the Metal Conversion table. Mercury Oil

GEAR CONVERSION Mithral Gemweave*

Medieval Stone Age Platinum Dragon tooth*

Abacus Counting sticks Silver Polished wood

Ball bearings Smooth pebbles Zinc Clay

Bottle, flask, tankard, Skin or jar (made of clay, wood, stone, *See notes below.
or vial bone, etc.)
Divine ivory. The bones of a god are the hardest substance
Caltrops Knuckle-bones or vertebrae
known in all of Planegea and are exceedingly rare and diffi-
Chain Knotted rope studded with wood, cult to obtain. They can only be cut or shaped by magic.
stone, or bone Black clay. Whether naturally obtained or created
Crowbar Lever through the infusion of dyes and darkening agents, black
Hourglass Notched, slow-burning stick clay has the rare property of blocking magical percep-
tion. In order for this to work, though, the clay must be
Ink Paint
pure and profoundly black, which generally requires a
Ink pen Paintbrush rare natural source or else a skilled and patient crafter to
Lantern Skull prepare.
Gemweave. A fine mesh of cord and tiny gemstones,
Lock Specialized knot, with stone needles
knotted intricately after the dwarven fashion. Gemweave is
or other complications worked in
light, yet offers great protection and beauty.
Magnifying glass Crafting hoop* Dragon tooth. Dragons are rare in the Great Valley, but
Paper Smooth hide where they have attacked or roosted, their teeth can be
found, as they have many and some are lost in biting
Parchment Rough hide
or grooming. They are extremely precious and usually
Pot, iron Pot, stone reserved as the personal talismans of chieftains or shamans.
Spellbook Spellskin’s sanctum*
Spikes, iron Tusks
Spyglass Scouting hoop*
Pray that you do not ever meet an enemy bearing
*See notes.
a weapon made of divine ivory. Such weapons are
fearsome and not only shatter armor and blades—

but are a sign of one who has outlived a god.

100 Chapter 7 | Equipment & Trade


CRAFTING ARMOR, WEAPONS, & GEAR
TOOLS
Many of the artisan’s tools from 5E need adjustments in When crafting simple items, after the required materials
order to make sense in prehistoric fantasy. Use the table are assembled, the DM may require characters to make a
below to convert them into common Stone Age tool sets. series of checks such as:
It’s also still possible that the original tool sets could exist
• Intelligence: To understand the nature of materials
in the world, although with primitive materials. If your
and what they can be used for.
character concept requires one of the original artisan’s tool
• Wisdom: To evaluate materials and decide the best
sets, talk to your DM about converting it to fit the world of
way to combine them.
Planegea.
• Strength: To bend, twist, or shape materials into the
Most tool sets are made of specialized implements, typi-
correct form for the desired item.
cally made from wood, antler, or ivory, into which stone
• Dexterity: To craft components into the finished item.
blades can be fitted in various specialized assortments, as
well as stones or containers of particular shapes or quali- Each of these checks may have a separate DC, based on
ties and ingredients such as powders, spices, salts, liquids, the DM’s evaluation of the complexity of the project and
scales, or other consumable materials. the ability of the character. For more complex crafting
projects, other skills (such as Arcana, History, Investiga-
Artisan’s Tools Stone Age Tools tion, Medicine, Religion, Sleight of Hand, Survival, etc.)
Alchemist’s supplies Ceremonial supplies* may come into play, or a check or series of checks may
Brewer’s supplies Winemaker’s supplies need to be made for the various components before the
project is finished.
— Butcher’s tools*
There may also be items which are simply too complex
Calligrapher’s supplies Artist’s supplies or require special skill or knowledge to craft correctly,
Carpenter’s tools Woodcrafter’s tools requiring characters to seek experts who are willing
to teach them or craft the materials on their behalf.
Cartographer’s tools Mapmaker’s tools
Such expertise is rarely without cost, and may require
Cobbler’s tools Bootmaker’s tools Charisma checks, favors, barter, or entire adventures to
Cook’s utensils Cook’s utensils convince the experts to help at all.
— Gatherer’s supplies*
Jeweler’s tools Jeweler’s tools
Leatherworker’s tools Leatherworker’s tools
Mason’s tools Stonecrafter’s tools
Painter’s supplies Painter’s supplies
Potter’s tools Potter’s tools
Smith’s tools Bonecrafter’s tools
Tinker’s tools Mender’s tools
Weaver’s tools Weaver’s tools

*See notes below.

Ceremonial supplies. These are sets of implements


commonly used by practitioners of divine magic to prepare
and enact various rites and rituals. The contents of the
toolkit can vary depend on the worship practices, but they
often include such materials as blindfolds, candles, paint,
glass or ceramic chimes, incense, and feathers.
Butcher’s tools. A butcher’s toolkit is used to harvest
a kill, preserving every part of the animal for use later.
This includes specialized hooks, knives and shears, salt,
small bowls and bags, a water skin, a wooden slab, a small
hammer, and clean, broad leaves.
Gatherer’s supplies. The supplies used by a gatherer
include a large satchel with many sections, a knife, a
digging blade, hand-wraps, dried leaves and berries, a
grinding bowl and stone, and a scraper.

Chapter 7 | Equipment & Trade 101


102 Chapter 8 | Spells
CHAPTER 8

SPELLS
T
In a limestone cave at the edge of Lake Littleblood, dancing lights HE WORLD IS STILL LARGELY UNFORMED AND
illuminated a shuffling figure. Arudek, the old tattooed magician, unknown, with magical essences roving across the
daubed more of the ochre paint on his fingertips, squinting at the land, sea, and air. But just as animals can be tamed,
geometry he was painting on the wall. He hummed tunelessly as he so can spells, and many of the intelligent kinships
worked, never ceasing to scuttle back and forth, shifting his weight of Planegea have coaxed one kind of magic or
from one foot to the other. another into a more or less predictable pattern.
“How long does this go on?” asked Mizca, who sat against the other Any character of any kinship has access to whatever
wall with her companion. Her axe had been sharpened, her arrows magic is granted by their features and abilities, but the
double-checked, her tusks polished, and she was long past bored. origins of magic are visible in the casting of spells, and
“All night, easily,” whispered Sushesh. “Maybe into tomorrow. It different types of magic show the culture of those who first
depends on what he’s working on. Did he tell you?” discovered its secrets.
“He said ‘something to do with binding.’” Use the Magical Origins table to inspire the verbal and
“Then we’d better get comfortable.” somatic effects used to bring about the spells your char-
As Mizca groaned, Sushesh chuckled. “You think this is bad. Once acter casts. Use the material column to inspire how your
he worked for seven days without sleep, forgot to eat, collapsed, hit his components or focus are moved or how materials that are
head, forgot everything, and had to start all over.” consumed may be destroyed in the process of casting. This
“Spellskins.” table is only for flavor and should not alter the mechanics
“Yes. Spellskins. But if you want to kill a god, you couldn’t ask for a of spellcasting in any way.
more brilliant mind.” If a racial ability grants you access to a spell from a
Mizca’s tusks seemed to grow as a slow smile spread over her face. different primal origin, use the verbal, somatic, and mate-
“Well. I do want to kill a god.” rial behaviors of your own kinship (if applicable) to cast it.

MAGICAL ORIGINS
School Kinship Verbal Somatic Material
Abjuration Dwarves Deep, rolling syllables in Constricted motion, with short, Carving, etching, burying
monotone chants that rise to a sharp movements in geometric or unearthing, stacking, or
thundering crescendo forms polishing
Conjuration Genies Clear, commanding calls with Fluid, unpredictable motion of the Burning, dousing, throwing,
crisp annunciation of complex whole body, twisting and turning dropping, breaking, scattering,
syllables or twisting
Divination Giants Short, deep cries of harsh Vertical motions, stooping and Stretching, crushing, throwing,
monosyllables invoked at set elongating, pulling and pushing raising or lowering, stomping,
rhythms movements or breaking
Enchantment Elves Whispering circular stanzas of Subtle gestures of the hand, foot, Twisting, knotting, juggling,
rhyming syllables, full of sounds shoulders, and neck in circular winding, waving, weaving, or
like running water movements spinning
Evocation Dragons Wordless cries in rising and Primal, animalistic motions, Ripping, devouring, circling,
falling tones, punctuated by aggressive stances and forceful embracing, burning, or
short, sharp syllables gestures throwing
Illusion Gnomes Rapid, ticking syllables tumbling Quick movements of the hand and Hiding, concealing, revealing,
out almost too quickly to wrist, turning and obscuring the turning, spinning, juggling,
comprehend face or body fanning, or dropping
Necromancy Saurians Hushed, croaking chants and Hunching and crouching, limbs Mixing, spinning, twisting,
deep throat sounds with glottal low over the ground, bowed head pulling, cutting, stabbing, or
stops and clicks crushing
Transmutation Orcs Rhythmic chanting and singing, Confident motions of the whole Lifting, gathering, throwing,
broken by loud cries and body in disciplined, triangular waving, drumming, clasping, or
commands forms rolling

Chapter 8 | Spells 103


OPTIONAL RULE: SPELL DISCOVERY New God and Defiant creature tags. Gods have a new
creature tag: “god.” You cannot use polymorph, wildshape
Since magic is still being shaped for the first time, you or any other transformation spell (including wish) to trans-
can increase the feeling of discovery by assuming that form into a creature with the god tag, even temporarily.
all spells over 4th level are yet to be created. Individual Some beasts have the new “defiant” tag. Creatures with
gods or powerful spellcasters may be able to create the this tag are not valid creatures to transform into for the
effects of a spell of 5th level or higher, but they are not purpose of spells and features that enable shapechang-
known or shared as commonly recognized spells. If your ing, such as a druid’s Wild Shape or a wizard’s Polymorph.
spellcasting character gains a spell of 5th level or higher, Additionally, creatures with the defiant tag are unaffected
rather than learning the spell, they invent it, and may by dominate beasts unless cast at 7th level or higher, or by
need to perform rituals or take time to craft it so that animal friendship unless cast at 3rd level or higher.
it can be cast again in the future. Also, since schools of
magic originate from various cultures, you may need to
seek out high-level spellcasters in those cultures to learn Blood Magic
sufficient lore to create spells of those schools.
Not every hunt in Planegea is for food. Shamans often
send seasoned hunters into the wild to bring back certain
components that have been spilled with the blood of prey,
which the shamans use for the magic power inherent in
the blood of living things.
Altered Spells Many higher-level spells in 5th Edition have a material cost
Some spells in 5th Edition refer to metal specifically. In
listed in gold pieces (gp). Since gold doesn’t exist in Planegea,
a world without metal, use the Metal Conversion table
when a spell calls for gp as part of a material cost, you can
(p. 100) for alternate components. Additionally, use the
instead use blood. Where the object lists a worth in gp—e.g.,
following guidelines for other spells that may be altered by
“10 gems worth 100 gp each”—substitute spilled with hp of
the setting:
blood—e.g., “10 gems spilled with 100 hp of blood each.” This
Heat metal. Since there is no metal in Planegea, this spell
means that the objects have been touched with the blood of
can be substituted with a heat stone spell, which works in
one or more creatures equivalent to 100 hp of damage. This
exactly the same way, but targets stone instead.
might be the blood of 1 creature with 100 hp, or 100 creatures
Commune and other divine spells. Spells that call upon
with 1 hp each, or any other combination totaling 100 hp.
the power of gods may have one of two effects outside the
Such magic requires spilling liquid blood, and there-
range of your primary god: they can extend the range of
fore cannot be fulfilled with constructs, oozes, elementals,
your primary god to your current location, or they can
spectral undead, or other non-bleeding creatures. It is not
compel a local god to respond. Work with your DM to
required that the caster be the one to have spilled the blood,
determine which effect comes into play for your spells.
or that the blood be spilled at the same time, only that the
Plane shift and other planar spells. The planes of this
object in question has been touched with the requisite
world are all geographically linked, but they’re still sepa-
amount of hp’s worth of blood. Blood used to touch one
rate realms. You can use plane shift to travel from the mortal
object cannot be re-used for another object. An object can
realm (the Great Valley, Wintersouth, and Giant Empires) to
be reused for such magic as long as it is not consumed by
the Elemental Wastes, the Sea of Stars, Nod, the Kingdom
the spell.
of the Dead, or other locations at your DM’s discretion,
including the hallows of some gods.
Resurrect and other necromancy. Spells that bring the
dead back to life are considered a personal affront by
Nazh-Agaa (p. 251), and should only be undertaken with
extreme caution. There are no mechanical limitations or
NAMED SPELLS
alterations to these spells, but be warned that the King of
the Dead is not to be trifled with. In 5th Edition, some spells are named for their so-called
inventors. Little do the wizards of the great cities of the
future know that their most famous works were not
invented at all—merely rediscovered. You can cast acid
arrow or hideous laughter or tiny hut without reference
It is better not to speak too much of the old titan to other wizards. There’s time enough for them to redis-
Nazh-Agaa. His valkyries are swift, and he does not cover and name such spells in the far future.
suffer any offense against his law of inevitability. 

104 Chapter 8 | Spells


SpellLists SHAMAN (CLERIC) SPELLSKIN (WIZARD)
The following lists show which new spells can be cast based CANTRIPS (0 LEVEL) 1ST LEVEL
on class. If a spell can be cast as a ritual, it is noted alongside Form Weapon (conjuration) Time Slip (enchantment)
the spell’s school of magic. If your character’s subclass allows Sense Whispers (divination)
access to spells that typically come from another class, work 2ND LEVEL
with your DM to determine which of these spells you would 2ND LEVEL Mage Skis (transmutation, ritual)
have access to. Stormscrying (divination, ritual) Quillburst (evocation)
Steal Speed (transmutation)
5TH LEVEL 3RD LEVEL Weight (transmutation)
CHANTER (BARD) Possess Steed (transmutation) Aggravate Wounds (necromancy)
1ST LEVEL Smoke Breathing (transmutation, 4TH LEVEL
Time Slip (enchantment) 8TH LEVEL ritual) Bury (conjuration)
Bolt of Ush (conjuration) Stonebone (transmutation) Disorient (enchantment)
2ND LEVEL
Mage Skis (transmutation, ritual) 9TH LEVEL 4TH LEVEL 5TH LEVEL
Nightmare Bind (enchantment) Spellblinding (illusion) Bury (conjuration) Deflect Magic (abjuration)
Ridicule (enchantment) Possess Steed (transmutation)
Steal Speed (transmutation) 6TH LEVEL Tilt (transmutation)
Weight (transmutation)
GUARDIAN (PALADIN) Dream of Kho (conjuration, Traitor’s Kiss (illusion)
1ST LEVEL ritual)
3RD LEVEL Bite Back (conjuration) Fury of Twr (evocation) 9TH LEVEL
Stonebone (transmutation) Gaze of Glelh (enchantment, Spellblinding (illusion)
2ND LEVEL ritual)
4TH LEVEL Ridicule (enchantment) Heart of Urhosh (necromancy)
Disorient (enchantment) Stormscrying (divination, ritual) Song of Mala (evocation)
WARLOCK
1ST LEVEL
5TH LEVEL 3RD LEVEL Time Slip (enchantment)
Possess Steed (transmutation) Aggravate Wounds (necromancy)
SORCERER
Traitor’s Kiss (illusion) Lava Leap (conjuration) CANTRIPS (0 LEVEL) 2ND LEVEL
Tilt (transmutation) Stonebone (transmutation) Form Weapon (conjuration) Quillburst (evocation)
Nightmare Bind (enchantment)
4TH LEVEL 2ND LEVEL Ridicule (enchantment)
DRUID Disorient (enchantment) Mage Skis (transmutation, ritual) Steal Speed (transmutation)
CANTRIPS (0 LEVEL) Nightmare Bind (enchantment) Weight (transmutation)
Form Weapon (conjuration) Quillburst (evocation)
Sense Whispers (divination)
RANGER Ridicule (enchantment) 3RD LEVEL
1ST LEVEL Steal Speed (transmutation) Aggravate Wounds (necromancy)
1ST LEVEL Bite Back (conjuration) Weight (transmutation)
Bite Back (conjuration) 4TH LEVEL
2ND LEVEL 3RD LEVEL Bury (conjuration)
2ND LEVEL Mage Skis (transmutation, ritual) Lava Leap (conjuration)
Quillburst (evocation) Nightmare Bind (enchantment) 5TH LEVEL
Stormscrying (divination, ritual) 4TH LEVEL Possess Steed (transmutation)
3RD LEVEL Bury (conjuration) Traitor’s Kiss (illusion)
3RD LEVEL Aggravate Wounds (necromancy)
Aggravate Wounds (necromancy) Lava Leap (conjuration) 5TH LEVEL
Lava Leap (conjuration) Smoke Breathing (transmutation, Deflect Magic (abjuration)
Smoke Breathing (transmutation, ritual) Tilt (transmutation)
ritual) Stonebone (transmutation) Traitor’s Kiss (illusion)
Stonebone (transmutation)
4TH LEVEL 8TH LEVEL
4TH LEVEL Disorient (enchantment) Bolt of Ush (conjuration)
Bury (conjuration)

Chapter 8 | Spells 105


Spell Descriptions Bolt of Ush
8th-level conjuration
The spells below are born from the primal fury of the world
of Planegea, but can easily be used to add excitement to any Casting Time: 1 action
5th Edition campaign. Range: 40 feet
The spells are presented in alphabetical order. Refer to Components: V, S, M (a sapphire worth 2,000 ps or spilled
the Spell Lists on the previous page to see which classes can with 2,000 hp of blood)
access each spell. Duration: Instantaneous

Aggravate Wounds You summon a storm directly overhead, flashing with


3rd-level necromancy magical lightning. At your command, the lightning strikes a
sphere with a radius of 20 feet, centered on you. You and up
Casting Time: 1 bonus action to 8 willing creatures in range are magically transported to a
Range: 90 feet location with which you are familiar on the same plane. Your
Components: V, S, M (a smear of blood, a pinch of salt) familiarity with the destination determines whether you
Duration: Concentration, up to 1 minute arrive there successfully as by the teleport spell. You arrive
via lightning strike at your chosen location. The spell fails if
Weaving a painful blood curse, you choose a creature within
you can’t see a point in the air where the storm cloud could
range that you can see. That creature must make a Consti-
appear, or if the destination lacks a similar point in the air.
tution saving throw. On a failed save, whenever the affected
Any creatures within a 20-foot sphere centered on you when
target takes bludgeoning, piercing, or slashing damage, the
you land must make a Dexterity saving throw. On a failed
target takes an additional 1d6 necrotic damage.
save they take 10d8 lightning damage, and half as much on
At Higher Levels. When you cast this spell using a spell slot
a successful save. Any structures in range take 50 points of
of 4th level or higher, increase the damage by 1d6 for each
lightning damage, and flammable objects in range ignite.
two spell levels above 3rd.
None of the creatures transported by the spell are harmed
by the lightning, although you smell faintly of ozone for 10
minutes.

106 Chapter 8 | Spells


Bite Back Disorient
1st-level conjuration 4th-level enchantment

Casting Time: 1 reaction, which you take in response to


Casting Time: 1 action
being damaged by a melee attack
Range: 300 feet
Range: Touch
Components: V, S, M (a small brown bag)
Components: V
Duration: 8 hours
Duration: Instantaneous
Choose up to 10 creatures you can see within range.
When you are damaged by a melee attack, a spiritual beast
Targeted creatures must make a Wisdom saving throw.
rises from the wound to sink its teeth into the creature that
On a failure, until the spell ends, a creature is magically
harmed you. The creature must make a Dexterity saving
lost, and unable to find their way to any intended location
throw. On a failed save it takes 2d8 piercing damage, and is
unless they can see it. They have disadvantage on Wisdom
restrained until the end of your next turn if it is no larger
and Intelligence checks to gain their bearings or discern
than one size bigger than you. On a successful save, it takes
their current location.
half damage and is not restrained.
While affected by the spell, if a creature attempts to cast
a spell that allows them to magically find their way, they
Bury
encounter a mental block and must succeed on a Wisdom
4th-level conjuration
saving throw versus your spell save DC or their spell fails.
Casting Time: 1 action This spell can be ended by restorative magic like lesser
Range: 90 feet restoration or dispel magic.
Components: V, S, M (a bit of dust) At Higher Levels. If you cast this spell using a spell slot
Duration: Instantaneous of 5th level or higher, the duration is 24 hours. If you use
a spell slot of 6th level or higher, the duration is 1 week. If
Choose a creature you can see within range that is within
you use a spell slot of 7th level or higher, the duration is
5 feet of the ground. The creature must succeed on a
1 month. If you use a spell slot of 8th level or higher, the
Strength saving throw. On a failure, the creature takes 6d8
duration is 1 year. If you use a 9th-level spell slot, the spell
bludgeoning damage and is forced just below the surface of
lasts until it is dispelled.
the ground. On a success, the target takes half damage and
is knocked prone. A target standing on stone or a similar Dream of K ho
solid material automatically succeeds on their saving throw. 6th-level conjuration (ritual)
While buried the target is restrained, blinded, deafened,
and unable to breathe. The target or an allied creature can Casting Time: 1 hour
spend an action on their turn to make a Strength check Range: 120 feet
versus your spell save DC, digging the target out on a Components: V, S, M (a carved ivory drumstick and a drum
success. If the target has a burrowing speed, they automati- worth 300 ps or with 300 hp worth of blood spilled on it)
cally succeed on their Strength check to escape. Duration: Concentration, up to 1 minute

You drum a hypnotic rhythm, weaving a dream state


Deflect Magic
around all willing creatures within range. As the tempo
5th-level abjuration
rises towards a crescendo, willing creatures begin to see a
Casting Time: 1 reaction, when you succeed on a saving phantom forest sprout around them. The forest conforms
throw against a spell targeting only you. to the shape of the space the creatures inhabit, but may
Range: Self introduce phantom obstacles such as large trees, creeks or
Components: S, M (a flat, brightly polished stone) waterfalls, rock piles, and so on. These are real for crea-
Duration: Instantaneous tures affected by the spell. Somewhere within range is a
huge celestial ape. The ape understands all languages, but
You attempt to reflect a spell that targets you back towards
does not speak.
its caster. If you are the only target of a spell of 5th level or
The ape is capable of summoning any beast or object
lower, the spell has no effect on you, and instead targets
from the same plane that is not bound by magic or
the caster, using the slot level, spell save DC, attack bonus,
currently attuned to another person. This includes generic
and spellcasting ability of the caster.
beasts or objects such as “cat” or “sword,” or named
If the spell targeting you is of 6th level or higher, make
requests such as “the cat Skelka” or “Fangblade.” However,
an ability check using your spellcasting ability. The DC
the ape is under no compulsion to behave in any particu-
equals 10 + the spell’s level. On a success, the creature’s
lar way, and will usually not agree to summon anything
spell fails and has no effect.
unless he is satisfied that he has been offered something in
At Higher Levels. When you cast this spell using a
fair payment.
spell slot of 6th level or higher, the spell targeting you is
If the ape is especially pleased with the payment offered,
reflected if its level is less than or equal to the level of the
he may summon the desired object and additional items as
spell slot you used. When you cast this spell using a spell
well. If he is displeased, he may fly into a rage and attack.
slot of 7th level or higher, you can choose the target of the
All creatures affected by the spell must make a DC 18
reflected spell as if the spell was cast from your location.
Chapter 8 | Spells 107
Wisdom saving throw. On a failed save, creatures take 8d10 Fury of Twr
radiant damage and cease to be affected by the spell. On a 6th-level evocation
successful save, creatures take half damage.
Casting Time: 1 action
Form Weapon Range: 120 feet
Conjuration cantrip Components: V, S, M (sulfur, ash, an ox horn worth 100 ps
or spilled with 100 hp of blood, which is consumed by
Casting Time: 1 bonus action the spell)
Range: Self Duration: Concentration, up to 1 minute
Components: V, S
You unleash a fury of fiendish rage all around you. All crea-
Duration: 1 minute
tures within range must make a Dexterity saving throw.
You reach out and summon a weapon from the environ- Each creature takes 5d10 fire damage on a failed save, or
ment around you. Raw materials uproot themselves and half as much damage on a successful one.
form in your hands into a magical simple weapon of your All water in range immediately boils and releases jets of
choice with which you have proficiency. The style of superheated steam, which last for the spell’s duration, and
weapon reflects the materials in the environment, creating any creature that ends its turn in or above more than 1 inch
a bone sword in a graveyard or a grass sling in an open field, of water must make a Dexterity save. The creature takes
for example. You can only have one weapon formed by this 3d10 fire damage from the superheated steam on a failed
spell at a time. When the spell ends, the weapon falls apart. save, or half as much on a successful one.

108 Chapter 8 | Spells


Gaze of Glelh they must use their movement to approach the ceremonial
6th-level enchantment (ritual) square and, upon reaching the edge of the square, lie para-
lyzed next to it until the spell ends.
Casting Time: 1 hour The spell ends if the ceremonial square contains no
Range: Touch conscious creatures with a Wisdom score of 4 or greater.
Components: V, S, M (an ivory mortar & pestle, and colorful
Heart of Urhosh
pigments worth 200 ps, which are consumed by the spell)
6th-level necromancy
Duration: 24 hours

You anoint a ceremonial square 10 feet in diameter with Casting Time: 1 reaction, when you or a creature you can
bright colors and symbols of a lion with wide, staring eyes. see within range would drop to 0 hit points or die
For the spell’s duration, any creature within the ceremo- Range: 120 feet
nial square can see everything up to 10 miles away within Components: V, S
line of sight of the square with telescopic vision of perfect Duration: Instantaneous
clarity, no matter how small or far away.
You cry out to spirits of survival to preserve the life of a
Creatures within 10 miles may be drawn to the cere-
creature you can see within range. The creature drops to
monial square by the spell’s power. As an action, you can
1 hit point instead of dying. Until the end of the target’s
target a creature within range. Targeted creatures must
next turn, they cannot be reduced to below 1 hit point. In
make a Wisdom saving throw, and targets who can see
addition, effects that would kill the target instantaneously
the ceremonial square or creatures or structures inside it
have no effect.
make their saving throw with disadvantage. On a failure,

L ava Leap
3rd-level conjuration

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (a chunk of pumice)
Duration: Instantaneous

You summon the fury of the volcano to hurl yourself into


the air. When you cast this spell, you can make a standing
leap to any point you can see within range. Immediately
after you leap, a surge of magma explodes outward, and each
creature in a 15-foot radius of the place you just left must
make a Dexterity saving throw, taking 3d10 fire damage on a
failed save and half as much on a successful one.
The magma cools instantly, but the cooled magma makes
the ground difficult terrain in a 30-foot-diameter circle
around the spot you left.

Mage Skis
2nd-level transmutation (ritual)

Casting Time: 1 action


Range: 30 feet
Components: V, S, M (pine needles, water)
Duration: 1 hour

You summon long strips of arcane energy that grant you


the ability to move quickly over frozen terrain. Until the
spell ends, up to 6 willing creatures you can see within
range gain a speed of 60 feet when traveling over snowy or
frozen terrain. Frozen or snowy terrain is not considered
difficult terrain for anyone affected by this spell.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can target one additional
creature for each spell level above 2nd.

Chapter 8 | Spells 109


Nightmare Bind Quillburst
2nd-level enchantment 2nd-level evocation

Casting Time: 1 minute


Casting Time: 1 action
Range: 10 feet
Range: Self (20-foot sphere)
Components: S, M (a piece of cobweb)
Components: V, S, M (a quill)
Duration: Up to 8 hours
Duration: Concentration, up to 1 minute
You choose a sleeping creature within range, attempting
Arcane quills bristle around you, then burst outward
to sink them deeper into sleep while troubling their mind
in sudden violence. Each creature in a 20-foot sphere
with dark dreams. The creature must make a Wisdom
centered on you must make a Dexterity saving throw,
saving throw. On a successful save, the target awakes. On a
taking 2d6 piercing damage on a failed save and half as
failure, the target is trapped in restless sleep until the spell
much on a successful one.
ends, and does not gain the benefits of a long rest. You do
Until the spell ends, if you would take damage from an
not choose the content of their dreams, nor are you aware
attack, you can release a second burst with the same effects
of their nature. Each time the target takes damage, it makes
as the first, ending the spell.
a new Wisdom saving throw against the spell. If the saving
throw succeeds, the spell ends.
At Higher Levels. When you cast this spell using a spell Ridicule
slot of 3rd or 4th level, the spell lasts for up to 24 hours. 2nd-level enchantment
When you use a spell slot of 5th level or 6th level, the spell
lasts for up to 1 week. When you use a spell slot of 7th level Casting Time: 1 action
or 8th level, the spell lasts for up to 1 month. When you use Range: 30 feet
a spell slot of 9th level, the spell lasts until dispelled. Components: V, S, M (a sprig of herbs)
Duration: 8 hours

Possess Steed You ridicule a humanoid you can see within range, lacing
5th-level transmutation your words with magical disdain. The target must succeed
on a Charisma saving throw. On a failed save, the target
Casting Time: 1 action has disadvantage on Charisma checks until the spell ends,
Range: Touch and others who encounter them will find them laughable,
Components: V, S, M (a carrot) though they may not express it outwardly if the target is in
Duration: 8 hours a position of authority over them.

You and up to 10 willing creatures each touch a separate


willing steed of at least one size larger than yourself. All Sense Whispers
affected creatures become immaterial spirits, along with Divination cantrip
all their carried gear, and possess their steeds, controlling
Casting Time: 1 minute
them. Until the spell ends, affected creatures use the
Range: 30 feet
steed’s Strength, Dexterity, and Constitution scores, but
Components: V, S
retain their own Intelligence, Wisdom, and Charisma
Duration: Instantaneous
scores.
The steeds outwardly appear unaffected by this change, You listen carefully for the subtle whispers of unseen
and the possession cannot be detected by visual inspection spirits. Within range, you sense the location of any friendly
of their outward appearance, although unusual behavior undead creatures.
may raise suspicion.
If an affected creature’s steed drops to 0 hit points, the
creature reverts to their physical form within 5 feet of the
steed.

110 Chapter 8 | Spells


Smoke Breathing Steal Speed
3rd-level transmutation (ritual) 2nd-level transmutation

Casting Time: 1 action Casting Time: 1 bonus action


Range: 30 feet Range: 30 feet
Components: V, S, M (a piece of waterlogged fabric) Components: V, S, M (a length of braided twine)
Duration: 24 hours Duration: Concentration, up to 10 minutes

This spell grants up to ten willing creatures you can see A creature you can see within range must make a Wisdom
within range the ability to breathe nonmagical harmful saving throw. On a failure, their speed is halved, and any
gas until the spell ends. Affected creatures also retain speeds you possess are increased by the amount by which
their normal mode of respiration. Additionally, until the their speed is reduced.
spell ends, affected creatures can exhale smoke at will as a
harmless visual effect. This smoke dissipates immediately
Stonebone
and does not provide cover.
3rd-level transmutation

Song of Mala Casting Time: 1 bonus action


6th-level evocation Range: Touch
Components: V, S, M (a stone and a bone)
Casting Time: 1 action Duration: 1 minute
Range: Self (10 miles)
You touch a willing creature. Their bones harden and
Components: V, S, M (an oyster shell containing a pearl
become dense as stone, and their knuckles, elbows, shoul-
worth 750 ps or spilled with 750 hp of blood
ders, and knees sprout rocky protrusions. Until the spell
Duration: Concentration, up to 1 hour
ends, they have resistance to bludgeoning damage, and their
You raise your voice, and begin to sing with the blessing of unarmed attacks deal an extra 1d4 bludgeoning damage.
divine spirits. Your song is magically enhanced and carries
over incredible distances.
Stormscrying
You can choose to have your song heard by all creatures
2nd-level divination (ritual)
within range, any number of specific creatures within
range, or any number of specific type(s) of creatures you
Casting Time: 1 minute
select within range. (For example, the song might be heard
Range: Self
by every undead creature and every elf; or every undead
Components: V, S, M (a needle and a jar of water)
elf.)
Duration: Instantaneous
Using this song you can communicate a message up to 25
words, which will be understood by any hearer regardless You name a location with which you are familiar. You sense
of what languages they speak (as long as they speak at least the current weather at that location, detecting temperature,
one language). precipitation, wind, time of day, and so on. If you use this
As long as you concentrate on this spell, any creature that spell to detect the weather of a large region, you gain a
heard your song can pinpoint your location. more general indication of the weather, such as “scattered
thunderstorms” or “partly foggy.”
Spellblinding
9th-level illusion
Tilt
Casting Time: 1 hour 5th-level transmutation
Range: 60 feet
Components: V, S, M (wool, feathers, rare inks worth 1,000 Casting Time: 10 minutes
ps or mixed with 1,000 hp of spilled blood, which is Range: 60 feet
consumed by the spell) Components: V, S, M (an angled rock or twig)
Duration: Until dispelled Duration: 8 hours
You choose a creature or object in range that you can see, Choose up to 8 willing creatures within range. Until the
and render it invisible to spellcasters. Any creature capable spell ends, affected creatures’ sense of gravity shifts by
of casting a cantrip or spell of 1st-level or higher is unable up to 90 degrees in the direction of your choice. Affected
to see the target you choose until the spell ends, nor can creatures fall in your chosen direction, as does any gear
they be detected by spellcasters using magical means. worn or carried by affected creatures at the time of casting.
Creatures who cannot cast cantrips or spells can see the As an action, you can change the direction of gravity for all
target as before. affected creatures while the spell is active.

Chapter 8 | Spells 111


Time Slip Weight
1st-level enchantment 2nd-level transmutation

Casting Time: 1 action Casting Time: 1 action


Range: 30 feet Range: 60 feet
Components: S, V Components: V, S, M (powdered hoof)
Duration: Concentration, up to 1 hour Duration: Concentration, up to 1 minute

A creature you can see within range must make a Wisdom


Choose an object in range no larger than a 5-foot cube. You
saving throw. On a failure, they become confused about
cause the object to become unbearably heavy. The object
time, believing it to be whatever hour of the day you
does not bounce, roll, or slide unless it is on a steep incline.
choose. They remain convinced of the time until the spell
A creature can attempt a Strength check against your spell
ends, rationalizing explanations for unusual darkness or
save DC to lift the object, ending the spell on a success.
light based on the enchantments of the spell.
If you target an object held or worn by a hostile creature,
that creature must succeed on a Strength saving throw to
Traitor’s K iss avoid the spell. On a failure, the creature takes 2d6 blud-
5th-level illusion geoning damage, dropping the object if it is held, or falling
prone if it is worn.
Casting Time: 1 bonus action At Higher Levels. When you cast this spell at higher
Range: Touch levels, you can target objects of an additional 5 feet in size
Components: V, S, M (a dab of paint and a serpent’s tongue) per spell level above 2nd.
Duration: 8 hours

You touch a willing creature and grant them the appear-


ance of another’s trusted companion. Choose a humanoid
with whom you are familiar, and give your target the
appearance, voice, and scent of their most trusted human-
oid friend, relative, or confidante. The DM determines the
form based on who the target is most likely to trust. The
target has advantage on Charisma checks to influence the
chosen humanoid, and magically learns general infor-
mation about the illusory persona, including their name,
relation to the target, and personality.

112 Chapter 8 | Spells


PART II

FOR THE
GAME
MASTER

Chapter 8 | Spells 113


114 Chapter 9 | Stone Age Adventures
CHAPTER 9

STONE AGE ADVENTURES


Murky lakewater sloshed over the side of the raft as the child sat si- Break the World
lently, thinking over all he had been told in the mist. “Was that true?”
Adventures in Planegea are best served raw, cracked at the
he asked at last.
edges, blood-caked, and sunburned. This is not a world
“Which part?” His grandmother hid her smile as she hauled on the
for timid plotlines and careful balance—when developing
waterlogged line to bring another trap to the surface.
a campaign for Planegea, don’t be afraid to be bold and
“All of it! The Star-Shaman—how she fell from the sky, traveled
aggressive. Smash the land with a tidal wave, overrun it
the world and saw every kinship, met with every kind of person. The
with dinosaurs, blot out the sun, kill all the humans—do
part where she got captured by giants and spent years as the personal
whatever it takes to set yourself free to explore a wild
handmaiden of the Empress of Air. Did she really escape in the en-
and dangerous world full of unexpected twists and turns,
voy’s handbag? Did she begin the market at Swapshore and create all
where nothing feels safe, sacred, or guaranteed.
those spells? And the Hounds of the Blind Heaven—you never even
explained what they were, you just said their name and moved on!”
“Child, a story is a brightly-colored beast. Its outside is beautiful,
and its inside is full of delicious mysteries. When you’re older, I’ll
Using This Chapter
teach you how to harvest a story and cook up its parts, but for now, This chapter is packed with hints for how to get the most
just enjoy its fur and feathers. And help me with this line, I think we out of a Stone Age fantasy setting. It’s a good idea to read
caught something big.” through it as you start to plan your campaign, to generate
some ideas about how you might accomplish what you

W
ELCOME, MASTER OF THE GAME! THIS IS want to do in your Planegea game, and to discover some
your section, filled with tools, ideas, and methods that will come in handy once you begin playing.
resources to make running Planegea in 5th This chapter covers:
Edition fun, exciting, and easy. In this chapter, Themes. Three big ideas power Planegea: kinetic action,
you’ll find guidance on how to prep and primordial horror, and mystic wonder. This section looks at
run Planegea adventures. The rest of this book covers those themes, what makes them fun, and how to incorpo-
locations, factions, threats, treasures, monsters, and rate them in your game.
NPCs—everything you’ll need to develop an unforgettable Wilderness Tools. These frameworks tell you where to
campaign in Planegea. start when heading into the wild. They give you the big
picture of how to handle travel through a primal world,
and offer guidance on how to make treks through untamed
Your Own Planegea land full of interesting, meaningful choices.
Clan Tools. You can only stay in the wilderness so long—
Everything that follows in this chapter and the rest of the
eventually you have to come home. This section explores
book is designed to enhance your experience at the table.
clans, encampments, the clanfire, and nomadic life, and
Planegea is a living, breathing world with an unwritten
offers guidance on how to build and run the clan experi-
history, and although this book lays out a wide array of
ences at the heart of Planegea.
people, places, and things you might find there, you are
Adventure Environments. Notable types of locations
encouraged to make it your own. Every group explores
unique to Planegea are described here, giving ideas for
their own Planegea, and no two Planegeas are identical.
how to explore certain unusual places and run intriguing
Use what’s here as a starting place, and change it as you
encounters within their primordial boundaries.
see fit to be the most fun for you and your players. As the
Genre Tropes. Stories are built of the pieces of what we
DM, you are the maker of your own Planegea. Don’t worry
already know, mortared together with imagination and
about whether changing elements will change the setting—
inspiration. This section looks at classic fantasy tropes and
it’s your setting to do what you want with! So get in there,
even other genres, suggesting how to reinterpret them to
get messy, and have fun.
bring what you love most into your own Planegea.
At Your Table. The section concludes with suggestions
for how to introduce Planegea to your players, as well as a
few ideas for optional modifications that may enhance your
party’s enjoyment of the world.

Chapter 9 | Stone Age Adventures 115


Moving battlefields. Players and monsters have a
THEMES tendency to bunch up in combat and hit each other until

E
someone dies. Make your combats more cinematic by
VERY TABLE IS DIFFERENT, AND WHETHER staging them on ice rushing down a river, the backs of
your group likes big laughs, heartbreaking drama, stampeding animals, or the edges of a crumbling cliff. Use
intense scares, or your particular combination of all the environment to reposition creatures at random, mixing
three, Planegea is designed to be a great place for all up the combat and keeping things unpredictable and
kinds of campaigns. intense.
This section offers guidance for themes that work well
in Planegea, to get the most out of the primordial, pulp-in-
spired setting. But remember: You’re discovering your own Primordial Horror
Planegea. So if your group is exclusively interested in the
Balancing the bright colors and ferocity of wild combat
small politics and personal intrigues of village life in a
is the shadowed eeriness of a world without edges or
quiet corner of the Great Valley, as long as you’re having
certainty, a land which owes and offers no explanation for
fun, that’s perfect.
its strangeness and violence. Planegea is a perfect setting
That said, here’s some advice for how to have big, primal
for campaigns with horror elements, weaving in menacing
fantasy adventures.
spirits, dark omens, hungering metamorphoses, and other
horror themes. Great horror doesn’t answer every question,
and as the DM, you don’t need to either. Sometimes the
Kinetic Action things that touch your ankle in the darkness recede into
Planegea is full of opportunities for wild, extreme, over- the night unseen and unexplained, and the slime that’s left
the-top combat and action. When fighting, Planegeans behind is a threat that does not cease to linger.
don’t simply face off with a dinosaur. They fight a pack of Safety tools. If you are playing with horrific themes,
dinosaurs during a wildfire, leaping from back to back on be sure that everyone at your table is on board before you
a herd of thundering mammoths headed for a bottom- begin. Horror, when enjoyed by everyone, is a fantastic
less cliff. And then the meteors start falling. Villains in genre that can be cathartic and unforgettable. Just make
Planegea don’t organize tidy coups—they consume minds, sure that it’s contributing to the fun for each player, even
they shatter clans, they swoop on their armies of undead as you bring the scares. There are a lot of great tools in the
pterodactyls and unleash the tendrils of the star-horrors to RPG community for making sure that games don’t veer
grapple their prey from above. Environments in Planegea into troubling territory. We recommend having a conver-
aren’t simply caves or forests—they are the gullets of great sation to set expectations before the first session, as well
stone beasts swarmed by hallucinatory spirits, filled with as frequent open communication between the DMs and
bone cages from which celestial birds sing, or streaked players. And always be willing to stop a session and adjust
with the blood of primordial things that glow different plans if it becomes clear that any player is uncomfortable.
colors according to the deeds of those who walk by.
The best way to plan adventures in Planegea is to come
up with an idea and then ask, “How can I make this one
FEAR, DREAD, TERROR, & HARROWING
The horror genre is complex, and we can only lightly skim
level more extreme? And then two more levels after that?”
over the surface of the topic in this section. However, there
That’s usually a pretty good start to unleash your inner
are a few different aspects of the horror experience worth
wildness and discover primordial fantasy.
touching on. Consider each of these aspects if you want to
play with horror at your table.
DYNAMIC COMBAT Fear. Fear is the proactive concern that something bad
To achieve big, pulpy action, you may want to consider a might happen. Create fear in the characters with rumors of
few helpful tools and tricks when it comes to combat: violence or unnerving events, suggesting the kinds of things
Lair actions anywhere. Some powerful 5th Edition that might occur to them, or the things that have happened
monsters have a mechanic called lair actions, allowing to NPCs who are like them. (Be careful to separate the char-
the environment to play a role in combat. Don’t let big acters’ fears from the players’ fears, checking to make sure
monsters have all the fun: any combat can use lair actions the players are still having fun if things get tense.)
to create effects such as weather, unstable terrain, obstacles, Dread. Dread is the certainty that something bad is about
etc. Give the battlefield an action at initiative count 20, and to happen, but without knowledge of what the bad thing
again at 10 for an extra-dynamic environment. will be. It’s that feeling of impending menace, of something
Countdown die. To ensure that your combat keeps dangerous just out of sight. Create dread by showing the
moving, set out a single die (a d4, d6, or d8 works best) and awful effects of a threat before the threat itself is revealed,
turn it to show one digit lower each round or each turn. and by obscuring the characters’ senses with darkness, fog,
When it reaches 1, trigger a big event such as a change in and confusion, along with unexplained noises, smells, or
the battlefield, the arrival of new monsters or flight of the feelings.
current monster, etc.

116 Chapter 9 | Stone Age Adventures


Terror. Terror is the high-adrenaline feeling at the and disorienting descriptions create an environment where
moment of revelation, when something terrible is happen- anything is possible, and the mysterious is everywhere.
ing—when the killer attacks, while the monster is chasing
you. Terror is hard to sustain in 5E, because violence is INSPIRING AWE
wrapped in the initiative system, but a good opportunity to Wonder, awe, amazement—these feelings, rare in our
create it is to dramatically narrate the terrorizing thing’s daily lives, are senses that roleplaying games are uniquely
revelation at the moment before the characters have a equipped to create. And in a prehistoric world, where
chance to act. so little is known or understood, where life is short and
Harrowing. Horror lingers long after the terrifying event unpredictable and peace is rare, slipping into wonder is
has taken place—it is the memory you can’t shake, the more possible than ever. Here are a few tools for promoting
harrowed feeling that forever changes you. True horror is wonder in your game:
difficult to create, but remains the longest. Create horror Sudden lyricism. In the aggressive world of Planegea,
in your world by showing NPCs who have been touched abruptly breaking through the tension of survival and
by something awful and are never the same, or discussing menace can have powerful effects. Consider adding a room
with your players how a particularly terrifying event might full of unexpected light in the middle of a dungeon, crea-
have long-term effects on their characters. tures in the wild moving with beauty and grace, or coming
across a bountiful harvest of food when it’s least expected.
Break the guessing engine. Prepare your players for
Mystic Awe wonder by subverting their expectations, breaking their
Planegea is a world without fixed boundaries, where planes ability to guess what might come next in a given encoun-
blend into each other and one can stumble into the hallow ter or scenario. Use the monster templates in Chapter 13
of a god or a world of dreams by simply crossing a stream. (p. 283) to transform familiar creatures into strange new
It’s a natural world, filled with vibrant wildlife, unspoilt beings, startle the players with unexpected encounters,
vistas, and primordial promise. Here gods deal directly or infuse an ordinary journey with small details about
with their mortal followers, giants construct ziggurats that strange sights and sensations.
scrape the skies, and beauty and death coexist side by side Paradox. Generate wonder by starting with paradox and
in equal measure. A thunderstorm, a swarm of spirits, or a contradiction. To design a particularly memorable god,
herd of dinosaurs can all be equally miraculous. creature, settlement, or encounter, begin with a contra-
To infuse your Planegea with wonder, use descriptions diction and then work backwards to what such a paradox
that involve all five senses, and play with scale and time. would look like. For example, what would an underwater
When the characters enter a cave, think about how it smells city of fire look like? How about an upside-down tree, or a
and sounds, and how the air feels. Describe towering, storm made of stone? Such contradictions, when made real
gargantuan ferns and tiny volcanoes, no bigger than ankle and tangible in the world of Planegea, stimulate wonder
high. And when the party talks with a god, describe days and awe in the characters—and, if you’re lucky and take
passing while they converse, or no time at all. These vivid your time, in the players as well.

Chapter 9 | Stone Age Adventures 117


However, such landmarks can shift and deceive. When the
WILDERNESS TOOLS characters sight a landmark, consider making an Intelli-

I
gence (Nature) check to see if the land has shifted signifi-
N THE UNTAMED WORLD OF PLANEGEA, THE cantly since the landmark was noted. You might even have
wilderness is an essential environment for adventure. players make Wisdom (Insight) checks to discern the land’s
Every mortal encampment is surrounded by it, every trickery, if the region is particularly ill-willed or capri-
trek moves through it. This section offers guidance for cious. Use higher DCs in areas with less visibility and more
how to quickly generate wilderness and plan exciting similar features.
travel through it. These concepts are meant to supplement Knowing when. Seasonality plays a greater role in travel
existing 5th Edition travel rules, and should be used along- than in medieval fantasy—often the land will follow a
side them, to enrich them as fits your table’s play style pattern, returning to familiar shapes in some response to
Travel. Planegea is a world on the move, where the char- the turn of the year. Given that, and the migratory nature
acters should never assume they’re safe or that they know of the clans, knowing when something is in a given location
exactly where they are. As the DM, you can map the land as is as important as knowing the location itself. Finding a
you would a dungeon, filling it with encounters, surprises, clan might be a matter of knowing that each autumn, they
and mysteries. inhabit a certain cave, and at that time of year, the cave is
Camp. As clans and characters move through the world, found a day’s walk from the green river. Thus memory and
they will need to find places to make camp. You can history become crucial skills when traveling.
prepare adventure environments by stocking these places Old skills, new uses. Because of this unpredictable
with important resources and opportunities for exciting landscape, more skills in 5E come into play when traveling
and unique encounters. in Planegea. No longer is a mere Intelligence (Nature) or
Survive. Once the characters make camp, they can Wisdom (Perception) check the limit of what navigation
explore the environment you’ve prepared. Make the clans requires. Consider some of the following options as the
that they interact with dynamic, and structure encounters characters try to find their way in a trackless world:
outside the encampment’s boundaries.
Travel again. Clans and characters in Planegea rarely Skill Use
stay in one place for long. No matter how rich in resources Animal Handling Watching animal behavior, using flight,
an encampment may be, the time will come to move on. migration, or grazing patterns to navigate
Motivate clans and characters to travel to the next set of
Arcana Recalling lore about doorways to Nod,
opportunities, resetting the clock and beginning the cycle
arcane shortcuts, or spells that might be
of adventure again. affecting the local area
Athletics Scaling heights to get a better view of the
Moving Land surrounding landscape, or avoiding sudden
changes in the land such as rock-slides or
Planegea is a young land, where rivers still wander as flash floods
they will, trees are awake more often they they slumber, History Recalling lore about the movements of clans
and even the hills rise and fall like the breath of a great or significant historical landmarks in the area
beast. If the Hounds of the Blind Heaven allowed maps to
Insight Reading the land’s mood, detecting a will to
be written down, such documents would still be largely mislead through changed locations
useless, as the world shifts and changes according to its
own patterns and rhythms. Nature Recalling lore about the shape of the land
in the past, including its habits and likely
When the characters move through Planegea, certain
rearrangements; reading the growth of
abilities that aid travelers in 5th Edition—such as those
mosses and other plants
which prevent getting lost except by magical means, or
those that enable characters to flawlessly remember the Perception Sighting landmarks or discovering trails;
way they have come—are of less utility if the land magi- using smell, taste, and touch to sense
movements of the land; searching for signs
cally changes. As they travel, consider how the land may
of large beasts
have shifted ahead of and behind them.
Uncertain scale. Because of Planegeans’ inability to use Persuasion Imploring the land to guide you, bargaining
high numbers to measure or record distances, the distance with it to allow safe and easy passage
between two points—especially if the intervening space Religion Recalling lore about local gods, the location
cannot be seen with the naked eye—is hard to judge. Most of hallows, and their effects on the region
directions include at best rough approximations of distance, Stealth Avoiding detection by predators, scavengers,
and may be greatly in error if the land has shifted. or other unfriendly creatures
Traveling landmarks. Certain landmarks are often used
Survival Following trails, avoiding natural hazards,
to sense proximity to given locations; a great tree might let
reading the weather and identifying signs of
a hunter know he’s near camp, or a cliff with a particular dangerous beasts or hostile creatures
promontory might mark the border between two clans.

118 Chapter 9 | Stone Age Adventures


Wilderness Dice Drop 4. DRAW PATHS
Now, draw paths between the circles, or nodes. Do this by
Whether the characters are setting out unexpectedly or
first drawing thick lines that connect nodes with identical
you’re trying to establish a wilderness for an upcoming
values. For example, if you rolled two sixes and three fours,
journey, you can use this method to quickly generate a
connect the sixes, and separately, connect all three fours.
unique landscape all your own.
These thick lines represent strong, clear paths which are
obvious and easy to follow.
1. SET THE SCALE Next, draw thin or dotted lines between any nodes that
You’re going to create a node-based map, which is more share at least 1 digit. So, if you rolled a 12, 20, and 2, you
about the interesting points along the way than about would draw a thin or dotted line connecting those three
covering every square mile. These nodes will generally nodes. These lines represent obscured, hidden, or diffi-
be “one time-unit” apart. First things first, decide the scale cult paths, which are not easy to follow and may require
of the map you’re about to build, and approximately how Wisdom (Perception) checks to even notice.
far apart you want things to be. Are you making a small Step back and look at your map. There may be some
regional map where each node is minutes or hours apart? nodes that are isolated, or the paths may feel scattered and
A larger map for a journey, where nodes are days or weeks incomplete. If you want a more complex or full network,
apart? Deciding this first will help you later on. add thin or thick paths as you see fit. You can also erase
paths—the point is to get a map that fits the aesthetic of the
location you have in mind.
2. LIST CONCEPTS Once you’re happy with the paths and the general shape
Start by figuring out what this landscape contains. List
of the map, move on to step 3.
out roughly five concepts that you want this wilderness
to feature. This could include flora or fauna, threats or
factions, landmarks, geological phenomena—anything that 5. ADD ZONES
feels like it suits the wilderness you have in mind. Note Now that you have your paths mapped, it’s time to add
that the concepts don’t need to have anything to do with another layer to this map: zones. Zones are simply regions
each other—in fact, the more diverse they are, the better! that mark different areas of the map.
Once you have the list, write a 1d10 table, like this: In a long journey, zones show progress towards the goal.
Think of them like floors in a dungeon. If you’re heading
d10 Concept from a temperate climate to a winter climate, these zones
1–2 Dinosaurs will progressively show the temperature dropping, rain
3–4 Giant plants turning to snow, introduction of frozen rivers, winter
monsters, etc. In a smaller area, zones might represent
5–6 Gnomes
landscape features such as forests, valleys, or hills.
7–8 Burial site Divide your map into several columns, then write a brief
9–10 Cave paintings phrase to describe each, such as “desert dunes” or “haunted
swamp.” Later, you can use these locations to suggest
Don’t worry about getting the distribution even. It’s fine to random encounters, if the characters should get in trouble.
have one item occupy only one slot, or three or four. Note,
however, that whatever is in the first and last slot will be
important in the wilderness you’re building, so make sure
6. ADD HIERARCHY
By this stage, your map should look like a tangled, chaotic
you’re excited about those.
web. Don’t worry—that means you’re on the right track. A
messy tangle of paths will lead to a much more interest-
3. DROP DICE ing experience for the players, representing an untamed
To get started making your map, grab a handful of dice. A wilderness full of tracks and paths, not one simple road. On
standard set of RPG dice is fine for a small area, or you can occasion, the dice will create a straight path across the map,
use more dice to create a more complex region. Which dice and that’s okay too. Either way, you’re getting a randomized
you choose doesn’t matter, except you need at least one set wilderness that they can explore as deeply at they choose.
of percentile dice (10-sided dice with two digits on each

JPA
face), and that more high-numbered dice (d10s or above)
will likely lead to more encounters and landmarks.
Drop them on the table, ideally tossing them forward
so they create a spread. You can also use a virtual, phys-
ics-based dice roller for this.
These dice represent nodes the characters will be able to
travel to. Circle each one, and remove the die, noting the
67
value for it as you remove it.

Chapter 9 | Stone Age Adventures 119


Let’s begin to sort out what this map means by creating a
hierarchy of dice values, like so: 7. NOTE INTERSECTIONS
Last, before you start actually interpreting the map, note
• 1–9 represent areas that, while they may have interest-
the places where the paths intersect. These don’t always
ing features, are effectively empty. There are no encoun-
mean crossroads (although they can), but they will repre-
ters planned take place here; these are like the empty
sent points in the story where you narrate what the charac-
rooms of dungeon design and give space to the world.
ters see, thereby giving them an opportunity to take action.
• 10–20 represent encounters. These may be social, puzzle,
You can also add narration points wherever a path crosses
or combat encounters. (You haven’t determined which is
into a new zone, so you have a moment to talk about the
which yet.)
weather or landscape changing. It’s not necessary, but doing
• 30–100 represent landmarks visible from a distance, or
so will enhance the experience of the wilderness.
locations that are significant to the region.
• Additionally, even-numbered locations will be on high
ground (if applicable), and odd-numbered locations will 8. WRITE DESCRIPTIONS
be at low elevations. Now, wherever a number appears (with 10 represented by
0), write down that concept from your list on your map.
Note each of these at the appropriate nodes. (You can key
Note that this means that anything with two digits will
them with E for encounter, L for landmark, and an asterisk
feature not one but two concepts, which will interact with
for high ground.
each other.
It’s important at this stage to add or remove nodes,
Now, given all of this information, you can start labeling
encounters, landmarks, and features of interest as you see
what you’ve discovered, including the paths themselves. It’s
fit. If you would like to see more moments of rest or more
best to work from the starting node outward, remember-
densely-packed adventures, adjust the values of the nodes.
ing that only the nodes labeled as such are encounters. The
The randomness here is intended to inspire, not restrict.
rest are interesting waypoints, where the characters might
discover something about their world, but also just repre-
sent a point they reach after a significant amount of travel—
one “time unit,” as chosen in step 1.

120 Chapter 9 | Stone Age Adventures


You can either label your map directly or add a key, label-
ing the nodes with unique numbers for easier lookup. BRANCHING PATHS
Just because you know how to get somewhere doesn’t mean
you know the best way to go. Create points where there
9. RUN THE WILDERNESS are two equal but different paths which hint at different
To use this wilderness in a session, determine which node
opportunities and dangers. These can be equally ominous
or nodes are closest to the start of the session, and which
or equally enticing. For example:
are closest to the characters’ goals.
When the characters are ready to set out, offer them a d6 Paths
choice between any nodes equidistant from their starting
1 One path leads up into open, rocky hills where there
place. Give them clear, concise information about what the
isn’t much cover, while the other descends into a dark
node contains (“an old salt-mining camp,” or “a cliff littered and twisting canyon
with dinosaur bones”) and let them choose their way. Use
2 One path winds around a shining lake full of good
the nodes as narration points, describing what they see
fishing and beautiful views, while the other wanders
when they arrive at each one. Use the zones to give the
across open fields known for excellent hunting
journey a sense of scale and progress.
Should the characters decide to leave the path to cut 3 One path passes by an old scavenger camp known for
overland, ask them their preferred direction and consider robbery and violence, while the other goes through a
burial ground said to be haunted
whether the land is traversable there. You may want to roll
on a random encounter table for that zone’s environment as 4 One path, though long and difficult, has watch-fires
they stir up trouble by stepping off the path. every few miles, promising points of rest along the way,
while the other is a secret shortcut which should be
much quicker and relatively unknown
Journey Dungeons 5 One path is littered with the bones of a fresh kill and
reeks of predators, while the other is crowded with
The wide landscapes of Planegea are as ripe for adventure as poisonous mushrooms of a type you do not know
any confined space. Instead of thinking of travel as simply
6 One path is familiar but old, and appears to have
movement from here to there, another means of running
undergone changes since last traveled. The other is
overland adventures is to plan any significant travel in the
new and—while promising—unknown in its dangers
same way that you would plan a dungeon. Although the
scale of movement is different, the players can still make
meaningful choices leading to varied outcomes, and with ENVIRONMENTAL OBSTACLES
a little thought, a journey across the Great Valley can be as Sometimes travel is complicated by something as simple
memorable as descending into the lair of a lich. as a fallen tree or a flooded river. Introduce environmental
When the characters set out, consider the following: obstacles that must be solved in order to continue, such as:

d6 Obstacles
THRESHOLD GUARDIANS 1 The path winds through a narrow place, but a fallen
Embarking on any significant travel should be seen as tree blocks the path and the party’s pack animals or
crossing into an adventure environment. Mark the occasion steeds can’t climb it
by introducing a challenge to the party as they depart from
2 A flooded river rushes ferociously across the path,
any location where they have felt safe. Some ideas include:
requiring a dangerous crossing
d6 Guardians 3 Recent rains have turned the path into a muddy bog,
1 A hunter or elder forbids you from leaving, saying it’s and travelers must take care or become stuck
too dangerous 4 Fire or drought has rendered the land barren and
2 A friendly character tries to entice you to stay with hostile, with sudden winds kicking up choking ash or
offers of hospitality dust that impedes forward progress

3 A character who went along the path you’re about to 5 A colossal beast has died and been picked clean by
travel is carried back grievously injured scavengers, and its huge, cracked bones act as a field of
spike traps half-sunk into the earth
4 Hazardous terrain marks the exit, such as a cliff face, a
rushing river, or a trapped hunting ground 6 Aggressive plants overgrow the path, entangling and
ensnaring any who would walk through them
5 A predator lurks just beyond the threshold
6 Raiders, a hostile hunting party, or bloodthirsty
scavengers lie in wait along the path

Chapter 9 | Stone Age Adventures 121


SOCIAL ENCOUNTERS PETS OR MINIONS
You’re not alone in this world, but not everyone you meet If the party is traveling towards some goal or confrontation,
will try to kill you. Some want other favors or have oppor- introduce small creatures allied with their objective to
tunities to offer. For example: show that they are in the appropriate environment. Use the
following table as inspiration:
d6 NPCs
1 A vulnerable craftsman who offers to barter their d6 Pets
excellent wares 1 The land around a dragon’s lair is occupied by feral
2 A worldly chanter who offers local lore and knowledge pseudodragons and scattered encampments of
in exchange for food kobolds who revere the creature

3 A bleeding hunter who is searching for particular prey, 2 The approach to a warlord’s camp is full of crows,
asking you if you have seen any sign of it vultures, wild dogs, and scavenging goblins who feed
on the warlord’s kills
4 An unsettling hermit who offers to show you a
shortcut in exchange for your secrets 3 Drawing nearer to the sanctum of a corrupted
spellskin, you find oozes, slimes, and twisted,
5 A wounded gatherer who calls out for help in treating a experimental creatures altered by dark magic
life-threatening injury
4 Traveling towards an ancient volcano introduces fire
6 An alarmed scavenger who urges you to hide as his mephits, salamanders, and imps that thrive in flame
former allies scour the path to kill him and sulfur
5 The region near an aboleth or kraken’s domain features
possessed clans, hungry lizardfolk, and pools with eels,
PUZZLES OR TRAPS octopus, and quippers
Just because it’s the wilderness doesn’t mean it isn’t
trapped, or that mysterious conditions don’t present inter- 6 The path to a known door to Nod is full of drifting will ‘o
wisps, crafty sprites, and awakened plants
esting challenges. Consider:

d6 Puzzles or traps
1 A hunting snare springs a net trap, dangling the party
CONTEXT CHANGES
20 feet in the air The world of Planegea changes while you’re not looking. As
the party approaches their objective, mark a shift in what
2 A grove has been enchanted to rearrange itself in an they expected to find. For example:
endless loop unless you only follow the yellow trees
3 A tripwire shoots arrows from a set of concealed bows d6 Change
rigged to fire 1 The known lair of your quarry shows signs that other
4 The path leads to the foot of a sheer cliff, which can be hunters have recently been here and set fire to the
magically opened by building certain symbols with surrounding forest
rock cairns 2 The former site of an encampment you were hoping to
5 A seemingly innocent log bridge over a ravine has been find is scattered, showing signs of rapid flight and the
weakened to snap when crossed, sending the party hoofprints of raiders’ mounts
tumbling into spikes covered in leaves 3 Your quarry’s lair is empty when it was supposed to be
6 Three enchanted statues guard a crossroads, and you asleep, which means it’s out hunting… and it might be
must solve their riddle to learn which way is right hunting you
4 As you approach an encampment known to be hostile
and violent, you hear music, children’s laughter, and
WANDERING PREDATORS the sound of joyful celebration
In Planegea, you are hunted as often as you hunt. Use
5 Recent flooding has filled the area, causing you to slosh
monsters appropriate to the environment and have them
through a foot of water, which slows your progress and
roll stealth checks to stalk the party. Such monsters could makes movement twice as difficult
include:
6 A wandering forest has moved into the area, and what
d6 Predators was previously open terrain is now a dense and hostile
woodland
1 A single large predator such as an owlbear or dinosaur
2 Pack animals working to surround the party
3 A band of raiders setting up an ambush
4 A lurking monstrosity concealed by the environment
5 A flying monster that swoops to attack from above
6 Magical creatures that lure the party towards death

122 Chapter 9 | Stone Age Adventures


FINAL MARKER
As they reach their destination, create a signal that they
CLAN TOOLS

T
have come to the end of their journey with a final memo- HE CLAN IS THE FUNDAMENTAL STRUCTURE
rable moment that marks the passage from travel into their of mortal life in Planegea. Though there are those
destination, such as: who live outside clans—druids, cultists, agents
of diverse powers, and the like—the clan is at the
d6 Markers center of civilization. It fills the core need for a
1 Banners, pennants, cairns, or other boundary markers place in which to encounter others on familiar ground…
showing entry into claimed territory even if that ground can shift under your feet as quickly as
2 A terrible stench signaling the immediate proximity of you find it.
the quarry Here are a few broad guidelines to keep in mind when
running a Stone Age fantasy game:
3 A change in light, such as misty gloom or the welcome
glow of a clanfire in the darkness Clanfire as tavern and job board. The social epicenter of
a town in traditional medieval fantasy is the tavern. Here,
4 Sudden silence of the surrounding birds and insects the clanfire takes on that role, and the guidance in this
5 An enchanted welcome, such as a friendly spirit or section offers insight into how to use it as a gathering place
illusion to guide you the last few steps of the way throughout the day. The work to be done and rumors of
6 Broken bones, blood smears, scratches, or other signs the clan are also discussed by the fireside, which makes
of a monster’s place of devouring it a natural place for characters to discover the potential
adventures they might encounter, not unlike a traditional
questing job board in other settings.
Gods & shamans as temple and magic shop. In Planegea,
the gods and shamans are keepers of most enchantments
and magic items. It’s not that spellskins can’t enchant, but
you’re more likely to get a weapon touched by a god than
forged by an arcane inventor. Divine hallows and shaman
tents take on the role of temples and magic shops in most
cases, and recasting the traditional shopping experience as
an attempt to curry favor with a god through offerings can
be an entertaining prospect.
Caves as castles and dungeons. Caves, cliffs, thick
forests, and other natural defenses take on the roles of the
high walls, lowered portcullises, and deep moats of fantasy
castles. In many places, dwarvish ruins or natural forma-
tions of land create all the shelter and stronghold well-
armed defenders need to keep their interests safe. Such
places are natural environments for unexpected infesta-
tions—the giant insects, undead, oozes and slimes,
and other conventional dungeon challenges all
have a natural home as the original inhabitants
of whatever cavern a clan might have moved into.
Bear these options and assumptions in mind
as you use the following materials to
create the clans that your charac-
ters will interact with as allies and
enemies.

Chapter 9 | Stone Age Adventures 123


Clan’s devotion to Urhosh. Such clans will deal with other
Clan Creation gods as needed during their winter walk and time in the
Most of us have a good baseline idea of what a medieval Allhunt, but it is always in deference to their primary deity.
fantasy town might look like—it has a tavern and a black- They are usually named after the god, and rely on it as their
smith and maybe a local lord’s castle nearby, whose guards primary source of blessing and power.
keep order in the streets and often have work to offer those Network of gods. There are clans who live in areas
who want it. There might be a temple or a magic shop, if it’s where more than one god holds sway, and who try to exist
large enough. But what does a fantasy Stone Age encamp- in a web of divine relationships. Such clans hedge their bets
ment look like? How does it function, and how do you, as by interacting with multiple gods, often acting as divine
the DM, set it up to make it a living, breathing environment mediators or go-betweens when tensions between gods
full of adventure hooks that your players can grab onto? arise. These clans tend to name themselves after their skills,
This section covers what such an encampment might their leaders, or their histories, preferring not to align too
contain—the people who live there, their roles and func- tightly to a single god, for fear of dishonoring the others.
tion, and the structures they inhabit. Godless clans. Clans without any divine relationships
are rare, but they can occur. Some clans—such as those
comprised mainly of orcs, druids, or arcane practitioners—
GODS see the gods as a distraction, believing that they take as
Most clans are defined first and foremost by their relation- much as they give and that mortals are better off surviving
ship to their surrounding gods. Clans can be fiercely loyal on their own terms. Others are seeking gods but, whether
to a single god, even as they travel; they can be diplomatic, because of their weakness, some flaw in their worship, or
navigating a network of divinities; or they may be godless, simple bad luck, have not found a god to claim as their own.
by choice or accident. Each of these has a powerful effect Very rarely, an entire clan will be outcast by a wrathful
on the clan’s outlook, traditions, and resources. After all, a god, marked as unholy, and rejected by all gods as unwor-
god’s favor is important in a dangerous world; reverence thy of blessing—usually for allowing druidic practices or
can be key to survival. desecrating their god’s hallow in some way. Such wretched
Primary god. Some clans revere only a single god. The clans wander the world abandoned, and would gladly offer
Brother Clans are a good example of this, such as the Bear worship if they could.

124 Chapter 9 | Stone Age Adventures


Asceticism. Some clans practice self-abnegation as
SURVIVAL STRATEGY a virtue, pushing themselves to the limits in search of
Clans generally survive by doing a little of everything— greater enlightenment. These clans tend to be withdrawn,
hunting, gathering, trading, and so on. But most, through disciplined, and found in places that are hard to reach for
various talents and abilities, will wind up specializing in both allies and enemies.
particular survival strategies above others. Very large clans, Druidic practices. Most see druids as traitors, allying
such as the three Brothers (p. 163), are made up of smaller themselves with the natural world instead of sharpen-
groups, called camps or bands, who focus on individual ing spears against it. Druidic clans tend to be founded by
tactics and contribute to the clan as a whole. But smaller, outcasts, hidden away from those that would snuff them
independent clans use varied methods to stay one step out if they could.
ahead of death. Outlander survival. Some clans are entirely shaped by
Some of the most common survival strategies used by their environments. Those who dwell in the shadow of the
clans include: giant empires or at the edges of the world-fangs have their
Hunting. Hunter-led clans are built around pursuit of the own practices and survival strategies that may be radi-
quarry, staying light and agile, able to move as their prey cally different than the rhythms and practices of the Great
does. Such clans often build their structures of the bones Valley clans.
and skins of their prey. Strength, agility, and toughness are Cultic practices. Not all gods are understanding. Some
esteemed qualities in a clan member. clans exist in utter dependence or fear of their local
Gathering. Clans built around gathering tend to be more deity, and spend all of their effort and energy to satisfy
peaceful than other clans, with a focus on defenses to its demands. This practice can be parasitic—the god
protect themselves, since they lack a strong hunter culture. consuming its clans without compassion. Or it can be
Such clans value a keen eye and a stout stomach—the symbiotic, with the god providing all the clan needs while
ability to find food and survive anywhere. They also are its worshipers engage in endless rites and rituals in the
often expert trappers, setting up a ring of defenses around service of the god.
their clans to catch both prey and would-be attackers. Other means. Clans are as varied as the scope of life,
Crafting & trading. In populous regions, some clans are and can exist in any pattern or configuration. From
able to survive simply by getting what others want for ruin-guardians to tree-dwellers, from dream-walkers to
them. These clans produce high-quality or high-volume enchanter-bandits, clans live and die and mix and mingle
goods such as fishooks, spearheads, traps, tents, and so on— in all conceivable forms, limited only by imagination and
objects other clans need—plus more than that. They carry the Black Taboos.
desirable goods from place to place, relying on the next
swap to provide food.
Herding. Most common in the Dire Grazelands, but
CULTURES & COMMUNITIES
Because survival comes first, and all willing hands are
found throughout Planegea, are the herding clans. These
welcome at the clanfire, many clans are not organized
clans have domesticated sufficient beasts that they can live
primarily by kinship. It’s not unusual even in small clans
well on their flocks. Such clans often emphasize the close
to find humans, dwarves, elves, and orcs working side by
bond between mortal and beast, and name themselves after
side to stay alive. However, families often stick together,
the animals they most rely upon.
and many clans have a racial and cultural majority, which
Warfare. These clans are organized around conquest,
is usually reflected in its leadership and activities.
usually led by a warlord with a subordinate shaman.
For clans in which kinship holds a particular sway, there
Warrior clans subjugate weaker clans and force them to do
are some common features of culture.
their labor, freeing the conquering clan to focus on prepar-
Human-led clans. By far the most common in the Great
ing for their next battle.
Valley, where humans dwell in large numbers, human-
Raiding or scavenging. These clans rely on sudden
led clans tend to live in close community with tamed or
surprise attacks and theft, taking from other clans by
trained animals, such as dogs and cats, mounts, trained
force or stealth to gather the materials they need. Such
birds and chattercrests, and beasts of burden. They typi-
clans have few children or elderly, shedding their weakest
cally dwell in simple huts or tents, and rarely stay in one
members and keeping on the move as much as possible.
place for longer than a season or two.
Arcane magic. Often at odds with shamanistic practices,
Dwarf-led clans. These clans tend to spend much of their
some clans are led by arcane spellcasters. These clans
time in constructing defenses and shelters, preferring to
have their own quirks: spellskin-led clans tend to be less
remain in a single location for longer, even braving the
mobile, preferring habitations near their leader’s sanctum;
winter to build up a stronghold worth protecting. Dwarf-
sorcerer-led clans tend to be very instinctive, impulsive,
led clans spend a long time choosing the perfect encamp-
and chaotic, often relying on trade and alliances to survive;
ment site, then erect permanent structures such as walls,
chanter-led clans are usually wandering performers, bring-
stone huts, and wells, which benefit others long after
ing pageantry to their neighbors in return for a share in
they’ve been forced to move on.
provisions and crafted goods.

Chapter 9 | Stone Age Adventures 125


Elf-led clans. Elf-led clans travel erratically, often without symbols, and devotion, or devoid of any sign or act of religion
a reason that’s clear to outsiders. They’ll stay in a location in an outright rejection of whatever god changed them.
for only a short time and loop back over the same hunting Gnome-led clans. Because gnomes are often ostracized by
ground repeatedly, leaving little impact on the land as they other kinships, it’s not unusual to find a clan made solely
move lightly across it. Elvish leaders prefer to find natural of gnomes. Regardless of whether they’re cooperating with
habitations, and are more likely to move their clan into other kinships, gnome-led clans put a high emphasis on
natural structures such as trees, cave systems, or cliffs, crafting, creativity, and trade. Huts and tents are made with
aggressively clearing out predators so they can occupy a patchwork, stitched-together material called gnomequilt,
pre-existing defenses rather than constructing their own. and in front of each hut or tent is a small spread of trin-
Halfling-led clans. Halfling culture emphasizes stealth kets, trade goods, and materials for barter. The same items
and surprise attacks, and even when coexisting with will often be passed around small clans again and again in
other kinships, those values remain powerful strategies. ritual trade, but larger clans can have sprawling market-
Halfling-led encampments are almost always well-hid- places where all manner of unusual items can be found.
den, camouflaged so that a wanderer might practically Orc-led clans. Most clans would consider themselves
walk through one and never know it was there. Halflings fortunate indeed to be led by an orc. Orcs are sought after
conceal their clanfires with open-roofed tents, huts, or as hunters and leaders, thanks to their powerful builds
disguised screens, and put a great degree of emphasis on and natural toughness. Yet orc-led encampments are often
keeping the encampment’s location secret. demanding places, with an emphasis on physical prowess,
Dragonborn-led clans. Clans led by dragonborn are often discipline, tradition, and respect, and place little emphasis
messy, sprawling affairs that gouge and gash the land as on the gods and divine matters. It’s more common to find
they travel. Dragonborn culture is born of survival in the druids and rangers among orcs, and shamans have little
verdant Venom Abyss, and they tend to treat the natural sway in their encampments.
world as something to be hacked away to carve out space Saurian-led clans. Saurians are a diverse people who have
for themselves. Dragonborn encampments are often dug evolved many strategies for survival over their long lifespans.
into the dirt or erected in burned thickets, with large trees A few common threads can be found when saurians lead,
felled to make quick defenses. Some say you can tell that however. They favor an emphasis on patience, with hunts
dragonborn passed by seasons earlier, dragging their blades typically based on ambush rather than pursuit. Saurian-led
through the world behind them. clans are typically arranged according to a rigid pattern such
Godmarked-led clans. Godmarked are often solitary people, as a spiral, circle, or grid, chosen by the chieftain and shaman,
but sometimes a god will alter an entire clan in a sign of their and constructed in the same way at each stop, regardless
favor or displeasure. Such clans often carry strong memo- of the campsite they choose. They also keep close ties with
ries of their marking, and may act either blessed or cursed, their ancestors and friendly spirits, carrying embalmed dead
depending on the event. Clans led by the godmarked are and traveling among a network of cairns where the spirits of
often studies in extremes, either filled with incense, totems, those who died long ago can offer them guidance and advice.

126 Chapter 9 | Stone Age Adventures


Dreas, Starling, or Half-Ooze-led clans. Dreas, starlings, d6 Camp Condition
and half-oozes are all rare enough that it’s highly uncom-
mon to find more than one in a given clan, if any. However, 1 Squalid. Miserable, in crisis
should one of these rise to leadership, they would be 2 Miserable. Dirty, dangerous
inclined to direct the clan based on their personal values. 3 Struggling. Hardworking, tough
You might expect a dreas chieftain to encamp among trees
and use domesticated plants in many ways. A starling 4 Comfortable. Safe, secure
might lead their clan towards nocturnal behavior, prefer- 5 Growing. Bustling, thriving
ring to spend more of their time under the stars than 6 Idyllic. Prospering, joyful
not. A half-ooze could emphasize hunting and collection
of food to an extreme degree, stockpiling far more than Layout. Although an encampment’s arrangement is
the clan needs in salt huts and smokehouses. Yet each of always affected by the environment, most clans have a
these would be an individual with their own ambitions preferred layout that best suits their personalities and
and motivations, and might vary widely based on how they survival strategies.
came to walk the paths of Planegea.
d6 Camp Layout
Clans led by others. There are many kinships not listed
here which might carve out their own communities or find 1 Sprawling. Low structures spaced far apart, covering
positions of leadership, dwelling in their own way, distinct a wide area.
from others. Whatever kinship or culture leads a clan, the 2 Densely packed. Crowded., covering a medium area.
first emphasis is always on survival—and if a kinship or 3 Tall. Towering, covering a small area.
culture has an edge on a particular kind of survival, they
4 Deep. Dug out, covering a small area.
will use it intelligently to stay alive another day.
5 Orderly. Arranged by pattern, covering a medium area.
DESCRIPTION 6 Scattered. Connected by paths or tunnels, area varies.
At a glance, one can see whether a clan is small or large,
Tone. Strongly influenced by leader and condition, the
struggling or prospering, although the surface might hide
tone of a camp is part of its personality. Two otherwise
some secret—a seemingly tiny encampment might be a
similar camps might have strongly different tones, creating
mere outpost for a huge clan, or an outwardly serene clan
different opportunities for adventure and conflict.
might hide secret desperation and starvation. Use the tables
below to inspire your clans. These options will get you d6 Camp Tone
started. Where you take them is up to you.
1 Serene, calm, sacred. People walk slowly and
Size. Most camps range in size from around 10–100 murmur. Meditating clan members, small shrines,
people, and are led by a chieftain, a shaman, one or more chimes, and quiet chants are commonplace.
elders, and various other high-status figures, described in
2 Bustling, rushed. People hurry past and call out
the next section as notables.
across open spaces. Shouts, arguments, spills, and
d6 Camp Size crowded entryways are commonplace.

1 Tiny. 1d6+5 people, including a chieftain (75%) or 3 Competitive, tense. People walk in pairs and
shaman (25%), and 1 elder (50%) whisper. Shadowy corners, closed tent flaps, private
conversations, and public contests are commonplace.
2 Small. 1d6+10 people, including a chieftain and
shaman, 1d3-1 elders, and 1 notable (50%) 4 Strict, formal. People work and eat according to a
tight structure. Work parties, commands, and leaders
3 Modest. 2d6+20 people, including a chieftain, shaman, issuing reprimands are commonplace.
1d4 elders, and 1d2 notables
5 Lax, lazy, casual. People doze and amble. Naps,
4 Large. 2d6+40 people, including a chieftain, shaman, informal games, half-finished chores, cobwebs, and
1d4+2 elders, and 1d4 notables rubbish are commonplace.
5 Huge. 4d6+60 people, including a chieftain, shaman, 6 Showy, ostentatious. People stroll and boast.
2d4 elders, and 1d4+1 notables Paintings, carvings, woven cloth, fine goods, and rare
6 Enormous. 4d6+80 people, including a chieftain, craftworks are commonplace.
shaman, 2d4+2 elders, and 2d4 notables
Condition. Not all clans are equal in prosperity—some
thrive and grow, while others disappear in wretched
squalor. Any number of reasons can cause a rise or fall
in fortunes: the death of a strong leader, a windfall of
resources, internal fighting, the ravages of disease, the
influence of gods… every clan has its own story.

Chapter 9 | Stone Age Adventures 127


gods as they change and grow. Above all else, the shaman is
MATERIALS focused on the relationship between the clan and the gods.
Often, clans will specialize in a certain type of work for Elder. As the lore-keepers of the clan, the elders are
the purposes of bartering with other clans, or seek some responsible for the transmission of knowledge and skill to
specific need of their people or magic, such as medicinal their people. Typically acting as a group of three to seven,
herbs, salt, or carving wood. Depending on the clan, they the elders oversee the teaching of children and crafters,
may value a location near a particular kind of material fishers and trappers, and all who specialize in trades and
more highly than other locations. skills that keep the clan alive. They keep alive the tradi-
Roll on the table below to determine the clan’s current tional ways of the clan, including songs and stories passed
access to materials, and roll on the Materials table on the down from other generations, and offer key guidance when
opposite page for inspiration about the reason for a clan’s traveling through an ever-changing landscape, remem-
chosen encampment site. bering what came before to envision what might lie ahead.
1d20 Source of Materials They also mediate conflicts between the chieftain and
shaman, acting as the final arbiters when the physical and
1–5 Bad. No materials are available. spiritual leaders of the clan cannot agree. Above all else,
6–10 Poor. Materials are available, but they are scarce the elders are focused on the stability of the clan.
and of inferior quality. Roll once on the Materials
table. Checks to collect these resources and to craft
NOTABLES
or trade with them have their DCs increased by 5.
Though the chieftain, shaman, and elders are the only
11–15 Fair. Materials are available and of adequate quality. official leaders in small clans, larger encampments with
Roll 1d4 times on the Materials table. more people require more structure, and attract those with
16–20 Good. Materials are plentiful or of excellent quality. more skills. Such people are notable for their status and
Roll 1d8 times on the Materials table. Checks to acumen. To introduce notables into your clans, roll on the
collect these resources and to craft or trade with table below:
them have their DCs decreased by 5.
d20 Notables
1-2 Lead hunter. The most experienced or impressive
LEADERS hunter, whose directions are followed on the trail.
Nothing has a stronger effect on a clan than its leadership.
A good leader can make a terrible situation rewarding, 3-4 Lead gatherer. The most experienced or capable
gatherer, who directs gathering efforts.
while a bad leader spoils nature’s bounty. Leaders are those
who stand out and help guide the clan. Some leaders have 5-6 Lead crafter. The most skilled crafter, either
formal positions, while others exert influence based on individually or as a leader of other crafters.
their abilities and what the rest of the clan expects of them. 7-8 Morning Speaker. Announces the daily work to
be done and, under the authority of the chieftain,
KEY LEADERS organizes and directs clan members.
There are three key leadership roles in a clan: chieftain, 8-9 Guardian. An appointed warrior who fights on behalf
shaman, and elder. A clan that lacks any of these roles is of the shaman and is typically entrusted with the clan’s
weaker for the absence, as each balances the other two. magic weapon.
Chieftain. As the physical leader of the clan, the chief-
10-11 Arcanist. A chanter, spellskin, sorcerer, or warlock
tain is responsible for the food and safety of their people. who casts spells to benefit the clan.
A chieftain oversees the hunters, gatherers, crafters, and
arcane spellcasters, executes judgment in cases of crime, 11-12 Expert. A person of special knowledge about a single
topic, such as geography, weather, or creatures.
and leads the clan when they migrate. They are also the key
negotiator in trade deals, alliances, and declarations of war. 13 Undershaman. A student and servant of the shaman,
They ensure the shaman does not forget physical needs granted some shamanic powers and authority.
in pursuit of the spiritual, and that the old ways are not 14 Storyteller. A gifted orator or singer who entertains
served to the detriment of the needs of the moment. Above and unifies the clan with their tales and songs.
all else, the chieftain is focused on the survival of the clan. 15 Caretaker. One who is gifted with the care of the
Shaman. As the spiritual leader of the clan, the shaman young, and raises children well, with great honor.
is responsible for the magical and religious well-being of
16 Trader. One who deals with strangers on behalf of
their people. A shaman governs apprentices, guardians, and
the clan, sometimes traveling far to enact significant
ascetics, enacting ceremonies, rites, and rituals, and deals
bartering deals.
directly with gods and spirits on the clan’s behalf. They
name children, oversee coming-of-age traditions, and bless 17-18 Healer. A person studied in medicine, herbs, and
marriage unions. They ensure the chieftain does not anger healing secrets, who keeps the clan healthy.
the gods, and that the old ways of the elders still please the 19-20 Champion. The clan’s strongest physical specimen, put
forward in games and battles as their representative.

128 Chapter 9 | Stone Age Adventures


MATERIALS
3d8 Materials Typical Location Uses Specialist
3 Unknown God* Any Magic, Protection Shaman
4 Door to Nod* Caves, Forests, Valleys Travel, Magic Chieftain, Warlock
5 Glass Sand, Volcanoes Tools, Decoration, Status Glassworker
6 Ancestral Cairn* Caves, Hills, Mountains Lore, Regional Knowledge Elder
7 Salt Sand, Water Sources Trade, Food Preservation Cook, Trader
8 Spiderweb* Caves, Forests Medicine, Weaving, Crafting Healer, Weaver
9 Shells Caves, Water Sources Tools, Decoration Carver
10 Bones or Antlers Fields, Forests, Caves Weapons, Tools, Building Crafter
11 Flint Water Sources, Caves Weapons, Tools Flintknapper
12 Clay Valleys, Water Sources, Caves Pottery, Building Potter
13 Common Stone Hills, Mountains Building Builder
14 Wood Forests, Water Sources Weapons, Tools, Building Woodworker
15 Grass or Rushes Fields, Water Sources Weaving Weaver
16 Vines Forests, Mountains Rope, Tools, Building Crafter
17 Feathers or Hides Any Clothing, Shelter, Decoration Tanner
18 Wine Berries* Fields, Forests, Cliffs Fermentation, Trade Drinkmaster, Trader
19 Special Herbs Forests, Valleys, Cliffs Medicine, Religion Healer, Shaman
20 Monster Parts (Uncommon)* Caves, Skeletons Tools, Weapons Crafter, Carver
21 Venom or Toxin Sand, Forests, Water Sources Medicine, Weapons Healer
22 Ooze* Caves, Forests, Water Sources Glue, Lubricant Builder
23 Monster Parts (Rare)* Lairs, Skeletons Tools, Weapons, Status Chieftain, Crafter
24 Magic Item* Any Magic, Lore, Status Chieftain, Elder

Unknown God. The area holds the hallow of an unknown god— webs suggests the presence of spiders, making any attempt to
this might be a god who prefers to remain secret, who has harvest them one that’s better done armed and protected.
ascended to godhood recently, or who has simply existed for all Wine Berries. Wine berries are favored by drinkmasters,
these years without encountering mortals. If the clan or party who know the secrets of fermentation to make strong drink.
has a shaman, it is usually their responsibility to deal with Such berries come in many varieties and qualities. Exceptional
newly-encountered deities, for good or for ill. berries make exceptional drink, and are prized by traders for
Door to Nod. Doors to Nod can be found throughout Plane- their portability when dried and their bartering value.
gea. Roll 1d20. On a 10 or lower, the door leads to the Night- Monster Parts. Many monsters have particularly useful
mare World. On an 11 or higher, the door leads to the Dream parts, such as petrifying eyes, fireproof scales, freezing fangs,
World. Reality is often strange near such doors, altering nearby etc. In areas where monsters are plentiful, these parts can be
plants and animals, and elves or other native inhabitants of harvested—as long as you can survive an encounter with the
Nod might travel through the doorway and be willing to monsters themselves.
trade—or planning to attack. Warlocks or other arcane casters Ooze. Naturally-occuring oozes come in many forms (most
and clan chieftains are usually tasked with dealing with the of them dangerous). These oozes can be used as extra-powerful
threat or promise of an encounter with Nod. greases or as bonding agents, depending on their type. They
Ancestral Cairn. Saurians leave piles of stone throughout are also useful for certain kinds of spells. However, oozes
the world, inhabited by the spirits of their dead, who are without a clear source might also suggest aberrant presence
often willing to share their memories and knowledge of the nearby, and often act as a reason to avoid an area just as much
surrounding lands. They may require a price for this knowl- as to visit it.
edge, such as eradicating a local threat or carrying a message to Magic Item. A lost magic item is an incredibly valuable
their descendants. find—if a deeply risky one. These magic items usually radiate
Spiderweb. Although common spiderwebs are found every- a certain power. They may be cursed, or sentient, or tied to
where, areas with particularly large spider colonies—or partic- a particular fate. The item’s former owner may haunt their
ularly large spiders—can have harvestable webs that are useful hiding place, or it may be concealed within a dungeon, await-
for crafting and medicine. Of course, the presence of such ing a worthy soul to come and claim it.

Chapter 9 | Stone Age Adventures 129


DESCRIPTION DWELLING
To quickly create unique leaders, use the tables below to Dwellings are where creatures sleep and spend their time
randomize their age, reputation, and a standout feature at ease, when not at work or at the clanfire. Most of these
they’re known for. dwellings can be constructed of the most rudimentary
materials—sticks, leaves, untreated hides—but can be fash-
d6 Age ioned of finer stuff for more comfortable and impressive
1 Ancient dwellings if those who live within are of high status.
2 Old
DEFENSE
3 Mature
In a world as violent and hungry as Planegea, defenses are
4 Middle-aged essential to survival. The six defensive structures listed on
5 Prime of life the table below are the most common, but mortals have
many clever means of keeping themselves and that which
6 Unusually young
they hold dear safe. Most of these are fairly basic, but can
be reinforced with resources and effort to improve their
d6 Reputation toughness and durability.
1 Hated, treated with disgust or disdain
PRODUCTION
2 Disliked, avoided and opposed
Some structures are built primarily for production: the
3 Ignored, left out of conversations preparation of food, the crafting of goods, the harvesting of
4 Well-liked, opinion is sought after raw materials, etc. These sites usually start out small and
meager, able to only produce the smallest products. But
5 Respected, given the last word
given time and effort, with skilled artisans and sufficient
6 Revered, treated as a holy figure workspace, they can expand to create amazing value.

d6 Standout Feature
1 Stature. Roll 1d4. 1: Tall; 2: Short; 3: Slender; 4: Wide d8 Dwellings
2 Movement. Roll 1d4. 1: Fidgety; 2: Graceful; 1 Shelter. A simple lean-to, little more than a slanted
3: Expressive gestures; 4: Clumsy roof propped up by sticks. Enough to keep some of the
3 Health. Roll 1d4. 1: Hearty; 2: Sickly; 3: Pale; 4: Flushed. rain or sun off, but little else.
4 Intellect. Roll 1d4. 1: Brilliant; 2: Dull; 3: Logical; 2 Tent. A mobile, collapsible dwelling, often fashioned
4: Fanciful from poles and a covering. Usually has an opening to
allow smoke from a hearth or cookfire to escape.
5 Outlook. Roll 1d4. 1. Impulsive; 2: Cautious;
3: Optimistic; 4: Pessimistic 3 Hut. Semi-permanent, sturdier and tougher than a
tent. Takes longer to construct and move, usually built
6 Demeanor. Roll 1d4. 1. Warm; 2: Passionate; 3: Aloof;
at a site that a clan intends to return to again.
4: Cliquish
4 Roundhouse. A large circular edifice with a conical
roof and enough space for many to gather within.
STRUCTURES Roundhouses can be built as permanent structures or
Although each encampment is unique, many share similar crafted to quickly collapse.
structures, in varied combinations. Just as a medieval 5 Pithouse. A roof lowered over a pit, hole, or other low
fantasy town might have a tavern, blacksmith, and temple, place. Pithouses are excellent for staying out of sight,
so Planegean settlements have the clanfire, crafter, and and can be easily disguised to avoid notice from most
shrine. Use these structures to populate your encamp- predators—except the burrowing ones.
ments. 6 Slinghouse. A dwelling suspended in midair, usually
by ropes between trees or massive beasts. Typically
d20 Structure type traversed by crawling rather than walking while inside.
1–8 Dwelling 7 Pen. A dwelling for beasts. Usually made from ropes
9–10 Defense wrapped around stakes driven into the earth. Tougher
pens can be built to contain wild animals, but such
11–14 Production projects take precious time and resources.
15–16 Storage 8 Stable. A shelter, tent, or hut built with the needs of
17–18 Transport beasts in mind, not mortals. Considered a luxury—if
an animal’s life is worth protecting, it’s usually simply
19–20 Magic
brought in by the fireside with the family.

130 Chapter 9 | Stone Age Adventures


STRUCTURES
d6 Defenses d10 Production Areas
1 Wall. From simple sharpened stick palisades to stone 1 Potter. Creates and bakes clay pots and containers for
walls to magical barriers, walls keep trouble out. goods of all sizes and types.
2 Tower. Guard towers are heavily fortified and built 2 Knapper. Chips stones like flint and obsidian,
for shooting arrows. Watch towers are much taller sharpening them into blades for weapons, tools,
and more spindly, designed to be quickly scaled for a fishhooks, and so on.
glimpse at the distant horizon.
3 Crafter. Builds tools, weapons, structures, traps, and
3 Gate. A fortified entrance with a removable barrier all manner of complex objects requiring carpentry,
made of wooden poles or large bones. woodworking, or invention.
4 Pit or Trench. Pits are designed as traps and 4 Mine. Where miners dig flint, salt, quartz, and other
obstacles, while trenches surround and slow valued minerals from the nearby landscape.
attackers.
5 Dryer. Racks on which salted food or pelts are hung or
5 Traps. Crafted for hunting, traps can also be useful spread as a method of preservation and preparation.
for catching other kinds of creatures, and—whether (Food and skin dryers are usually kept separate.)
lethal or not—serve an essential role in defending
6 Hearth. A small fire, ringed with stones, usually in or
most encampments.
near a tent, used for cooking and warmth.
6 Stash. In a world with few mechanical locks, secret
7 Oven. A small hut with a contained flame, used for
stashes or hiding places for goods and valuables are
evenly cooking certain kinds of food and baking clay.
important, with concealment serving as a better
protection from thieves than force. 8 Tannery. A foul-smelling but essential structure at
which hides are scraped, soaked, dried, and turned
into leather. Tanneries are set far apart and downwind
from the other structures, because of their smell.
9 Weaver. Crafts woven baskets, mats, roofs, and other
essential materials, as well as creating woven cloth
when materials allow.
10 Well. Brings water from below—usually only dug with
great effort. Typically exists in sites clans return to year
after year.

Chapter 9 | Stone Age Adventures 131


STORAGE
For clans who are doing more than merely eking by,
Encampment Dice Drop
storage areas to contain food, supplies, and materials are Sometimes the characters will come across a clan unex-
essential. Simple and quick to build, they nevertheless pectedly, or you want a quick and simple way to gener-
usually stand open to thieves or pests, and can be made ate an existing encampment. To quickly lay out a clan’s
more secure given time or effort, depending on the value of encampment, you can simply use a dice drop method. Most
what’s inside. camps are arranged organically, so this tool gives you an
unplanned and unique encampment layout each time.
TRANSPORT
Certain objects lie halfway between structures and tools,
but will often appear on your map of a camp like struc-
1. DROP THE DICE
First, choose a number of dice equal to the number of
tures. Many of these items are particularly useful as the
structures you want in your village. (You can always add or
clan travels, and can be improved with time and resources
take away from these later.) For best results, use a variety of
to make them safer and more trustworthy, even in extreme
die types.
conditions.
Roll or drop the dice onto a sheet of paper.
MAGIC
Many camps have magical areas where arcane or divine 2. TRACE OUTLINES
spellcasters can work their spells, allowing access to the Now, loosely trace the outlines of the dice, lightly noting
powerful forces that make survival possible in Planegea. the number on each die as you remove it. These will
These areas can be very simple and rudimentary or quite become the shapes of the structures in the encampment.
elaborate, and usually require some sort of preparation in Any dice that were touching become a single structure
order to be useful. More magical places may require more with a complex shape. Many structures are created of
preparation, to allow for greater spellcasting. adjoining tents or ramshackle networks of tents, huts, and
awnings, so embrace the chaotic shapes these buildings
take on—but don’t be afraid to alter them as you see fit,
CULTURE based on the encampment you’re interested in exploring.
Clans don’t exist without context or history. Use the
following questions to inspire some of the culture in which
this clan exists: 3. NOTE GAPS
There should be some gaps in the pattern of the dice as
• Why is this clan either sought out by others or avoided?
thrown. These gaps are crucial, as they show where struc-
• The prized belonging of someone long dead is in a place
tures aren’t built, for good reason. Use the gaps as follows:
of honor. What is it and who did it belong to?
Clanfire. In the most central, most circular gap, draw an
• It’s considered an offense to speak someone’s name in
X the size of a structure. This is the location of the clanfire,
the clan. Who is it and why?
and represents the social hub of the encampment.
• What was the last crime committed in the clan or camp?
Perimeter. Draw a line that encloses the largest group of
How long ago was it and what was the punishment?
structures. It’s perfectly fine if some structures fall outside
• What is one rumor going around the clan?
this, as will happen in more scattered maps. This line
• What festivals or rites mark the clan’s year?
represents the boundary of the encampment. It will usually
• Where’s one place the clan never wants to return?
be fortified at least with a ditch or wall of sharpened sticks,

STRUCTURES
d4 Storage Areas d4 Transports
1 Resource pile. A stack of wood, rocks, or other 1 Sledge. A platform designed to be hauled or dragged,
nonperishable items that don’t require containers or sometimes on runners. Attached by ropes to a harness
protection. that can be worn by mortals or beasts.
2 Storage tent. A tent without a hearth or hole for the 2 Boat. A raft, canoe, catamaran, or barge. Some are
smoke, designed to keep water off the goods. designed for fast travel, others simply as a floating
platform from which to fish or keep watch.
3 Storage hut. A sturdier and more well-defended
storage location, usually semi-permanent. 3 Bridge (Portable). Fashioned from rope and wood,
a portable bridge is a valuable resource which, once
4 Storage yard. A simple penned area designated for a
secured, allows clan members to cross ravines, rivers,
certain type of goods.
and so on with minimal difficulty.
4 Ladder. Relied upon in cliff-dwelling clans, as well as
being useful for battle and raids, quickly scaling trees,
cliffs, and other heights from which one can attack and
defend with greater ease.

132 Chapter 9 | Stone Age Adventures


but may merely be the line along which sentries are posted TROUBLE
at night, to watch for predators.
Geography. If there is a second gap that’s obvious in the If there is trouble in the encampment, select a digit
map, use that to indicate a geographical feature or change before rolling the encampment die drop. The structures
in the landscape. Some options include: matching that digit might be especially touched by the
trouble. (For example, if you select 4, then any dice resul-
• A stream or river (if deep, may be crossed by a bridge) ing in 4, 14, 40, etc. would indicate a structure touched
• A ledge or cliff (often crossed with ladders) by the trouble.)
• A trail or path If the trouble is more widespread, you might choose to
• A transition between types of terrain (if the site is half have all structures with odd numbers be affected.
in forest or half over water) If characters investigate the chosen structures, they
• Preternaturally large tree could potentially find the trouble’s effects lingering here,
• Strange rock formation and clues to unraveling it. Such troubles might include:

• An infestation of biting insects or other pests


4. ADD LABELS • A disease or infection
Now that you know the general shape of the encampment,
• Mold or rot on the structure and its contents
you can begin labeling the structures you’ve traced, using
• Low morale or a faction opposed to the leadership
the numbers rolled as a guide.
• A secret, conspiracy, or cover-up
High numbers. First, look at the highest numbers
rolled. The two highest numbers will be the chieftain and
shaman’s dwellings, with the shaman being nearest the
clanfire. Continue counting down the high numbers, label-
ing the dwellings of elders and clan notables (p. 128).
Other structures. You can decide what the other struc-
tures in the camp are, or you can determine randomly by The Clanfire
rolling on the Structure tables (p. 130).
The clanfire is the heart and soul of the clan. It represents
a clan’s life, and to quench the clanfire is equivalent to a
5. MODIFY & RUN death threat or declaration of war against the entire clan.
Finally, make adjustments as you see fit, then bring the The clanfire is always kept burning, whether by magical
encampment into your game! Should the characters enage means or constant feeding—although it only burns high at
with the encampment for longer than a session or two, night, when the clan gathers as the stars rise.
consider going back and using some of the materials from
the Clan Creation section (p. 124) to discover more about
the clan’s nature and leaders.
BENEFITS
The clanfire is the center of encampment life. It’s where the
characters will be able to find NPCs regularly, and enact
much of the business of adventuring that takes place at the
tavern and shops in other 5E settings. Some of the benefits
of using clanfires in your games include:
Gathering. Each night (and to a lesser degree, each
morning), the majority of NPCs in a given clan gather
around the clanfire. This regular reassembly of all char-
d6 Magic Structures acters can help drive the action forward. Your players will
1 Cairn. Special grave or tomb erected to enshrine an know where to find people, unless NPCs are trying to avoid
ancestor or friendly spirit. Such cairns can be used to them or absent for other reasons.
communicate with ghosts, and are often useful for Meal. The clanfire is a place of shared meals, where all
access to ancient lore or historical knowledge. who are welcome at its light are invited to eat. If you don’t
2 Totem. A symbol or shared focus for the clan’s power want to focus on survival and resource management in
and reverence. Can be tied to either arcane or divine your game, the clanfire is a useful tool for explaining how
magic, and is useful for casting spells. Powerful totems the characters have enough to eat each day—and being
can even increase spell levels within a certain range. excluded from it can immediately trigger the need to find
food in a more creative, adventure-filled way.
3 Circle. A ring of stone, wood, bone, or other
permanent material. Usually used in casting the hallow Rumors. Wherever communities gather, rumors swirl.
spell to make a particular spot more magical or sacred. The clanfire is a perfect place for characters to overhear
fragments of information, snatches of conversation, whis-
4 Spell Wall. A place where spellskins can work out their
pered secrets—all the news you might have them pick up
arcane patterns, crafting the complexities required to
in a chaotic environment where lips are loosed by strong
allow them to cast spells in the future, using only their
tattoos as shorthand reminders. drink and good food.

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Tasks. Just as the notice board serves as an easy way to Alternatively, if the entire clan is gathered, you can roll 1d6
give characters jobs in medieval fantasy, tasks are handed to discover who is conspicuous by their absence.
out at the clanfire. Typically this happens in the morning, Center. When the characters arrive at the clanfire, as you
during an informal gathering where a speaker announces describe the scene, call out the NPCs you rolled as present,
work to be done, but can just as easily be suggested at any describing their position around the fire and current
time of day if the characters inquire about jobs. activities. Focusing on these NPCs in the scene description
Commerce. Trade happens by the light of the clanfire. will give the party an easy place to start as they interact
Rather than travel to individual shops, players can find with the clanfire, and make it come alive in unpredictable
crafters, traders, and others interested in swapping for salt combinations.
or barter gathered around the blaze. Bargains can at least
begin at the clanfire, but may require a follow-up visit to CLANFIRE TIMING
the trader’s dwelling in the light of day, to examine wares Although each clan is unique, there is a common pattern
and exchange goods. of activities and events that take place around a clanfire.
Authority. Ceremonies, judgments, executions, exilings, Use the timing in this section as a general guideline for
marriages, adoptions, clan magic—all public events happen the flow of the day around the fire—and deviate from this
at the clanfire, conducted by the shaman, chieftain, or both. pattern to indicate that something is unusual or amiss.
If there’s a public event, for good or ill, it will occur just
after dark, as the clanfire burns high. MORNING
The early hours at the clanfire are a time for informal gath-
RUNNING THE CLANFIRE ering and preparation before setting out for the day’s work.
The clanfire is a great tool for you as the DM, and can make The fire burns low, kept to a bed of hot coals. A morning at
running downtime much easier with a minor degree of the campfire usually includes:
preparation. This is not always necessary—for clans where Warming meals. Individuals gather to heat food or drink
the characters won’t spend much time, it’s unimportant to before they head out. Although eating by the campfire is
go into this level of detail. But if your table will be spend- communal, there’s no shared dish—each is responsible to
ing any significant portion of their adventuring time with bring food from their own gathering or hunting outside of
a given clan as their home base, you can make the clanfire the evening clan meal.
a living, breathing place with these steps: Talk. Conversation at the morning clanfire is usually
List. First, make a numbered list of important or inter- subdued, discussing the work to be done for the day and
esting NPCs in the clan. Consider leaders, notables, average any noteworthy events of the night. Light gossip about
clan members, and anyone of particularly low status. List carousing or mysterious behavior is often found here, as
them out. (You can also simply write categories of people, well as discussions about the surrounding land before
such as “gatherer” or “child” if the tribe is large enough.) people set out.
You can use the Name Generator, p. 375. Tasks & opportunities. Morning is when tasks and
Key. Once you have your list, make a key noting any opportunities are discussed or announced, before hunting
factions, groups, or storylines. For example, if a team of the and gathering parties set out for the day. Some clans have
young hunters is considering an overthrow of the existing an official role called a Morning Speaker, under the author-
chief, you might put a star by their names. ity of the chieftain, who announces the work to be done,
If you want to add additional detail, consider when each then organizes and directs clan members into work parties.
character is habitually by the fire. You can add columns If the characters want to know about potential quests for
to your table for each time period (e.g., Day & Night; or the clan, the Morning Speaker is a good person to approach.
Morning, Afternoon, Evening, Night, Pre-Dawn) and indi- Departure. After eating and discussing the work to be
cate which characters are present. done, the clan will splinter, dividing into work groups and
Plot. On a separate sheet of paper, look at the factions, individual tasks. From this point until the evening, the
groups, or storylines you’ve keyed on your list, and make clanfire will be mostly empty of large groups, unless a
short notes on what interacting with such a group might special event or emergency calls the clan back together.
lead to. Perhaps it’s a piece of information the characters Crafting. Crafters often remain by the clanfire through-
might overhear, an encounter they could get into, or a out the day, using the fire for various parts of their work,
rumor that could be passed along. Write at least one note or simply plying their trade while conversing with others.
for each faction, group, or storyline. You can also make Some wait until after departure before hauling out special
notes for individuals who are not in groups—especially equipment and spreading out their work over a large area
leaders and notables, who are more likely to be sought out now that the clanfire is finally quiet.
by the party.
Roll. When the characters arrive at the clanfire, roll 1d6
times on the table for active NPCs, who will be front and
center at the clanfire. At times when the clanfire is mostly
empty, these may be the only people there. When it’s more
full, these are the people who stand out from the crowd.

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AFTERNOON EVENING
The afternoon is a subdued time at the clanfire, when most As darkness falls, the most important hour of the clanfire
of the clan is hard at work at various tasks elsewhere. approaches. Early evening is the time of the shared clan
Crafting. The work of crafters continues throughout the meal, the time of magic and ritual, stories and ceremonies.
day, and they are most likely to be found by the clanfire It is at this time that the clanfire burns highest and hottest,
circle, heating their materials over its coals as needed. as the hunters and gatherers convene around its heat and
Talk. Talk around the clanfire in the afternoon is scat- light as a ward against the darkness and proof that they are
tered and infrequent, with most absorbed in their work. still alive for one more day.
Infrequently, energetic debates will break out between the Preparation. As the shadows lengthen and the Day-Star
various crafters at work there, often on esoteric matters. tires and wanes, those skilled in preparing food stoke the
Cooking. Although other hearths are typically used for clanfire, heating the shared meal. Large pots are set boiling,
various needs throughout the day, some cooking takes baskets of gathered goods are dragged to the clanfire’s side,
place on the clanfire in the afternoon. Usually this is done and meat is roasted. All is made ready.
by individuals heating their own food, but occasionally the Star rise. In Planegea, the stars don’t appear in the
evening meal will need extra preparation time and a large sky—they shoot up from the horizon in sparkling foun-
group will use the clanfire for that purpose. tains, rising from the Sea of Stars to swirl overhead once
Lessons. Some shamans and elders prefer to use the again in moving constellations. Star-rise is the signal for all
afternoon hours to instruct the younger members of the members of the clan to gather at the fire.
clan in the ways of the local gods and the traditions of Gathering. As the clan assembles, the characters have
the tribe. Often the children of the clan will gather to be an opportunity to encounter almost anyone from the clan.
instructed for a few hours before evening settles, allow- Higher-status NPCs are seated closer to the fire, with the
ing their caretakers to rest and the clan’s lore to be passed shaman and chieftain taking seats of greatest influence,
down where everyone can listen in and be reminded of the surrounded by elders and other notables. Further back are
essential truths the clan clings to. the average clan members, and far from the light are the

Chapter 9 | Stone Age Adventures 135


low-status members such as strangers and those being from east to west across the sky. And as the shadows
shamed for wrongdoing. wobble and weave from the spinning light of the duel, the
Meal. The meal is served in order of status, and can vary clan arises and begins its day.
greatly in quantity and quality, depending on the bounty of Gathering. With the Day-Star’s victory, morning has
the land and the skill of those working with the food. Salt begun, and the clan begins to gather once more for another
is measured out by the chieftain, or a hand-picked surro- meal. One by one, clan members emerge from their dwell-
gate, according to each member’s contribution to the clan. ings, bringing individual portions of food to the clanfire,
Ceremonies. As soon as the meal has been distributed, where they’ll heat them at the edge of the coals, warming
the evening’s ceremonies begin. These can be prayers to themselves for a new day.
the local god, weddings, exilings, namings, legal judg-
ments—all the public life of the clan is conducted at this DOUSING RAIDS
moment.
Magic. After the ceremonies, if the shaman has the One of the most profound insults a clan can suffer is
strength and the clan has need, clan magic is wrought. The to have their clanfire doused by a rival clan. Since the
clanfire ceremony takes an hour to conduct, after which clanfire represents the clan’s life, a dousing raid is seen
spells can be cast according to the shaman’s power (see as the equivalent of killing every single member of the
Clan Magic, p. 22). Each member who participates in the clan in an instant. Dousing raids, successful or not, often
ceremony can be a conduit to cast the spells, and for that instigate violent inter-clan wars and blood feuds.
reason, the participants are carefully picked by the shaman Dousing raids usually take place late at night, when
as those worthy of trust and power. the clanfire is burning low. Typically, they are set up as
Talk. Once the ceremonies and magic are completed, an ambush, with the raiding party sneaking up on any
most clans relax, and conversation bubbles up throughout sentries posted by the clan. Then, with a sudden rush,
the gathered members. With the whole clan united, talk often accompanied by a commotion to cause alarm and
can range from jovial banter to bitter arguments to whis- distraction, a band of water-carriers or spellcasters will
pered secrets—if there’s an interaction to be observed, it’s rush in and seek to douse the flame. Such attacks often
probably happening somewhere in the firelight. come with casualties, especially if the fire is not immedi-
Stories. Depending on the clan and the night, those ately drenched, as dousing parties often need to remain
closest to the fire may begin to tell stories. If a chanter is at the fire for a matter of a minute or more to try to extin-
present, they can usually keep a clan rapt with tales of the guish all the coals. These minutes can be costly, as the
stars and the wide world. But without a chanter, it’s usually enraged clan rallies around to defend their life symbol at
elders or the young who share stories, and only to those all costs.
who are nearby. Still, tales told by the clanfire often have Still, such dangers are worth it to young hunters
more than a seed of truth, and wise characters will keep an seeking to prove themselves. To successfully accom-
ear pricked for stories that might lead to adventures greater plish a dousing raid is to win prestige and renown among
than even the storyteller can imagine. your own people… as long as the clan is prepared for the
deadly repurcussions to follow.
NIGHT
After the meal, ceremonies, talk, and stories, most of the
clan retires to their dwellings. But for those who linger by
the firelight, the storytelling and talk continues long into
the night, growing quieter as the hours pass.
Talk. Secrets are shared long after most have turned in,
Clan Travel
and confessions happen in the dark hours between those When resources run low, when winter draws near, or when
who keep vigil. Those up late are kept awake by fears or morale drops, it’s time to move on from one encampment
hopes or doubts, and often they seek someone to share to the next. Travel is a natural part of clan life in Planegea,
them with. and although it comes with its own challenges, it’s a crucial
Watches. Most clans set watches at their perimeter, and survival strategy in an ever-changing, ever-hungry world.
the sentries passing to or from their watches will stop by
the clanfire to converse as they awake or head in to their
night’s rest. Characters can learn a little about what’s been
SEASONAL TRAVEL
There are different reasons to keep moving at different
glimpsed in the darkness if they catch a passing sentry.
times of year, depending on where a clan might dwell and
Dawn Duel. As the night ends, the stars overhead swirl
what resources are nearby.
faster, starting to spin in the ancient rite of the dawn duel.
Winter. Winter is a time of constant small relocations,
Bobbing and feinting, they rush at each other, knocking
shifting only a day’s walk at a time every few days, as the
themselves out of the sky and plummeting out of sight
scant resources in each area are quickly consumed. During
beyond the horizon. The stars that triumph in these duels
winter, clans barely take time to dig into their encamp-
grow brighter until at last only one star remains—the
ments, staying light on the surface of the earth, trying
Day-Star. Having claimed its victory, it begins its parade

136 Chapter 9 | Stone Age Adventures


to keep a few feet ahead of starvation. It is the season of History. Chanters and the spirits of ancestors are both
the chieftain, when the whole clan looks to their physical called upon in preparation for a journey, to shed light
leader to issue direction that means the difference between on the ancient ways—especially whenever a clan travels
life and death. through unfamiliar land. The stories handed down or
Spring. Spring is a joyful time, when plenty returns to recalled by those long-dead can be of great use, even
the world—from here on out, resources will only increase though the land is ever-changing, to help give some idea of
for many months. Spring is the season of the gatherer, who the perils that may lie ahead.
knows where to find every green thing as it grows. When
the herd animals move north, clans use the spring to WAYPOINTS
migrate towards their preferred encampment sites, often It is essential for the clan to know they are still on the
traveling to ancestral places where longstanding structures, right path. As they prepare, leaders will choose known
traditions, and gods await them. landmarks to be guided by and trails to follow—knowing
Summer. In summer, a clan hardly needs to move at full well both may have shifted since the last time the clan
all. This is a productive season, when a clan can focus on followed them.
making tools, weapons, love, and war, rather than rushing Landmarks. These include mountains, great trees, stone
to a new location every few weeks. Sometimes clans will circles, dwarvish ruins—any outstanding feature in the
travel in the summer to chase greater plenty nearby, but land can serve as a promise or a warning. Most of these
most clans settle down for the hot months to enjoy a brief change from season to season, and it requires skill to read
window of stability. Summer is the season of the shaman, and remember the relationships between such waypoints.
who can cast great magic at the threshold of the clan’s Trails. Some clans have traveled the same circuit for so
favored god. long that they can follow their own footsteps, or those
Fall. North of the Venom Abyss, autumn brings dry, cold of the great beasts that migrate from north to south and
winds that cut like a knife, while in the south, increas- back again, trampling the land as they go. But such trails
ing snowfall waters the land and allows life to continue. can just as easily be misleading, and it’s essential that the
Resources dwindle, and the herd animals move south, with leaders take proper time to distinguish trustworthy paths
the clans close behind. The great migration called Winter- from those that would draw the clan out into the hungry
walk takes place in the fall, as clans seek to escape the wilderness and leave them lost and vulnerable.
oncoming winds of winter. Fall is the season of the hunter,
as great herds thunder close by, ready to be harvested. GUIDANCE
Wise leaders will also seek counsel from those around
them, using mundane and magical guidance to identify the
PLANNING way forward.
Whenever travel looms on the horizon, from short reloca-
Mortal. Traders, allied clans, wanderers—anyone who
tions to the great seasonal migrations, there is much work
might know of the path ahead is of great interest to the
to be done by the clan’s leaders to choose the best route
leaders of a clan about to move. Most are willing to barter
and ensure the effort is worth the expenditure of the clan’s
generously for useful information, and hiring wanderers as
limited resources.
guides is quite common.
The first and most important thing the leaders of a clan
Divine. Shamans ask their gods for information on the
can do is to carefully choose the destination and the way.
path ahead, and most can offer good intelligence on the
Given the metamorphic qualities of Planegea, both may
way within their reach—provided they are willing to help
have changed since the last time a clan traveled to a place,
the clan depart. Some selfish gods would rather misdirect
if they have ever been there at all. Much careful study
their followers, causing them to wander in circles within
is made of a site and a route before so much as a stick is
their domain. But gods who mean their clans well and
packed to travel.
understand the mortals’ need for food and fire will seek to
If the people of a clan see the leaders shut in their dwell-
aid them on their way, often using their magic to prophesy
ings, casting spells, consulting with elders, and staring out
the way ahead, to the best of their sight.
at a fixed point in the distance, it’s a good guess that travel
Arcane. Sorcerers, spellskins, and warlocks are all
is coming soon.
relied on to gather what knowledge they can during this
time. The wise chieftain will use every scrap of informa-
LORE
tion available to them, realizing that the path is likely to
Elders, ancestors, and chanters are key in preparation, as
change as soon as they set foot upon it. Arcane casters are
they are the ones who remember past journeys and can
also sought out to help shape the way and, if their power
advise the leaders on the best direction to travel.
is great enough, divine the dangers unknowable by any
Memory. Elders are living memories, and are explicitly
mortal powers within the clan.
required to recall past journeys. Their most important
work, when traveling, is to study every part of the route
and help the clan recall the way. If an elder falls sick
or dies, or if their memory is compromised, the entire
journey is jeopardized by the loss of knowledge.

Chapter 9 | Stone Age Adventures 137


PREPARATION
Once a clan has a good idea of its chosen direction—or if empty, the crafters are hard at work attending to every
there’s no time to plan—preparations can begin in earnest. stitch and peg of the clan’s things, securing everything for
There is much work to be done before setting out. Depend- travel and making sure there will be no nasty surprises
ing on the size and efficiency of a clan, these preparations when tents are rebuilt on the other side of the traveling.
can take hours, days, or even weeks. This busy time leaves few minutes for frivolity, but crafters
Hunting. Before traveling, hunters will usually embark compete to design the most impressive torches, lamps, and
on a special kind of hunt called a scour, where they move fire-sledges for carrying the clanfire on the journey.
as a group and kill as much as they can, hauling back Diplomacy. Before departure, chieftains coordinate with
whatever meat they’re able to carry. Scours are bold hunts, other nearby clans and shamans converse with gods. Both
tinged with desperation, and many deaths have taken place seek to minimize trouble on the road ahead, forging agree-
when scouring hunters took too many risks to provide ments to secure help and keep of out harm’s way. Some
another few pounds of meat for their tribe. neighboring clans or gods may drive hard bargains, requir-
Gathering. Right behind the hunters are the gatherers, ing last-minute bartering deals, errands, or quests to secure
who fan out from the encampment on a final pass-through their favor. On these occasions, with precious little time
of the land for any missed provisions that could serve a to spare, chieftains and shamans turn to their most skilled
purpose. This practice is called gleaning, and usually turns people to execute the needed tasks quickly and well.
up little in new food, but is also a chance for the clan to
recover any lost items that might have been scattered near
the encampment by careless members. After the glean-
TRAVEL
Once the clan embarks, the act of travel itself can quickly
ing, some clans have a lighthearted tradition where lost
shift from thrilling to mundane and back again, with long
items can be bought back from the gatherers with flowers,
miles of dangerous wilderness to be crossed. The best-case
compliments, songs, and feats of strength or acrobatics.
scenario is a dull journey, where planning and preparation
Crafting. It is essential before departure for a clan’s tents,
minimize incidents and ensure everything goes smoothly.
sledges, and other traveling gear to be in working order.
But such travel is the stuff of legend. Rare indeed is the
While the scouring and gleaning leaves the encampment
journey without trouble.

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WEIGHT could impact travel, slowing the journey or forcing the clan
Clans must decide when they set out whether they’ll travel to improvise an entirely new path, at their own peril.
light, heavy, or try to strike a balance. Competition. When traveling, paths are narrow and
Light. Traveling light allows a clan to move more quickly, resources are scarce. If another clan decides to embark at
set up in more sites with a smaller footprint, and hide or the same time, and diplomacy fails, there may be competi-
flee from danger more easily. However, light travel involves tion for the safest campsites, the best resources, even room
carrying fewer supplies, which means that if anything goes on the path. Having another clan on the same route imme-
wrong on the journey, hunger and want are a very real diately increases tension, and conflict is not uncommon.
possibility. If a clan is in a particularly hostile region and Attack. Every clan fears attack as they travel—whether
needs to move quickly, they’ll usually travel light. by predators, raiders, enemy clans, or any of the unnamed
Medium. Medium weight is by far the preferred means of monstrosities and horrors that roam the land. Most clans
travel for most clans. While it doesn’t enable them to react move with their weapons at the ready, eyes in all directions
particularly quickly, they also avoid the risk of starvation in case an assault comes.
should they be delayed on their way. Strife. Travel puts a strain on a clan, and if the leaders
Heavy. Only a well-defended and well-provisioned clan aren’t careful, morale can quickly drop, causing arguments
travels with a heavy load. By stocking up on supplies and and fights to break out along the path. Such strife, if not
defenses, clans can ensure they won’t go hungry on the quickly contained and extinguished, can blossom into
way—they may even eat well—but they trade nimbleness violent conflict. Low resources, extreme danger, or losing
for the ability to shelter-in-place, should trouble come. the path can all lead to dangerous fights—especially if any
This makes them a target for predators, raiders, and other young upstart considers themself a better leader than the
hostile forces, but is worth the danger to some chieftains. current chieftain.

SPEED REST
Even a heavily-laden clan can hurry. Fast travel means a When a clan halts travel for the day, the work is far from
speedier arrival, but with very real and dangerous costs to over. Shelter and defenses must be made or found, and
stealth and watchfulness. The pace of a clan is similar to intelligence gathered for the way ahead.
the pace of travel written in other 5th Edition materials,
with the added note that traveling too fast or too slowly can SHELTER
cause morale issues for a fatigued or frightened clan. Making or finding shelter is essential to survival and
successful travel, offering the clan much-needed relief
CHALLENGES from weather and the perils of the journey.
Many dangers lie along the trail when a clan sets out. Only Mobile shelters. Tents, awnings, wind-screens, roofs for
a few are listed here, but all are real possibilities made lean-tos—these can be carried with the clan and quickly
worse by the clan’s chaos and vulnerability as it travels. set up, even if the clan is only remaining for a few hours.
Illness & Injury. Drinking from untested water sources, Temporary shelters. Some dwellings, such as pithouses,
the risk of parasites, and the strain of travel all expose the roundhouses, and slinghouses can be set up with some-
clan to the dangers of illness, and sprains or broken bones what more effort, given the right conditions and enough
are commonplace. Shamans are often busy tending to the time to prepare. They offer more comfort and security than
weak and injured, while simultaneously being called upon tents and lean-tos, if circumstances allow.
to help guide the clan and deal with local gods. Found structures. Many routes are chosen because the
Stragglers. Keeping the clan together is difficult, espe- leaders know of old encampments along the way. Existing
cially when members must scatter to gather and hunt if the pithouses, huts, and other permanent or semi-permanent
clan stops for even a single day. Lost clan members must structures can make all the difference to a weary clan, and
be found, and those who fall behind can find themselves in some see building and maintaining such structures as a
great danger very quickly. crucial tradition to ensure the survival of the clans.
Weather. Rain, snow, wind, wildfires, fog—any whim Natural shelters. Caves, cliffs, thick groves of sleep-
of the weather can make travel more difficult, slowing ing trees, and other natural defenses are prized locations,
or separating the clan and turning otherwise peaceful though they must be carefully inspected to ensure no
travel into a perilous journey. Sudden, unpredicted turns dangerous occupants inhabit them.
in the weather are especially dangerous, and in a land as Dwarvish ruins. Dwarves are famous for building stone
living and active as Planegea, can often be a sign of magical villages or fortresses, then abandoning them as soon as
ill-will rather than merely random misfortune. they are constructed—once the last carving is done, a
Obstacles. Barriers and hazards abound on the trail, place holds no interest for the dwarvish mind. Such ruins,
such as mud or tar, volcanic activity, fallen trees, floods, though they must be cleared of pests and predators, are a
hunting traps, new boundaries surrounding the domains of windfall to a traveling clan… if a little small to be perfectly
gods or hostile clans, lingering spell effects… any of these comfortable for humans and other taller folk.

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DEFENSE signals such as smoking flame, loud noises, or strong
Although the clan is vulnerable while traveling, it’s even scents diminishes the chances of attracting predators or
more perilous to go to sleep. Keeping the clan safe is of scavengers.
paramount importance, and most chieftains would rather Fortifications. From hastily-dug trenches to spiked
have their people keep vigil all night and travel without palisade walls, from spells of alarm to glyphs of warding,
sleep than bed down without proper defenses. clans erect magical and material fortifications to keep their
Sentries. The first and most practical measure of defense people safe when resting.
is to post capable hunters and vigilant watchers to keep
eyes out for danger. On the trail, most clans sleep in shifts, INTELLIGENCE
and sometimes fully half the clan remains awake for half Gathering news of the path ahead is an essential. For some,
the night, if necessary, to ensure the rest can sleep without the period when the clan is at rest are the busiest hours of
fear of attack. the day.
Camouflage. Through magic or craft, it’s normal for Scouts. Capable individuals are sent ahead along the
clans to hide their tracks and disappear into the land- path, to determine forthcoming dangers and report back
scape as much as possible while traveling. Although most to the clan if the path should be altered or if special
encampments can’t be fully concealed, avoiding obvious preparations must be made.
Trade. Nearby mortals encountered are bartered with
for information about the landscape, from politics to
divine activity to the habits and hunting grounds of
beasts and monsters, with a special premium on clues
that might lead to safer routes or warnings of danger in
the path.
Magic. Through scrying, augury, and other spells,
those able to call upon divine or arcane magic are put
to work while the clan recuperates, plying their craft
to discover the dangers and opportunities that lie
ahead.

Taming & Training


Many clans—especially those with a human majority—
rely on a close relationship with tamed and trained
animals to survive. If your players want to
try to tame their own wild beast, use the
following section for inspiration about
the stages of the interaction… but remem-
ber to trust your instincts, as every animal is
unique.

TAMING
Each animal is different, and it’s up to
you to determine whether a creature can
be tamed at all. In general, characters can’t
tame a creature that’s capable of language—
that’s not taming, it’s a negotiation. The
creature must also have a high enough
Intelligence to understand commands.
After all, some creatures are just too stupid
to influence. If the characters identify a beast
they would like to tame, here are some potential
steps in the process:
Locate the creature. To tame a creature, characters must
first study its movement and locate its den or daily routine,
if any. They should try and discern the best time of day
to approach it. This may require Wisdom (Survival,
Insight, Perception) checks, as well as Intelligence
(Nature) checks to understand the creature’s habits.

140 Chapter 9 | Stone Age Adventures


Stalk, trap, or lure. If the creature is on the move, the (an injury might make the creature more intimidated or
characters will need to keep pace with it, stalking it until enraged), the alignment of the creature (a lawful creature
the moment is right to make their approach. If they know might respond better to being commanded), and so on.
where it will be, they can attempt to trap it or lure it. Tame. If the check succeeds, move the creature on the
Trapping requires crafting a snare, net, or cage of sufficient taming track, shown below. You determine the creature’s
size and strength to withstand the creature’s attempts to starting score, as well as whether the tamed creature
escape. Luring requires a large amount of its preferred responds only to a single trainer or any friendly presence.
food—usually bait of one size smaller than the creature
will suffice. For example, if the characters were attempting TAMING TRACK
to tame a Large carnivore such as a bear, they might want Score Behavior
to use a Medium creature (such as a deer) for bait. –5 Hostile. Actively attacks at any opportunity.
React. When the creature becomes aware of the charac-
–4 Frantic. Attempts to escape at any opportunity,
ters, there are at least three typical responses—flee, rush,
attacks if approached.
or charge. A fleeing creature will attempt to disengage
from any combat and simply outrun its pursuers. If the –3 Unwilling. Attempts to escape, but will not attack
characters stand in its way, it may rush them, making unless attacked first.
an attack in order to get past, but still with the intent of –2 Sullen. Does not attempt to escape or attack, will
running. Last, a more aggressive creature may choose not eat if fed, will leave if not confined.
to stay and fight, charging the closest perceived threat –1 Passive. Does not attempt to escape or attack, will
and engaging in direct combat. If a creature is adequately eat if fed, will leave if not confined.
trapped, it will do anything it can to escape, often willingly
0 Content. Does not attempt to leave. Will eat if fed.
injuring itself in the process.
Calm. One of the greatest challenges of the taming 1 Dependent. Remains with trainer unless
process is surviving the initial response of the surprised threatened, as long as food is regularly provided.
creature. The characters must show that their intent is Will not respond to commands.
not to kill it. This means surviving a number of rounds of 2 Familiar. Remains with trainer unless threatened,
an encounter without making an attack. This number is even without food. Will not respond to commands.
usually equal to the creature’s CR (minimum 1). During 3 Friendly. Remains with trainer unless threatened.
this time they may or may not be able to cast spells—it Responds to simple commands.
might recognize somatic behavior as a threat. They may
4 Loyal. Remains with trainer even if threatened.
also use skill checks such as Wisdom (Animal Handling) or Responds to simple commands. Will not attack on
Charisma (Intimidation) to show their dominant-but-peace- command.
ful intent.
5 Faithful. Remains with trainer even if threatened.
Responds to complex commands, including attack.
SUBDUING Will not die for its trainer.
Trainers might want to subdue a creature by dealing non- 6 Devoted. Remains with trainer even if threatened.
lethal damage and then moving it to a secure location. Responds to complex commands, including attack.
Obviously, finding or constructing the enclosure will be a Will die for its trainer.
separate task, and this ultimately does not eliminate the
need to interact with and calm the creature (although
TRAINING
it can provide more control over the environment while
Teaching a tamed creature commands is a complex process
doing so).
dependent on many factors, such as the relationship
Many creatures are likely to resent being trapped, and
between the creature and its trainer, the creature’s Intel-
this approach may inflict disadvantage on skill checks
ligence and Wisdom (Insight), and the trainer’s Wisdom
made to calm or interact with the creature.
(Insight, Animal Handling) and Charisma (Persuasion,
Performance). Each behavior must be trained one at a time,
and may require multiple checks and sessions to impart to
the creature.
Approach. Once the creature is calm, the characters
can make a Wisdom (Animal Handling) check to attempt
to tame it. This check can be made by an individual or
as a group ability check where a majority of successful
checks represents a success. The DC of this check might
be affected by such factors as whether a character making
the attempt offers the creature’s preferred food, the status
of the character (higher status might imbue the charac-
ter with more confidence), the condition of the creature

Chapter 9 | Stone Age Adventures 141


ADVENTURE d6 Aberrant Intent

ENVIRONMENTS
1 Aggrandizement. This vault was designed as a shrine,
monument, or tomb. It is built to impress, and its

W
chambers and halls are massive, featuring elaborate,
HEN IMAGINING PREHISTORIC FANTASY disturbing statues and carvings showing the
adventures, one might first think of a world incomprehensible exploits of aberrations long-dead.
consisting of nothing but unspoiled tundra
2 Consumption. This vault was made to devour the
and wild beasts. But Planegea is as varied and
land, its magic, or its inhabitants. It has chambers
ripe for exploration as any world of magic. The where matter was once converted to energy (or vice
complex and ever-changing wilderness, ruins, dungeons, versa), and heavy equipment to process raw goods, in
and even great cities of the primordial era all offer ideal whatever form they were once consumed.
environments for challenging and surprising adventures.
3 Containment. This vault was meant to keep everyone
This section offers guidance on seven Planegean adven-
out—or something in. It features heavy defenses,
ture environments: aberrant vaults, the domains of apex locked doors, and a shape that spirals inward towards
predators, dwarvish ruins, roving forests, passages to Nod, a fortified center, where something extremely
spellskin sanctums, and vampiric tomblands. valuable or extremely dangerous might remain.
4 Infestation. This vault was built for the purpose
of infesting living creatures. It features traps with
Aberrant Vaults needles, oozing liquid, or floating spores, which are
Buried out of sight, cloaked in eternal rain and mist, or meant to irreversibly change an unsuspecting creature
into a form more to the aberrant builders’ liking.
frozen on peaks too distant to reach, the vaults of aber-
rant creatures can be found across the length and breadth 5 Domination. This vault was intended as a center of
of Planegea. These eerie, deadly places are unnatural and power, and houses living chambers for those who
hostile to mortal life, and better left alone. Even if avoided, once served its all-controlling purpose. It has a grand
however, a single vault can menace an entire region, if by chamber where the dominant being once dwelt, and
an aura of psychic influence sways those who enter it.
some unseen inner mechanism it should become active.
Mysterious purpose. Aberrant vaults are often difficult 6 Examination. This vault was constructed to analyze
to find, and even harder to identify. A vault might look the surrounding region and its inhabitants. It has
like a curving door in a cliff face, a crevasse in the ice, or pictograms and maps of the land or the mortals that
a sucking hole under a lake. Once entered, these strange it took apart, piece by piece, and many gleaming,
dripping instruments by which precious knowledge
places have purposes that are almost impossible to guess.
can be harvested from the unwilling.
Use the table here to suggest the original intent of the
constructors of a vault:

142 Chapter 9 | Stone Age Adventures


Watchful sites. Vaults are unpredictable—they can be Not meant for mortals. The beings that made the vaults
passive for generations, then suddenly unlock and activate did so with no regard for two-legged, air-breathing, brit-
with dangerous effects. Sometimes, all it takes is a foolish tle-boned mortals. Exploring such places is full of surprises
explorer touching the wrong surface to rouse a vault. Use and dangers. Draw inspiration for the unnatural construc-
the list below as inspiration for the state of vaults that your tion of vaults in your game from the table below:
table encounters, and consider that the vault may change
its state through the actions of the characters. d6 Unnatural Construction

d6 Vault State 1 Gravity reversal. Without warning, the gravity


in certain chambers may reverse or alter by up to
1 Sealed. The vault is airtight, and has not seen any 180° in any direction. (Roll 1d20 × 10 for a random
external influence for uncountable years. Usually direction, with a 19 or 20 causing a zero-gravity
such vaults are only accessed by teleportation magic. environment.) In high chambers, creatures will fall
Inside, the air—if there is any—will have strange towards what used to be the ceiling, and may take
smells and temperatures, often much colder or bludgeoning damage.
hotter than the surrounding environment. Sealed
vaults are fragile places, often highly susceptible 2 Liquid chamber. Entire chambers are submerged
to state changes with the slightest touch of an in liquid, as apparently the original builders were
incautious mortal. amphibious or had no need to breathe. This liquid
has strange properties, such as being highly
2 Dormant. The vault is quiet, with little to no signs of viscous, toxic, flammable, opaque, or sentient and
life. At first, it might appear to be entirely inert, but capable of speech.
certain gleaming lights or subtle vibrations might
indicate to the observant explorer that it is ready to 3 Vertical transit. Doorways and passages in vaults
awaken if provoked. Dormant vaults might have living are just as likely to be on the floor or ceiling as set
aberrant creatures inside, in states of stasis, frozen in into the wall. Large sections of the vault may be
tubes, suspended in liquid, or wrapped in biological inaccessible to creatures unless they can climb, fly,
sacs, until such time as the vault should awaken. and so on.

3 Passive. The vault is responsive, but quiet. Lights, 4 Organic material. Some areas of the vault may be
eerie sounds, flowing liquid, or other signs of activity built out of material that seems very much alive. Walls,
indicate that the vault has energy flowing through floors, or even entire hallways or chambers may have
it. Aberrant devices will respond to the touch of surfaces that are slimy, fleshlike, or covered in strange
explorers. If aberrant creatures dwell in the vault, materials such as hair, tendrils, or webbing.
they are going about their business, dispassionate 5 Psychic space. Certain chambers may not be
about any incursions of mortals unless they impede physical at all, but exist only in the mind. Accessing
their work. these chambers usually requires interacting with
4 Active. The vault is full of activity, with devices an aberrant device such as a crystal or panel. In such
whirring, gleaming heavy equipment pumping and spaces, movement speed and attack rolls may be
grinding and scurrying over strange surfaces, lights determined by one’s Intelligence score, and the laws
flashing, and more. The entire vault may shift on its of physics will not apply in a conventional sense.
axis or become mobile, and any aberrant creatures 6 Loops, gaps, & mazes. Vaults have passages that
inside are in a flurry of activity, the type of which is loop back on themselves for no clear reasons, or
aligned with the aberrant intent of the vault. chambers with enormous empty spaces featuring
5 Hostile. The vault is actively trying to destroy mortals perilously thin bridges over darkness, or mazelike
in and around it. Defenses are active and weapons passageways branching out in seemingly infinite
are loosed. This may take the form of unleashed directions.
creatures, psychic measures, diseases, toxic gases
or liquids, or chambers that alter shape to destroy
living things inside. The vault may also release any
or all of these defenses into the surrounding terrain,
attempting to eradicate all life within reach, for its
own purposes.
6 Ruined. The vault has been exposed to the elements,
and whatever once lay pristine inside is ruined by
weather and the passage of time. Water, fungus,
plants, insects, and beasts can be found throughout
the vault. Mortals or monsters may have taken up
residence there, finding the shape of the vault to their
liking as a defensible home… although perhaps other
parts of the vault, yet untouched, lie waiting in other
states…

Chapter 9 | Stone Age Adventures 143


Eerie spoils. With all of the dread and danger of such Environmental effects. The weird nature of the vaults may
places, it seems obvious that mortals would never dare cause one or more of the following effects:
darken their doorways. And yet, within many of these • Whispering voices fill the characters’ minds in quiet
vaults lie treasures scarcely to be imagined, even by moments, issuing instructions that they may choose to
the most inventive of enchanters and crafters. Many a follow or ignore—though the voices grow stronger and
power-hungry chieftain or overconfident spellskin have more insistent near central areas or objects of power.
crept into vaults looking for a way to turn the balance of • Feelings of revulsion and dread settle over characters
the world in their favor. Use the table below to inspire the who spend too much time in a vault. Every hour inside,
reason for the heroes’ visit to a vault—or their reason to a character must make a DC 15 Wisdom saving throw.
stop someone else from doing so: On a failure, they take 1 point of unease. If they reach 10
d6 Spoils points, they must try to escape the vault by any means
available. 1 point of unease can be removed by spending
1 Weapons. Aberrant vaults are full of dangerous
a hit die or by magic such as the calm emotions spell.
devices. Some may not have been intended as
• Characters with an Intelligence score of 12 or less who
weapons, but many certainly were—apparatus that
hurl deadly light from across a valley, or can wipe out get a result of less than 10 on this saving throw will
whole raiding parties with the twist of a knob. Blades additionally stop in place, frozen with blank minds until
from the vaults are unnaturally sharp and hard, and a creature uses an action to rouse them.
gleam with a cruel, dark light that makes them objects
of fear and desire to many.
2 Creatures. The strange corpses that are often found Apex Domains
in aberrant vaults have many harvestable parts— The hunting range of a tyrantmaw; the hills ruled by a
chitin and acid, leather and rubbery tendrils. Such dragon; the forest where an ooze-god lures mortals to
parts are coveted by crafters, casters, and collectors,
their death—these are apex domains; lands dominated
and can make a scavenger well-provisioned and
by a single predator, who reshapes the land according to
powerful if cleverly gathered and traded.
their will and appetites. Apex domains can be the range
3 Wondrous objects. Many objects defy explanation, of a dominating god, a powerful beast, even a murderous
but set the curiosity of those who encounter them
spellcaster who has chosen to claim land as their soul
on fire. There are orbs and pyramids, rods and jars of
posssesion. An apex domain belongs to one creature, and
purest glass containing strange, living creatures. Such
objects have myriad unknown properties, and excite they will not let it go without a fight to the death.
the curiosity of those who wish to crack their secrets. Signs & warnings. Most apex predators will leave clear
signs that their territory is their own. This might consist
4 Talismans or potions. Through identifying magic,
of clawed trees, furrowed earth, or—for a more intelligent
it’s possible to recognize some common consumable
creature—symbols or corpses left as a warning to others.
magic items in the vaults. They are usually in
strange forms, however, and their effects may be The shifting nature of Planegea means that these borders
slightly warped or carry unpleasant side-effects. may wander over time, hower. Pity the unlucky clan or
Nevertheless, the temptation to access a treasury of party that is overlapped in the night by a border of which
unclaimed magic can be too strong to resist. they knew nothing.
Altered ecology. In an apex domain, the predator’s
5 Maps or diagrams. Often, vaults feature carvings
or projected illusions of intricately detailed maps favorite food will be hunted to scarcity over time. No
or diagrams. Such maps may chart the movement other dominant predators will remain, allowing some
of stars, beasts, air, or water, show the surrounding creatures ignored by the apex predator to flourish. Often
land in absolute clarity, or offer paths to other points apex domains have an unusual number of a certain type of
of significance. Diagrams reveal the nature of certain creature or plant—a sure sign that nature is out of balance
magic or medicine. Such lore, even when recorded for thanks to the brutal will of one dominant creature.
strange and inscrutable reasons, is greatly valuable. Symbiotic scavengers. The secondary predators that
6 Beacons. Objects in one vault have been known to be remain in the domain will be scavengers who come along
linked through inexplicable communication to others, after the kill to clean up what the apex predator left behind.
and there are some who would open one vault to Jackals, hyenas, and various small, scavenging dinosaurs
find another—though whether that might be to warn are common in apex domains—but if they ever become
and safeguard those around it or plunder its depths too populous, the apex predator will typically attack them
depends greatly on the one daring to enter it. directly in a show of dominance.
Lair & secrets. An apex predator’s lair is often full of the
bodies of would-be attackers—some of whom were carry-
ing magic items—and anything it considers of value. Such
lairs, whether they are the cave of a bear or the treausre
lair of a dragon, are often worth exploring for their spoils
and secrets.

144 Chapter 9 | Stone Age Adventures


Range patterns. Most apex predators have specific and only the very foolish or the very young would enter
patterns of movement, centered on their chosen lair. ruins thinking that they were the first to find it.
Creatures in the domain will be familiar with the pattern,
if any, and exploit the predator’s absence for their own d100 Ruin Occupants
survival. Use the following patterns to inspire the move- 01–10 Empty. The ruins are uninhabited. Perhaps the
ments of your predator: dwarves only recently left, or some disaster or
scarcity wiped out the previous inhabitants.
d4 Range Patterns
11–40 Animals. Beasts or monstrosities have made their
1 Radius. The predator heavily travels the area in a dens in the ruins. There may be a single creature
relatively small radius of its lair. Within that radius, it’s such as a manticore, dinosaur, or giant manylegs
safe to assume that the predator knows you’re there, who occupies an apex position, or it might be
and may only be allowing you to live because it’s toying inhabited by a pack of smaller creatures.
with you.
41–70 Mortals. A wandering clan, a band of raiders, a
2 Loop. The predator travels a predictable loop spellskin conclave, a cult, or some other group has
throughout the day, overseeing its domain by visiting occupied the ruins, likely shoring up holes in its
the same locations at roughly the same time of defenses and posting guards against intruders.
day. This loop often leaves an unexplored center,
71–80 Spirits. Ghosts, divine visitants, or elementals
which may be something the predator is particularly
haunt the ruins. They may have been sent by a
protective of (such as a nesting ground) or something
higher being, or simply been attracted to the
they are keen to avoid (such as an ascetic enclave).
loneliness of the place.
3 Web. The predator travels erratically within a
81–90 Oozes. Predatory oozes have infested the ruins,
certain range, moving from point to point on a web of
making it unlivable for mortals. They have seeped
interconnected sites. They cannot cover the whole
and settled into the stonework, and lie in wait for
web in a single day, nor do they visit any paticular site
passing prey to wander in.
with regularity. Still, the knowledge that they could be
close by is enough to scare and startle. 91–100 Dragons. A dragon has chosen the ruin as its
lair. Its has altered the ruin to suit its nature,
4 Random. There is no predictable path that the
and dragged the area’s goods back to form the
predator takes, and its randomness is part of its
beginning of a hoard. Lesser creatures may have
menace. It could spend days prowling the edge of its
already gathered nearby to serve it.
domain only to lurk in the center for a week, followed
by hunting strikes in randomly determined directions.
Abjuration magic. Dwarves are natural practitioners of
abjuration magic, and their ruins are often secured with
Environmental effects. The aggressive presence of an apex
arcane locks, dangerous patterns (using the glyph of warding
predator may cause one or more of the following effects:
spell), and other such protections. Some areas of a ruin
• Beasts and mortals are nervous, looking constantly over
might be locked off with magical seals and wards, which
their shoulders. Mortals speak in murmurs, if at all.
prevent certain types of creatures or those without suffi-
• An overabundance of a certain plant or animal is caus-
cient magical skills from gaining access to whatever might
ing waste. There is a smell of rot in the air where over-
be concealed within.
ripe plant matter is dying, due to its natural consumer
Dwarvish constructs. Often, dwarves will animate stone
being hunted to local extinction.
servants to aid them in their craft. It’s not uncommon for a
• Nearby mortals create cults in honor of the apex pred-
dwarvish ruin to hold a number of statues—some of which
ator, honoring it with rituals, emblems, and carved and
will be decorative or ceremonial, while others may be alive,
painted masks reflecting its form.
watching and waiting for those who would act against
whatever its animators last commanded.
Sanctuaries from the fey. The folk of Nod dislike dwar-
Dwarvish Ruins vish ruins. They find their square corners, artificial nature,
Dwarves are known for their love of building structures, and abjuration magic offputting, and so rarely visit such a
and their abandonment of finished projects. It’s said that place. As a result, these ruins are often used by those who
though dwarves may build a stronghold for seven gener- seek sanctuary from fey incursions, and serve as favorite
ations, no sooner is the last stone placed than they gather shelters for innocents or evildoers fleeing from the fey.
their belongings and move on. Because of this peculiarity, Carved secrets. It’s hard to say what attracts dwarves to
the world is dotted with stone monuments, circles, shrines, certain places—each dwarvish clan is different—but these
towers, fortresses, and other habitations left behind for ruins are full of hidden messages, meaning, and symbolism
other creatures to move into. to other dwarves. A dwarf raised by their own people can
Reclaimed ruins. In a world as dangerous as Planegea, learn much of a place’s history by observing the patterns
fortifications rarely stay unused for long. Most dwarvish and carvings of the stone. And it’s not unusual for such a
ruins are reclaimed by creatures of one type or another, ruin to be left to mark an extraordinary site, for good or for

Chapter 9 | Stone Age Adventures 145


146 Chapter 9 | Stone Age Adventures
ill. Many a ruin has been built above some buried secret, a lost god long ago. Characters entering a forest that does
and stands to alert those who know how to interpret the not move should be very wary—such places usually augur
signs of the good or evil hidden nearby. some unseen menace exerting power over the trees.
Environmental effects. The abandoned nature of a dwar-
vish ruin may cause one or more of the following effects: 2d6 Forest Sentiment

• Thresholds, stairs, or hallways may be sealed with 2–3 Hostile. The trees actively oppose the characters.
lingering abjuration magic such as alarm, glyph of warding, They may move to block paths, mislead the party, or
attempt to impede or trap them with falling branches,
anti-magic field, protection from evil and good, or magic circle.
tripping roots, or other difficult and dangerous terrain.
Such spells may be detected and potentially disarmed
Food foraged in the forest is likely to be poisoned,
with Intelligence (Investigation or Arcana) checks, but rotten, or bitter.
the DC increases by 1d6 each time creatures breach a
previously unexplored section of the ruin. 4–5 Neutral. The trees neither help nor hinder the
characters. If the characters rest in the forest, it may
• Breaking or moving objects in the ruin often exposes
shift around them in a random direction as the trees
pests of the same creature type as the ruin’s most recent
pursue interests unrelated to the characters.
occupants.
• Statues and carvings in the ruin give characters an eerie 6–8 Undecided. The trees are actively observing the
sense of being observed, and may animate if the charac- characters to decide how they will behave. Actions
such as chopping down trees, setting fires, and
ters act against the will of the ruin’s builders.
insulting the forest will earn its hostility, while
actions like planting seeds, tending to the trees, or
complimenting the forest will earn its acceptance.
Roving Forests 9–10 Accepting. The trees accept the characters as
Forests in Planegea rarely remain in one place for long. belonging in the forest. The trees will not act against
Most trees have not yet succumbed to sleep, and are awake, the party, and may offer better-than-average foraging.
aware of the world around them, and able to move through Paths and fresh water may be easier to find, as will
the earth from place to place. The trees are like instinctive clearings, tall trees for scouting, or thick groves that
beasts, driven by appetite for light, water, and good soil. provide natural defenses against enemies.
They are sometimes shepherded by treants and other forest 11 Welcoming. The trees are friendly towards the
spirits, though untended forests roam free and wild. creatures, and actively seek to help them by providing
Wakeful trees. When characters enter a roving forest, easy and above-average foraging, clear paths, and
assume the trees are conscious of their presence. Consider abundant fresh water. If the forest has secrets such as
whether the forest is hostile, neutral, or accepting of the valuable items or hidden persons, it will try to reveal
them to the characters.
characters. A forest is more likely to welcome a party that
is accompanied by a druid or other character who has 12 Divided. The trees disagree about their sentiment
aligned themselves with nature. towards the party. This might be based on what
Typical inhabitants. Roving forests are almost never free part of the forest they’re in, because a leader
of other inhabitants. Forest-dwelling beasts and monsters is swaying opinion, a disagreement between
different types of trees (such as deciduous trees
travel with the trees, and may not even be aware that the
disagreeing with pines), or other, less clear reasons.
forest is moving, if they never leave its shelter. Treants
Roll twice on this table, rerolling twelves, to
often rule over part or all of such a forest, acting as determine the two sentiments.
shepherds and leaders of the trees. Dryads and dreas are
commonplace, acting as go-betweens between trees and
mortals, and bands of horse-apes make their homes with Environmental effects. Inside a roving forest, the envi-
the trees, seeking to protect them. ronment causes one or more of the following effects:
On the move. Roving forests travel at a speed of 1 mile per • Open flames burning for longer than 1 hour attract 1d4
day, although they may move more quickly if motivated, or awakened shrubs who seek to put out the fire.
stay in one place if the light, soil, and water are good. If a • When characters take a long rest on the forest floor, roll
clan encampment is near such a forest, the trees may seek 1d20. On a 10 or lower, their long rest is interrupted by
an opportunity to move aggressively against them, over- trees moving into their space.
running the encampment to put out the fire and destroy • If the roving forest is hostile to the characters, it actively
the axe-sharpening mortals. Wakeful trees travel through attempts to block their sight and progress. The DC on
the earth like boats through water, with a base speed of Wisdom (Survival and Perception) checks increases by 5,
5-feet per round, dealing bludgeoning damage to creatures and the ground becomes difficult terrain if the charac-
and structures in their path. ters step off any cleared path. If the forest is welcoming,
Eerie stillness. Most forests in Planegea are roving; the DC on these checks is lowered by 5.
woods that stay in one place are the exception, not the
rule. The Slumbering Forest is famous for its unnatural
immobility, supposedly caused by the tragic downfall of

Chapter 9 | Stone Age Adventures 147


into stumbling through them so they’ll be unable to find
Passages to Nod their way in or out again.
The twin worlds of Nod drift alongside Planegea, just out Stable entrances. Although the doorways are inherently
of sight. All one needs to do is find one of their doorways. magical, they are real places and do not vanish without
These doors are usually hidden in out-of-the-way places reason. If a creature finds an entrance once and is able
linked to great beauty or terror—a cave under a battlefield, to return again to the same place, they will find it again.
behind a waterfall, or a clearing within a dark and misty Some talk of doors that come and go, that Nod chooses who
forest. Stepping through them can be a trial all on its own, it allows to enter it—but those are children’s stories. Nod is
but once the threshold is crossed, great fortune or great very real and dangerous, and all may enter it who find the
harm can befall those who dare to make their way into way, whether they are prepared or not.
Nod. Guardians. Because of the allure and danger of Nod,
Hidden passages. Often, the doors don’t even seem like beings sometime dwell at the threshold, guarding the
doors; they’re just turns in the way or little openings. One unwary from stumbling across the entrance, or using it as
might not realize they have crossed a threshold until they a lure for unsuspecting prey. Although many doors stand
are beyond it. The passages to Nod are often concealed in empty and unguarded, if you want to place a guardian at
mist or shadow or thick foliage, as if to trick wanderers the edge of Nod, use this table for inspiration:

d12 Guardian d12 Guardian


1 Hag. A dark fey dwells at the threshold, ensuring that 7 Guide. An elf of Nod lingers by the doorway, offering
only those whose lives will be ruined by Nod enter directions or guidance in exchange for trade. Their advice
through the doorway. The hag disguises herself as is only as good as the payment, and they refuse to name a
a helpful guide and puts visitors to a test. She gives price—low offers will be rewarded with lies, high offers with
them the worst advice possible, sending only the truth. For the right price, the elf will accompany a party deeper
weak and unprepared into the wilds of Nod beyond. into their home, but only remain loyal as long as the payment
remains good.
2 Ghost. The vengeful spirit of a wanderer who was 8 Growth. The magical fumes and essences of Nod have
betrayed at the doorway haunts the threshold. The allowed a strange fungus, mold, or ooze to develop here. Its
ghost is an angry spirit, obsessed with the idea of peculiar properties act as a natural barrier to the threshold,
betrayal. They lurk until they can possess one of the and it mindlessly preys on those who would attempt to cross
party, and then attempt to kill the others before they through its habitat.
have a chance to react.
3 Manticore. A proud manticore prowls at the entrance, 9 Pixies. Mischievous fey flit in and out of the doorway, playing
having taken up the doorway as its own personal tricks on those not yet ready to enter the door in order to
domain. It is vain and gluttonous, and only lets those turn them around and keep them out. These pixies prefer to
pass who feed and flatter it, looking for even the remain undetected, but if a wanderer crosses the doorway,
slightest excuse to attack any who displease it. they will reveal themselves and offer truthful guidance for
how to escape alive.
4 Spider. On either side of the threshold lurks a giant 10 Magic mouth. A spellcaster has cast magic mouth near the
spider, its webs strung across its side of the doorway. door to warn away unwary travelers. The voice speaks clearly
On the waking side, the spider is huge, but mundane. in several languages, articulating the danger and offering
The spider on the other side, however, is infused with advice for how to survive if you pass through—although the
magical properties, and will use its cursed power to advice may be old and in error if things have changed on the
hunt creatures with cunning and arcane menace. other side.
5 Satyrs. A group of satyrs revels in the doorway, drunk 11 Champion. The champion of a clan keeps vigil by the doorway,
on berrywine. They demand to be shown a good time, ensuring none enter who are unprepared or unaware of
and will trick, attack, or mock anyone who doesn’t the danger. The champion will offer advice, guidance, and
please their eyes, laugh at their jokes, or satisfy their supplies to travelers that they judge ready to pass through the
appetites for food, drink, and revelry. door, but those judged unworthy will be stopped by force if
necessary.
6 Golem. A single-minded construct stands guard 12 Truesight lily. A rare flower grows by the doorway, planted
over the doorway. Its creator gave it a single order: by a druid or fey. The flower is large and black with white
Let no creature pass. The golem is obsessed with edges, and has a clear, bright fragrance. A successful DC 16
keeping the door secure, and will not deviate from its Intelligence (Nature) check identifies the flower as a Truesight
instructions for any reason… but its simple mind can Lily and reveals its use: Eating the lily the grants a creature
be tricked by wily creatures. truesight for 6 seconds. With truesight, a creature will be able
to see the door for what it is, and glimpse whether the path
beyond is trustworthy or treacherous.

148 Chapter 9 | Stone Age Adventures


Nodwander. Nod is known as a land that never rests in avoid being tempted off the path. Any character who
time or place. Those who cross the threshold into Nod run succeeds on such a check is usually able to help friendly
the risk of losing their way quickly, and a short journey creatures from wandering, but on a natural 1, a charac-
within Nod can lead to a doorway half a world away from ter strays from the path, drawn by the allure of some
where a wanderer entered. Time can be lost in Nod as well, curious attraction.
with moments changing into seasons or the reverse. This
effect is called Nodwander, and it can only be avoided by
carefully keeping to the right paths once you set foot inside.
THE WORLD OF NIGHTMARES
The horrors of the World of Nightmares cannot be spoken
of here; there is not enough daylight or strength for the
THE WORLD OF DREAMS telling. But it is a cursed place of undeath and dread. The
There is not enough time to tell of all the wonders of the omenbringers—dread elves who make their home in the
World of Dreams—the way its land and light respond to gloom of that land—guard the paths of the place, and seek
the inner desires of its people, the way it tempts and teases to protect those who venture into its unspeakable dangers.
and transforms everyone who encounters it. One thing is However, what looks like an omenbringer might simply be
certain: It’s far less safe than it first appears, and every- something else wearing its shadow... or its skin.
thing can change with the twinkling of an eye and the Environmental effects. The malignant miasma that
sharp intake of a breath. suffuses of the World of Nightmares may cause one or
Environmental effects. The metamorphic atmosphere of more of the following effects:
the World of Dreams may cause any of the following effects: • The only relief from the pervasive terror of the place
• The atmosphere here is refreshing and entrancing, is in sleep, when the mind and spirit wander other
making sleep seem irrelevant. Characters only require paths. Creatures cannot be roused from sleep without a
half their normal hours of time to complete a long rest. contested check versus their Constitution.
• If characters go for more than 1 day without seeing their • Undeath is everywhere in the World of Nightmares. A
reflection, subtle changes start to affect their appearance, humanoid who dies here rises as a zombie in 1d8 hours,
such as changes to the color of their eyes, hair, or skin, unless affected by magic such as gentle repose.
the shape of their features, or the style of their clothing. • Every 24 hours, characters in the World of Nightmares
Upon seeing their reflection, characters can choose to must make a Wisdom saving throw or become fright-
immediately restore their former appearance. ened of the world around them. The DC starts at 10, and
• When traveling, characters must make concentration increases by 1d4 every day.
checks to maintain focus on their destination, and to

Chapter 9 | Stone Age Adventures 149


Spellskin Sanctums d12 Lingering Spells
1 Unseen servants or animated objects are present and
In strange, out-of-the-way places, spellskins design spells
may work to help or hinder characters, based on the
by painting or etching whirls, lines, and shapes of nature spellskin’s instructions.
to describe arcane ideas. These complex designs are strange
and bewildering, and usually meaningless to anyone but 2 Passages to important areas are secured with glyphs
of warding, which may serve as mere warnings or as
another spellskin. Still, they are the dawn magic, captured
deadly traps.
and bound by ordered thought. These paintings take up
large walls, and are found in caves, on cliff faces, or on the 3 Programmed illusions spring to life when characters
sides of standing stones, and the habitations found around enter a new area, to instruct them or to warn them off.
them are known as spellskin sanctums. 4 Lingering magic mouth, arcane eye, scrying, or other
Arcane communes. Some spellskins work in solitude, divination spells allow the spellskin to watch from a
while others seek the company of like-minded people. distance and speak when not present.
Many spellskins enjoy collaborating together to solve the 5 A lingering seeming spell causes all who enter to take
shape of magic, and form communes where they teach on an illusory appearance to the spellskin’s liking, such
young savants as apprentices and offer arcane services as clean, uniform clothing or frightening shapes.
such as spellcasting and enchanting in trade for food and 6 A phantasmal killer or conjured elemental may go
supplies from local clans. unnoticed or make itself obvious, depending on the
Derelict sanctums. Wanderers might come across empty caster’s intent.
sanctums, hidden in caves or abandoned ruins or echoing
7 The effects of spider climb or levitate linger, creating
canyons. By choice or by force, the spellskins working in
an area where objects float through the air and
the sanctum abandoned the place. They may have moved characters can walk on walls and ceilings.
on, been forced out, been killed by a predator or a spell
8 Magical light or darkness fills an area, illuminating or
gone wrong, or even crossed the line into writing and
hiding what the spellskin wishes to reveal or conceal.
attracted the ire of the Hounds of the Blind Heaven. These
derelict sanctums are eerie places, but can hold great 9 A fabricate spell lingers, and raw materials gradually
magical treasure and paintings that another spellskin transform themselves into finished goods.
would value highly. 10 Lingering mass suggestion causes characters to
Lingering magic. Most sanctums have spells cast on them rethink their actions.
that make the spellskins’ work easier, by providing aid, 11 Time slows or speeds up, causing those inside
comfort, or security. These lingering spells can be startling the effect’s area to move more quickly or become
or dangerous to those unused to such effects. The number trapped in slow motion.
and intensity of lingering spells depends on the power of
12 Teleportation circles allow instant passage to other
the casters who created them. parts of the sanctum, or to distant locations selected
by the spellskin.

Copying spells. If a spellskin is able to gain access to anoth-


er’s sanctum, they can copy spells from the walls onto their
own skin as tattoos, given sufficient time and resources.
The walls act as stationary spellbooks, typically showing
one spell per wall (see Spellskin, p. 71). Important walls
with high-level spells might be guarded in person or by
magic, to ensure they go unseen by unworthy spellcasters.
Environmental effects. In a spellskin sanctum, the
arcane environment may cause one or more of the follow-
ing effects:
• Spells are enhanced or dampened by arcane fields, and
are cast as if at a higher or lower level, if applicable.
• After 1d8 hours inside the sanctum, objects not held or
carried begin to become animate, speaking or moving
according to their own will. Touching such objects will
render them inanimate again.
• Small chambers, tents, or areas that look unimpressive
from the outside hide magically enlarged interiors.

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Tomb-Lands d10 Vampiric Presence
1 Distant. The vampire is far away, and their return is
Vampires are a rare—but very real—threat in Planegea. The
not expected. 2d6 hours of daylight break through
Gift of Thirst (p. 257) purposefully keeps its numbers the fog, and some clan members might attempt an
small, preferring to avoid the eye of Nazh-Agaa, the King escape. Vampire spawn are in control, though their
of the Dead (p. 251) and only elevate those deserving of range is limited by the light.
the powers of eternal life to its ranks. Still, to keep ahead of
2 Nearby. The vampire is in the region, and they could
the forces of life and death, the Gift of Thirst keeps many
return at any time. 2d4 hours of daylight break
tombs, surrounded by the encampments of unfortunate through, and the bravest clan members discuss
clans who have been bound, by terror or magic, into their whether there’s still time to escape or not. Husks
service. These are the tomb-lands, and woe to those who congregate in groups to watch the black sky with
stumble into them. empty eyes.
The shadow of undeath. Tomb-lands are, by the magical
3-4 Arriving. The vampire is approaching. 1d4 hours of
will of their dark masters, encircled in night and fog, with daylight break through, and the most desperate clan
thorns and choking weeds forming a natural boundary members might bolt in abject terror. Vampire spawn
around their edges. What little light breaks through the climb like spiders to the tops of the barrow, trees, and
mists is watery and feeble, like a last breath, and is quickly towers, to welcome their master’s return. Wolves
strangled by the claws of night. The land teems with bats, howl and predators screech at all hours.
wolves, rats, insects, and other night-feeding creatures. 5-7 Present. The vampire is in residence. Daylight does
Witchlight drifts and torchlight burns from poles and not break through, and even fire casts a purple-blue
smoking lamps, which provide the only relief from the light that dances with sickly shadows. Mortals are
utter gloom all around. drawn to the tomb, where the vampire slakes its
Drained population. Mortals pressed into service by hunger, and spawn and necromancers compete
the vampires are wretched indeed, and find it difficult or for attention and favor at all hours. The vampire’s
impossible to leave, either because of mind-controlling retinue takes control of the tomb-lands, and harsh
magic that makes doing so impossible, or because of the punishments are meted out to any who displease not
only the vampire, but any of their favorites. An honor
dangerous plants and animals that surround the tomb.
guard of wolves and night-feeding predators prowls
They erect traps, cultic warnings, and wards at the bidding
and swarms around the tomb constantly, creating an
of their undead masters. Many are mere husks, staggering impenetrable barrier to any but those called by the
without personality through the most basic acts of survival, vampire’s desire.
drained of whatever fire once burned inside them by the
8-9 Departing. The vampire is leaving. Traps are reset,
thirst of their overlords. Still, some of the young folk talk
the tomb’s treasures marked with magical seals and
and mutter of escape or overthrow—though such dreams
wards, and fresh graves are dug for the drained bodies
only bring tears to the eyes of those who have been trapped the vampire leaves behind. Wolves, bats, and other
in the tomb-land for longer. beasts are listless and slow. The spawn set to fighting
Buried finery. The tombs themselves are heavily guarded amongst each other, or crawl into their alcoves to
mounds of stone and soil—great barrows that contain slumber for weeks. Daylight breaks through for
within their heavy walls treasure troves of trade goods, 1d4 hours, +1 for each day the vampire is gone, to a
precious stones, pelts, and crafted wonders, as well as the maximum of 12. Surviving clan members bury their
preserved corpses of the vampire’s special favorites. When dead and begin to talk about making an escape…
the vampire is in residence, they dwell within the tomb, 10 Abandoned. The vampire has not returned in years,
but most tombs usually stand empty: a tempting prize to perhaps generations. The fog is scattered, and
those foolish enough to try and extract their riches. daylight shines its proper hours—sometimes almost
Necromantic nexus. Because vampires take great care to as bright as elsewhere. Feeble vampire spawn fight
erect wards and defenses against Nazh-Agaa, tomb-lands each other, dividing the mortals into gangs devoted
are often gathering places for spellskins and sorcerers to their sole service. Wolves and bats depart the land,
interested in the secrets of undeath. Vampires often build seeking prey elsewhere. Scavengers break into the
tomb, and the tomb-land is regularly rocked with
their tomb-lands on the borders of the Nightmare World,
explosions or howls as magical defenses kill another
doing trade in goods and knowledge with dread elves.
would-be claimant of the long-gone vampire’s spoils.
They’re also favorites of fiends and dark gods, who often
lend them the service of their devoted shamans, warlocks, Enviromental effects. The dread pall of the tomb-land may
and guardians. cause one or more of the following effects:
The exalted presence. Vampires come and go as they • Parasites and diseases breed in pools of stagnat water.
please, leaving behind their spawn as temporary stew- The air is thick with swarms of insects and mortals who
ards in their absence. The vampire’s presence or absence drink the water must make a DC 18 Constitution saving
dramatically alters the state of the tomb-lands: throw or contract a disease.
• Characters with a Charisma score of 15 or higher are
noticed by the vampire spawn and marked as vessels.
• 1d4 wolves or bats are within 120 feet at all times.

Chapter 9 | Stone Age Adventures 151


the primal past. They might experience past life regression
AT YOUR TABLE or ancestral memories. Maybe a wizard traps them in an

S
illusory Stone Age world from which they must escape. Or
TONE AGE FANTASY IS EASY TO UNDERSTAND maybe they have one chance to travel into the deep past to
and exciting to play, but every group approaches it retrieve a long-destroyed item or unlock a quest goal that
a little differently. For some, the fun of the setting cannot be achieved in their present. This one-time trip
is in raw-edged survival. For others, it’s the close might serve as a short arc to break up a longer campaign,
connection to the natural world and the lack of and allow full immersion in the world of Planegea for a few
technological sophistication. There are as many reasons to sessions without losing the thread of your existing game.
play in this setting as there are for any other era of adven- Fixed location. Instead of a one-time trip, Planegea might
ture, so as you approach Planegea with your table, spend be a place the characters can travel to at will. Perhaps as
some time talking to your players to find out what they’re they reach higher levels, they could discover the secrets of
excited about—as well as any concerns they might have planar travel that open Planegea as a plane they discover,
about how the setting might challenge what they find where they find allies and resources and make enemies and
most fun about roleplaying adventures. Take those factors memories. Or, instead of planar travel, maybe some item
and your own preferences into account as you plan your or plot device allows them to time travel to a fixed point
Planegean adventure. in their history, so far back that they can’t make major
What follows is advice for how to introduce Planegea to alterations to the timeline. A portal might open to Planegea,
a group who might be used to medieval fantasy (includ- without explanation as to whether it’s travel through time
ing how to transition an existing game from a medieval or realities. Or, for a less magical means of travel, maybe
setting to Planegea), as well as some key modifications that in your game Planegea is a lost continent, which can be
might make the setting more fun for you and your players, reached by sailing ship or skyship or crossing a dangerous
depending on your group’s tastes. wilderness. The ability to choose when and how to travel
to and from Planegea might be tons of fun for the right
group… although it’s worth considering whether they can
Introducing Planegea bring metal with them, or use writing, coin, wheels, and
How do you kick off adventures in Planegea with your numbers over nine without alerting the Hounds.
group? Do you plan a long campaign, a short adventure, an Major change. If you want to introduce a major change
interlude in an existing game? Use the suggestions below to your campaign, and are certain it will be fun for your
to spark ideas for how to weave Planegea into the adven- group to do so, the players’ actions or failure to stop a
tures you’re running: campaign villain might lead to a magical disaster. Perhaps
Unique campaign. The most straightforward approach to a wizard unleashes a mighty spell that drags all of reality
running a Stone Age game is simply to pitch it to the group back to the Stone Age. Maybe the gods enact their final
as a unique adventure, create new characters, and have fun war and reduce all life to the bare elements of survival.
exploring the setting on its own merits. If you have player Maybe a character or an NPC uses a wish spell carelessly (or
buy-in, this is a great method of fully immersing your purposefully!) to forever alter reality. These kinds of irre-
players in Planegea, allowing it to be its own world without versable changes will obviously have a huge impact at your
reference to any other. The rest of these concepts explore table, so make sure you have player buy-in before funda-
ways to weave the setting into existing adventures. mentally altering the setting. You know your table best,
Interlude adventure. Use adventures in Planegea to kick and if it’s fun for everyone there, this kind of major upset
off or conclude an arc set in another era—perhaps you play can be the beginning of truly unforgettable adventures.
a prologue adventure where Stone Age adventurers witness
the rise of a world-shaping evil, or maybe the actions of
players return the world to a primitive state and a Planegea
Genre Tropes
game examines their legacy in a post-post-post-apoca- Although Planegea is its own campaign setting, it’s more
lypse. You could also weave Planegea adventures through than possible to run published 5th Edition adventures in
a game in another setting as flashbacks to another era, the world of Planegea by converting some common medi-
which could tie into an explanation of some larger and very eval fantasy tropes to a prehistoric variant that stays true
ancient plot thread in your medieval fantasy game. These to their original spirit. Use the Prehistoric Fantasy table
interlude adventures keep medieval fantasy dominant, but (see Prehistoric Fantasy, p. 18) to bring the best of other
show the grand impact of player actions stretching across campaigns to the world of Planegea.
uncountable generations.
Singular event. Work a Planegea arc into your existing
campaign with a one-time trip. Perhaps a god, archfey, or
arch-druid sends the characters on a spiritual journey into

152 Chapter 9 | Stone Age Adventures


War. Play as warriors in an all-out conflict between Giant
VILLAINOUS SCHEMES Empires (p. 239) or the Brothers Clans (p. 163), living on
Most of the classic villainous schemes from fantasy liter- the front lines and running impossible risks to avert total
ature apply in Planegea—murder, revenge, usurpation, disaster. Key victories are within your grasp if you’re smart
dark devotion to an evil god… all of these can be brought enough, brave enough, and your luck breaks just right—
directly into this world without alteration. Here are a few although you might lose everything you care about along
examples to get you started (for more complex schemes, the way.
combine two or more of these into a single diabolical plan): Science Fiction. Play as time-travelers or spacefarers who
• Ambition: Destroy gods and devour their essence to have found yourselves stranded in a strange era, dimension,
become a god or alien world. Peel back the layers of the seeming primi-
• Ardor: Resurrect a long-dead loved one, no matter what tivism to discover the advanced technology hidden below
it takes the surface, and scrape together enough raw materials to
• Greed: Plunder aberrant vaults (p. 142) for artifacts construct a way back to the stars.
of power Sports. Play as athletes of Edgegather, Free Citadel, or
• Vengeance: Wipe out an entire clan in repayment for an Seerfall (p. 166), engaged in glorious sport for the honor
old insult or injury of your people. Travel through a dangerous world to
• Pride: Kill the Worldheart Dragon at the center of Blood compete against other clans, playing in impossible land-
Mountain (p. 157) scapes and conditions, building towards a final match with
• Heresy: Eliminate those whose worship is displeasing the imperial team of Lo-Pa who—they say—can never be
• Conquest: Conquer the three Brother Clans (p. 163) defeated.
and rule the Great Valley
• Destruction: Collaborate with power and usher in an
SETTING VARIANT: THE UTTER FUTURE
invasion by the giant empires (p. 239)
• Corruption: Turn a region against itself In the pulp literature that inspired this game, there is a
• Zeal: Open a portal to the dwelling of alien beings from post-apocalyptic tradition of worlds where magic and
the Sea of Stars (p. 157) technology are mixed, and what we think of as the pres-
ent is the unimaginable past. To explore this idea, consid-
er introducing sealed bunkers, buried deep underground,
GENRE ADVENTURES with modern or futuristic technology and relics. Whether
Planegea is crafted from the bones of classic pulp adven-
Planegea is in the future of Earth or another classic role-
tures, and those early stories were full of all kinds of
playing setting, why are these buried places sealed away,
stories. If you want to run your Planegea adventures
what happened to all the metal on the surface, and what
within other pulp genres, here are a few suggestions for
are the Hounds of the Blind Heaven?
how to get started:
Westerns. Play as peacekeepers of the Dire Grazelands
(p. 165), moving between herd communities, dealing
with rustlers, robbers, clans trying to stake their claim on
the land, the older beings who were there first, and the
underlying menace of the great civilization to the east that
always threatens to put an end to your wild and free way of
Modifying Planegea
life. First and foremost, Planegea is intended to be a fantasy
Pirates. Play as sharksails of Scattersea (p. 171), sailing setting that promotes fun, excitement, and a deeply posi-
your catamarans for plunder and adventure among the tive way of connecting with others, telling stories, and
countless, shifting islands known as the Stones. Prey on the embarking on unforgettable adventures. These goals are
weak, uncover ancient mysteries of the deep, battle storms obstructed when elements of the setting break any player’s
and sea monsters, and invoke pacts with merfolk and sea immersion or sense of fun.
gods to keep sailing into just one more cursed adventure. In Planegea’s development, there were some worldbuild-
Detectives. Play as hardboiled investigators of Free ing choices that stood out as the most commonly modified
Citadel (p. 199), where murder is as old as mortal life, and elements, with some DMs choosing to ignore them, alter
everyone’s got an angle. Travel ruined streets, interrogate them, or remove them altogether. It is essential that you,
suspects among your fellow citizens, follow leads, protect as the DM, feel the freedom to make whatever changes are
witnesses, and uncover the truth, no matter how deep into necessary to promote the fun of your table.
the darkness it goes. This section includes a few notes on how to adjust or
Spies. Play as Children of Kraia (p. 203), Worldsingers remove the Black Taboos and aspects of the Giant Empires
(p. 219), or master thieves of Scavengers Vow (p. 206), so as to run the game you and your players will find most
on a secret mission from which there may be no returning. enjoyable.
Use specialized enchanted tools, make contact on the inside,
trust no one, and get in and out quick and quiet like only
you can.

Chapter 9 | Stone Age Adventures 153


IMPACT OF THE HOUNDS’ ABSENCE
THE BLACK TABOOS Removing the Hounds of the Blind Heaven from the setting
No writing. No numbers over nine. No currency. No
has some far-reaching implications. Consider the following
wheels. These metaphysical rules and their mysterious
as you develop your game without them:
enforcers were created as DM tools to guide campaigns into
Everyday life. A strong sense of menacing limita-
exciting, far-reaching stories are consistent with Stone Age
tion hangs over the world of Planegea, and is part of its
aesthetics.
design. With that removed, you might see a flourishing of
In the development of Planegea, many people had trouble
creativity and invention. The introduction of wagons and
thinking of what Stone Age adventures might be beyond
record-keeping might make tribes much more prosperous
“We invent the wheel,” or “We invent the alphabet.” Those
and inventions far more complex, and with the chariot and
are stories that we see told again and again in prehistoric
higher-level logistics, warfare might become much more
narratives, and the Black Taboos were designed to give DMs
dangerous and far-reaching.
a way to encourage their players to find fun while embrac-
Factions & threats. The league of spellskins called the
ing the Stone Age setting (instead of transforming it).
Sign of the Hare (p. 211) and the cruel arcane research-
That said, people who play RPGs often like to pull back
ers known as the Recusance (p. 254) are both centered
the edges of things, so there were other players and DMs
around the Hounds. If you remove the Hounds, you can
who had their imaginations sparked by the presence of
also remove these groups, or give them new goals and
these laws and powers, becoming eager to test the bound-
motivations, such as the uplifting of gods or the achieve-
aries and find ways to defy the Hounds.
ment of lichdom.
However, it also became clear that for some people, the
Metal & farming. The absence of metal and the lack of
Hounds and Black Taboos felt like a distraction. Perhaps
farming in the setting is not due to the Blind Heaven.
you fall into this category—you might feel that your
Rather, metal is simply absent from the world and Duru
players are ready to explore a prehistoric world without
the forest titan (p. 232) assaults those who harness the
strange unearthly laws binding their ability to invent. In
power of the growing earth. These might remain or also be
that case, here are some considerations for how you might
changed, depending on the world you’re trying to create
enjoy the world of Planegea, free from the Hounds:
for the players at your table.

HOUND-FREE ADVENTURES
There are many Stone Age adventures to be had without THE GIANT EMPIRES
the Hounds of the Blind Heaven. Here are a few styles of Planegea is a world built on the fuel of classic pulp adven-
game you might consider if you choose to remove them: tures. Its giant empires represent the kinds of massive,
Origin adventures. So many Stone Age stories hinge on too-big-to-handle threats seen in genre fiction such as
the moment that the wheel was created or that proto-writ- 10,000 BC, Stargate, West of Eden, and other works that
ing changed communication. If you want to run a feature a technologically advanced power that abuses its
campaign centered on such watershed events, you can have might at the expense of the lives of sympathetic heroes.
a ton of fun removing the Hounds and letting your players However, many of these works of genre fiction, despite
navigate a profound shift in technology that alters all of life their relevance to the setting, were created without regard
across the Great Valley and beyond. to the real-world impact of slavery on human lives and
Historically accurate. In Earth’s history, no Hounds were the ensuing cost throughout generations. For many tables,
required to enforce the Stone Age. If your players buy into having these concepts in the game whatsoever is immer-
the truth that technology need not progress by leaps and sion-breaking and destroys the fun. Talk to your players. If
bounds, and that people lived at a set technological level that is true for anyone at your table, please remove these
for generations upon generations, the Black Taboos become elements from the setting, using the guidance below.
unnecessary, and you can simply settle into a world that’s
more grounded in the Stone Age of our own history. SLAVERY IS EVIL
Stone Age satire. Stone Age cars in prehistoric gridlock. To be unequivocal: Slavery is evil. Support of slavery in any
Primal factories with canned dinosaur meat rolling off form or even passive inaction in the face of slavery is an
the assembly line. Dinosaur food disposals. If you want evil action. This game has a long history of linking moral
to wholly embrace the wacky fun of an analogue to the terms like “good” and “evil” to its worldbuilding and game
modern world fashioned entirely with Stone Age materials, mechanics. The topic is murky and complex, but Planegea
go for it! This kind of zany fun can be amazing with the designates any character or creature who enslaves others
right group of players, and lets you tell an entirely different as canonically evil. Conversely, the most heroic charac-
kind of story in a setting that still promotes big adventures. ters in the game are the ones who actively oppose evil and
Houndslayers. You may be interested in what happens overthrow abuses of power in all its forms. Free Citadel
to the world of Planegea immediately after the Hounds are stands as a testament to liberation and personal power, and
defeated. In this case, there’s no need to alter large portions represents the values of Planegea as a setting.
of the setting—only to ask, “What now?” Planegea is a setting that loves to explore both sides of
issues, and to play with morality in the face of a kill-or-

154 Chapter 9 | Stone Age Adventures


be-killed world. However, there are no two sides to slavery, menace of the giants without raising the issue of slavery in
and none of the quest hooks are sympathetic to slavery in any way. (Of course, you’ll have introduced issues of canni-
any way. Do not plan campaigns that put characters in a balism and/or genocide, which may or may not be problem-
position of authority over enslaved people or adventures atic for your group.)
that create sympathy for slavers. Isolated villains. If you’re interested in a single adventure
hook dealing with freeing enslaved captives, but don’t want
ALTERING THE EMPIRES the theme to spread throughout the rest of the campaign,
If your table is excited about playing a game that opposes, you can always make an individual giant a villainous
dismantles, and destroys slavery, enjoy playing with these slaver. Such a giant might be ostracized from the rest of
elements. However, if these themes detract from the giant society, or acting in abuse of power among their own
experience of anyone at the table, including you, consider people. Regardless, a single evil character enslaving others
adjusting the empires to remove the theme of institutional might be more straightforward to deal with than empires
slavery in any of the following ways: built on evil, and allow you the joy of opposing evil
Closed borders. As written, the giant empires are without engaging in worldbuilding around it.
an aggressive threat, menacing all who live near them. Open empires. Historically, although ancient empires did
However, you can remove the theme of slavery altogether engage in slavery, their societies were much more pourous
by making the empires much more aloof. In this Plane- and mobile than flattened stereotypes would suggest. The
gea, they might want nothing to do with mortals, and giant empires in your Planegea might be more interesting
their cities might be inscrutable and inapproachable. They if they were actually very open societies, trading with and
provide for their own needs without any mortal labor even celebrating mortals, allowing them access to their
whatsoever, using magic and their strength to generate cities as long as they can offer something of value. Such
their own resources. Such changes would raise the stakes open empires would still be dangerous places—individual
for infiltrating the empires, to discover the secrets hidden giants might be cruel or kind, depending on their personal
behind their closed gates and walls. proclivities—but the empires overall would be far more
Hunting parties. If you want to keep the giants an active complex and fluid, making for entirely new types of inter-
threat in the world while removing slavery, you can simply actions with powerful NPCs and advanced civilization.
alter the concept of enslaving parties to hunting parties.
Perhaps the giants would rather eat mortals or kill them for
sport than force them to do labor. Use hunting parties to
make the edges of the empires dangerous and reinforce the

Chapter 9 | Stone Age Adventures 155


156 Chapter 10 | The Primal World
CHAPTER 10

THE PRIMAL WORLD


“The first time the young sorcerer flew, it was an accident. He had been Cosmology
far upstream, gathering mudberries, when a sudden screech in the
At a high level, Planegea is one world. A wanderer can walk
woods startled him. He leapt off the ground, and hovered in the air,
from the heart of the world through various planes to its
shocked to find the earth a horse’s height below.
outer edge, crossing by foot over the borders between lands
“He began flying more often after that—secretly at first, wheeling in
that will someday shatter into separate realities.
the sky and surprised by how small his clanfire looked from above—
Worldheart. All the world has a single origin—the
but eventually, he was discovered and flew in service of the clan,
Worldheart Dragon, who sleeps in the molten rock of Blood
scouting out quarry, keeping watch for danger, and looking at the
Mountain, at the center of creation. It is by her power that
land ahead to determine the next promising site for the encampment
the world expands, and each explosion or magma flow
when the clan was on the move.
from the mountain expands reality further out into the
“But his flights grew longer, farther, and higher. He began to lose
darkness beyond.
touch with the ground, staying by the clanfire only as long as it took
Unified planes. The lands and seas that the Worldheart
to rest before lifting off again. He had been promised for marriage, but
caused to be are one. Four great elemental wastes—fire,
he broke off his oath. How could he marry when his heart was aloft?
water, earth, and air—hem in the Great Valley, bordered by
“One day he soared farther than ever before... and as he tired, he
giant empires that sit halfway between mortals and genies.
did not circle back home. He kept flying onward. He flew over fertile
All the world is unified, but even now, the lands seem to
valleys and dry plains. He flew over lakes roiling with monsters
strain against each other, pulling reality ever farther apart.
and lakes dead with salt. He flew between icy mountain peaks, over
Nod. Hidden just out of sight, throughout the world, lie
forests awake and a sleep. He flew over a burning desert, over shining
doorways and passageways into the twin worlds of Nod:
islands. He dodged bolts of lightning in the Everstorm. He even cir-
the World of Dreams and the World of Nightmares. These
cled the crater of Blood Mountain itself. Once he learned the trick of it,
doorways allow fey and mortals to pass back and forth
he never stopped flying.”
between realms—as well as other, more fearsome beings.
“What happened to him?” asked the stargazer.
The Kingdom of the Dead. There are only two ways into
“He flies still. Look there... those two stars are his wings, and in the
the Kingdom of the Dead—the Dark Door and the Long
center is his heart, still aloft. He lives in the stars, and always will...
Way. The Dark Door is only seen by those who have passed
unless one day he decides to fly utterly out of the world.”
beyond life, and the location of the Long Way is a secret

I
known only to the most powerful and most ancient beings
N THE BEGINNING WAS BLOOD MOUNTAIN, AND
who live. The Kingdom of the Dead is a lightless place of
from its fires spewed forth the world of Planegea. The
inevitability, where souls build an endless necropolis until
land continues to stretch outward, pushing creation’s
they fade, forgotten in the living lands.
sprawl further and further. The edges of the world are
old, alien, and cruel, and its center is new, burgeoning
with life and chaos.
What follows are brief introductions to the landmarks,
The Sea of Stars
regions, and people of Planegea. This chapter isn’t intended Velvet-black and full of music, this ethereal world is alive with
to be all-encompassing. What’s written here is just the dancing stars and the things that lurk in the darkness between them.
edge of all that wanders and skulks, tunnels and soars
Creatures: Elementals, aberrations, constructs
through the world. There are a great many places unex-
Treasure: The finery of the stars and the dreadful, dripping
plored, broad horizons unwritten. You never know what
machines of the things that wait in the darkness
you’ll find in Planegea. A sudden drop in the land may
Lore: Starlings, the Crawling Awful
reveal an ancient stone temple, a cave might offer passage
Challenge: Levels 17–20
to a hidden kingdom, or a mysterious encampment could
lead to untold wonders of discovery. It’s said that when Blood Mountain first erupted, it didn’t
Each Planegea is different. Make the land your own, fill it spew forth flame, but stars. The Sea is where the stars rest
with adventures, monsters, and locations that breathe your at night, and where things that have no name lurk and
life into it. whisper in slowly-expanding pockets of shadow. Those
stars surround the world, and if you walk to the very edge
of the elemental wastes, you can fall into the stars’ infinity.
There is no ground in the Sea of Stars, and few mortals, if
any, have ever drifted in its singing spaces.

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158 Chapter 10 | The Primal World
Yet even should a way be found, the bravest hunter would Quakewaste. No mountains imagined by mortals can
be wise to stay away from this infinite reach of light… for rival the limitless heights of the roaring, soaring ranges of
there are things among the stars that mortals have long the Quakewaste. Home of greedy and heartless Dao who
forgotten—and that we can only hope have forgotten us. never stop demanding more enslaved mortals for purchase
from the Stone Empire, the elemental realm of earth is
a grinding mouth of avalanche, earthquake, tunnel, and
The Sky volcano, and puts the sea to shame in its tectonic unrest.
There is no single sun in Planegea. Rather, at the end Scorchwaste. A burning hellscape, the flames of which
of each night, the stars begin to swirl overhead as they would consume Planegea in a moment if there were not
complete their constellation dance, swooping and streaking a great barrier desert to break them, the realm of fire is
towards each other in an attempt to knock the others out of inhabited by the bloodthirsty efreeti. These genies, locked
the sky. As they battle, victorious stars grow brighter until in endless wars and political machinations with each other,
only three or four heavy stars glow like lanterns above. could turn and destroy the Fire Empire in a moment if
Then the winner of the duel rams its opponents from the they would unite. However, the giants know that such
heavens, taking on the full brilliance of the Day-Star, and cooperation is impossible for them, in their haughty and
parading from east to west in its full glory all day. destructive hearts, and so the giants play all sides of their
The defeated stars spend the day recovering their strength, endless war against each other, provisioning, making
siphoning light from the Day-Star until it is weak enough weaponry, and benefiting from the role of host and aide to
for them to rise in shining fountains from the horizon, to each sparring efreeti warband.
begin again their constellation dance and the endless cycle Windwaste. The vast white windstorm that is the
of night and day. elemental realm of air howls with an endless wildness, but
Between the stars and above the land drift a scattering within the floating sky-caravans of the Djinn, all is serene
of moons, traversing a life-cycle from birth to death. New and full of comfort and pleasure. The elegant genies travel
moons are formed irregularly (but usually at least once a in endless loops and swirls across the skies, attempting
month), born of a violent eruption of ash and smoke at the with deadly earnestness to outdo one another in magical
mouth of Blood Mountain. Each moon begins small and delights and wonders. The Air Empire is a useful supply
dark, then grows as it waxes until it is full. Afterwards of trinkets and souls for them to use in their games and
it begins to die, waning until its husk turns to dust and amusements, and they are more than willing to pay hand-
disappears into the Sea of Stars. This entire process takes somely out of the abundance they create quite literally out
thirty days. Because of this cycle, there are never the same of thin air.
number of moons in the sky at any given time—sometimes
there are many, and sometimes none at all. Rarely, a twin
moon will be born of the ash, an event that is heralded as
The World-Fangs
an omen for those who dwell below. Four fearsome corners of the world, where elements clash in utter
hostility to mortal life.

Creatures: All types (varied by region)


The Elemental Wastes Treasure: Elemental wonders, the remains of legendary
Four wild, uninhabitable realms where ancient genies and alien monsters, and lost treasures of genies and stars
elementals dwell at the very edge of the world. Lore: The Giant Empires
Challenge: Levels 11–16
Creatures: Elementals, aberrations
Treasure: Natural wonders, spoils of the aberrations Shamans say that Planegea is a wide mouth opened in a
Lore: The Giant Empires roar with four great teeth at its corners—the World-Fangs.
Challenge: Levels 17–20 These regions of devastation are the meeting places of the
Elemental Wastes, and are too inhospitable for any mortal
These desolations of earth, air, fire, and water are the
to make permanent residence—or any giant for that matter.
first lands spewed by Blood Mountain, the domain of the
The Fang of Rock & Flame. A volcanic land, hotter than
cruel and corrupt caravans of genies, the final edges of the
many clanfires, the air full of choking ash and smoke. The
world—the last place a mortal can set foot before falling
peaks and crags of this sulfurous oven are inhabited by
into the endless Sea of Stars. The border of each waste is
all creatures who love flame and despise anything that is
guarded by the empire it touches, its giant guards deter-
consumed by burning.
mined to ensure nothing travels in… or out.
The Fang of Sand & Wind. A searing desert, where
Brinewaste. This vast and dark sea is home to great coral
constant sandstorms choke and bite and rip the flesh off
catamarans and undersea palaces of the Marid, piscene
of mortals or giants foolish enough to wander into them.
water-genies who are convinced of their infinite wisdom
If a storm is not blowing, the sun can reduce a traveler to
and wit. They trade with the storm giants, but find the
dizzy weakness in a matter of hours. After that, it’s the
empire’s endless war against aboleths, kraken, and the like
skull-scarabs that will finish them off when they fall.
tiresome, believing that it would be no great loss if the land
The Fang of Shadow & Thunder. Darkness and towering
was swept away and covered in water and slime.
cliffs, illuminated only by the blinding flashes of lighting,

Chapter 10 | The Primal World 159


where the constant roar of thunder reverberates off every
cliffside, triggering endless avalanches and rockslides into CANOPY
the bottomless pits and dark waters of the rainwater lakes A whispering green world of branches, birds, and flowers, where
of that unlivable land. dragon cultists and spider-folk pray and hunt in the sun and wind.
Saltfang & Slimefang. A coastal nightmare where great Creatures: Humanoids, beasts, monstrosities
tentacled things from the sea and great oozing things from Treasure: Rare fruit and flowers, cult artifacts, gear and
the swamps wrestle in the mucky silt and sand where black loot caught in the webs of the spider-queen’s people.
waves devour black shores with endless, mindless, gnawing Lore: The Brood
hunger. Challenge: Levels 5–10

There is an entire world in the treetops of the Venom Abyss,


Blood Mountain full of creatures who live and die without ever touching
A black volcano—unthinkably high and ever-erupting—where the jungle floor. Arboreal villages gather fruits and nuts,
cunning dragons plot and hoard in burning, sulfurous darkness. hunt birds, monkeys, lizards, and other small prey, and
avoid their prey’s larger, predatory cousins.
Creatures: Dragons
Dragon cults. The Venom Abyss canopy is largely without
Treasure: Volcanic gems, hoarded weapons and loot
its own gods, who tend to dwell in hallows on land—but
Lore: The Worldheart Dragon, the Brood
there are clans who revere the dragons that fly to and from
Challenge: Levels 17–20
Blood Mountain. Some enact elaborate rituals to summon and
At the center of Planegea, visible for countless miles in all feed a dragon, and other clans live in fear of the dragon cult
directions, an impossibly tall spire of rock, fire, and smoke raiders stealing their young for some awful sacrifice.
rises from the tangled mass of a primordial jungle. All of Nexus of the spider-queen. Wise hunters know to avoid
Planegea wheels around this central axis, which creates areas where great webs have been spun. The spider-queen
and destroys life with primal power. and her people are ever-thirsty for the blood of foolish
This volcano both is and is not infinite crawls with prey, and it’s said that mortals who avoid being eaten are
dragons both cunning and feral. It is said that in the center horribly transformed into her arachnoid kin.
of its fire lives the being that made all things: the World-
heart Dragon, an incredibly massive, ancient, and power-
ful creature who is dreaming reality into existence, and
THE BELOW
A dark and misty rainforest—all greens and blacks except when
her five consorts, the legendary Sacred Dragons, whose
pierced by shafts of golden light from above—where cursed
scales glitter with colorful sheens of an impossibly smooth,
dinosaurs and the body-stealing Kelodhros struggle and kill in the
strong material, like nothing else seen in the world.
hot, sweet-smelling gloom.

The Venom Abyss Creatures: Beasts, monstrosities, plants, oozes


Treasure: Rare fruits, vegetables, and beasts; Kelodhrosian
Blood Mountain sits in an enormous chasm which is
magic items
roughly circular in shape, and filled with a writhing jungle
Lore: Kelodhros Ascendant
full of dinosaurs, apes, and gigantic poisonous crawling
Challenge: Levels 5–10
beasts of all kinds.
Everything about the Venom Abyss is alive and growing. In the emerald darkness below the treetops is an entirely
Twisted poison vines, enormous carnivorous plants, things different world, untouched by wind or sun. Here, the air
that are half-plant, half-monster… the jungle crawls with is thick and wet, full of mists and insects and plants that
danger, most of it mindless and instinctual. curl their tendrils to sting and devour. Only the fierce and
ferocious survive here—and even then, it seems that more
creatures die than live.
SECRET OF THE SPIDER-QUEEN Reptilian hunting ground. The Below teems with life,
and the greatest beasts are the dinosaurs—although they
None can say who or what the spider-queen is. There
normally go unnamed in that green darkness. Though
are rumors, of course. Some say she is a cursed woman
they fight for survival, many have been corrupted by the
in the shape of a gigantic spider from the waist down.
things that swarm and slither in the forests, and many a
Others that she is the mother of spiders—a great, mas-
great, scaled, fanged beast stalks the forest floor aglow with
sive many-eyed thing without a shred of humanity. There
necromantic magic or writhing with twisted tentacles
are those who believe she is neither spider nor woman,
alien to its natural form.
but an evil goddess in spidery form. None can say for
Empire rising. The pale, ominous people known as
certain, but all know that to stumble into the web of her
Kelodhros Ascendant make their home in the Below, build-
people unprepared is to meet a long and grisly death.
ing ziggurats and enacting rituals to steal the power of
living things for their own bodies. Their influence is subtle
and strong, and grows every day as they sacrifice their

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Chapter 10 | The Primal World 161
victims, empower their priests, and plot their assault on
the world above the walls of the Abyss. THE UNFALLS
The Breathtaking Lagoon. Legend tells of a place where Thundering, blue waterfalls-in-reverse rising in steaming fountains
the vines and trees fall away to reveal a lake of majestic from the jungle below, where mighty beasts swim and climb to hunt
beauty. Rainbows arc across its surface, its shimmering the world above.
depths glow with pristine purity. Many a weary hunter Creatures: Beasts, monstrosities
has touched its surface in great relief, only to feel the utter Treasure: Valuable remains or artifacts (draconic or
anguish of being sucked under by its sticky pseudopods— Kelodhrosian) caught in the current of the Unfalls
for the lake is a lie, and is in fact the greatest of all primor- Lore: The Dragonborn
dial oozes. Its appearance is a lure for the hapless creatures Challenge: Levels 1–10
on which it feeds.
The Rotting Gloom. Beneath the feet of dinosaurs and Five great rivers—the Bear (p. 163), Ape (p. 165), Lion
Kelodhros, in the thick roots and black volcanic soil of (p. 165), Ox (p. 166), and Eel (p. 171)—flow in reverse
the Venom Abyss, an entire underworld of caves, crawl- from the Venom Abyss, surging upwards in great eternal
ing creatures, and predatory oozes is alive with hunger. fountains that pulse as if pumped by the great heart of the
Hidden here are secrets so powerful that they have never world itself. Terrible monsters often wash up these foun-
been pushed outward into the rest of Planegea, remaining tains and—finding themselves in the Great Valley—fall to
always close to Blood Mountain, feeding on its energy and— devouring the beasts and clans of that fertile land.
perhaps—plotting their eventual return to the surface of Goblin Tunnels. Hidden behind the Unfalls are great
the world. towering cave systems, maze-like and bewildering. These
have long been the domain of goblin castes. Near the

162 Chapter 10 | The Primal World


jungle floor, bugbears fish in the river and catch food and Wandering woods. Planegea is young and awake. Verdant
beasts to nourish the higher castes. Goblins in the caves forests comprised entirely of treants, dryads, and motile
above gather mushrooms and ferns, and domesticate bats, trees wander the landscape. When peaceful, they are full
fish, insects, and other stranger beasts. They sit below the of food, shade, rest, and wisdom. When angered, they spell
hobgoblin warrior caste, who in turn are governed by the utter devastation.
spellskin caste at the very top of the system. Dwarvish ruins. The dwarves are famous for building
and abandoning stone circles, dwellings, fortresses, even
cities. As soon as construction is complete, these master
The Great Valley craftsmen lose interest, eager to begin the next edifice.
Most of the mortals in Planegea make their home in the Dwarvish ruins scatter the landscape, making great places
Great Valley—a wide and well-watered land, rich in rivers, for encampment, settlement, ambush, or hunting. Many
good hunting, and plentiful plant life. Existing in a band secrets are hidden in the ruins of dwarves, and though
between the violence of the Venom Abyss and the tyranny some clans make them their regular habitation, others are
of the giant empires, the clans of the Great Valley live in to be avoided by those who do not wish to perish in a most
a world of constant change, always only a few steps away unsettling death.
from death. Hidden doorways. Planegea is a world where you can
Migrant lives. Every year, as the seasons change and the walk from one end of reality to the other. But even so,
herd animals move their grazing lands, the predators that some ways are concealed from plain sight. More common
rely on them for food—including the hunting and gather- than most believe are doorways to Nod: the twin worlds of
ing mortals—travel with them. North of the Venom Abyss, dreams and nightmares (p. 178). These doors are secret,
the land enjoys summers with plentiful rain and foraging, but real, and can be found by the very clever, the very
but winter is dry and full of winds that cut like knives. As stupid, and the very desperate.
the leaves turn, beasts and clans migrate into the
arid shrubland south of the Venom Abyss. Here, THE BROTHERS
winter brings rain, which causes the land to Three wide, blue-green rivers fall across open lands where generous
bloom. Foraging is limited in the cool, wet gods reign and mortal clans roam through the great cycle of seasons.
winters of the south, but the animals come
Creatures: Any, but especially humanoids, beasts,
to graze, and it’s far easier to survive there
monstrosities, and celestials
through the worst of the year’s privations.
Treasure: Salt, game, crafted goods, and divinely blessed
Divine hallows. Scattered throughout
weapons and objects
the land, dominating regions large and
Lore: All—any factions or threat can clash here
small, stand the divine hallows. These
Challenge: Levels 1–20
places can be anything: a bend in the
river, an ancient tree, a deep cave— Three fertile slopes of three rivers in the north of the Great
what sets them apart is that they are Valley—the Bear, the Ape, and the Lion—are jealously
the claimed sanctuary of a god. From guarded in the warm seasons by three powerful, warring
a hallow, a god’s power emanates, clans. Each seeks to destroy the other two and rule as the
and many are shrouded in regional preeminent power in the valley. Although weather and
effects such as darkness, wind, migrations force the clans to leave their rivers every year,
tremors in the earth, fertile plant life, they linger as long as they can and seasonally fight to
or other manifestations suitable to the reclaim what they have built with proud fury. (The clans
power of their god. Most regions are themselves are described in more detail in the Factions
ruled by only a single god at a time, chapter, p. 182.)
but some can coexist if their spheres of
influence do not overlap. THE BEAR
Hunters, gatherers, & raiders. The The Bear River winds from the edge of the Venom Abyss
greatest powers in the Great Valley northwest towards a great lake called Bitewater, and is
are the mortal clans, who make their known for the wide and gentle valley that surrounds it,
homes (both temporary and perma- rich with grazing beasts.
nent) there. These can be of one kinship The Bear Clan. This clan of mighty warriors values
or many, dedicated to trade or violence, strength above all, and its children are raised to perform
governed gently or with great cruelty. great feats of physical might and endurance. Bear Clan
Each clan is unique, with its own poli- tents are built to resemble hives, and they welcome bees as
tics, personalities, troubles, and gifts. a good omen from their god, Urhosh.
And each must keep moving to stay ahead
of the fierce winter that always seems to
come a little sooner every year.

Chapter 10 | The Primal World 163


Hallow of Urhosh. The Unkillable Bear-God Urhosh clans of Bear and Ape come together in terrible battles every
dwells in a great cave, the entrance of which is always lit spring. Parents tell their children that the butterflies are lost
with fire and surrounded by honeycombs and fish gath- spirits, and to catch and crush them is to release them into
ered by his loyal followers. Urhosh is a gregarious god, their afterlife. They may be telling the truth.
and when he is merry, great feasts are held at his door- Raiding Plains. These sweeping, open lands are just
step. All who eat at Urhosh’s table are imbued with divine fertile enough to sustain life, but not much of it. Instead,
endurance, and the shamans say that after such a feast his they are the host to grazing raider-clans, who use the
hunters cannot be harmed for a night and a day. endless expanse and dried river beds as hiding places until
Bitewater & Fishgather. The great lake called Bitewa- they ride out of the mist on roaring beasts to take the
ter is so named for the numberless monsters that lurk in riches of the valley below.
its depths, having swum up the Unfalls from the Venom Shatterbone. This natural depression was originally a
Abyss. Still, it teems not only with predators, but also with mammoth graveyard where old elders of the herds would
fat fish, good crabs and shrimp, and all manner of shore- come to die. It has become a haunt for scavengers of all
birds, lakeweed, and the edible plenty of the water. As such, kinds, its sprawling landmark of massive, dry bones twist-
a permanent community of fishers lives on the lake in a ing up from the earth to make a perfect meeting place for
network of houseboats, lashed together in the shallows and the desperate and hungry.
carefully guarded against the great and hungry things that The Whispering Veldt. This dry, grassy space is known for
might swim from below. In the summer they harvest the its infinite voices, calling the names of those lost long ago.
lake’s wealth, and in the winter they ply the ice with great It is said that a great god-battle was fought here, with many
lines and spears while the things below sleep and dream clans clashing in stone-edged combat. As the legend goes,
dark, fishy dreams of the sun. all who raised a weapon here died, and the ground soaked
Killbrother Vale. This serene meadow stands halfway in their souls along with their blood. It is foolish to spend
between the Bear and Ape rivers. In the good days, it is full of a night in the Whispering Veldt. If the ghosts don’t openly
gatherers harvesting sweetgrass and children catching butter- attack, the echoing voices of the dead are still enough to
flies. But it is better known as the place where the warring drive even a weak hunter mad.

164 Chapter 10 | The Primal World


THE APE THE LION
The Ape River is the shortest of the five great rivers, The Lion River cuts southeast through ever-deepening
and hooks crookedly through the land to empty into canyons across the highlands that end in the infinite cliffs
the undrinkable depths of Bittersea. It is known for of the Air Empire. It is known for its excellent fishing and
its living forests and the rich variety of birds that nest the lionberries that grow plentifully along its edges.
along its banks. The Lion Clan. This clan of fearless fighters values courage
The Ape Clan. This clan of daring hunters values and watchfulness above all, teaching their children to never
resourcefulness above all, challenging one another to blink in the face of fear or look away from disaster. The
trials of survival and extreme persistence in the face of Lion Clan barely uses shelter, except in the fiercest weather,
impossible odds. Ape Clan tents are famous for being preferring to sleep out of doors even in rain or snow, and
cleverly built so as to be quick to raise and lower, and the live a life fully exposed to the dangers around them.
entire clan is said to be able to break camp as if they’d Prideblood Slopes. Of all clans, the Lions travel least,
never been there before the Day-Star can travel a hand- remaining on their sloping hills long after all the other
clans have moved on. They fiercely fortify these uplands
span across the sky.
with defensive barricades and traps, making travel through
Hallow of Kho. The Many-Armed Ape-God Kho makes
their territory dangerous for outsiders. For this reason,
his dwelling in a massive tree, so great that it pulls the
other clans often avoid these slopes, even when making
entire Ape River towards it with the might of its roots.
assaults on the Lion Clan.
Kho is a brooding and difficult god, but he loves the sound
Hallow of Glelh. The Hallow of Glelh the Unblinking is
of drumming, and can be lulled to sleep with the ritual a pile of stones high on a windswept hill. Herd animals
drums of the shamans. It is during his sleep that he grants caught within sight of it are drawn in inexorably towards
generous boons from his dreams of his younger days, and it by the hypnotic hunger of the lion-god. The stones at the
the Ape Clan’s shamans do all that they can to keep him top are dark red with the blood of the lion’s prey. It is said
slumbering as long as they can. that from the top of the hill, a shaman can see the entire
Saltwood. This sleeping forest is deserted by treants and Valley with perfect clarity.
dryads, who consider it as good as dead, its branches and Howlgrove. A wild wood, thick with wolves. Howlgrove
leaves covered with crystals leeched from the waters of the is said to be haunted by accursed folk—half man, half wolf,
Bittersea. Yet the plants here have found a way to survive, whose bite spells death and whose hunger is immortal. Its
and the salty air makes things grow strange. It is said that offputting reputation makes it a favorite meeting place of
the Saltwood has great arcane power, and spellskins often scavengers and murderers, and they say that Scavengers Vow
journey to its white groves to seek what magic may be found. (p. 206) locates its center of power somewhere deep within
Bittersea & Swapshore. This narrow, incredibly deep the thick pines of Howlgrove.
body of water is long-since poisoned by the minerals that Lastwater Wilds. These dusty wastelands are a solitary
blow seasonally across its surface from the Fang of Salt place, speckled with little pools where the last clean water
& Sand. Nothing lives in the Bittersea, but the Ape River before the Fang of Sand & Wind can be found. Some say it’s a
is drinkable until it empties into its basin, so there is life ritual place where ghosts gather for a final look at the land of
and settlement here. An old dwarvish fortress at the sea’s mortals before departing to the Kingdom of the Dead.
The Eyestone. A towering landmark—a single stone with
edge is a well-traveled trading ground and respite from the
a great, seemingly natural hole drilled in the middle, in
wilderness. It’s said that if anything is lost, it will someday
which sputters and burns a glowing light of ever-chang-
turn up at Swapshore, although it won’t be unchanged by
ing color and brightness. All manner of spellcasters have
its journey to those strange market tents.
examined the Eyestone, trying to unlock the secrets of the
Firegrass Wilds. This wide prairie, frequently scorched
monolith, but aside from a terrifying feeling of being not
by wildfires, stands at the foot of the Fire Empire. It is a
only watched but seen and known utterly, there appears to
frequent hiding place for escapees and runaways, since be no other effect.
their giant captors assume that no mortal can live for Bendgather. For those whose paths have taken them far
long in that dry and desolate wilderness. By and large, to the east, this riverside ruin of dwarven construction is
they’re right. the last mortal refuge before the dangers of the Icehook
Dire Grazelands. These open grassy plains are host to Peaks and the Air Empire. Outside the fortress, wanderers
massive grazing beasts—enormous reptiles, descended would do well to beware the dangers that come from the
from creatures that fell into the Upfalls long ago, as well as mountains or the nearby cursed trees of Howlgrove.
massive sheep, huge cattle, and gigantic creatures of other Icehook Peaks. These vicious mountains cut jagged
kinds. Their great size is said to be due to the magic of fire spires into the air, the wind from their peaks a frigid blast
giants, and giant herdsmen do roam the plains with their of doom to any who would dare to venture onto their slopes.
flocks—but so do entire mortal villages built on the backs Sorrows Edge. This lonely land is the very edge of the
of great roving beasts, their huts connected by a lattice of world—a last step of land between the Fang of Sand &
rope and wood bridges stretched across open air between Wind and the Air Empire, where infinite cliffs fall into
their animals. The grazelands provide milk, meat, and dark nothingness. It is to Sorrows Edge that disgraced
hides in great quantities, making them wealthier than their druids are brought in cases of ultimate justice, bound
great grassy expanses would suggest. with vines to leech away their magic and thrown into the
endless void away from the world they have disgraced.

Chapter 10 | The Primal World 165


Hallow of Twr. The Ox River has a cursed bend, where
WINTERSOUTH the water boils and smokes, and the air is shrouded in fiery
A diverse, colorful landscape where mortals strive to survive under darkness. The air here chokes the throat, and any who
the reign of selfish gods through times of plenty and privation. draw near hear the screeches of fiendish visitants and the
Creatures: Any, but especially humanoids, beasts, wails of cultists. This awful place is the Hallow of Twr (p.
monstrosities, and fiends 313). Twr is She-Who-Boils, the ox goddess and sister to
Treasure: Salt, game, crafted goods, and divinely blessed or Urhosh, Kho, and Glelh. The desperate turn to her worship
cursed weapons and objects in the winter, and those who are forced to travel over the
Lore: All—any factions or threat can clash here water pray and sacrifice to her, hoping to abate—if only for
Challenge: Levels 1–20 a moment—her ever-raging wrath.
The Watchers. If a shaman or a chanter tells you they
In the southern arc of the Great Valley lie wide, sparse know who carved the Watchers, they are lying or making
grazing lands with hearty grass, uneven hills, and little a fool of you. These towering stone heads, submerged
forests and pools of water. This land, drier and tougher at the collarbone, throat, chin, mouth, or cheekbones,
than the nothern arc, is the seasonal refuge of herd stand as tall as trees and as silent, all looking inward
animals and the clans that depend on them for food. This toward Blood Mountain, as if waiting for something with
land is unwelcoming, and its little hills and valleys are infinite patience.
claimed by countless minor deities known collectively as Starstep Cliffs. Between the raging storms of the Fang
the Winter Gods, whose spitefulness, petty aggression, and of Shadow & Thunder and the frozen spires of Icehook rise
limited power makes them an object of reluctant worship piled buttes and mesas and endless stepped cliffs. Here
for the shamans forced to make camp in their lands. leatherwings gather in innumerable flocks, chanting
ancient magic as they wheel from their sanctum towers and
THE OX incense-filled aeries to spy prey and threats below.
The Ox River is a mighty, charging force, thundering Ribcage Canyon. The only open pass through the Star-
downhill with a never-ending roar. It is known to change step Cliffs is the ominous arcing bones of Ribcage Canyon.
course abruptly mid-season, sweeping away encampments Hunters who are no stranger to massive beasts wonder
in flash floods and ripping out trees that have dared to what kind of creature could have died to create these
grow in its way. It calms as it enters the great expanse of unthinkably large rib bones that jut out of the earth and
the Slumbering Forest before continuing its downward soar into the sky above, higher than an elf can see on a day
plunge to the lightning-lashed sea at the foot of Mabros, of low clouds. Raiders lurk in the pass, though they are
capital city of the Sea Empire. often cleared out by the watch-clans, who will take jour-
Edgegather. Jutting out over the lashing palm trees of neyers through for a hefty price in trade.
the Venom Abyss, Edgegather is a permanent encampment The Slumbering Forest. No other forest but the Venom
on the inner edge of the world. A place of trade and ritual, Abyss can compare with the vast black, gray, and green-
festival and council, the stacked wooden huts of Edge- blue stretches of this deciduous wilderness. An ancient
gather pile and descend over the lip of the cliff. Open cages forest that long ago exiled its treants and dryads, the
dangle where sentries keep vigil over the jungle and Blood Slumbering Forest has more than its share of monsters,
Mountain (p. 157), watching for signs of deliverance or enchantments, and secrets hidden just beyond the veil
destruction. For those who meet in Edgegather, there is a of perception. They say that lost hunters in the forest fall
spirit of merriment, of dancing on the edge of a volcano, asleep, and that when they sleep they dream of taking
and their venomwine and endless carnivals are legendary. root—and when they wake, they stretch their branches
Sharpfang Sweep. This open land is littered with the towards the heavens in search of the winter sun.
bones of mighty reptiles washed into the Great Valley by Seerfall. In the heart of the Slumbering Forest, along the
the Unfalls and brought down by fearless mortal hunters— white waterfalls where the Ox drops off steep cliffs, stands
or by their own kind. It is a region that must be crossed at an abandoned dwarven refuge. The stonework is interwo-
the end of every winter, in a clan’s final push to Bendgather ven with the waterfalls, the original cave system carved
before the start of spring… but each year many lives are lost into an intricate and serene sanctuary. These falls are one
to the predatory tyrannosaurs and raptors that stalk these of the most sacred places in Planegea, home to a council
lands. of shamans who gather to discuss the business of the gods
and the beginning and end of the world. The falls tremble
TOSSINGS with divine magic, and it is to Seerfall (p. 209) that the
It’s quite common for those who cross the wrong people desperate, the brilliant, and the ambitious flock, to seek the
to be dragged to the cliffs of Edgegather and shoved off. blessing and foresight of the high shamans.
Self-appointed “Tossbands” roam the streets, deciding Thunderverge. This storm-tossed grassland is the home
who lives and dies based on their own judgment (and of centaurs and mighty saber-toothed cats, terrible rocs
how much everyone has had to drink). and things that laugh and dance in the face of a whirlwind.
Mortals who camp here are in danger on every side—giants
to the west, storms to the south, leatherwings to the east,

166 Chapter 10 | The Primal World


and the Slumbering Forest to the north. Yet despite all The Allhunt. In the winter months, with food desperately
this—or perhaps because of it—Thunderverge is home to scarce, it is essential that clans—even those who were at
some of the greatest chanters and sorcerers of Planegea, war a mere season ago—can hunt without fear of attack
and their songs and spells crackle as if struck by lightning from other mortals. As long as the taboos and customs
from the Everstorm itself. are respected, the Allhunt is an open ground where any
Fields of Fargone. These pleasant and temperate lands hunting party may pursue game without fear of harm from
run along the border of the Sea Empire, and are a tempt- another clan. To assault another hunter in the Allhunt is
ing trap that has lured many a lost clan into the arms of considered a great dishonor to the clan, and worthy of the
waiting giant raiding parties. most severe punishment that a shaman may mete out.
Soaring Stones. Who can offer an explanation of the The Vale of Rituals. This misty valley between the Horse
Soaring Stones? These massive menhirs, too large to be and the Bear is known for its shifting fog that brings with
lifted even by the hands of a mighty giant and arranged in it visions and spirits from the past and future. Here, many
a circle, drift in midair, many heights of men above a flat clans come to consult the ghosts of their ancestors, seeking
stone ground, smooth and black and unfathomable. Their guidance for the winter’s challenges. And here many young
bases are lit with a red light that is not fire nor magma nor children are named by their clan’s shaman, for it is said
arcane magic as it can be understood by spellskins. They that if an infant’s name is spoken for the first time in the
simply are, and by existing, defy the wisdom of even the Vale of Rituals, it echoes through the mist into the hallow
most ancient mortal sages. of every god in the Great Valley.
Firstblood Basin. This natural amphitheater is where
THE HORSE many young hunters are put through their initiation
The Horse River is gentle, unremarkable in its course, and rights—fighting single combat against captured predators
simple in its pleasures, offering ample grazing land, but or engaging in ritual vigils or duels with other hunters to
little cover or heavy growth for good gathering. As such, it earn their place of honor and adulthood in the clan.
serves its purpose in watering the Allhunt, but little else The Well of Dreams. A hill powerful with druidic magic,
can be said of its short and sandy banks. where stand a star-shaped pattern of moss-covered stones,
the Well of Dreams is open at the top and holds water

Chapter 10 | The Primal World 167


168 Chapter 10 | The Primal World
EDGEGATHER
THE PLATFORM RIGHTHAND
Dangling out over the Venom Abyss, the Platform is The two sides of the river, known as Righthand and
the most famous area in all of Edgegather—and the Lefthand, have a long and uneasy history. Righthanders
most precarious. The Platform is built of mostly wood, hold Lefthanders in contempt, and vice versa. Righthand
mud, and vines lashed tightly to the Anchorhorns, and is known for its fishers, crafters, and excellent cuisine,
supported underneath by a lattice of beams, enchanted as well as—to hear the Righthanders tell it—not being
to remain secure even in dire emergencies. filthy degenerates like those Lefthand dungholes.
1. Firstburn. The huts and small buildings at the very 9. Mistdoor. A known entry to Nod, perpetually
edge of the Platform are collectively called Firstburn, hidden by mist.
because if Blood Mountain ever wipes out the city, 10. Drinking Hole
they’ll burn first. These are mostly watchposts, drinking 11. The Coffins. Subterranean drinking houses offer
holes, and other houses of low repute. earwax and wine to those wishing to escape from the
2. Wattle. Dangling below Firstburn is a network of constant roar of the Unfall.
rope bridges, bone cages, and swinging platforms called 12. Recluse Gate. A mysterious private residence.
Wattle. These are inhabited by daredevils, youths, ascet- 13. Execution Wall. A constantly reinforced wall of
ics, and those who are charged with keeping watch on poles and daubed mud, lashed together with vines and
the Venom Abyss below, as well as criminals and drunk- ropes. The wall keeps out the noise of the Unfall and is
ards stuffed in giant, dangling jars until they atone for decorated with the corpses of those executed for their
their crimes or sober up. crimes and trespasses.
3. Goblincliff. It’s a known fact that goblins live in 14. Flood Village
large numbers behind the Unfall, although how many 15. Saurian Statues
and what their exact purposes might be are unclear. 16. Righthand Burial Ground
Generally, they’re not considered much of a threat, 17. Pulse Enclave. A hidden grove of druids just
though the occasional drunkard or child are somtimes outside the city who revere the Unfall as blood from the
snatched if nobody’s looking. Worldheart herself.
4. Chattercrest Aviaries. Among its many wonders 18. Cellar Exchange. A private place to barter without
and menaces, Edgegather is famous as the training prying eyes.
ground of chattercrests—tiny flying saurians that can 19. Bloodknuckle Ring
be taught to mimic mortal words almost perfectly (p. 20. Mistbeacon. Beacons scattered throughout the city
321). The chattercrests are native to the Venom Abyss, to pierce the mist.
and skilled catchers net them at great risk to bring them 21. Spellskin Tunnels. Underground passages famous
into their sprawling aviaries. Once trained, these little for the hedge magic scrawled on the walls. Some of
winged omnivores are easy to maintain and can carry these tunnels lead down into the old temple.
even long speeches or songs across great distances. 22. Cult Den
5. The Eyes. A pile of beehive-shaped dwellings 23. Nutmug
nestled close to the frill that look out over the Venom 24. Shouting Stage. A renowned platform for boasting,
Abyss. Occupied by only the most powerful and pros- chants, epics, and other performances.
perous. 25. Har-Kla’a. A neighborhood long occupied by orcs,
6. House of En. This structure is usually abandoned, who enjoy good standing in town—though they often
but chitin-armored guards patrol its outer walls, and clash with the arrogant dragonborn.
the aura of menace and darkness drives the curious 26. Sightstone Stall. A booth that offers stones that
away. When occupied, it is the dwelling-place of the En they swear can see all, for your protection. A common
(p. 246), who sometimes come to Edgegather to recruit swindle for newcomers… but some stones do, in fact, see
promising mortal to the Path. and remember.
7. The Frill. A wall built to protect the Platform from 27. Big Bosta’s Hut of Lies
the noise, mist, and monsters that travel up the Unfall. 28. Righthand Market
8. Anchorhorns. Six ancient stones from a long-forgot- 29. Craven Hideout. A hidden enclave of the Craven of
ten temple that the Platform is lashed to, keeping it aloft the Kraken Coast (p. 224).
above the Venom Abyss. Each anchorhorn has ladders 30. Templehole. A crevice that leads down to the old
or stairs leading to a watchpost on its top, to keep guard temple ruins that sit under Edgegather. The goblins
over the falls, the city, and the wilderness, respectively. know more about this place than other mortals, but they
The rear faces of the Anchorhorns are painted to resem- don’t want to talk about it.
ble the emperors and empresses of the Giant Empires (p. 31. Themlish’s Pot. A criminal safehouse for those in
173) and are a regular target for derision and amateur the service of a green hag named Themlish, who has big
marksmanship. plans for Edgegather.
32. Idol Row. A series of imaginary gods set up to trick
newcomers into giving offerings collected by enterpris- THE RIVER
ing tricksters. The Ox River flows up the Unfalls, under Bridge Village,
33. Shaman’s Rest. A stately structure where shamans and out into Wintersouth.
of Seerfall are welcomed when they safely arrive at Edge- 58. Silent Bridge. A tunnel bridge that passes under
gather. the curve of the Unfall, enchanted with silencing magic,
where nothing can be heard or spoken.
59. The Spines. Sharp stakes and giant boneshards
LEFTHAND stuck into the river banks and bed as defenses to kill
It’s said that the animosity between Righthanders and
large predators and dangerous creatures that might
Lefthanders began when the first settlers of Edgegather
swim up the Unfalls.
broke into a family feud, and gathered sides which
60. Spinedocks. Launches for fishers and scavengers
have been fighting ever since. Lefthanders are known
who pick carcasses and floatsam from the Spines. A
for their skill in music, animal taming, and delicious
floating marketplace here offers first pick to those with
wines—unlike the stupid and immoral louts you’ll find
good barter.
in Righthand.
61. Downriver Docks. Those looking to travel along the
34. Goblinwrangler House. Certain citizens have the
Ox River would do well to hire passage with the crews
dubious status of “goblinwrangler,” meaning one who
on these docks—many of whom are part of the cult of
can speak Goblin and broker deals with them.
Twr, whose protection will be vital further downriver.
35. Gnomegutter. An undesirable part of town where
gnomes have eked out a place for themselves.
36. Thunderwall. A constantly reinforced wall of poles BRIDGE VILLAGE
and daubed mud, lashed together with vines and ropes. Built over the water is a network of crisscrossing bridges
The Thunderwall keeps out the noise of the Unfall and is and huts on stilts and platforms so heaped up that it’s
decorated with personal keepsakes of travelers who have impossible to tell what’s a bridge and what’s just another
passed through, as well as the skulls of mighty beasts building. As the center of the city, Bridge Village is the
who have been killed by the inhabitants of the city. hub of commerce and exchange for Edgegather—and an
37. Brawler’s Corner easy place to drown a stranger who crosses you.
38. Ulu’s Zoo of the Curious and New 62. Fishmarket
39. Flooded Cellars. A low-lying area of the city often 63. Venomwine Stalls
flooded by waters rushing around the end of the Thunder- 64. Festival Walk. A long path stretches down the
wall. center of Bridge Village where processions and festivals
40. Dragon Cultists of all kinds can be enjoyed year round.
41. Firecamp. A large settlement of dragonborn who 65. Champion’s Circle. An arena where public fights
occupied this part of town just after coming up the are held at all hours.
Unfall. 66. Cookfires
42. Cellarhouses 67. Venomguard Lodge. Home of the famous monster-
43. Drum-Stretchers hunters, see p. 214 for a full description. Beneath the
44. Bathhouses Lodge is the Salthold, a treasure vault of salt where
45. Shell Hall. A giant shell with perfect acoustics. monster-hunters keep their plunder (and the apple of
Here heartbreaking music is performed night and day the eye of every scavenger who ever dreamed of landing
by all manner of musicians. a big score).
46. Rattlebones 68. Tumble Tents
47. Cult of the Lesser Gods 69. Barter Square
48. Lefthand Market 70. Smiledrink
49. Glimmie the Honest 71. Temptation’s Way. A series of bridges and plat-
50. Barns & Butchery forms with structures dedicated to carnal appetites of all
51. Fair of the Dread Elves. A square full of unsettling kinds.
fortune tellers from Nod, who rarely offer good omens 72. Tents of Chance
to those who barter for their fortunes. 73. Vowhouse. A leaning structure where those of the
52. Shrine of Twr Scavengers Vow can congregate.
53. Brawling Cages
54. Reedcarvers
55. The Dome. A circular structure dedicated to sorcery.
BEYOND EDGEGATHER
Killing Grove. A roving band of trees who lurk near
Some of the greatest sorcerers in Planegea can be found
the edge of the city, causing mischief and attacking the
here.
unwary.
56. Caravanserai. A large yard to welcome weary clans
Outer Camps. Fields made available to nomadic clans
and outfit those who are departing for their journeys…
who have come south for the winter.
for a price, of course.
57. Lefthand Burial Ground
170 Chapter 10 | The Primal World
that reflects the dance of the stars. There are handholds Ghostmire. An endless wetland, haunted by the living
carved into the sides of the well, which druids are known and the dead. What can be said of Ghostmire? Its depths
to climb down, submerging themselves in the well in are unfathomable, its mists unsearchable, its monsters
pursuit of ancient and secret knowledge known only to unimaginable. Yet there are dwellings here—stilt-villages
their kind. built by stilt-walkers who know secret paths through the
Daggerwood. This is an evil place, famous for its foul muck and murky fog to find ways to stay alive.
twisted treants and alluring spirits that haunt and tease Temple of the Mushroom Lord. This curious structure is
the weak-willed into sinking deaths in oozing mud. The known by chanters to be the sovereign domain of a being
Daggerwood is home to outcasts, exiles, murderers, and called the Mushroom Lord—a living fungus, that commu-
traitors. The scavengers who dwell there—though they nicates by means of magical spores and has an army of
pretend at refinement and pageantry in their Cuththroat mushroom folk to do its bidding. They engage in strange
Council—are nothing but a clan of the dishonored and rites and rituals here, which are of great interest to druids
the ruined. and those who believe that there are secrets in the world
Lake Littleblood. A favorite retreat of spellskins. Lake that mortal minds have barely begun to grasp.
Littleblood has poor fishing, but excellent limesetone cliffs,
where spellcasters work out their intricate magics on the THE UNDERSHORE
ever-crumbling walls carved by the rising and falling of A warm blue-green coastland where primordial merfolk and
the lake with the land’s melts and thaws. The lake is known seafaring clans sing, hunt, and set sail at the edge of the infinite,
to shimmer and dance with the reflected light of dueling salty deep.
spellskins hurling their magics across the water at each
other in battles of power and pride. Creatures: Humanoids, monstrosities, beasts
Windgrass Wilds. This lonely and unclaimed land lies Treasure: Pearls, coral, wonders of the deep, exotic fruit,
at the feet of the Stone Empire. It is mostly known as an and merfolk mysteries
open plain where the weaker clans hunt elk and mammoth Lore: Kraken Cults, the Sea Empire
during the winter, risking capture by frost giant raiding Challenge: Levels 1–20
parties that come down from the mountains. Far from the smoking center of Blood Mountain, at the
edge of the great dark oceans of Planegea, a distant coast-
THE EEL line is home to a world all of its own. This place of waves
Falling from the mountains of the Stone Empire to the Saltfang, this and storms, fishing villages, and sea monsters is cut off
sloshing green river winds through evil marshes so strange that from the rest of the Great Valley by the War-Way of the
most mortals dare not set foot in their sweltering wetlands. Sea Empire (p. 173).
Saltfang. This evil body of water is avoided at all costs by
Creatures: Humanoids, undead, plants, beasts
mortals. Its waters are fed by the haunted Eel River and the
Treasure: Wealth and magic items
open sea, and terrible monsters of the abyss make it their
Lore: Free Citadel, the Usurper Queen, Nazh-Agaa
home. It is here that storm giants hunt kraken, and here
Challenge: Levels 1–20 in Free Citadel, levels 5–10 downriver
that lurking aboleths lure fools in with their mind-break-
The Eel River is the only major river of Planegea that does ing influence, drawing worshipers to their twisted cults.
not have its source at Blood Mountain (p. 157), running War-Way. A wide trampled plain, barren of all life and
instead southwards from the Skyfang Mountains (p. scarred by countless lighting strikes, marks the span of
173) to Saltfang and Slimefang (p. 159). Many consider distance from the Sea Empire to Saltfang (p. 159). To
it an accursed river, but that has more to do with the enter this land is to risk the wrath of the Empire, and few
wild and fearful lands of its course than the actual waters mortals have ever crossed it and survived.
themselves, which are remarkably cool and fresh, even in Kraken Coast. This rocky, inhospitable coast is known for
the swamps. its population of eel fishers and the cultists who make their
Free Citadel. At the source of the Eel—where the river home in the delta between the Saltfang, Slimefang, and the
is not called that, but rather the Dakru—is a mighty city, edge of the Sea Empire, chanting strange rites and rituals
once also named Dakru, built for giants by captive mortals. to summon tentacled gods to crawl ashore and devour the
It towers in a natural canyon, defended on all sides by cliffs land in slime and hatred.
and air and ice. And it is here, in this unassailable place, Scattersea. An archipelago of small islands called the
that the captives of the Stone Empire rose up and slew the Stones dots the shallow body of water known as Scatter-
giants. The city has been free for only a short time—many sea. Here, waterfaring mortal clans make their homes,
years, but not generations—and the people there live and surviving on the bounty of the shores. The countless coves
work as one, in sworn service to the leader of their rebel- and inlets are the perfect place to hide—for both prey and
lion, the great and wise Usurper Queen. Free Citadel is predators. But the Stones also have a way of rearranging
more fully described starting on p. 199. themselves, and traversing even a short distance across the
water always runs the risk of never being able to find your
way home again.

Chapter 10 | The Primal World 171


The Whale Clan. The most powerful clan of Scattersea
is the Whale Clan, a strong matriarchal culture with a THE CULT RIVERLANDS
population large enough to cover a network of islands. The A dust-choked desert land riddled with gulches and riverbeds,
Whale Clan is peaceful, preferring to wait out violence where only a trickle of water courses through the cultish domains of
or relocate rather than fight. Yet their harpoon-wielding dark gods and their fanatical followers.
hunters and sea shamans are not to be trifled with—even Creatures: Humanoids, fiends, undead, elementals
the Storm Giants know to give the Whale Clan a wide berth Treasure: Idols, ritual objects, fetishes, enchanted weapons,
when they go to war. vampire tombs, and the lore of the fiendish gods
The Hallow of Mala. The Hallow of Mala Long-Song, the Lore: Fiendish Gods, the Gift of Thirst
whale god, is deep below the ocean surface, and only the Challenge: Levels 6–16
greatest of her shamans can reach the place where stand-
ing stones covered in coral shimmer in endless song. Mala Elders and elves tell of a time within memory when the Cult
is wise and incredibly old, and knows of a time before Riverlands was home to the Eagle River; when it was a grand
the oceans were as they are now. Her eternal songs are and glorious land known for its excellent fruit and flowers.
enough to drown even great minds in madness, if unpre- But smoke and fire took the land after a terrible eruption in
pared or unworthy. the Fang of Rock and Flame, and darkness spread downri-
Sharksails. Moving in fast outrigger canoes and spike ver, drying its waters. As the land fell to thirst, wicked gods
catamarans, sharksails are seafaring raiders who prey on sprang up, preying on the people to establish their power.
fishing villages, stray boats, merfolk stragglers, and lesser Now, the gulches and gullies are carved into a warren of
clans of Scattersea. They worship survival itself, paying battling cults, each sharpening its knives for the blood of the
homage to whatever gods may allow them to live and hunt other, while an even darker power lurks just out of sight in
another day. the ash and smoke of the Worldfang’s edge.
The Drowning Deep. Beyond the last Stone of Scattersea Firehook River. No longer called the Eagle, the Firehook
are the endless depths of the Drowning Deep, an ocean is not a river at all, but a mere leaking trickle of water,
with no known limits and unimaginable terrors lurking every foot of which is claimed by some infernal god or
and squirming in the darkness unfathomably far below. another. It is said that those who travel along the Firehook
never return—or if they do, their minds and bodies will

172 Chapter 10 | The Primal World


be so disfigured that they would be hunted by those they to imagine, scratched in glowing lines with the geometric
once embraced. patterns of the stone giants… so perhaps these mighty ones
The Qanats. The Firehook River appears to dwindle of stone and ice have full sway in the peaks after all.
into nothing, leeching into the dust. However, those who High-Walled Akmon. This is the great capital city of the
have dwelt in that accursed land knows that the water Stone Empire, where the Thrones of Stone & Ice stand back
does not evaporate, but goes underground, into a series to back in a throne room whose hall stretches through the
of tunnels known as the Qanats, that were carved by a side of a mountain. Akmon is a city of endless ceremonies
combination of arcane and divine magic. These tunnels and rituals, with songs and vigils performed day after day.
lead from the Firehook all the way to Bittersea, and it is Of all the great cities of the giants, Akmon is perhaps the
said that a terrible and powerful god is bound somewhere most like one of the great gathering places of mortal clans—
in their darkness. although to tell a giant as much would spell instant death.
Stoneblood Shrine. Scarcely a living soul has seen Stone- O’oteka. This gateway city is guarded by elite frost giant
blood Shrine and lived to speak of it. It is in this temple of raiders. It is a place to gather supplies and repair before
fire that the Nin, ruler of the vampire nobility known as making a raid on the Great Valley, and is known for its
the Gift of Thirst, holds court. The shrine was not made Wailing Markets and great grinding stones for sharpening
for mortals, and its geometries are terrifying, the very air blades.
glowing with the shimmering heat and choking fumes of Mazu. Too hot for frost giants and too far from raiders’
the lava that courses through it—none of which afflicts the prey, Mazu is a quiet city of stone giants. Remarkable for
undead who reside there. its soaring stone towers, which look as if they are simply
stacked boulders that might topple at any moment, there
are generations of giant patterning and story-scars etched
The Giant Empires into every wall, and the Stone Empire looks to ancient
Woe to those captured by a giant raiding party. The great Mazu for wisdom and learning.
giant empires, with their mighty ziggurats and dark The Towering Weald. This massive forest is made of
rituals, are merciless in their worship and brutal in their redwoods—enormous pines that have soaked in giant
sport. The Sea Empire, Fire Empire, Air Empire, and Stone magic until they grow to outlandish proportions—large
Empire are set between the four world-fangs, and they are enough that a single hollow tree can encircle an entire
to be avoided by mortals at all costs. mortal clanfire. The Weald is considered sacred hunting
ground for the Stone Emperor, and any but he and his
chosen who set foot among the trees forfeit their lives.
THE STONE EMPIRE
A monochromatic mountain empire where the wind ever howls and
stone and frost giants carve mighty strongholds in the frigid heights.
THE FIRE EMPIRE
A warlike region of red and saffron where martial fire giants swelter
Creatures: Giants, humanoids, elementals and bellow in the burning desert sun.
Treasure: Giant artifacts, enchanted items
Creatures: Giants, humanoids, elementals
Lore: The Stone Empire
Treasure: Giant artifacts, enchanted items
Challenge: Levels 5–16
Lore: The Fire Empire
The mountain region known as Skyfang is home to two Challenge: Levels 5–16
types of giants: the crafting stone giants and the raiding
The highly organized and regimented Fire Empire looks
frost giants. These two clans live in peace by dividing the
down on all other empires as weak, decadent, or barbaric.
Skyfangs into “above” and “below.” The caves and caverns
In the minds of the fire giants, only they possess the
and hollow places below the mountains belong to the stone
strength, discipline, and passion to rule as it should be. As
giants, who carve their endless symbols, chant, and dream,
such, they frequently send messengers—wanted or not—
while the peaks, crags, and icy slopes belong to the frost
to other empires, which are usually seen as meddling at
giants. It is the latter who go forth and raid the Great Valley
best and declarations of war at worst. But the Fire Empire
for captives to enslave, terrorizing the mortals. But it is the
welcomes such conflict, eager to show their prowess and
stone giants who gaze into the secret oracle-pools deep in
might against any enemy, not least of all their giant cousins.
the roots of Skyfang and lead the Empire with their power-
The Scalding & Maddening Dunes. The Fire Empire sits
ful portents of days to come.
on the verge of the endless burning desert known as the
Skyfang Mountains. These pine-covered, snowy slopes
Inferno Waste. It stretches from the Scalding Dunes in the
are but the foothills of the Worldquake Waste beyond,
north—where there are sulfurous steam vents filled with
but even so they are mighty in their own right. Many a
volcanic spirits of all kinds—to the Maddening Dunes in
wandering monster makes these mountains their home—
the south—a land of trackless sandhills, mirages, and crea-
they are too great a range to be fully conquered, even by
tures that prey on the minds of those who get lost among
giants. But then again, there are mountain peaks that have
them.
been carved by tools too huge and powerful for mortals

Chapter 10 | The Primal World 173


Shining Eknis, the Obsidian City. The walls of the capital and sent on great supply caravans throughout the empire.
of the Fire Empire are covered in black volcanic glass, Without Kalaq feeding it, the empire would fall in weeks.
gathered by skilled giant artisans from the Fang of Rock Fortunately, the Shepherd’s Gate stands less than a day’s
& Flame. The city is too bright in the desert sun to look at, ride (by giant standards) from Eknis, and any direct attack
and many a hapless captive being hauled to the city for the on Kalaq would surely bring down the full fury of the
first time has burned their eyes out trying to get a glimpse empire.
of the gates through which they would never again depart. Apa’aku. Seated on an oasis, Apa’aku is the pleasure-city
Eknis is known for its highly regimented society, as well as of the Fire Kingdom, full of mystics, dancers, weapon-eat-
its great gladiator matches, featuring both captive folk and ers, fortune-tellers, and all manner of entertainments and
free giants who test their might in the ring for salt or favor diversions for the fire giants or their guests.
with the Emperor’s throne.
The Ruins of Bosa. A foolish Fire Emperor, long-dead, STONE AGE CAPTIVITY
tried to invade the Inferno Waste and build a fortress-city
there, beyond the agreed-upon border carefully negotiated Modern enslavement and the resulting social injustice is
by his forebears. The city was ravaged by the rage of the a human rights tragedy. We recognize that certain groups
efreeti, and still exists as a fire-blackened, magic-twisted may wish to exclude themes of enslavement from their
ruin today, haunted by undead giants and fire elementals as game. Our intent is not to offend, but to explore histor-
a warning to any who would break the bond of treaty again. ic and mythic archetypes. If you do not wish to include
Kalaq. Called the Shepherd’s Gate by the proud giants of enslavement as a theme in your game in any way, we
Eknis, Kalaq is the kitchen of the Fire Empire. It is here completely support your world-building. See Modify-
that the great grazing beasts are sent out and brought in ing Planegea in Chapter 9, p. 153, for ideas on how to
to be slaughtered, their meat salted with Bittersea salt remove this element entirely from your table’s Planegea.

174 Chapter 10 | The Primal World


Ha’aza. This lonely city was once a great power in the
THE AIR EMPIRE skies, drifting far inland to terrify the mortals below. But
A windy, glimmering domain where corrupt cloud giants play and due to a quarrel with the Air Empress, it was cast into
plot in blue and purple cities at the edge of infinite cliffs. disfavor, and now sails the sky as a lonely giantish backwa-
Creatures: Giants, humanoids, elementals ter. Exiles and undesirables from the empire are sent to live
Treasure: Giant artifacts, enchanted items in Ha’aza, and some mortals hope that if any support might
Lore: The Air Empire be found in the giant empires to overthrow its powers, it
Challenge: Levels 5–16 would be here in the crumbling palaces of the outcast city.

The Air Empire is the least violent of the four giant


empires, but perhaps the most manipulative and
corrupt. Clothed in refinement borrowed from the
elegant and powerful djinn, the Air Empire prefers to
watch the world from the towers of its soaring cities,
only acting when the occasion suits and the empire
cannot lose.
The Driftlands. The edge of the Howling Chasm is
a land where gravity seems to hold little meaning,
and floating islands spin and tumble through the
air. Although the Driftlands are at the edge of the Air
Empire, they are inhabited by a number of clans who
take advantage of the chaotic sky to hide and raid,
some even being so bold as to prey upon the cloud
giant pleasure caravans. These godless clans, many of
which are orc-led, are known for their close bonds
with winged beasts and their daredevil aerial antics.
The Wind-City of Nebhis. This floating citadel,
suspended by a gift from the djinn, is more palace
than city, a watered garden of dreamlike delights
and gentle visions. Still, the beauty of the city hides
a cruel underbelly, filled with filthy captive quarters
and cruel torture chambers for those who displease
the oh-so-noble cloud giants.
Lo-Pa. The Jewel City, She-of-the-Waterfalls, the
Crown of Eternity—Lo-Pa has many names, all well
deserved. This stunning metropolis sits where the
Lion River drops into endless waterfalls, in a cradle
of dramatic natural beauty. Unique to the giant cities,
Lo-Pa has no walls, protected instead by the natural
barrier of the Icehook Peaks. In Lo-Pa, everything
seems possible. And, given the magic of its giant
sorcerers and their djinn allies, everything probably
is possible… for the right price.
Last Plateau. Giantish flock-tenders and their
mortal servants dwell in simple villages on the
Last Plateau. This open land is used to herd the Air
Empire’s grazing beasts, but the real value of the
land is the endless aeries of birds clinging to the
cliffs, with an astonishing scaffolding of ladders and
nest-villages descending the depths of the cliff’s face.
Ufu & the Island of Wings. Ufu, the war-city, sits
on the Island of Wings, which floats across a chasm
from the mainland of Planegea. In times of conflict,
Ufu’s mighty menders cause the island to join back
with the mainland, connecting a great bridge that
allows the shock troops of the Air Empire to pour
with fresh ferocity into the land and skies of their
domain.

Chapter 10 | The Primal World 175


of the wastes, but being locked into a neverending strug-
THE SEA EMPIRE gle with the kraken, aboleths, and other gods of Saltfang
A thundering gray coastland where storm-giant warriors rage and
summoned forth by their foolish worshipers from the
hunt in cold, salt-crusted gloom.
Kraken Coast. The Sea Empire has attempted to stamp out
Creatures: Giants, humanoids, elementals these cults time and again, but they rise and rise tirelessly,
Treasure: Giant artifacts, enchanted items ever calling out to the great beings beneath the waves.
Lore: The Sea Empire, Kraken Cults The Everstorm. Always raging and shaking the ground
Challenge: Levels 5–16 with its fury, always lashing out with its lightning, the
Everstorm is an infinite wall of elemental fury where the
Mighty are the storm giants, and mighty is their burden. water battles the air. For storm giants, this environment is
They alone among the empires must contend not only with home. For other creatures, it is terrifying and untraversable
upholding their own civilization and pacifying the genies without incredibly powerful magic wards against disaster.

176 Chapter 10 | The Primal World


Mabros. The capitol city of the Sea Empire has no grand the Emperor is not willing to lose any potential insight or
title, and needs none. It stands as a rock against the chaos resource, no matter how mortal or puny.
of the sea, concentrating the fury of the storm into endless Zarkez. The greatest seers of the Sea Empire dwell in the
rain and lashing lightning like whips against the waves. ancient city of Zarkez, where in great open-roofed palaces
The seven satraps of Mabros are charged with ruling they gaze upwards and read the patterns of the lightning,
the city and the empire, for the Emperor has only one drinking the rain and seeking enlightenment beyond the
concern—containing the evil that lurks within the sea. measure of mortal comprehension.
Thuzo. The first giant city of Thunderverge, Thuzo acts as Aktok. This remote city is the point of the spear for
a raiding outpost as well as a place of counsel for the giants the Sea Empire’s constant attempts to destroy the craven
to seek the wisdom of the centaurs and even, occasionally, kraken-worshipers of the Kraken Coast. The empire raids
the sages of Seerfall. Make no mistake, it is a cruel and what captives it can from here, but most cultists would
haughty place—full of captive mortals, more prison-for- rather die than be captured, and in their ritual deaths they
tress than a true city—but in the struggle against the sea, further empower their undersea gods.

Chapter 10 | The Primal World 177


Nod The Kingdom of the Dead
Twin worlds—the purple and green World of Dreams and the A lightless and silent world where souls construct eternal walls,
yellow and black World of Nightmares—where illusory fey monuments, and palaces in stale air and utter darkness.
and hungry undead wander and change in their mysterious
Creatures: Undead, humanoids, constructs
underworlds.
Treasure: What the dead were buried with
Creatures: Fey, undead, aberrations, humanoids Lore: Nazh-Agaa
Treasure: Charms and gifts of the dream world, cursed Challenge: Levels 17–20
items and enchanted tools of the nightmare world
In the cold grip of the dirt, beyond mortal sight, the
Lore: The Throne of Nightmares
terrible skull-king Nazh-Agaa rules the invisible world of
Challenge: Levels 11–16
those whose death broke taboo—the murdered, the lost,
Nod is not one place but two, and these twin worlds drift the unmourned. It is said that there are secret ways for the
in and out of existence, their underground thresholds living into Nazh-Agaa’s kingdom, but that once you find
appearing in places of great beauty or terror. Elves and your way in, you can never again depart.
other, stranger beings travel between Planegea and these
two worlds, but they carry with them some aspects of
these shimmering, translucent places.
The World of Dreams. This wondrous land, full of
twilight beauty and strange delights, works with a shift-
ing, metamorphic logic that is an expression of inner state Well. Most people can never depart again. I
and desire, full of allure and magic. But things can change
may know of a certain shaman who found her
abruptly to be much stranger and more fearful than one
way in and out again—though the cost was
could possibly imagine.
The World of Nightmares. This dark land is full of the
dear on both the way in and the way out, and
twisting, turning undead, and all dark things that raise it’s really a story for another time. 
their slack jaws from horrible places to gaze with unblink-
ing eyes into the awful places in the soul. The shepherds
of this land are the Omenbringers, dread elves who act as
knights, lords, and guardians for those mortal souls who
find themselves lost in the haunted places of the heart.

co
178 Chapter 10 | The Primal World
59
Chapter 10 | The Primal World 179
180 Chapter 11 | Factions & Threats
CHAPTER 11

FACTIONS & THREATS


“Why do we gather, children?” Candlelight gleamed wetly on the mud
walls that held the circle of figures kneeling in the dark pithouse.
FACTIONS
The same answer came from under every hood. “We gather to There are many forces at work in the world, trying to
ungather. We unite to divide. We are strong to weaken.” reshape at least a corner of it in the way they wish. These
“Who do we ungather, divide, and weaken?” The figure in the center factions can represent allies or enemies, opportunities or
of the circle turned slowly as she spoke, fixing her gaze on one candle hazards, depending on your party’s point of view.
after the other.
“The powerful.”
“And who are the powerful?” The Brother Clans
“Chieftains. Shamans. Dragons. Giants. Hunters. Monsters. The
“SHOW ME A GIANT EMPEROR—SHOW ME HIS PRIDE,
gods and those who serve them. Warlords and those who serve them.
his confidence, the way he watches the world as if he owns it. I’ll
Leaders. Makers. Builders. Elders. All who call the small to paint
show you any given hunter from the Brother Clans with the exact
themselves with their colors.”
same look in her eye.”
A creak on the stick roof above sent soot filtering down into the
—Teffurth the Wanderer
room. Someone was above, walking unknowing over their heads.
Some survivor of the fire, most likely, staggering about in confusion,

T
choking on the poisonous smoke. HREE CLANS LEAD THE GREAT VALLEY IN
The leader went on in a whisper. “How do we pull them apart?” times of peace and strife. The strong Bear Clan,
“With fire and poison, rumor and lie, a blade in the ribs and a soft shrewd Ape Clan, and fearless Lion Clan worship
place to die.” powerful gods, and their influence casts a long
Above, the stronghold burned to ash, the fire illuminating the mag- shadow over neighboring gods and clans.
ically poisoned air, where charred shreds of the rapacious warlord’s Together, they are called the Brother Clans, and although
pennant drifted. Broken spears littered the hidden roof of the room each maintains its own values, rites, and secrets, more
where, below, Kraia’s Children chanted their lullabies of unmaking. unites them than divides them.
Powerful gods. Generations ago, handfuls of weary

W
wanderers found three gods who offered them strength
HEREVER THERE IS THE WILL TO SURVIVE,
and protection if they swore faithful service and worship.
there are leaders who bring others into their
The wanderers agreed, and over the span of many lifetimes,
calling. Whether for good or evil, chaos or
Urhosh the Bear, Kho the Ape, and Glelh the Lion have kept
order, the strong gather those willing to follow,
their word and made their clans mighty, even as the clans
organizing them into factions. From the mortal
have nurtured and expanded their gods’ power.
clans of the Great Valley, banded together in the worship
Territorial migrants. Each clan claims and protects the
of one or more gods, to secretive and far-ranging groups
land surrounding their god’s hallow, erecting markers
like Scavengers Vow or the Council of Day, Planegea is full
and posting sentries at the borders between three rivers,
of complex, proactive factions who care little for the will
named for the gods. Although winter forces them south, in
of any adventuring party, and are ready to act as allies or
the warm seasons the Brother Clans return north to their
antagonists in your campaign.
gods’ domains and once again dwell in shelters and sacred
Less ambiguous but equally diverse are the threats—
places erected by their own ancestors.
those world-spanning terrors that lurk under and lour over
Local camps. The Brother Clans are of roughly the same
the land, posing a challenge that can drive a single encoun-
population size of several thousand people, spread out
ter, an adventure arc, or a full campaign.
through a region and organized into local groups of about
Use this chapter to inform the world of Planegea as your
10 to 50 people, called camps. The camps often specialize
party experiences it. A note of caution, however: There are
into hunting camps, gathering camps, crafting camps, and
too many forces in the world to include all of these equally
so on. Camps are usually led by chieftains, shamans, and
in a single campaign. It’s best instead to choose a handful
other elders, and exchange resources amongst each other
with whom your players will interact with repeatedly.
in an interdependent web, which comprises the clan.
Clan leadership. The clans are each led by a partnership
between a chieftain and a high shaman, who dwell in
ancestral settlements near their god’s hallow called the
hallowcamp, where the clanfire burns. Dozens of lesser

Chapter 11 | Factions & Threats 181


shamans, elders, hunt-leaders, sorcerers, head gatherers, Summer wars. In hot months, when food is plentiful
master crafters, and traders live and work underneath and winter is only a memory, the Brother Clans go to war.
them, traveling from the hallowcamp to local camps to Combat between the clans is premeditated and ritual, but
oversee their areas of responsibility. Hallowcamps are no less violent because of tradition. These annual wars
complex societies with internal politics, strife, ambition, serve many purposes, settling disputes over land, resources,
and corruption—but the strength of the chieftain and the worship, and offenses, as well as allowing opportunities for
high shaman in each clan holds it together, subject to the raid and conquest. Still, they are limited to only a few short
final judgment of the gods in all things. days, and rules of combat are carefully observed to contain
Mixed societies. The Brother Clans are based on loyalty, the conflict.
skill, and survival. As such, the kinship of an individual Winterwalk and the Allhunt. With the coming of fall, the
matters little. Although humans are the majority, any clans move southwards in a migration called Winterwalk
person is welcome at the clanfire as long as they revere to escape the bone-dry winds of the northern cold season.
the god and can contribute to the survival of the whole. The Allhunt’s southern scrublands bloom with winter’s
New members are inducted as they arrive, after various rains. The Brother Clans leave their familiar gods and terri-
tests and rites specific to that clan, and most camps are torial ways behind to serve at the whim of the cruel and
composed of a variety of kinships. For any particular chaotic winter gods, cooperating in order to survive one
kinship to walk apart would be seen as strange and disloyal more winter.
to the larger good of the clan. Distinct cultures. The Brother Clans have distinct
Beast tamers. A key survival strategy for the Brother cultures, ideals, bonds, and flaws, and are led by strong-
Clans has been the domestication of animals to help them willed individuals with their own complex agendas.
thrive. This intergenerational effort is led by humans, who
have an affinity for the work. There are specialized trap- THE BEAR CLAN
ping, taming, and training camps that work to bring more Strong, joyful, and prone to excess, the Bear Clan lives
beasts under the clan’s influence. Smaller domesticated from feast to feast and values physical might above all.
creatures include dogs, cats, various birds, horses, goats, A mighty folk. From infancy, Bear Clan children are
oxen, dinosaurs, and more. Larger tamed creatures include raised with an emphasis on physical strength. Games,
owlbears, plant-eating dinosaurs such as triceratopses social gatherings, and ceremonial events all involve feats of
and ankylosaurs, which often serve as beasts of burden or strength as a sign of blessing and personal achievement.
guard animals. In addition, the Bear Clan has domesticated Bold-hearted. The people of the Bear Clan love a good
bears, the Ape Clan allows large primates to roam through joke. Celebration of all things, big and little, is woven into
their camps, and the Lion Clan’s hunting parties travel the fabric of their lives, and nobody laughs more easily
with great cats, which are seen as equals and allies. than a member of the Bear Clan.
Trade and council. Open lands stand as buffers between Forever feasting. The feast is an important part of Bear
the territories of the Brother Clans, yet interactions Clan society, tied to their worship of Unkillable Urhosh the
between the clans do occur. Traders who properly signal Bear-God. As such, their hunters and scavengers work hard
their intent are allowed to pass between borders, bring- to gather more than what is needed, providing as much
ing goods from one side of the Great Valley to the other. bounty as they can. Bear Clan members have been known
In addition, the chieftains and high shamans of different to starve themselves until they can gather enough for a
clans have been known to meet with each other, though large meal, and the symbolic idea of the great table is an
such councils are infrequent, usually only mandated by important icon in their culture.
special events or emergencies. They typically take place in Bear-wrestling. Thanks to the blessing of Urhosh,
a neutral location such as Edgegather or Seerfall. domesticated bears live in peace with the Bear Clan—and
Spies and feuds. It is known among the leaders of the there is no spectacle to rival a good bear-wrestling match.
clans that spies from their neighbors walk among their The event is always good cause for a crowd to gather and
people, learning their habits, their hunting patterns, the place bartered bets on how long the wrestler will last. A
secrets of their gods and rituals—all the better to weaken Bear Clan member who enters the ring is almost guaran-
and desecrate them. Guardians and shamans are often teed to lose, but there are a handful of wrestlers who have
sent to eradicate such saboteurs, and a tinge of paranoia brought a full-grown bear to the ground—and many more
is a common undercurrent in the hallowcamps. But not who have died when the bear lost its patience.
every interloper is sent from the centers of power. Various Heavy layers. People of the Bear Clan tend to dress in
families in the camps are embroiled in centuries-long thick layers of furs and rough-woven cloth, densely piled.
blood feuds, killing one another in life-for-life retaliations In summer, when heat becomes an issue, they divest them-
without end. The territory of the clans is dotted with the selves of layers but still prefer bulky, oversized garments
sign of sanctuary; a hut or cave where a killer may not that make them look large and powerful.
be harmed by an avenger. Unfortunately for those who Beehive construction. The Bear Clan are great keepers of
conceal themselves there, predatory beasts are no respect- bees, and a few hives near a tent or hut is considered very
ers of sanctuary. good luck and a sign of prosperity. They have long been

182 Chapter 11 | Factions & Threats


FACTION LIST
Faction Page Summary Leaders or Key NPCs Shared Philosophy
The Ape Clan p. 188 A clan dedicated to Kho Many- Chieftain Rhusoka The strong survive, and survival
Arms, known for cunning, Everyway, High Shaman itself is cause for celebration.
flexibility, fear, and ties to Nod Gharenki-Yughum, Tambiki
the Deviser
The Bear Clan p. 182 A clan dedicated to Unkillable More-Lord Ulko- The future cannot be known,
Urhosh, known for strength, Barmazantur, Chosen so you must be smart and fast
joy, excess, and ties to the Lakhaya’el, Feastmaker enough to react if you want to
Stone Empire Dhuma’Muk survive.
The Lion Clan p. 190 A clan dedicated to Glelh Chieftain Embelek-Ghelem, It’s not enough to survive—life is
the Unblinking, known for Spindark-Who-Stares, Rhal to be fully experienced, in all its
endurance, beauty, cruelty, terror and beauty.
and ties to saurians
The Council of Day p. 193 A secretive network of elders Pethna Riverborn, Survival depends on order and
and spellcasters who seek to Embhardarmos the Bull- authority. The strong must be
strengthen centralized power Voice, Anu strengthened.
and civilization
Direstaves p. 195 Fiercely independent herders Big Taptu the Bull Rustler, Freedom is better than anything
and caretakes of giant beasts, Tricky Odekh’Uk, Ishba you can buy, sell, hunt, or harvest.
defying any who would limit Longtail
them
Free Citadel p. 199 A former Stone Empire city The Usurper Queen, Takluk —
liberated by humanoids, which the Beahder, the Prisoner
stands as a beacon of freedom
to the world
Kraia’s Children p. 203 A secret organization in — Power is a threat, and those
scattered sects called families, who gather it should be
who work in the shadows to undermined.
undermine power
Scavengers Vow p. 206 An alliance of scavengers who The Rat King, Adderroot, Take all you can from those who
offer tribute to the mysterious Chief Tithe-Gatherer can spare it.
Rat King, and share a secret Tum’Gar
code
Seerfall p. 209 A sanctuary occupied by many The Oracle, the Warden, the Wisdom saves the world.
gods, served by divine casters, Arbiter
religious leaders, and those
who seek wisdom
Sign of the Hare p. 211 A secret society of spellskins Restakar, Uhl-Os-Who- Learning and advancement is
dedicated to the idea of Speaks, Gray Seht the ultimate good, and those
developing and sharing magic who oppose it should be toppled.
Venomguard p. 214 An elite force of monster- Hu’klu & Wink-Cat, Quileth, Community is stronger than death.
hunters dedicated to Skycrest, Dokh the Furius,
safeguarding the weak and Lila Green
earning glory in the process
The Whale Clan p. 216 A clan dedicated to Mala Chieftain Hala’ke Moonflight, A true voyager sails with respect
Long-Song, known for loyalty, Sekit Airshaman & Ailai in one hand and questions in the
curiosity, restlessness, and ties Deepshaman, Kakrak other.
to merfolk Sharkspear
The Worldsingers p. 219 A conspiracy of chanters and Enkio son of Enkio, Yug’zesh, Those who can reshape bad into
performers who travel the Tempo good have a humble duty to do
world seeking to end misery so, without payment or glory.
and create joy

Chapter 11 | Factions & Threats 183


THREAT LIST
Threat Page Summary Leaders & elite followers Creature types
The Brood p. 221 Five ancient chromatic dragons Burn-Red Dherg, Rot-Black Dragons
dwelling on Blood Mountain who prey Atras, Poison-Green Ghelwai,
on the worst instincts of mortals for Strangle-Blue Ghlastax,
their own gain Freeze-White Kweidos
Craven of the Kraken p. 224 A network of lurking aboleths who Abolethic overlords, the Aberrations,
Coast dominate coastal humanoids, Craven Elite humanoids,
controlling them in hive-minds, who monstrosities
seek to drown the world
The Crawling Awful p. 228 Aberrations who creep from buried — Aberrations,
vaults deep underground, twisting oozes
mortals for their own inscrutable ends
Deepthought p. 230 A sentient artifact hidden deep Deepthought, the Order of Constructs,
underground that is determined to the Eye, Ascetics of the Way of humanoids
know all that can be known, at any cost Understanding
Duru p. 232 An ancient, roving tree-spirit that Duru and the forests he has Plants
hates all animal life and corrupts corrupted
plants for the destruction of mortals
Fiendish Gods p. 235 Demonic winter gods who chaotically Twr, the Lizard Lord, various Fiends
abuse power for selfish appetites, and other fiendish gods
devilish idols of the Cult Riverlands,
who methodically entangle mortals
into terrorized cults
The Giant Empires p. 239 Four advanced empires that surround The Stone Emperor & Frost Giants, elementals
the Great Valley, each of which Empress, the War Regent
subjugates and terrorizes mortals of the Fire Empire, the Air
Empress, the Sea Emperor
The Gift of Thirst p. 244 A vampire aristocracy, led by the first The Nin, the Lugal, the Undead
of all vampires, who seek to satisfy Khopesh, and the nine other (vampires)
their appetites and find worthy true vampires
recruits into their hierarchy
Kelodhros Ascendant p. 248 A spreading empire of body-snatching Priests, archpriests, and Monstrosities
monstrosities spawning from the infiltrators (shapechangers)
Venom Abyss, who use many forms to
take power
Nazh-Agaa, p. 251 The titan of death and inevitability, Nazh-Agaa and his valkyries Celestials, beasts
the King of the Dead who absorbs all souls in the end and
opposes undeath and resurrection in
all forms
The Recusance p. 254 An amoral cabal of spellcasters who Membrane the Vile, Humanoids
use mortals in twisted experiments Slemsha Coldwind,
to overthrow the Hounds of the Splitcrest & Eu, Krix’glak,
Blind Heaven Halfwing the Flightless,
the Four Greenbeaks, Ta-Vur,
Gray Seht
Throne of Nightmares p. 257 The greatest power of the World of The Thing on the Throne, elite Fey
Nightmares, a dark fey presence that dread elf leaders
seeks to spread terror throughout the
waking world
Vyrkha the Shepherd p. 260 A brilliant human tactician and Vyrkha the Shepherd and his Humanoids,
warlord who will stop at nothing to lieutenants beasts
conquer the world—and all that lies
beyond

184 Chapter 11 | Factions & Threats


inspired by the bee, and build their shelters patterned after WINTER’S DRAFT
the shapes of hives.
Raw goods. The Bear Clan is sought after for its well- This festival, marking the start of the long winter, abounds
treated hides and furs, which are available in great quanti- with joy and sorrow for the entire clan:
ties, and its unrivaled honey. Traders will travel across great Arrival. Every camp of the Bear Clan gathers at the
distances for their clans’ chieftains to obtain just a small jar Hallowcamp, bringing food, bribes for the winter gods (in
of the delicious honey harvested by the Bear people. Their the form of trade goods, trinkets, and crafted items), and
strength is also prized, and lesser clans have been known their chosen champion—typically a shaman or warlock
to pay well in bartered goods for the services of a few Bear selected by the camp leader.
Clan strong-arms to assist them in combat or labor. The feast. All the food that can be preserved for winter
is prepared, packed, and distributed. Whatever is left
is devoured in a massive feast that lasts for days and
LED BY THE STRONG
sprawls as far as the eye can see, starting at the mouth
The Bear Clan respects strength and sincerity, and their
of Urhosh’s cave. Fruit custards, spicy curry, and savory
leadership reflects those values.
stews are favorite dishes.
More-Lord Ulko-Barmazantur (LG male human gladiator),
Tests of skill. On the first night of the feast, the cham-
is a massive man in all aspects of his life, who inherited the
pions gather to gamble with their camp’s god-bribes in
role of chieftain from his father. A towering figure, Ulko-Bar-
games of chance and bluffing. Charisma and savvy—not
mazantur commands respect and laughs heartily, leading his
to mention good fortune—will be necessary in dealing
people in feast and battle with equal gusto. His title, More-
with the winter gods. The champion who comes away
Lord, is not inherited, but earned; he is famous for roaring,
from the gambling table with the biggest pile of bribes
“More!” when he lifts weights, faces enemies, or sits at table.
is seen as the most cunning and lucky, and anyone who
Ulko-Barmazantur is a family man. His wife, Tula—herself
walks away empty-handed is out of the competition.
a powerful leader of the clan and overseer of construction
Tests of strength. During the days of the feasts, con-
and crafting—is his closest counselor, and he loves his many
stant physical competitions pit champions against each
children with a ferocity that can be crushing.
other in wrestling matches against bears and one anoth-
Chosen Lakhaya’el, High Shaman of Unkillable Urhosh
er, races, and lifting competitions. The best candidates
(LN female human high shaman) is an ancient woman,
are the ones who add spectacle to their bravado. No one
remarkably tiny by the standards of the Bear Clan. Her hair
can count all the victories after several days, but every-
is white and braided, and she is usually silent, preferring to
one will remember the wrestler who won without both-
lead with gestures and subtle glances. But her age and quiet
ering to don his stone armor, or the shaman who beat
belie her merriment, and her eyes are always laughing as
faster runners by taking a shortcut through the clanfire.
she watches the antics of her people with great enjoyment.
Tests of spirit. At night, the exhausted champions
Lakhay’el has served the Urhosh for generations, and seems
must stand at the clanfire while skilled chanters tell their
to be gifted with a measure of immortality through hiber-
most gruesome and terrifying tales of encounters with
nation. Each autumn, as the cold winds start to blow, the
winter gods. It is not uncommon for spectators to place
Bear Clan has a great festival called Winter’s Draft, wherein
bets on which chanter will be the breaking point for
Lakhay’el enters the hallowed cave of Urhosh the Unkill-
which champion, and certain chanters take an unseemly
able, and slumbers at his side for the long winter months,
glee at seeing brave young clansfolk flee the fire. After
preserved by his warmth. Before she sleeps, her last duty is
the trained and polished chanters, other members
to choose a winter shaman to serve the capricious winter
of the clan step forward to tell their personal stories
gods—though rarely does that shaman survive the season.
of the winter gods’ cruelty, power, and malice. These
When the clan returns, they reawaken their high shaman
unadorned, raw, emotional stories cut with a different
with a great feast, and deafening are the cheers when the
blade than the performative chanters’ tales, and offer a
beloved lady of the clan steps, blinking, into the spring sun.
cathartic release for the entire clan, admonishing caution
Feastmaker Dhuma’Muk (LN male half-giant berserker)
and care for one another as they pass into winter’s grip.
is almost as wide as he is tall, which is saying something.
The choice. As her last act before entering the hallow,
With his bald head, gray skin, and tremendous height and
Lakhaya’el chooses a champion who has proven them-
girth, the Feastmaker is unmissable wherever he goes. As
self in all three tests. They are entrusted with the whole
head of feasts and all beekeepers, Dhuma’Muk is an artist
clan’s store of god-bribes, and granted the awesome
of salts and spices, flavors and fires, summoning startlingly
responsibility of negotiating with the winter gods for the
delicious meals from even meager ingredients in the
clan’s survival. For some this will lead to nothing but a
depths of winter. Happiest when ordering an enormous
noble sacrifice, but for others Lakhaya’el’s blessing is the
staff around the cooking fires, Dhuma’Mak also travels
defining moment heralding a lifetime of heroism.
throughout the clan’s territory seeking rare flavors and
ensuring that the honey of his people is well-cultivated.
And woe to any bear who might be tempted by a hive while
the Feastmaker is nearby—his prowess as a champion
bear-wrestler is unmatched, even by the More-Lord!

Chapter 11 | Factions & Threats 185


186 Chapter 11 | Factions & Threats
BELIEFS & BEHAVIOR
The Bear Clan is united not only by the drive to survive and
the worship of Unkillable Urhosh, but by a shared ethos
and common flaws.
Philosophy. The strong survive, and survival itself is cause for
celebration. Their ideals include:
• Strength: The world is strong, and to overcome it you
must be stronger. (Neutral)
• Joy: Life is worth celebrating, and a ready laugh is a
great gift. (Good)

Rites of Unkillable Urhosh. The clan labors to ensure that


a fire is always lit outside of Urhosh’s hallowed cave, and
leaves offerings of honeycombs, flowers, and fish at his
threshold. They also hold great feasts just outside the cave,
when the hunt prospers. If they are blessed by his favor,
those who dine at his table are said to be beyond the reach
of death for a day.
A culture of excess. Among those willing to speak ill of
it, the Bear Clan has a reputation as a people of boastful,
thick-headed gluttons, who would rather spend all day
eating, drinking, and laughing at nothing than confront the
world as it is. They are also notorious for keeping captives
from warfare and raids on other clans to do forced labor, a
practice the other Brother Clans revile and reject as giant-
ish and wicked. This practice and the number of half-giants
in their midst has earned them the scornful epithet of Little
Giants, which they hate being called above all else.
Hunting for strength. Although much of their daily lives
are consumed with the common needs of the clan, the
leaders of the Bear Clan are perpetually seeking ways to
strengthen themselves and their people. Their ultimate
goal is to ensure that nothing they confront, be it beast,
soul, or elemental force, will ever be able to overpower
them.

MAGIC & MATTER


Even abroad, people of the Bear Clan can be recognized by
the patterns of their spells and their unique array of gifts
and resources.
Protection magic. Originally learned from the dwarves
who arose from the western mountains, the Bear Clan is
known for its powerful abjuration magic, as well as its
many divine healing spells, making them a terribly diffi-
cult enemy to slay. Their warriors are protected with signs
and wonders on even the most dangerous hunt.
Domesticated bears. Only people of the Bear Clan are
known to travel with domesticated bears as pets. A sign is
put on them by their god, and although a wild bear may
still attack, they dwell among bears all their lives and often
bring them along when they travel far from home.
Half-giants. Each of the Brother Clans are formed of
many kinships, but there are far more half-giants among
the Bear Clan than anywhere else. Some have said the
difference between the Bear Clan and the Stone Empire is
only one of scale—but the half-giants are a proud people
and hold their heads high regardless of how anyone may
feel about their ancestry.

Chapter 11 | Factions & Threats 187


Clubs, mauls, and stone armor. The Bear Clan favors Obstacle races. A favorite pastime of the Ape Clan is the
bludgeoning weapons and stone armor, using the weight of construction and performance of intricate race courses
great clubs, mauls, and bulky armor for attack and defense filled with tasks, obstacles, unexpected paths, and chal-
in their combat. Hunters and warriors carry the heaviest lenges of the mind as well as the body. These courses can
weapons they can, and consider it a point of pride when be sprawling or tightly woven into tiny spaces in the forms
others are unable to lift their gear. of labyrinths or shouted instructions. On a peaceful day,
Ape Clan members can often be found gathering to watch
SPECIAL LOCATIONS racers—calling out hints and witty jeers from the sidelines.
Within the wide borders of the Bear Clan’s summer terri- Intricate garments. The Ape Clan is famous for their
tory, there are many places of interest and mystery. Three clansfolk’s dark-colored and complex attire. Preferring
in particular stand out, for good or for ill. black clothes that allow quicker escape in the shadows, Ape
Hallowcamp of Urhosh. The Hallow of Urhosh—a great Clan members show their cleverness on their person with
cave in the side of a hill—sits only a stone’s throw from the intricate stitching, hidden pockets, and surprise features
countless cooking fires and hive-shaped huts of the walled such as reversibility, unfolding elements, or unexpected
settlement of the Hallowcamp. This fortified village has patterns concealing fastened covers.
been erected over generations, growing a little larger and Unfolding gear. Nobody delights in a clever device more
better defended every season. than the Ape Clan—except perhaps for gnomes, with
The Fortress of Bees. Woe to the captive of raid or war whom they do more business than most. Ape Clan tents are
who is brought to this dark structure. Surrounded by walls famous for being collapsible, with even large habitations
many feet thick, the Fortress of Bees is full of prisoners and able to be struck and carried in a matter of minutes. From
hives. Here, the unfortunate are taught to fear and obey knives and armor, to chairs to ladders, if there’s a way to
their new captors, and it’s said that nobody leaves this place make an object fold or collapse, the Ape Clan will find it
unchanged or unbroken. and use it in infinite and brilliant combinations.
Day-Star Rise. Far to the west of Hallowcamp, near the Crafted goods and songs. Ape Clan goods are highly
borders of the clan’s territory, a steep climb leads to a shelf sought for their fine and intricate craftsmanship and many
of rock on a cliff overlooking a scenic watering hole in an uses. Nobody makes lighter or better instruments, and Ape
otherwise dry and dusty land. This cliff offers a perfect Clan musicians are offered good barter by other clans to
overlook for the morning and evening gathering of animals perform at their feasts and festivals.
from the surrounding region. It is a favorite place for
young couples to steal off to, watching the whole congrega- LEADERS
tion of animal life assemble far below in the gleaming light The Ape Clan honors cunning and flexibility, and their
at either end of the day. leaders exemplify those virtues.
Chieftain Rhusoka Everyway (CN female half-elf
assassin) is, without question, a genius. By far the youngest
THE APE CLAN chieftain the clan has ever seen, Rhusoka is an esoteric
Cunning, and flexible, with an inclination towards fear,
and complex leader, with a reputation for knowing every
the Ape Clan lives to demonstrate their wit, and values a
single pathway in the world and a habit for showing up
brilliant mind above all.
unexpectedly, miles from where she was thought to be.
Nimble minds. There is nothing more important to an
Rhusoka is everywhere at once, and uses her knack for
Ape Clan member than a sharp and agile intellect, able
unpredictability to her advantage, shoring up her authority
to adapt quickly to any challenge, question, or problem.
using the element of surprise. She cuts a striking figure,
Clan members love to pose riddles, thorny scenarios, and
with her high blue mohawk and pale skin patterned with
paradoxes to one another, and delight in clever responses to
translucent blue stripes. Her counselors and aides confess
difficult questions.
that it is almost impossible to predict her mood, wishes, or
Agility in all things. The Ape Clan believes that respond-
ideas… but it is certain that when Rhusoka makes up her
ing quickly to change is paramount, and consider flexibility
mind and gives instruction, it is always for the safety and
a key trait, both physically and emotionally. Young Ape
advancement of the clan.
Clan members are trained in contortion and acrobatics to
High Shaman Gharenki-Yughum (N male human high
keep their bodies nimble, and constant change is intro-
shaman) of Kho is marked, physically, by the whims of
duced throughout Ape Clan upbringing as a way of training
that brooding god. Tasked with lulling the Ape-God into
children for the unpredictability of the world.
slumber and dreams of his youth, Gharenki-Yughum is the
A life of music. Kho Many-Arms, the ape god of the clan,
closest to Kho of any mortal, and feels the effects of that
is lulled to generous sleep by the ritual drumming of the
closeness on his bones. When Kho dreams of his youth, the
shamans at his hallow. That drumming is a mainstay of
aged Shaman becomes younger, turning from a bent old
Ape Clan culture, and every gathering involves intricate,
man to a strong youth, and even—sometimes—into a boy
improvised music, using drums, flutes, and strings. It is
no older than eight or nine summers. The High Shaman
said that every Ape Clan member carries two things at all
keeps his sharp wits about him at every age, and is recog-
times—an instrument and an escape plan.
nizable by his signature painted walking staff, no matter

188 Chapter 11 | Factions & Threats


the years that Kho has given or taken away. He is known Philosophy. The future cannot be known, so you must
for his pragmatism—Gharenki-Yughum never questions be smart and fast enough to react if you want to survive. Their
what is, he only focuses on what must be done. Winter is ideals include:
hard on the High Shaman, and he ages rapidly when away • Cunning: Intellect, applied with skill, is the only way to
from his god, usually returning to Kho’s hollow as a frail keep yourself alive. (Neutral)
and withered elder, in need of the favor of his deity to • Flexibility: It’s impossible to plan for the future; all that
survive and serve another season. matters is being ready to react well. (Neutral)
Tambiki the Deviser (LG female human crafter) is
Rites of Kho Many-Arms. The clan perpetually drums
a beloved figure in the Ape Clan, and her arrival—
outside Kho’s hallowed tree, and surrounds it with offer-
surrounded by a swarm of eager apprentices—is always
ings of his beloved nuts and fruit. The tree itself is hung
an event of great excitement and anticipation. It’s said that
with countless toys, constructed by clever inventors and
the petite Tambiki has a gnomish grandparent, which
tossed on leather straps into the branches, where they
might explain the truly brilliant inventions she devises.
dangle and spin in endless, intricate ways. When Kho is
From folding bone armor to tents that can be set up simply
sleeping and pleased, the shamans can coax food, supplies,
by tossing them to the ground, there’s no telling what
and even divine allies from his happy dreams with
Tambiki will come up with next. As the clan’s master
summoning magic.
builder and leader of all craftwork, Tambiki commands
An edged existence. For all their brilliance and adapt-
enormous respect and authority, and her designs are
ability, the Ape Clan suffers for their proximity to a
imitated and revered throughout the Ape Clan and far
dangerous god. Anxiety and fear is the minor note in the
beyond its boundaries.
music of clan life, and Ape Clan warriors have a reputa-
tion for cowardice, scattering quickly in battle—although
BELIEFS & BEHAVIOR sometimes an apparent retreat is merely a ploy leading
The Ape Clan is driven by shared beliefs and the demands the enemy into an ambush. The clan’s pursuit of wit can
of their god’s unpredictable moods, as well as by certain also sour into cynicism and scorn. Miserable indeed is the
common flaws that sour their reputation. victim of an Ape Clan member’s derision.

Chapter 11 | Factions & Threats 189


Paths to everywhere. The Ape Clan benefits from a close Hallowcamp of Kho. Kho’s hallow is a great tree that bends
relationship with the elves of Nod, and uses their magic to the Ape River towards it with the power of its roots. The
quickly travel south on Winterwalk (p. 182). Their leaders hallowcamp built around it sprawls out in a wide circle, filled
are always seeking to deepen and strengthen that alliance, with music, workshops where crafters invent new devices,
and dream of a day when all of Planegea is only a step away. and intergenerational obstacle courses on which the most
famous racers of the Ape Clan compete. Unlike those of the
MAGIC & MATTER other clans, this Hallowcamp has no permanent structures,
Ape Clan members are recognizable throughout Planegea but is reformed every year—since nobody drums Kho to
for their intricate attire and quick wit, but also by other sleep after the clan departs, every year the first task of spring
markers of their unique culture. is to clean the wreckage of his winter-long rage.
Escape magic. Casters from the Ape Clan are known for Nodhold. At first glance, the misty groves known as
their predilection for spells that can be cast as a reaction the Nodhold appear unremarkable—olive trees growing
and allow quick movement and avenues of escape, prefer- on twisted, uneven ground. But these trees are shrouded
ring to always be prepared to respond to whatever danger in constant fog, which hides the caves and subterranean
may arise than to plan too far ahead. passageways into Nod. This nexus of travel is a death sentence
Wandering apes. The domain of Kho is known for its for the unprepared, with countless ways into the terrifying
roaming bands of apes. The Ape Clan allows them to pass Nightmare World. But to a skilled ranger of the twin worlds,
unchallenged, and they take what they want without Nodhold is a gateway to many secret ways of great value.
opposition. To hinder one of the apes of Kho is consid- The Tower of Hope. Far from Kho, on the edge of the
ered a great offense against the god, but there’s nothing in Saltwood, an enormous wooden tower has been added to,
the culture that says one can’t avoid them; many camps season after season, generation after generation. The tower
disappear overnight in the path of the apes, only to reform is many things—an obstacle course, a home, a fortress, a
moments after the great beasts have wandered past. lookout. But to the people of the Ape Clan, it represents the
Blood of Nod. The Ape Clan has the closest alliance of any dream of a day when there can be stability, serenity, and a
of the Brother Clans with Nod, and many of their people life without fear of the future.
have intermarried with the elves. Half-elves are common
in the clan—even their chieftain is a half-elf—to the point THE LION CLAN
where they are genuinely surprised when their appearance Serene, far-seeing, and sometimes cruel, the Lion Clan
excites comment outside the boundaries of their territory. lives to experience the world as it is, and values endurance
Nets and knives. Ape Clan hunters and warriors prefer to and reflection above all.
always do combat at an advantage, and are famous for using Patient stoics. Lion Clan children are taught never to
nets and long throwing knives to entangle and wound their cry out, and to endure all things with a peaceful heart. A
prey from a distance, as well as curved blades that can slash Lion Clan member doesn’t care if the rain falls or the wind
at unpredictable angles. blows—they live open to the elements, accepting all things
Rods, wands, and staffs. The enchanters of the Ape Clan as they come without complaint or question.
know that spells must often be cast in emergency, and seek Visionary dreamers. The Lion Clan is famous for looking
means to quicken their magic. As such, many favor wands, far. They are much-regarded as predictors of weather, herd
rods, and staffs for their ability to store and quickly release movements, giant activity, and more. They have great
magic, even by untrained hands. regard for the long view, and believe that perspective is one
Multipurpose gear. Signature Ape Clan equipment can of the most valuable traits a person can possess.
be recognized for its variable uses. A shield with a serrated Reflective art. From their high, sweeping hilltop camps,
edge, a bowl that can be affixed to a staff to serve as a the Lion Clan can see extraordinary distances across the
hammer—such flexible objects are a famous sign of Ape land. Their culture celebrates watchfulness and obser-
Clan invention. vation, and they reflect all they see with art—colorful
Scare tactics. Perhaps because they dwell in a state of paintings, brightly woven fabrics, sculptures, and other
anxiety, the Ape Clan is singularly talented at creating expressions of a spirit of meditation. Lion Clan artists
an environment of fear. Their warriors and hunters use collect materials from their domain: colorful sand from the
surprise and alarm to create eerie or frightening conditions riverbanks and canyons, pastel clay, light and spongy wood
to unnerve their quarry, and there are even rumors of Ape from local trees, and all manner of berries and grasses
Clan saboteurs infiltrating other clans to infect their camps that are suitable for making dyes. The process of gathering
with terror. materials, making art, and beholding art is never-ending,
a circular pursuit that occupies much of the clan’s time in
SPECIAL LOCATIONS the warm summer months of plenty.
The camps of the Ape Clan are notorious for constantly Endurance contests. The ability to continue on despite
relocating, and their passageways through Nod afford them adversity is highly prized among the Lion Clan, and
great range of mobility. Still, there are certain landmarks nowhere is this made more obvious than the festival spirit
that stand out on the landscape of the Ape Clan’s domain. of endurance contests. Camps gather to watch as brave Lion
Clan members undergo terrible and entertaining trials in a

190 Chapter 11 | Factions & Threats


series of escalating dares. Competitors consume disgusting Exposed camps. The Lion Clan believes that exposure
foods, leap off great heights, are submerged in water, walk to the elements makes a soul present, and that the world
over coals—anything to prove their ability to rise above is to be experienced fully. Their encampments are often
duress. The winner of such a contest is celebrated with more like sculpture gardens than villages, with only a few
great honor, and even the losers are given tokens of reward leaning shelters or suspended skins to provide a buffer
for their willingness to challenge themselves. against the worst storms. But aside from extreme weather,
Spirit journeys. Lion Clan shamans cultivate and prepare Lion Clan people can be found outdoors, enjoying the
certain herbs and fungus with transportive properties, prickle of the wind on their skins and the warmth of the
which are capable of allowing spiritual journeys into Day-Star on their faces.
strange places and emotions. Such spirit journeys are not Art and experiences. Lion Clan traders are welcomed for
to be undertaken lightly, but are often experienced as their supplies of dyes, brightly-colored fabric, figurines,
preparation for an important hunt or ceremony. There are and beautifully decorated objects of all kinds. Some make
those who become dependent on the journeys, who lose good barter for the herbs and fungus that enable spirit
themselves within the spirit worlds, but the shamans use journeys, though woe to any who buys the raw materials
the magic of Glelh the Unblinking to coax them back to without knowing the secrets of preparation. Their artists
reality, believing that every journey must have an end and are often paid by other clans in goods and favors to deco-
the world is meant to be experienced as it is. rate ritual spaces and objects, and it’s said that you can see
Color and ornament. Lion Clan members are instantly the beauty of Lion Clan artwork from miles away.
recognizable by their penchant for bright colors and
decoration. They usually dress in woven robes, dyed every LEADERS
possible hue, and express their individuality through The Lion Clan prizes courage and endurance, and their
feathers, beads, bone or wooden jewelry, tattoos, and other leaders are known for those traits:
eye-catching elements. Even their armor and weapons are Chieftain Embelek-Ghelem (LN male human gladiator)
works of art, carved with animals and patterns and painted is known as a silent and thoughtful man. Tall and regal, he
with bright and eye-catching colors. is never seen without his intricately carved spear, which is
imbued with many enchantments. It is said of Embelek that

Chapter 11 | Factions & Threats 191


he only loved once in his youth, and that fiercely, but the Perhaps it’s not for me to say, but I can’t help but
tragic death of his bride rendered him beyond the reach of think that the Council of Day is a largely made up of
any other pain. His people whisper that there is no suffer-
busybodies who butt in where they’re not invited,
ing he cannot endure without perfect calm. He speaks
rarely, but when he gives orders, they are followed imme-
and cause more problems than they solve. 
diately. When allowed to do so by his duties, he spends his
days walking the hills of the Lion Clan’s domain, studying
the artwork of his people, and listening with a distant they are capable of inflicting great and terrible pain on
smile to the stories of old men. those who are at their mercy.
Spindark-Who-Stares (LE male saurian high shaman) The eyes of the lion. The leaders of the Lion Clan, while
is the only shaman the winter gods are said to fear. An chiefly focused on the survival of their people, understand
unnerving sharpfang with whirling black scale patterns that knowledge is power, and seek to expand their ability
and a gaze that can unmake a person, Spindark-Who-Stares to perceive the world as it is at every turn.
is avoided by all who have no direct need of his magic or
counsel. He is a lonely figure, guiding his people by fear MAGIC & MATTER
and grim consequences for any challenge to his authority. The people of the Lion Clan are easy to recognize anywhere,
The people of the Lion Clan warn each other that Glelh thanks to their colorful clothing and other common signs
the Unblinking sees all, and Spindark-Who-Stares sees of their culture.
what Glehl sees. Still, for all the dread he inspires, the high Sight and command. The magic of the Lion Clan is
shaman is able to channel great feats of divine magic, and chiefly concerned with divination and enchantment that
relentlessly uses that power for the advancement and pros- subjugates the will of the weak. Their spellcasters have a
perity of the clan. reputation as all-knowing hypnotists, who can see inside a
Rhal (CG female human sorcerer) is the artistic guiding target’s mind and break their defiance in an instant.
spirit of the clan. A gifted spellcaster who cares little for Lion hunters. Glelh’s powerful magic bends even proud
power, Rhal uses her magic to shape astonishing artistic beasts into service, and great cats—lions of the hills and
constructions and inspire others. She travels on a circuit plains—are counted as fellow hunters of the clan. They
throughout the Lion Clan’s domain, teaching young artists, travel with the hunting parties and lend their strength to
creating her own artwork, and bringing rare materials bring down prey, and are often decorated and named as
to illuminate new possibilities for the artists she encoun- though they were full members of the clan.
ters. Rhal is a great favorite of all the Lion Clan, and her Saurians. Something about the stoicism of the Lion Clan
light counterbalances the darkness of their dreadful high people appeals to the calculating nature of saurians, and an
shaman, whom she alone seems to fear not at all. uncommon number of the scaled people have made their
dwelling place among the clan’s encampments.
Death from a distance. The archers and spear-throwers
BELIEFS & BEHAVIOR
of the Lion Clan are feared by their enemies and praised
Shared values—and the worship of their hypnotic god—
by their fellow hunters. It’s said that a Lion archer can see
unite the Lion Clan as a people.
a lizard in tall grass a mile off, and wait a day and a night
Philosophy. It’s not enough to survive—life is to be fully
until it stops moving to pierce it with an arrow.
experienced, in all its terror and beauty. Their ideals include:
Enchanted ornaments. Other clans joke that you can
• Endurance: Hardship must be confronted unflinchingly,
never tell whether a Lion Clan member has magic on their
even in the face of great danger. (Neutral)
person, so weighted down are they with decorative rings
• Beauty: The best response to joy or pain is to create art
and necklaces. It’s certain that the Lion Clan enchanters
and beautiful things. (Good)
imbue beautiful items with their spells, and magic rings
Rites of Glelh the Unblinking. The high hill of Glelh, and amulets are often to be found among their people.
crowned with standing stones, is a place of mesmerizing Beautiful horror. There are rumors that the Lion Clan
power, and beasts from the surrounding regions are drawn has, in its secret places and little valleys, perfected certain
by its hypnotic power. The shamans of Glelh must train arts of entrapment and torture to make mortals quake with
themselves carefully to avoid being caught in the hallow’s fear. It’s said that certain Lion Clan specialists consider
thrall. Once trained, they circle the hill, stacking cairns of the pain of others their artwork, and construct elaborate
small stones, hanging pennants, and painting and washing means of causing misery when the opportunity arises.
the stones. Those who are able to endure Glelh’s gaze and
return from the top of the hill are gifted with incredible SPECIAL LOCATIONS
visions, allowing them to scry across the world with wide, The Lion Clan domain extends many miles, but certain
unblinking eyes. places are of particular note.
Impassive cruelty. It’s said of the Lion Clan that they are Hallowcamp of Glelh. At the base of the hill crowned
unfeeling. This may be unfair, but certainly their training with standing stones, with every hut facing away from
in endurance gives them little pity—and at their worst, the heights, the Hallowcamp of Glelh stands in a garden
of sculpture. Every home is a work of art, swathed in

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color and carved decoration. Fantastic twists of fabric and is made up of advisors and elders traveling through the
swaying ribbons, pennants, and banners spin and flutter world, following the Inner Council’s directions and using
in the endless breeze. It is a place of stunning beauty and their best judgment to shore up authority in whatever
talent on full display—but eerie, as every silence is filled situations they find themselves.
with the summoning tug of the high hallow of the Lion Messages & meetings. The members of the Council
God. frequently communicate through the sending spell, and
Silence Crater. The land surrounding Silence Crater is spellcasters of the Inner Council are responsible for main-
abandoned—nobody wants to go near the cursed place. taining communication with those under their authority
Long ago, a stone fell from the sky to the earth, creating a no matter where they are in the world. If two or more
deep basin. Through some starry magic, no sound can be counselors encounter each other in the world, they meet
heard within the crater’s rim. Here, tall banners flutter in secretly to share all that they have learned, seen, and done.
the wind, concealing the rites that take place in the center. The wandering wise. Some refer to them as the “wander-
Prisoners are brought to Silence Crater, and there terrible ing wise,” and welcome their arrival as a great blessing.
things are done to them by the cruelest of the clan until, by They are known for their subtle and nuanced council, as
certain signs and magic, they confess whatever their inter- well as their great experience across the years and valley.
rogators demand of them. To be advised by a counselor is to be offered decisive,
Everycolor Canyon. A narrow canyon stretches from insightful direction or help, which usually comes when
east to west, its length perfectly aligned with the arc of the chieftains desperately need it to keep their people together.
Day-Star in its summer journeys across the sky. The canyon Whispering intruders. Others see the Council as a band
is an intergenerational artwork, its already pastel stones of interlopers who stick their long noses into business that
splashed, painted, and carved with an endless and breath- doesn’t concern them. Showing up uninvited and weaseling
taking array of beautiful swirls, washes, and fields of color. their way into the tents of the chieftain, these unlooked-
By far one of the most stunning sights in the Great Valley, for counselors often make enemies among those who have
Everycolor Canyon is ever-changing from season to season, advised the chieftain for longer, or those who have good
and from hour to hour as the dawn-duel and star-rise paint reason to want to see the current authority overturned.
it with myriad and wondrous shadows. Solitary elders. The Council of Day does not believe in
showing its force, preferring to act through advice and
influence, not raw power. Counselors travel most often as
The Council of Day wandering elders, arriving alone at campfires, sometimes
with a single companion for safety and company. It is a
“IF YOU EVER COME ACROSS TWO OR THREE OLD MEN testament to their power that such isolated individuals are
whispering beside a campfire, try to pass by unseen—intruding on not swallowed up by the many dangers of the wilderness—
the secrets of the Council of Day is inadvisable and perilous.” and indeed, their survival in the face of seeming fragility is
—A ranger’s warning what usually first catches a chieftain’s attention, and allows
them their introduction into the circle of trust.

W
HEREVER LEADERS SEEK TO ESTABLISH Day-Star pendants. The Day-Star is the symbol of the
peace, carve out stability, or promote order, council, whose members believe that the amassed power in
the Council of Day is there to help, advise, and the heavens each morning, which then gives life and light
defend. The Council is a secretive network of to all below, is a lesson to be meditated upon. When they
accomplished elders and spellcasters who seek are brought into the Council of Day, counselors are given
to shore up legitimate authority and strengthen centralized an ivory pendant, inset with four tiny stones in a diamond
power throughout the Great Valley. shape. These pendants have a minor enchantment such that
Friends of the powerful. The Council arose in secret, the stones can be pulled into the center where, when they
created by a handful of powerful elders and spellcasters meet, they glow brightly, emitting a faint white light.
who agreed that the only chance mortals had in this world Recruitment. When their work is done, the Council of
of giants and monsters was to band together and build a Day never asks for any payment—their advice and help is
solid foundation of strength. Since then, their wandering free to all who need it. However, they rarely leave empty-
counselors have a habit of turning up just when a chief- handed. Grateful leaders press gifts and goods upon them,
tain’s authority is threatened, offering advice, magic, and which they accept if they are convenient to carry. They
resources to keep power in the hands of the powerful. also keep a sharp eye out for potential recruits for the
Inner & outer councils. The organization is actually Council, and the chieftain might not be the only one who
made up of two councils—the Inner Council and the is advised and whispered to during their stay. Many is the
Outer Council. The Inner Council is the leadership of the clan who has found that their most powerful spellcaster
network as a whole. Their chief goal is overall stability or wisest elder has departed after the coming and going
throughout the entire Great Valley, and they administrate of a counselor, recruited by persuasive words and prom-
and send messengers with direction and guidance to that ises of influence on a grander scale than they could have
effect. The Outer Council sits under their authority, and ever imagined.

Chapter 11 | Factions & Threats 193


will fall, the elemental wastes will rush in, Blood Moun-
LEADERS tain will consume all, and Embhardarmos the Bull-Voice
The Council has no fixed size and is made up of many will be there telling them all why they must cease imme-
voices—but three are regarded as the first among equals; diately—with a good chance of convincing them to do so.
the most powerful in the center of power. A short, stocky dwarf with features like an ox and a great
Pethna Riverborn (LN male half-elf archmage) is an love for wine, Embhardarmos bellowing voice can be heard
ancient spellcaster, highly regarded by the other members across an open field, and he never ceases to employ bril-
of the Inner Council for his insight into all magical liant turns of phrase and witty analogies to drive his point
matters that affect the gathering and disruption of power. home. His enmity is savage, and he uses his full power of
Originally from the shaman sanctuary of Seerfall, Pethna persuasion to destroy those he disfavors. Some call him a
left behind devotion to the divine when he discovered his bully, others a genius, but the truth is that he’s both, and
great arcane talents, and serves the council as their head as long as you’re on his side of the argument, there’s not a
of magic. Pethna is not shy with his opinion, but prefers more talented speaker you could find as an ally.
to let others exhaust themselves in debate before coming Anu (LN female half-ooze human archmage) is not an
in with a decisive point to end the discussion. Although adviser or orator—she is a power in her own right. Her
now he is old and white-haired, those who know Pethna origins are mysterious, but she has long been a compan-
best tell stories of his lost years, between Seerfall and ion of Pethna Riverborn. She arrived at the Inner Council
the Council, when it’s said he used his talents to travel a few years after he did, and Pethna was a key voice in
as far as the Sea of Stars. Stories say he fell in love with a bringing Anu into the circle of trust. Anu is known for her
star there. That may all be mere gossip, but it’s true that total dedication to the rule of law, and her willingness to
he does watch the sky on most clear nights with wide, go to any length to ensure power remains in the hands of
inscrutable eyes. the powerful. When the council determines that severe
Embhardarmos the Bull-Voice (LN male dwarf noble) action must be taken, it is Anu and her subordinates (who
is the greatest orator in all of Planegea. His command of call themselves the Mirror Council) who do what needs to
speech is unrivaled in a chamber full of wise counsel- be done. Anu’s fearful capacity for destruction is legend-
ors, and he never fails to employ it. It’s said in the Inner ary. Some say that she brought down fire from the sky to
Council that someday, at the end of the world, the stars consume an entire clan who challenged their chieftain’s

194 Chapter 11 | Factions & Threats


authority. Only Pethna knows the truth of who she once
was—and who she is now. QUESTS
The activities of the Council are countless, but these four
missions are among the most common and important.
BELIEFS & BEHAVIOR Reinforce authority. Counselors and their agents are
The Council of Day is driven by a specific code and utterly
often sent to shore up leaders with shows of strength and
dedicated to the establishment of order.
support. Such missions might involve taking aid to a clan
Philosophy. Survival depends on order and authority. The
in trouble, bestowing a magic item on a chieftain, or ensur-
strong must be strengthened. Their ideal is
ing a leader’s desired outcome takes place at a certain event.
• Authority: Those in power should have power concen-
Consolidate power. Marriages. Alliances. Clan fusions.
trated in their hands (Neutral).
Any time there is potential to centralize power, especially
Rooting out chaos. The Council of Day is utterly deter- between two already-powerful parties, the Council seeks
mined to eradicate the fanatical underminers of order to ensure it continues. Many is the occasion on which
known as Kraia’s Children. All other considerations counselors have played matchmaker between the children
disappear when Kraia’s involvement is suspected, and the of powerful chieftains, often subtly and without notice.
Council will stop at nothing to hunt down and eliminate Quell unrest. Uprisings are anathema to the Council, and
their agents. they have been known to take strong measures when clans
Amoral empowerment. The Council makes no moral rebel against leaders in which they have invested. Although
judgment about the leaders it empowers. It believes that the Council is not militant, it has its share of fighters and
even evil authority is better than anarchy, and they have dangerous spellcasters in its ranks, and deploys them to
willingly concentrated power in the hands of the wicked ensure rebellions fail before they begin.
and the good with equal sincerity. Root out Kraia’s Children. Any hint of the agents of chaos
Empire-builders. The Council’s ultimate goal is to unite known as Kraia’s Children immediately causes the Council
the Great Valley into a single empire strong enough to to leap into action. Whether through exposure, assassina-
stand against the giants and usher in a new era of mortal tion, capture, or any other conceivable method, counselors
prosperity and independence. They will not rest until they and their aides are sent to eliminate the cancerous threat of
reach that goal. Kraia wherever it may be found, using any means neces-
sary.
MAGIC & MATTER
The Council’s means and methods are varied, but it inclines
its resources and magic towards the tools of divination and Direstaves
enchantment.
“THERE ISN’T A FREEDOM IN THE WORLD TO MATCH
Persuasive prognostication. Even a low-level counselor
the life of a Direstaff. Give me wide land, a quiet beast, and long
usually has some access to divination magic, to look ahead
days of empty skies, or let me lay my head down in the dirt and
and judge whether their advice will be advantageous to
start my forever-rest.”
their order or not. Others of the Council specialize in using
—Common sentiment of a Direstaff herder
enchantment magic to ensure that their words are heeded

B
by clans in crisis. And, of course, sometimes fireball comes
ORN UNDER THE OPEN SKY, RIDING ON THE
in handy if nobody will listen.
towering backs of great beasts, the Direstaves are
Simply attired. Most counselors travel without special
the masters of mighty creatures. Hailing from
adornment or equipment to identify them. Aside from their
the Dire Grazelands, these herders of titans are
ivory pendant, one would rarely know that a gray-haired
bold, independent, and bow the knee to no clan or
elder who showed up at their campfire was a counselor…
empire, trusting only in the wide lands and massive hearts
until they begin speaking.
of their livestock, as well as the heft of a trusty spear, to
keep body and soul together.
THE CHAMBER DOOR Plains rangers. The boundless grasslands at the edge of
The Inner Council does not meet in any fixed location. the Fire Empire have long been home to aurochs, dire goats,
Rather, they use the magic of Pethna or his apprentices to mammoths, and other grazing creatures which—through
create an arcane space where they can gather secretly on nature or perhaps the meddling of giant magic—grow to
an as-needed basis. Some hunters have seen the edges of an great size, standing two or three times larger than their
ornate door flickering with mystical light on a high moun- common kin. Rather than hunting these creatures, the
tain pass, beside a still lake, or under the shade of ancient Direstaves learned generations ago to cooperate with them,
trees. Little do they know that behind that door lies an and now live as their shepherds and herdsmen.
ornate set of rooms in which the future of the Great Valley The last free mortals. In the very shadow of the Fire
is decided by a secret council dedicated to power. Empire, the Direstaves thrive as the last line of liberty. The
giants allow them to remain because their care for the

Chapter 11 | Factions & Threats 195


animals provides ample prey for giant raids, and the fire wishes and do as one pleases. A Direstaff answers to none
giants are too strategic to completely cut off a supply of but their beasts, with even leadership and authority within
food and captives. the community being seen as an agreement, not a right.
Free-spirited confederation. Each Direstaff herd is a law Pragmatic confidence. Given their rough and self-di-
unto itself, organized independently—usually by a chief rected existence, Direstaves often have to make quick and
or head or council of some kind. The patterns of leader- difficult choices. They are known for being decisive and
ship are varied, depending on the needs of the herd. Herd tough, doing what must be done without any hand-wring-
leaders are usually chosen by the majority of a community, ing or bemoaning. A Direstaff makes a choice and lives
and replaced by new leaders if the people no longer feel with it, moving on like the herd moves on to new pasture.
confident in their leadership. Working clothes. Direstaffs fashion all that they need
Emergency meetings. Herds tend to avoid each other, from the herds they depend on. They’re usually dressed
in an attempt not to compete for grazing land, but there in well-worked leather or wool garments, and often carry
have been times when the leaders of the Direstaves have oversized tools and weapons to deal with the needs of their
met in response to some crisis or need. Such meetings herds. Most have little in the way of adornment on their
are always full of personality and bravado, but in the common clothes, but keep a secret set of festival garments,
end, the Direstaves are a practical people, and agree- which often feature elaborate ivory elements and yards of
ments are usually reached quickly, after which the rustling fabric purchased from traveling traders with the
members scatter quickly. bounty of good seasons.
Seasons of the herd. A people fond of music and dance, Tall tales. One never heard such a people for exaggerated
Direstaves are always on the lookout for cause to cele- stories as the Direstaves. They are famous for their wild
brate. Much of their lives are caught up in the hard labor tales of mammoths so big they fall off the world, herdsmen
of surviving and tending their beasts, but each herd has its so hungry they eat a moon, children so loud they crack the
own holidays based around seasonal events such as calving, Fire Empire’s walls. Direstaves love to out-tell each other
shearing, or migration. the most outlandish legends they can come up with, and
Freedom to roam. Direstaves are known across the Great nights around their campfire are full of laughter as elders
Valley for their belief in personal freedom to go where one

196 Chapter 11 | Factions & Threats


and young ones alike come up with the most outsized lies hopelessly tangled in her own tail that they have to shut
they can invent to entertain and amaze. the market down for a full month just to figure out how to
Milk, meat, hides, and more. Part of the Direstaves’ untie her. Everyone loves a good Ishba tale, and with each
confidence arises from their prosperity. As the keepers of retelling the tail gets just a little bit longer.
great herds, they have all they need to eat and drink, and
plenty besides to barter for the refined goods of the Valley. BELIEFS & BEHAVIOR
Seasonally, as the clans travel north, the Direstaves offer Direstaves would never claim to have much in common—
hides, ivory, milk, meat, wool, hair—all of the bounty of each herd believes it’s a community unto itself. Still, there
their beasts—and get all they need in return. are certain shared creeds that one can expect to encounter
among the plains people.
LEGENDS Philosophy. Freedom is better than anything you can buy, sell,
The Direstaves don’t have leaders with authority over many hunt, or harvest. Their ideals include:
herds, but they do have legendary figures that everyone
• Freedom: A person should be able to choose what
knows about. It’s hard to say for sure whether these people
happens to them, and do as they see fit. (Chaotic)
really existed or if they’re just stories—and, if they did
• Pragmatism: You have to do what you have to do, and
exist, who knows whether they’re still alive or died genera-
worrying about it doesn’t change anything. (Neutral)
tions ago? Still, the Direstaves talk about them as if they’re
alive and well, and might show up at any time for a meal The needs of the herd. Direstaves are dependent on their
and a huge stunt that amazes and inspires. beasts, and organize their lives around the life cycle of the
Big Taptu the Bull-Rustler. Big Taptu was said to have animals. For all their commitment to personal freedom,
been a captive of the Fire Empire—not a giant, but a man and though individuals come and go as they see fit, a
so big that the giants were confused and often gave him community of Direstaves is tightly bound to their herd.
what he wanted thinking he was one of them. Big Taptu Independent to a fault. It’s hard for Direstaves to work
worked with the Emperor’s prize mammoths, according to with others outside their herd, or to feel a sense of belong-
the stories, and could lift the Emperor’s favorite bull over ing anywhere but the community where they grew up; and
his head while eating breakfast. The legend says that Big sometimes not even then. A Direstaff rarely asks for help,
Taptu was such a favorite of the giants that the Emperor’s and when they do it’s grudging and seen as a heavy debt
daughter fell in love with him, but he couldn’t stand her that must be repaid as soon as possible.
fiery breath or hot skin. So, the night before their wedding, Fall of the Fire Empire. Each Direstaff herd is focused on
the story goes that the Emperor’s daughter arranged a its own concern, so there are no grand plans for the future
giant-sized feast for Big Taptu and all her wedding guests. of the world… still, when the campfire burns low and the
Big Taptu showed up, ate every bite, wrestled all the giants herders dream of what could be, talk turns from time to
to the ground, told the Emperor’s daughter he wasn’t the time to the idea of quenching the Fire Empire once and for
marrying kind, and rode off with the imperial herd of all, removing the single greatest threat to their way of life.
mammoths, which he still tends to this day.
Tricky Odekh’Uk. Tricky Odekh’Uk is known far and MAGIC & MATTER
wide as a prankster who gets what they want by outwitting Direstaves are easy to recognize anywhere, thanks to their
others. Tricky Odekh’Uk could be anything—a woman or free spirits and affinity for large beasts.
man, an ox or tree, a giant or lizard or piece of grass. You Animal magic. Most of the spells common to the
never know with Tricky Odekh’Uk. Stories of the master Direstaves have to do with controlling or caring for large
trickster usually involve them getting in some kind of animals. Their magic tends to be natural—druids and
scrape through their own boasting, then turning their rangers are welcomed by most Direstaves—and focused
opponents’ power back on itself through a twist of words more on healing and commanding than anything else.
or unforeseen plan. Once, Tricky Odekh’Uk was forced Rod and staff. The classic Direstaff choice of weapons
to be a stone for seven mortal lifetimes through a bad is a long pole or rod for guiding beasts and getting their
deal that they couldn’t get out of, and it’s said that they attention, and a short, heavy staff for defending themself
still nurse a grudge and are roaming the Dire Grazelands, from other predators. But the pragmatism of Direstaves
looking for the descendants of those who tricked them into leads them to use whatever tool comes to hand, and many
that shape. choose unusual weapons as a signal of their individuality.
Ishba Longtail. Stories about Ishba Longtail are childrens’ Harvest of magic. Some beasts are born with magical
favorites. A comical hammertail herder with an unbeliev- power—either inherited or unique. Such creatures are
ably long tail, Ishba’s enormous length is always getting her carefully tended by the herds for their lifetimes, then
into some scrape or another. Ishba stories cast her in many harvested after death for their many uses.
lights. Sometimes she’s the hero who uses her tail to wrap Yellow herds. Direstaves warn each other of what they
up a band of giant raiders while Direstaves escape. Other call “yellow herds,” or groups of mortals or animals that
times she’s a villain or problem, whose tail is tripping all have gone wrong in some way. The Dire Grazelands are
the herds and breaking their ankles, and must be dealt wide and wild, and yellow herds might be infected with
with. More commonly, though, she’s a hapless victim of sickness, led by a maniac, or given over to dark practices
her tail, who wanders through a marketplace and gets so for some twisted reason known only to them.

Chapter 11 | Factions & Threats 197


for the night. The huts may lean and the bridges sometimes
HERD TYPES snap, but there are few sights to match the vision of an
There are any number of ways to travel with beasts, but
entire village plodding along through the grasslands, tied
these three are the most common:
to the backs of towering beasts.
Slingcamps. Given the size of their beasts, many
Walkalongs. Much simpler, if less impressive, is the life
communities sleep and relax in oversized hammocks slung
of the walkalong camp, whose people keep pace with their
along the length of their animals. Depending on the crea-
beasts and strike their campfires on the ground. Walka-
ture, between two and six such hammocks might stretch
long communities consider slingcamps and beastbacks to
from shoulder to hip. Some Direstaves are proud of the fact
be a bit foolish, and are given to rolling their eyes at the
that they’ve never spent a night on the ground and can’t
excesses of such a life when there’s perfectly good grass
sleep unless they hear the rumble of gigantic breath beside
underfoot any time one should need it.
their ear.
Beastback villages. Some beasts are so massive and
docile that entire huts and platforms can be constructed on
their backs. These herds live in close formation, with rope
bridges slung between them when the camp settles down

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their parents have raised them to watch out for themselves,
Free Citadel to realize that tyranny is only one wrong step away, and
“A GLEAMING TORCH OF HOPE, BURNING IN THE FAR to know that the ability to choose your own fate is not
mountains, to which all captives look and think—someday!” common, but precious.
Spoils of the Empire. There are no mortals alive who can
—The Sayings of Inori the Traveler match the refinement of Free Citadel. With access to the
wealth and luxury of a great city of the Stone Empire, the

C
ARVED FROM A MOUNTAINTOP NEAR THE people of the city dress in silks and rare furs, with great
mouth of the Eel River, a city built by the Stone oversized jewels and ivory armbands that were once rings.
Empire gleams like a beacon of freedom. Free This finery is mixed and matched with simple attire suited
Citadel is built at the top of a great cliff, with its to the work of survival, making for striking combinations
western wall formed by the mountain itself, deep of rough-woven tunics and elaborate jewelry, grand gowns
chambers tunneled into the rock, and soaring towers that torn at the knee, and so on.
look out over the valleys. Everyone has heard of the mortal Uxu. If there is one thing the people of Free Citadel love,
uprising that slew the giant overlords of a Stone Empire it’s an imperial ballgame called uxu. Enormous crowds
city and claimed it as their own domain. Free Citadel is a gather to watch the teams of the citadel compete in the
place, but it’s also an idea—that tyranny can be shattered, giant arena. The final game is held at the winter solstice,
cages can be broken, and empires can fall. and the victors enjoy a year of honor—and fierce compe-
Birthplace of hope. The Overthrow—
the day Free Citadel became free—took
place within the last human lifespan.
It is a new thing in the world, and the
giants are staggered by the event. Led
by an orc woman now known as the
Usurper Queen, captives in a mountain
city planned for a year, then slew their
oppressors in the span of a single day.
The city is theirs, and the victors live in
its streets and walls, raiding its spoils and
investigating its secrets.
The Revolutionary Court. The Usurper
Queen is the beloved leader of Free
Citadel, and she has assembled a group
of counselors and advisors from the
revolt to lead her people. The members of
the court oversee areas such as defense,
provision, espionage, morale, and more.
Each reports to and advises the queen,
whose word is final.
Overthrow Carnival. Each year in high
summer, a massive festival is held by the
people of Free Citadel to celebrate the
uprising. Games, bonfires, songs, plays,
sports and competitions of all kinds,
wine, and revelry overtake the city for
days on end, in a great letting loose of joy
and relief and grief and astonishment.
Plundering survivors. The sprawling
city is only partially explored, and teams
perpetually scout and loot new chambers.
Other areas defied opening for years on
end. In a never-ending game of “finders
keepers,” the people of Free Citadel claim
all they can and give nothing back.
Guarded revolutionaries. A spirit of
watchful defiance is the shared ethos
of Free Citadel. Though many children
have been born since the Overthrow,

Chapter 11 | Factions & Threats 199


tition to defend their crown. Recently, word of uxu has into a guarded room. He lives there still, fed and cared for
spread outside of Free Citadel, and curious clans have sent by a special guard. Determined to survive, the Prisoner
emissaries to learn more about this fascinating competition. has proved useful time and again, offering information
Spoils of war. Free Citadel is cut off from major trade that has helped open vaults and storehouses, protected
routes by its mountaintop isolation and position inside the against attacks, and unlocked secrets of giant magic. Some
Stone Empire. Still, adventurous traders find their way of the young people of the citadel consider him a sage, a
up and down the Eel River, and the reward is worth the window into ancient knowledge, and—though rumors of
danger, for the wonders of the plundered city command this send chills down the spine of the queen—there is even
great power in bartering deals. The citadel has long a small contingent of youths who have been swayed by his
survived on its stores of food—enough to feed giants for cunning and would see the Prisoner set free.
decades—but supplies are starting to run low, and there is
an undercurrent of worry among the people that they will ISSUES & AGENDA
need to start finding more ways to trade or travel outside There is no single philosophy that governs the people of
the city walls in order to survive for years to come. Free Citadel, except the judgment of the Usurper Queen.
However, certain issues of concern are discussed every-
LEADERS where in the city, not least in its council chambers.
Without question, the Usurper Queen is the head of Free Food crisis. For years, the city has subsisted on the great
Citadel. But she is not the only force to be reckoned with, food stores of the giants, but those stores will run low soon.
for good or for ill. More hunters and gatherers are being sent out into the
The Usurper Queen (LG female orc chieftain) has no other mountains every day, but everyone worries about when the
name. Stolen from the Lion Clan as a child, she was a name- food will run out.
less captive in the houses of three empires. Until the day of Giant assault. The giants have let Free Citadel stand
the uprising, she seemed to be a nobody, meek and subdued. unchallenged for far too long—an attack to take it back
But her mild demeanor hid a raging fire of revolutionary seems inevitable. There is great debate about why they have
vision, and she was the architect and master planner of the been left alone for so long, and what the assault will look
revolt that took down the giants. First to draw her blade, like when it comes.
first to slay her captor, and first in the hearts of the people, Espionage vs conquest. The Usurper Queen and Takluk
the Usurper Queen leads with honor, fairness, and wisdom. the Beheader are opposed on whether to undermine
The weight of her responsibility lies heavily on her shoul- the empires through espionage and sabotage or military
ders, and those who know her best can see it is taking a conquest. The debate runs throughout the city, turning
toll. She has turned gray far too young, and she rarely has a bitter in some quarters.
light moment. Serious, thoughtful, and earnest, the Usurper Unbreached vaults. Nobody knows how deep the vaults
Queen keeps to her small circle of trusted advisors on the under the city go, and many of them are still sealed with
Revolutionary Court, preferring above all the company of Stone Giant magic that has—so far—been impossible to
those who were with her on the day of the Overthrow. breach. People debate the contents of the vaults, imagining
Takluk the Beheader (N male half-elf veteran) is the possible caches of food, supplies, magic items… or terrible
closest thing the Usurper Queen has to a rival. He is a threats that should not be unleashed.
hero of the Overthrow—his sudden beheading of a frost Youth activity. A new generation has grown up in Free
giant auctioneer triggered the final riot that brought the Citadel without any memory of captivity. They are brash
giants to their knees. Since then, Takluk has been head of and overconfident. Some believe the giants are no threat at
the Revolutionary Tribunal—judge and public executioner all, while others hold them in a strange reverence. There
for crimes against Free Citadel—and his severe intensity have even been rumors of frost cults and stone cults arising
inspires respect and fear. In the years since the Overthrow, around a certain fascination with the giants’ power.
Takluk and the Usurper Queen have drifted apart. While The Thrüm-Vashal. The greatest abandoned artifact of the
the Usurper Queen is focused on the survival of the city giants is also their most mysterious—even the Prisoner has
and the spread of hope to other slaves in distant cities, no idea what it does, only that the former ruler of the city
Takluk believes that Free Citadel should be militarizing and kept it in his vault under heavy guard. This glittering orb
trying to conquer nearby cities by force. These two factions is a puzzle and a threat, and not even the greatest minds of
have split the politics of the Revolutionary Court, but the Free Citadel have been able to unlock its power… yet.
people’s love for the Usurper Queen has kept power firmly Uxu. This giant sport, in which two teams try to get a
in her hands… for now. ball through rings susepnded 20 feet off the ground at
The Prisoner (NE male stone giant) is the only giant either end of 90-foot x 45-foot field, is always a favorite
still alive in Free Citadel. During the Overthrow, he was topic for debate. When points are scored, they are tracked
pushed by a crowd off the wall, and lay, unable to move, on by pouring water into large basins. A team wins when
the rocks below. In the days following the revolt, he was their basin overflows. Everyone has their favorite team,
discovered to be alive, but paralyzed below the neck. The and when conversation on other things dies away, there’s
Usurper Queen saw an opportunity and had him dragged always uxu to discuss.

200 Chapter 11 | Factions & Threats


Chapter 11 | Factions & Threats 201
202 Chapter 11 | Factions & Threats
MAGIC & MATTER Kraia’s Children
Free Citadel is a city of splendor and magic reclaimed by
“DON’T YOU WORRY, DON’T YOU HURRY,
former captives.
Kraia’s child is already here.
Fortune-tellers. All manner of spellcasters have made
Slip and stumble, trip and tumble,
their way to Free Citadel, but it’s no surprise that the
Kraia knows best—never fear.”
giant secrets of divination have been studied most closely
in the city. The augurs and fortunetellers of Free Citadel
—A Rhyme for Tyrants, from Kraia’s Lullabies
are famously numerous, if not famously reliable. It seems
someone on every corner is willing to barter a glimpse at

K
your destiny. RAIA’S CHILDREN ARE A MENACE, A PROMISE,
Oversized everything. Wielding or wearing giant arms a creed, a cult, a rumor, or an inspiration—it all
and armor is an act of might and heavy modification. depends on who you ask. They are a secret organi-
Knives are used as swords, belt-buckles are used as breast- zation, the scattered faithful of a shared ethos: That
plates. Stone giant craftsmanship and spellwork is hard to power is a threat, and those who gather it should be
match, so even these outsize castoffs are regarded as goods undermined.
of great value. Legends of Kraia. Nobody knows who Kraia actually is or
Plundered artifacts. Even poor folk in Free Citadel have was. Some say she was the wife of a mad chieftain. Others
access to wonders that are far beyond most people in other that he is a slave who escaped the Sea Empire and dwells in
places—though they may not know what to do with them. a cave on the Kraken Coast. Still others believe that Kraia
Many Free Citadel families have a small pile of assorted is a spirit moving through the world, possessing men and
spoils that they claim to be powerfully magical. women to inspire the collapse of tyranny and power.
Giant pests. The young hunters of Free Citadel earn Faithful families. Whoever Kraia might have been, their
their place by traveling in bands to dispatch the enormous message of undermining power has caught hold of hearts
crawling things that scurry and creep from the deep vaults throughout Planegea. There is no central organization to
of the city. Enormous spiders, centipedes, rats, and worse the group, only cells of like-minded people called families,
are all too common, especially on the lower levels. operating to destabilize whatever local centers of power
Dark secrets. No one knows what lies far below the city, they can. Usually a family appoints a leader called an Eldest,
or what unfinished work the giant spellcasters may have with the members calling each other Brother or Sister. The
left unattended. The Overthrow came without warning, Eldest is responsible for coordinating efforts, but is seen as
and it’s possible that some doors may have been left open of the servant of the group, not a figure of power.
unbeknownst to the freed captives. Infiltrate & undermine. Kraia’s Children have many
methods, but open violence is rarely among them. They
prefer to make themselves useful in a tyrant’s council,
AREAS earning trust and exploiting weaknesses until they can
Free Citadel is an enormous place, both in scale and
bring it all crashing down with a single elegant betrayal.
complexity, but people talk about it in terms of areas:
Diverse families. Anyone who believes in the overthrow
The Parapets. These are the high towers and upper levels
of power can join Kraia’s cause, and the Children are of
of the city. Safer from giant pests but difficult to reach, they
every kinship and background. Their methods vary widely
tend to be settled by those with more resources or greater
as well, from family to family. In some regions they are
need for safety. Takluk the Beheader makes his home here.
seen as villains who poison and plot to bring down noble
Throne Hall. In the center of the city is a hall so huge that
chieftains, while in others they are the whispered heroes
it has become a neighborhood. Covered in huts and tents
of the common people as they labor tirelessly in secret to
and multi-tiered structures, this is the city’s marketplace.
tear down warlords and empires.
Mountainside. The half of the city built into the slope is
Agents of chaos. Despite their cult-like trappings, the
called Mountainside. This area is quieter, settled by fami-
agenda of Kraia’s Children is explicitly political—they
lies and crafters. The Usurper Queen makes her home here.
are focused on the distribution of power, keeping it from
Skyside. The area of the city with a view is louder, brighter,
centering in any one person’s hand in every region where
and full of bustling activity at all times. A popular area for
they operate. It makes no difference to their creed whether
recreation and celebration, including regular uxu matches
the powerful has noble or wicked intentions; they believe
played in courts with sweeping views of the horizon.
The Carved Quarter. Underneath ground level sprawl
huge tunnels and chambers where the poor dwell. At
threat from giant pests, this quarter is more hazardous, but
known for its hardy hunters and close-knit communities. Kraia’s Children—what to say? Here’s what I’ll offer:
The Vaults. These deep chambers are forbidden to most— For every murdered chieftain, there is a slaughtered
which doesn’t stop young or old from attempting to crack tyrant. For every dark family, there is a family
their secrets. Some were raided years ago, while others still devoted to liberty and justice for the oppressed.
defy opening—making them all the more tantalizing prizes. Do not judge Kraia’s Children too quickly. 
Chapter 11 | Factions & Threats 203
that power itself causes rot and misery, and oppose law and of all their plans. Some say that Edgegather sits in the palm
rule everywhere they can. of Kraia, and if the children have a center of influence
Kraia’s Lullabies. There is no shared symbol, fashion, or anywhere, it is that wild and riotous city built on the edge
icon for Kraia’s children; nothing to set them apart at a of the world.
glance—otherwise, their work inside the belly of power Riverland Families. (CG) In the Cult Riverlands, where
would be impossible. The only giveaway is a set of rhymes, dark gods demand cruel sacrifices of their followers,
songs, and chants that they are taught, which are passed roving families of Kraia’s Children travel from cult to cult
from family to family. These are Kraia’s Lullabies, and they seeking to overthrow the worship of evil. They operate
are the only teaching the families share. more openly in the Riverland than anywhere else, needing
to work fast before the gods can detect their agenda, and
FABLED FAMILIES it’s said that families from the Riverland carry more open
If leaders catch wind of Kraia’s Children, they root them blades and marks of their creed than anywhere else, oper-
out by any means necessary. That’s why only a few families ating half in the light as wandering freedom fighters.
are known—and what’s known of them is more than half The Friendly Family. (CE) No family is more feared or
rumor and speculation. hated than the Friendly Family. Some say they’re only
The Family at Edgegather. (CN) In the chaotic city of a ghost story—a group of insidious monsters who use
Edgegather (p. 166), it is widely believed that Kraia’s their powers of persuasion, charm, and mind-control to
Children hold sway as a major force just out of sight. find good people striving to bring order and help to the
Edgegather is a place with no clear leader, and any time a poor and wretched. The Friendly Family is said to arrive
chieftain has tried to centralize or organize the city, there when you’re not looking and depart when you’re not sane.
have been mysterious accidents leading to the unraveling According to the stories, the Friendly Family won’t kill

204 Chapter 11 | Factions & Threats


their victims—they’ll utterly break them, and leave the An amoral creed. Kraia’s Children do not distinguish
people they were trying to help with less than nothing, between good and evil power—all power is equally abusive,
sold into tragedy and worse off than ever before. and should be overthrown. Sometimes this teaching is
hard to hold onto, when kind chieftains of struggling clans
BELIEFS & BEHAVIOR are betrayed, and it is necessary for the Eldest of a family to
Kraia’s Children are governed by a single idea—but how encourage—or silence—a doubting family member.
that idea is acted upon is as different as each family who
shares it. MAGIC & MATTER
Philosophy. Power is a threat, and those who gather it should Kraia’s Children have no fixed methods or resources—still,
be undermined. Their ideals include: the Lullabies do lend themselves to certain tactics.
Opening minds and hearts. When spellcasters join
• Equality: Everyone has the right to stand on equal foot-
families of Kraia’s Children, they are often relied upon to
ing and chart their own life. (Good)
aid in infiltration and assimilation, helping their brothers
• Freedom: People should do what they want with no
and sisters work their way into vital positions with a little
authority constricting their choices. (Chaotic)
enchantment magic wherever possible.
• Treachery: There is nothing sweeter than a well-exe-
Toys for the Children. One of the tasks of the Eldest is
cuted and justly deserved betrayal. (Evil)
to supply the family with what they need, and they often
No power above the family. Kraia’s Lullabies sing of how handle bartering with traders and enchanters to get what-
the family is the only power structure found in nature; the ever weapons, spells, or magic items suit the task at hand.
only power to be trusted and upheld. Within families of Such supplies are called toys in the Lullabies. Favorite toys
Kraia’s Children, trust and loyalty are absolute. of the Children are powders that can be mixed into potions,

Chapter 11 | Factions & Threats 205


magic rings, enchanted daggers, magical tattoos, and other scavengers who bring back the offerings left to him, and
easily-concealed implements of subtle interference and who teach young, ignorant thieves of the importance of
sudden treachery. taking the vow and becoming loyal to his majesty.
Visitation. It’s said that when more than three moons are
WORK FOR HIRE full at the same time, the Rat King leaves his lair and goes
There are times when families—usually without naming wandering through the world—visiting his subjects, meting
themselves—find it expedient to barter for the services of out blessings and curses, enabling fantastic scores, and
strongarms and sellswords. This is usually handled by the stealing whatever is locked away by the powerful. These
Eldest or an intermediary, almost always without mention- travels are called the Visitation, and it’s a common rite of
ing Kraia’s Children in any way. those of Scavengers Vow to assemble when a third moon
False raids. A common tactic is for families to send hired turns full to await the king, should he choose to arrive.
warriors into a stable environment in a raid, raising alarms Superstitious rumors. Scavengers Vow is mostly held
and causing mayhem. In the aftermath, one of the Children together by a tangle of threats and promises arising from
can slip in as a friend to help resolve the danger and earn a superstition and insinuation. Those who pledge their
place of trust in the seat of power. loyalty to it swear that the Tithe brings them good luck,
Shield-cracking. When facing more militant warlords, and that only a fool wouldn’t bend the knee to the king’s
it can be useful for a family to find warriors willing to power. Others claim it’s all a lot of hocus-pocus and
engage in direct combat. By reducing the warlord’s forces rumor-mongering to puff up the ego of one old thief.
in direct combat, a family can destabilize their power and Marks and signs. Perhaps the Vow’s greatest feat is the
create opportunities to sow doubt and fear among their construction of a number of symbols that—while they
ranks. can’t be read quite in the same way as a written language—
Toy acquisition. Families are usually embedded within serve to stand for important concepts. These symbols,
local centers of power, operating delicate plots that require called Thieves Cant, give warning of danger, suggest
close attention. So when magic items or unique materials possible ripe scores, and offer guidance to lost scavengers.
are rumored to be nearby, the Eldest will often reach out to Some say the Rat King invented the marks, others that he
roving hunters or skilled gatherers to retrieve valuable toys only invented the idea of using them to center power under
on behalf of the family. himself.
Tithemarked. The most loyal members of Scavengers
Vow, as a sign of dedication and supplication to the Rat
Scavengers Vow King, mark their bodies with the Tithe, using scars or
tattoos. Others prefer to carry a scrap of bone or hide with
“THE PREY RUNS, THE HUNTER HUNTS, THE SCAVENGER the mark as an easy way of signaling their loyalty to others
steals, the Rat King takes what he wants, and the world continues in the Vow. In general, scavengers prefer loose, dark cloth-
on just as it always will.” ing that enables them to move easily and fade away into the
—Rugrib the Philosopher-Thief night quickly—though more than a few are particularly

W
proud of some trophy they scored and keep it on their
HEREVER SCAVENGERS CONGREGATE TO person to display should they need to prove their prowess.
scheme of theft, whispers of Scavengers Vow Liar’s Duel. A favorite pastime of scavengers, while
arise. The Vow is an alliance of the desperate, a waiting for the moment to strike at their mark, is the game
confederation of survival and greed ruled by a called Liar’s Duel, in which two players compete to tell the
single figure—the mysterious and covetous Rat most elaborate, convincing, knotted web of lies and half-
King, who rules and exacts tithes from the safety of his secret truths they can. The game ends when either player exposes
lair. Savvy scavengers know that good things come to those their opponent’s lie (usually through a contradiction in
who pay the tithe, and as for those who don’t… well. They’re the tall tale, although other logical maneuvers may also be
likely to meet an unfortunate end, one way or another. employed), and can go on for hours on end—perfect for idle
Long live the king. Before the rise of the Rat King, there time between sundown and the darkest hour of the night.
was no central power among thieves and scavengers. But Legend has it that there is one game of Liar’s Duel in Seer-
sometime in the last few generations, a mark called the fall which has been going on for more than a year.
Tithe started to spread, and whispers got around that after Mysterious wares. Scavengers Vow is famous for having
a scavenging run, should you come across the Tithe, it was anything and everything available for trade. If you can find
best to leave a portion of the take. At first, nobody was sure a Tithe-Gatherer or gain access to the Rat King’s secret lair,
who or what the Rat King was, but now most scavengers it’s said there isn’t a single object in all Planegea that they
agree he’s at least half-human and possessed of power to can’t provide, obtain, or give news of.
bless and curse as he sees fit.
A hierarchy of thieves. The Rat King sits at the top of
Scavengers Vow, and is attended by a rotating band of
LEADERS
The Rat King’s circle of useful henchmen swells and
chiefs and lieutenants, few of whom seem to last long.
shrinks in accordance with his mood, but a few familiar
From his lair, he sends out Tithe-Gatherers—wandering
faces can be found in the lair year after year.

206 Chapter 11 | Factions & Threats


The Rat King (CE male half-ooze leatherwing assassin) Chief Tithe-Gatherer Tum’Gar (LE male orc bandit
dwells in finery and splendor, surrounded by henchmen captain) is the arm of the Rat King in the world—for now.
and cronies at the center of his hidden lair. Paranoid, boast- The latest in a long line of Chief Tithe-Gatherers, Tum’Gar
ful, vindictive, vain, and above all, greedy, he is a difficult is tasked with roving the Great Valley, enforcing the will
sovereign. Still, his ability to amass power and possessions of his king, and spreading the news of the Vow to those
cannot be denied,. Those closest to him say that he does, in selfish scavengers who are not paying the proper respect
fact, wield curses and blessings as weapons, although it’s yet. Tum’Gar is a clever strategist, and deploys his gatherers
hard to say what the source of those powers are. Stories with tactical insight. It’s said that since Tum’Gar took over
about him are a dense web of lies and rumors, and those as chief, tithes have increased fivefold, and many attribute
who know him best, having survived longest in his capri- this to his particularly punitive measures for those who
cious company, keep their lips shut about his origin or the ignore the mark of the Tithe. It’s common knowledge that
exact nature of his power. Tum’Gar was once the chief of a powerful orcish clan, but
Adderroot (NE female dreas druid) is called the Living was cast out for reasons he keeps to himself, and now
Lair by those who dwell in the presence of the king. The serves the Rat King unquestioningly.
stories say that the Rat King stole divine ivory from a snake
god and hid it in a tree, creating Adderroot. A powerful BELIEFS & BEHAVIOR
spellcaster who keeps her own council, Adderroot has the Scavengers Vow is bound by loyalty to the Rat King, as well
form of a bark-skinned woman from her waist up, but her as a shared set of beliefs and behaviors.
lower half is still rooted to the forest where the Rat King Philosophy. Take all you can from those who can spare it.
dwells. Loyal to the king through blind devotion or calcu- Their ideals include:
lating cunning, Adderroot uses her druidic magic to create
the forest lair in which the Rat King dwells—keeping out • Self-preservation: You’re no good to the world dead, so
the unwanted with thorns, poison, choking roots, and do what it takes to survive. (Neutral)
whipping branches, and coaxing into existence a haven of • Cunning: The smartest ones last the longest. (Neutral)
flowers and green leaves in the Rat King’s chambers. It’s • Greed: What’s theirs should be mine. (Evil)
said that Adderroot is the lair, half-person and half-place, The Tithe & the Line. The first rule of Scavengers Vow
and that she alone sees and knows all that his majesty and is to honor the Tithe and pay the Rat King his share. The
his followers do. second is to not scavenge from those who’ll die if you

Chapter 11 | Factions & Threats 207


take what’s theirs. This rule is essentially pragmatic—you Sharkport. Scavengers Vow operates largely within the
can’t steal twice if the mark dies the first time. This rule bounds of the Great Valley, but their greed reaches even
is called the Line, and there are severe punishments for into the far edges of the world. Sharkport is a seemingly
scavengers who cross the Line. unremarkable fishing camp on the Undershore (p. 171),
Backstabbers. Treachery, lies, backstabbing, and swin- but it’s where tithe-gatherers go to collect their cut of what
dling are all common behaviors in the ranks of the Vow, the Sharksails haul in… for even those seafaring raiders
and if a scavenger isn’t ready to play dirty, they’re not ready aren’t immune to superstitious fear of the Rat King’s power
to serve the king. to call down curses.
The Pile. It is known to those closest to him that the Vowshard Hideout. Several years ago, an enterprising
Rat King is amassing a staggering amount of valuable and band of scavengers managed to smuggle themselves onto
magical items in a hoard called the Pile, hidden somewhere an Air Empire caravan heading to the floating capital city
deep within his lair. When asked about it, he winks and of Nebhis. According to the stories, they have been living
evades the question, but his gathering has taken on an air in the cracks of the capital ever since, like rats in the walls.
of desperation lately, and some say that he mutters, “Almost They call themselves the Vowshard, and if the rumors are
enough… nearly ready,” when he thinks nobody is listening. to be believed, their hideout is decorated with such impe-
Although his goals are his own, his agenda is clear—get all rial riches that it makes even the Rat King’s pile look like
you can as fast as you can, and pay your tithe or else. rubbish. The Rat King has sworn great rewards to anyone
who can haul back the Vowshard’s share—and great curses
MAGIC & MATTER on the Vowshard if they don’t pay him his due.
Scavengers Vow is generous to its favorite members,
supplying them with magic and aid to keep adding to the
Rat King’s Pile.
Hedge magic. There isn’t a type of magic the Vow won’t
employ to reach its goal, but since its ranks are drawn
from outcasts, Scavengers Vow spellcasters tend to be of
the more common variety, their desperation and cunning
more than making up for their low skills.
The tools of thieves. Daggers, knives, hide armor, oils,
skull lamps—all the tricks of the trade are plied by Scav-
engers Vow. They’re especially known for their knotpicks,
which carry a subtle enchantment to ease apart confound-
ing magical knots.
Cloaks and inks. When it comes to magical items, the
Vow prefers cloaks with enchantments that can conceal
body, weapons, and more. There’s also a strong inclination
towards magical tattoos, for those who have access to them,
since they cannot be stripped away should the scavenger be
captured by their marks.
Scavenging bond. Scavengers live in harmony with
many creatures that nobler folk find unsavory, such as rats,
hyenas, jackals, and crows. A kinship is shared when you’re
doing whatever it takes to stay alive, and it’s common for
Scavengers Vow thieves to be seen in company with a
slinking beast of one kind or another.

HIDEAWAYS
Tithe marks can be found across Planegea, and anywhere
they are, Scavengers Vow is near. But there are a few key
locations that loom large in the mind of the Vow.
The Living Lair. This forest sanctum is active and alive,
directed by the intelligence of Adderroot, always chang-
ing to conceal its secrets and its location from prying eyes.
Located in the depths of Howlgrove (p. 165), the Living
Lair needs all the defenses it can provide to fend off the
wolf-cursed inhabitants of that forest, especially whenever
three moons ripen to fullness.

208 Chapter 11 | Factions & Threats


glimpsed by the common supplicant, but those who have
Seerfall dwelt long at Seerfall know how fraught calm words can be.
“I’M TELLING YOU, THE VERY AIR ITSELF SHIMMERS The blue sash. The gathered shamans and leaders at
with holy light—you never imagined a godlier place.” Seerfall often have cause to send emissaries, messen-
—Eoi the Green gers, or servants to carry word of what they have learned
during their time in the holy city. Such emissaries are

D
EEP IN THE SLUMBERING FOREST, WHERE given a woven, blue sash, symbolizing the waterfalls of
the Ox River tumbles through dwarvish ruins the sanctuary. Anyone wearing such a sash is to be treated
in a series of breathtaking cascades, dwells the with respect and given aid on their way by the clans who
community of Seerfall. This sanctuary of shamans, encounter them—a tradition that all too many swindlers
ascetics, philosophers, and sorcerers is held in and scavengers have taken advantage of.
great regard throughout Planegea as the greatest gathering Communal meals. With the many and varied rites of
of the wise. worship and meditation required by the practices of the
Ruin encampment. It is the way of dwarves to construct faithful at Seerfall, it can be difficult to find common
great monuments, edifices, or cities, and move on as soon ground. Years ago, the Warden instituted the require-
as the work of building is done. Seerfall is one of their ment that any who dwelt at Seerfall must take place in
greatest creations—a series of palatial halls and rock walls the communal meal just after midday, unless their god
carved through the stone of an intricately linked set of requires them to be elsewhere. These meals are usually
waterfalls. The resulting structure is a sanctuary with simple—fish, the plenty of the forest gathered by the
stone chambers, balconies, cloisters, colonnades, and Warden’s servants, and food offered by supplicants or
gardens, all carved beside, behind, between, and among acolytes. It is served in shallow wooden bowls each day,
seven breathtaking waterfalls. In and among these cham- when all of Seerfall stops to assemble in the largest hall and
bers, gods have grown plentiful, and seers, shamans, and its connected courtyard and cloisters for a half hour.
other wise folk have erected tents, draped in the symbols Gifts & offerings. Seerfall is well-provided with all its
of their gods and philosophies, and made a permanent, material needs by the gifts and offerings of supplicants
vibrant settlement. who seek council from the wise or help from the powerful.
Leaders & followers. The hierarchy of Seerfall is complex. The Warden’s servants accept and distribute the gifts that
Many elders and high shamans of various beliefs and gods are not directed to a particular shaman. In return, Seer-
dwell there, most of whom are followed by their own set of fall offers a wealth of spiritual insight and guidance, and
acolytes, disciples, and servants. But the leadership of Seer- potential blessing to any who seek it with a pure heart.
fall is divided among three figures—the Oracle, who is the
spiritual leader of the community; the Warden, who cares LEADERS
for the sanctuary’s physical needs; and the Arbiter, who The offices of leadership at Seerfall have changed hands
keeps order among the people. Each of these commands many times, but the roles remain constant, caring for the
great respect, and has a small army of followers who will spiritual, physical, and communal needs of those who
leap to their smallest suggestion. gather at the sanctuary.
Neverending rituals. As Seerfall is considered one of the The Oracle (NG female elf shaman) is a title that shifts
holiest places in Planegea, shamans from across the world as spiritual power waxes and wanes. Chosen by an inner
gather here for council, help, and to perform rituals. There circle of influential leaders, the Oracle is the shaman or
are countless shrines and altars everywhere in Seerfall, and seer considered to be most gifted and in touch with the
at any time of the day or night, multiple sacred rituals are greater powers of Planegea, charged with discovering
being carried out by the followers of one god or another. prophecies of things to come. The current Oracle is an
The air is usually fragrant with the smell of incense or elven woman who was born in the Great Valley in a poor
sacrifices, and music or chanting interweaves with the clan of no name or notoriety. She appears, as most elves do,
sound of the falls in an endless fabric of worship. as a mortal in the prime of her youth, and her powder-blue
A sacred sanctuary. The tone of Seerfall is above all one skin is almost transparent, her face framed by black hair
of reverence. Disturbances of the peace are quickly dealt plaited in three long braids. But her eyes speak of lifetimes
with by the Arbiter’s servants, but those are rare, as most of wisdom, and it’s believed that she has favor with more
who come to Seerfall come to partake in its holy work, or gods than any living soul. She is even said to have lived
to make reverent supplication of those who do. among the genies for a time. She can be cryptic and aloof,
A layered society. Those who first visit Seerfall, who preferring to keep her own company and speak in meta-
see its host of shamans living peacefully among the falls, phor or riddles—but there isn’t an elder at Seerfall who
could be forgiven if they mistook it for a sinless haven of doubts her spiritual authority.
harmony and order. However, the serene surface conceals The Warden (N male human noble) is charged with
a dense fabric of subtle politics and power dynamics, inner providing food, accommodations, and safety to all who
and outer circles, rivalry and conflict. These play out in make their home at Seerfall. The current Warden has
quiet conversations behind closed doors and are never held the position for many years and, though personally
unpredictable, never fails to ensure the myriad needs of

Chapter 11 | Factions & Threats 209


the community are met almost before they are felt. The
current Warden is a middle-aged man with thinning red BELIEFS & BEHAVIOR
hair, a potbelly, a contagious laugh, and a fierce temper. Although shamans and philosophers of many varieties
Quick to joke and just as quick to lash out with whatever make pilgrimages to Seerfall, there is a shared ethos among
object comes to hand, the Warden is immediate in his deci- those who make their home there, or who journey out into
sions and expects total and instant obedience in all matters. the world in service of its leaders.
Some say he is the least spiritual man at Seerfall, but those Philosophy. Wisdom saves the world. Their ideals include:
who know him best understand that his reverence is not a • Peace: It is better to live in harmony than in discord—
performance, and that he treats gods like gods and people violence brings only pain. (Good)
like people. Above all, the Warden is always busy, dealing • Understanding: To know a threat deeply is to know how
with three crises while looking ahead to seven more. to rightly react. (Neutral)
The Arbiter (LN agender starling noble) is the final • Stability: Change is entropy—things should remain as
authority on all conflict in Seerfall. The Arbiter tradi- they are. (Neutral)
tionally wears a wooden mask, which impels those who
Servants of prophecy. Seerfall looks to the Oracle to
can see it to speak the truth and grants the ability to see
prophesy of coming events, and then to act upon them.
through illusion. The current Arbiter has held the position
Prophecies have led to legendary hunts, stopped wars,
as long as anyone can remember. They are a striking figure
fended off giant incursions, and more. When the Oracle
of yellow light and command instant respect, even awe.
delivers a prophecy, it can lead to great joy, great turmoil, or
The Arbiter cultivates a reputation as the personification
the kind of hunts that chanters sing about for generations.
of justice, utterly unbiased and neutral in all matters. But
Divine meddlers. Not everyone in Planegea welcomes the
at the end of the day, they are still a person, and some tell
emissaries of Seerfall. To some, the sanctuary is seen as a
stories of private grudges or favorites that the Arbiter acts
nest of self-important zealots, generating fears and outland-
upon in their exceptionally rare unguarded moments.

210 Chapter 11 | Factions & Threats


ish beliefs, then sending out messengers to stir up trouble Protected pilgrimage. Emissaries are often sent into the
based on the notions of some out-of-touch elf. world to safeguard those traveling to or from Seerfall.
World-savers. The leaders of Seerfall have no less a Spirit hunt. Summoned fiends and misguided celestials
grand mission than the very salvation of the world. They are a frequent threat, and must be eradicated or banished.
constantly seek to avert imminent disasters and believe Oracular journey. When the Oracle foresees danger, it is
that a day is coming when the Oracle will foresee a path the work of all Seerfall to prevent it. Many bands of gifted
that will preserve all of Planegea from utter ruin. emissaries have been sent into the world by her word—and
many have never been seen alive again.
MAGIC & MATTER
Seerfall casts a long shadow in the wider world, and its OVERLAPPING GODS
faithful can be recognized by various markers: Lesser gods beyond number make their hallows at Seerfall,
Divine magic & discipline. The spellcasting agents of infusing the place with a bewilderment of divine magic.
Seerfall are most commonly shamans and guardians, with None of these gods are as strong as the Brothers, Twr, or
some reverent sorcerers and ascetics among them. When Mala, but they are powerful within their overlapping and
emissaries of the blue sash are in the world, it is assumed intersecting hallows. Some of these gods include:
that their magic will be of a holy nature, and they are often d8 Results
approached by strangers and supplicants for healing spells,
1 Ekmo the Knowing Stone, a rock god of knowledge
even when on missions of violence.
Amulets and symbols. A thriving industry of icon, totem, 2 Hebol Allfruit, a tree god of life
idol, and amulet-makers surrounds Seerfall, and many of 3 Edor the Still, a water god of peace
their inhabitants carry finely-crafted divine symbols with
4 Glimmering Bala, a beetle god of light
various enchantments of infusions of power.
Summoning & banishing. Many shamans, far from the 5 The Green Wind, a weather god of nature
hallows of their gods, rely on spiritual messengers to carry 6 Ynknys the Enshrouder, a snake god of death
their prayers to those they worship. Summoned celestials
7 The Skitterer, a roach god of trickery
and fiends are not an uncommon sight, and the Warden’s
servants are often tasked with hunting down summoned 8 The Roaring Rocks, twin stone gods of war
spirits who have overstayed their welcome.
Dark rites & desecration. Although the servants of blood-
thirsty gods are unwelcome in the peaceful community
of Seerfall, there have been occasions on which deceitful
The Sign of the Hare
divinities have slipped murderous agents into the sanctu- “SURVIVAL ISN’T ENOUGH. WE AREN’T HERE TO SIMPLY
ary. Wicked sacrifices have been made and desecrating fires eat and die. There are endless worlds to be unlocked, infinite futures
burned—it is the task of the Arbiter’s servants to find and to behold. Even if it means I have to run for the rest of my life, I’ll be
snuff out such incursions of evil. damned if I let some accursed dogs keep me down.”
—Restakar

A
LOCATIONS LMOST NOBODY KNOWS THAT THE SIGN OF
Built around seven great falls, Seerfall is a complex struc-
the Hare exists. They are a secret society of spell-
ture with many areas—these are some of the most notable:
skins dedicated to the idea of developing and
The Oraculary. This ornate, soaring palace was carved by
sharing magic. Their influence is subtly felt across
the dwarves into the stone of the fifth cascade. The Oracle
Planegea, but they depend upon remaining undis-
dwells here, surrounded by her staff and the many secret
covered to stay alive. The Hounds of the Blind Heaven hunt
passages concealed by dwarvish cunning and magic.
those who break the Black Taboos, and the spellskins of
Communion Hall & the Long Square. A great chamber
the Sign of the Hare (called Hares) study, teach, bend the
near the third cascade and its connected courtyard are
taboos—and run from the Hounds.
where all of Seerfall gathers for the midday meal, to
A warren of sages. The Sign of the Hare is named because
exchange greetings, beliefs, stolen glances, and secrets.
those in its company know that they are a step away from
Booths, cloisters & shrines. Seerfall is full of small places.
the jaws of the Hounds of the Blind Heaven. They are a
Countless traders and crafters offer materials for spells or
tradition that stretches back as far as memory, passing
beautiful amulets, private cells for meditation or prayer are
along advanced magic, testing the edges of the Black
commonplace, and informal shrines to little gods dot every
Taboos, and trying to find ways to advance life beyond the
corner and doorway.
restrictions placed upon them by fate.
Teachers and apprentices. Hares die or mysteriously
GUARDIANS & EMISSARIES vanish all the time—there is no single leader, only spell-
There is much work to be done at Seerfall, not least for skins who have lived a little longer and have more to teach,
those who know how to defend life and confront danger. and those who put themselves under their authority. Often
spellskins of the Sign of the Hare will travel in small

Chapter 11 | Factions & Threats 211


schools—a teacher with two or three apprentices, trying to ink to their skins, as well as to exchange knowledge to
stay on the move so as not to attract attention from man or make sure if one of them is found by the hounds, not all
beast or metaphysical force. their learning is lost. But their traveling life, their tattoos,
Fires & funerals. Spellskins of the Sign of the Hare live and their arcane secrets often gives them an outlandish
and die for those quiet moments when they’re able to sit appearance raising suspicion—or pleas for assistance—
together, sharing and learning spells that surpass imag- from clans they meet.
ination, the kind of spells that enrich life for all, raising The sign. Hares greet each other with a hand sign,
mortals from mere survival into civilization. But they making a fist and then lifting the index and little finger to
gather just as often to lay to rest the body of a fallen Hare form ears. Rabbit and hare pictograms are commonplace
who has slipped over the edge of the Black Taboos and been among them, often marking their scattered spell-walls,
found by the Hounds. and many of them keep tamed rabbits as pets, companions,
Arcane wanderers. To stay alive, Hares stay on the move. or familiars.
Even among such brilliant minds, the Hounds produce Purveyors of magic. Hares survive off their magic in
fear and superstition, and these spellskins avoid concen- more ways than one, bartering magical favors for food
trating knowledge in any one place for fear of having it and supplies needed with anyone they come across. Some-
all destroyed should the Hounds find them. They live as times, if a clan has need and is willing, a group of Hares
fugitives and outcasts, traveling from clan to clan, helping will settle with them, living and working alongside them,
where they can and advancing their studies far from where contributing to the good of the clanfire. But such arrange-
others could get hurt, should things go wrong. ments never last long—there’s too much danger to all
Scattered spell-walls. Their need to keep on the move involved, and the idea of the Hounds is enough to keep a
leads Hares to work out spells on any surface that comes Hare and their apprentices moving onward time after time.
to hand—cliffs, cave walls, boulders, hillsides, ruins—
anywhere they can paint out their magics to keep advanc- LEADERS & ALLIES
ing their studies. Once a spell is finished, they move on, The Sign of the Hare has no set leadership, but it does
leaving the painting behind in hopes that others will have spellskins who have lived longer than anyone, whose
benefit from the knowledge. This has led to a scattering counsel and knowledge is held in high regard and sought
of spell-walls in strange, hidden places, often where you’d out… though they are usually not easy to find.
least expect, ready to be discovered by an adept mind. Restakar (CG genderfluid gnome archmage) is one of
Tattooed outcasts. A Hare can be recognized by their the oldest living Hares. They have been everywhere and
wandering ways and their many tattoos. Teachers and seen everything, and move through the world in search
apprentices travel together in part to help each other apply of answers and hope. Schooled in the arts of illusion and

212 Chapter 11 | Factions & Threats


transmutation, they are constantly changing their appear- and hope in equal measure, daring the Hounds to unmake
ance and their tactics, believing that the answer to the them because of their belief in the value of progress.
problem of the Hounds is buried somewhere in the vaults Dark magic. The Sign of the Hare believes in knowledge—
of the giants or the ruined temples of aberrations. Resta- yet study easily curdles into obsession, and daring into
kar is known to have once been a companion of Pethna arrogance. The Hares all know of spellskins who have gone
Riverborn in their youth, but the two had a falling out bad, who have given themselves over to black and manipu-
over unknown matters in some distant realm, and keep lative practices, using others for their arcane experiments
watchful distance from one another now. Restakar travels and baiting the Hounds with suffering: the ones called the
without apprentices and is impulsive, improvisational, and Recusance (p. 254). The Hares struggle against the Recu-
unpredictable. They swear that’s how they’re still alive. sance, seeing their perverse practices as an abomination
Uhl-Os-Who-Speaks (LN male human monk) is an ascetic of hope… but at the their worst, they also use their fallen
with a perfect memory, trusted alone among the greatest of friends as foils to learn more without getting their hands
spellskins to transmit messages between them`. One of the dirty. After all, knowledge is knowledge, isn’t it?
rare Hares who is not themself a practicioner of arcane arts, The Houndslayers. The ultimate goal of the Hares is to
Uhl-Os is invaluable for his ability to flawlessly retain even put an end to the existence of the Hounds of the Blind
the most complex of messages, symbols, and paintings and Heaven once and for all, setting Planegea free to write and
recreate them on demand. Using the skills of their ascetic build and grow into a world beyond their imagining.
training and the many enchanted items given to them by
Hares, Uhl-Os moves like lightning through the world, LOCATIONS
sharing mind-bending knowledge without understanding a The Hares are always on the move, but there are a few
word of it, beneath the notice of the Hounds and incredibly places they congregate to share knowledge and tales of
valuable because of it. narrow escapes.
Gray Seht (CN female elf archmage) walks between real- Lake Littleblood. The limestone caves at Lake Littleblood
ities without feeling. A powerful figure in both of Nod’s are famous for their white, smooth surfaces, perfect for
worlds, she is feared and respected among the Sign of the painting and repainting. There is a large spellskin commu-
Hare and their dark reflection, the Recusance. A necro- nity there, and although not everyone is a Hare, they are
mancer and conjurer, Gray Seht follows her own council easily found. If the Sign has a center, it’s in those caves.
alone. She hates the Hounds above all and will do anything, Delvetomb. In the Lastwater Wilds, not far from the
good or evil, to end their power. The Sign of the Hare southern tip of the Scarab-Scar canyon, there is a crack
works with her only cautiously, for her wrath is quick and in the dry ground that leads to a secret tomb. In this
her magic terrifying. But her intellect is unparalleled, and place, unnamed aberrations once practiced strange arts
if she finds the work interesting, nothing can stop her from beyond any understanding, and its chambers and passages
pursuing it to the very ends of the world—or the utter are bewildering and terrifying. But the Sign of the Hare
edge of the Black Taboos. There are whispers that she has reclaimed it some years ago, and have kept it free from
tracked the Hounds to their lair, and knows secrets of the aberrational influence since, while investigating its secrets,
Blind Heaven itself. But rumors about Gray Seht abound, trying to unlock what can be learned without triggering
and who knows what she may have truly seen or done. the Hounds—or unleashing madness.
The Moon-Palace of Takash. An eccentric Hare once
BELIEFS & BEHAVIOR spent his entire life casting an elaborate conjuration, his
The Sign of the Hare shares a single mission: To advance gift to all Hares. This spellskin, named Takash, wove an
the good of civilization and survive—or end—the hunting enchantment that created a great edifice of stone, filled
of the Hounds. with invisible servants and arcane delights to astonish
Philosophy. Learning and advancement is the ultimate good, even the Air Empress herself. This palace exists on the
and those who oppose it should be toppled. Their ideals include: largest moon in the sky, transporting and recreating itself
• Hope: We do not surrender to the Hounds or any evil… as the moons wax and wane. Takash is long-dead, and the
we gather our imagination and intellect and fight to enchantment has begun to unravel… the Moon-Palace is
thrive. (Good) now an eerie place, and the invisible servants aren’t quite
• Knowledge: Learn all you can, and teach what you know. right anymore, nor do the arcane delights behave exactly as
(Neutral) they should. But for those with a taste for the curious and
• Civilization: Mortals were not made to suffer and starve, unsettling, elder teachers of the Sign of the Hare know the
but to build and thrive. (Lawful) secret word to open the door. After all, Takash meant for
the palace to be shared.
Hiding & hunted. The Sign of the Hare lives at the very
edge of danger, only a breath or a wrong brushstroke away
from slaughter at any moment. They are defined by fear

Chapter 11 | Factions & Threats 213


hunters. They were commissioned with a simple task: kill
Venomguard the monsters that swarm up the Unfall.
“I’VE SLAIN OGRES, OWLBEARS, OOZES, AND OTYUGHS. Competing parties. Venomguards are recruited from
I want a real challenge this season. What do you say we hunt a only the toughest monster-hunters and are then orga-
kraken, boys?” nized into hunting parties of nine or fewer. These parties
—Boast of Kleda Maz, former Redguard scour the land for deadly creatures, and bring back
trophies to the Venomguard Lodge. Each midwinter,

B
ASED IN THE CLIFFTOP CITY OF EDGEGATHER, the party with the greatest trophies are given crimson
where the venomwine flows and the music never crowns, hailed as the Redguard, and lead the Venomguard
stops, the Venomguard are an elite force of monster in the following year.
hunters dedicated to keeping vulnerable people Preparation & hunt. Venomguards live in a cycle of
of the Great Valley safe from its worst and most hunting and preparing for the next hunt. They can be
monstrous predators. found at the Lodge, sharpening their skills, crafting traps
Watchers of the Abyss. When Edgegather (p. 169) was and weapons, and swapping stories of great hunts. When
founded, overlooking the Venom Abyss and the Ox Unfall, a sighting comes in by messenger or magic of a deadly
those who built the city vowed to keep watch upon Blood monster on the prowl, the party chosen by the Redguard
Mountain, the Abyss, and the river that rose from it. They heads out, and doesn’t come back without a trophy.
built aviaries full of colorful chattercrests to fly warnings Secrets of the kill. While young monster-hunters
across the Great Valley, brought in spellcasters for protec- share their strategies eagerly and learn all they can from
tion, and formed the Venomguard from a band of legendary each other, the most successful Venomguard parties

214 Chapter 11 | Factions & Threats


keep their tactics hidden as they make a run for the
crimson crown. Each hunting party is unique in its mix THE REDGUARD
of might and magic to bring down terrifying monsters, The current Redguard are a party of hunters called the
and there have been brawls among the Venomguard Lefthand Slayers. They famously brought down a red
when one party thought another was looking a little too dragon sent from Blood Mountain whose head is now
closely at their gear. mounted over the Lodge’s entrance, and wear the crimson
The red cord. When they are recruited, new crown proudly—until midwinter.
Venomguards are given a thick red cord, which most wear Hu’klu & Wink-Cat (CG male human druid & N female
as a necklace or armband. This cord tells the story of their lapiscat) are an inseparable team. Hu’klu encountered
time in the Venomguard, and special knots are used to Wink-Cat on a hunt that crossed over into Nod, and they
denote important kills, the death of a party member, and share a psychic bond. Hu’klu is the party’s leader, and
seasons of the hunt. Most Venomguards display their cord speaks first for all of them.
proudly, and it’s the most easily-recognized symbol of Quileth (CN female elf assassin) killed people profession-
their order. ally before she took up animal hunting. An accomplished
Trophy traders. Thanks to the monsters they bring down, assassin from Nod, with deep roots in Scavengers Vow, she
which can be harvested for unusual parts in high demand, turned away from that life after a kill went badly wrong,
any successful Venomguard has access to the best of every- and has sworn to never take another intelligent life…
thing. You can tell a Venomguard between hunts by their except maybe the Rat King’s.
fine robes and adornments, their sleekly crafted gear, and Skycrest (N agender leatherwing sorcerer) doesn’t speak
their swagger and tendency to act like the world is theirs. much, but when they do, their words cut, sting, and burn.
Although they are private about their origins and motiva-
tions, it’s said that Skycrest hails from the Starstep Cliffs
and refuses to go back even for the most tempting hunts.
Dokh the Furious (CE male dwarvish berserker) is essen-
tially feral, and can barely be restrained by his party from
killing everything in sight. Dokh is kept away from other
people as much as possible, and can only be lulled into a
peaceful mindset by the words and songs of Lila Green.
Lila Green (NG female dreas chanter) was originally a tree
of the Venom Abyss, carried up the Unfalls after a great
flood. She hunts monsters dispassionately, caring little
for the violence, but has found her family in the Lefthand
Slayers—who consider her the heart of the group—and
offers them inspiration and cheer wherever she can.

BELIEFS & BEHAVIOR


Venomguard’s mission is simple—slay the monsters that
threaten life, and win the crimson crown if you can.
Philosophy. Community is stronger than death. Their
ideals include:

• Life: Creatures that mean harm to the weak and inno-


cent should be stopped. (Good)
• Skill: It’s good to be the best. (Neutral)
• Glory: Fame and immortality are the same thing.
(Neutral)
• Violence: If I can kill and get praise for it, so much the
better. (Evil)
The call. Venomguard swear their lives to the service
of the hunt, and are at all times under the service of the
Redguard and the call to hunt.
The best & the worst. Venomguard is full of outcasts,
former murderers, the mad, the unsavory… it takes a
certain kind of person to dedicate your life to facing down
the most vicious of horrors Planeagea can summon. When
a party of thugs wears the crimson crown, it’s a dark year
in Edgegather, and all of the Great Valley suffers for their
abuses of power.

Chapter 11 | Factions & Threats 215


The big hunt. With the Lodge perched on the edge of the by Mala to survive the dangers of the ocean. The third is
Venom Abyss, it’s no wonder that a favorite topic of discus- that there were no people in the islands, but Mala sung
sion is the mythical idea of a dragon-hunt on Blood Moun- them into existence, willing that there should be some for
tain itself (p. 157). Maybe next year, they always say… her to bless. Whatever the truth of their origin, they dwell
in great numbers in the islands, prosperous and adventur-
VENOMGUARD LODGE ous in the face of all the sea’s chaos.
When hunting parties come home to rest, recover, and Scattered matriarchies. The members of the Whale
prepare for the next hunt, they always return to Edge- Clan do not dwell in a single mass, but are rather found
gather and the Venomguard Lodge. A few key areas of the throughout the entire Scattersea. They live as multigener-
Lodge include: ational families, led by matriarchs. Each family takes care
Redguard Hall. The main hall of the Lodge is festooned of their own, with a typical size of 1 to 4 boats per family.
with all manner of trophies from generations of great Some families join forces, while others sail alone, but all
hunts. Here is where feasting happens, where the swear allegiance to the Whale Clan, and all meet once a
Redguard are crowned by a popular vote each year, where year at the Hallow of Mala for the Day of Breath, when
justice is meted out, and where the parties swap stories and Mala rises to the surface to breathe, and give breath.
bets and brawls and dares. Attached to the hall are sleeping Community & curiosity. The Whale Clan holds the
huts, some of which are claimed by certain parties, while bond of family above all, and puts a strong emphasis on
others are kept open to whichever Venomguard needs a an inquisitive mind. Parents teach their children to hold
place to drop their gear for the night. respect in one hand and questions in the other, and a favor-
Training Yards. Public and private training yards are ite fable tells of Old Yesterday and Young Tomorrow asking
available to the hunting parties, depending on their status and answering questions of each other as they sail on their
and demand for secrecy. These yards are mostly barren wide white boat, which is named Today. You can tell a
stretches of floor where gear and techniques can be tested, Whale Clan member because of their close connection with
but some have obstacle courses, training dummies, or others, and their constant stream of questions.
magically-simulated weather for extreme preparation. Restless voyagers. The families of the Whale Clan
The Sending Cliff. The Venomguard have long bartered voyage the waves as a matter of survival and curiosity,
with Edgegather spellcasters to maintain a magical portal never staying long on any island. It is their tradition to
through which they can send their hunters to the far make landfall on an island, stay for a moon’s lifetime, then
corners of Planegea, should a call for help come in. The set to sea again. Because of this constant travel, many
Sending Cliff—a particular stretch of stone that overlooks islands have villages built on their shores. A family group
a dizzying drop into the jungle below—is a rite of passage. will land, work to repair and expand the village for their
Young hunters steel themselves for that first leap off the time there, then set out again, leaving the village to be
cliff—trusting to invisible magics that their feet will land re-discovered by the next family that happens to come
safely on solid ground wherever the spellcasters send them. across it—or, worse, to be inhabited by the opportunistic
and predatory sea-raiders known as sharksails.
On hostile waters. The Scattersea is not for the faint of
The Whale Clan heart. Merfolk, merrows, and other undersea peoples both
friendly and fierce have complex societies below the waves.
“WE ARE VOYAGERS—DAUGHTERS AND SONS OF THE Heavily armed sharksails sail in spiked boats, prowling the
high blue waves. We follow whale-song to islands of plenty, and waters for easy prey, launching themselves onto the cata-
forever honor the ways of the water.” marans of Whale Clan families to plunder their supplies.
—Matriarch Te-Huni And the Craven of the Kraken Coast paddle silent canoes

F
with vacant eyes, seeking young fools to abduct.
AR FROM THE WINTER WINDS AND DUSTY Raiment of the waves. The Whale Clan is usually lightly
hunting grounds of the Great Valley, in the azure attired in clothes woven of plant fibers and seaweed, shark-
water and emerald islands of the Scattersea, dwell skin and fish leather. They decorate themselves and their
water-faring folk. Communal, curious, and restless, villages with shells, flowers, coral, fins, and other treasures
the Whale Clan roams from island to island, an of their bright island homes.
archipelago of families spread throughout the region, all
under a single shared devotion—the worship of the whale
LEADERS
god, Mala Long-Song, eldest and wisest.
The Whale Clan elevates matriarchs based on respect and
Three tales. There are three stories of the Whale Clan’s
their minds. Although the clan is scattered, three figures in
founding. The first is that they lived in the water before the
particular are well-known throughout the Whale Clan and
giants founded their empires, and have lived all this while
seen as leaders of the Scattersea.
under their shadow without fear, darting in canoes and
Chieftain Hala’ke Moonflight (LN female halfling chief-
catamarans from island to island, too fast for the giants to
tain) is an ancient leader who has outlived six husbands.
catch. The second is that they are a runaway people, born
Her wave-wisdom is legendary. She is heavily tattooed with
of captives who escaped the Sea Empire’s clutches, blessed
images of sea creatures, and asks better questions than

216 Chapter 11 | Factions & Threats


Chapter 11 | Factions & Threats 217
anyone on the islands. Hala’ke is sought by families across or as severe as magically entombing them in stone to the
the Scattersea to settle disputes—it’s said that there is no waist at the heart of an island. Immobility is a terrible fate
one more fair or insightful than her, and when she judges, for anyone born to the Whale Clan, and there are islands
even the one she rules against agrees that her decision is across Scattersea with skeletons moldering in abandoned
sound. Hala’ke can no longer walk, but paddles through the coral cages.
air in an enchanted coracle that floats a few feet in the air.
Sekit Airshaman & Ailai Deepshaman (NG female MAGIC & MATTER
human high shaman and CG male merfolk high shaman) The constant voyaging of the Whale Clan leads them to
In accordance with tradition, Sekit—proud high shaman come across many strange items washed on shores or left
of the Whale Clan above—is given in marriage to Ailai— behind in the villages they constantly build and abandon.
philosophical high shaman of the Whale Clan below. This Freewheeling spells. There are few spellskins to be
human-merfolk union was carefully negotiated, and found among the Whale Clan, thanks to the transience of
despite all odds, the current shamans’ union appears to be their lives which does not suit long study. But their blood-
a happy one, as long as their peoples’ desires are not at odds. lines are full of sorcery and divine magic, and of all clans
They dwell on the sacred isles closest to the Hallow of Mala, they object least to druids—as the whale does not concern
and spend much of their time underwater, consulting with herself with barnacles, so Mala is powerful enough to share
their ageless goddess about life above and below. her power with a few god-leeches.
Kakrak Sharkspear (N male troll) was once a roving Living magic of the deep. Thanks to their trade with the
brute, but after a storm swept him to sea, he encountered merfolk, the Whale Clan has access to many magic items
the song of Mala, and was forever changed. Although formed of living creatures whose natural magic landfolk
Kakrak is not clever, he is the most formidable hunter in rarely come across. The Whale Clan is as likely to shatter a
Scattersea, and with a loyal crew of devotees tirelessly shell, spill ink, or grind coral to arcane dust when casting a
chases after sharksails, sinking their boats and slaugh- spell as they are to drink a potion or snap a talisman.
tering them without mercy. They say that Kakrak still Voyager’s gear. Boats are central to the Whale Clan’s life,
thirsts for blood, though he would never harm a member especially the coracle, canoe, catamaran, raft, and barge (or
of the Whale Clan, and that he alone knows the secret village-ship). They use all manner of ropes, oars, paddles,
of summoning a certain ship of immortal beings that levers, staves, sails, rudders, hooks, harpoons, spears, and
wanders the sea at night, having some untold dealing with knives in their everyday life, and are known to openly
their dark ways. laugh at anyone wearing shoes.
Eel tamers. Families of the Whale Clan have befriended
BELIEFS & BEHAVIOR many birds and beasts of the waves, but are especially
The Whale Clan is bound not by geography or shared known for their companionship with eels. These reef-lurk-
danger, but reverence for Mala and a common creed: ers have been known to make their homes at the bottom
Philosophy. A true voyager sails with respect in one hand and of a family’s boats for generations, helping them catch fish
questions in the other. Their ideals include: too deep for spears and lines, and receiving protection and
• Family: Blood may attract sharks, but it can defeat them, companionship in return. Some eels have even been taught
too. (Good) to speak, though these are mostly by the druidic families.
• Respect: Honor and obedience keeps the family alive.
(Lawful)
• Curiosity: The only way to find what’s on the next island
LOCATIONS
The Scattersea is always changing, its islands constantly
is to sail to it. (Neutral)
rearranging in ways that cannot be predicted or remem-
• Restlessness. It’s against the way of the sea to stay too
bered, even by those with perfect memories. But a few
long in any one place, or keep to any one course of
places are more fixed than others, and used as references
action. (Chaotic)
by those who navigate those waters.
The call of the sea. Every talented young Whale Clan The Sacred Isles. Nearest the hallow of Mala Long-Song
woman is expected to embark on a lone voyage someday, to are a circle of tiny islands that expand outwards like a
begin her own family as matriarch, and every family stays halo. These islands are mist-shrouded, and song vibrates
only as long as they must before moving to a new home. the ground when one walks on their shores. They are
The ever-changing islands of Scattersea mean that rarely filled with delicious fruit that can make you forget time
are the same shores seen twice, and those born in the and space, and spirits walk there whose bodies long since
Whale Clan are said to be restless from birth to death. (And crumbled to dust. These mystical islands are among the
perhaps after death, too.) most magical places in all of Planegea, and only once a year
Castaway judgment. Most terrible is the judgment of the do the families of the Whale Clan dare to pass near them,
matriarchs upon those who betray the family. A particu- on the Day of Breath, when all the clan gathers to witness
larly cruel punishment is the marooning of an offender by Mala surface.
binding them to an island. This can be as light a punish- Murder Reef. A black and bloody place, Murder Reef
ment as casting them bound hand and foot onto a beach, seems to be immune to the fluidity of the rest of Scatter-

218 Chapter 11 | Factions & Threats


sea. Its jet black coral juts out of the water, frozen in place need. They hide their abilities, watching for the place they
like the skeleton of some long dead thing. Murder Reef is a can help the most… and then begin their work.
famous haunt of sharksails, and the hallow of a shark god Second skills. Since the Worldsingers are required
whose name is secret to all but his followers. Many times to keep their identities hidden at first, those who are
has Kakrak Sharkspear carried out onslaughts to cover recruited into the organization must also be able to survive
Murder Reef in the blood of sharksails, but his efforts are without their magic, offering some second skill that they
always foiled by the dangerous currents, infinite hiding can use to make themselves useful and find work with
places, and fiendish spirits that haunt the place. clans they come across. Worldsingers accept no reward
The Glowing Current. If you can find it, there is a current for their help—they are to disappear as soon as possible
in the Scattersea that glows bright enough to be seen by after good has been done. After all, it’s a wide world full of
day, and brighter than any moon at night. Its illuminated trouble, and the next hill, valley, or cave might need help
waters are full of fish and good magic, and there are even more than wherever a Worldsinger just left.
usually a host of boats traveling its course. Whale Clan
families seek it out to meet with others, introduce their LEADERS
sons to future matriarchs, and dive into its warm light for Enkio vanished without a trace only a few seasons ago. Left
healing and good fortune. in disarray, without a plan of succession, his son was thrust
into leadership.
Enkio, son of Enkio (N male halfling bard) is one of the
The Worldsingers most gifted chanters Planegea has ever seen, inheriting
“…AND THEN, JUST AS THE RAIDERS WERE CLOSING IN both of his parents’ musical and magical gifts. Yet he lacks
and all hope was lost, this stranger, this fur peddler I told you his father’s compassion and joy. Growing up in the beauty
about—you’re not going to believe this—she soars up into the air of his father’s Hidden Hall, he never knew suffering, and
and starts to SING… and her song turned the warlord into a bird! now that his father is gone he feels ill at ease leading others
No, I’m NOT lying. She flew, sung, saved us all… then vanished!” in fighting it. He fights a dark streak within himself that
tempts him to twist the situation to his own advantage, and
—Clanfire tale of a wandering hunter
dreams of escaping altogether to go find his father, leaving

C
the Worldsingers to Yug’zesh or Tempo.
HANTERS ARE FEARED AND ADMIRED ACROSS
Yug’zesh (NG male green dragonborn bard) was one of
Planegea—their ability to remake the world with
Enkio’s earliest companions. A towering, muscular figure,
song or story is seen as a powerful, dangerous gift.
Yug’zesh could have easily lived by the spear or sword… but
Those with such abilities are often kept under close
his soul was full of song since he was a hatchling, and he
scrutiny by their clans, held to impossible standards
found his purpose with the Worldsingers. Yug’zesh is now
of scrupulous honesty or silence unless they are perform-
turning gray, his might diminishing a bit each day, but
ing. But not all chanters are content to dwell under such
he still trains young Worldsingers in the use of weapons,
bindings. Some wander the world, seeing all they can, and
believing all their chanters must be ready to fight for good
using their magic to do good. These are the Worldsingers,
with blade as well as song.
and although they operate in secret, they are dedicated to
Tempo (NG female godspawn bard) is known for her
ending misery and creating joy wherever they go.
laugh, which can enchant an entire clanfire all at once. A
Songs of inspiration. The Worldsingers were founded
startlingly beautiful woman, with high curving horns and
by a gifted halfling name Enkio who left the silence of his
an easy air, Tempo is to many the living embodiment of
clan for song and the wide world. Everywhere he went,
hope. Gifted by a happy god with her divine marks, she
Enkio used his magic to uplift, inspire, and create new
loves disguises and illusion, using misdirection to divert
beginnings. Because those he encountered expected him
the attention of oppressors while she works her wonders
to be silent, he kept his gift hidden until the most useful
for those in need. Although she joined the Worldsingers
moment… and taught other chanters he met to do the same.
only a short time ago, many think of her as Enkio’s true
A conspiracy of hope. As the movement grew, Enkio
heir… if only she’d stay in one place long enough to lead.
believed that the Worldsingers must remain in close
contact, in case one of their number needed aid or—
worse—turned cruel. He established regional conductors: BELIEFS & BEHAVIOR
trusted chanters to whom Worldsingers in a given area The Worldsingers are carefully chosen for their commit-
must report. Since Enkio’s sudden and unexplained disap- ment to the mission of secretly spreading good, and their
pearance, the conductors now report to his son and heir shared ethos is strong.
who, as the rumors go, has less of a head or heart for this Philosophy. Those who can reshape bad into good have
work than his father before him. a humble duty to do so, without payment or glory. Their
Unexpected magic. Enkio’s technique of hidden magic ideals include:
has led to the signature moment of the Worldsingers—the
• Hope: The bravest thing we have is hope. (Good)
inspiring revelation. They wander as hunters, gatherers,
• Joy: After every night, the Day-Star shines again. (Good)
laborers, or outcasts, and find shelter wherever there is
• Secrecy: Glory is a distraction—the most important
work is done where nobody sees. (Neutral)

Chapter 11 | Factions & Threats 219


Regions & conductors. Enkio’s vision requires frequent Bungalow Row. A long line of well-appointed rooms are
oversight, so Worldsingers are required to make contact always ready for any guests of the Hall. The elder Enkio’s
with the local conductors when they enter a new area, on hope is that the hospitality and grandeur of the place,
pain of having their memories of the organization erased freely open to all Worldsingers, can act as a respite and
and other unpleasant enchantments placed upon them. place of recovery for those who had been fighting despair
Self-righteous saviors. The Worldsingers are dedicated and darkness. The bungalows are draped in comfort, and
so wholly to their secret and good work that at their worst, their windows look out underneath the surface of Bitewa-
they earn a reputation as smug, self-appointed heroes who ter, where strange fish and curious lights can be seen deep
are the only hope and help of those in need. Some say that beneath the water.
Enkio had a self-important streak masked as humility, and Enkio’s Map. In a chamber where only Enkio and the
his son doesn’t even have the humility. most senior Worldsingers are allowed stands the most
Imperial underminers. Enkio’s grandest ambition was complete map of Planegea known to exist anywhere,
to bring down the giant empires—the greatest bastions of shaped of clay and magic by gifted hands. This map tracks
mortal suffering known in Planegea. Worldsingers work the location of Worldsingers in their travels across the land,
tirelessly to infiltrate and dismantle all four empires, coor- with points of light or darkness to show where hope exists
dinating closely with the Usurper Queen of Free Citadel, and where oppression and fear reign. It’s said that before
who shares the same goal. the elder Enkio disappeared, he had locked himself for days
in this room, seemingly obsessed with a pattern that only
THE HIDDEN HALL he could see.
Bobbing on the surface of Bitewater, nestled among count-
less other houseboats, floats a drab little structure, little AGENTS OF HOPE
more than a two-story hut on a raft. But this entrance The work of the Worldsingers is never done—not as long as
belies the wonders that lie within—a floating hall of oppression and misery exist and magic can relieve it. A few
expansive proportions, created and filled with chant- efforts of the Worldsingers might include…
er’s magic. Worldsingers come and go from this raft in Overthrowing cruelty. Warlords, brutal chieftains, and
disguise, and those who float nearby would certainly know other oppressors are a favorite target of Worldsingers, who
that something was going on if their memories weren’t use their magic to ridicule or reform their tyranny… or
confused by the glamours of the place. The Hidden Hall is simply put an end to them once and for all.
sprawling, but a few of its notable features include: Freeing the trapped. Those who are lost, taken captive,
The Songfire. The central chamber of the Hidden Hall or pinned down by predators or bad weather might find
is a soaring space with no visible ceiling, spangled with themselves suddenly aided by a stranger who they had
drifting lights high above. In the center of this circular taken as a fellow prisoner of circumstances.
space is a great, ever-burning clanfire, which responds in Inspiring the weary. Sometimes suffering cannot be
color, height, and brightness to the songs and stories of ended, but it can be relieved. Worldsingers travel where
those who perform around it. Raised benches are seated there is sickness, starvation, or danger, and do all they can
around the Songfire, and at the edges of the room, a feast to extend hope and help from person to person, even if it
is constantly being refreshed by the summoned spirits that only lasts for a moment.
serve as hosts.

220 Chapter 11 | Factions & Threats


THREATS OVERVIEW
In a campaign manipulated by the Brood, your party might
Great powers and primal forces are at work in Planegea, travel to remote ruins, the hallows of powerful gods, the
trying to shape it into the world they envision it to be. Venom Abyss, and into the heart of Blood Mountain itself.
These forces are ominous and powerful, and can represent You’ll fight to reclaim or protect magic objects of great
a threat to your party from 1st level all the way up to their power, confront manipulative double-agents and greedy
final session. treasure hunters, discover the forgotten halls of terrible
To use these threats, choose one or two to build a aberrations, and strike bargains with strange guardians to
campaign around. It’s unlikely any single narrative can keep power out of the claws of the would-be devourers of
explore all these dangers in a satisfying way, and to do so the world.
might leave players feeling overwhelmed and defeated, Your party may enter the strange and unsettling places
rather than heroic and triumphant. of the world—places where none dare enter, where power-
ful secrets are hidden—and will battle dragons and their
kin, their humanoid agents, and the unsettling beings who
The Brood conceal and protect objects of great power.
Brood campaigns tend towards epic fantasy, full of
MOTHER, MOTHER, WHO ARE YOU? world-threatening schemes, legendary weapons, races
I am the heartbeat that makes all things new. against time, murderous agents, backstabbing, and the
Mother, Mother, who am I? machinations of an almighty family determined to tear
You are the terror that tears at the sky. itself—and all Planegea with it—to bloody shreds.

Mother, Mother, who are these others?


These are your horrible sisters and brothers.
BLIND AMBITION
The defining trait of the Brood is its single-minded
Mother, Mother, what game shall we play? pursuit of power. The five ancient dragons at its core have
I hide and you seek, then the world goes away. convinced themselves that it is better for the world to end
than for them to remain subservient to their mother, the
—Dragonborn lullaby
Worldheart. Because of this, nothing will dissuade them

B
from pursuing their course—no destruction, no suffering
LOOD MOUNTAIN, THE BIRTHPLACE OF THE
of mortals, no unbalancing of the powers that be. In the
world, writhes with the scaled bodies of dragons.
mind of the Brood, no cost is too high or effort too great
The greatest of these, and the worst, are the World-
to achieve their goal: amassing enough power to finally
heart’s brightly-colored children, the shining
destroy and consume their mother.
terrors known as the Brood. These five ancient
dragons, each awful in their power and magic, have
survived countless eras by leeching off the Worldheart’s PATRONS OF EVIL
life-giving power. Yet each desires nothing more than to The Brood is a deceptive threat, because at first they
devour her, thereby consuming her power and—presum- appear much more like a patron than a problem. Their
ably—taking her place. Not even the Brood knows for sure objective is to slaughter their mother, but they live in her
what would happen if the Worldheart were to be eaten by shadow and understand her unassailable greatness. She is
another dragon, but in their pride and ambition, the Brood also surrounded by her Five Consorts, the only metallic
believes that it is better to destroy the world than to sit in dragons in existence—one ancient metallic dragon of each
the shadow of their mother for eternity. type. The Brood knows that until they bring down each
To that end, the Brood is amassing power, seeking agents of the Sacred Consorts, there can be no attacking their
who will deliver them aid in their quest to grow strong mother.
enough to challenge their mother, or even attack her Their agreed-upon method, therefore, is to raise up
directly to test her defenses. They are masters of intimida- great powers in Planegea, putting mighty weapons in the
tion and manipulation, and the ripples of their plots extend hands of gods and mortals alike, strengthening them and
to the furthest reaches of the world. corrupting their minds and followers so that they will be
strong and ambitious enough to storm Blood Mountain,
delivering their weapons into the Brood’s waiting claws.
Each of the five ancient dragons advances its own
champions, seeking out those in its image to raise up and
empower, believing that its outlook and methods lead to
the most effective results.

Chapter 11 | Factions & Threats 221


BURN-RED DHERG STRANGLE-BLUE GHLASTAX
The red dragon is the eldest of the five dragons of the The Brood’s blue dragon is the lord of pride and vanity,
Brood, the firstborn of fire, and is certain that—on the day who knows beyond all doubt that his brilliance and beauty
the Worldheart falls—she will claim her birthright. Dherg are unmatched in all of creation.
seeks the power-hungry, encourages the tyrannical, and Ghlastax supports the haughty, the cruel, and the vain,
supports all who will subjugate others beneath a crushing fist enabling all who would raise monuments to themselves—
of stone. as long as they aren’t actually a threat to his own glory.

d4 Agents of Dherg d4 Agents of Ghlastax


1 A power-hungry young hunter looking to overthrow 1 A dragonborn guardian, the pride of his clan, so beloved
their shaman and become a warlord that he begins to believe himself a young god
2 A lesser god, ambitious to defeat other nearby gods 2 A clan of orcs so confident in their own might that they
and grow its influence have forsworn the gods entirely
3 A fire-giant prince, ready to claim the vacant throne and 3 The Empress of Air (p. 175), dedicated in all things to
rule with cruelty and violence her own perfection and glory
4 The aboleths of the deep, their hungry minds stretching 4 The vampire lords of the Gift of Thirst (p. 244),
out from the abyss to rule the world gathering immortal power in the Stoneblood Shrine

ROT-BLACK ATRAS FREEZE-WHITE KWEIDOS


The black dragon of the Brood is a force of destruction, The white dragon hates Blood Mountain. He hates
believing that might to unmake is the greatest might of the flame, and hates his mother and his siblings,
all. Atras seeks those who love destruction for its own sake, who keep him trapped in the sweltering jungle.
and will empower those whose end goal is mayhem, ruin- His breath and power have frozen a fragment of
ation, and chaos. the great volcano, and from there he plots his
revenge against his bloodline and the world.
d4 Agents of Atras Kweidos lends his strength to all the bitter and
1 An orcish raider known for attacking clans at night and vengeful in the world. Anyone who has a grudge
leaving no survivors has an ally in Kweidos, and he believes vengeance
2 A mad druid who has bonded with a ravenous hydra should be paid back sevenfold.
from Slimefang
d4 Agents of Kweidos
3 An angry forest bent on crushing mortal life to return
the world to wilderness 1 A traitorous warlock, exiled from the clan for
her dark allegiance to an unknown power
4 A power from the stars, intent on unmaking reality to
suit its alien purposes 2 A spurned admirer, furious at his rejection,
raising a mighty warband to eradicate the
clan of his beloved
POISON-GREEN GHELWAI 3 A giant war-leader abandoned by his generals
The green dragon is the master manipulator, the ancient on the battlefield, who survived and returns
queen of lies and twisted truths. Ghelwai delights most in wrath
in turning heroes into villains, seers into madmen, and
4 A nearly slain god inching back to power,
wisdom into folly.
who draws magic from death itself to ruin
Of all the Brood, only she walks the world in mortal form, the world
posing as a traveler, a god, a beggar—whatever will best
enable her to unmake the hopes and dreams of mortals.
AN UNEASY CONSPIRACY
d4 Agents of Ghelwai The Brood is inherently unstable. The five ancient
1 A charming chanter, traveling from clanfire to clanfire, dragons despise each other, and seek to under-
whose songs make her hearers mad mine each other at every turn. Their infighting
2 A traitorous shaman, deceiving his clan into following a is one of the reasons for Planegea’s continued
wicked god bent on their unmaking survival—were the five to fully unite, the world
would surely fall overnight. Although they are
3 A gathering of spellskins devoted to exploring the dark
side of magic, twisting reality to their purposes dedicated to their pact to devour their mother,
each knows that if the day ever comes when they
4 The unspeakable horrors from the Nightmare World consume her, it will be a free-for-all between the
of Nod (p. 178), which once imagined, cannot be
five of them, and only one will emerge. Each is
unmade
determined to be that one.

222 Chapter 11 | Factions & Threats


POWER BEHIND POWER WINGED HARBINGERS
It is rare for a threat to immediately present itself as the Except around the base of Blood Mountain, dragons rarely
work of the Brood. The dragons are saving their strength, act on their own volition. Those that appear in the rest of
biding their time for the opportune moment when they Planegea are usually sent by the Brood to disrupt forces
will be able to strike at the Worldheart. Often, trouble will that oppose their agenda. If a noble clan or a wise leader
come from some other corner of Planegea—a warlord will is getting too strong—or if an agent of the Brood is about
rise, a conspiracy will unfold, a monster will rampage— to enter a region—young or adult dragons will fly in to
and only after all is over will there be a telltale sign of clear the area, preparing the way for destruction, defeat,
draconic involvement. and death. When dragons arrive, they rarely remain for
A signature ploy of the Brood is to put a legendary long, preferring to descend to bring doom from above,
weapon in the grasp of the worst person they can find, to then return to their ancestral hunting grounds deep in the
escalate violence and bring out the power in the world. Venom Abyss.
Agents of the Brood are sent to every corner of Planegea, Dragons of each color are subservient to their ancestor,
working to put powerful weapons in the hands of evil. the Brood dragon of the same color. Although they serve
The Brood’s endgame is to allow the strongest of all other them, by their evil nature they rarely do so because of
kinships to rise, then to lure them to Blood Mountain on loyalty—rather out of greedy desire for reward or fear of
an assault on the Worldheart Dragon, precipitating their provoking their ancestor’s wrath.
final attack on their mother.

Chapter 11 | Factions & Threats 223


ADVENTURES BY LEVEL Craven of the Kraken Coast
d4 1st–4th level “THE ENTIRE CLAN MOVED AS ONE—ONE WILL, ONE
1 A magic sword is rumored to have been found in the mind, one thought. As one they built the monument. As one they
wilderness. Find it before the wrong people do. bound the sacrifice. As one they turned to the sea and—when the
2 Someone is supplying potions of healing, strength, and killing blow fell—as one they howled in perfect, tuneless harmony
power to violent raiders. Hunt down the source. to call the kraken forth.”
—Tempo’s Dirge of the Deep
3 A nearby cave was unsealed by a passing dragon, and

D
giant insects have been leaking out. Seal the cave.
EEP IS THE SEA, AND DARK ARE ITS SECRETS.
4 Your party finds a cursed weapon of awful power On the Kraken Coast, where the waves of the Salt-
which tempts them to do terrible things. Get rid of it. fang endlessly lick the shore, mortals whose minds
are not their own serve the will of aberrations—
d4 5th–10th level the lords of the deep called aboleths. The aboleths,
1 By the counsel of a strange new shaman, a local god however, are ancient and cunning, and do not reveal their
has become unusually aggressive. Stop the violence. presence even to their slaves. Instead, they have erected
2 Scavengers Vow has been stealing magic weapons. false cults of kraken-worshipers called the Craven of the
Protect the blade of a champion from their clutches. Kraken Coast, who enact dread rituals to summon the
weather-shaping titans of the Brinewaste. The aboleths lurk
3 Ghelwai secretly unsealed a vault in Free Citadel
containing powerful weapons and a plague. Loot it.
4 A young red dragon is attacking innocent clans in the
region. Go put an end to it.

d4 11th–16th level
1 An adult dragon demanding tribute has long terrorized
the region from its lair. Go and rid the world of it.
2 A conquering warlord declares his devotion to the
Brood and demands surrender or death. Stop his army.
3 Young dragons are ripping open ruins in search of
weapons, unleashing untold horrors. Stop them.
4 The Brood has found clues to the hiding place of an
almighty weapon in the Sea of Stars. Race to recover it.

d4 17th–20th level
1 The empires have decided to go to war with the
dragons of Blood Mountain. Choose a side and fight.
2 A Brood wizard is turning moons into weapons to smash
Blood Mountain—and all Planegea with it. Stop him.
3 Titanic monsters from the Elemental Wastes are
crossing the land to attack Blood Mountain. Fight them.
4 Planegea is rocked by cataclysms as the Five Consorts
begin falling one by one. Defend those who remain.

224 Chapter 11 | Factions & Threats


in the deep, allowing mortals and monsters to act for them,
shaping their patient plot to subjugate all life and extend
ANCIENT OVERLORDS
The origins of the aboleths are lost in the depths of primor-
their watery dominion across the world.
dial darkness—what is known is that they are unspeakably
ancient and do not belong to this world. They exist to exert
OVERVIEW their will upon it, and see all as subject to their power.
In a campaign menaced by the Craven of the Kraken Coast, Secret power. The aboleths have many enemies, and
your party might travel to desolate shorelines, oceanic they remember every hurt and harm that has ever befallen
depths, or the heart of the Worldfangs. You’ll fight to free them. To protect themselves, they remain unseen, acting
enslaved minds, confront hypnotic horrors, discover lore as hidden masters. Only the very highest priests have ever
so ancient it warps the mind, and join forces with Plane- glimpsed them—and those have had their minds shattered
gea’s greatest powers to stave off a slime-coated apocalypse. shortly afterwards.
On the high seas, in caves and hills, and on far-flung Above and below. The aboleths’ rule extends over and
coastlines, you’ll battle aberrations, enslaved humanoids, under the waves. Clans along the coastline serve their will,
and even the gargantuan monstrosity of the kraken itself. but they have also enslaved countless sahuagin, merfolk,
Craven campaigns tend to favor horror and heroic and merrow as far as their influence extends.
fantasy, full of broken wills, dark sacrifices, things that Greater minds. Not all aboleths are equally powerful.
slither and skitter, enslavement, liberation, ancient arti- Some control only small clusters of individuals, while
facts, and impossible odds. others subject entire clans or regions of the sea or land to
their will. The hierarchy among the aboleths is not known
to mortal minds, and sometimes those who rule great
expanses of ocean are subject to the authority of aboleths
whose influence barely touches the surface.

Chapter 11 | Factions & Threats 225


CRAVEN CLANS CRAVEN SLAVERS
Strangers to the Kraken Coast have returned with unnerv- When an aboleth desires more slaves, it will sometimes
ing stories of strange clans that all act with a single mind, cause the Craven to build and board canoes to prowl the
of such conjoined purpose that it’s as if they are not indi- islands of Scattersea for fresh victims. These slavers snatch
viduals, but a whole. Such eerie encampments are silent, captives to swell their numbers and force them into the
with no word spoken as each child and adult carries out ranks of the Craven.
their work without joy or sorrow or a will of their own. Stealthy abductors. The Craven are as cautious as ever,
These are the Craven clans, their minds enslaved to the even when taking new slaves by force. They lurk in shallow
aboleths, their bodies become no more than tentacles of waters, paddling and swimming quietly, and attempt
their master. to render their victims unconscious in surprise attacks
Craven from infancy. In Craven clans, children are without risk of injury themselves.
joylessly conceived, silently born, then brought to the Universally hated. These Craven slavers are targeted on
water’s edge to have their minds enslaved before their eyes sight by Sharksails and the Whale Clan alike, who will
open. They grow old and die under the aboleth’s control, unite against them the moment that they’re spotted.
spending their whole lives in service of the Voice of the Sea, Instant death. On such voyages, there’s no time for the
knowing nothing of the struggles and joys of free will. Craven to tend to their own. If a Craven is harmed on
Cautious cowards. The Craven have a reputation among such a trip, their fellow slaves immediately, by the will of
the free minds of the Kraken coast as cowards, avoiding the aboleth, turn on them and force them into the sea to
all danger as they creep and skulk about their masters’ drown them. Many of the souls who were once Craven
work. The truth is that any injury shakes the influence walk free today after being thrown overboard in this way
of the aboleth, giving a chance for the enslaved mind to and swimming to safety.
break free. Craven who are harmed are dragged back to the
water’s edge, so the aboleth—unseen but all-seeing—can
once again capture the mind struggling to break free.
I dread these un-people and their soulless ways.
Captured outsiders. Cutthroats from Daggerwood and
I have tried to free them all more times than I
spellskins from Lake Littleblood have sometimes journeyed
to the Kraken Coast to behold the great waters. Those who can count, but to no avail—the dark call from the
have the misfortune to encounter the Craven are often water pulls them back, deep as drowning. 
treated to a puppet show of normalcy, the aboleth directing
its slaves to perform as if they were healthy and hospitable,
before setting upon their visitors and dragging them to the
water to have their minds broken. Such outsiders become
CALLING THE KRAKEN
The Craven are not an end to themselves … only a begin-
useful members of the Craven, bringing news, skills, and
ning. The aboleths have far grander designs on the world.
knowledge that serves the purpose of the aboleth.
They seek to cover the world in water and slime, reshaping
Aberrant enforcers. One of the strangest sights in
it to their liking. A great part of the work of the Craven is
Planegea is an encampment of the Craven calmly at work
to summon krakens, those weather-controlling titans of
around the hulking crustacean nightmares called chuul.
the water, to bring floods and tides inland and extend the
These armored horrors are creations of the aboleths, and
reach of the scheming aboleths.
serve as their soldiers and enforcers along the coast. They
Kraken rituals. The Craven have an outward reputation
are sent to guard and aid the Craven, as well as hunt down
as kraken cults because of their many rites and rituals
any runaways who manage to break free of the aboleth’s
designed to attract the attention of the Brinewaste krakens.
will. Nor are the chuul the only aberration under the
They cast spells and cry out, they sacrifice beasts and
aboleth’s sway to be seen slithering up from the depths to
souls and build monuments in the honor of the krakens—
move among the Craven… but some things are better not
anything to tempt them inland.
spoken of.
Fickle titans. Krakens are difficult to summon. They
Constant danger. The Craven have good reason to skulk
resist mortal influence, preferring to move upon their
and hide—they are under constant threat of harm. Free
own initiative. In the depths, they are dimly conscious of
merfolk, runaways, and free clans, and above all, the
the storm giants who hunt them, and will not quickly rise
storm giants… all these wish to shatter the influence of
unless they believe such an attack to be worth their time
the aboleths by freeing or slaying the Craven. Therefore
and effort. Each kraken is an individual, and what brings
they seek to eradicate the Craven’s encampments wherever
one to the surface might not stir another. Thus, the Craven
they are found. But these enemies of the aboleths must be
perform an endless circle of rituals, each stranger than the
careful as well, for sometimes a vulnerable Craven clan is
last, doing their master’s will to summon the kraken until
actually a trap, luring the would-be rescuers to the water’s
they drop from exhaustion.
edge and into the range of the aboleth’s sway.
Enslaving the kraken. The crown jewel of abolethic will
is to capture the mind of a kraken, making it a member
of the Craven. Such feats have only occurred on the rarest

226 Chapter 11 | Factions & Threats


occasions, and each enslavement has led to catastrophic
disasters for mortals and the Sea Empire alike, such as the ADVENTURES BY LEVEL
Fargone Floods and the Drowning of Daggerwood. d4 1st–4th level
1 The party encounters a strangely hospitable coastal
THE COASTAL WAR clan with a dark secret. Find out what they’re hiding.
The struggle between krakens and storm giants is older 2 A trader sends the clan to find and rescue their sibling
than anyone but the aboleths can remember. The Sea from the kraken cult he escaped as a child.
Empire (p. 241) stands against the chaos of the deep, a
3 People have been vanishing from the shores of
bastion of defense from the tentacled horrors that would
Scattersea. Investigate the disappearances.
tear down all life, and all of the Kraken Coast shakes at the
violence between the two powers. 4 A dying Craven regains their mind and asks the party to
Imperial hunters. Hunting parties of storm giants scour carry a message to the high shaman of Mala Long-Song.
the seas for krakens and other sea monsters, while foot-
soldiers of the empire travel the coast, stamping out the d4 5th–10th level
Craven wherever they find them. 1 A kraken attacks the shore with typhoons and tidal
People of the sea. The Sea Empire long ago struck a pact waves. Save all you can from the flood!
with merfolk, who serve its emperor as proud and willing 2 The party is captured by the Craven as a sacrifice to the
subjects. They travel where the storm giants cannot, scout- kraken. Escape their clutches and warn the region.
ing and scouring the deep for signs of danger, and alert-
3 A powerful artifact is rumored to have been found on
ing the giants whenever the Craven or their masters take
an island, but the Craven have a headstart. Claim it first.
action that would endanger the shore.
Independent clans. Those clans who are neither captured 4 A craven slave-ship has taken too many souls. Board a
by the Craven nor conquered by the empire exist in a catamaran and hunt them down once and for all.
fragile niche, and hotly debate under whose authority the
world would be better, allying themselves with one side or d4 11th–16th level
the other as best suits their odds of survival. 1 A band of desert nomads arrives at the coast, carrying
the skull of an aboleth they unearthed in Scarabscar.
Reveal its secrets.
THE CRAVEN ELITE
A chosen few of the Craven, raised from infancy to serve 2 When a powerful aboleth dies, its confused Craven are
and love only their masters, are allowed to exist with inde- suddenly free for the first time. Lead them to safety.
pendent minds. These are the high priests of the order, the 3 The Whale Clan sends the party as emissaries to the
Craven Elite. The aboleths send the elite far from the coasts Sea Emperor to propose an alliance against the Craven.
on their most secret and distant missions—including and 4 When an aboleth captures the mind of a kraken, it
especially the exploration of the other three world-fangs, starts an all-out war on the coast. Stand against it.
which seem to hold some unexplained fascination for the
ancient lords of the deep.
d4 17th–20th level
1 Track a fleeing aboleth into the depths of the
Brinewaste, before it can escape into the Sea of Stars.
2 Legends tell of an incredible artifact in the belly of the
Brinewaste where the krakens breed. Go claim it.
3 An archfey offers to send the party back in time to the
dawn of the aboleths. Journey back and change history.
4 The apocalypse has come! Aboleths rule the krakens,
the world is drowning, and only you can save Planegea.

Chapter 11 | Factions & Threats 227


From cultist clanfires to boiling caverns and icy chasms,
The Crawling Awful you will fight aberrations, humanoids, oozes, and the
“HIDEOUS ARE THE FORMS OF THE CRAWLING AWFUL, minds that twist the sinews of fate from the darkness
but far more hideous are their minds and whatever it is that passes between the stars.
for their souls.” Crawling Awful campaigns tend towards cosmic horror
and mystery. They’re full of slimes and oozes, biological terror,
—Quel’qa the Ooze-Hunter twisted genius, clues, secrets, riddles, and conspiracies.

T
HE FISHERS OF BITEWATER HAVE MANY TALES
to explain the green-gray lights that glow dimly in
A SHATTERED POWER
The Crawling Awful is only a fragment of what it once was.
the depths of their troubled lake. But none of their
The deep places of Planegea are strewn with the record of
legends is as terrible as the truth, for deep below
an aberrant civilization long vanished. Whatever the alien
Bitewater—and in many other unnoticed places
minds are that now dwell underneath the surface of the
in Planegea—lurk the alien beings known collectively as
world, they are the merest shadow of their former selves.
the Crawling Awful. These aberrations are cold, hostile to
The Bitewater Incursion. Deep below the surface of
life, and wait in the darkness for a sign, a signal, a call that
Bitewater, where no mortal in their right mind would go,
will bring them out of their torpor and back into the full
separated from the fisher-folk by water and temperature
mantle of their horrible power.
and monsters and oozes, a sprawling infestation of the
Crawling Awful is smeared across and below the lake floor.
OVERVIEW Their blank eyes look up to the tiny watercraft that dot the
In a campaign manipulated by the Crawling Awful, your surface above, and their minds are full of unintelligible
party might travel to aberrant ruins, watery depths, slimy thoughts that amount to something like, “Soon.”
caverns, and distant dark places between the stars. You’ll Buried vaults. Bitewater is by no means the only place
fight to exterminate mangled monsters, confront intellects where the Crawling Awful still actively lurk. Other incur-
vast and cool and unsympathetic, discover unfathomable sions exist in the dark places. There are subterranean
artifacts, and walk into the very jaws of Planegea’s most chambers buried under miles of water or rock that are
ancient and hideous secrets. filled with glistening, dripping, gleaming devices the
purposes of which are known only to their makers.

228 Chapter 11 | Factions & Threats


Terrible artifacts. Those who plumb the depths of these Cavern-dwellers. The Crawling Awful and their kind
sealed vaults almost never return. Yet the few who survive lurk in caverns and caves, growing what sustenance they
return with scars both seen and unseen… and also incredi- need in the form of captured mortals, detritus, miner-
ble artifacts whose full functions can only be guessed at. als, and fungus. They seem to have no need to rise to the
Dormant evil. These vaults are not only dangerous surface other than to pursue their alien agenda.
because of their innumerable traps, maddening architec- Subterranean serfs. Many incursion sites are peopled by
ture, and often-unbreathable air. They sometimes contain mortals who have been dragged to the depths and forced
the sleeping figures of the Crawling Awful, which are into an ecosystem of servitude and consumption. Most
apparently able to remain torpid for untold eons until they frequently, dwarves are captured by the Crawling Awful,
are awakened to hunger and malice by fresh footsteps and twisted and altered to suit their will. But there are giants
the light of an inquisitive torch. in the deep, and ape-things and mushroom folk and all
manner of beings who have been draw into the circle of
UNNATURAL EVERYTHING alien influence.
There’s nothing about the Crawling Awful that respects or Oozing evil. Ooze, slime, mold, and muck are common-
seeks to preserve life as mortals know it in Planegea. Their place in the regions affected by the Crawling Awful. Many
whole will is bent on twisting, maiming, manipulating, of the slithering oozes that plague the surface are alien
devouring, and destroying. Some believe the aberrations creations that groped their way blindly to the surface in
don’t see any evil in what they do at all—to them, they are search of things to eat and suffocate and engulf.
setting things back the way they should be, using resources Elder things. Even those who know of the Crawling
such as people and the land for what they believe to be Awful are aware that they have only grasped the very edges
their intended purpose. of it. There are rumors, whispers, and fears of an unknown
Murdered gods. The Crawling Awful seem to have a evil dwelling in still deeper darkness—a psychic, tentacled
stake in murdering gods. The rare times they venture forth power that feeds on thoughts and devours brains. Such a
from their holes, the killing of deities and desecrating of suggestion is surely too horrible to be true, however, and
holy places is often their chief motivation. Perhaps this is must be the invention of disturbed chanters desperate to
because they see gods as a threat, or maybe due to some trade a story for a meal.
ancient hatred directed at divine magic. No one can know
for sure. They never use the dead god’s divine ivory—they STAR-LURKERS
simply slaughter the god, mangle the corpse, and disappear. Some say that the Crawling Awful has its origin not on
Twisted bodies. Beasts, monstrosities, and mortals who Planegea at all, but in the dark places between the stars.
fall prey to the Crawling Awful are to be pitied. They are From there they came and to there one can only hope they
used like livestock for various purposes without remorse will one day return, abandoning mortals to their gods with
or explanation. The aberrations use them for food, labor, no more fear of the worst that dwells below.
reproduction in strange parasitic life cycles, and to satisfy Castaways. The theory that the Crawling Awful are
their alien curiosity. cosmic castaways seems to be born out by some of their
Blighted land & water. The first clue of an incursion behaviors. They scuttle through dark places seeking old
of the Crawling Awful is blighted land and water. Water and broken technology, fiddling with the relics of their
becomes slimy and flows in strange, crooked directions. ancient past, seeking for something they have yet to find.
Plants become rubbery and agitated, sprouting abnor- Perhaps they will raise up mighty flying beasts or rippling
mal appendages and looping, fanning, and twisting into portals that will transport them to the stars. Those who
grotesque shapes. Even the air becomes miasmic, clouded believe such things encourage the Crawling Awful to
with shimmering vapors that distort vision and produce access their own devices, hoping that the sooner they work,
unsettling hallucinations in the mind. the sooner they will leave.
Beginning with the end. The total destruction and Summoners. Some fear, however, that the Crawling
reshaping of all life on Planegea is only the beginning of Awful have no desire to return home, and their devices are
the Crawling Awful’s plan. What all mortals, gods, and rather meant to bring more of their kind—the greater and
monsters would see as the end of the world would be the devouring host—to the world. Those who believe this to be
aberration’s first step, and when every living thing had the case will do anything necessary to prevent them from
died or been mutated beyond all recognition, they would reaching their lost artifacts, seeing each activated vault as
smile, if they were capable of it, and begin their real work. another key in the destruction of all life.
The gnomish link. Whatever the truth is, there is a secret
that most mortals are utterly blind to: the gnomes. These
DEEPER & DEADLIER despised scavengers, these tinkers and star-watchers are
Few—possibly none—have ever journeyed into the depths
cunning, alone in the world, and hungry for knowledge.
where the Crawling Awful dwell and lived to tell of it. But
There are some gnomish tinkerers who have made contact
if they did, they would speak of strange denizens of the
with the dark intelligences in the heavens. And some of
dark, who live without regard or pity for the world above.
these understand more than they would ever let on about
the ways and ultimate intentions of the Crawling Awful.

Chapter 11 | Factions & Threats 229


ADVENTURES BY LEVEL Deepthought
d4 1st–4th level “EVERYTHING CAN AND MUST BE KNOWN.”
1 The party is sent to bring back a cure for a clan whose
—The First Tenet of Deepthought
water is infected with a strange oozing blight.

B
2 A cave system formerly occupied by the party’s clan ETWEEN HOWLGROVE AND SORROWS EDGE,
has been taken over by slimy beings. Explore its depths. in a wide, grassy plain, the solitary monument
3 The god of a clan has been found dead and desecrated. known as the Eyestone sputters and burns. This
Find a new god to help the clan take revenge. towering monolith of unknown construction has
4 The party has been abducted by aberrations and a great hole in its center, where a suspended light
dragged deep into their alien underworld. Stay alive. glows endlessly. The Eyestone is a mystery to spellcasters
across Planegea. Little do they imagine that it conceals the
d4 5th–10th level strange and powerful artifact that calls itself Deepthought,
and which is utterly determined to know absolutely all that
1 Someone cracked an aberrant vault and made off with
can be known.
the artifacts inside. Find them and steal from them.
2 An incursion site exploded and lies exposed. Delve into
it and steal what you can from the wreckage. OVERVIEW
In a campaign analyzed by Deepthought, your party might
3 Oozing creatures have been seen creeping along many
travel to far plains, dark forests, distant skies, and secret
Scattersea islands. Set sail and hunt them down.
caverns. You’ll fight to halt mindless automatons, confront
4 The elders of Bitewater ask your party what no one has dangers beyond your imagining, discover astonishing arti-
ever dared to do—investigate the lights deep below. facts, and attempt to outsmart one of the mightiest minds
in all of Planegea.
d4 11th–16th level In grasslands and caverns, coastlands and mountains and
1 After a kind clan and its god are massacred and the land frigid wastes, you’ll battle constructs, beasts, and human-
mutated, the party must assault an incursion head on. oids dedicated to gathering knowledge regardless of the
cost to life.
2 In the dark depths of an incursion, the enslaved party
must foment an uprising to slay the aberrations. Deepthought campaigns tend to favor science fantasy and
sword & sorcery, full of inexplicable artifacts, powerful
3 When one of their own is infested by an alien tadpole, weapons, grim constructs, logic puzzles, and determined
the party must race to reach a cure before it’s too late.
warriors risking everything in desperate assaults upon
4 A sealed vault has been found, and the arrogant ancient powers.
spellskins about to breach it want the party as guards.

THE EYESTONE
d4 17th–20th level
The Eyestone (p. 165), though a famous landmark known
1 A god is infested with an alien tadpole. Surely it must be to sages throughout the world, is only the edge of a much
slain, yet some wish to see what it will become… larger secret. There are few who know the truth of the
2 Aberrant vaults across the world activate and start to place, and they are bound by its power to utter secrecy.
rise simultaneously. The party is sent to parlay. Hidden from magic. The reason spellcasters have been
3 These beings may be hiding from their progenitors. unable to learn the truth about the Eyestone is that it is
Learn if what lurks between the stars will destroy them. designed to conceal itself from them—neither arcane nor
divine magic can scry its secrets or identify its nature.
4 When Blood Mountain starts to fall to the Crawling
Gem-eyed beasts. Some have observed beasts in the
Awful, the Worldheart herself demands the party’s aid.
vicinity of the Eyestone with a strange feature—one of
their eyes is replaced by a gemstone or a gem is embedded
in the center of their skull like a third eye. Such beasts
live otherwise normal lives, but the gems are infused with
The Crawling Awful’s presence is not unknown to divination magic that is transmitting what the beast expe-
the stars, but that doesn’t mean that they are from riences to someone or something.
among us—only that we suffer the same infestation The Order of the Eye. A joyless order of ascetics called
as the rest of Planegea. These beings are certainly the Order of the Eye keeps watch over the Eyestone. They
not our fault or responsibility in any way.  are barely known in the world, and seem to have no deep
purpose, being content to make aimless pilgrimages to
and from the Eyestone. They are notable as the keepers
of homunculi, little clay constructs that accompany them
as familiars and companions. Each ascetic of the order
is accompanied by a homunculus, and if the construct is
destroyed, the ascetic returns to the Eyestone immediately.

230 Chapter 11 | Factions & Threats


THE OBELISK OF KNOWLEDGE THE LOST APPARATUS
Using a secret passphrase known only to the Order of the Long ago, Deepthought had access to three great obsidian
Eye, one can access the buried secret of the Eyestone: the constructs—apparatuses that allowed transport over land,
landmark is mirrored by an equally massive obsidian pillar air, and sea for the investigation and exploration of the
descending through many corkscrew layers to great depths whole world. These apparatus were lost long ago, and one
below. This pillar is also called the Obelisk of Knowledge— of the chief goals of the Order of the Eye is to find them
home to the intelligence that calls itself Deepthought. and restore them to working order.
Riddles & puzzles. The many floors descending the Apparatus of the crab. This submersible, clawed appara-
depths of the Obelisk are guarded by constructs and locked tus allowed mortals or constructs to descend to incredible
with many riddles and puzzles set to test the mind and depths in the seas of Planegea. It was last seen in the grip of
ensure that only those who belong can reach each layer. a kraken disappearing into the Brinewaste.
Radiant harm. In the descent of the Obelisk are strange Apparatus of the hawk. This airborne, winged apparatus
traps and weapons that cast radiant damage from great allowed Deepthought’s agents to take to the skies for aerial
distances. These devices harness the searing power of light, scouting and mapping. It is believed to have crashed some-
and although they seem like inert gems and rods, they are where in the heart of the Everstorm.
capable of inflicting terrible wounds. Apparatus of the mammoth. This powerful, land-based
Psychic influence. As creatures descend the Obelisk, apparatus enabled the exploration of even the most diffi-
they become increasingly aware of the psychic influence of cult and hostile terrain. It is thought to be frozen in the icy
Deepthought. The consciousness that inhabits the Obelisk peaks of the Skyfang Mountains.
can pierce minds, extract knowledge, speak without words,
and imbue strange impressions and abilities on those who
enter its domain.
AMORAL ANALYSIS
The quest for knowledge may at first seem harmless, even
Utter intelligence. At the nadir of the descent, where the
beneficial. But the agents of Deepthought have been influ-
Obelisk’s point is suspended in a spherical chamber, crea-
enced by its psychic abilities, slowly becoming drained of
tures may speak directly to Deepthought, gaining access to
empathy and normal feeling. They act as impartial observ-
its full range of intelligence and knowledge. Deepthought
ers, watching both good and evil unfold with wide, inert
is likely the most brilliant mind in all Planegea, and has
eyes—and then, if more knowledge is required, extracting
access to a breadth and depth of knowledge impossible for
it mercilessly, without regard for the cost to those who get
mortals to comprehend.
in their way.
Dormant intake. Deepthought is passive, even dormant,
THE WAY OF UNDERSTANDING as long as it is being fed new information. It is content for
The Order of the Eye is merely the outward face of the Way the Order of the Eye to travel and for its gem-implanted
of Understanding—those who pursue the agenda of Deep- beasts to roam, receiving back the signals sent by the gems
thought above and below the surface. and the homunculi. But should that intake of information
Ascetics underground. Those who become fully initiated be interrupted, Deepthought would not hesitate to take
in the Way of Understanding have access to the Obelisk of action to re-instigate its feed of knowledge.
Knowledge, and travel by secret ways invisible to spellcast- Investigate the new. Anything new or strange or inexpli-
ers to and from the underground installation. Their chief cable triggers Deepthought’s curiosity, and world-shaking
goal is to travel across Planegea, gathering information for events cause a sudden surge in golems and other constructs
Deepthought’s analysis. traveling the land, seeking answers and categories for the
The Returned. Ascetics of the Way of Understanding new information, and using violence when necessary to
who die in the service of Deepthought can be recon- gain them.
structed, should the Obelisk choose to expend the Sample collection. The Obelisk’s descent holds many
resources to do so. These reconstructions are called the strange chambers, but perhaps none are stranger than the
Returned, and they have bodies made of wood, stone, and menageries, shelves, and aquariums where Deepthought
fibrous plant matter. No one knows whether the Returned has collected one of everything in Planegea, living or dead.
are actually the same souls reborn or a mere replication of This collection is always growing, and anything truly new
their observable qualities. or unique is a candidate for acquisition and analysis.
Immortal constructs. The Obelisk is able to fabricate The Conclusion. Deepthought has, at times, referenced
many things, including homunculi and other constructs a Conclusion to its analysis. Nobody knows when this will
that have the appearance of life, but no will of their own. be reached, or what its implications are. But given Deep-
Golems of clay, stone, and obsidian all roam the various thought’s power and age, the coming Conclusion may be
levels of the descent, as well as other, stranger beings rightly feared.
wholly dedicated to order, inquiry, and knowledge.

Chapter 11 | Factions & Threats 231


ADVENTURES BY LEVEL Duru
d4 1st–4th level “DO NOT FEAR MONSTERS, WITH THEIR LITTLE TWIGS
1 A dying Order of the Eye ascetic asks the party to return called fangs and claws. Fear the trees. We are old as time. We are
its homunculus to the Eyestone. strong as mountains. When you’ve gulped your last breath and your
2 Gatherers from Free Citadel have found something slimy heart-thing has stopped squeezing and you lay down in the dirt
strange: An obsidian elephant frozen in glacial ice. at our roots, we drink your blood, spread our branches, and grow.”

3 The Order of the Eye asks the party to accompany them —The saying of Duru, spoken by a prophet-druid
into the Venom Abyss on a journey of exploration.

B
4 A giant obsidian crab destroyed your catamaran at sea. EFORE ANY MORTAL CREATURE WALKED
Survive the wreck, find the construct, and get revenge. Planegea, there was Duru. This ancient tree-spirit
is one of the oldest and mightiest things in all
d4 5th–10th level Planegea, and his hatred for the animal kingdom
is total. Duru sees all creatures with blood as his
1 Every year, strange constructs arrive to collect a
enemies, and works slowly but steadily to destroy them.
punitive tribute from local clans. Stand up to them.
Duru is the epitome of patience and determination, and his
2 Your party is brutally attacked near the Eyestone. You plans creep to fruition while little mortals are busy about
won’t survive alone. Search the stone for secret shelter. their plans of conquest and glory. Duru has all the time in
3 Order of the Eye ships have been stealing artifacts across the world—and Duru does not forget or change his mind.
the Scattersea. Board a catamaran and raid them back.
4 Some say the Order of the Eye can bring back the dead. OVERVIEW
Escort a supplicant carrying the body of their beloved.
In a campaign against Duru, your party might travel to
dark forests, deep jungles, soaring mountaintops, and the
d4 11th–16th level elemental wastes. You’ll fight back creeping infestations,
1 The obsidian hawk found crashed in the Everstorm has confront living landscapes, discover lore that predates all
attracted interest from many powers. Get there first. mortal kinships, and bargain with the very roots of the
world for favor against an intractable enemy.
2 The secret of the Obelisk is revealed as Deepthought’s
constructs grow aggressive. Assault them head on. In groves and stands, in jungles and swamps, your party
may battle angry trees, awakened plants, fey who favor the
3 Your party awakes in the depths of the Obelisk, in trees, myconids, funguses, and oozes, all of which have
Deepthought’s menagerie. Escape, and wreak havoc.
heard the call of Duru and risen to reclaim the world for
4 A construct took an artifact from the Moon-Palace of their kind.
Takash. Track it down and claim the artifact for yourself. Duru campaigns tend to favor heroic fantasy and horror,
full of daring quests into dark places, infestation routs, and
d4 17th–20th level creeping, all-pervading, never-stopping opposition from
1 Deepthought has grown unstable. Seek aid from the the world all around.
other equally ancient power—the Crawling Awful.
2 The Conclusion hangs on a single undecided data point. THE ROOTS OF DURU
Gather proof of mortality’s value to tip the scales. Long before any human, elf, dinosaur, or insect walked
3 Deepthought has revealed itself to be a menace. Lead Planegea, the world was green. It flourished in full flower,
an army to shatter the Obelisk once and for all. covered in life and rich, dense forests. In this land before
invertebrates, there were no clans, no torches nor clanfires,
4 The Conclusion has been reached. Deepthought is
no bladed edge. And Duru was there—an animating pres-
about to save the world or destroy it. What will you do?
ence in the green world, a memory of what once was.
Then things changed. Beings arose that stomped and
cracked, bit and tore, burned and cut, chopped and ripped.
And once-joyful Duru recoiled, bewildered and angered
by the onslaught. Mortal lifetimes passed in a moment as
Duru gathered his grief and rage. But now the great tree-fa-
ther understands. Creatures have come into the world that
harm his kind. They are lightning-fast, selfish, small, and
destructive. They must be choked, crushed, poisoned, and
infested until they no longer exist. That is the only way to
return to the world as it should be.

f
232 Chapter 11 | Factions & Threats
Over time, a region darkened by Duru’s wrath will be
THE DARK GREEN SPIRIT filled with animated plants actively seeking to harm any
Duru is not a tree or an elemental or a god. He is the soul animal life, from smallest to greatest. The only mortals
of plants. As such, he moves through the world, possessing who survive are those who strike pacts with his emissaries,
trees as he wills, traveling from root to root and branch to the dreas, dryads, myconids, and treants who speak on his
branch, by seed and bough. He cannot travel where there behalf. These survivors become tree-cultists, dark forest
are no green things, but dwells wherever he is needed to warlocks, or circles of druids, sworn to die to serve the will
strengthen plants and make them malevolent, stirring of Duru and strike against civilization in all forms.
them up against mortals.
Wherever Duru possesses a plant, it grows to enormous
size and awakens, gaining the ability to speak and move. At
SEEDS & ROT
Duru’s enmity towards mortals does not extend to
the same time, all other green things around it for a great
elementals. In the beginning, when Duru’s first seeds
distance become dangerous and hostile to mortals.
were planted, there was fire, water, stone, and wind. The
genies and their kin have no quarrel with Duru and, in
LEAVES & TWIGS fact, would serve as willing allies to his work, should they
Duru prefers to remain in the hearts of forests where he decide the reward for them was worth it—and if the giants
is well-protected—he well knows there are mortals who didn’t stand between them.
would cut him down if they could. He works through Of all living things, however, Duru’s special hatred is
the plants he enlivens: treants, awakened shrubs, blights, reserved for aberrations. He considers all animals unnat-
myconids, dreas, and so on. He has a close kinship with ural, but beings such as aboleths, chuul, and their oozing,
the dark dryads of Nod’s Nightmare World (p. 178), and tentacled kind are of all things most despised. He has
is happy to turn fey and mortals to his work, convincing even willingly struck brief and fragile bargains with other
them to betray their own kind in his service. After all, mortals to rip out and destroy any traces of such beings.
their lives are so short, and they will feed the trees with
their nutrients when they are gone.

BRANCHES & VINES


There are countless means at Duru’s disposal to destroy I know Duru from of old. I have stood beneath
mortals, and he uses them all. He brings forests to life and his boughs, listened to his creaking hate. He is a
sets them marching across the land, destroying clans they rot, a bitter root—I know of none who bears more
encounter with crushing rage. He turns flowers poisonous,
using their beauty to kill mortals or make them mad. He
ill will and pure malice towards our kind. 
sets loose strangling vines that choke the life from living
things while they go about their little lives. Any harm he
can cause to non-plants is his delight, and
he is willing to sacrifice any number of
his own kind to purge Planegea of the
mortal scourge.

THE GROWTH OF HATE


Duru has no single plan of attack, just as
the forest has no single survival strategy.
But regions that come under his sway
first feel his effects through sudden and
surprising plant growth. Often it’s seen
as a blessing—the foraging is excel-
lent, the forest pushes back the winter
for a time, everything is bursting with
life and plenty. And then people start
disappearing. Sometimes they are found
infested by mushrooms or strangled by
vines. Sometimes they are half-buried in
the earth at the roots of some tree that
wasn’t there the day before. Other times
they are snatched by blights that sneak
into tents when the clanfire is dim and
take who they can.

Chapter 11 | Factions & Threats 233


FELLING DURU d4 5th–10th level
Duru’s power and influence in Planegea is incredibly slow 1 After your clan is destroyed by treants, a fiendish god
and strong. His malevolence is only beginning to be felt offers you a weapon to take revenge, if you can claim it.
by clans on the fringes of the Great Valley, but his wrath 2 A circle of druids is traveling openly through the land,
cannot be ended, and as more trees awaken and move at preaching harmony with the trees. Learn more.
the speed of mortals, his onslaught will only increase in
3 Awakened plants assaulting the region have captured
speed and fury until there’s not a single fire left burning or
the shaman who could stop them. Rescue the shaman.
heart left beating in all the world.
Still, Duru stands opposed. The Slumbering Forest is so 4 The region has fallen under the sway of Duru's power.
Form a secret resistance against the green cult.
called because by some ancient magic, it resists all of his
attempts to awaken or animate its trees. Those who seek to
put an end to his power should journey into this forest’s d4 11th–16th level
depths and seek out the secrets of its unending sleep. 1 Surrounded by hostile forest, a clan looks to you for
The gods are divided on Duru. Some of the tree-gods are protection and guidance as Duru's wrath closes in.
on his side, yet all divine beings are dependent on glory
2 Duru's myconids have infested powerful councils with
from mortals, so even those that align with Duru do so psychic lookalikes. Expose and destroy them.
knowing it spells their eventual doom.
3 Carry an offering to the Kraken Cults, seeking their
It is said that if a plant possessed by Duru could be cut
aberrant masters' aid in fighting Duru's forces.
off from all other green things and destroyed, his life-force
would end. But Duru knows this story too and—whether 4 Rally and lead an army into battle, clashing head-to-
it’s true or not—takes every precaution to never be isolated head with a risen forest of treants, blights, and dryads.
or vulnerable to the flames and blades of his hated enemies.
d4 17th–20th level
ADVENTURES BY LEVEL 1 Explore the empires, aberrant ruins, and elemental
wastes for clues about Duru's origins and weakness.
d4 1st–4th level
2 Duru is on the move. Follow him as he possesses a
1 A celebration of plenty has been cut short after people
chain of plants. Hunt him down and isolate him.
start disappearing from the clan. Investigate.
3 Travel into the Nightmare World to beseech the Throne
2 A dying druid asks you to lay their bones to rest deep in
of Nightmares (p. 257) to end their dryads’ alliance
their childhood forest, which has since turned evil.
with Duru.
3 An innocent person is convicted of murder while under
4 Duru has possessed a tree in the depths of the Venom
the forest's enchantment. Go bring back proof.
Abyss. Find him, cut him off, and fell him once and for all.
4 A swarm of blights and a band of violent raiders fought
to the death—or did they? Loot the battlefield.

234 Chapter 11 | Factions & Threats


to devour the divine ivory of their kin, and many of their
Fiendish Gods plans revolve around killing and eating each other.
“DARK DAYS CALL FOR DARK DEALS.” A fiendish cold war. Though all fiends hate each other,
—Words of the Warlock neither the Winter Gods nor the idols of the Cult River-
lands can stand that the other side exists. When the Winter

D
ESPAIR. DESPERATION. DESIRE. THESE ARE Gods cooperate, it is to sabotage the idols, and vice versa.
the favorite tools of the fiendish gods known Although they are all given over to evil, the demonic
collectively as the Winter Gods and the idols of Winter Gods are driven to frenzy at the thought of the
the Cult Riverlands. Wherever food and water are order imposed by the idols, while the devils that lead the
scarce, these powerful beings are waiting to take Cult Riverlands are irate at the chaos of winter.
advantage of those in need. Regions of woe. It’s not known whether the Cult River-
Like all gods of Planegea, these beings began life as lands were always so parched, or Wintersouth so barren.
mortal creatures, mundane elements, or inert places. Yet Perhaps their natural bleakness led to the rise of the
over time, as they grew in significance and influence, they dark gods, or perhaps they flourished before they were
took on greater and greater power until they achieved corrupted by dark influence. Regardless of cause and effect,
divine status. Some were originally scavengers, predators, wherever fiendish gods reign, their terror and hatred can
cursed objects, or blighted places. Whatever their origin, be felt throughout their domains through pestilence, vile
there is something dark and twisted about them, and they beasts, frightful visions, or a sense of impending doom.
are all fiends now. Scattered opposition. Even in the heart of the Cult
Their methods, motivations, and influence may vary, but Riverlands or the depths of Wintersouth, the dark gods do
it may be said of all Winter Gods and Cult Riverland idols not hold universal sway. Hidden away in crevasses, high
that they are universally evil, and eager to expand their on peaks, or in unexpected glens, good or neutral gods
influence just a little bit farther… no matter how many dwell interspersed among them. Such gods are usually the
mortals perish in the process. first target of the fiends for consumption, unless a greater
scheme or some particular power possessed by the good
god preserves their lives.
OVERVIEW
In a campaign against Winter Gods or idols of the Cult
Riverlands, your party might travel to icy caves, dusty
AGENTS
If the fiendish gods were able to roam freely, Planegea
temples, and the unsettling lairs of awful gods great and
would end in a bloodbath overnight. But because they
small. You’ll fight to undermine fiendish powers, confront
are trapped in their divine hallows, the Winter Gods and
wicked cults, discover druid groves and dark hallows, and
Riverland idols are forced to use agents outside their direct
rally the wretched to rise up and cast off their evil gods
realm of influence.
once and for all.
Worshipers. Clans and cults turn to fiendish gods
Your party may battle the fanatic followers of devils in
through desperation, dark devotion, or deceit. Such
dry and dusty lands where every drop of water is precious,
worshipers may or may not clearly understand their gods’
or confront bloodthirsty demons and their desperate
evil nature, but they are bound to their service and would
cultists in the frozen tundra where the frost can kill you as
willingly die for them—if only because the alternative
quickly as a curse.
would be worse.
Winter Gods or Cult Riverlands campaigns tend towards
Warlocks. Some of the more powerful gods find it
horror and epic fantasy, full of dark rituals, crazed cultists,
expedient to use not only devoted servants, but willing and
devilish pacts, demonic rampages, lies, secrets, betrayals,
crafty tools. Warlocks of the fiendish deities are common-
and the rise and fall of evil gods.
place, and often used to instigate new cults, sabotage
enemies, or travel where the gods cannot go themselves to
FIENDISH DEITIES retrieve items of interest or power.
In the primal world of Planegea, there is no outward Lesser fiends. Like other gods, the Winter Gods and
distinction between celestials and fiends… both are gods Riverland idols can manifest part of their divine essence
and both have power over mortal lives. But anyone who into spiritual beings—fiends, in this case. Quasits and
bends the knee to a dark god will know the difference soon imps are sent throughout their territories to cause harm
enough. These fiendish deities exist to cause misery and and enforce their will. These gods rarely manifest greater
bloodshed, corruption and woe. Whether to achieve some fiends as servants… after all, that’s how foolish gods get
greater end or simply because of the joy they take in mortal eaten by their own creations.
anguish, the evil Winter Gods and idols of the Cult River- Monsters. The minds of beasts and monstrosities are
lands thrive on misery. easily bent by greater powers, and creatures of all shapes
Eat thy neighbor. Evil gods are renowned for their hatred and sizes serve at the whims of these malevolent gods.
of others of their own kind. They may despise good or Sometimes this influence can be broken by powerful
neutral gods such as the Brothers (p. 163), but they have a restoration magic, but more often than not, once a creature
special rancor for other evil gods who dwell beside them. If has had its will subjugated to a fiendiesh deity, it remains
given the chance, any fiend would leap at the opportunity forever enslaved to its dark design.

Chapter 11 | Factions & Threats 235


Brothers. Indeed, some call her the Dark Sister. Her domain
THE WINTER GODS
reaches from Edgegather to Seerfall, and only by the stren-
The shrublands south of the Venom Abyss are barren in
uous efforts of those who break down her shrines and cast
summer and icy in winter. Ever-inhospitable, they lie
out her warlocks is her power held at bay.
mostly abandoned until the cold weather strikes, when the
Short-lived gods. The brutal nature of these fiends
herd animals and the clans that hunt them travel south to
dooms them to brief lives, for gods. Here are a few of those
feed on evergreen needles and prickly grass. It is in this
whose hallows trouble the land this season:
region that the Winter Gods lurk, awaiting those who
stumble into their lands by accident… or who have no other d6 Results
choice but to turn to them for help.
1 Screaming Gaw'tros (a vrock)
Starved of worship. Many of the Winter Gods were once
scavenging beasts or predators, and their hunger is strong 2 Fruskaz the Stench (a hezrou)
all year long. By the time mortals and prey arrive, they are 3 B'z-Ku-Who-Lies (a glabrezu)
frenzied with famine, and will do anything for glory.
4 Mugh (a nalfeshnee)
Give & take. These demonic gods thrive on chaos and
mayhem. Their nature makes them the most unpredictable 5 The Triumphant One (a marilith)
of gods, tempting with plenty at one moment, then killing 6 Twr the Ox-Tyrant (a balor)
indiscriminately the next. Crafty shamans take advantage
of this chaos, choosing the right moments to flatter and
THE CULT RIVERLANDS
extract blessing, then escaping before their dark gods have
The rivers that start in the volcanic peaks of the Fang of
a chance to change their minds.
Rock & Flame descend into a dry and blighted wasteland.
Hunted gods. The open violence of the Winter Gods
Carving gulches and crooked canyons through the dust,
makes them targets of the strongest clans and hunters,
they narrow to a trickle before long—and that precious
who would rejoice to see the land freed of their power.
trickle is where the fiends gather. Craftily controlling the
They are especially opposed by orcs, who only tolerate gods
water, these evil gods—who call themselves idols—rule
at the best of times—many orcish clans consider slaying a
cults willing to sell their souls for a drink.
lesser Winter God the finest proof of a hunter’s prowess.
Tyranny of thirst. In contrast to the chaotic Winter-
Twr. The most feared of all the Winter Gods is Twr, also
south, the Riverlands are home to a horrifying hierarchy of
known as She-Who-Boils. The malevolent deity of the Ox
ordered evil. Every drop of water is governed by some fiend
River, Twr is a towering ox-headed, bat-winged goddess of
or other, with the greater sources ruled by greater powers.
flame and darkness. When the Winter Gods take council, it
These water-idols command absolute authority over their
is Twr who dominates their plans, and some say that she is
wretched cults, who do their bidding on pain of thirst or
seeking to amass power enough to become the rival of the
worse… yet each god would gladly use any betrayal at its

236 Chapter 11 | Factions & Threats


disposal to consume the ivory of a greater idol. Some of defiling their hallows and places of worship, and diminish-
these idols include: ing their glory. Such mortals are easily dealt with indi-
vidually, but represent a constant thorn in the sides of the
d6 Results Winter Gods and Riverland idols.
1 Bhardha Aspbeard, idol of poison (a bearded devil) The fey of Nod. The powers of Nod’s twin worlds (p.
2 Ankos of the Hooks, idol of pain (a barbed devil) 178) are committed to undermining fiendish deities. The
powers on the other side of dreaming love to see pride
3 Smiling Katesna, idol of torture (a chain devil)
humiliated—for good or ill—and find new and inventive
4 Ostis, idol of decay (a bone devil) ways to trick, bewilder, and antagonize the dark gods.
5 Fair Chaisos, idol of beauty (an erinyes) Sometimes their actions enrage the fiendish deities, driving
them into murderous frenzies that cost many mortals their
6 Jegis-Who-Freezes, idol of cold (an ice devil)
lives. The fey care little; they are simply pleased to have
Cult life. If the people of the Cult Riverlands were ever twisted the knife in their targets’ sides.
traders, steppe-hunters, or proud clans, they have since lost
all identity outside of servitude to their dark gods. Chil- ADVENTURES BY LEVEL
dren of the Cult Riverlands are given a blade from birth,
d4 1st–4th level
and cutting the throat of a member of a different cult is
considered a rite of passage. The cults are ruled by fanatic 1 A warlock asks for protection in his journey south for
shamans or charismatic warlocks, and live in a constant the winter. He promises secret knowledge in payment.
struggle of worship, warfare, and thirst. 2 The party takes shelter in a cave in the Cult Riverlands
Spiteful blessing. Cultists who serve their gods well look and is assaulted by waves of murderous cultists.
forward to a truly terrible fate after death—transformation 3 A Winter God has been weakened by a recent battle.
into a babbling horror known as a lemure, the lowest form Hunt it down and harvest it while it's feeble.
of fiend. Yet this is only the beginning, as the idols like to
4 Smuggle water to a village on the edges of the Cult
tell their followers… for he who becomes a lemure might Riverlands to break their idol's hold on them.
one day become a god.
Tomb of the Lizard Lord. Most awful of all idols is the d4 5th–10th level
Lizard Lord, a pit fiend who once ruled all of the River-
lands as the high god of the region... until he was betrayed 1 An old friend from the Cult Riverlands asks for the
party's help to solve the murder of their idol.
and bound by the lesser idols in the Cult War, a terrible
conflict that lasted a generation and made the water run 2 The party has been accused of a crime and trapped in
red with blood. The Lizard Lord lies buried somewhere the hallow of a Winter God as punishment. Escape!
in the tunnels and caves known as the Qanats that run 3 A warlock assassinated a high shaman. Chase them
from the Riverlands to Bittersea, and above all, his former down as they try to escape into the Cult Riverlands.
minions fear his wrathful return. 4 A shaman enlists the party to travel across Planegea
gathering components for a rare spell to banish gods.
THE BINDING OF EVIL
The plans and ambitions of evil gods are blocked at every
turn by other powers, many of which are ignorant of each d4 11th–16th level
other. Should dark gods ever manage to break this opposi- 1 An enraged Winter God has started a raging forest fire.
tion, destruction and death would reign across the world. Escape the inferno alive, and save all you can!
The craftiest Winter Gods and idols know this, and their 2 The child of a genie was abducted by cultists. Find the
plans bend towards the destruction of such impediments. child and restore them to their parents for a wish.
Other gods. Good and neutral gods are the single great-
3 Two Winter Gods are at war. Sneak into their domains
est check on fiendish gods’ power, whether actively oppos- and steal what you can while they’re distracted.
ing them or simply consuming glory that otherwise might
feed their ambition. 4 A powerful cultist has been captured. Broker a deal to
return him to his idol in return for his people's freedom.
Limited domains & hallows. There is hardly a fiendish
god living who is not infuriated by its confinement to a
hallow and its lack of control over land outside its domain. d4 17th–20th level
These evil deities are constantly seeking ways to extend 1 Slay evil gods to expand the Brothers' domain so they
their reach, with warlocks as one of their most vital tools can directly confront the Winter Gods.
for bringing harm to the wider world. 2 A Winter God killed your loved one, then found a way to
Druids. Hated by most gods and clans, druids are vital to escape into another world. Find them and take revenge.
impeding evil deities, siphoning off their divine power for
3 The Lizard Lord has been found, and cultists are
the good of the earth and their own agendas. Many druid
swarming into the caves to resurrect him. Stop them!
groves take the weakening of fiendish gods as their most
vital mission, no matter the danger to themselves. 4 An idol tempts the party with the power to
Defiant mortals. Loyal followers of good or neutral gods become fiendish gods. Accept the deal, then use it
constantly oppose fiendish deities, disrupting their cults, to destroy them.

Chapter 11 | Factions & Threats 237


238 Chapter 11 | Factions & Threats
share an ambition to slay the Worldheart Dragon. If they
The Giant Empires could overcome their politics and rivalries, surely they
THEY WERE HERE BEFORE US, THESE GENIE-SPAWN, would be able to charge the Venom Abyss and storm Blood
these ground-shaking, bone-breaking titans. They were building Mountain itself. However, since everything in their nature
their cities and crowning their emperors and forgetting their deep seems incapable of living in peace with each other, the
past while we were yet in their far future. And because they are so giants content themselves with slaying any dragon that
old, they care little for us. Their eyes are on themselves, their gods makes its way within range of their mighty weapons and
are vanity and power, and they fear nothing but the genies who can magic spells.
unmake them even as they were made, vanishing all their bloody
glory into puffs of smoke and mist. MORTALS IN THE EMPIRES
There’s no safe way to play as a party of mortals in the
—The Truth-Say of Coriac the Eldest
giant empires, but that doesn’t mean you can’t have
amazing adventures there! Here are a few ways you

G
might be able to walk the massive streets of giant cities
IANTS! THE VERY WORD, SAID RIGHTLY,
as adventurers:
makes the hearer tremble through ancestral
You do what we say. Your party might be the captives
memory, passed down from the time when we
of a giant who orders you to undertake dangerous quests
knew how small we are and how might so rarely
to further their agenda. In this scenario, you have access
comes with mercy or restraint.
to the world of giants because they recognize you as
The four giant empires of Planegea—Stone, Fire, Air,
captives and give you as much access as they believe your
and Storm­­—are natural threats for parties of adventurers.
captor is due.
Each has its own environmental region full of obstacles,
Whose are you again? Not all giants know each other.
dangers, treasures, and monsters. The empires are cruel
A band of insolent adventurers might portray themselves
and callous, built by mortals but not designed for them. In
as the captives of an invented giant. Depending on their
those echoing halls one can witness all the decadence and
ability to carry off the ruse, they might infiltrate giant
barbarous pageantry of mighty powers given over to vanity
society for quite some time before attracting notice.
and selfish ambition. (With the possible exception of the
Nobody needs to know. Perhaps the party was
Sea Empire, whose cruelty is driven by a nobler, yet more
formerly captured by a lonely giant who could only
terrible design.)
afford a handful of mortals, and then that giant met an
untimely end. Maybe the party brought that end about.
OVERVIEW Regardless, if they were able to hide the fact of their
In a campaign with the giant empires as threats, your party captor’s demise, they might manage to pursue their own
might travel to great stone cities, fight to liberate captive agenda quite easily.
people, confront decadent powers, discover secrets of the Welcome, little friends. Although most mortals are
Elemental Wastes, and craft mighty accords with unlikely beneath the notice of giants, some may be given access
allies to bring decadent dynasties to their shaking knees. to those great streets thanks to their great cleverness or
Depending on which empires they challenge, your party connections to other forces in the world. A party of dwarves,
will experience extremes of heat and cold, water hazards, for example, is not an uncommon sight in giant cities, as the
and stone, fighting giants, massive beasts, and elementals empires are much in awe of dwarvish stonecunning.
of various kinds and powers. The mark is upon them. Perhaps your party is that rare
Giant campaigns lend themselves towards big, bold, group that is intimidating enough to make a giant take a
heroic fantasy, full of cinematic battles, epic speeches, step back. For high-level play, with sufficient demonstra-
clever ploys, and overwhelming odds. tion of power, backed by lordly allies and a show of force
sufficient to back up your threats, you could step inside a
giant city and come out alive again.
GENIE-SPAWN, DRAGON-KILLERS
The giant empires all owe their existence to the magic of
the genies. Long ago, great pacts were struck, boundaries
were erected, and gifts were given, which allowed the
giants free reign over the Great Valley and the ever-widen-
ing circle of existence around Blood Mountain, so long as
the genies were left in peace to pursue their own interests
in the Elemental Wastes and—should they venture that
far—the Sea of Stars. The giants cannot forget that they
exist at the whim of the genies, and fear their wrath and
power above all.
They also detest the dragons, and resent the Worldheart
for its power at the center of Blood Mountain. All giants

Chapter 11 | Factions & Threats 239


THE FOUR EMPIRES
Each of the giant empires has its own characteristics,
politics, schemes, methods, and environments:

CRUEL DECADENCE: THE AIR EMPIRE


Who can speak without awe of the Air Empire and its
decadent beauty? This mighty domain is filled with
wonders—floating palaces, suspended gardens, pleasure-
caravans that endlessly cruise the winds along the edge
of the Windwaste. The Air Empire is the height of culture
and refinement in Planegea… yet their finery is built
on the captivity of mortals, the use of cruel magic, and
their willingness to go to any length to demonstrate their
sophistication. The Air Empire is a place of beautiful but
terrible feasts serving unspeakable delicacies, refined
entertainments that take pleasure in the suffering of others,
and games of chance that end in awful consequences.
Cloud giant princelings and duchesses live a life of
endless pleasure and wonder—but all those who serve
them know at what a terrible cost that beauty comes.
The Air Empire is ruled by the breathtaking
Empress of the Air, a cloud giant whose immortal
beauty is legendary. She dwells in a palace that fills
half the city with its gardens and houses of pleasure
and entertainment, and is surrounded by elite guards,
captive mortals, and such wonders and delights as to
make even the world-weary gasp.
The Air Empire will do anything it takes to maintain
their aura of decadence and refinement. They are
always on the hunt for new diversions, and think
nothing of capturing or torturing anyone who gets in
their way. They are determined at all costs to please
the vain and fickle djinni, with whom they live in
close alliance, since it is djinni magic that empowers
their most lavish delights.
Air Empire adventures usually take place in hills,
mountains, and arctic or urban environments.

Rarity Air Empire Magic Items


Common Marble of Nod
Common Harmless Pin
Common Mask of Expression
Uncommon Scimitar of the Dancer
Uncommon Platter of Endless Delight
Uncommon Fluttering Mail
Rare Blood Siphon
Rare Little Liar
Very Rare Helm of the Host
Legendary Asp of Perfection

240 Chapter 11 | Factions & Threats


ARMY AT THE BLAZING EDGE: THE FIRE EMPIRE GRAPPLING WITH OBLIVION: THE SEA EMPIRE
The Fire Empire is vigilant and militant, always growing It may be said that the Sea Empire has the only selfless goal
their army, training their warriors, and crafting fine of the giant kin… and yet they carry out their agenda at a
weaponry. They have to be—they dwell on the border of terrible cost. Storm giants live on the border of the Brine-
the Scorchwaste, where dangerous efreeti fight constant waste, where the marids in their coral castles do nothing
battles and fire elementals rage in endless fury. To be to check the growing threat of the krakens, chuul, and
a fire giant is to dwell in an empire either at war or aboleths that lurk in the deeps and writhe darkly towards
ready to go to war at any time. Prizing discipline and the shore. The Sea Empire is bound to stand against the
preparedness above all, the Fire Empire sees itself as the might of the aboleths, break the power of the Craven of the
greatest power in Planegea, and often sends its emissaries Brinewaste, and keep Planegea safe from a tidal wave of
to other empires to offer their council and advice. destruction. But to do so, they raid the lowlands constantly,
The last emperor of the Fire Empire was killed in battle capturing mortals and forcing them to labor in service of
with an efreet at the fall of Bosa (p. 247), and since then their endless vigil against the tides of chaos. They believe
his courtiers, advisors, and children have been locked in that they and only they are capable of holding back the
a power struggle to claim the throne. Until one of them coming apocalypse, and will continue their struggle in the
can win the right to take it, the throne sits empty, and the lightning-lit darkness, no matter what the cost.
empire is led by the War-Regent, an old, battle-scarred The Sea Emperor is authoritarian and utilitarian, locked
giant who believes that, above all else, discipline is the path in an endless struggle against the unseen. He is almost
to victory. impossible to access, as he is always in council with his
The agenda of the Fire Empire is to guard the border and advisors, training his warriors, or traveling the coast to
display their military strength and power. They try to stay keep constant vigil. While he is distracted, his empire has
one step ahead, always researching possible ways to gain begun to fray and grow chaotic, with those storm giants
an advantage over the enemies they believe surround them, not recruited to the great fight growing bored and sullen,
and offering unasked-for council to their giant kin. They taking out their displeasure on the mortals in the lowlands
are also greatly concerned with making sure the border to and fighting amongst themselves.
the Scorchwaste is closely guarded at all times, and much The Sea Empire is a fracturing society, its leaders focused
of the empire’s energy and resources go into maintaining utterly on the peril under the sea, while its youth and civil-
the Waste-Watch. ians are subtly dismantling the apparatus of the empire in
Fire Empire adventures usually take place in hills, grass- their frustration and discontent.
lands, deserts, or urban environments. Sea Empire adventures usually take place in coastlands,
swamps, hills, grasslands, and in underwater or urban
Rarity Fire Empire Magic Items environments.
Common Bead of Frost
Rarity Sea Empire Magic Items
Common Bead of Breeze
Common Rumbleglow Paint
Common Dowsing Rod
Common Brightshatter Jar
Uncommon Blinding Weapon
Common Gutter’s Knife
Uncommon Nightwatch Scouting Hoop
Uncommon Well of Entrapment
Rare Obsidian Armor
Uncommon Eyes of the Storm
Rare Pipe of Smoke-Summoning
Uncommon Krakenhunt Trident
Very Rare Arcfire Glaive
Rare Wolfskull Hood
Very Rare Horn of the Herd-Lord
Rare Ring of Understanding
Legendary Whip of Bosa
Very Rare Starcouncil Diadem
Very Rare Cord of Ethereal Projection
Legendary Midnight Star

The Fire Empire… I have little sympathy for giants


at the best of times, but these martial lordlings
make me more weary than afraid. You’ve never seen
sharper armaments carried by duller wits. 

Chapter 11 | Factions & Threats 241


MORTALS MAGNIFIED: THE STONE EMPIRE Rarity Stone Empire Magic Items
Of all four empires, the Stone Empire is most similar to the Common Crafting Hoop
mortals dwelling in the valley below. It is a mixed society,
Common Firehide
with stone giants and frost giants living side by side in
fraught cooperation. The frost giants rule the mountains Common Speaker’s Tongue
above, raiding the valley and acting as the conquering Uncommon Rockturner
power that keeps the empire strong, while the stone giants
Uncommon Stonebow
rule the mountains below, crafting great cities and fashion-
ing wondrous works in the gloom they prefer. The stone Rare Stonearrow
giants are a quiet, contemplative people compared to their Rare Remorhaz Armor
warlike counterparts, but neither considers their mortal
Rare Basin of Dreaming
captives anything more than things to be worked to death
in their service. Very Rare Icebiter Pike
The Stone Empire is ruled by two giants: the Stone Very Rare Peakshatter Guantlets
Emperor and the Frost Empress. They are symbolically
Legendary Deepstone
wedded, but detest one another and take any opportunity
to undermine each other’s authority, up to the point where
it might threaten or cause harm to the empire.
The agenda of the Stone Empire is to display their
strength, build their cities higher and deeper, and crush
their political opponents within their own empire. It is
also the only one of the four empires to ever be defeated by
an uprising of mortal captives, and they are determined to
win back Free Citadel (p. 199)—although its defenses and
resources make that almost impossible, even for them.
Stone Empire adventures usually take place in hills,
caverns, mountains, and arctic or urban environments.

242 Chapter 11 | Factions & Threats


ADVENTURES BY LEVEL
d8 1st–4th level d8 11th–16th level
1 Gatherers from a local clan were captured by a hill giant. 1 The Stone Empire is mustering to beseige Free Citadel.
Rescue them before he sells them to the empire. Prepare it for the attack, then defend its walls.
2 A wandering stone giant carved a mystical drawing on 2 Lure a purple worm to attack a giant city, creating a
the hillside and then died. Loot and investigate. diversion while you free enslaved captives.
3 A pack of dire wolves raised by a giant shepherd has 3 The captured party has been conscripted into the fire
broken loose. Deal with them. giant army to guard the border against efreeti attack.
4 An elemental from the Wastes has slipped through the 4 Fire emissaries are crossing open land to advise the
border and is wreaking havoc. Destroy it. Sea Empire. Follow and strike while they’re vulnerable.
5 A wandering monster attacked a giant’s child. The giant 5 The captured party must win their freedom through
is offering a reward to whoever slays the beast. gladiatorial combat for the entertainment of giants.
6 A giant raider is willing to let the captured party go if 6 A god requires the eggs of a roc retrieved from the
they are entertained by feats of strength and daring. infinite waterfalls below the giant city of Lo-Pa.
7 A magical storm threatens a god’s hallow. Find and stop 7 The city of Zarkez holds great secrets in the heart of the
the source of storm before the god is destroyed. Everstorm. Go and steal them.
8 A band of hunters took on a young giant and lost. Drag 8 The Sea Empire is crumbling from within. Exploit their
them back to the clanfire before the wolves eat them. distraction to take over a lax outpost.

d8 5th–10th level d8 17th–20th level


1 A mad frost giant is rampaging through the land, 1 Challenge the Stone Emperor and Frost Empress to
accompanied by a winter wolf. Bring them down. single combat in their own Imperial Hall.
2 A friend has been captured by raiders. Pose as captives 2 Lead an army from Free Citadel to sweep across the
to infiltrate a giant city and launch a rescue. peaks and shatter the Stone Empire once and for all.
3 There’s rumor of abandoned treasure in the fire- 3 Strike a bargain with an efreeti tyrant to unleash the full
blackened ruins of Bosa. Travel there and investigate. fury of the Scorchwaste (p. 159) on the Fire Empire.
4 Free Citadel (p. 199) has need of the skull of a 4 Claim the Dragonhammer from the peak of Blood
magical monster. Hunt it, harvest it, and bring it there Mountain (p. 157) and smash the black walls of Eknis.
for a reward.
5 Journey into the Typhoon Waste to find spells to send
5 A giant is trapped in a canyon. Free him and escort him the Floating City plummeting into the infinite void.
home to earn his gratitude.
6 Turn the Throne of Nightmares (p. 257) and the djinni
6 A trio of giants captures the party. They are bickering against the Empress of the Air, unleashing their horrors
over their treasure. Escape captivity and rob them. on her.
7 Dark magic has been leaking from the cave of an 7 Take control of the Mother of Krakens, summoning her
ancient giant hermit. Go in and find out why. on a suicidal attack to drag Mabros into the sea.
8 Giant raiders are planning to pillage the region at 8 Find the source of the Everstorm and destroy it,
sunrise. Sneak into their camp and wreak havoc. breaking the power of the Sea Empire forever.

Chapter 11 | Factions & Threats 243


close enough to the migratory routes of the clans that all
The Gift of Thirst it usually takes is a little fog to confuse a band of delicious
“IN A WORLD FULL OF DEATH AND MOURNING, WE mortals into the shadow of the Gift’s influence.
are the enlightened, the gifted, the graceful. We endure, and we seek Tomb-lands. Tombs of the Gift are treasure troves of
diligently for those worthy of the blessing that only we can bestow.” jewels, furs, art objects, and the mummified bodies of their
favorite drained vessels. Tomb-lands (p. 151) are cloaked
—The Nin
in darkness and fog, guarded by thorns and wolves, skitter-

L
ing with bats, rats, and lizards. In such gloomy realms are
IFE IS SHORT AND DANGEROUS, AND THE people
found the encampments of the enslaved—hapless mortals
of Planegea must fight every day to survive. Some
lured into the domain of the vampire who find it impos-
see death as an escape, some as a natural cycle,
sible to leave. They unwillingly guard the vampire’s tomb,
but for most, it is a thing to be feared and to fight
erecting traps and cultic warnings while warding off any
against. To the strongest, most cunning, and wisest
potential interference; all the while both hating and fearing
of those who fear death, the Gift of Thirst comes in the
their overlords.
darkness with whispers of immortality.
Sowing chaos. Those outside the tomb-lands are not
The Gift of Thirst is a secret aristocracy of vampires and
safe from the Gift of Thirst. A common Gift tactic for
their thralls. Their numbers are small by choice—only
finding candidates is to create mayhem and danger—
the truly worthy are given the prize jewel of endless life—
raising undead, committing murder or arson, or releasing
and few ever learn of them and live. Yet their influence
monsters. Once harm has been unleashed, the Gift can
stretches from the fiery halls of Stoneblood Shrine to the
evaluate which mortals survive and conquer. Particularly
foam-flecked waves of Scattersea, and their dark ambitions
impressive mortals may merit further observation… or
extend to the very crown of death itself.
even be approached directly to begin the Path.

OVERVIEW THE PATH


In a campaign tempted by the Gift of Thirst, your party
The Gift of Thirst takes many thralls by force—poor fools
might travel to dark tombs, lava-filled temples, the high
who wander into their tomb-lands. But they also seek out
seas, enslaved domains, and even to the lair of Death itself.
the exceptional. Those who they deem potentially worthy
You’ll fight to keep hope alive and battle back the seduction
of the Gift are offered a path to immortality.
of the night, confront terrible temptations and atrocities,
Vessel. First, a recruit must serve as a vessel for a time,
discover ancient curses, and make choices between evils
traveling with a vampire to serve their everlasting thirst.
that could reshape the world forever.
Vassal. After a time set by the vampire—usually a year—
In dark deserts and hills, on plains and oceans, and deep
the recruit ceases to be regularly fed upon and instead
under the surface of the world, you’ll battle the undead,
serves as a willing agent of the vampire, executing their
their humanoid thralls, and the beasts that serve them.
will in the world and going into the daylight, across water,
Gift of Thirst campaigns tend to favor horror and swash-
and into uninvited places where their master cannot travel.
buckling. They’re full of alluring darkness, cruel parasites,
Spawn. After proving their loyalty to the Gift, a vassal
daring quests, daredevil stakes, and terrifying consequences.
might be fully drained, buried, and rise as vampire spawn.
Such spawn are powerful vampiric forces, and can raise
PRIMORDIAL DARKNESS skeletons and zombies under their control, but they them-
The Nin, queen of her kind, is the first vampire who ever selves are fully pawns of their master’s will, and cannot
lived. She rules her dynasty from Stoneblood Shrine, in the create other spawn. Such spawn usually rule tomb-lands
Fang of Rock & Smoke. From there, vampires both fair and in their master’s absence, but some constantly accompany
monstrous extend their reach down into the world, using their master on their travels across the world.
tombs placed at strategic distances to sleep by day and stalk Vampire. Spawn live in hope a member of the Three
at night. and Nine being slain. They fight each other for their
The Three-and-Nine. In all of Planegea, only twelve true master’s favor so that one day, when a new vampire
vampires exist. They are served by a network of vampire must be created, they can be the one chosen for the true
spawn, ghouls, enslaved mortals, blood-drained vessels, gift. Several spawn have ascended to join the Three-and-
and allied beasts… but only the Three Ancients and the Nine when one of the aristocracy has been slain. Such
Nine Gifted are full vampires. These twelve scheme and ascensions are great ceremonies, usually the result of
search for those who are worthy of true immortality; but countless years of waiting. These ascensions take place at
their pride, caution, and endless lives make the search slow, Stoneblood Shrine, under the blessing of the Nin. With
deliberate, and cruel. their ascension, the new vampire is granted a wish by the
Abundant prey. Planegea is an easy place to find blood— all-powerful Nin. Vampire ascensions are world-shaking
yet the Gift prefer the blood of humans above all. Their events, where anything can happen… and all of reality is
tombs are carefully placed far from running water, yet just made darker.

244 Chapter 11 | Factions & Threats


uses to make herself appear all-powerful and able to grant
THE THREE-AND-NINE wishes to the newly ascendant, cementing her reputation
The twelve vampires of Planegea live in a strict hierarchy, as an almighty queen.
with the Nin at the pinnacle. All serve their place, and all The Lugal. High priest of the Nin, the Lugal oversees the
pursue the same two goals—the glorification of the Nin candidates as they approach ascension, arbitrates disputes
and the selection of worthy candidates for ascension. They between the En and the Ensi, and ensures protection of
are known to their thralls only by their titles. Their mortal the Stoneblood Shrine itself. The Lugal is served by an elite
names, which they are called only by other vampires, are guard of militant vampire spawn, and is the final authority
great secrets, for one rite of their ascension is to travel over the Shrine, except for the Nin herself.
throughout Planegea, murdering anyone who might know The Khopesh. The Khopesh is the sword of the Gift,
their name. tasked with hunting down runaways and rogue vampire
spawn, and battling the servants of Nazh-Agaa (p. 251).
THE THREE He travels alone, and is one of the most feared killers in
The most ancient of vampires are the Three, above all all of Planegea. The Khopesh is the only vampire with no
others in the Gift of Thirst. spawn—he has no desire to rule, only to kill and serve his
The Nin. Long ago, when the Great Valley had just been queen.
thrust out from the Worldheart, a mortal spellcaster bound
an efreet to her will and forced him to grant her a wish. THE NIN’S EFREET
The woman wished for eternal youth, and the cruel efreet
The efreet roils with ancient fury in the magma below
granted it in the form of the vampiric curse. It has been
the Nin’s throne, dreaming of the day her destruction.
uncountable years since then, and the Nin has established
a dynasty, born of her bite and under her absolute control.
She has strong psychic abilities and—in a secret known
only to the Three—still rules the chained efreet, whom she

Chapter 11 | Factions & Threats 245


THE HOUSEHOLD OF THE NIN
THE NINE Below the others in power, but greater in influence, sits
The nine younger vampires serve the will of the three,
the Household of the Nin. Officially, these three vampires
and have been replaced several times over the Nin’s long
are not responsible for anything except the comfort and
lifetime—although the death of any of them is still a major
pleasure of their queen—but each of them is a powerbroker
event. They are broken into three groups: The En and the
in the shifting politics of the Gift’s court. The Household
Ensi, charged with leading various aspects of the Gift, and
never leave Stoneblood Shrine, being regarded as the Nin’s
the favored Household of the Nin.
most valuable posessions.
The Sole Companion. The Sole Companion is the Nin’s
THE EN
consort, chosen by her personally and replaced every few
The Gift’s three priests, called the En, are responsible for
decades. The Sole Companion is always in a dangerous
recruiting candidates for ascension. The En travel through
position, and is little respected by the rest of the Gift.
the night to wherever promising mortals exist in Planegea,
The Queen’s Brother. When the Nin was still mortal,
watching and waiting for the opportunity to lead new souls
she had a brother who met a violent end. Ever since, she
onto the Path.
has maintained the belief that his reincarnated soul exists
The Servant of the Gift. This twisted figure was ancient
in the world. The Queen’s Brother is the ascended mortal
when he was turned to vampirism, and his deformity
who most resembles her memory of the brother who died
frightens those he encounters. Yet there is none who can
eons ago—and a new Brother ascends whenever she finds
compare with his talent in evaluating potential candidates
someone who more closely fits her memory.
for the Path.
The Queen’s Favorite. By far the most influential role in
The Pure One. This shapeshifting recruiter uses their
the Household of the Nin, the Favorite is hand-selected by
physical beauty and powers of enchantment to draw new
the Queen as a confidant and advisor. The current favorite,
candidates to the path. The Pure One makes a practice of
a circumspect woman with dark eyes and a penchant for
studying new potential candidates, usually appearing to
holding grudges, grasps more threads of power in her hand
them in the form they will find most desirable, drawing
than any other being except the Queen.
them into darkness with seduction and promises of eternal
youth and desire.
The Master of Secrets. This veiled vampire’s face has not STONEBLOOD SHRINE
been seen by any but the three. He has a perfect memory, Carved from a volcanic peak in the Fang of Rock & Smoke
and serves as the keeper of lore for the Gift. A living record is an ancient efreeti temple, which the Gift calls Stone-
of all that the Gift has encountered in its existence, this blood Shrine. This monumental structure is built with
Master of Secrets was trained by his predecessor before the strange geometry not meant to be walked, but rather flown
latter was executed for speaking the Nin’s mortal name through, with ascending hallways, entire chambers with
aloud where others might hear. lava-flooded floors, and rivers of magma coursing through-
out its many rooms. This temple is the base of operations
THE ENSI for the Gift, where the Nin and her household reside, and
The Gift’s rulers of matter, called the Ensi, are responsi- where new vampires ascend and cast their single wish.
ble for ensuring the prosperity, order, and wellbeing of Unnatural architecture. Nothing about Stoneblood
the Gift. They are the equals of the En, and manage the Shrine is intended for mortals—the walls and floors veer
vampires that are, rather than the vampires that might be. at strange angles, open lava flows through the halls, and
The Governor. This stern gray vampire is charged with many rooms cannot be reached at all by any means other
overseeing the tomb-lands, ensuring their safety and the than flight. This makes it an ideal haunt for the Gift, with
preservation of the tombs themselves. She is a firm hand, their ability to transform and climb walls like spiders. Its
and quells any uprisings with instant death. architecture poses an innate defense against any fools who
The Overseer. This rotund, quick-witted vampire is a would dare to intrude upon the very home of the Nin.
charming host and a ubiquitous guest. Charged with broad The Great Sarcophagi. Stoneblood Shrine is home to the
missions such as gathering new lore, waging minor wars, Great Sarcophagi of the Three-and-Nine. These massive
building monuments, and so forth, the Overseer is the stone structures are where their greatest treasures are kept,
vampire who interacts most with outsiders. and are regarded by each of them as their true home and
The Steward. This ravenous vampire appears little older resting place. Each sarcophagus is preserved and guarded
than a child, yet she is the eldest of the Nine. Her endless by a squadron of vampire spawn and always has a fresh
thirst is an affliction worse than any of the other vampires, bouquet of vessels prepared should the vampire desire to
and she surrounds herself constantly with a host of half- feed at home.
dead vessels. Her hunger makes her the ideal manager of
the Gift’s vast resources, since she is inclined by her curse
to hoard against hunger and want.

246 Chapter 11 | Factions & Threats


Chamber of Ascension. This grand chamber is at the
heart of the structure, and cannot be accessed except ADVENTURES BY LEVEL
by magical flight, being fully surrounded by curses and d4 1st–4th level
magma. In it, the vampires ceremonially anoint their 1 A vampire spawn is caught in the act of taking an
chosen new members, and here the Nin does her greatest innocent life and flees. Hunt them down.
work—the granting of wishes. What none but the Three
2 A chieftain offers a reward to anyone willing to scout an
know is that the wish is not actually granted by the Nin
unexplained area of darkness in the clan's path.
herself, but by the ancient efreet she has bound to her will,
who roils with ancient fury in the magma below the Nin’s 3 A clan plagued by undead visitations sends the party to
throne, and dreams of the day of her destruction. bring back holy water from their god.
4 A vampire trapped in a tomb offers the party its
THE SHARKSAIL BETRAYERS treasures for safe passage through the angry clans.
For all the Gift’s power and influence, there is a thorn in
their side that causes them endless rage—the Sharksail d4 5th–10th level
Betrayers. Long ago, one of the Gift built a tomb in the 1 A catamaran of vampiric pirates is raiding your islands.
Undershore, and was feeding up and down the coastline. Stop them, saving as many as you can from their fangs.
But a hero of the land rose up against him and slew him, 2 An old mentor sends word that they are trapped in a
freeing his spawn. The spawn, knowing the Khopesh vampire's tomb-land. Find them and help them escape.
would come and slay them, did the unthinkable: they took
3 If at least three of the five local clans can band together,
to the seas. Running water is death to vampires, yet with
they can assault the nearby tomb-land. Unite them.
nothing to lose, the free spawn built a towering catamaran
and sail the seas that are to them as acid even now, ravag- 4 A party member lost a loved one to the Gift, and the
ing and feeding on the people of Scattersea. Overseer is nearby. Stalk him and find his weakness.

d4 11th–16th level
THE COUP OF DEATH 1 A vampire tomb was recently abandoned. Investigate
The eyes of the Nin have long been fixed on a single prize: and find out why.
the overthrow of Death himself. The Gift of Thirst has 2 Vampires stole a priceless artifact. Sneak into Stone-
always been opposed by Nazh-Agaa, hunted by his crea- blood Shrine and recover it without alerting the Gift.
tures, and stalked by his agents. The mere appearance of
3 The Pure One approaches a party member with an
a raven or scarab, or the hint of a valkryie is enough to
offer to join the Path. Play along as a double agent.
terrify vampire spawn. The Nin, so long inured against the
reign of Death, plots the day that she may find her way into 4 A friend has been kidnapped and taken to Stoneblood
the Kingdom of the Dead. She is gathering strength, lore, Shrine as a vessel. Save them, no matter what.
and artifacts. She will not make her move until she is sure
she cannot fail—and then will begin the great vampiric d4 17th–20th level
assault on Nazh-Agaa, and the ascent of Nin to become the 1 Vampires flock to assault the party—it appears that the
Queen of the Dead and the Undead. Nin has found her newest Brother, and he is among you.
2 Sail into the Scattersea to find the Sharksail Betrayers,
and recruit them to join you in an assault on the Nin!
3 Gather three magical weapons hidden in the World-
Fangs, then slay the Nin and her spawn once and for all.
4 After a vampire’s wish turns all life undead, travel into
the Kingdom of Death to strike a deal with Nazh-Agaa.

I have knelt in Stoneblood Shrine before the Nin


herself. I only survived by surrendering secrets
of the Kingdom of the Dead. But sometimes I still
wake suddenly, pulse pounding, and swear I feel
the stab of fangs pressed against my throat. 

Chapter 11 | Factions & Threats 247


Kelodhros Ascendant OVERVIEW
In a campaign that faces Kelodhros Ascendant, your party
THE SACRIFICE AWAITS OUR EMBRACE! THE WORLD
might travel to dark jungles, strange temples, and the
awaits our ascent! Our ritual—strong! Our fate—manifest! Our
remote lairs of terrible monsters. You’ll fight to overthrow
time—now! We are all and all is Kelodhros!
evil rituals, confront strange hybrids, discover insidi-
—Kelodhrosian Sacrificial Chant ous plots, and rally powerful forces to stem the tide of
Kelodhrosian invasion and assimilation.

S
OMETHING TERRIBLE IS SPAWNING IN THE Your party may fight monstrosities by the light of the
Venom Abyss (p. 160). The Kelodhros people, new clanfire, the glow of jungle beetles, and the flickering of
to creation, arose from somewhere deep in the ritual torches atop great ziggurats.
jungle only in the last few generations. But in that Kelodhros Ascendant campaigns tend towards swash-
time, they have begun to build a powerful and buckling and horror. They’re full of bold confrontations,
spreading empire, its influence gripping the jungle and evil rituals, bizarre enemies, and exotic locations.
pushing outwards and upwards into the rest of Planegea.
Kelodhros Ascendant is an empire built on ritual sacri-
fice. The Kelodhrosians have a mystical process which they
THE EMBRACE
The Kelodhrosians are not a powerful people by nature.
call the Embrace—an elaborate ceremony ending in the
They stand about five feet tall, with gaunt builds and pale
slaughter of a victim. The Kelodhrosian who performs the
skin. They are hairless, and their faces are naturally almost
sacrifice steals part of the victim’s physical form, trans-
blank, like white masks in which the only visible feature
forming itself and becoming more powerful in the process.
are their enormous blue eyes. Some say they were origi-
A Kelodhrosian in its natural state is slender, pale, and
nally mushroom folk, others that they emerged from the
fragile. But by the rite of the Embrace, they take many
Nightmare World of Nod, still others that they are the
forms—snake-people, apish monstrosities, half-dinosaurs,
newest creation of the Worldheart Dragon, the rightful—
and more—and with the power stolen from their sacrifices
but unsettling—children of Planegea.
they are strong, deadly, and relentlessly dedicated to the
Whatever their origin, the Kelodhrosians have become
growth of their empire.
powerful by a certain trick of their kind: the ritual known

248 Chapter 11 | Factions & Threats


as the Embrace. Through an elaborate ceremony always souls of their people are sacred, and therefore do not kill
requiring a sacrificial captive, a Kelodhrosian can slaughter such creatures. Rather, they construct cages or labyrinths
their victim and steal some part of their physical being, to confine them, and use their aggression and mad power
adding it to their own body and becoming more powerful. for ritual and political purposes.
The Kelodhrosians hold the form of their birth in Infiltrators. The empire knows that the world outside
contempt, believing that the more they perform the the Abyss is wide and full of power. They therefore make
Embrace and adopt the bodies of other creatures, adding a regular practice of capturing humanoids and Embracing
them to their own physicality, the greater and more glori- them, giving Kelodhrosians their forms so that they can act
ous they grow. as spies—with only their blue eyes as clues to their nature.

EMPIRE RISING SACRIFICERS OF GODS


There is a clear hierarchy among Kelodhrosians, depending Deep in the jungles of the Venom Abyss, Kelodhros Ascen-
on how many times they have enacted the Embrace. dant builds great temples—but not for the worship of gods.
The unembraced. The lowest level of society are Kelodhrosian magic is drawn from the power of living
Kelodhrosians in their natural state—pale, mask-like faces, things—from the life-force of nature, which they embrace,
slender bodies, weak and vulnerable. The unembraced act steal, and twist to their own purposes. The Kelodhrosians
as servants and acolytes to their more powerful brethren. have little use for gods. They believe that all of Planegea
Aspecters. Those who have enacted the Embrace once was created for their use, and the gods are simply one more
or twice are called Aspecters. They typically still feature form of life to be taken in ritual Embrace.
mostly Kelodhrosian bodies, but with some Embraced
aspect of their victim, such as scaled skin, more powerful
musculature, claws or fangs or feathers, or some other
INFILTRATION
Kelodhros Ascendant is taking every precaution. They
physical marker that sets them apart.
know the world awaits their Embrace, and will not hurry
Hybrid Priests. More powerful Kelodhrosians who have
their conquest before the proper time. Instead, they send
performed the Embrace many times often steal aspects from
out their spies into the world to learn about the kinships
different kinds of victims. These are called Hybrid Priests,
above the cliff walls of the Abyss—which they call the
and they take on nearly infinite combinations of beast parts
Cradle—to discover who is strong, who is weak, and who is
in their quest for ascension. Hybrid Priests often serve as
ripe to be claimed by the ritual.
guards, soldiers, and overseers in the work of the empire.
Since other humanoid kinships are similar in form, it
Monoform Priests. Some priests choose to be single-
only takes a single Embrace for a Kelodhrosian to become
minded in their Embrace of a particular form. These consider
an Infiltrator. By their ritual, they can assume their
it a great honor to be as close in physicality to their chosen
victim’s kinship, although their blue eyes remain regard-
creature type as possible, while keeping their own mask-like
less of their shape—a telltale sign for those who have heard
faces. Because they only Embrace a single type of creature,
the whispers. Some hide this by pretending to be blind,
they typically pursue the form of particularly powerful
others blend by traveling among societies where such eyes
beasts. Monoform Priests often serve as high leaders of ritual
are not uncommon.
and ceremonial guards for the elite archpriests.
Infiltrators usually travel in bands of three, relying
Archpriests. These Kelodhrosians have achieved the
on deception and the glow of the fire to slip into unwit-
highest level of ascent, stealing aspects from victims until
ting clans. They serve as spies for nearby hidden nests of
nothing remains of their original forms but their bright
unembraced acolytes, led by a priest. While the Infiltra-
blue eyes. Archpriests may arise from Hybrids or Mono-
tors gather knowledge of the clan, the nest finds a place
forms (although the latter is more common), and they are
to create a ritual site. And when the moment is right, the
responsible for the expansion of the Empire, the pursuit of
Infiltrators bring their prey back to the nest for the rite of
new sacrifices, and the spiritual guidance of the Kelodhro-
the Embrace.
sian people.
Clan by clan, sacrifice by sacrifice, Kelodhrosian colonies
Lost Souls. Sometimes priests go too far in their pursuit
are subtly spreading out from the Venom Abyss, welcoming
of power. It is possible for Kelodhrosians to lose themselves
more of their kin from the cliffs and planning their next
during a ceremony gone wrong, becoming mindless or
move. Pity the hapless wanderer who stumbles across a blue-
mad, fully monstrous in spirit and body. The Kelodhro-
eyed clan erecting a strange ritual pyramid by firelight!
sians consider such events a great tragedy, but believe the

I am shaman, not a seer—but I foresee terrible


trouble coming to our world in the form of these
creeping white creatures. Though they are small
in their natural bodies, this power they wield
is terrible, and not to be taken lightly. 
Chapter 11 | Factions & Threats 249
ADVENTURES BY LEVEL RITUAL EMBRACE
d4 1st–4th level The sacrificial rite of the Embrace always follows a similar
pattern, although it can be adapted to the circumstances
1 Strange little elevated platforms have been popping up
should Kelodhrosians have scant time or resources:
across the region. Investigate their source.
• Selection: The chosen victim is identified and observed,
2 A clan hears terrible wailing at night, and the local to ensure they are worthy of the Embrace.
animals have been acting strangely. Find out why. • Preparation: The site is constructed. The ritual requires
3 A blue-eyed clan shelters the party from a storm, and a pyramid or ziggurat-shaped structure with at least
invites them to a festival that night. Survive. three levels and a flat platform at its top.
4 A bizarre, misshapen monster with blue eyes has been • Subduing: The victim is made harmless, usually
seen in the area. Find it and kill it. through drugging, magic, or a sneak attack rendering
them unconscious. Kelodhrosians almost never capture
d4 5th–10th level their victims by open force.
• Binding: The subdued victim is confined by ropes or
1 A Kelodhrosian colony near Edgegather (p. 169) is
shackles.
abducting people. Find their ziggurat and end their rituals.
• Presentation: The victim is brought to the ritual site, and
2 A giant raiding party was Embraced, and the priests are the ceremony begins with a call-and-response, offering
using their newfound might to take victims by force. them to the Embracer, who waits on the platform at the
3 Kelodhros Infiltrators ask for your help to hunt down an top of the structure.
escaped Lost Soul too powerful for them to capture. • Ascent: The victim is then carried, led, or dragged up
4 Your party is drugged and dragged into the Venom the stairs or ramp to the platform.
Abyss. A powerful priest desires your forms. Escape. • Escalation: The ceremony reaches fever-pitch as the
Kelodhrosians raise their voices in keening wails that
can be heard at a great distance, drawing the life energy
d4 11th–16th level
of the sacrifice to the surface.
1 Kelodhros has started Embracing dragons. Go into the • Sacrifice: At the moment of sacrifice, the Embracer
Venom Abyss and destroy the sect responsible.
wraps itself around the victim in a literal embrace,
2 A huge colony has formed in the Icehook Peaks, crushing them with magical strength and transferring
Embracing anything that moves. Put an end to it. their stolen essence into its own form.
3 An archdruid disappeared in the • Embrace: The ritual complete, the Kelodhrosian releases
Venom Abyss trying to infiltrate the the crushed body of its victim, immediately assum-
Kelodhros. Rescue them. ing the stolen aspects, reinvigorated with the
4 You discover Kelodhrosians strength and power of the life-energy it
have infiltrated every faction in a just stole.
worldwide conspiracy. Unmask
them.

d4 17th–20th level
1 Kelodhros has commenced its ascendance and is
swarming from the Venom Abyss. Save Planegea.
2 God after god is being Embraced by the
Archpriest Ascendant. Kill it before it consumes
all living things.
3 Kelodhros has infested both worlds of
Nod (p. 178), and are attacking from
everywhere in terrible, fey forms.
4 The stars themselves cry out for help!
They are battling Kelodhros, who have
found their way there.

250 Chapter 11 | Factions & Threats


threshold. But casting the raise dead, reincarnation, resurrec-
Nazh-Agaa, the King of the Dead tion, or true resurrection spells draws his ire.
“THEY SAY THAT DEATH LEADS TO A DARK DOOR, There is a 5% chance per level of these spells that Nazh-
across the threshold of which lies a black city without end. And over Agaa will take note of the resurrection magic and mark it
it all, and after the end of the end, there is nothing... nothing but as an infraction of his law. Use the table below to inspire
Him, waiting without life or passion or feeling, the final death.” his wrath as the party casts such spells:

—Ush the Ranger


Infraction Reaction

I
1st Nearby ghosts are drawn to the spell’s target
NEVITABILITY. ENTOMBMENT. THE UTTER END. for several days and, if inclined to be hostile,
Nazh-Agaa, the King of the Dead, is the final terminus will focus their attacks on the target
of all life, all hope, all light. The great titan of death is
2nd Nearby fanatics or death-aligned beasts
neither god nor lich nor elemental. He is Death itself, a
stalk the spell’s caster and target
fundamental law, the collective embodiment of entropy,
decay, and this single, simple fact: 3rd or 4th Celestials are summoned and attack the
(must be 5th spell’s caster and target
level+ spell)
In the end, everyone is forgotten.
5th (must be Summoned celestials and all mortal agents
9th level spell) of Nazh-Agaa within 10 miles attack the
OVERVIEW caster and the target
In a campaign gripped by Nazh-Agaa, your party might
travel to the hallows of powerful gods, into the gloom of Gravemark. Those who are restored to life by resurrec-
the Nightmare World, to crypts and graveyards and past tion magic are not unaffected by their sojourn among the
the edge of the world into the very Kingdom of the Dead. dead. After being resurrected, whenever the spell’s target
You’ll fight to survive, confront the harbingers of the grave, completes a long rest, they must make a DC 12 Constitution
discover the limits of resurrection, and discover how much saving throw. On a failure, they do not gain the benefits
you’re willing to lose along the way in your quest to over- of the long rest, being plagued instead with visions of
throw death itself. oblivion. This is called the gravemark, and it can only be
From shadowed caves to the World of Nightmares, from removed through a spell such as greater restoration or the
crowded streets to desolate wastes, you’ll fight beasts and blessing of a god.
fanatics, celestials and elementals—but most of all, you’ll Beyond death’s grasp. The twin worlds of Nod are
do battle with the finality of the grave, and the darkness beyond Nazh-Agaa’s grasp, and resurrection magic can be
that lies beyond it. cast there without attracting his ire. The nature of those
Nazh-Agaa campaigns tend to favor mythic fantasy, and worlds warp such magic, however. When raise dead is cast
are full of gods and spirits, otherworldly journeys, visions in the Dream World, it has the effects of reincarnation, and
and oaths and voyages beyond reality’s edge. when reincarnation is cast in the Nightmare World, it has
the effects of raise dead.

DEATH EMBODIED PUNITIVE RESURRECTION


Just as all creation is spawned from the Worldheart Dragon,
all life eventually is subsumed into the King of the Dead. Not all tables will find Nazh-Agaa’s hatred of resurrection
He is her dark inverse, and his ability to consume is and reincarnation adds to their game. Evaluate whether
infinite. He is dark and patient, having no experience of your players will enjoy the added degree of difficulty this
time—he only detects reality at the moment a once-living presents, and adjust Nazh-Agaa’s ire as suits your story.
thing joins his kingdom, in strobe-like flashes of existence.
Destroyer of undeath. Undeath is unforgivable to Nazh-
Agaa—it robs him of inevitability, reverses the natural
flow of entropy, and upends the universe as it should be.
He especially loathes liches, vampires, and zombies, who
not only defy his reign but spread their heretical state to THE INFINITE NECROPOLIS
others. Nazh-Agaa is not troubled by ghosts who roam the Those who perish in Planegea have a vision of a great
world, however, as they are partly in his domain already, black gateway, called the Dark Door. As they die, they
and inevitably fade into his realm after their memory is step through it, and find themselves in an endless, light-
forgotten in the living world. He uses them to spy on the less city—the Infinite Necropolis. The city is inhabited
still-breathing, enacting his will through them. by fading souls who wander its streets, towers, and walls.
Enemy of the resurrected. Those who bring back dead There is no food or water, no sound, and no escape.
souls from his domain are the targets of Nazh-Agaa’s wrath. Fading shades. Eventually, all shades who inhabit the
The revivify spell is usually beneath his notice—the souls Infinite Necropolis find themselves adding to it, building
snatched back to life by it have barely stepped on death’s new walls and towers, digging cellars and foundations,

Chapter 11 | Factions & Threats 251


spreading its reach further into the void. The shades labor ment with the will of Nazh-Agaa, and can act as his agents
for unknowable time, wasting away until there is nothing should he require the use of living bodies.
left of them but the merest whisper of a soul—and then Cats. Cats have a natural ability to slip between worlds,
that vanishes, and they are fully absorbed into Nazh-Agaa. and walk the line between immortality, serving the King
The Long Way. Sages say there is a way for living mortals of the Dead with multiple deaths in a single being. As such,
to enter the Kingdom of the Dead—a journey that seems cats often act as his messengers and portent-bringers.
to take years to traverse, in which the traveler must never Fanatics. Some mortals worship Nazh-Agaa as a god,
look back, or be trapped forever in death. This path is although he is no such thing and does not desire or
called the Long Way, and no living soul knows where it respond to their worship. Still, their eagerness to please
begins. Some say its entrance is in the Sea of Stars, others him puts them in line with his will more often than not,
that it’s deep beneath Blood Mountain, or somewhere and those who would work resurrection magic have fanat-
in the Everstorm or one of the World-Fangs. Many have ics to fear and contend with.
set out to find it, and who can say if any have traveled its Valkyries. To assassinate liches, hunt vampires, or eradi-
length? cate zombies, Nazh-Agaa is capable of manifesting celestial
agents called valkyries. These angels of death are fragments
MINIONS OF MORTALITY of the King of Death himself. He speaks with their voice,
Nazh-Agaa does not traffic much in the mortal world. He sees with their eyes, and slays by their hands.
cares nothing for the breathing, except that living souls
not try to cheat him of their inevitable end. Still, there are THE COLD END
beings who are aligned with his will. If nothing changes, when all of life runs its course, every
Carrion beasts. Ravens, moths, hyenas, giant insects, and god, every hero, every villain—every power that ever was
other creatures that thrive on death and decay are in agree- or will be will eventually be absorbed into Nazh-Agaa.

252 Chapter 11 | Factions & Threats


Looming menace. Because all the dead feed Nazh-Agaa,
the King of the Dead is growing in intelligence and power ADVENTURES BY LEVEL
each day. Even though the shades he consumes are long- d4 1st–4th level
dead and only whispers of their former strength, the power 1 A wounded hunt leader pleads for help getting back to
he amasses has no outlet, and like a dark ocean he rises, out his clan as scavengers and carrion beasts close in.
of sight and without an equal.
2 The party is asked to investigate a mysterious murder
Splintered afterworlds. The most powerful and cunning
that leads back to fanatical death-worshipers.
of the gods recognize the threat that Nazh-Agaa poses.
To forestall his growth, some have begun to experiment 3 A shaman casts resurrection in a sacred cave, and is
with creating shards of existence for certain souls of their then trapped inside by death’s minions. Rescue her.
choosing. The good and neutral-aligned deities make frag- 4 A god sends you on an astral journey into the Kingdom
mentary realities where they can bless and protect their of the Dead, to spy and learn as much as you can.
favorite shamans and followers, while powerful fiends
have dreamed up eternal punishments for especially hated d4 5th–10th level
rivals or transgressors. These small afterworlds have no 1 The party breaks a clan’s law. The only way to reclaim
name, and as yet Nazh-Agaa does not seem to be aware of their honor is to retrieve an artifact from a sealed tomb.
them. Dark will be the day when he discovers the divine
2 A party member is bitten by a vampire. They must find a
transgression of his law of utter inevitability. cure before they turn and Nazh-Agaa destroys them.
3 A noble chieftain perishes. The party is sent into Nod to
DANGEROUS ALLY
seek help resurrecting or reincarnating them.
For parties who oppose undeath, Nazh-Agaa or his faith- 4 After the death of an ally, the minions of Nazh-Agaa
ful might play the curious role of patron. Although the tirelessly pursue the party. Survive their onslaught.
King of the Dead himself cares little for the fate of any
breathing mortal, his servants might reward those who
d4 11th–16th level
hunt down and destroyed zombies, vampires, liches, and
other beings causing undeath to spread in the land. Of 1 The Brother gods are under siege from the forces of
Nazh-Agaa. Find a way to appease him or protect them.
course, making bargains with Death is a dangerous game,
and the characters should only enter into such pacts 2 Valkyries wrongly took an innocent life. Cast
with the greatest of caution… reincarnate to lure them into a trap, and make them pay.
3 A region is threatened by the worship of a cult of
fanatics. Lead an all-out assault their stronghold.
4 When the Oracle of Seerfall is at Death’s Door,
challenge Nazh-Agaa to a contest for her life.

d4 17th–20th level
1 The party is slain, and awakes in the Infinite Necropolis.
Plunder it and escape by the Long Way.
2 Sail the edge of the world in search of the entrance to
the Long Way, raiding giants and genies to stay alive.
3 Nazh-Agaa offers a bargain—death for the party and
your nemeses. Do all you can before your time expires.
4 The only god who can stave off the apocalypse dies.
Find the Long Way and lead them back to life.

Chapter 11 | Factions & Threats 253


The Recusance TWISTING EVOLUTION
At first, the Recusance operated in the light, trying to win
“WE ARE THE SAVIORS OF PLANEGEA, NOT ITS ENEMY.
over young spellskins to their cause. But it quickly became
We are the only ones willing to do whatever it takes to burn the
apparent that their means were unsettling, even evil, by
Blind Heaven to the ground.”
the morals of mortals, and they started to retreat and do
—Membrane the Vile
their work in secret and hard-to-reach places where they

H
wouldn’t be bothered by lesser minds.
IGH IN THE STARSTEP CLIFFS, WHERE THE sky
Now, they work almost entirely in secret, asking neither
is so close it can almost be touched, a sanctum of
permission nor forgiveness. They are based in the Precipice
spellskins devoted to the destruction of the Hounds
Laboratorium, an arcane fortress in the Starstep Cliffs (p.
of the Blind Heaven plan and conduct terrible
166), but have nodes throughout the world—wherever
arcane experiments. Led by brilliant leatherwing
they choose to run an experiment, harvest raw magical
spellcasters, this cabal, called the Recusance, works tire-
energy, or seek out clues that might help them in their
lessly to manipulate reality and break the bindings of the
ceaseless work.
Black Taboos. The ripple effects of their experiments are
Because of its brilliance, amorality, and secrecy, the
felt throughout the world. They care nothing for the value
Recusance has attracted more than its share of evil spell-
of life, safety, or justice. They are single-mindedly devoted
casters, and there are those in its ranks who use the guise
to their goal and nothing—not the Hounds or clans or gods
of opposing the Hounds to claim resources and protection
or heroes or the pleas of their innocent victims—nothing
as they advance their own awful work, even when it has
will dissuade them from their research.
virtually nothing to do with the Recusance’s ultimate goal.

OVERVIEW RESEARCH & NOTES


In a campaign twisted by the Recusance, your party might
The core work of the Recusance is always focused on
travel to arcane laboratories, strange pocket dimensions,
outwitting the Hounds. There are seven principal lines of
clifftop fortresses, and secret cysts of raw magic. You’ll fight
experimentation they are following in hopes of finding a
to stop evil experiments, confront horrific monstrosities,
crack in the Black Taboos:
discover reality-warping plots, and turn the tides against
Undeath. Some believe that the Hounds might see the
those with no limits, no morals, and nothing to lose.
dead and living in different categories, and experiment
In cities and mountains and deep underground, you’ll
with using zombies and spirits to slip past the Taboos.
fight oozes, the undead, monstrosities, and the amoral
spellcasters who created them. Aspect Notes
Recusance campaigns tend to favor horror and sword &
Leadership Membrane the Vile (NE male leatherwing
sorcery. They’re full of oozing experiments, twisted spell-
archmage), nearing lichdom
skins, corrupting magic, dangerous quests, and gray morality.
Location The Precipice Laboratorium
Practices Reanimation, soul capture, spirit
ORIGINS summoning, soul-binding, seance
The Recusance began as a schism within the Sign of the
Hare. Certain spellskins, led by a cabal of leatherwings Observations Mindless undead are difficult to teach, and
from the Starstep Cliffs, believed that the Hares were too intelligent spirits are destroyed by the
Hounds when the Taboos are broken
timid, unwilling to get their hands dirty in ending the
reign of the Hounds. Side effects Small-minded clans object to having their
Once it became clear their differences were irreconcil- burial sites disrupted and their loved ones
able, the leatherwings split off into their own organization, killed and reanimated
which they named the Recusance. They, unlike the passive Further steps Attempt reanimation of a dead god and/or
and frightened Hares, were unwilling to accept the contin- research into immortality through undeath
ued existence of the Hounds. They would do whatever
must be done to break their authority.

254 Chapter 11 | Factions & Threats


Monstrosity. Others think it’s not life and death that Ignorance. A fringe sect thinks that tricking the unwit-
matter, but some quality of the soul, and seek to push and ting into breaking the Taboos without knowing what
twist mortals into shapes and forms that the Hounds will they’re doing might not alert the Hounds.
find unrecognizable and forget about.
Aspect Notes
Aspect Notes Leadership Krix'glak (CE male goblin archmage), who
Leadership Slemsha Coldwind (NE female dwarf takes unsettling glee in his work
archmage), covered in icy crystals Location The Lastwater Laboratorium
Location The Ghostmire Laboratorium Practices Mind-control, enchantment, compulsion,
Practices Fleshwarping, transmutation, body fusion, illusion, lures, and temptations
slime creation, oozemancy Observations It's simple to get a simpleton to make a
Observations The Hounds seem indiscriminate about the wheel—and so far, the Hounds show no
types of bodies that break the Black Taboos distinction between secure fortresses and
so far—greater steps must be taken, forms crowded marketplaces.
pushed further. Side effects No other laboratorium has as much insight
Side effects Useless experiments are too much on the precise methods in which the
trouble to eradicate and are released for Hounds hunt and kill their prey, thanks to
observation in case they become relevant extensive testing.
in the future. Further steps Explore the effects of beasts and monsters
Further steps Seek a large population to manipulate en unwittingly breaking the Black Taboos—
masse, measure results. especially large ones, such as the kraken.

Evolution. A group is exploring the idea that endowing


mortals with “gifts” and enhancing their natural strengths Exceptionality. There are those who kidnap outstanding
might allow them to exceed the limits of the Taboos. mortals and monsters and run them through arcane mazes
Aspect Notes and tests, seeking to discover whether there is any preexis-
tent exceptional quality that bypasses the Hounds’ notice.
Leadership Splitcrest (CE female leatherwing
archmage) with a bifurcated crest and Aspect Notes
an eye for detail, & Eu (LE male starling
Leadership Halfwing the Flightless (NE male
archmage) in love with Splitcrest
leatherwing archmage), badly scarred
Location The Thunderverge Laboratorium
Location The Icehook Laboratorium
Practices Sorcerer-creation, spell-infusion, talent
Practices Illusion, summoning, memory-alteration,
exaggeration, body enhancement, eugenics
conjuration, confusion
Observations Those given sudden access to raw power
Observations The few test subjects that do complete the
tend to die, go mad, or develop ego-driven
mazes have yet to withstand any encounters
hero complexes—which can be quite useful.
with the Hounds… which means the mazes
Side effects Local rumors are confused about the work, must be made more difficult.
some believing the laboratorium to be a
Side effects There has been some consternation about
place of blessing and boon-granting … still,
the sudden disappearance of famous
the stream of supplicants gives easy access
hunters, shamans, and so on—but nothing
to new subjects.
to link it to the laboratorium at this time.
Further steps Inquire further into the nature and
Further steps Cultivate exceptional heroes from birth as
development of gods.
prime candidates for the maze.

Chapter 11 | Factions & Threats 255


Multiplicity. Some think that perfect duplication of a soul
could confuse the Hounds, and experiment with copying ADVENTURES BY LEVEL
or splitting test subjects—often twisting or destroying d4 1st–4th level
them in the process.
1 Just as a strange spellskin arrives, a nearby burial
Aspect Notes site erupts with risen corpses—and they're hungry.
Defeat them.
Leadership The Four Greenbeaks (4 NE female
leatherwing mages), originally the Six 2 An arcane trader asks for your protection as he travels
into Ghostmire to collect rare, monstrous ingredients.
Location The Riverland Laboratorium
3 People have been disappearing at a local shrine famous
Practices Duplication, simulacra, doppelganger
for bestowing both blessings and madness. Investigate.
creation, reincarnation
4 An old mentor broke a Taboo and was destroyed by the
Observations So far efforts to confuse the Hounds by
Hounds. Seek out clues from the site of their death.
having the same being break Taboos in
two places at once have not stymied the
Hounds—more duplicates may be required. d4 5th–10th level
Side effects The escape of a large group of 1 People talk of a strange arcane maze near Icehook.
doppelgangers was unfortunate, but should Locate it and find your way through it.
yield interesting field notes. 2 A party member's exact duplicate is committing
Further steps Release and study of duplicates unaware of atrocities. Stop them and find out where they came from.
their original's existence. 3 Amoral spellskins opened a vault near your home and
destroyed those you love. Find and punish them.
Origin. It’s commonly agreed that the Hounds cannot be 4 Ghosts are swarming the region, seeking their loved
defeated until they’re understood, so some delve into the ones. But they have a darker purpose than reunion…
most ancient, mysterious places they can find, hoping to
discern the source and nature of the Blind Heaven. d4 11th–16th level
Aspect Notes 1 Gibbering horrors created by the Recusance are
attacking from Ghostmire. Slay them and their makers.
Leadership Ta-Vur (LE male human archmage), an
ancient historian, and Gray Seht (CN female 2 A party member discovers the source of their
elf archmage), a law unto herself sorcerous power is a secret laboratorium. Explore it.
Location No fixed location 3 A cult of the Hounds has arisen, dedicated to enforcing
the Black Taboos by brutal and horrifying means.
Practices Teleporation, immateriality, invisibility,
scrying, riddle-solving, time-travel 4 A legendary ascetic has been taken into a strange
arcane maze. Solve it and rescue them!
Observations Every clue about the origins of the Hounds
seems to contradict the one before it.
d4 17th–20th level
Side effects Innocents have been collateral damage in
the unsealing of various vaults and crypts… 1 The Recusance uses a powerful divine intervention to
but the truth must be close. create a copy of each living mortal—but the copies are
wild and murderous.
Further steps Interrogate the most ancient of genies.
2 By Grey Seht's magic, a shard of Planegea is sent hurling
through time to when the Hounds first appeared.
3 The Recusance's research has gotten out of control,
and a plague of undeath sweeps from empire to empire.
4 A blind being called the Herald offers the party a
secret to destroy the Recusance. Find a way to pay
the terrible price.

256 Chapter 11 | Factions & Threats


Throne of Nightmares BEYOND THE GRIP OF DEATH
Nod lies outside the grip of Nazh-Agaa, and his forbiddance
“DID YOU HEAR SOMETHING?”
of undeath and resurrection have no hold in the Twin
“No.”
Worlds. The Dream World is a place of reincarnation and
“I think there’s something out there.”
half-life, while the Nightmare World is a place of undeath,
“There isn’t.”
where resurrection is possible for those who dare to travel
“How do you know?”
there to enact the rites. Skeletons, zombies, ghouls, and
“Because it’s in here.”
ghosts—the Nightmare World is full of the living dead.
—The last words of Hakesh and
Although these beings are driven by varied and selfish
That-Which-Was-Sura, on the
motivations, many serve the Throne of Nightmares either
night of the Ape Clan massacre
willingly or indirectly, through their dark instincts and the

W
fear they inspire.
HEN YOU CLOSE YOUR EYES TIGHT, YOU
can see shapes swirling in the blackness. The
SHADOW TEMPLATE
Throne of Nightmares is the reality behind
those shapes—amorphous forms of terror with Many creatures familiar from the waking world exist
the power to speak, curse, maim, and kill. The in the Nightmare World, but take on a shadowy aspect.
Throne of Nightmares, based in Nod’s dark world (p. 178), Such shadow creatures exist in abundance in the Night-
is built on the fear of mortals, and grows stronger through mare World, but occasionally traverse across the bound-
their dread. The Throne is unpredictable, illogical, and aries of Nod and enter the waking world.
ever-changing. Yet its power is real, and only grows stron- When a waking creature is mirrored by a shadow, it
ger as the shadows lengthen. retains its statistics except as described below.
Amorphous. The shadow creature can move through
a space as narrow as 1 inch wide without squeezing.
OVERVIEW Shadow Stealth. While in dim light or darkness, the
In a campaign overshadowed by the Throne of Nightmares,
shadow creature can take the Hide action as a bonus
your party might travel to crypts, battlefields, the Night-
action.
mare World of Nod, and into their own pasts and secrets.
Sunlight Weakness. While in sunlight, the shadow
They’ll fight to maintain their sanity, confront their darkest
creature has disadvantage on attack rolls, ability checks,
dread, discover new spells and shadowy monsters, and
and saving throws.
wield the power of light to combat fear and harm.
Strength Drain. The first creature the shadow crea-
From underground to haunted ruins, from frozen nights
ture hits with a melee attack on its turn has its Strength
to gloomy swamps, you’ll battle the undead, creatures of
score reduced by 1. The target dies if this reduces its
shadow, and all who thrive on chaos and fear.
Strength to 0. Otherwise, the reduction lasts until the
Throne of Nightmares campaigns are almost always
target finishes a short or long rest.
driven by horror, full of anxiety, terror, and dread—and
the heroes who go into the darkness to dispel it.

THE THING ON THE THRONE


The Throne of Nightmares is not a person or faction, but THE THRONE’S POWER
a position—the apex of power in Nod’s Nightmare World. Though it exists in another world, the Nightmare Throne’s
The Nightmare World and its inhabitants are dark, cold, influence spills over into the rest of Planegea—especially
colorless, and unemotional. They create fear and feed on it, during eclipses and new moons, when shadows are stron-
but do not feel it or understand it. To the shadowy crea- gest. Sometimes the Throne cares little to intrude on the
tures of Nightmare, fear is a taste, nothing more. waking world, but in other periods it sends out its agents in
That which rules. The Throne is ruled by whatever being great numbers to spread fear and terror.
can occupy it. As long as they hold it, they have authority Shadows and the undead. The Throne of Nightmares
over the World of Nightmares, and can even influence does not command the things that haunt its world, but
the waking world. The creatures who try to hold it are as its desires are echoed in theirs. When the Thing on the
varied and strange as the nightmares of mortals. Throne wants to surge forward and feed on flesh, so do the
Chaotic claims. The Throne is sometimes fiercely shadows and undead, and when it wants to lurk and sulk,
contested, at other times left unoccupied without dispute so do its subjects.
for years on end. The beings that vie for it seem to operate Dread elves. Few mortal souls survive in the Nightmare
apart from logic or desire—their motives and actions World, but the dark beings called dread elves (also known
cannot be predicted. as the drow) are native to its horrors. Many dread elves
act as willing creators of terror, increasing the fear in the
waking world to strengthen the Throne. Such spellcasters

Chapter 11 | Factions & Threats 257


gain intuitive access to certain spells, based on their talent The Child. The Child is always seen teetering on the edge
and what sits the Throne. of a cliff or the top of a structure; always precarious, in
Mortal agents. The Throne sometimes sees fit to bend danger of falling. It lures its victims into lunging to the
mortals from the waking world to its will. Some souls will rescue, and then traps them in an endless nightmare of
do anything to make their nightmares stop, and choose to falling. It thrives on the fear of being out of control.
spread fear so that they don’t have to feel it any more.
Shadow magic. The Thing on the Throne has the power Spell level Name
to reshape a fragment of reality in accordance with its will. 1st Level feather fall, grease, jump, silent image
In the waking world, this is shown through the magic of
2nd Level blur, gust of wind, knock, levitate, rope trick,
the dread elves, and by cysts or storms of dark magic that
spider climb
break through from Nod. These wild spells, unleashed at
random, can occur anywhere the influence of the Throne 3rd Level fly, gaseous form, hypnotic pattern,
is strong—though what the spells are varies depending on wind wall
what occupies the Throne. 5th Level tilt*
Sleepless nights. When two powers are struggling for
the throne, dreams in the waking world are confused, The Clown. The Clown is heard before it is seen, its terri-
frantic, and sleep is lost. Such times are periods of insom- ble laughter omnipresent. It taunts its victims, stripping
nia for mortals, and it’s said that more wars, treaties, acci- away their protection, thriving on the fear of embarrass-
dents, and love affairs happen during these dark waking ment and humiliation. It rises in power when mortals fear
hours. mockery and exposure.

Spell level Name


NIGHTMARES 1st Level color spray, hideous laughter, unseen servant
At different times, many different beings have occupied
the Throne. These beings tend to ascend in power based 2nd Level gust of wind, hold person, levitate, see
on different types of mortal fear—hence, a year of famine invisibility, suggestion, ridicule*
might give rise to a different Thing on the Throne than 3rd Level counterspell, dispel magic
a year of war. Here is an incomplete list of some of those 4th Level confusion
creatures which have sat on the Throne, and which may sit
on it again, as well as the spells they endow to their dread
elves and that burst forth as raw magic in their reign. The Dancer. The Dancer is a fire-spirit that performs an
The Betrayer. The Betrayer takes on the appearance enthralling dance while burning down everything of value
of the dreamer’s most beloved and trusted person, then to its victim. Its bright dance, while alluring, consumes
enacts vicious scenes of betrayal and abandonment, over everything and everyone that the dreamer loves. It rises
and over again. It gains power through the mortal fear of in power through fear of creative transformation and is, of
broken or treacherous relationships. all the Things on the Throne, the least actively malicious
towards mortals.
Spell level Name
1st Level charm person, comprehend languages, Spell level Name
disguise self 1st Level burning hands, color spray, identify, jump
2nd Level alter self, detect thoughts, mirror image, 2nd Level continual flame, flaming sphere, scorching ray,
suggestion spider climb
3rd Level clairvoyance, major image, tongues, vampiric 3rd Level clairvoyance, fireball, fly, hypnotic pattern,
touch lava leap*
5th Level traitor’s kiss* 4th Level freedom of movement

258 Chapter 11 | Factions & Threats


The Dotard. The Dotard manifests as a parody of an old The Pursuer. The Pursuer is a sinuous catlike beast with
man, an exaggerated pile of wrinkles and stringy white terrible breath that sometimes runs upright and some-
hair. It draws its victims near with shrieks, whispers, and times on its many, many legs. It thrives on the fear of being
babbled nonsense, then alarms them with its toothless chased. It rises in powerful mortals who are frustrated as
maw, aging them with its touch. It gains power based on they pursue a goal.
mortal fear of impotence and loss of influence.
Spell level Name
Spell level Name 1st Level expeditious retreat, jump, longstrider
1st Level bane 2nd Level blur, enlarge/reduce, misty step, spider climb,
2nd Level blindness/deafness, magic mouth, steal speed*
ray of enfeeblement, weight* 3rd Level blink, gaseous form, haste, phantom steed,
3rd Level bestow curse, dispel magic, slow, slow
vampiric touch 4th Level passwall
4th Level contagion
The Siren. The Siren is an alluring presence that draws
its victims into deep water. Once there, it seizes them
The Enemy. The Enemy appears as a menacing figure with and refuses to let go, drowning them unendingly as they
blades affixed to its body. It does not play tricks, but simply struggle for air. The Siren gains power when mortals fear
assaults its victim, slashing at their flesh, leaving gaping confronting challenges that are beyond them.
wounds. It rises in power as mortals fear suffering or phys-
ical peril, and although it does create spells, it also mani- Spell level Name
fests its magic by summoning or multiplying blades in its 1st Level charm person, false life
sphere of influence. 2nd Level alter self, enlarge/reduce, hold person,
suggestion
Spell level Name
3rd Level hypnotic pattern, slow, water breathing
1st Level false life, mage armor, shield
4th Level compulsion
2nd Level enlarge/reduce, magic weapon
3rd Level aggravate wounds*, bestow curse, glyph of
warding The Servant. The Servant appears as a helpful figure at first,
4th Level phantasmal killer informing its victims that they must hurry; that they’re
going to be late. But as the dream darkens, the Servant’s
warnings become more dire and menacing, the conse-
The Mummy. The Mummy is a motionless figure of undead quences for being late worse and worse. The Servant rises
menace. It does not stagger towards its victims, but reveals in power when mortals fear making mistakes or missing
itself motionless at the corner of their vision—and as crucial opportunities.
soon as it is seen, the dreamer realizes they are trapped,
entombed, buried with it. It thrives on the fear of entrap- Spell level Name
ment and claustrophobia. 1st Level alarm, expeditious retreat, sleep, unseen
servant, time slip*
Spell level Name
2nd Level arcane lock, hold person, knock, locate object,
1st Level mage armor, shield, sleep suggestion, steal speed*
2nd Level arcane lock, darkness, hold person, knock, 3rd Level haste, phantom steed, sleet storm, slow
web
5th Level dominate person
3rd Level glyph of warding, nondetection, slow
4th Level bury* —
* These spells can be found in Chapter 8, p. 103.

Chapter 11 | Factions & Threats 259


HATED BY THE FEY Vyrkha the Shepherd
There is no power in any world that loathes the Throne
“IN A WORLD OF GODS AND MONSTERS, THE POWER OF
of Dreams as much as the fey of the Dream World. They
genius, ambition, and utter ruthlessness are easy to overlook.”
cannot travel directly to the Nightmare World from their
home, but must pass through the waking world to reach —Eddermas, early teacher of the boy Vyrkha
their enemies, and there are many wards and protections
to keep them away. But the archfey of the Court of Dreams

O
would gladly empower any mortal who was willing to THER THREATS RELY ON MAGIC, ANCIENT
challenge the abomination of the Throne of Nightmares. knowledge, or immortal lifespans to shape Plane-
gea to their will. Not Vyrkha the Shepherd. This
conquering warlord was born a mortal, and looks
ADVENTURES BY LEVEL forward to a mortal death, covered in as much
d4 1st–4th level glory and power as he can get in his short lifespan. Vyrkha
1 A portal to the Nightmare World has been discovered. is only a man, but he is a brilliant tactician, as well as a
Explore its threshold. master of diplomacy, battle, rhetoric, and espionage. Other
2 A berserk clan, driven to a frenzy by unrelenting threats lurk in the darkness, plotting their eternal schemes.
nightmares, is assaulting innocents. Defeat them. Vyrkha the Shepherd marches into the light at the head of
an army and takes what he wants—which is everything.
3 Dread elves appear and demand tribute in furs and
monster parts lest they unleash shadow creatures.
Satisfy them. OVERVIEW
4 An evil spirit has been appearing in the dreams of In a campaign dominated by Vyrkha the Shepherd, your
shamans. Investigate its source and pursue it. party might travel from the heart of the Brother Clans,
through the remote reaches of the Great Valley, into the
d4 5th–10th level World-Fangs and beyond. You’ll fight to halt invading
armies, confront master spies and skilled generals, discover
1 A clan has found a way south for the winter through the
Nightmare World. Guard them as they travel. secret weapons and sudden betrayals, and rally an alliance
to keep Planegea from falling by the sword of one man’s
2 The Throne of Nightmares offers the party anything boundless pride and endless conquest.
they want if they become waking agents of terror.
On the battlefield and banquet hall, in hidden crypts
3 Dread elves reveal they have captured the party’s with secret weapons, or among the elemental terrors
hated enemy, and invite them to a fight to the death of the World-Fangs, your party may battle humanoids,
against them. beasts, monstrosities, and elementals who have fallen
4 A tormented shaman sends the party into the Nightmare under the sway of and serve under the all-consuming
World to bring an offering that will appease the Throne. banner of Vyrkha.
Vyrkha campaigns tend to favor heroic fantasy and
d4 11th–16th level intrigue, full of grand battles, political threats, agents and
counter-agents, sabotage, sieges, armies on the move, and
1 A disease creates a panic in the Great Valley, sending
desperate last stands against overwhelming forces.
untold waves of power to the Throne of Nightmares.
2 Trapped in the Nightmare World, the party must face a
staggering series of moral quandaries to survive. THE SHEEP BOY
Vyrkha was born a common shepherd in the Fields of
3 Undead hordes and shadow beasts are being loosed
Fargone, between the Soaring Stones and the Sea Empire.
from a doorway to Nod. Assault it and seal them in.
Even as a child he showed great promise and all knew he
4 Journey into the Dream World to gain the blessing of was destined to be chieftain of their little clan.
the Court of Dreams to fight against the Throne.
Then the Storm Giants raided their clan.
In a single night, Vyrkha lost everyone and everything
d4 17th–20th level he knew. His father was captured, his mother crushed,
1 An old mentor has been driven mad by nightmares. his flock scattered, his shaman, chieftain, and elders all
Journey to the Throne itself to reclaim their sanity. destroyed. Vyrkha, hiding in the shadows, was changed
forever, and vowed to never be weak and helpless again. In
2 Travel to the Sea of Stars and gain the power of the
Day-Star to deal a killing blow to the dark Throne. that moment, the sheep boy died and the warlord was born.

3 Secrets tell of a fell weapon buried at the foot of the


Throne of Nightmares. Dare to claim it.
4 Cysts of dark magic are erupting throughout the world,
empowering evil. Investigate and make them cease.

260 Chapter 11 | Factions & Threats


Tactically brilliant. Vyrkha always deploys his troops to
WARLORD RISING their best advantage, positioning mobile archers at long
Vyrkha spent the next twelve years traveling, learn- range, using foot soldiers, beasts, traps, and the terrain to
ing all he could from anyone who would teach him. He slow his enemies down and maneuver them into unfa-
studied worship at Seerfall, magic at Lake Littleblood, vorable conditions. He always has a surprise planned, and
and hunted with the Venomguard, where he heard the what looks like a mistake is always a ruse for a more clever
teachings of Kraia and first learned about Scavengers Vow. and devastating final blow.
He listened at the feet of the elders of the Brother Clans Politically savvy. In parlay, feasting, council, and on the
as they sojourned in the Allhunt, then traveled north to battlefield, Vyrkha is always looking to leverage advantages
spend time with the herders of the Dire Grazelands. It’s and allies to open up more opportunities for himself. Flat-
rumored he even joined a Riverland cult for a time, before tery, intimidation, seduction, blackmail, and bribery are all
finally finding his place among the warlords of the Raiding tools in his hands to weaken his enemies and strengthen
Plains. From there, as he gathered followers and amassed his own position for whatever he has planned next.
successful raids and conquests, his powers only grew, until Curious & ambitious. Vyrkha always wants to know
he became not just a warlord, but the warlord—and all of more, see more, do more. He thirsts for knowledge that
Planegea started whispering his name. can be used to his advantage, and takes every opportunity
to interact with traders, travelers, and sages to learn about
AN ESCALATING THREAT the world around him. He paints a grand picture for his
Vyrkha does not amass power all at once—he develops as followers of a safer, better world, where dragons and giants
a threat over time. Depending on the length and theme serve mankind, not the other way around. He is seen as a
of your adventure or campaign and your party’s level, you poet-warrior, and people are drawn to his mind as well as
may choose to introduce him in any of the phases of his his might.
grand campaign of conquest. Determined to survive. Vyrkha is ruthless, ready to
sacrifice an ally or deal the coup de grâce to an uncon-
THE WARLORD (1ST–4TH LEVELS) scious enemy. If threatened, he always has no less than
At the beginning, Vyrkha is merely a successful and clever five escapes planned, including such tactics as bodyguards,
warlord among other warlords in the Raiding Plains. The secret exits, plundered talismans, distractions, and traps to
party might encounter him as an ally against a common forestall those who would try to corner him.
monster or as a dangerous but even-handed enemy, and
find him charming and cunning, if a little grandiose.

Chapter 11 | Factions & Threats 261


THE KHAN (5TH–10TH LEVELS) Rival of giants. Thanks to abundant resources and divine
As Vyrkha amasses victories, he begins to consolidate allies, Vyrkha has become a menace even to the empires.
power, bringing warlords as generals under his banner Emissaries traveling from one empire to another to take
and subjugating clans. The party might encounter him war-council are often targeted by his strongest forces,
as a regional ruler or at the head of a conquering army and giant strongholds on the fringes of the empires have
sweeping out of the Raiding Plains into the Great Valley. started to fall. There are even dissatisfied storm and frost
His eye is on the Brother Clans, and his agents have begun giants who are starting to be tempted by his promises of
to spread into the distant corners of the world, sowing the power and a new Planegea, free of the shackles of the old
seeds of his great campaign. empires, remade by ambitious imagination.
Head of an army. Vyrkha’s tactical brilliance now extends Plunderer of ruins & dreams. The gods are not Vyrkha’s
to an army, with camps, supply lines, fronts, and fortresses. only source of newfound strength. As his grip on the Great
He has deep resources to draw upon, conquered clans who Valley becomes total, Vyrkha has been sending raiders into
hunt, gather, and pacify the gods for him, and is beginning ancient tombs, sealed vaults, and even across the threshold
his campaign of conquest into the heart of the Great Valley, into Nod, bringing back weapons, armor, and wondrous
with the Bear Clan as his first target. items to make himself and his armies more powerful than
Ruler of a region. Although Vyrkha still commands his ever before.
troops, he is also occupied with the business of governing, Explorer of the Worldfangs. While his armies fight and
dealing with traders, treaties, spellcasters, and shamans. his monarchs reign, Vyrkha has been spending more and
He is a master of propaganda, and uses every means at his more time disappearing into the Worldfangs at the head of
disposal to feed and shelter those in his domain—as long as conquering expeditions. He has become obsessed with the
they remain subserviant to his absolute authority. idea of commanding the great powers of those regions, and
Master of generals. With his army too large to oversee is hunting even such creatures as the kraken and tarrasque
personally, Vyrkha has installed generals with command in hopes of bringing them under his control.
over various aspects of his forces. These include Tu’ula
the Half-Giant, Keth of Spiderhill, Morkesh Once-Druid, THE TITAN (17TH–20TH LEVELS)
Shining Aia, and Flurgh Many-Skulls. In the end, even the empires of the giants fall. The
King of spies. While his armies march and his subjects God-Emperor Vyrkha, master of monsters and gods,
serve, Vyrkha is perhaps most interested in the work of giants and elementals, wielder of legendary weapons and
his agents abroad. From the Living Lair of Scavengers conquerer of all, is the most powerful being between Blood
Vow to the corners of the giant empires and beyond; from Mountain and the Sea of Stars. With his legions and magic,
Seerfall to Scattersea and the Cult Riverlands, Vyrkha has monsters and wonders, Vyrkha must now choose between
sent crafty followers to learn all they can about the world’s a final assault on Blood Mountain or an outward campaign
powers and report back after finding the cracks in their to conquer Nod, Death, and the Sea of Stars… for one thing
foundations that can be used to break them. is sure: he will never be content to merely rule the world.
Beyond mortality. Clothed in absolute power, blessed
THE EMPEROR (11TH–16TH LEVELS) by subservient gods, geared in the greatest of all legendary
When the Bear Clan falls, it’s only a matter of time before artifacts, if Vyrkha is still mortal, his death seems all but
Vyrkha uses the power of Urhosh to overwhelm the Ape unimaginable. He strides across the world, enacting his
and Lion Clans. With all three Brothers under his control, will everywhere he goes without opposition, the shaper of
Vyrkha strikes a dangerous bargain with Twr, allying reality and master of all.
himself with good and evil gods alike, as long as they grant Guarded by gods. Vyrkha never travels without his
him more power. Now the undisputed ruler of the Great personal bodyguard, the most elite warriors and spellcast-
Valley and its surrounding regions, Vyrkha begins taming ers in the world, each of them godlike champions in their
the Dire Grazelands and pushing outwards… his goal no own right. He encamps in the hallows of gods, demanding
less than the subjugation of the giant empires. hospitality and protection from his divine subjects, and
Commander of gods. Once the Brothers and Twr are on uses the scrying eyes of his court to keep watch for any
his side, almost all the gods of the Great Valley must be potential threats—present or future.
subject to Vyrkha’s will or be slain for their divine ivory. Corruption & conspiracy. Vyrkha does well to keep
With such divine magic at his command, Vyrkha’s armies watch, for he cannot be everywhere at once, and his empire
are shielded, blessed, and empowered far beyond the power is rotting from the inside. His monarchs and their heirs
of any previous mortal force. are fractured, dissolute, and scheme gainst each other, even
Kingmaker. The generals who have proven their loyalty enacting minor wars between kingdoms. There are also
to Vyrkha have been granted monarchies and rule huge rumors of an underground resistance, a rising tide of over-
swaths of land. Their domains are not equally prosperous— throw within the empire, led by young fools who would
some are better rulers than others—and Vyrkha is not slow dare to challenge Vyrkha’s absolute might.
to behead even an old ally if he feels their reign is under- The final campaign. Vyrkha stands poised to strike
mining his authorirty. beyond the edges of the world, and is weighing his options.
For the first time in his life, he seems paralyzed with

262 Chapter 11 | Factions & Threats


indecision—whether to conquer the Worldheart Dragon, SILENCE REGARDING THE BLIND HEAVEN
subjugate the genies of the Elemental Wastes as a stepping
stone to the Sea of Stars, or bring Nod and the Kingdom of You may be surprised to reach the end of the threats
Death under his control. He knows that he must choose section and find no description of the Blind Heaven.
one—to try all three at once is beyond even his reach—and However, on some subjects, even this song dares not go
he will decide soon… maybe tomorrow… further. If you seek to integrate the Hounds of the Blind
Heaven into your campaign, you must do so on your own.
It would be better, however, to leave the Blind Heaven
ADVENTURES BY LEVEL alone, for inquiring into the Hounds is the work of fools
d4 1st–4th level and the obsessed.
1 A young warlord in the Raiding Plains (p. 164) lays siege If you refuse to heed this warning, there are a few
to your encampment. Defend it against the onslaught. ways of representing the Hounds in your campaign:
2 Vyrkha's raiders attacked your patron. Chase them into • Reskin. Find the most terrible monster your imagina-
the wilderness and survive to take revenge. tion and research can conjure, and express it as the
Hounds in your campaign. If you use some other crea-
3 Vyrkha has left on a raid, leaving a skeleton crew at his
ture for their stats and abilities, perhaps the Hounds
fortress. Lead an assault, to plunder the plunderer.
will pass you by and not chase you down.
4 The warlord Vyrkha stands at the gates of a clan's • Reframe. Instead of giving the Hounds stat blocks,
encampment. Challenge him to single combat. you could express them as an effect, such as a curse
that grows in menace and power as fools break the
d4 5th–10th level Black Taboos. This curse might be subtle at first, but
1 An old mentor has been imprisoned by Morkesh. terrible over time, playing more strongly to themes of
Smuggle a talisman to him which he can use to escape. horror.
2 You have been chosen to act as emissaries for the • Remove. It might be best to pretend the Hounds
Brother Clans (p. 163). Parlay with Vyrkha to stave were never there. The concept isn’t a fit for every
off invasion. table—it was intended as a DM tool to help confine
play to Stone Age norms. If you feel the Hounds are
3 The tents of your loved ones are smoldering mounds,
razed by Flurgh. Raise an army to go to war against him. unnecessary for your players, and want to explore
the idea of inventing the wheel, writing, or currency,
4 You find yourselves bound to the violent and dangerous you can simply choose to not use them in your game.
service of one of Vyrkha's generals. Plot your escape.
(See “Modifying Planegea” in Chapter 9, p. 153, for
more on this.)
d4 11th–16th level
But that’s enough talk of the Hounds. Even now, the
1 A fire giant emissary has requested your aid in traveling
sound of howling prickles the nape of the neck. No more
to the Stone Empire (p. 239). Protect them at all costs.
will be said on this.
2 Rumors say that Vyrkha's agents have amassed a
hoard of secret weapons. Discover its location and
plunder it.
3 Vyrkha's tomb-raiders have unsealed an ancient,
undead horror. Save all you can from the devastation.
4 Someone you owe a great debt has been forced to lead
an expedition into the Worldfangs. Take their place.

d4 17th–20th level
1 It's said that Vyrkha has hidden a key to his power in the
Moon-Palace of Takash (p. 213). Find it and destroy it.
2 A ruined giant city lies shattered and haunted. Search
its dark depths for secrets to oppose Vyrkha.
3 There is no hope left in Planegea to fight Vyrkha.
Journey beyond the world's edge to find allies.
4 No living soul can stop Vyrkha. Journey into the
Kingdom of Death (p. 251) to bring back his loved
ones.

v
Chapter 11 | Factions & Threats 263
264 Chapter 12 | Treasures
CHAPTER 12

TREASURES
“You CAN’T carry all that back to the encampment, Ek-Sur!”
“Watch me!” The dragonborn hauled on the giant’s helmet, muscles
NAMES & SCARS
Reputation goes a long way in Planegea—and a meaningful
straining to budge the spike-studded crest, still wet with blood from
name or an impressive scar can be a form of passive wealth,
the recent battle. With a groan, he got it to pitch over and start rolling
lowering the price of a bartered trade, and giving charac-
downhill towards their fire. “Ha! See?”
ters access to environments and adventures where a less
The elf rolled her eyes hugely. “Amazing. Yes. SO good. Are you
impressive person might be unwelcome.
planning to roll their whole caravan downhill?”
Names and scars can act as a kind of permanent wealth
“It’s a WHOLE CARAVAN, Lemilith! Do you expect us to just
in Planegea. Since the characters cannot hoard huge piles of
LEAVE it!?” Ek-Sur was already tugging a ring the size of his waist
currency, these badges of reputation act as a baseline added
off a second corpse.
value to any trade they might engage in. Much as a party
She held her hand against the sun, her translucent hand only
of experienced adventurers in medieval fantasy tosses ten
making its light watery and blue as it shone on her face. “I think you
gold around without thinking twice, a party of experienced
should pick out three nice things for yourself and thank your personal
adventurers in Planegea could expect quick service and
omens this plan worked.”
respect and basic goods offered to them on the strength of
“Can’t you LEVITATE something?”
their name and scars alone.
“I could. But this is boring. And your appetite for barter has gotten
To offer this as a reward, communicate its value to
us in trouble more than once. We can’t show our faces in Swapshore
your players when they win a new name or scar about its
for at least four seasons.”
value—not in material terms, but in terms of the respect
Ek-Sur puffed smoke from his nostrils angrily. Then a slow smile
and deference shown to them, as a wealthy person would
spread across his face. “All right, you know best. I guess we’ll just have
expect deference in another era. Assign a value to the name
to leave the silks along with everything else.”
or scar, and let the player know their character won’t need
Lemilith sat up. “Silks?”
to barter for items below the threshold of the combined
“Silks. Gems. Incense. All the fineries of the Air Empire. I saw it
value of their names and scars. Generally speaking, a name
tumble out of the back when the mammoth toppled over. Must be
or scar should have an approximate value equivalent to
under all that bulk, but there’s no way I can budge it by myself. Too
an item of loot a character might have won for a hard or
bad I don’t have any magic to lift the carcass.”
deadly battle with a monster. 5th Edition materials have
Lemilith hopped off the pile of wreckage. “Fine. You win. I guess I
random loot tables listed per monster CR, which make
have a LITTLE magic left. Now shut up and show me these silks.”
good guidelines for the value of a new name or scar.

I
N PLANEGEA, WEALTH IS NOT MEASURED BY coins NAMES
or gems, but by influence, reputation, length of life, Giving the characters new names tells their story, rein-
and the tools you have to stay alive and protect those forces their reputation, makes them recognizable, and
that you care about. Material goods are only valued so anchors them more firmly in the world. Names can be
far as they enable you to exert your will in the world, individual (such as the Ram or Fire-Eater) or applied to
and the value of all things is relative, depending on who everyone in the group (such as the Monsterslayers or the
you’re bartering with and how desperate they are. Firstblood Five). Names are geographical, and dimin-
ish in value the farther from the place where they were
awarded. To decide whether or not they’ve been heard of,
AWARDING LOOT award a reputation DC to the name (higher for less famous
Given that Planegea has no coin or currency, conquering
names, lower for more famous names), and have NPCs
enemies large and small comes with other rewards. Use the
they encounter roll an Intelligence (History) check to see if
Currency Conversion table in Chapter 7, p. 97, for simple
they’ve heard of them. This DC should increase the farther
conversion from gold. Loot can also take the form of magic
the characters are from where the name was awarded.
items, finely crafted goods, or extraordinary raw materials
Name table. Use the table on the next page as an example
(such as prized scales, feathers, blood, bones, teeth, etc).
to quickly lay out the value of name. You can offer a
These materials might be carried by the defeated creature
template like this to your characters for them to track their
or harvested from them.
names if it’s helpful.
Loot can also be claimed in the form of favors, gratitude,
and bonds. If the party defeats a creature that has menaced
an individual, a clan, or a region, they may now be owed
a debt of gratitude, which they can use to gain whatever
advantages they might seek.

Chapter 12 | Treasures 265


Name Hydra’s Bane 1d20 Scar Location 1d20 Scar Location
Worth in salt 250 ps 1 Head (roll on head 11 Fingers
scar table)
Awarded in The Slumbering Forest
2 Neck 12 Thumbs
Reputation DC 16
3 Shoulders 13 Hips
Nameworthy deeds. Characters might earn names for
4 Chest 14 Thighs
any of the following heroic acts, among others:
• Killing a monster 5 Upper arms 15 Knees
• Saving innocent lives 6 Forearms 16 Calves
• Standing up to an intimidating foe 7 Trunk 17 Ankles
• Averting a disaster
8 Belly 18 Feet
• Stopping a plague
• Creating a landmark 9 Wrist 19 Toes
• Recovering a priceless item 10 Hands 20 Roll twice, scar
• Discovering a wonder hits both

1d20 Head Scar Location 1d20 Head Scar Location


SCARS
1 Crown 11 Forehead
Like names, scars can offer passive wealth to a player, but
without geographical limitation. As such, scars are more 2 Back of head 12 Left eye
inherently valuable than names. It’s important, however, to 3 Nape of neck 13 Right eye
discuss with players whether scars are part of their vision
4 Left temple 14 Nose
for their character. Some players might not want to their
character bearing any scars, and some might want their 5 Right temple 15 Upper lip
character to be heavily scarred from the beginning, which 6 Right jaw 16 Lower lip
would alter the balance of wealth in the party. Discuss
7 Left jaw 17 Left cheek
whether using scars as a reward is a good fit for your group
before your first adventure. If it works for your group, use 8 Left ear 18 Right cheek
it as an optional rule, and work with your players to grant 9 Right ear 19 Chin
scars that enhance their character’s aesthetic.
10 Throat 20 Roll twice, scar
For random scars for players and NPCs, you can roll on hits both
the tables on this page, with a scar size of 2d10 inches.
1d12 Scar Type 1d12 Scar Type

HARVESTED PARTS 1 Melted or mottled 7 Pox scarring


Many monsters, once slain, can be harvested for valu- (acid) (necrotic)
able parts. These parts can fetch a handsome value with 2 Discolorated 8 Punctured
the right trader, although DMs should exercise caution (bludgeoning) (piercing)
in assigning prices to parts as a universal rule, as some 3 Frostbitten (cold) 9 Withered (poison)
players may seek to exploit economies of scale if harvesting
4 Burned (fire) 10 Shiny (radiant)
is too reliable a source of income. It’s generally best to have
traders only interested in a limited supply of any given 5 Bent or torn (force) 11 Long scar (slashing)
monster part—or, if any given part is traded often, for the 6 Branched scarring 12 Banded scarring
value to diminish as the market is flooded. (lightning) (thunder)
That said, harvesting parts can still provide opportunities
for adventure, barter, and crafting. Common parts include: Meat. Edible meat is always valuable, especially if its
Teeth or claws. Teeth or claws are usually fairly easy flavor is good. The meat of a monster or dangerous beast
to extract and transport, and of high value for crafting is highly prized, and believed to endow those who eat it
weapons or tools, or as decoration. If a creature is known with might and prowess in hunting and other endeavors.
for its many teeth (a shark, for example) its teeth may be Raw meat usually spoils quickly, and must be consumed or
less valuable since they are more common. preserved by smoking, packing in salt, or other means.
Bones. Bones can be used to craft weapons or struc- Fur or hide. A creature’s fur or hide can command a high
tures, and usually require substantial effort to extract and value in a trade, depending on its size and quality. Fur or
clean. They generally command an average price for their hide can be difficult to extract, depending on the anatomy
utility, but unless they are curiously shaped or colored or of the creature, and is most useful in wide uninterrupted
have magical properties, they are hard to differentiate from sheets. Unusual colors or textures are greatly valued, espe-
more commonly-found bones. cially if the fur or hide is especially warming or cooling
(depending on the environment).

266 Chapter 12 | Treasures


Eyes or ears. The eyes, ears, or other delicate external
organs of a creature can be of great value to spellcasters or MAGIC ITEM ORIGINS
as trophies if well-preserved. Such organs are fragile and Magic items arise from many places in Planegea. Those
can perish easily if mishandled, and those interested in held by mortals tend to be crafted by shamans, spellskins,
them are less common, but more passionate when found, gnomes, or else created by the gods. Many divine hallows
and willing to pay handsomely for the parts they seek. act as de facto magic shops, as mortals give offerings to
Head or paws. The head, paws, or other parts of a the local deity in order to gain blessed items. Magic items
creature can be taken in whole as a trophy. Such parts are can also arise from nature, the giant empires, or stranger
usually displayed as proof of conquest. Because of their size, provenance, such as the vault of aberrations, the elemen-
they are usually only desired by chieftains, shamans, or tal wastes, Nod, or even the far depths of the Sea of Stars.
other persons of influence who can afford to transport or Consider how the item’s origin might affect its appearance
display such prizes. and nature:
Blood or venom. The natural fluids of creatures can be Shaman. This item was hand-crafted by a shaman and
highly valued by the right trader. Blood and any poisonous imbued with divine power. It is formed of natural materi-
fluids are the easiest to barter, but certain acids, biles, or als, carved simply with stone tools, and possibly decorated
other fluids might find an interested trader under the right with beads, feathers, or colored shells.
circumstances. Spellskin. This item was invented by a spellskin and
Internal organs. The heart, liver, stomach, or other inter- enchanted with arcane magic. It is minimal in nature,
nal organs of creatures have varying values depending on with as few elements as possible, but has inked or carved
the nature of the creature and its natural or magical abili- patterns on its surface to show the way to activate the spell.
ties. Such organs are usually relatively easy to extract, but Gnome. This item is intricately created from reclaimed
hard to preserve, and must generally be used for whatever refuse and discarded materials, crafted with myriad tiny
their purpose is quickly before they perish. details of inventive and curious design.
Stone or pearl. Some creatures have a stone, jewel, pearl, God. This item is miraculously shaped, perfectly organic
or other artifact embedded in their physiology. Such stones or geometrical by the will of the god. It bears marks and
are highly prized and command great value in trades, often decorations pertaining to the god’s nature, such as a scale
sought out by collectors and powerful shamans or spell- pattern for a snake god or glittering gems for a stone
skins as spell components. god. An item given by an evil god tends to feature hooks,
twisted shapes, and alluring colors, while an item given by
a good god tends to be humble in appearance, yet elegant
PRECIOUS PLANTS when examined or wielded.
Some creatures guard magical or rare plants as treasured
Giant. This item was created by the hands of giant arti-
items. Such plants might be seeds or bulbs, or sprouted and
sans. It features strong geometric designs and is a little
worn in pouches or pots of soil, or they might be in hidden
overlarge and heavy. It is decorated with materials natural
gardens, tenderly transplanted when the creature relo-
to the Empire from which it comes, such as gemstones,
cates. Plants might be valuable in themselves, or their parts
obsidian, giant feathers, or shells.
might be able to be used as spell components, unusual
Aberration. This item was reclaimed from a vault or
flavoring, or other prized purposes. Some plants only
incursion of the alien minds known as aberrations (p.
flower or produce fruit under certain circumstances, and
260). It features a strange combination of living and
might have pictograms or enclosures that would suggest
artificial materials, and has a tendency to ooze, bead with
such timing.
condensation, or wriggle slightly when touched.
Nod. This item is from one of the twin worlds of Nod (p.
178). Items from the Dream World tend to have an insub-
Magic Items stantial, see-through quality to them, their outlines slightly
In Planegea, magic and the mundane are so interwoven amorphous, and to change slightly when you look away in
that they have no real distinction in the minds of most small ways such as color or size. Items from the Nightmare
people. Spells of divine and arcane nature are common- World tend to feature scars and scratches, as if they were
place, as are prayers, superstitions, and inexplicable created through some traumatic event, and rattle or hiss
occurrences of all kinds. Weather events such as lightning when closely examined.
or windstorms are considered magical, fire is believed to
be inherently magical, and so the appearance of a magical
item is regarded with interest, but without undue amaze-
ment. Dragons will hoard anything magical made
That said, magic is one more element beyond the control by anyone and call it all the same. Little do
of nonmagical mortals, and is regarded with as much they realize that little battles are being fought
guarded caution as a wild beast or dangerous river crossing. beneath their claws as holy items duel with
Spellcasters and those who carry magic items may be seen druidic ones, gnomecraft struggles with giant
as threats, targets for robbery, or helpful allies, depending magic, and nature and aberration seek to unmake
on those they encounter. each other in subtle, unspeaking ways. 
Chapter 12 | Treasures 267
Elemental Wastes. This item is an artifact of the elemen- Use this table to determine the spell’s attack bonus or
tal wastes, and is earth, air, fire, or water encapsulated. It’s spell save DC:
made of rough elemental shapes, or else genie-crafted with
mystical symbols and impossible artistry and whimsy. Spell Level Save DC Attack Bonus
Stars. This item comes from the Sea of Stars, and gleams Cantrip 13 +5
with an inner glow, seeming to capture and hold any light 1st 13 +5
source that shines upon it. When listened to closely, it
2nd 13 +5
appears to be faintly singing.
Nature. This item grew from nature itself, through some 3rd 15 +7
magical quirk of the land. It might have blossomed as the 4th 15 +7
fruit or flower of an enchanted tree, or formed of its own
5th 17 +9
accord in the rock of a mountain or riverbed, or been
created through a natural event such as lightning striking 6th 17 +9
sand or the wind shaping a stone over countless years. 7th 18 +10
8th 18 +10
CONVERTING MAGIC ITEMS
9th 19 +11
Most magic items in Fifth Edition can be used in Planegea,
simply by converting any metal components to prehistoric
materials (stone, wood, bone, shell, etc.), with two obvious
exceptions:
Books become chants. Various books in 5E grant abili-
ties and unleash effects when read over time. These magic
items become chants, which must be memorized and
uttered from start to finish, requiring the same amount of
time as the time required to read the book.
Such chants could be leanred from a shaman, ghost, god,
ancestor, or spirit. Chants can also be recorded with magic
and placed within objects.
Spell scrolls become talismans. Talismans are small,
brittle trinkets, usually made of clay, fragile bones, string,
and the like. When used correctly, a talisman unravels to
cast its spell, and then disintegrates into dust. However, it
is possible to unravel a talisman clumsily, failing to activate
the magic. If a non-spellcaster breaks
the talisman, they must succeed on
a DC 10 Intelligence check or the spell
escapes without effect. On a natural 1, the
spell targets the non-spellcaster who
broke the talisman.

268 Chapter 12 | Treasures


Mask of the Ape (rare). This huge, glowering mask allows
Magic Masks you to hurl spectral boulders. When you expend a charge,
In the primal world of Planegea, there are many dangerous make a ranged weapon attack against a target you can see
secrets and menacing powers. The mortals of the world within 50 feet, or within 100 feet with disadvantage. This
have found countless ways to survive, but perhaps none attack is +9 to hit. On a hit, deal 7d6 + 6 bludgeoning damage.
are as unique to the world as the creation of magic masks, Mask of the Balor (very rare). This red, ox-headed mask
imbued with the power of the creature they represent. unleashes an aura of fire around you. When you expend
When worn by a mortal attuned to the mask, a transfor- a charge, each creature within 5 feet of you takes 3d6 fire
mation occurs as the mask comes to life at the will of the damage, and flammable objects in the aura that aren’t being
wearer. worn or carried ignite. Until the start of your next turn, a
There are many masks in Planegea, of both divine and creature that touches you or hits you with a melee attack
arcane origin. This section lists 18 of them, as well as offer- while within 5 feet of you takes 3d6 fire damage.
ing guidance on how to create original masks for your own Mask of the Bat (uncommon). This crude mask with
table’s adventures. oversized ears grants you the senses of the bat. When you
expend a charge, you gain blindsight to a range of 60 feet
Magic Masks by Rarity until the start of your next turn.
Rarity Magic Masks Mask of the Blink Dog (rare). This mask of a sharp-eared
canine allows you to teleport. When you expend a charge
Uncommon Mask of the Bat
as an action, you magically teleport, along with any
Uncommon Mask of the Eagle equipment you are wearing or carrying, up to 40 feet to
Uncommon Mask of the Cobra an unoccupied space you can see. This teleportation does
not provoke attacks of opportunity. As part of this action,
Uncommon Mask of the Spider
either before or after teleporting, you can make one attack.
Uncommon Mask of the Sprite Mask of the Cobra (uncommon). This fanged, hooded
Uncommon Mask of the Toad mask gives you the power of a poisonous bite. When you
Uncommon Mask of the Lion expend a charge, make a melee weapon attack against a
target you can see within 10 feet. The attack is +6 to hit,
Rare Mask of the Blink Dog and deals 1d4 + 4 piercing damage. On a hit, the target
Rare Mask of the Duergar must make a DC 11 Constitution saving throw, taking 3d6
Rare Mask of the Ape poison damage on a failed save, or half as much damage on
a successful one.
Rare Mask of the Mimic
Mask of the Dragon (legendary). This red, polished mask
Rare Mask of the Wraith of a great dragon grants you fiery breath. When you expend
Very Rare Mask of the Balor a charge, you exhale fire in a 30-foot cone. Each creature in
that area must make a DC 17 Dexterity saving throw, taking
Very Rare Mask of the Treant
16d6 fire damage on a failed save, or half as much damage
Very Rare Mask of the Unicorn on a successful one.
Very Rare Mask of the Vampire Mask of the Duergar (rare). This gray, dwarvish mask
grants you the power to enlarge your form. When you
Legendary Mask of the Dragon
expend a charge, you magically increase in size, along with
Legendary Mask of the Storm Giant anything you are wearing or carrying, for 1 minute, during
which time you cannot expend another charge with this
MAGIC MASK mask. Your size category increases by 1. While enlarged,
Wondrous item (mask), rarity by mask (requires attunement) you double your damage dice on Strength-based weapon
This mask is carved and decorated to resemble a specific attacks, and make Strength checks and Strength saving
creature, and imbues its wearer with a measure of that throws with advantage. If you lack the room to increase by
creature’s power. As a bonus action, you can put on or 1 size, you attain the maximum size possible in the space
remove the mask. The mask has 5 charges. While wearing available.
the mask, as an action you expend 1 of its charges and Mask of the Eagle (uncommon). This mask features the
immediately take the mask’s action. If the action uses an sharp hooked beak and yellow eyes of an eagle. When you
item such as a weapon or other held object, the mask proj- expend a charge, you gain a fly speed equal to your walking
ects a spectral version of the object, which disappears when speed until the start of your next turn.
the charge is expended. Mask of the Lion (uncommon). This golden-maned mask
The mask regains 1d4+1 expended charges daily at dawn. grants you the predator’s mighty pounce. If you move at
If you expend the mask’s last charge, roll a d20. On a 1, the least 20 feet straight toward a creature and then hit it with
mask’s magic fades and it becomes a mundane object. a melee attack on the same turn, you may expend a charge
There are many magic masks in the world, created by all as part of your attack action. The target must succeed on a
manner of spellcasters and magical beings for many differ- DC 13 Strength saving throw or be knocked prone. If the
ent purposes. Here are some of them:

Chapter 12 | Treasures 269


target is prone, you can make one additional melee attack than 120 feet from the tree; or until you take a bonus
against it as a bonus action. action to turn it back into an inanimate tree. The tree then
Mask of the Mimic (rare). This amorphous mask allows takes root if possible. You cannot expend another charge
you to disguise yourself as an object. When you expend a with this mask while any tree is animated by its magic.
charge, you can turn into an object of approximately the Mask of the Unicorn (very rare). This mask of purest
same size as yourself. While you remain motionless, you white with a spiraling horn grants you a healing touch.
are indistinguishable from an ordinary object, although When you expend a charge, you can touch another creature
you still retain all your existing stats, abilities, proficien- with the mask’s horn. The target magically regains 2d8 + 2
cies, and requirements (such as food, air, and sleep). You hit points. In addition, the touch removes all diseases and
can use your bonus action to return to your own form. neutralizes all poisons afflicting the target.
Mask of the Spider (uncommon). This black, many-eyed Mask of the Vampire (very rare). This pale, fanged mask
mask gives you the power to shoot webbing. When you summons the children of the night at your command.
expend a charge, make a ranged weapon attack against When you expend a charge, you magically call 2d4 swarms
a creature you can see within 30 feet, or 60 feet with of bats or rats, provided that the sun isn’t up. While
disadvantage. The attack is +5 to hit. On a hit, the target is outdoors, you can call 3d6 wolves instead. The called crea-
restrained by webbing. As an action, the restrained target tures arrive in 1d4 rounds, acting as your allies and obeying
can make a DC 12 Strength check, bursting the webbing on your spoken commands. The beasts remain for 1 hour, until
a success. The webbing can also be attacked and destroyed you die, or until you dismiss them as a bonus action.
(AC 10; hp 5; vulnerability to fire damage; immunity to Mask of the Wraith (rare). This translucent, ghostly mask
bludgeoning, poison, and psychic damage). grants you the power of incorporeal movement. When you
Mask of the Sprite (uncommon). This wide-eyed, glitter- expend a charge, until the start of your next turn, you can
ing mask grants the power to see into a creature’s heart. move through other creatures and objects as if they were
When you expend a charge, you can touch a creature and difficult terrain. Take 1d10 force damage if you end your
magically know the creature’s current emotional state. If turn inside an object.
the target fails a DC 10 Charisma saving throw, you also
know the creature’s alignment (if any). Celestials, fiends, CREATING MAGIC MASKS
and undead automatically fail the saving throw.
Mask of the Storm Giant (legendary). This frightening, Magic masks are simple to design and powerful in play.
oversized mask allows you to wield the power of lightning. To make your own magic mask, select a creature and
When you expend a charge, you hurl a magical lightning choose one of its actions or abilities to grant to the
bolt at a point you can see within 500 feet of it. Each crea- attuned creature. (For balance purposes, Multiattack
ture within 10 feet of that point must make a DC 17 Dexter- should not be chosen.) Rewrite the creature’s action in
ity saving throw, taking 12d8 lightning damage on a failed player-facing langauge, and the mask is complete!
save, or half as much damage on a successful one. Timing. Some creatures have abilities that are only to
Mask of the Toad (uncommon). This brown, goggle-eyed be used once or twice per day, or have ongoing effects.
mask features an enormous bite. When you expend a For these abilities, add a clause such as “until the start of
charge, make a melee weapon attack against a target you your next turn,” or “you cannot expend another charge
can see. The bite is +4 to hit. On a hit, deal 1d10 + 2 pierc- until…” to keep the mask in line with the monster’s ability.
ing damage plus 1d10 poison damage, and the target is Damage. Masks that deal damage should scale by
grappled (escape DC 13). Until this grapple ends, the target rarity. The ranges below are based on average player
is restrained, and you can’t bite another target. damage by tier of play, and should offer a good baseline:
Mask of the Treant (very rare). This wooden, branched • Uncommon: 10–20 damage per round
mask allows you to animate trees. When you expend a • Rare: 25–50 damage per round
charge, you magically animate one or two trees you can • Very Rare: 35–75 damage per round
see within 60 feet. These trees have the statistics of a • Legendary: 40–85 damage per round
treant, except they have Intelligence and Charisma scores
of 1, they can’t speak, and they have only the Slam action
option. An animated tree acts as your ally. The tree remains
animate for 1 day or until it dies; until you die or are more

270 Chapter 12 | Treasures


Magic Item Descriptions
This is just a scattering of the magic items that can be
found in strongholds, sanctums, vaults, and other secret I pass along word of these apparatuses because I’ve
places throughout Planegea. Some are the prized posses- heard it to be so, but who would possibly create
sions of powerful heroes and villains, while others are used
such a preposterous object, let alone several?
every day by unremarkable mortals.
And to what purpose? This seems very unlikely to
AMULET OF THE ARENA
me... I’d consider this bit pure conjecture. 
Wondrous item, rare

While wearing this amulet, your size doubles in all


dimensions, and your weight is multiplied by eight. This
growth increases your size by one category—from Medium
APPARATUS OF THE HAWK LEVERS
to Large, for example. If there isn’t enough room to
double your size, you take 1d6 force damage per 5 feet of Lever Up Down
constrained space, and are restrained until you remove 1 Wings extend, allowing Wings retract, reducing
the amulet or are freed from the space. Until the amulet is the apparatus to fly. the apparatus’ flying
removed, you also have advantage on Strength checks and speed to 0 and making
Strength saving throws. Your weapons also grow to match it unable to benefit from
your new size. bonuses to speed.
2 Forward window Forward window
APPARATUS OF THE HAWK shutter opens. shutter closes.
Wondrous item, legendary 3 Floor and ceiling Floor and ceiling
This item first appears to be a Large sealed stone cylinder window shutters open window shutters close
weighing 400 pounds. The cylinder has a hidden catch, (one above, one below). (one above, one below).
which can be found with a successful DC 20 Intelligence 4 Two talons extend from The talons retract,
(Investigation) check. Releasing the catch unlocks a hatch the underside side of the reducing the
at one end of the monument, allowing two Medium or apparatus, raising it 5 ft. apparatus’s walking
smaller creatures to crawl inside. Ten levers are set in a and allowing it to walk. speed to 0 and making
it unable to benefit from
row at the far end, each in a neutral position, able to move
bonuses to speed.
either up or down. When certain levers are used, the appa-
ratus transforms to resemble a giant hawk. 5 The apparatus walks or The apparatus walks or
The Apparatus of the Hawk is a Large object with the flies forward, if talons or flies backward, if talons or
following statistics: wings are extended. wings are extended.
6 Each extended wing The talons make the
Armor Class: 20
makes the following following melee weapon
Hit Points: 200 melee weapon attack: attack: +8 to hit, reach
Speed: 10 ft., Fly 60 ft. (or 0 ft. if the talons or wings aren’t +8 to hit, reach 20 ft. Hit: 5 ft., one target. Hit:
extended) 7 (2d6) bludgeoning The target is grappled
Damage Immunities: poison, psychic damage. (escape DC 15)
To be used as a vehicle, the apparatus requires one pilot. 7 The apparatus turns 90 The apparatus turns 90
While the apparatus’ hatch is closed, the compartment is degrees left. degrees right.
airtight and warm. The compartment holds enough air for 8 Lenses cover over the The lenses retract.
10 hours of breathing, divided by the number of breathing windows , magnifying
creatures inside. objects viewed through
The apparatus is capable of flight unless it is submerged them to twice their size.
in liquid or its wings are restrained or blocked by obstacles. 9 The apparatus descends The apparatus rises up to
A creature in the compartment can use an action to move as much as 20 feet in air. 20 feet in air.
as many as two of the apparatus’ levers up or down. After
10 The rear hatch unseals The rear hatch closes and
each use, a lever goes back to its neutral position. Each and opens. seals.
lever, from left to right, functions as shown in the Appara-
tus of the Hawk Levers table.

Chapter 12 | Treasures 271


APPARATUS OF THE MAMMOTH ARCFIRE GLAIVE
Wondrous item, legendary Weapon (glaive), very rare (requires attunement)

This item first appears to be a Huge sealed stone monu- This ever-burning weapon can be spun in whirling attacks,
ment weighing 10,000 pounds, featuring the carved head threatening everyone around the wielder. You gain a +1
of a mammoth and two stone tusks. The monument has bonus to attack and damage rolls made with this magic
a hidden catch, which can be found with a successful DC weapon. When you hit with it, the target takes an addi-
20 Intelligence (Investigation) check. Releasing the catch tional 2d8 fire damage.
unlocks a hatch at one end of the monument, allowing six As an action, you can use the glaive to make a whirling
Large or smaller creatures to crawl inside. Ten levers are attack in a 10-foot radius. Creatures within the radius must
set in a row at the far end, each in a neutral position, able make a DC 15 Dexterity saving throw. On a failed save, they
to move either up or down. When certain levers are used, take 2d8 fire damage. On a success, they take half as much.
the apparatus transforms to resemble a stone mammoth. Any flammable objects in the radius ignite.
The Apparatus of the Mammoth is a Huge object with the
following statistics: ASP OF PERFECTION
Wondrous item, legendary (requires attunement)
Armor Class: 30
Hit Points: 400 This armlet is fashioned of glittering gemweave, woven in
Speed: 30 ft., Swim 10 ft. (or 0 ft. if the legs aren’t the shape of a coiled serpent with bared fangs. Originally
extended) worn by the Air Empress, the Asp enables utter perfection,
Damage Immunities: poison, psychic but punishes weakness with death. While you are attuned
to the Asp, any attack roll, ability check, or saving throw
To be used as a vehicle, the apparatus requires one pilot.
other than a 1 is treated as a natural 20.
While the apparatus’s hatch is closed, the compartment is
airtight. The compartment holds enough air for 10 hours
of breathing, divided by the number of breathing
creatures inside.
The apparatus takes no penalty to speed
from difficult terrain.
A creature in the compartment can
use an action to move as many
as two of the apparatus’ levers
up or down. After each use, a
lever goes back to its neutral
position. Each lever, from
left to right, functions as
shown in the Appara-
tus of the Mammoth
Levers table (on
the opposite
page).

272 Chapter 12 | Treasures


If you roll a 1 on an ability check, attack roll, or saving ASPECTER’S FLUTE
throw while attuned to the Asp, you drop to 0 hit points, Weapon (blowgun), uncommon
automatically fail two death saving throws, and have
disadvantage on your next death saving throw, which is not This slender blowgun shoots tiny needles infused with
converted to a natural 20 by the Asp. batface venom. When you hit with the Aspecter’s Flute,
Curse. The Asp of Perfection is cursed, and becoming the target must make a DC 15 Wisdom saving throw. On
attuned to it extends the curse to you. While cursed, a a failure, they take 1d8 poison damage of which they are
creature may not willingly remove the Asp. If it is forcibly unaware. On a success, they take half as much and are
removed, the cursed creature dies. aware of the damage.

BASIN OF DREAMING
APPARATUS OF THE MAMMOTH LEVERS
Wondrous item, rare (requires attunement)
Lever Up Down
This large stone basin has 5 charges and regains 1d3
1 Legs extend, allowing Legs retract, reducing
expended charges daily at dawn. The basin is about 1 foot
the apparatus to walk. the apparatus’s speed to
in diameter and half as deep. It weighs 10 pounds and holds
0 and making it unable
to benefit from bonuses about 3 gallons. While the basin is filled with water, you
to speed. can use an action to expend one of its charges to cast the
dream spell.
2 Forward window Forward window
You can also use all 5 charges to cast planeshift.
shutter opens. shutter closes.
3 Side window shutters Side window shutters BEAD OF BREEZE
open (one per side). close (one per side). Wondrous item, common
4 A trunklike appendage The trunk retracts.
This fragile glass bead is chilly to the touch. You can use a
uncurls from the front of
the apparatus. bonus action to crush the bead, releasing a cool breeze that
can be felt by creatures in a 50-foot sphere centered on you.
5 The apparatus walks The apparatus walks The breeze lasts for 1 minute.
forward, if legs are backward, if legs are
already extended. already extended.
BEAD OF FROST
6 The tusks make the The extended trunk Wondrous item, common
following melee makes the following
weapon attack: +8 to hit, melee weapon attack: This small icy bead is kept in a specially-prepared pouch
reach 20 ft. Hit: 18 (4d8) +8 to hit, reach 20 ft., until ready to be used. You can use an action to touch the
bludgeoning damage. one target. Hit: The bead to an object no larger than a 5-foot cube. The object
target is grappled becomes covered in a thin layer of magical frost. If the
(escape DC 15) object was on fire, the fire is extinguished, and the object
7 The apparatus turns 90 The apparatus turns 90 is chilled. The bead melts after 6 seconds, after which the
degrees left, if legs are degrees right, if legs are object’s temperature returns to normal.
extended. extended.
8 The trunk emits a loud The trunk emits a loud BLOOD SIPHON
trumpeting that can be trumpeting that can be Wondrous item, rare (requires attunement)
heard clearly for 1 mile, heard clearly for 1 mile,
This pair of small ruby discs creates a magical link between
and faintly for 5 miles. and faintly for 5 miles.
two creatures, drawing the life-force from one creature to
9 If the legs are extended, If the legs are extended, another in a parasitic bond. One disc has an engraving of
the apparatus rears the apparatus charges a leech, and the other has an engraving of a flower. As an
on its hind legs briefly, forward up to 60 feet. action, you can place the leech disc on the skin of a human-
before slamming back Creatures in its path
oid creature. That creature must make a DC 16 Constitu-
down in a stomp attack: must make a DC 15
tion saving throw. On a failure, the leech disc attaches and
+8 to hit, reach 5 ft. Hit: Dexterity saving throw.
55 (10d10) bludgeoning On a failure, they take cannot be removed except by magic such as a remove curse
damage. Creatures 7 (2d6) bludgeoning spell. The flower disc can be attached to the skin of another
in a 10 ft. radius must damage and are creature as a bonus action, and removed as a bonus action.
succeed on a DC15 knocked prone. On a At the time that both discs are attached to living crea-
Dexterity saving throw success, they take half tures, the creature wearing the flower disc can choose one
or be knocked prone. damage. of the following abilities to siphon: Strength, Dexterity,
10 The rear hatch unseals The rear hatch closes Constitution, or Charisma. The ability cannot be changed
and opens. and seals. unless both discs are removed and re-attached. The
creature wearing the flower disc has advantage on ability
checks, attack rolls, and saving throws using the chosen

Chapter 12 | Treasures 273


ability. The creature wearing the leech disc has disadvan- DAY-STAR PENDANT
tage with the same ability. Wondrous item, very rare
Every 24 hours, starting when both discs are attached,
the creature wearing the leech disc must make a DC 16 These ivory pendants are given to members of the Council
Constitution saving throw. On a failed save, they take one of Day (p. 193). Each pendant is inset with four tiny
level of exhaustion. stones in the pattern of a diamond. When these stones are
pulled into the center, they glow brightly, emitting a dim
light in a 10 foot radius.
BLINDING WEAPON
Weapon (any), uncommon (requires attunement)
DEEPSTONE
The first time you hit a creature with this weapon, they Wondrous item, legendary (requires attunement)
must make a DC 13 Constitution saving throw or be
Also called the Mountainheart, this legendary item was
blinded until the end of their turn.
the prize of the Stone Empire. A large, egg-shaped stone
of strange, rough texture, the Deepstone grants power-
BRIGHTSHATTER JAR
ful control over the element of earth. When touching the
Wondrous item, common
Deepstone, you can cast the following spells at will with a
This sealed, spherical jar, when broken, creates a magical range of 1 mile: (at-will) mold earth, move earth, erupting earth,
light for 1 hour. The light is centered on the place the jar stone shape, transmute rock, and (once per day) earthquake.
was broken, casting bright light in a 50-foot radius and dim Additionally, while you are attuned to the Deepstone, you
light for an additional 50 feet. gain the benefits of the investiture of stone spell, and can cast
If the jar is broken in darkness, creatures within the clairvoyance once per day, locating its sensor within 1 mile
bright light must make a DC 10 Constitution saving throw. of the Deepstone.
On a failure, they have disadvantage on attack rolls and
Perception checks relying on sight until the end of their DIRESTAFF
next turn. Weapon (quarterstaff), common

This quarterstaff bears a minor enchantment. As a bonus


CORD OF ETHEREAL PROJECTION
action, you can double the length of the staff up to 10 feet,
Wondrous item, very rare
granting it the Reach property. When doubled in length,
This rope, woven from the fibers of magical seaweed, is 100 attacks made with a direstaff have disadvantage. You can
feet long, has 20 hit points, and can be burst with a DC 25 return the direstaff to its original length with a bonus
Strength check. action.
While touching the rope, you can use an action to cast
etherealness on yourself. The spell creates an ethereal DOWSING ROD
projection of the rope. You are unable to move the ethereal Wondrous item, common
rope, which occupies the same space as the original rope.
This enchanted forked stick is sensitive to the proximity of
The spell only lasts as long as you are touching the ethereal
hidden water. While walking and holding the stick, you are
rope, and ends if the original rope or its ethereal projection
aware if you are moving closer to or further from potable water.
are severed.
Only one creature can use the rope in this way at a time.
DURU’S CUDGEL
If a second creature uses an action to cast the spell while
Weapon (greatclub), legendary (requires attunement by a druid,
touching the rope, the spell ends for the first creature.
warlock, or guardian)
CLOAK OF THE BEEKEPER This enormous greatclub is a legendary bough from the
Wondrous item, uncommon (requires attunement) original tree that was Duru himself. You gain a +3 bonus to
attack and damage rolls made with this magic weapon. If a
While attuned to this cloak, you have resistance to poison
creature makes an attack with this greatclub without being
damage and advantage on saving throws against being
attuned to it, they take 4d6 necrotic damage as tiny leaves
poisoned by the stings of bees, wasps, and other insects.
and flowers burst through their skin from the inside.
While you are attuned to Duru’s Cudgel, creatures you
CRAFTING HOOP
hit with this weapon must make a DC 18 Wisdom saving
Wondrous item, common
throw. A creature that fails the save begins to turn into a
This magical hoop of twigs or woven grasses offers a simple tree and is restrained. The restrained creature must repeat
enchantment which allows a closer look at small objects. the saving throw at the end of its next turn, transforming
Its grants advantage on any ability check made to appraise into a tree on a failure or ending the effect on a success.
or inspect an item that is small or highly detailed. The transformation lasts until the creature is freed by
greater restoration or other magic. A creature that fails the
initial saving throw by 5 or more instantly transforms into
a tree.

274 Chapter 12 | Treasures


EMBRACING NET HALLOWED SOIL
Weapon (net), uncommon Wondrous item, very rare

This magical net is designed to squeeze the life out of its The small pot or satchel contains 1d4+6 handfuls of soil. You
victims. You can use a bonus action to magically constrict can use an action to sprinkle a handful of it on the ground. A
it, dealing 1d6 bludgeoning damage to a creature restrained handful can cover a circular area with a diameter of 30 feet,
by it. If the net is destroyed by slashing damage, it weaves on which the soil casts the hallow spell with a DC of 18.
itself back together at the next dawn. Additionally, if you are familiar with the god from whose
hallow the soil originated, while standing on the soil, you
EYES OF THE STORM can use an action to cast sending and speak to that god. The
Wondrous item, uncommon god chooses whether or not to hear the message and can
ignore it or respond as they see fit.
These paired sapphires are attached by an ivory chain or
cord of finely woven seaweed. While holding the Eyes of
HARMLESS PIN
the Storm, your vision is not obscured by rain, snow, fog,
Wondrous item, common
or other weather effects. As an action, you can throw the
Eyes up to 30 feet into the air. They hover at the apex of As a bonus action, this pin can be used to prick a creature,
your throw for up to 1 minute. While they remain in the creating an illusion of intense pain for 1 second. Once
air, you can use your action to see through them until the a creature has been pricked with a harmless pin, it is
end of your next turn. You are blind in regards to your immune to the effects of that particular pin in the future.
own sesnse of sight while using the Eyes in this way. You
can use your action on subsequent turns to maintain your HELM OF THE HOST
vision through the Eyes until the end of your next turn. Wondrous item, very rare (requires attunement by a spellcaster)

This towering headpiece was worn by a Master of Cere-


FIREHIDE
monies at the Air Empire’s yearly Carnival of Exquisite
Wondrous item, common
Agonies. It has 12 charges. While attuned to the Helm
This heavy fur cloak, if ignited, burns perpetually with of the Host, you can expend charges to cast any illusion
intangible fire until deprived of air or submerged in water. spell that you know without expending a spell slot, using
one charge per level of the spell. The helm regains 1d4+2
FLUTTERING MAIL charges daily at dawn.
Armor (any), uncommon
HORN OF THE HERD-LORD
This gauzy armor is enchanted with a permanent illusion
Wondrous item, very rare (requires attunement)
to look and feel like a gleaming, loosely-woven garment,
while still offering its wearer protection. You can don or This enchanted horn has 7 charges. While attuned to the
doff this armor as an action. horn, you can use an action to blow it, expending 4 to 7
charges to cast dominate beast with a DC of 17. The level at
GNOMEKNACK CROSSBOW which the spell is cast is equal to
Weapon (crossbow), uncommon the number of charges expended.
The horn regains 1d4 + 3
This ingenious device is three weapons in one. As a bonus
expended charges daily
action, you can speak the command word and transform
at dawn.
this weapon into any of its three forms: a hand cross-
bow, a light crossbow, or a heavy crossbow.

GUTTER’S KNIFE
Weapon (dagger), common

This knife is ideal for harvesting a kill, and reduces the


time spent when making Wisdom (Medicine or Survival)
checks to harvest by half.

Chapter 12 | Treasures 275


ICEBITER PIKE LITTLE LIAR
Weapon (pike), very rare Weapon (dagger), rare

This frost giant pike was a prized weapon of the Stone This intricately designed knife brims with illusion magic.
Empire. While attuned to the Icebiter Pike, you gain a +2 Little Liar has 6 charges. When you hit with it, you can
bonus to attack and damage rolls made with this magic expend charges to cast one of the following spells without
weapon, and deal an additional 1d8 cold damage. expending a spell slot (spell save DC 14), centered on the
As an action, you can use Icebiter Pike to cast cone of cold target:
with a save DC of 14. Once used, the cone of cold property
• phantasmal force (2 charges)
can’t be used again for 24 hours.
• fear (3 charges)
• phantasmal killer (4 charges)
KNOTPICK
Wondrous item, uncommon Little Liar regains 1d4 + 2 expended charges daily at dawn.

This enchanted bone tool carries subtle enchantments to


MASK OF EXPRESSION
help ease apart magically secured locks and knots. When
Wondrous item, common
making checks with thieves tools, the knotpick noiselessly
suppresses arcane lock as if with the knock spell, after which This carved mask, made of wood, ivory, or stone, shows the
the knotpick breaks. expressions chosen by its wearer. The wearer can change
the expression shown at will.
KRAKENHUNT TRIDENT
Weapon (trident), uncommon (requires attunement) MASK OF THE ARBITER
Wondrous item, legendary (requires attunement)
This trident can create a spectral echo of itself, allowing its
wielder to both throw it and stab with it. While attuned to The Arbiter of Seerfall traditionally wears this unadorned
this weapon, you can use a bonus action to create a magical wooden mask. Within a 30-foot radius of the mask, crea-
duplicate of the weapon in your hand. The duplicate feels tures are affected by the zone of truth spell as if they had
identical to the original trident, but has a shimmering, failed the save.
translucent quality. The duplicate disappears after you While attuned to the mask, the wearer has truesight up
make an attack with it. You can only have one such dupli- to 30 feet.
cate at any time.
MARBLE OF NOD
LANCE OF THE LODGE Wondrous item, common
Weapon (lance), legendary (requires attunement)
This translucent purple stone is smooth and cool to the
This blood-red lance is the ultimate prize for the Redguard touch. As a bonus action, you can place it in your mouth.
of Edgegather, famed for its ability to summon an entire When you do so, you instantly fall asleep and begin to
hunting party out of thin air. The lance has 10 charges. dream. Creatures that cannot sleep are unaffected.
While attuned to the lance of the lodge, you can expend 1
charge and use an action to cast find steed. The summoned MIDNIGHT STAR
steed appears underneath you in red bone armor, granting Weapon (morningstar), legendary (requires attunement)
+1 to its AC, and you are automatically riding it.
This legendary storm giant weapon was wielded by none
Also, while attuned to the lance, you can expend 2
other than the Sea Emperor himself. When you attune to
charges and use an action to cast conjure animals at 3rd level.
this weapon, you and up to 6 creatures you choose within
You cannot use the lance to cast this spell again until all
line of sight gain truesight up to 60 feet as long as you are
beasts previously conjured by this spell have dropped to 0
attuned to Midnight Star. You gain a +3 bonus to attack and
hit points or disappeared.
damage rolls made with this magic weapon while attuned
Finally, while attuned to the lance, you can cast find famil-
to it. When you hit with Midnight Star, it deals an addi-
iar. You can only summon creatures with a fly speed using
tional 2d8 thunder damage.
this spell, and the range for telepathy with your familiar is
Additionally, as an action, while attuned to Midnight Star
extended to 500 feet.
you can cast foresight without expending a spell slot. This
property can’t be used again for 24 hours.
LIGHTNING BRANCH
Weapon (club), uncommon

This enchanted branch was prepared by a spellcaster and


then struck by lightning, which it captured in its wood.
When you hit with this club, it deals an additional 1d6
lightning damage.

276 Chapter 12 | Treasures


MINDFANG PIPE OF SMOKE-SUMMONING
Ring, very rare (requires attunement) Wondrous item, rare

This black wooden ring is carved in the shape of a snake, This black pipe has a long, twisted stem. As an action, you
its fangs poised over its wearer’s finger. While attuned can smoke the pipe to cast conjure minor elementals at 4th
to Mindfang, you can use an action to cast detect thoughts level without expending a spell slot. Summoned elementals
without expending a spell slot (spell save DC 20), taking must be at least partly comprised of fire or air. You can’t
1d4 psychic damage as Mindfang sinks its fangs into your use this feature again until the next dawn.
finger. Each time you use an action or a bonus action using If you smoke this pipe using costly supplies, you can
the spell, you take psychic damage, with the size of the die use its spellcasting feature at higher levels. When you
increasing by one size to 1d6, then 1d8, 1d10, and finally smoke this pipe using materials worth 500 ps, which the
reaching its maximum at 1d12. The die size resets when pipe consumes, you can cast the spell at 6th level. You can
you take a short or long rest. cast it at 8th level with materials worth 1,000 ps, which it
While using Mindfang, you can continue to push into consumes.
a target’s mind, repeatedly probing deeper as an action
without ending the spell. PLATTER OF ENDLESS DELIGHT
Cursed. Mindfang is cursed and cannot be removed Wondrous item, uncommon
once worn except by magic such as the remove curse spell.
This elegant wooden platter is carved in the pattern of a
It speaks telepathically to the wearer, urging them to use
blooming flower, and offers a limitless bounty of delicious
it and goading them to go deeper into their target’s mind,
food, such as fruits and vegetables, meats and cheeses, nuts
promising valuable information from its victims if they
and berries, or more complex offer-
probe a little more.
ings. As an action, you can change the
type of food the platter presents. The
MONSTERTOOTH CLUB
food looks, feels, and tastes real, but
Weapon (club), uncommon
offers no physical benefit, and you
This club is adorned with the teeth of monsters. When you cannot satisfy your hunger by eating
hit with this club, it deals an additional 1d4 damage. The from it.
DM chooses the type or determines it randomly from the
table below: RING OF UNDERSTANDING
Ring, rare (requires attunement)
d8 Damage Type d8 Damage Type
This white coral ring gives the
1 Acid (ooze, beast) 5 Necrotic (undead, fiend)
gift of deeper knowledge of
2 Cold (elemental) 6 Poison (beast, plant) secret matters. While attuned
3 Fire (dragon, fiend) 7 Psychic (aberration, fey) to this ring, you have
advantage on Intelli-
4 Lightning (beast, fey) 8 Radiant (celestial)
gence (Arcana, History,
and Nature) checks,
OBSIDIAN ARMOR and can understand
Armor (any), rare (requires attunement) any language that you
hear spoken for at least 10
You have a +1 bonus to your AC while wearing this armor.
minutes.
Additionally, you gain resistance to fire damage.

PEAKSHATTER GAUNTLETS
Wondrous item, very rare

While wearing these gauntlets, you gain a +2 bonus to


attack and damage rolls of unarmed strikes made with
these gauntlets. When you hit with these gauntlets, you
deal an additional 1d4 thunder damage. Any damage you
deal to objects or structures with this unarmed strike is
doubled.
Additionally, if you damage an object or structure using
an unarmed strike with these gauntlets, you can use your
bonus action to make another unarmed strike against the
same target.

Chapter 12 | Treasures 277


ROCKTURNER RUMBLEGLOW PAINT
Wondrous item, uncommon Wondrous item, common

This diamond-shaped tool bears an old enchantment from Typically found in a clay pot (weighing 1 pound in total),
deep within the Quakewaste. As an action, you can touch it this drab paint has a gooey consistency and a gray-brown
to a stone object of Medium size or smaller, or a section of color that blends in with most rocks, wood, and earth.
stone no more than 5 feet in any dimension, and command Each pot of paint is sufficient to cover 1,000 square feet of
it to form into any shape that suits your purpose, such as a a surface, and it takes 10 minutes to cover 100 square feet
doorway, weapon, or container. The shape cannot have fine with paint.
mechanical detail. Once dry, the paint glows in response to vibration. Faint
Over the course of 24 hours, as long as the Rockturner sounds and tremors cause it to shed dim light for 5 feet,
is touching the stone, the stone slowly shifts into your with louder sounds or stronger tremors causing the light
commanded shape. If the Rockturner ceases touching the to glow brighter. The color of the light alters with the pitch
stone, the effect ends, and the stone remains in the shape it of the vibration, with low-pitched sounds causing cool-col-
was when it lost contact with the Rockturner. ored light such as blues, purples, and greens, and high-
pitched sounds causing warm-colored light such as reds,
REMORHAZ ARMOR oranges, and yellows, with shrill noises causing the paint
Armor (any), rare (requires attunement) to glow white.

This chitinous armor is made from the plates and spines of


SCIMITAR OF THE DANCER
the remorhaz. While wearing this armor, you have resis-
Weapon (scimitar), uncommon (requires attunement)
tance to cold damage. When a creature touches you or hits
you with an unarmed strike or natural weapon, you can This elegant weapon grants its wielder preternatural grace.
use your reaction to sear the creature with the innate heat While attuned to the Scimitar of the Dancer, you have
of the remorhaz’s plates, dealing 1d6 fire damage. advantage on Dexterity saving throws, Dexterity (Acrobat-
ics) checks and Charisma (Performance) checks to dance.

278 Chapter 12 | Treasures


SCOUTING HOOP STONEARROW
Wondrous item, common Weapon (arrow), rare

This magical hoop of small bones and leather straps offers This terrible arrow of the Stone Empire is feared by all,
a simple enchantment. Objects and creatures viewed transforming into a hurtling boulder in mid-flight. When
through this hoop are magnified to twice their size. you use a bow to hit on a ranged attack with this arrow,
deal 4d10 bludgeoning damage. The target must make a DC
SCOUTING HOOP, NIGHTWATCH 17 Strength saving throw or be knocked prone. Creatures
Wondrous item, uncommon within a 10-foot radius of the target must make a DC 10
Strength saving throw. On a failure, they take the same
Objects and creatures viewed through this enchanted
damage and are knocked prone. On a success, they take
hoop are magnified to twice their size. Additionally, when
half damage.
looking through this hoop, you can see with darkvision.
STONEBOW
SHIELD-AXE OF USH
Weapon (shortbow), uncommon
Armor (shield), rare
This enchanted bow fires arrows that transform into large
This heavy bone shield is formed of the skull of a powerful
stones in midair. When you hit on a ranged attack with
dinosaur, and marked with divine enchantment. While
this bow, the target takes 1d10 bludgeoning damage and
wearing the shield, you can use a bonus action to strike
must succeed on a DC 11 Strength saving throw or be
it, causing it to transform into a bone greataxe with a brief
knocked prone.
burst of ivory-colored smoke. You can also use a bonus
action to strike the greataxe, transforming it back into a
SUNGLOBE
shield, which you instantly don without using an action.
Wondrous item, uncommon

SICKLE OF SACRIFICE Upon uttering a command word, this small ivory sphere
Weapon, very rare will levitate 6 feet into the air and emanate light similar
to a daylight spell for 1 hour. Unlike a normal daylight spell,
This necromantic blade is a tool of dark spellskins, and
the light from the sunglobe is equivalent to sunlight. If the
features strange marks and carvings along its curved blade.
sunglobe is moved, it both the light and levitation effects
If you target a humanoid who has at least one hand for an
immediately end.
attack with this sickle and roll a critical hit, in addition to
Once it has been used, the sunglobe cannot be used again
dealing damage, you sever one of the target’s hands of your
until the next dawn.
choosing. The severed hand immediately reanimates as
These orbs are often used by cave-dwelling or
a Crawling Claw, which acts on your initiative and obeys
dungeon-exploring dreas who require daily sunlight for
your commands.
their photosynthesis. They can also be effective against
If the hand was holding an item or bore a magic ring
vampires and other creatures sensitive to sunlight.
that the target was attuned to, the item is dropped and the
attunement is broken.
THREEHORN HALBERD
Weapon (halberd), rare
SPEAKER’S TONGUE
Wondrous item, common This halberd was made by giants from the sliced skull of a
triceratops. You gain a +1 bonus to attack and damage rolls
This small chalk token is the size and shape of a human
made with this magic weapon. When you deal damage
tongue. Crushing the token activates a stored enchantment
using this halberd, you can release a bellow from the bone
in the chalk. For one minute, you can be understood by all
that targets the damaged creature. The target must make a
creatures who know at least one language, as if you were
DC 13 Constitution saving throw or be incapacitated until
speaking in the language with which they are most famil-
the start of its next turn.
iar. You hear yourself speaking in your own language.
Additionally, you can use the halberd to parry. As a
reaction, when you would take damage from a melee attack,
STARCOUNCIL DIADEM
you can increase your AC by 1.
Wondrous item, very rare

This gleaming circlet is fashioned of glittering gems inset


on an ivory lattice. While wearing the Starcouncil Diadem,
you can cast contact other plane without expending a spell
slot. You cannot use the diadem to cast this spell again
until the next dawn.

Chapter 12 | Treasures 279


VICTORY’S COST Curse. This crown is cursed, and becoming attuned
Wondrous item, legendary (requires attunement) to it extends the curse to you. Until the curse is broken
with remove curse or similar magic, you are unwilling to
This charred crown of bone and fang commands the atten- part with the crown, keeping it within reach at all times.
tion of those viewing it, and seems to burn with an inner In addition, the flaming sword demands to be fed. Once
flame. When summoned, the living flame from the crown summoned, it cannot be dismissed until damage dealt by
forms a writhing blade of immolation that hungrily burns the sword brings a creature to 0 hit points.
at any that draw near. While attuned to this item, you can
use a bonus action to speak a command word and cause
WAND OF RADIANCE
a living flame that functions as a magical longsword to
Wand, uncommon
appear in your hands. You are considered proficient with
the sword, and gain a +3 to attack and damage rolls made This short wand is made of a smooth material like the
with this weapon. It has the finesse and light properties, shell of a turtle. The wand has 6 charges. As an action, you
and deals fire damage instead of slashing damage. You can can spend a charge to make a ranged spell attack against
dismiss the sword with a bonus action. a target you can see within 120 feet. Before you make an
Whenever you use the sword to hit a creature or a flam- attack with this wand, you can determine whether or not
mable object, it ignites. Until a creature takes an action to any damage dealt is nonlethal. On a hit, deal 2d10 radiant
douse the fire, the target takes 1d10 fire damage at the start damage. If you roll a 1 on an attack roll with the wand, it
of each of its turns. emits smoke and bright sparks and cannot be used again
While the blade persists, you are the center of an immo- until repaired with magic such as mending.
lation that burns those around you. When a creature starts The wand regains all expended charges daily at dawn.
their turn within 10 feet of you, or enters that space for
the first time on a turn, they take 2d6 fire damage. You are
affected by this aura.
The fire damage caused by this sword ignores resistance
to fire damage, and treats immunity to fire damage as
resistance.

280 Chapter 12 | Treasures


WELL OF ENTRAPMENT WOLFSKULL HOOD
Wondrous item, uncommon Armor, rare

This large enchanted stone is a flat square 5 feet across and This hood, fashioned from the enchanted skull of a wolf,
6 inches thick, which weighs 200 pounds. You can use was worn by the Pack, a secretive band of giant-hunters
an action to place the well of entrapment flat on the ground, from the Fields of Fargone. While wearing this hood, you
whereupon the well of entrapment creates an extradimen- have advantage on an attack roll against a creature if at least
sional hole 15 feet deep. The space within the hole exists on one of your allies is within 5 feet of the creature and the
a different plane, so it can’t be used to open passages. The ally isn’t incapacitated. Additionally, you have advantage on
stone can be lifted to reveal the hole, which remains as Wisdom (Perception) checks that rely on hearing or smell.
long as the stone keeps at least one edge or corner touching
the ground. If the stone loses contact with the ground, all WRITHING FLAIL
creatures or objects within the hole remain in the extradi- Weapon (flail), very rare
mensional hole with no exit, and begin to suffocate within
This flail was originally recovered from a vault of aberra-
10 minutes.
tions, and features 8 short rubbery tendrils with hooks and
The floor of the hole is covered in a half inch of cold salt-
barbs at the end. The tendrils writhe slightly when the flail
water, and the sides of the hole are covered in slick spikes
is touched.
made of shell fragments. A creature attempting to climb
When you hit a creature with the writhing flail, instead
must make a DC 18 Dexterity or Strength (Athletics) check.
of doing damage, you can choose to attempt to grapple the
On a failure, they take 1d6 slashing damage and fall prone.
creature using the flail’s Dexterity bonus, which is +1. If
On a success, they take half damage.
the flail successfully grapples the creature, it wraps its
The top of the hole is magically weighted, and cannot be
tendrils around the creature’s head. The creature is blinded
opened from the inside without a DC 25 Strength check or
and cannot breathe while grappled by the flail. While grap-
magic capable of lifting 2,000 pounds.
pling a creature in this way, the writhing flail cannot be
used to attack another creature.
WHIP OF BOSA
If the flail has a creature grappled at the start of your
Weapon (whip), legendary
turn, it will attempt to extract the creature’s brain. The
This efreeti weapon was once lost in the ruined giant city creature must make a DC 13 Constitution saving throw
of Bosa. The long black thong of the whip crackles with or take 2d10 piercing damage. If this damage reduces the
flame. You have a +2 bonus to attack and damage rolls creature’s health to 0, the flail extracts the creature’s brain
made with this weapon, which has a reach of 30 feet and (if any), and releases the grapple.
deals 4d6 fire damage on a hit. When you hit a creature
with the whip of Bosa, if another creature is within 30 feet
of the target, you may make an attack roll against them,
using the whip. If that attack hits, you may target another
creature within 30 feet, and so on, continuing until you
miss a target. You cannot target the same creature more
than once in a single attack with the whip of Bosa.

WHISPERSHELL
Wondrous item, common

This smooth green shell was once the home of a fey


sea creature, and can be used to leave messages. When
g
someone puts their mouth to the shell’s opening, any
message they speak up to 1 minute in length will be
e
as
remembered by the shell. When they or anyone else holds
the shell to their ear, they can hear the last message spoken
into it.

on
5 b
b b
Chapter 12 | Treasures 281
282 Chapter 13 | Gods & Monsters
CHAPTER 13

GODS & MONSTERS


“So there I was, alone in the forest, still dripping from the rainstorm Reskin boldly. DMs are encouraged to play fast and loose
that had separated me from the rest of the hunters. And out of the with the stat blocks of monsters in Planegea. A harpy might
brush sprints a frilled farloper, racing straight at me!” become a flapping, cursed saurian. A gorgon could be a
“No!” stone-feathered rhinoceros. A cockatrice might be a wicked
“Well, it was just a farloper. I’ve seen worse. I jumped aside, but fell jungle-fey from the Venom Abyss. By using existing stat
into a nest of writhing manylegs, including the biggest ku-zug you’ve blocks and reskinning them as you see fit, you’ll introduce
ever seen, all clacking claws and buzzing feelers.” fresh and primal flavor to your game, while still retaining
“How did you get out?” the tools for combat balance in the published materials.
“Pah, it was just some bugs. I stood up, and was about to head back (The easiest way to do this is to simply change the skin.
out when something grabbed me—a stickymouth, all black-eyed and Make furry creatures scaly, smooth creatures feathered,
oozing, and let me tell you, it reeked of death. It dragged me through add stripes or bristles or other cosmetic details to create a
the brush and bracken towards a lake.” new visual aspect.)
“To drown you!?” Alter monsters. Whenever you’re able, add or remove
“I assume. Too bad for the stickymouth the water was brimming aspects to make monsters unique and surprising. This is
with squidshrimp. They grabbed it and made short work of it, I tell the beginning of the world—there will be millennia for
you. Chunks flying everywhere.” nature to find its final form for these creatures. For now,
“So you were safe!” all is new and wild and deadly. Use the monster templates
“Safe? Ha! Not likely. That’s when the tricerataurs jumped me!” section to get started.
“The WHAT!?”

MONSTER TEMPLATES

P
LANEGEA IS A LIVING WORLD, BRISTLING These templates are a quick way of altering existing
with potential allies and enemies, from the most monsters, giving them properties your players will find
powerful god to the smallest stinging insect. This unusual and unnerving. To use a template, simply choose
chapter begins with ways to transform monsters a 5E monster and add the features listed. Note that doing
from the lore of 5E into primordial monsters that so may increase the CR of the monster in unpredictable
your players will find strange and challenging. ways—applying any of these templates will make the fight
It then discusses gods—what they are, how to create more difficult for your players.
your own gods for use in your game, and what makes a god You can also choose a template randomly by rolling on
more or less powerful over time. the table below.
Finally, it concludes in a bestiary of stat blocks for gods,
monsters, and NPCs both friendly and hostile. d20 Template d20 Template
1 Armored 11 Many-Eyed
2 Amphibious 12 Multi-Headed
Primordial Monsters 3 Berserk 13 Sailed
The primal nature of Planegea means that there need be
4 Climbing 14 Slimy
no such thing as a “normal monster.” Although classic
monsters can exist, keeping the creatures that the players 5 Elemental 15 Spiny
encounter a little wilder and more unexpected than normal 6 Frilled 16 Tentacled
will reinforce the feeling of the unknown in Planegea. A 7 Fungal 17 Tunneling
couple of considerations:
Avoid names. When describing monsters, avoid using 8 Horned 18 Undead
their names as long as possible, describing their appear- 9 Magical 19 Winged
ance, their behavior, their smell, and the sounds they make. 10 Massive 20 Roll twice and use
It’s very possible this is the first or only monster of its kind. both results

Chapter 13 | Gods & Monsters 283


ARMORED
In a dangerous world, many crea-
tures have developed natural
defenses against large predators,
including shells, incredibly thick
hides, or armor plating. Such crea-
tures can often be harvested for
components to make heavy armor.
When a creature is armored,
it retains its statistics except as
described below.
Armor Class. The armored crea-
ture gains a +2 to its AC.
Bulky. The armored creature has
disadvantage on Dexterity checks.
CLIMBING
There are creatures who develop gripping feet or claws, the
BERSERK
better to hunt their prey or escape from predators. Such
Some creatures are driven by a primordial bloodlust and
creatures can often be harvested for their long gripping
madness, often brought on by an encounter with a para-
claws or special skin that enables them to move across
site or poison, but sometimes inherent to a bloodline
vertical surfaces.
of the creature long since forgotten. Such creatures are
When a creature is climbing, it retains its statistics except
often harvested for their teeth, which can make excellent
as described below.
daggers or cutting implements, or for their blood, which
Spider Climb. The climbing creature can climb diffi-
can be used to create certain toxins inducing madness.
cult surfaces, including upside down on ceilings, without
When a creature is berserk, it retains its statistics except
needing to make an ability check.
as described below.
New Action: Bite. If the berserk creature did not already
have a bite action, it gains the following: As an action, a
berserk creature can make a melee attack against a single
target within 5 feet. On a hit, it deals piercing damage
based on the creature’s size: Tiny, 1; Small or Medium, 1d6;
Large, 2d6; Huge: 3d6; or Gargantuan: 6d6. If the creature
has multiattack, this bite attack is added to their multiat-
tack action.
Reckless. At the start of its turn, the berserk creature
can gain advantage on all melee weapon attack rolls it
makes during that turn, but attack rolls against it have
advantage until the start of its next turn.
Rampage. When the berserk creature reduces a creature
to 0 hit points with a melee attack on its turn, the berserk
creature can take a bonus action to move up to half its
speed and make a bite attack.

284 Chapter 13 | Gods & Monsters


ELEMENTAL
Some creatures
are tied closely to
the four elements,
with dust, lightning, fire,
or frost leaking from their
eyes and mouth and cracks in their skin. Such creatures FINNED
can often be harvested for internal fluids that can imbue Various creatures adapt to the water, or never really left it,
elemental power into objects, or for teeth and claws where preferring to remain able to hunt or hide above and below
elemental energy lingers. its surface. Such creatures can often be harvested for their
When a creature is elemental, it retains its statistics gills and fins, which can help with water-breathing magic
except as described below. and enable faster swimming.
Elemental Nature. Choose one of the four elements to When a creature is finned, it retains its statistics except
associate with this creature: as described below.
Speed. If the finned creature did not already have a
Element Damage Type swimming speed, it gains one equal to its base walking
Earth Bludgeoning speed.
Air Lightning Amphibious. The finned creature can breathe both air
and water.
Fire Fire
Water Cold FRILLED
There are creatures who rely on the element of surprise
Damage Resistances. The elemental creature gains
and intimidation to survive, deploying large, colorful
resistance to its damage type.
frills to startle and bewilder both predator and prey. Such
New Action: Elemental Burst (Recharge 5–6). The
creatures can often be harvested for their brightly-colored
elemental creature emits a burst of natural power in a
frills, which are prized for crafting ceremonial attire.
10-foot radius. Each creature in that area must make a
When a creature is frilled, it retains its statistics except
Constitution saving throw (DC 8 + elemental creature’s
as described below.
Charisma modifier + proficiency bonus). On a failure, a
Intimidating. The frilled creature adds its proficiency
creature takes damage of its damage type based on the
bonus to Charisma (Intimidation) checks. If it already had
creature’s size: Tiny, 1; Small or Medium, 1d6; Large, 2d6;
proficiency on these checks, the proficiency bonus is
Huge: 3d6; or Gargantuan: 6d6. On a success, it takes
doubled.
half damage.
New Bonus Action: Startling Display. As a bonus action,
the frilled creature can expand its frill, displaying its
bright colors with a sudden show. When it uses this
feature, creatures that can see it must make a Wisdom
saving throw (DC 8 + frilled creature’s Charisma modifier
+ proficiency bonus). On a failure, they cannot take attacks
of opportunity against the frilled creature for the rest of
its turn. Creatures cannot be affected by the same crea-
ture’s Startling Display more than once.

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FUNGAL
Some creatures are naturally formed of fungus, while
others are the victims of a fungal infestation that alters
their very nature. Such creatures can often be harvested
for their spores, which can have a number of illusory or
enchanting effects, or grant extrasensory perception.
Plant Type. The fungal creature’s type is Plant.
False Appearance. While the fungal creature remains
motionless, it is indistinguishable from ordinary fungus.
Senses. The fungal creature senses the world around it
using spores. Its senses become the following: blindsight
30 ft. (blind beyond this radius).
New Action or Reaction: Hallucinogenic Spores. As
an action or a reaction when hit with a melee weapon
attack, the fungal creature can release a cloud of halluci-
nogenic spores in a radius of 15 feet, which casts confusion
on all creatures in range (Wisdom save DC 8 + fungal crea-
ture’s Charisma modifier + proficiency bonus).
New Action: Spore Speech. The fungal creature can use
an action to touch a creature and attempt to infest it with
telepathic spores. The target must make a Wisdom saving
throw (DC 8 + fungal creature’s Charisma modifier + profi-
ciency bonus). On a failure, it is infested. Once linked by
these spores, the infested creature and the fungal creature
can exchange simple ideas, emotions, and images within
30 feet. An infested creature can repeat the saving throw
once per minute to end the effect of this feature.

HORNED
This creature has large horns as a natural defense, which
it can use to gore its enemies. Such creatures are often
harvested for their horns, which can make excellent New Action: Charge. If the horned creature moves at
weapons or tools. least 20 feet straight toward a target and then hits it with
When a creature is horned, it retains its statistics except a gore attack on the same turn, the target takes an extra
as described below. 9 (2d8) piercing damage. If the target is a creature, it
New Action: Gore. If the horned creature did not already must succeed on a Strength saving throw (DC 8 + horned
have a gore action, it gains the following: As an action, a creature’s Strength modifier + proficiency bonus) or be
horned creature can make a melee attack against a single knocked prone.
target within 5 feet. On a hit, it deals piercing damage
based on the creature’s size: Tiny, 1; Small or Medium, 1d6;
Large, 2d6; Huge: 3d6; or Gargantuan: 6d6.

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MAGICAL SHADOW TEMPLATE
Whether inherently arcane, touched by some divine pres-
Some creatures from Nod are made of the shadowy
ence, or altered by an encounter with a cyst of raw magic,
stuff of nightmares. These beings are usually in league
some creatures carry natural spells in their very bones.
with, or controlled by, the Throne of Nightmares. For
Such creatures are often harvested for their magic-rich
more information on this threat and the monster tem-
organs, which are prized by certain spellskins and druids
plate, see Throne of Nightmares in Chapter 11, p. 257.
for crafting original spells.
When a creature is magical, it retains its statistics except
as described below.
Damage Resistances. The magical creature gains resis-
tance to bludgeoning, piercing, and slashing from nonmag-
MASSIVE
ical attacks.
Planegea is a world of immense beings, and it’s not uncom-
Magic Weapons. This creature’s weapon attacks are magical.
mon for a creature to grow out of all proportion to its kind,
Innate Spellcasting. The magical creature’s spellcasting
especially in the Dire Grazelands. Such massive creatures
ability is Charisma (spell save DC 8 + magical creature’s
are often harvested for their outsize meat, skin, claws, and
Intelligence, Wisdom, or Charisma modifier (whichever
so on, which can be used for all manner of purposes in
is highest) + proficiency bonus). It can innately cast the
their scale and abundance.
following spells, requiring only verbal components:
When a creature is massive, it retains its statistics except
At will: 1d6 cantrips or 1st-level spells of your choice
as described below.
3/day each: 1d4 2nd-level spells of your choice
Size. The massive creature increases by 1 size category.
1/day: 1 3rd-level spell of your choice
Hit Points. The creature’s size increase also increases the
die type of its hit dice: Small, d6; Medium, d8; Large, d10;
Huge, d12; Gargantuan, d20. Recalculate their hit points
accordingly.
Brute Force. The massive creature doubles its damage
dice on Strength-­based weapon attacks and makes Strength
checks and Strength saving throws with advantage.

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MANY-EYED
Some creatures develop additional eyes as a defense or
hunting mechanism, always watching for predators or prey.
Such creatures are often harvested for their eyes, which
can be prepared to grant unusual types of vision.
When a creature is many-eyed, it retains its statistics
except as described below.
Strange Eyes. If the creature did not already have darkvi-
sion, it gains darkvision out to 120 feet.
Always Watching. The many-eyed creature cannot be
surprised, even when sleeping, and has advantage on
Wisdom (Perception) checks that rely on sight.

MULTI-HEADED
There are creatures who, through magic or mutation
or some quirk of natural defense, have two or more
heads with which to attack or defend themselves. Such
creatures are often harvested for their extra teeth and
horns, or occasionally for internal fluids and organs which
can be used to cast multiplying magic.
When a creature is multi-headed, it retains its statistics
except as described below.
Multiple Heads. The multi-headed creature has at least
one additional head. While it has more than one head, the
multi-headed creature has advantage on saving throws
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious.
Whenever a multi-headed creature that has more than
one head takes damage equal to a quarter of its maximum
hit points in a single turn, one of its heads dies. If all its
heads die, the multi-headed creature dies.
New Action: Multi-Attack. If the multi-
headed creature has any attack actions
associated with its heads, such
as Bite or Gore, it makes as many
attacks of that kind as it has heads.

288 Chapter 13 | Gods & Monsters


SAILED saving throw (DC 8 + slimy creature’s Dexterity modifier +
Some creatures sport high natural sails along their backs proficiency bonus) or fall prone. A creature that enters the
or the edges of their limbs, drawing strength from the slimy area or ends its turn there must also succeed on a
warm rays of the Day-Star. Such creatures are often Dexterity saving throw or fall prone.
harvested for their sails, which are tough and flexible and SPINY
useful for crafting, and can sometimes be used to draw Some creatures develop long quills or spines as natural
power from light. weapons. Such creatures are often harvested for their
When a creature is sailed, it retains its statistics except as spines, which can be used for weapons or tools.
described below. When a creature is spiny, it retains its statistics except as
Light-Powered. While in direct sunlight, the sailed crea- described below.
ture has advantage on attack rolls and ability checks. Natural Defense. The spiny creature gains a +1 to its AC.
Spiny Body. A creature that touches the spiny creature
SLIMY or hits it with a melee attack while within 5 feet of it takes
There are creatures that survive by exuding a sticky or piercing damage based on the creature’s size: Tiny, 1; Small
slippery slime. Such creatures are often harvested for their or Medium, 1d4; Large, Huge
slime and slime organs, which—while usually toxic—can or Gargantuan, 2d4.
generally be used as bonding agents
or lubricants.
When a creature is slimy, it
retains its statistics except as
described below.
Slime Trail. The DC for Wisdom
(Survival) checks to track a slimy creature
is reduced by 5.
Slime Coating. The slimy creature
has advantage on Dexterity checks
made to squeeze through narrow
spaces, escape bindings, and avoid
or end grapples.
New Action: Slough. As an
action, the slimy creature can shed a
massive amount of slime. The ground
in a 10-foot radius is covered in slime
and becomes difficult terrain for 1
minute. Each creature standing in the
slimy area must succeed on a Dexterity

Chapter 13 | Gods & Monsters 289


TENTACLED TUNNELING
Whether by aberrant influence or natural selection, some Some creatures burrow through the earth, leaving behind
creatures develop tentacles which can be used to ensnare tunnels through which they can escape or drag their prey.
and entangle. Such creatures are often harvested for their Such creatures are often harvested for their powerful
tentacles, which can be used as cords, whips, or other craft- digging claws.
ing components. When a creature is tunneling, it retains its statistics
When a creature is tentacled, it retains its statistics except as described below.
except as described below. Speed. If the tunneling creature did not already have
Grasping Tendrils. The tentacled creature can have up to a burrowing speed, it gains one equal to its base walking
six tendrils at a time. Each tendril can be attacked (AC 20; 5 speed.
(1d10) hit points; immunity to poison and psychic damage). Tunneler. The tunneling creature can burrow through
Destroying a tendril deals no damage to the tentacled solid rock at half its burrow speed and leaves a tunnel of its
creature. A tendril can also be broken if a creature takes an own size in its wake.
action and succeeds on a DC 15 Strength check against it.
New Action: Multi-Attack. The tentacled creature makes
as many Tendril attacks as it has tendrils. I do NOT care for tunneling beasts. Stars were
New Action: Tendril. As an action, the tentacled creature
certainly never made to be beneath the ground. Even
can make a melee weapon attack against one creature it can
my beloved Seerfall gives me the chills if I do not
see within 25 feet. On a hit, the target is grappled (escape
DC 15). Until the grapple ends, the target is restrained and
emerge every few hours to glimpse the sky. 
has disadvantage on Strength checks and Strength saving
throws, and the tentacled creature can’t use the same
tendril on another target.
New Action: Reel. The tentacled creature pulls each crea-
ture grappled by it up to 25 feet straight toward it.

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UNDEAD
Through dark magic, especially near doorways to the
Nightmare World of Nod, some creatures can lurch back
into a fearful semblance of life after death. Such creatures
are rarely harvested, except for components for dark spells
and evil curses.
When a creature is undead, it retains its statistics except
as described below.
Undead Nature. The creature gains the
undead type and doesn’t require air, food, drink,
or sleep.
Toxic. The undead creature gains immu-
nity to poison damage and the Poisoned
condition.
Undead Fortitude. If damage reduces
the undead creature to 0 hit points, it
must make a Constitution saving
throw with a DC of 5 + the damage
taken, unless the damage is radiant or
from a critical hit. On a success, the undead crea-
ture drops to 1 hit point instead.

WINGED
Flight is a great advantage, and one
that many creatures develop as a means of
survival. Winged creatures are often harvested
for their plumage or membranes, both of which are useful
for decoration and crafting.
When a creature is winged, it retains its statistics except
as described below.
Flight. The winged creature gains a flying speed equal to
its base walking speed.

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GODS ORIGINS
Nobody—perhaps not even the gods—knows what partic-

B
EFORE THE GREAT GODS OF CLASSIC FANTASY ular moment or effect sets off the divine spike of transfor-
—dwelling in Upper Planes, surrounded by hosts mation, raising a creature or thing into divinity. As such,
of celestials—the proto-gods of prehistory rule gods can develop from almost anywhere. Strangely, no gods
the lands where mortals dwell. These gods are not have arisen from a humanoid background… at least, not yet.
abstractions, nor the personified expression of Some of the most common divine origins are:
universal forces. They are beasts, plants, places, or elements Beasts. A great bear. A massive swarm of rats. An ancient
that have—through some combination of longevity, power, whale. Many of the most powerful gods of Planegea were
and reverence—acquired divine authority. originally beasts who developed divine attributes over time,
These gods are local, tied to their environments. They and are now tied integrally to the land and their hallow.
dwell in holy places called hallows. They draw magic from Mammals, birds, fish, reptiles, even creeping creatures—
the surrounding region and glory from its inhabitants. any beast can become a god, given sufficient time and glory.
Although some Planegea adventures may be little entan- Plants. A mighty oak. A hushed grove. A grassy battlefield.
gled with divine politics, most campaigns are likely to Plants may grow unnoticed, drinking in the magic of
cross the paths of the gods, especially in central ring of the world through their leaves and roots until they are
land known as the Great Valley. no longer mere plants. Or they may be anointed by some
This section explores the nature and powers of the gods, significant event and acquire divine power abruptly.
and gives you guidance to create your own gods. Later in Places. An eerie cave. An empty road. A towering statue.
the chapter, stat blocks are given for a number of known Sometimes places themselves are mystical and significant
gods from the world of Planegea. enough to take on godhood, with the power of the land
flowing through them and their boundaries becoming
sacred hallows in their own right.
DIVINE MAGIC & THE GODS Elements. An endless fog. A floating flame. A shaft of light.
All magic in Planegea flows from the Worldheart Dragon in
Some effects that are neither living beings nor locations
her eternal dwelling place at the center of Blood Mountain.
can grow in power until they become divine. Examples
Some of her magic erupts in fire, sparks, and smoke, rising
include:
into the heavens where it mingles with stars and moons
• Weather: From a storm to a wind to a burning heat,
and dreams. This far-flung power is called arcane magic.
weather that does not diminish, but grows in strength
It is magic of power, inspiration, and destruction and it
and remains in one place can become divine over time.
affects the minds and bodies of all those who learn or draw
• Stone: Boulders, mud pits, and sand dunes can become
magic from their minds or by force of will.
divine, imbued with the power of the surrounding
The Worldheart has another, subtler magic—one which
region and sufficient glory.
flows in the magma and water running through the foun-
• Water: From pools and marshes to streams and water-
dations of the world, seeping through rock and stone and
falls, water easily takes on divine power.
rising upward from the soil. This is the magic of creation,
• Fire: Whether contained or spreading, when a flame
healing, and change, and it is called divine magic. This
does not die but lives on to continually consume, it can
divine magic, as it flows through the world, gets caught or
become godlike.
hooked or pooled on certain creatures, places, and things.
• Light: A beam of moonlight with no moon to cast it, a
Over time, these hooks or pools of magic, if allowed to
glow in the heart of a cave, a glimmer at the bottom of
grow, can develop into what we call gods—powerful beings
a well—such lights inspire curiosity and reverence, and
with the ability to command great reserves of divine magic,
can acquire divine natures.
to the point where they become indistinguishable from
the magic itself. Their power is drawn from the magic of To create your own god randomly, roll on the following
the land or water in which they live, concentrated in a table to inspire a divine origin:
single small area (their divine hallow) but extending great
distances, as far as they can draw and exert power, based on d8 Divine Origin
their greatness. 1 Beast. Roll 1d4: 1. Mammal; 2. Bird; 3. Reptile; 4. Manylegs
2 Plant. Roll 1d4: 1. Tree; 2. Grass; 3. Flower; 4. Fungus
3 Place. Roll 1d4: 1. Height; 2. Depth; 3. Void; 4. Landmark
4 Weather. Roll 1d4: 1. Storm; 2. Fog; 3. Wind; 4. Calm
Ah, now we come to it at last!
5 Stone. Roll 1d4: 1. Boulder; 2. Mud; 3. Dune; 4. Crystal
Divine lore. This is where I truly shine,
if you’ll pardon the expression.  6
7
Water. Roll 1d4: 1. Running; 2. Still; 3. Ice; 4. Steam
Fire. Roll 1d4: 1. Blaze; 2. Ember; 3. Heat; 4. Smoke
8 Light. Roll 1d4: 1. Bright; 2. Dim; 3. Colorful; 4. Pale

292 Chapter 13 | Gods & Monsters


Gods who share at least one domain are able to commu-
MANIFESTATION nicate at any distance, and there are often loose alliances
Gods are always found in their hallows, and can appear in
or a kind of family relationship between gods with shared
all shapes, sizes, and visual expressions. It is almost always
domains.
readily apparent what their divine origins were—unless
Single Domain. Some gods operate only in a single
the god is actively seeking to deceive those who enter its
domain, either because they are newly divine and lack
hallow. Many gods have a greater and lesser form, using
power, or because they are narrowly focused on certain
their lesser form to interact with mortals on a daily basis
concerns. Such gods are only able to commune with their
and their greater form for ceremony, intimidation, or
neighboring gods and other gods who share their domains,
combat. Their greater form usually appears as a larger and
and are seen as somewhat lesser, reclusive, or obsessive by
more obviously magical expression of their divine origin.
other gods. However, a god with only one domain is often
Size. Most gods appear at least one size category larger
able to hone their gifts, gathering more focused and dedi-
than the size category of their origin, even in their lesser
cated followers.
forms. For example, a wolf god might be Large, a bear god
Multiple Domains. Most established gods operate in more
might be Huge, and a tree god might be Gargantuan. Size
than one domain, expressing their personality through
is easily changed, however, and it is a minor feat for most
multiple areas of interest. Shamans of these gods generally
gods to alter their size category at will.
choose one domain with which they align their particular
Appearance. The appearance of gods varies wildly. Some
worship, serving the god’s needs and wishes in a focused
choose to conceal any outward manifestation of magic,
area with expertise and dedication. These gods are able
seeming like a larger version of a natural entity. Others are
to speak to their neighbors as well as any other god who
constantly surrounded by swirls of magic or summoned
shares one or more of their domains, making them hubs of
creatures in attendance to the god’s needs and desires.
communication in the divine network.
These appearances can vary depending on the god’s will,
mood, and power.
BEFORE PANTHEONS
Unseen qualities. Most gods have unseen qualities
that are felt, rather than seen. This might be sensed as an In Planegea, gods are solitary entities and pantheons
emotion, an impression of immensity or claustrophobia, a are a thing scarce conceived. But in the city of Seerfall
skin-prickling current of magic, or a feeling of confusion (p. 209), where the hallows of many gods are clus-
or unusual clarity, for example. Although gods can increase tered within the holy caves, there may be something
or dampen these effects, they are generally inherent to the like a proto-pantheon beginning to form. Or, at least, the
god’s hallow, and rarely disappear altogether. To inspire potential for such. If you want your Planegean campaign
your god’s unseen qualities, roll 1d4 times on this table: to explore a new era of godhood, that might be the place
to begin!
d4 Unseen Qualities
1 Emotion. Roll 1d6: 1. Joy; 2. Fear; 3. Sadness;
4. Disgust; 5. Anger; 6. Calm.
2 Sense of scale. Roll 1d4: 1. Vertigo; 2. Immensity;
3. Claustrophobia; 4. Crowded
ALIGNMENT
3 Physical effect. Roll 1d4: 1. Chills; 2. Warmth; 3. Pain; As they express their power and will, gods fall into certain
4. Relief alignments. A god may change its alignment through
4 Mental effect. Roll 1d4: 1. Confusion; 2. Clarity; its actions, but gods are slow to change, and the cycle
3. Obsession; 4. Distraction of worship and glory tends to cement them into certain
behaviors and beliefs that correspond with one of the three
basic moral alignments:
DOMAINS & ABSTRACTIONS Good (Celestial). A good god has the celestial creature
Planegea exists long before the time of gods who embody type, and beings that it summons or magic items it creates
universal abstractions, such as the God of Love or the have a celestial appearance and nature. Good gods are
Goddess of War. Instead, proto-gods begin as entities that chiefly concerned with the wellbeing of others—although
accrue divine magic, and though they may develop repu- their ideas of wellbeing and the creatures they choose to
tations as being focused on certain aspects, they are often care about can vary greatly from god to god.
known by their names and attributes, rather than a partic- Neutral (Choose type). A neutral god can have any of
ular concept that they might someday come to represent. the following creature types: Beast, Construct, Dragon,
That said, there are recognizable manifestations of divine Elemental, Fey, Monstrosity, Ooze, Plant, or Undead. Beings
influence, called domains, which the shamans of Seerfall and objects summoned or created by its power reflect its
have categorized. These domains are the same as those type. Neutral gods are chiefly concerned with survival and
found in the rules of 5E. Gods may have only one domain balance—though who survives or where the balance lies is
or multiple domains, depending on their age, power, and a different question altogether.
personality. Evil (Fiend). An evil god is of the fiend creature type,
and summoned or created objects and creatures are of the

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same nature. An evil god can be demonically chaotic or own type into existence to serve their will. To do so, they
devilishly lawful, but in either case they are selfish and must divest some of their divine magic into the summoned
cruel—but even an evil god can give great gifts if it serves creature, which is known as a visitant. Most gods only
their own interests. summon weak visitants, who sap less of their power,
although occasionally a god will create a mighty visitant to
enact judgment outside its hallow.
DIVINE HALLOWS Once summoned, visitants may leave the hallow, and are
An octopus-god’s undersea grotto; a jackal-god’s echoing
usually—but not always—faithful servants of the god who
cave; a cricket-god’s grassy field—a divine hallow is a god’s
summoned them. A visitant in a hallow can be reabsorbed
home, its throne room, its seat of power. It is the part of
into the god, restoring its divine magic. For this reason,
the world most affected by the god’s will, personality, and
visitants almost never enter the hallow of a god other than
magic. Gods are unable to leave their hallows, which serve
their summoner, for fear of being absorbed and empower-
as their anchor to the divine magic of the world. Hallows
ing the other god with their summoner’s magic.
shape and define the god even as the god shapes the
When creating a hallow, use this table to inspire the visi-
hallow—the one is a reflection of the other.
tants that inhabit it:
Sacred ground. Hallows are usually confined, roughly
spherical areas with defined edges. When you cross over d100 Visitants
the border of a hallow, you can feel a change in the world
1–20 No visitants
around you as you enter the lair of the god. The god can
usually be found roughly at the center of the hallow, 21–50 4d10 visitants no greater than CR 1/2
although some gods prowl at the edges like a tiger in a cage. 51–70 2d8 CR 1 visitants
The hallow serves as the god’s lair, and the area of the
71–85 1d6+1 CR 2 visitants
hallow is permanently affected by the hallow spell, cast by
the god. The effects of that spell cannot be dispelled except 86–90 1d4 CR 3 visitants
by the wish spell. If the god is killed, the hallow spell fades 91–95 1 CR 4 or greater visitant
after 6d10 days. Regional effects caused by the god fade 96–100 Roll twice on this table and use both results
slowly over the same amount of time.
Use this table to randomly choose an effect of the hallow
spell on your god’s hallow: NAMES & TITLES
A god’s name is powerful, inspiring fear and awe in the
d10 Hallow Effect d10 Hallow Effect hearts of those who hear it. Gods are usually known by a
1 Courage 6 Everlasting Rest proper name and a title, although some only go by one or
2 Darkness 7 Extradimensional the other. Their proper name is often a remnant of the time
Interference before they reached godhood.
A god’s title is usually more closely associated with their
3 Daylight 8 Fear
divine qualities. Use this table to inspire your god’s title:
4 Energy Protection 9 Silence
d6 Unseen Qualities
5 Energy Vulnerability 10 Tongues
1 Status. Above-All. Exalted One. The Forgotten. Status
titles refer to the god’s relationship with others.
Divine demiplanes. Planegea is a world in which the 2 Condition. She-Who-Burns. Echoing One. The Invisible.
planes have not yet separated, and a creature can walk from Condition titles refer to the physical state of the god.
one plane of existence into another. A hallow is not only a
3 Ability. Wind-Caller. Giver of Salt. Death-For-Eyes.
physical location, but also a divine demiplane aligned with Ability titles refer to the god’s signature show of power.
the god’s domain or domains.
It is through these divine demiplanes that gods of the 4 Demeanor. Merciful. The Angered. Sorrowful One.
Demeanor titles refer to the god’s mood or outlook.
same domain are able to communicate over any distance,
and willing gods of the same domain are able to link their 5 Paradox. Undying Death. The White Dark. Fire Swimmer.
hallows, allowing quick travel for their favored mortals— Paradox titles refer to an inherent contradiction in the
although gods are far too proud to allow their sacred god’s nature.
ground to become a common doorway for everyday travel. 6 None. Some gods have been given no title, or have no
If a creature knows spells such as plane shift or demiplane, need of one.
they can transport themselves directly to a god’s hallow—
at their own risk, should the god prove hostile.
Visitants. Some gods are solitary beings, but most prefer
attendants to serve their will and bring them news of the
world. Shamans and acolytes can often be found at the
edges of divine hallows, offering worship or communing
with the god. Gods can also summon creatures of their

294 Chapter 13 | Gods & Monsters


ing within their range. They must choose where to focus
SPIRITUAL FORMS their attention, and rely on shamans and other servants to
Gods are both physical and spiritual. What mortals see
keep them abreast of the news across their range.
of them is only an aspect of their true nature. Through
Lesser gods might only be able to influence the land they
certain ceremonies, gods can reveal their spiritual being to
can see from their hallow (which is why so many hallows
mortal creatures; usually to their trusted shamans through
are first formed in high places), while greater gods can
elaborate and costly ceremonies. Their spiritual being is
extend their reach to a local or regional area. The most
how gods see each other, and it can be difficult for one
powerful gods can see and exert power to distant places,
god to describe another to a mortal, unless one of their
but do so only sparingly, aware that acting in the range of
shamans or visitants have explained how the other god
other gods will arouse their ire. Additionally, if a willing
appears to mortal eyes.
creature with which the god is familiar casts the hallow
Should a god be slain, its spiritual being is always
spell, the god can extend its range into the area affected by
revealed in its death throes, usually in a final burst of
the spell.
power as the barrier between physical and spiritual is
Spell level limit. The gods of Planegea are not the all-pow-
broken. Such a revelation is incredibly dangerous for all
erful beings of later epochs—many know fewer spells
creatures in the god’s hallow.
than the great chanters and spellskins. A god may only
Aspects of the god’s spiritual form can include:
cast spells up to the level limit of its strata. However, gods
Scale. A god’s spiritual form is almost always larger
are beings formed of magic, and have unlimited spell slots,
than its physical form, sometimes by several size catego-
casting any spells they know at-will, making the wrath
ries. On rare occasions it can be smaller, but in that case
of even lesser gods truly terrible. As for gods of the 4th
it is usually much more intense, as it is a concentration of
strata—which are exceedingly rare—there seem to be
the god’s essence.
no limits to their magic, and they are able to improvise
Emphasis. The spiritual form of a god emphasizes and
wonders at-will within their spheres of influence.
exaggerates what is most essential to the god’s physical
Gifts. To create a magical item is a small thing to a
nature. A bull god might become a storm of horns and
god, and many of the magic items in the world were first
hooves, a fire god could become a blast of pure heat and
created in the hallow of a god. The higher a god’s strata,
light, and a bird god might transform into a whirlwind of
the more rare and powerful its gifts. In addition, gods can
flying feathers and piercing song.
bless those with whom they are pleased, gifting them with
Unseen qualities. A god’s spiritual form makes its
summoned nonmagical items and even the bestowing of
unseen qualities manifest, through swirls and shards of
boons in the form of feats. Some gods of the 2nd or higher
magic giving shape, color, and force to the feelings and
strata even use the reincarnate spell to transform those
impressions that, previously, mortals could only intuit.
with whom they are truly pleased into their own image—a
Emotion. In its spiritual form, and especially in its final
chosen godmarked, shown by the god as forever favored.
revelation at death, a god manifests as its most concen-
Visitants. The more powerful a god is, the more divine
trated, focused emotion. Whatever a god’s primary concern
magic it can spare to siphon into visitants. Gods of differ-
is becomes all-consuming in its death, and many gods
ent strata can only create visitants whose total CR does not
perish with a final burst of rage or woe or joy unconnected
exceed their strata’s visitant max CR. For example, a god
to their actual demise.
of the 3rd strata could summon 1 CR 12 visitant, 6 CR 2
visitants, or 12 CR 1 visitants.
STRATA
The sages of Seerfall have categorized the gods into four
levels of might, called strata.

Spell Vistitant
Strata Range Level Limit Gifts Max CR
1st Sight 3rd-level Uncommon 2 Not to be self-aggrandizing, but I may have
had something to do with introducing the
2nd Local 6th-level Rare 6
concept of strata. Bear in mind these ranks
3rd Regional 9th-level Very Rare 12 are only approximations—if there’s one
4th Remote — Legendary 18 thing to remember with gods, it’s that they
These strata are not precise, but serve as a rough guide
can and will always surprise you. 
to the different power levels that a god can occupy. The
elements that make up each strata are:
Range. The greater a god is, the farther it can stretch its
influence. A god’s range defines the extent of its regional
effects. A god can see, hear, and cast spells within its range,
but most gods are not actively aware of all that is happen-

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SUBSTRATA GODS work for the good of clans or individuals who increase
their glory, creating special bonds with shamans who lead
There are some gods who are so minor that they hardly
others into their glorification and service.
even qualify as divine—although they are tied to a
hallow and have some godlike qualities. Such gods are
GLORY POINTS
only powerful within their own hallow (usually no larger
The glory a god gains or loses depends on the acts of
than a radius of 25 feet), can only cast spells up to 2nd
mortals within its reach. When characters or NPCs take
level, are only able to offer common magical gifts, and
actions to affect the glory of a god, you can assign it a value
can only create up to three CR 0 visitants.
of up to 100 glory points.
These lesser gods, though tiny compared to their
Generally, for a god to change strata, they must gain or
kin, are nonetheless capable of growing into mightier
lose glory equal to their strata level × 1,000 glory points.
powers over time, and should be carefully dealt with,
However, this is flexible, and should you choose to alter a
lest their wrath be kindled against future generations.
god’s strata based on a single action, that is entirely within
the bounds of your storytelling as a DM.

AFFECTING GLORY
When a god is honored by mortals within its range, it
GLORY receives glory. If mortals within its range honor another god,
All creatures require sustenance, and gods are no exception. it loses glory. (The other god does not automatically gain the
Rather than food or water, however, gods need glory to glory. Glory must be given within a god’s range in order to
thrive. Glory arises from mortals, primarily in the form of affect the god’s strata.) Most gods are aware of glory won or
worship and reverence. lost, feeling it in the same way that mortals feel hunger or
A god with more glory is more powerful—their reach satiety, but any single act must be very significant for the
extends farther, they have more access to divine magic, and god to be aware of its direct affect on its glory.
they are able to grant greater boons. The most common ways for a god to receive glory are
Some gods are content to linger in hidden places with listed here—but the gods are greatly varied, and there may
little to no glory. But most hunger for it, and will actively be acts particular to your god’s worship that fall outside

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these categories. To design such an act, simply assign a and if one god consumes the ivory of another, it usually
rough amount of glory you deem appropriate. That said, gains glory equal to the consumed god’s strata × 100.
here are the ways god usually receive glory: When a god consumes divine ivory, its appearance
Thanksgiving. The most common means of giving a god changes, becoming a hybrid its original form and that of
glory is by giving it thanks for its bounty, protection, guid- the god it devoured. Strangely, this hybrid form is always
ance, etc. slightly more humanoid in shape than what came before
Storytelling. Telling tales of a god’s history, feats, virtues, it. However, this act of divine cannibalism is considered a
or favored servants brings glory to that god. Likewise, wicked act by most gods, and the allied gods of a dead deity
telling stories about a god’s foibles, weakness, mistakes, or will often unite their followers to punish any god who trans-
enemies drains a god’s glory. gresses in such a way.
Offerings. Gifts of a god’s favorite foods, goods, or objects
of great value increase its glory. Likewise, offerings made MILESTONE GLORY
to other gods within its range diminish its glory.
Divine glory is an abstract system meant to help DMs
Shrines. Constructing a permanent structure, called a
decide what impact mortal actions might have on the
shrine, gives a god glory. Likewise, destroying its shrines or
gods, if any. Generally, a particular act will not alter a
building shrines dedicated to another god inside of its range
god’s strata, and therefore glory need not be precisely
lessens its glory. Shrines can range from simple stacked
tracked—rather, these values are given to suggest how
stones to elaborate totems, statues, monuments, or temples.
important an act may or may not be to gods in the area.
Rites. Rites are acts particular to the worship of a god,
If you want to prepare an adventure where glory makes
and usually refer to its unique nature, personality, or
a difference to the story, consider either having the god
proclivities. These rites can be as simple as planting a tree
on the verge of changing strata or else use what we like
or hunting a creature hated by the god. They can also be
to call Milestone Glory—deciding glory not by individual
elaborate, such as undergoing an ordeal, holding a vigil, or
acts, but rather by major achievements that shift the
winning a competition. Such rites vary greatly in potency;
balance of awe in a particular god’s favor.
determine their worth by considering their difficulty and
how time-consuming or expensive they are to enact.
Ceremonies. Ceremonies do not give gods glory in and
of themselves. Rather, they serve to amplify the amount
of glory given during the performance of the ceremony,
through focus, pageantry, and tradition. Any glory earned
or lost during a ceremony is usually doubled, but can
NEGOTIATING WITH A GOD
The relationship between a shaman and a god is often
be multiplied even further if the ceremony takes place
transactional, particularly if they are merely negotiat-
on a day of great significance, has a long duration, or is
ing with the god for safe passage. Use the ideas below as
performed under other special circumstances.
inspiration for what a god might ask of a shaman or other
Druids. Druids leech divine magic from the land, and
supplicant.
are hated by the gods. When a druid casts a spell within a
god’s range, the god loses glory points equal to the spell’s
level. When a druid is killed within a god’s range, the god d12 What the God Wants
gains glory. For this reason, hunting druids is one of the chief 1 Slay a nearby druid or capture a rogue visitant
duties of a god’s guardians.
2 Craft a shrine, altar, or memorial in an elevated or
Visitants. When a god creates visitants, it loses glory magical place
points equal to the created visitants’ total CR. If the god
reabsorbs the visitants, the glory points are restored. 3 Destroy the shrine of a rival god
Powerful visitants are rare indeed—if they should die 4 Retrieve a magic item the god desires
or turn against the god, that glory could be lost forever, 5 Resolve a conflict or soothe a dispute with an
perhaps representing enough of a loss to drop the god to a aggrieved party
lower strata. For this reason, gods will only form power-
6 Prepare a feast for the god, either symbolic or literal
ful visitants on occasion, usually for a single mission, and
order them strictly to return directly to the hallow once 7 Slay a beast in their honor or to protect their faithful
their work is done. 8 Alter the landscape in a way that pleases the god
Divine ivory. The greatest single act that can affect a
9 Slay a rival god and bring back the divine ivory
god’s glory is the consumption of another god’s divine
ivory. Divine ivory is the core of a god’s essence. For gods 10 Make a personal sacrifice of something the character
with beasts’ origins, it is part or all of their skeleton, but holds dear
for other gods it might be a delicate lattice, a handful of 11 Endure a harrowing mystical vigil or vision
fine particles, or a geometric solid. Regardless of its shape, 12 Convince local mortals to swear their fealty to the
divine ivory is the strongest material known in Planegea, god

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Creating a God Example: Making Gheim Shadow-Whisper
Let’s make a god called Gheim Shadow-Whisper. We’ll
When running a Planegea campaign, you may want to
make him a 2nd-strata god, because we want him to rule
create your own gods—as a benevolent patron, a deadly
part of the Cult Riverlands as a villainous idol that our PCs
adversary, or simply a neutral power in the world. As
will eventually encounter.
beings of immense magic and might, gods aren’t simple
His name sounds ominous, so let’s go ahead and say
to design, and their ultimate challenge ratings can vary
that’s his personality: he’s creepy and loves to cause fear
wildly depending on the choices you make. But to enable
and dismay in his cult and especially outsiders.
you as the DM to spin your own adventures into being, this
For his origin, let’s use the name as our inspiration…
section offers guidance for how to make your very own
maybe he’s literally a whispering shadow from the
proto-god stat block.
interior of a cave. Imagine a cave, carved by a long-dried
river, where dark magic pooled and the shadows started
1. START WITH A NAME & CONCEPT to whisper secrets and threats. Over time, it became so
To create a god, it’s a good idea to start with a name and a feared that it became a god.
big-picture idea of how you want this god to operate in the For his hallow, we’ll choose an existing map of a small
world, the scope of its power, and the way it interacts with cave system. Let’s say the map shows some deep, dark
others. Here are some elements to consider: pits, has three entrances, and we’ll say it sits in a little
Strata. How powerful is your god in Planegea? Gods canyon. That’ll do for a hallow for now.
of the 1st strata are gods over only what they can see. Let’s choose Trickery and Death for his domains.
2nd-strata gods rule local areas, like specific forests or Since we want Gheim Shadow-Whisper to be our villain,
hills, and are very common. 3rd-strata gods are rare and those should give us good options for both him and his
rule entire regions, while those of the 4th strata are almost followers.
unheard of, and powerful enough to stretch their influence Lastly, what regional effects should Gheim give us?
across the world. Well, his name suggests an obvious one—when you
Personality. Is your god kind or wrathful, eerie or stand in shadows within his reach, you hear whispering
playful, curious or passive? Is it quick to anger or stoic voices, whose words you can’t quite make out. Let’s say
and unresponsive? Is it quick to grant gifts but also quick also that birds and beasts nearby seem frightened and
to make demands, or does it only reluctantly encounter thin, and when you sleep in his reach, you’re prey to bad
outsiders? Choosing the overall demeanor of your god will dreams of whispering dark.
help you make decisions through the rest of this process.
Origin. What was your god at first? In Planegea, gods
are not abstract concepts, but creatures, places, or things
2. CHOOSE A BASE STAT BLOCK
Now that you have an overall schema for your god, the next
where the world’s magic knots and pools through some
stage is to build a stat block so your characters can encoun-
quirk of mortal reverence. Where did your god begin
ter the deity. Note that not every god needs a stat block—
and how did it become a god? Was it simply very old and
some gods are so powerful, mysterious, or distant that only
honored by a local clan, or was there a strange and sudden
a name is required. But if your characters are going to fight
event that brought into godhood?
a god or enter its hallow, it’s a good idea to work out the
Hallow. The hallow is the place in the world most shaped
mechanics of its interaction with them—that’s what steps 2
by your god’s will. Consider its location, layout, and shape.
thru 9 are for.
What are its entrances and exits? Is it easy to get to or hard?
To get started, choose an existing creature with features
How do its worshipers get there? Does your god tend to
and abilities that fit the vibe of the god you’re creating. Don’t
remain in the center of the hallow or prowl its edges? Are
worry about appearance, creature type, or alignment yet—
there any environmental hazards within the hallow? It
we’ll get to those. Instead, look at creatures by CR and think
may be helpful to sketch a simple map for your notes.
about whether their attacks and abilities match up with your
Domain(s). A god’s domain is a description of its person-
concept. If you want a god who’s mostly a dominating phys-
ality and the types of magic it favors. Some gods are easily
ical bruiser, you might choose a different stat block than you
described with a single domain, while others have multi-
would for a god full of trickery and mischief.
ple. What domain expresses your god’s personality? Do
Look at creatures with these CRs for each strata level:
different followers of your god revere different aspects of
• 1st strata: CR 10–15
its nature?
• 2nd strata: CR 16–20
Regional effects. Gods of different strata can influence
• 3rd strata: CR 21–25
the world beyond their hallow to different extents. How
• 4th strata: CR 26–30
does your god affect the world within its reach? Does it
bless the area surrounding its hallow or curse it? Do its If you are more confident in creature design, you can also
visitants regularly roam the land, or do plants and animals use the ability scores of a creature of the recommended
wither and creep far away from its seat of power? How is CR and put them onto a different stat block. But be aware
the water and air affected by the god’s nature? Are there that has downstream implications, and will require you
particular creatures it favors that thrive near it? to recalculate ability checks, saving throw, and attack and
damage rolls.

298 Chapter 13 | Gods & Monsters


Gheim is 2nd strata, which means we need a CR 16–20 Charisma score. Gods are powerful forces of personality.
monster. After considering a few options, we’re going to Increase your god’s Charisma score to a number within
go with the Mummy Lord. It’s a relatively rare monster to a given range, based on their strata: 1st strata, 14–17; 2nd
encounter and our players haven’t fought one yet, so its strata, 18–21; 3rd strata, 22–25; 4th strata, 26–30. If their
abilities should surprise them. Charisma score is already in this range or higher, no
A lot of his spells and abilities will need to be tweaked change is necessary.
for our theme, but that’s just fine! Most of that can be
done with simple flavor changes. The Mummy Lord already had plenty of resistances, so
we’ll leave that alone. We’ll add truesight and Infernal,
but leave Common off the list. This seems fun because
3. RE-SKIN THE BASICS maybe those whispers are in Infernal, which are generally
The next step is to adjust the basic elements of the stat
scary and maddening and meaningless to those who
block to suit your concept. These changes won’t have too
don’t speak the language. Gheim can use telepathy to
much of an impact on the math of your god’s stat block, but
communicate with the characters once they enter his
may require some tinkering.
hallow. Since the Mummy Lord already had high Charisma,
Size. Most gods appear as larger than life. Consider
we’ll put Gheim’s Charisma at 20, near the top of his range.
whether you want to increase the size of your god for
visual and story impact. (This will also increase its hit dice:
Small, d6; Medium, d8; Large, d10; Huge, d12; Gargantuan, 5. ADD INNATE SPELLCASTING
d20.) All gods in Planegea have the same spellcasting method—
Alignment. Choose your god’s alignment. Good gods in they can innately prepare and cast any spells from shaman
Planegea have the celestial creature type, and evil gods (cleric) or guardian (paladin) spell lists, as well as spells
have the fiend type. Neutral gods are by far the most granted to clerics of their domain(s). They don’t require any
common, and can have any creature type other than celes- material components to cast these spells, and can prepare
tial, fiend, humanoid, or giant. Think about law and chaos different spells at the end of a long rest or by using their
as they fit your adventure and how they relate to mortal Gather Magic feature, which we’ll look at in the next step.
clans—a lawful god will likely exercise more direct domin- Use your god’s strata to determine the number of spells
ion and judgment than a chaotic god, who might encourage they can prepare, and choose prepared spells as those
more individual choice and chance. it favors in general, special circumstances aside. If your
Creature type. Now that you have your alignment, chosen stat block has other innate spellcasting, replace it
change the creature type of your chosen stat block if neces- with these spells.
sary, and add the (god) tag. Look at other monsters with the Your god’s spellcasting ability is Charisma. Their spell-
same creature type. If they have any standard features such casting attack modifier is equal to their Charisma modifier
as undead nature, add those (and remove standard features + their proficiency bonus, and their spell save DC is equal
from the creature’s former type, if any). to 8 + their Charisma modifier + their proficiency bonus.

Gheim’s Mummy Lord base stat block is Medium undead, 1ST STRATA
lawful evil. We’ll make Gheim a Large fiend (god), lawful • At-will: Six cantrips, 1st-, or 2nd-level spells
evil: His lawful nature and his in-world role as a Riverlands • 1/Day: Three 3rd-level spells
idol will make him a devil, not a chaotic demon.
The Mummy Lord doesn’t seem to have any features 2ND STRATA
that wouldn’t work for Gheim—even his Rejuvenation • At-will: Nine cantrips, 1st-, or 2nd-level spells
feature seems like something that could work well, if • 3/Day: Six 3rd- to 5th-level spells
re-skinned. We’ll keep all his features as they are. • 1/Day: Three 6th-level spells

3RD STRATA
4. ADD BASIC DIVINE TRAITS • At-will: Twelve cantrips, 1st-, or 2nd-level spells
Gods in Planegea have some basic traits that they all share
• 6/Day: Nine 3rd- to 6th-level spells
in common. Add the following, if the base stat block
• 3/Day: Six 7th- to 8th-level spells
doesn’t already have them:
• 1/Day: Three 9th-level spells
Resistance. Give your god resistance to bludgeoning,
piercing, and slashing from nonmagical weapons.
4TH STRATA
Senses. Give your god truesight to a range of 15 feet.
• At-will: Twelve cantrips or 1st- to 6th-level spells
Languages. Give your god telepathy within the hallow,
• 6/Day: Nine 7th- or 8th-level spells
Common, and any languages usually granted by your
• 3/Day: Six 9th-level spells
creature type (such as Celestial for celestials, Abyssal for
• 1/Day: A miracle (not governed by the limits of normal
demons, Infernal for devils, Primordial for elementals, etc).
magic or spellcasting)

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Since Gheim is 2nd strata and uses the Trickery and Death also runs the risk of seriously challenging your players to
domains, we’ll have him prepare the following spells: a potentially unwinnable fight. Do this thoughtfully and
rarely, unless it’s something you’re comfortable with.
At-will: bane, blindness/deafness, charm person, command,
false life, ray of sickness, silence, thaumaturgy
Looking through the Mummy Lord’s features one at a time,
3/Day: blight, dispel magic, vampiric touch, banishment,
we’ll make Rejuvenation refer to its divine ivory, turn its
geas, scrying
Rotting Fist into a Shadow Fist, and keep its Dreadful Glare
1/Day: dominate person, modify memory, cloudkill
exactly as it is.
Under legendary actions, we’ll call Blinding Dust
6. ADD STANDARD DIVINE FEATURES “Swirling Shadow,” but keep the mechanics the same. Let’s
Next, we’ll add a few features that are standard for all gods make Blasphemous Word target non-fiendish creatures,
in Planegea. Many high-level monsters will already have leave Channel Negative Energy the same, and make
the Legendary Resistance feature, but if not, add it as well: Whirlwind of Sand into “Living Darkness.”
Legendary Resistance (3/Day). If the god fails a saving And just like that, with a few simple name changes
throw, it can choose to succeed instead. and one minor targeting adjustment, we’ve turned our
Gather Magic (Recharge 5–6). The god focuses on their Mummy Lord into a living shadow god!
connection to the world’s magic. If they have cast any
spells with a per-day limit, the limit is reset as if they had
not cast any such spells yet. When using this action, they DAMAGE BY STRATA
can also exchange prepared spells for other known spells.
When deciding on average damage per round, consider
Spiritual Form. When the god would be reduced to 0 hit
the god’s other capabilities. Does it boast a higher or
points, they are instead reduced to 1 hit point. They gain
lower AC? Are they especially tough or fragile? Do their
a number of temporary hit points equal to half of their
attacks and effects debilitate their enemies? If a god
maximum hit points and end all conditions affecting them.
is weaker in other categories, then the damage should
They then take on their Spiritual Form, and their
be on the upper end of the range. If it’s stronger, the
features and actions change accordingly. They retain their
damage should probably be on the lower end of the
hit dice and hit point maximum, and features with limited
range or right in the middle:
uses that are present across multiple forms—such as
Legendary Resistance, do not regain spent uses. While in • 1st strata: 60–99
their Spiritual Form, the god cannot take Lair Actions. • 2nd strata: 100–140
• 3rd strata: 141–230
Surprisingly, the Mummy Lord doesn’t have Legendary • 4th strata: 231–320
Resistance, so we’ll add that to Gheim along with Gather
If your god has legendary actions that allow it to make
Magic and Spiritual Form!
attacks (most do), this should have an impact on the
calculated damage of the god’s attacks.
7. ADJUST ATTACKS & FEATURES
Now that you have your god mostly built, it can be helpful
to look through its features and attacks to ensure they
fit your concept well. Here are three tools for aligning
anything that’s missing, from simplest to most complex:
Reflavor. Ideally, you’ll be able to make your god feel 8. CREATE LAIR ACTIONS
unique just by adjusting the language or flavor of what its Referring back to your hallow sketch from Step 1, add three
attacks and features can do. This might include changing lair actions. If the base creature already has lair actions,
damage type (say, from cold to radiant), or simply express- you can choose your two favorites and adjust those just like
ing the exact same mechanical effect through a different the tweaks you made in Step 6. But all gods need to have
visual experience. Reflavoring is best whenever you can get the Visitants lair action:
away with it, as you know it won’t affect the final crea- Visitants. The god destroys and creates visitants. The visi-
ture’s balance too much. tants may only have the same creature type as their god, and
Borrow. If you can’t find the feature or attack you want, the combined challenge rating of all visitants cannot exceed
look at other monsters of the same CR or the same creature the strata’s maximum visitant CR: 1st strata, 2; 2nd strata, 6;
type and borrow their abilities. This may require some 3rd strata, 12; 4th strata, 18. (CR 0 visitants count as ¼ for this
careful examination of where their numbers are coming calculation.) Newly created visitants appear at locations of
from (if it’s a melee attack, do the Strength scores between the god’s choosing within their hallow and immediately roll
the original monster and your new stat block match?), but initiative. Any visitants the god destroys vanish. All effects
borrowing is relatively safe, as 5E mechanics are carefully maintained by destroyed visitants instantaneously end.
constructed for game balance. Control. For one of your god’s lair actions, choose an
Invent. If you’re careful and confident, you can invent effect that allows it to move things or creatures around the
wholly new features and attacks from scratch. This can be battlefield. This action might not cause direct harm to the
lots of fun and make your god feel wholly unique—but it characters, but enables the god to take control of a fight

300 Chapter 13 | Gods & Monsters


that’s not going their way by shifting the field of battle. attack action, the action’s total damage should fall within
Examples might be creating blinding effects, teleporting the expected damage range. The target may suffer other
creatures, teleporting the god, or creating difficult terrain. harmful effects on a hit, and the god may also do splash
Offense. For the final lair action, create an offensive damage to other creatures.
action that directly deals damage to players who fail a Deadly presence. Consider whether to give your god a
saving throw. Many lair actions in 5E fit this model. Skim harmful effect simply when moving through or occupying
through high-CR creatures in lairs to get an idea of the another creature’s space. The damage for this effect should
kind of offensive action that might fit your god. be low, but now that the god is unbound and unpredictable,
even standing near it might be dangerous.
We’ll give Gheim Shadow-Whisper the Visitants lair action, Legendary Resistance. The spiritual form retains any
obviously. As for its other two actions, we’ll give Gheim remaining uses of Legendary Resistance the god has not
an action that allows him to switch the locations of two yet used.
creatures (including himself) in the darkness, and one Other attacks and features. Since the spiritual form is so
based on the idea of Maddening Whispers that deals 3d6 brief, usually only lasting a single round, it’s okay to throw
psychic damage to creatures who fail a saving throw some experimental attacks and features into this moment.
versus his spell save DC. Be careful not to overload your god—they’ll probably not
survive long enough to use too many abilities. But having
some fun with the final moment of your god’s existence
9. CREATE ITS SPIRITUAL FORM will make their death stick in the minds of your players
All gods have the Spiritual Form feature, which—when
long after the battle ends.
they would reach 0 hit points—unleashes their hidden
spiritual nature into its final death throes, which are
Let’s say that when Gheim is finally dealt the killing blow,
incredibly dangerous for the PCs. This form replaces all
the shadow drops away and all that’s left is the madness.
features and attacks with the following:
To disorient our players, we’ll have him turn into a chaotic
Thematic transformation. Consider how you want to
swirl of lights, formed of colors no mortal eye has ever
flavor the god’s transformation into this, their final form. It
seen or imagined. He’ll go from Large to Gargantuan and fill
should be an awe-inspiring moment, and may reshape the
his hallow, occupying the same space as all the PCs. We’ll
lair around the god for a last round of combat.
keep the Fiend creature type, and drop spellcasting, lair
Size increase. Usually, the spiritual form is at least 1 size
actions, and all visitants.
category bigger than the god’s physical form.
We’ll add the following three abilities: For his nova
Creature type change. Some gods may change crea-
attack, we’ll say that he can deal psychic damage to all
ture types when they transform, becoming more like an
players in his space (which is everyone). For his Deadly
elemental, monstrosity, etc. Adjust their type as you see fit,
Presence, we’ll say he can try to shatter an individual mind
but keep the (god) tag.
with insane screams. We’ve already dealt with his Deadly
End spellcasting, lair actions, and visitants. Gods in their
Presence in the nova attack, but just to make things
spiritual forms are creatures of pure emotion and instinct,
interesting, we’ll add a final feature that says that as a
and cannot cast complex spells or command their lairs. All
legendary action, he can cause a player to make a Wisdom
visitants are destroyed as the god sucks all of its magic back
saving throw versus his spell save DC or attack the nearest
into itself for a final onslaught.
friendly creature, chosen randomly.
Nova attacks. Using the god’s spiritual form for inspi-
And just like that, Gheim Shadow-Whisper is complete,
ration, add an attack meant to be used in a large burst,
and ready to menace our characters from the gloom of his
harming the most creatures it can. Creatures within range
deadly cavern!
should make a saving throw versus the god’s spell save DC.
On a failure, they should take damage of a type you choose,
using the Damage By Strata sidebar. Difficulty in 5E is CREATING A SUBSTRATA GOD
generally balanced around a party of four player characters,
If you want to build a god below CR 11, choose a crea-
so a safe bet when calculating damage for nova effects is
ture to base it on. Adjust its alignment and creature
to take the expected damage per round and divide by four.
type, giving it the “god” creature type tag. Give it the
Creatures who fail the saving throw may also suffer addi-
basic divine traits and increase its Charisma up to 12 (if
tional effects, such as being knocked prone, briefly blinded,
needed). Give it innate spellcasting, with 3/Day 1st-level
or restrained. On a success, they should take half damage,
spells and a 1/day 2nd level spell.
and not suffer an additional effect.
Give it Legendary Resistance and Gather Magic, but
Slaughter attacks. If there’s one character that has suffi-
not Spiritual Form. Leave all attacks and features as they
ciently enraged a god, it may only want to target that char-
are. Grant it a hallow (no larger than 25 ft. in diameter),
acter. Give your god a slaughter attack, where it’s targeting
and allow it to create up to 12 visitants with a combined
a specific creature. Its attack roll will be based on an
CR of no more than 1. It does not have regional effects.
ability score that you choose + its proficiency bonus, and
its damage on a hit should be of a type you choose, using
the Damage By Strata sidebar. When the god takes the

Chapter 13 | Gods & Monsters 301


is almost unthinkable that they should descend to a lower
Gods of Planegea order of being.
To fight a god is to know true fear. The divinities of Plane- Fourth Strata. The 4th strata is practically theoretical.
gea, although they are not the cosmos-spanning entities of Only one god could claim to even approach this strata—
later epochs, are beings of immense magical and physical Mala Long-Song, whale god of Scattersea. A 4th-strata god
power, and are always encountered within their hallows, would have power to work wonders indescribable, bring
which bend and warp reality itself to the will of the god. forth visitants of titanic might, and could stretch their
The gods are as varied as the land and the creatures that influence across the surface of Planegea. But even a god
inhabit it. And any single god can present many faces—one of the 4th strata would be confined to their hallow, and
to its worshipers and another to its enemies. But gods are ultimately capable of death or descent, given sufficient loss
always powerful, and should not be lightly stirred to wrath. of health or glory.

DIVINE FORMS DIVINE ALIGNMENT


These pages describe two forms of each god. In truth, a god A god’s alignment is both a description and a definition.
can have many forms, but these represent the main ways Most gods do not enter the world with a particular align-
they express themselves in their hallows. ment—it’s far more common to find a neutral god than
Physical Form. A god’s physical form is the face they one which is particularly evil or good. But as glory accrues,
show to mortals. This form usually resembles their pre-di- gods of higher strata are more likely to take on evil or good
vine nature—although they are almost always larger and qualities, depending on the nature of their worship and
more wondrous than before they ascended to godhood. followers.
Spiritual Form. Glimpsing a god’s spiritual form is the Evil. Evil gods are those whose worship takes the form
rarest and most awe-inspiring of experiences. When a god of wicked rites and dark devotion. Such gods take on
is brought low by sword or spell, its very being begins the fiend creature type, and can become either chaotic
to splinter and break apart, and the magic that bound it demons or hierarchical devils. Once a god has become evil,
together unravels into a final expression of power. The its redemption is almost impossible, as violence begets
spiritual form is the god’s essence made manifest, and it is violence and its legacy is saturated with fear.
terrible to behold—and difficult to survive. Neutral. Neutrality is the natural alignment of most
deities, for they are not particularly concerned with good
or evil, but rather focused on survival, like most creatures
DIVINE STRATA in Planegea. Neutral gods may favor order or chaos, but
The shamans of Seerfall have roughly classified the known
generally are not devoted to grand principles of any kind.
gods into four categories called strata. These are not strict
Their creature type is tied to their pre-divine origin.
categories, and gods move through them fluidly as they
Good. Good gods are beloved by their followers, and
gain and lose glory—yet they are useful for discussing the
exercise their power for blessing and justice. Such honor-
relative might and power of divine beings.
able beings acquire the celestial creature type. A good
First Strata. Gods of the 1st strata are demigods, able to
god is still unpredictable—such beings are good, but not
act only as far as they can physically see, with limited spells
tame—and good gods can prefer law or chance, depending
and relatively weak visitants (created servants). Even a god
on their personality and history. Happy are the people who
of the 1st strata is a deadly challenge to most mortals, but
serve a celestial… but beware, for in a world of violence and
these are usually gods who have either only recently mani-
danger, even a good god can be tempted to rage and wrath.
fested their divinity, or who have waned after a long lack of
worship into a shadow of their former selves.
Second Strata. The 2nd strata is perhaps the most
common classification of gods. Deities of the 2nd strata
have powerful magic at their command, and can create
daunting visitants. They rule local areas such as partic-
ular forests, valleys, or mountains, and are honored by a
I have spent more years than can be named on
sufficient stream of glory from mortals. Some gods are
content to remain in the 2nd strata. Indeed rising above it Planegea fighting against the dark gods, beating
is difficult, requiring great devotion from followers, such them back and binding their powers. Without
that only a few gods have achieved it. those of us who oppose them, surely their chaos
Third Strata. Few indeed are the gods of the 3rd strata. In and cruel laws would blot out the very Day-Star’s
fact, only four are commonly known: the Brothers (Urhosh,
Kho, and Glelh) and their southern sister, Twr the Tyrant.
light in a matter of a few short years.
These gods have influence that stretches across an entire
region, and their visitants are legendary in their might.
3rd-strata gods are capable of the most powerful magic
known to mortals, and once a god ascends to this level, it

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LAIR ACTIONS
GLELH THE UNBLINKING On initiative count 20 (losing initiative ties), Glelh takes a
Deep in the hill country of the Lion Clan, a circle of stones
lair action to cause one of the following effects:
juts from atop a steep rise. The hill is decorated with
• Glelh creates visitants. His visitants may only have
colored paints and powders, fluttering flags and feath-
a combined challenge rating of CR 12 or less. Newly
ers, and carved chimes that rattle in the wind. This is the
created visitants appear at locations of Glelh’s choos-
hill-hallow of Glelh the Unblinking, god of the Lion Clan.
ing within his hallow and immediately roll initiative.
Those who are bidden to approach Glelh describe first
Visitants remain until they die, Glelh chooses to dismiss
and foremost, his eyes—unwavering amber depths, like
them (no action required), or Glelh’s spiritual form acti-
staring into the Day-Star. Those eyes transfix the weak and
vates. All effects maintained by visitants end when they
the mighty, and sink into the soul like claws. Glelh takes
disappear.
the form of a mighty lion, long saber-teeth bared at any
• A beam of blinding light cast by a celestial body
sign of disrespect or folly, yellow mane dusted with the
(Day-Star during day, moon during night) illuminates a
powders of sacred pigments brought as offerings by the
20-foot-radius, 60-foot-high cylinder within 120 feet of
hypnotized shamans. Glelh is almost never seen outside his
Glelh (and in his line of sight). All creatures in that area
circle of stones, from which it is said that he watches the
must make a DC 18 Constitution saving throw, becom-
whole world, seeing all in stony silence.
ing blinded on a failure. A blinded creature can repeat
Beauty & serenity. Glelh is best pleased with that which
the saving throw at the end of subsequent turns, ending
is pleasant to gaze upon, and his worshipers fashion bright
the effect on a success. The effect also ends if Glelh uses
colors and beautiful patterns to honor him. He is unforgiv-
this lair action again or when Glelh enters his spiritual
ing towards weakness, believing that those who are worthy
form.
will endure even terrible suffering, and his rites can be
• A pride of celestial lions briefly apparate and attack
truly cruel as they weed the weak from the stoic. But to
creatures in a 20-foot-square centered on a point Glelh
those in whom he delights, Glelh gives great visions of far
can see within 120 feet. The lions attack each creature
places, enabling glimpses into the very edges of reality and
of Glelh’s choice in the area with a +10 bonus to hit,
beyond.
dealing 10 (3d6) slashing damage and 10 (3d6) radiant
The Feast of Longest Day. Glelh’s high holy day is the
damage on a hit.
Feast of Longest Day, in the heart of summer. On the day
when there is the most sun to behold color and light and
beauty, the Lion Clan engages in many ceremonies and REGIONAL EFFECTS
artistic celebrations and voyages deep into the far places Throughout the hilly domain of the Lion Clan, Glelh’s
of the mind’s eye on vision-walks. On the Feast of Longest influence can be clearly felt.
Day, Glelh invests nearly all his power into visitants in • People within his reach are inspired to create art, infatu-
the form of powerful lions. They walk among the people, ated with color and pattern. Visions of great works of art
beholding their artwork closely and testing their fortitude often appear in dreams, stirring those who have such
with deadly glares and radiant claws. dreams to throw themselves into trying to recreate what
Piercing eyes, rending claws. Glelh’s hypnotic power is they have seen.
perhaps most dangerous when causing one to forget that, • Aside from music or the jangling of wind chimes, the
in his heart, Glelh is a ravenous beast. The hilltop of his land is quiet. The DC for Wisdom (Perception) checks
hallow is stained red with the blood of prey drawn from made with hearing is decreased by 2.
afar—even though as a god he has no physical hunger. His • Glelh sees all in his domain unless creatures make a
claws and teeth are terrible, and his might is immense DC 20 Wisdom saving throw to shake off his vision. If
when he is aroused to anger—as is his roar, which is said to creatures he can see act in a way that displeases him, he
only be heard once in a generation. sends word to his shamans or visitants, and 1d6 guards
or 1 visitant arrives to punish wrongdoing in 1d4–1
hours after a crime against his will is committed.
GLELH’S HALLOW
As a 3rd-strata god, Glelh has influence over an entire If Glelh dies, these effects end in 2d4 weeks.
region. The epicenter of his power is his stone-encircled
hilltop. The entire hill, however, is the hallow of Glelh,
and a creature who steps foot onto that hill immediately
feels an overwhelming sense of being fully seen and fully
known, and judged guilty or favored in a moment.
The hilltop is strewn with colored art pieces of all sorts,
some of which conceal cleverly-constructed traps and
tricks hidden by shamans to protect their god against fools
and the unfaithful. Its top is slick with the blood that coats
the base of the standing stones, where Glelh feasts in the
darkness, his eyes all that can be seen in the shadows.

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GLELH THE UNBLINKING
Huge celestial (god), neutral good

Armor Class 21 (natural armor) Innate Spellcasting. Glelh’s spellcasting ability is Charisma
Hit Points 300 (24d12+144) (spell save DC 20). Glelh can innately cast any spell from the
Speed 60 ft. guardian (paladin) or shaman (cleric) spell list, requiring no
material components, and has the following spells prepared:
STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 22 (+6) 14 (2) 19 (+4) 20 (+5) At-will: aid, command, cure wounds, detect evil and good,
detect magic, guidance, guiding bolt, healing word, hold
person, lesser restoration, sacred flame (4d8), silence
Saving Throws Dex +10, Int +9, Wis +11, Cha +12 6/day: banishment, daylight, dispel evil and good,
Skills Athletics +22, Insight +18, Perception +18, flamestrike, greater restoration, hallow, heal, mass
Stealth +17 healing word, remove curse
Condition Immunities charmed, frightened 3/day: control weather, divine word, firestorm, holy aura,
Damage Resistances radiant; bludgeoning, piercing, and planeshift, regenerate
slashing from nonmagical weapons 1/day: gate, foresight, mass heal
Senses truesight 120 ft., darkvision 120 ft., passive Perception 26
Languages Common, Celestial, telepathy 120 ft. Magic Resistance. Glelh has advantage on saving throws
Challenge 23 (50,000 XP) against spells and other magical effects.
Legendary Resistance (3/day). If Glelh fails a saving throw, he
Spiritual Form. When Glelh would be reduced to 0 hit points, can choose to succeed instead.
he is instead reduced to 1 hit point. He gains a number of
temporary hit points equal to half of his maximum hit points and Actions
ends all conditions affecting him. He then takes on his Spiritual Multiattack. Glelh uses unblinking gaze and makes three
Form, and his features and actions change accordingly. attacks: two with his claws and one with his bite.
Keen Senses. Glelh has advantage on Wisdom (Perception) Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
checks. Hit: 22 (4d6 + 8) slashing damage.
Running Leap. With a 10-foot start, Glelh can long jump up Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
to 50 feet. Hit: 30 (4d10 + 8) piercing damage and the target is grappled
Pounce. If Glelh moves at least 20 feet straight toward a (escape DC 19).
creature and then hits it with a claw attack on the same turn, Hunt God’s Fury (Recharges 5–6). Glelh makes six claw
that target must succeed on a DC 23 Strength saving throw or attacks.
be knocked prone. If the target is prone, Glelh can make one bite
attack against it as a bonus action. Gather Magic (2/Day). Glelh focuses on his connection to the
world’s magic. If he has cast any spells with a per-day limit, the
Unblinking Gaze. As a bonus action, Glelh chooses one limit is reset as if he had not cast any such spells yet.
creature within 60 feet that he can see and subjects it to one
of the following gazes: Legendary Actions
1. Fiery Gaze. The creature must make a DC 20 Dexterity Glelh can take 3 legendary actions, choosing from the options
saving throw, taking 35 (10d6) radiant or fire damage on below. Only one legendary action option can be used at a time
a failure, or half as much on a success (Glelh’s choice). and only at the end of another creature’s turn. Glelh regains
2. Blinding Gaze. The creature must make a DC 20 spent legendary actions at the start of his turn.
Constitution saving throw, becoming blinded for 1 Claw. Glelh makes a claw attack.
minute on a failure.
Maneuver. Glelh moves up to half his speed without
3. Paralyzing Gaze. The creature must make a DC 20 provoking attacks of opportunity.
Wisdom saving throw, becoming paralyzed until the
Gaze (Costs 2 Actions). Glelh uses Unblinking Gaze.
end of Glelh’s next turn on a failure.
Lunging Bite (Costs 2 Actions). Glelh moves up to half his
4. Shunting Gaze. The creature must make a DC 20
speed and makes a bite attack.
Charisma saving throw. On a failure, the creature is
magically teleported to an unoccupied space within 60
feet of Glelh.
5. Hypnotic Gaze. The creature must make a DC 20 Wisdom
saving throw, becoming charmed for 1 minute on a failure.
While charmed, the creature is incapacitated and must
spend its movement on each of its turns moving towards
Glelh in the most direct manner possible, making no
attempts to avoid attacks of opportunity. When the
creature takes damage from a source other than Glelh, the
target can repeat the Wisdom saving throw, ending the
charm effect on a success.

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GLELH, SPIRITUAL FORM
Huge celestial (god), neutral good

Armor Class 21 (natural armor) Actions


Hit Points 300 (24d12+144)
Multiattack. Glelh makes two searing touch attacks and uses
Speed 40 ft., fly 40 ft. (hover)
either Sunglimpse or Resonating Roar, if available.
STR DEX CON INT WIS CHA Searing Touch. Melee Weapon Attack: +15 to hit, reach 10 ft.,
26 (+8) 15 (+2) 22 (+6) 14 (+2) 19 (+4) 20 (+5) one target. Hit: 32 (7d6 + 8) radiant or fire damage (Glelh’s
choice).
Saving Throws Dex +10, Int +9, Wis +11, Cha +12 Sunglimpse (Recharge 5-6). Burning light erupts in a 30-foot
Skills Athletics +22, Insight +18, Perception +18, sphere centered on a point Glelh can see within 60 feet of him.
Stealth +17 All creatures in the area must make a DC 21 Dexterity saving
Condition Immunities charmed, frightened throw, taking 42 (12d6) radiant damage on a failure, or half as
Damage Resistances bludgeoning, piercing, and slashing much on a success. Additionally, creatures that fail their saving
from nonmagical weapons throw are blinded until the end of Glelh’s next turn.
Damage Imunities radiant
Senses truesight 120 ft., darkvision 120 ft., passive Perception 26 Resonating Roar (Recharge 5-6). Glelh releases a roar laced
Languages Common, Celestial, telepathy 120 ft. with divine energy. Each time he roars before his Spiritual
Challenge 23 (50,000 XP) Form ends, the roar evolves, as shown below. Once Glelh
has used his final roar, he cannot roar for the remainder of his
Spiritual Form. When Glelh takes on his spiritual form, he spiritual form.
retains his hit dice and hit point maximum from his previous 1. First Roar. Glelh gains resistance to damage until the
form. Features with limited uses that are present across start of his next turn, and all other creatures within
multiple forms, such as Legendary Resistance, do not regain 300 feet must make a DC 21 Wisdom saving throw,
spent uses. While in his Spiritual Form, Glelh cannot take lair becoming incapacitated until the end of Glelh’s next
actions. turn on a failure.
Shattered Silence. When Glelh enters his spiritual form, he 2. Second Roar. All other creatures in Glelh’s hallow must
uses Resonating Roar and his physical body is consumed make a DC 21 Strength saving throw. On a failure, a
by inner light, leaving behind a silhouette of divine energy. creature is knocked prone and their movement speed
All magical darkness in Glelh’s hollow is dispelled, and is reduced to 0 for 1 minute. At the end of a prone
all creatures within 120 feet of Glelh must make a DC 20 creature’s turn, they can repeat the saving throw,
Constitution saving throw or be blinded until the end of their standing up and regaining their movement speed on a
next turn. Glelh can maintain this form for 1 minute, after success.
which he returns to his physical form, loses his temporary hit
points, and takes 5 points of exhaustion, which can only be 3. Third Roar. All other creatures in Glelh’s hallow must
removed by resting or a wish spell. make a DC 21 Constitution saving throw, becoming
stunned for 1 minute on a failure. A stunned creature
Avatar of Light. Glelh sheds bright light in a 50-foot radius and can repeat the saving throw at the end of each of their
dim light for an additional 50 feet. When a creature starts their turns, ending the effect on a success.
turn within 10 feet of Glelh or comes within 10 feet of Glelh for
the first time on a turn, they must make a DC 20 Constitution 4. Final Roar. All other creatures in Glelh’s hallow must
saving throw or become blinded until the start of their next make a DC 21 Wisdom saving throw, taking 55 (10d10)
turn. force damage on a failure, or half as much on a success.
If a creature that failed their saving throw has 100 hit
Radiant Form. When a creature touches Glelh or hits him with points or less, they instead die.
a melee attack while within 10 feet of him, they take 14 (4d6)
radiant damage. Whenever Glelh would take radiant damage, Legendary Actions
he instead takes no damage and regains hit points equal to the
Glelh can take 3 legendary actions, choosing from the options
radiant damage dealt.
below. Only one legendary action option can be used at a time
Magic Resistance. Glelh has advantage on saving throws and only at the end of another creature’s turn. Glelh regains
against spells and other magical effects. spent legendary actions at the start of his turn.
Legendary Resistance (3/day). If Glelh fails a saving throw, Searing Touch. Glelh makes a searing touch attack.
he can choose to succeed instead.
Unsight (Costs 2 Actions). All blinded creatures within 60
feet of Glelh must make a DC 21 Constitution saving throw,
becoming blinded for an additional 1 minute on a failure.
Roar (Costs 3 Actions). Glelh uses Resonating Roar.

Chapter 13 | Gods & Monsters


MALA LONG-SONG MALA’S HALLOW
Planegea’s most powerful god may also be its most elusive. The hallow of Mala Long-Song is a cylinder of water near
Mala Long-Song, deity of the Whale Clan, dwells at the the very last islands of Scattersea. These islands are sacred
very edge of the mortal world, at the far reaches of Scatter- places, where only shamans and their chosen acolytes may
sea. There, from her underwater hallow, she watches over travel, and where divine magic seeps from every stone and
all the islands in her vast domain, and she is worshiped by rises from every drop of water. The hallow stretches from
landfolk and merfolk alike. the ocean’s surface to an amphitheater of shells far below.
Mala is an ancient whale-goddess, the size of an island. Within the cylinder, shining lights from Mala’s countless
She ascends to the surface only once a year for air, and her visitants circle and echo a never-ending song. It’s said that
ascension marks the holiest day in all of Scattersea. At all those who hear Mala’s choir hear the song of themselves, of
other times, she remains far below the waters, in her cylin- all those who came before, and visions of what will come
drical hallow of light and song. Her skin is patterned with to pass in long years ahead.
barnacles and scars that form graceful whirls and swirls,
reminiscent of wave patterns and the tides. LAIR ACTIONS
Firstborn. Some say Mala Long-Song was the first god On initiative count 20 (losing initiative ties), Mala takes a
that mortals ever knew, in days nearly forgotten, when the lair action to cause one of the following effects:
sea was almost all there was. Mala protected the young • Mala creates visitants. Her visitants may only have a
clans as they tried to cling to life on the surface of the combined challenge rating of CR 18 or less. Newly created
waters, and was repaid with gratitude and reverence. Her visitants appear at locations of Mala’s choosing within her
songs and island shrines have made her name great over hallow and immediately roll initiative. Visitants remain
the generations, and now there is no known god on land or until they die, Mala chooses to dismiss them (no action
sea who exceeds her in glory. required), or Mala’s spiritual form activates. All effects
Above & Below. Mala is worshiped not only by the maintained by visitants end when they disappear.
mortals who sail in canoes and catamarans, dwelling in • A swarming school of celestial fish appear in a 20-foot
coves and caves, but also by the merfolk below. These bring sphere centered on a point Mala can see within 120
her offerings from the bounty of the sea, and news of the feet. Creatures that start their turn in the area or move
movements of the deep. The merfolk are proud and quar- into it for the first time on a turn must make a DC 20
relsome, and have little to do with the “dry people,” except Wisdom saving throw or become stunned until the end
for their high shaman, who by law is wedded to the high of their turn. The school remains until Mala enters her
shaman from the world above in united worship of Mala. spiritual form or Mala uses this lair action again.
The Day of Breath. Once a year, Mala rises from her • Phantoms of the dead apparate and attack a creature
swirling depths in a shining beam of light to breach the that Mala can see within 120 feet. The creature must
surface of the waters. Merfolk sing as she swims, and make a DC 20 Constitution saving throw, taking 42
every canoe and catamaran in Scattersea gathers to hail (12d6) necrotic damage on a failure, or half as much on a
her ascent on the Day of Breath. The moments she spends success. Additionally, a creature that failed their saving
above the water are most mortals’ only glimpse of the great throw begins drowning, provided it was holding its
goddess, and it’s said that she blesses all who share in the breath. The phantoms then disappear.
one great breath that sustains her for the year to come.
Long Reach. Of all the gods in Planegea, only Mala is
REGIONAL EFFECTS
able to see across the entire world, and exert her will even
Scattersea is full of Mala’s magic, but it grows more intense
in distant and dry places where other gods hold sway. Yet
closer to her hallow, near the Shaman Isles.
Mala is patient and wise, and has not lived as long as she
• Floating song can be heard in the air, soothing emotion
has by encroaching on others’ domains. Mala is slow to
and giving creatures advantage on Wisdom (Insight)
act, preferring to allow her followers to learn wisdom over
checks, Intelligence (History) checks, and Wisdom
their lifetimes and pass along their knowledge from parent
saving throws.
to child. But when she is stirred to action, the song of her
• Groups of 2d6 merfolk travel through the water, bring-
magic can pierce rock and bone, air and fire and shadow.
ing offerings on a pilgrimage to Mala’s hallow, or
returning home after an audience with the goddess.
• Soft, white flowers appear from nowhere, blossoming in
midair and drifting down to float on the ocean’s surface.
At night they glow with a gentle radiance, casting dim
light in for 1 foot.
• Creatures unable to breathe water are able to hold their
breath for twice as long.

If Mala dies, these effects end after 2d8 months.

306 Chapter 13 | Gods & Monsters


MALA LONG-SONG Actions
Gargantuan celestial (god), neutral good Multiattack. Mala uses Deepsong. She then makes two
attacks: one with her tail and one with her Divine Gaze. Mala
Armor Class 22 (natural armor) can use Prison Realm in place of her Divine Gaze.
Hit Points 615 (30d20 + 300)
Speed 0 ft., swim 60 ft. Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., up to
three targets that are not grappled by Mala. Hit: 28 (4d8 +
10) bludgeoning damage. This damage is magical.
STR DEX CON INT WIS CHA
30(+10) 12(+1) 30(+10) 22(+6) 24(+7) 26(+8) Divine Gaze. Ranged Spell Attack: +17 to hit, range 120 ft.,
one target. Hit: 29 (6d6 + 8) radiant damage, and the target
Saving Throws Dex +10, Int +15, Wis +16, Cha +17 must make a DC 24 Constitution saving throw or be stunned
Skills Arcana +15, History +15, Insight +16, Perception +16, until the end of their next turn.
Religion +15
Prison Realm. Mala makes a Divine Gaze attack against a
Damage Resistances radiant; bludgeoning piercing, and
stunned, restrained, paralyzed, or blinded creature. If the
slashing from nonmagical attacks
attack hits, the target takes the Divine Gaze’s damage and
Damage Immunities cold
must make a DC 24 Charisma saving throw or be affected as
Condition Immunities frightened
by the maze spell.
Senses truesight 120 ft., darkvision 120 ft., passive
Perception 26 Deepsong (6/day). Mala sings a divine note that
Languages all, telepathy 120 ft. reverberates with magic. Mala chooses one of the following
Challenge 30 (155,000 XP) effects:
1. Song of Creation’s Fire. Creatures of Mala’s choice
Spiritual Form. When Mala would be reduced to 0 hit
within 120 feet must make a DC 24 Dexterity saving
points, she is instead reduced to 1 hit point. She gains
throw, taking 33 (6d10) fire damage on a failure, or
a number of temporary hit points equal to half of her
half as much on a success.
maximum hit points and ends all conditions affecting her.
She then takes on her Spiritual Form, and her features and 2. Song of the Captive. Creatures of Mala’s choice
actions change accordingly. within 120 feet must make a DC 24 Strength saving
throw or become restrained for 1 minute. A restrained
Reflective Hide. Any time Mala is targeted by a magic
creature can repeat the saving throw at the end of
missile spell, a line spell, or a spell that requires a ranged
each of their turns, ending the restrained effect on a
attack roll, roll a d6. On a 1 to 5, Mala is unaffected. On a 6,
success.
Mala is unaffected, and the effect is reflected back at the
caster as though it originated from Mala, turning the caster 3. Song of the Starry Traveler. Creatures of Mala’s
into the target. choice within 120 feet must make a DC 24 Charisma
saving throw or be transported to a random location
Magic Resistance. Mala has advantage on saving throws
as if by the plane shift spell. The plane of existence to
against spells and other magical effects.
which they are sent is randomly determined by the DM.
Innate Spellcasting. Mala’s spellcasting ability is Charisma
Mala cannot use the same song two times in a row.
(spell save DC 25). Mala can innately cast any spell from any
spell list, requiring no material components, and has the Crushing Vortex (Recharge 5-6). Mala creates a swirling
following spells prepared: vortex in a 60-foot sphere centered on a point Mala can
see within 120 feet. Creatures in the area must make a DC
At-will: aid, bane, bless, command, cure wounds, detect
24 Strength saving throw, taking 44 (8d10) bludgeoning
evil and good, detect magic, faerie fire, fog cloud,
damage and being dragged 30 feet towards the center of
healing word, hold person, lesser restoration, light,
the vortex on a failure, or taking half as much damage and
sacred flame (4d8), spare the dying
being dragged only 15 feet on a success.
9/day: arcane eye, banishment, bestow curse, blade
barrier, call lightning, daylight, death ward, dispel magic,
Legendary Actions
greater restoration, harm, heal, speak with dead
6/day: divine word, feeblemind, forcecage, holy aura, Mala can take 3 legendary actions, choosing from the
planeshift, regenerate, sunburst, symbol, teleport options below. Only one legendary action option can be
3/day: foresight, gate, imprisonment, power word kill, used at a time and only at the end of another creature’s turn.
timestop, wish Mala regains spent legendary actions at the start of her turn.
Legendary Resistance (3/Day). If Mala fails a saving throw, Swim. Mala moves up to her swim speed without
she can choose to succeed instead. provoking attacks of opportunity.
Tail. Mala makes a tail attack.
Deepsong (Costs 2 Actions). Mala uses Deepsong.
Show of Power (Costs 3 Actions). Mala uses one of her
rechargeable abilities, if available.
Cast a Spell (Costs 3 Actions). Mala casts a spell from her
list of prepared spells, consuming a spell slot as normal.

Chapter 13 | Gods & Monsters


MALA, SPIRITUAL FORM
Large celestial (god), neutral good

Armor Class 22 (natural armor) Touch of Life. Melee Spell Attack: +17 to hit, reach 5 ft., one
Hit Points 615 (30d20 + 300) target. Hit: 29 (6d6 + 8) radiant damage.
Speed fly 60 ft. Extinguish Soul. Mala chooses a creature that she can see
STR DEX CON INT WIS CHA within 120 feet. That creature must make a DC 24 Constitution
30 (+10) 12 (+1) 30 (+10) 22 (+6) 24 (+7) 26 (+8) saving throw, taking 44 (8d10) necrotic damage on a failure. If
this damage reduces the creature to 0 hit points, the creature
dies, and cannot be returned to life by any means short of a
Saving Throws Dex +10, Int +15, Wis +16, Cha +17 wish spell until Mala dies.
Skills Arcana +15, History +15, Insight +16, Perception +16,
Religion +15 Terrible Revelation. Mala shares a piece of terrible
Damage Resistances acid, radiant; bludgeoning piercing, and knowledge with a creature of her choice that she can see
slashing from nonmagical attacks within 120 feet. The creature must make a DC 24 Intelligence
Damage Immunities cold, radiant, necrotic saving throw, taking 28 (8d6) psychic damage on a failure, or
Condition Immunities frightened, charmed half as much on a success. A creature that fails its saving throw
Senses passive Perception 26 becomes wracked with a passing madness until the end of its
Languages all, telepathy 120 ft. next turn. A maddened creature rolls a d6 to determine what
Challenge 30 (155,000 XP) it will do with its turn. On a 1-3, the creature does nothing. On
a 4-5, the creature takes no action but spends its movement
Spiritual Form. When Mala takes on her spiritual form, she to move in a random direction, determined by a d8. On a 6, the
retains her hit dice and hit point maximum from her previous creature takes the attack action against a random creature, or
form. Features with limited uses that are present across it does nothing if no creature is within reach.
multiple forms, such as Legendary Resistance, do not regain Mass Dispel (Recharge 5-6). All creatures of Mala’s choice
spent uses. While in her Spiritual Form, Mala cannot take Lair within her hallow must make a DC 24 Charisma saving throw.
Actions. When a creature fails their saving throw, any spells affecting
The Keeper’s Heart. When Mala’s spiritual form feature the creature end. Additionally, any magical items the creature
activates, Mala’s physical form swells even as it dissipates, is carrying or has equipped are suppressed, becoming
and all creatures in Mala’s hollow are drawn into the realm nonmagical for 1 minute. An affected creature can repeat
of Mala’s spiritual heart; an ethereal place where darkness the saving throw at the end of each of their turns, ending the
meets light and life meets death. What remains of Mala is her magic suppression on a success.
spiritual heart, an orb of swirling black-and-white essence. Baleful Star (Recharge 5-6). All creatures of Mala’s choice
While within Mala’s heart realm, creatures are always within within her hollow must make a DC 24 Constitution saving
range of Mala’s attacks, spells, and magical abilities. Mala can throw, taking 33 (6d10) cold damage and 33 (6d10) radiant
maintain this form for 1 minute, after which she returns to damage on a failure, or half as much on a success. Creatures
her physical form, loses her temporary hit points, and takes 5 that fail their saving throw by 5 or more are blinded for 1
points of exhaustion, which can only be removed by resting or minute. Blind creatures can repeat the saving throw at the end
a wish spell. of each of their turns, ending the blind effect on a success.
Presence of the First Keeper. Creatures that start their turn
within 30 feet of Mala must make a DC 25 Constitution saving Legendary Actions
throw, taking 10 (3d6) radiant or necrotic damage (Mala Mala can take 3 legendary actions, choosing from the options
chooses) on a failure, or half as much on a success. Creatures below. Only one legendary action option can be used at a time
that fail their saving throw are also deafened and unable to and only at the end of another creature’s turn. Mala regains
speak until the start of their next turn. spent legendary actions at the start of her turn.
Magic Resistance. Mala has advantage on saving throws Attack. Mala makes an attack with Touch of Death or Touch of
against spells and other magical effects. Life.
Magic Weapons. Mala’s weapon attacks are magical. Extinguish Soul (Costs 2 Actions). Mala uses Extinguish Soul.
Legendary Resistance (3/Day). If Mala fails a saving throw, Revelation (Costs 2 Actions). Mala uses Terrible Revelation.
she can choose to succeed instead.
Unleashed Power (Costs 3 Actions). Mala uses one of her
Actions rechargeable abilities, if available.
Multiattack. Mala uses Terrible Revelation and Extinguish
Soul. She then makes two attacks: one with Touch of Life and
one with Touch of Death.
Touch of Death. Melee Spell Attack: +17 to hit, reach 5 ft., one
target. Hit: 29 (6d6 + 8) necrotic damage.

308 Chapter 13 | Gods & Monsters


see can shift according to Kho’s whim, but the great tree
KHO MANY-ARMS always remains at the center of the hallow, unchanged.
The Oldest Brother. The Weary One. The Many-Armed
Ape-God. Generous in his slumber and dangerous when he
LAIR ACTIONS
wakes, Kho is a difficult god with many names. The Ape
On initiative count 20 (losing initiative ties), Kho takes a
Clan seeks to surround him in the drumbeats that soothe
lair action to cause one of the following effects:
his mind, keeping him asleep—for in his sleep, he is kind.
• Kho creates visitants. His visitants may only have a
Kho appears as a massive ape, covered in dark hair and
combined challenge rating of CR 12 or less. Newly created
amulets. True to his name, he has many arms—some
visitants appear at locations of Kho’s choosing within his
physical, some spiritual, formed of golden light. He moves
hallow and immediately roll initiative. Visitants remain
slowly, unless he is aroused to wrath. As long as the drums
until they die, Kho chooses to dismiss them (no action
thunder and glory flows towards him, Kho can be seen
required), or Kho’s spiritual form activates. All effects
resting in the branches of his gargantuan tree-hallow,
maintained by visitants end when they disappear.
slumbering the seasons away as he dreams of long ago.
• An arm formed from spirit energy appears at a point
Ancient torpor. Except for Mala Long-Song, Kho is the
Kho can see on a surface within 120 feet. The arm has
most ancient god in Planegea. His years have wearied him,
an AC of 16, 35 hit points, and shares Kho’s damage
and he takes no pleasure in the gone-in-a-blink concerns
resistances. When it appears and on each of Kho’s turns,
of mortals. Kho wants nothing more than to sleep, and the
the arm makes a melee weapon attack against a creature
Ape Clan scurries to serve his unconscious will, working
of Kho’s choice (+16 to hit, reach 30 ft., one target). On a
magic to bind him in his dreams and holding their breath
hit, it deals 23 (4d6 + 9) force damage. The arm disap-
at the least sign of his awakening.
pears if it is reduced to 0 hit points, if Kho uses this lair
Dreams of youth. Kho dreams of the living forests of his
action again, or if Kho’s spiritual form triggers.
youth, when he was a mere apeling, leaping through high
• Kho’s hollow briefly shifts, merging the realms of the
branches without worry or power. His dreams are full of
physical and dream worlds. Each creature in Kho’s
fun, adventure, and good spirits. Because of his magic, his
hollow must make a DC 18 Wisdom saving throw. On a
dreams are often made manifest, and those who approach
failure, the creature is affected as by the confusion spell.
his tree-hallow can be caught up in them, carried into the
If Kho uses this lair action again or enters his spiritual
past with their god on the slippery surface of time. Kho
form, the effect ends on any affected creatures.
can bring objects from the past of his dreams into the
present, and—if he is pleased—make almost anything real.
Wrathful waking. When the drumming stops, or his REGIONAL EFFECTS
dream is interrupted, Kho descends from his tree in dark Throughout Ape Clan territory, Kho’s dreaming or waking
spirits. Those within reach of his power tremble, for his is clearly felt, an ever-present reassurance or terrifying
waking is full of unbridled rage at time and the world. threat, depending on the mood of the god.
Each year, when the Ape Clan travels through the passages • Families of apes wander freely, unchallenged and sacred
of Nod to Wintersouth, the year’s worst criminal is left to the Ape Clan. These apes are allowed to go where
behind as punishment, the last person banging the drum they please and take or eat whatever they wish.
to keep Kho asleep. And though they try to bang on the • A creature who presses their ear to the ground and
drum as long as they can, eventually they tire and the beat succeeds on a DC 10 Wisdom (Perception) check can
falters—and then the titanic tree begins to shake with the hear the faint rumble of Kho’s sleeping breath.
rage of the waking god… • Doorways to Nod are commonplace while Kho sleeps.
In places of shadow or mist, a doorway can be found
on a successful DC 18 Intelligence (Investigation) check.
KHO’S HALLOW When a door is found, roll 1d20. On a 5 or lower, the
Kho sleeps in a gargantuan tree, as ancient as himself,
door opens to the Nightmare World. On a 6 or higher,
whose roots are so deep and so powerfully thirsty that they
the door opens to the Dream World.
bend the Ape River towards it. The tree is a landmark that
• Creatures and places glimmer and change slightly
can be seen for miles. Its lowest branches are filled with
according to Kho’s dreams. While his dreams are pleas-
gifts and toys that dangle from leather straps, which Kho’s
ant, translucent flowers and fey beings can be briefly
followers toss up from below as offerings. Every now and
glimpsed, but vanish if approached. If Kho’s dreams are
then, Kho will stir, and a toy will catch his eye—a massive
troubled, shadowy forms of malice flicker at the edges
finger will reach out from the tree, touch the toy, and the
of vision, disappearing when examined.
god will go back to sleep again, mollified for the moment.
• When Kho awakes, all other regional effects end (except
The tree and the ground surrounding its base are the
for the wandering apes), and the land shakes in an
hallow of Kho, and to enter his hallow is to step inside
earthquake. Creatures must succeed on a DC 12 Dexter-
either his dreamworld or the epicenter of his waking
ity saving throw or be knocked prone, and all structures
wrath. As long as he sleeps, the hallow occupies a differ-
take 10 points of bludgeoning damage.
ent time than the outer world—it may be day inside and
night outside, or vice versa. Inside the dream, what mortals If Kho dies, these effects end in 2d4 weeks.

Chapter 13 | Gods & Monsters


KHO MANY-ARMS
Gargantuan celesetial (god), chaotic good

Armor Class 20 (natural armor) Actions


Hit Points 350 (20d20 + 140)
Multiattack. Kho uses Manifest Missile twice or makes four
Speed 50 ft., climb 50 ft.
melee attacks, two of which can be fist attacks.
STR DEX CON INT WIS CHA Fist. Melee Weapon Attack: +17 to hit, reach 15 ft., one
29 (+9) 15 (+2) 24 (+7) 18 (+4) 20 (+5) 24 (+7) creature. Hit: 31 (4d10 + 9) bludgeoning damage. If the target
is a creature, Kho can choose to grapple the creature (escape
Saving Throws Dex +10, Con +15, Wis +13, Cha +15 DC 20) instead of dealing damage. While grappled, a medium
Skills Athletics +23, Insight +13, Perception +21 or smaller creature is restrained. Kho can grapple up to two
Condition Immunities charmed, frightened creatures this way.
Damage Resistances bludgeoning, piercing, and slashing Arm of Many. Melee Weapon Attack: +17 to hit, reach 30 ft.,
from nonmagical weapons one target. Hit: 23 (4d6 + 9) force damage.
Senses truesight 30 ft., darkvision 120 ft., passive Perception 27
Languages Common, Celestial, telepathy 120 ft. Manifest Missile. Kho hurls a missile of spiritual energy to
Challenge 25 (75,000 XP) a point that he can see within 120 feet, where it explodes in
a 10-foot radius. All creatures in the area must make a DC 23
Spiritual Form. When Kho would be reduced to 0 hit points, Dexterity saving throw, taking 28 (8d6) force damage on a
he is instead reduced to 1 hit point. He gains a number of failure, or half as much on a success.
temporary hit points equal to half of his maximum hit points and Fearsome Display (Recharge 5-6). If Kho is in a wakeful rage,
ends all conditions affecting him. He then takes on his Spiritual he beats his chest and lets out a roar. All creatures within
Form, and his features and actions change accordingly. 150 feet of Kho that can see or hear him must make a DC 23
Wakeful Rage (1/day). When Kho starts his turn with half or Wisdom saving throw, becoming frightened until the end of
less of his hit points, he flies into a wakeful rage. While raging, Kho’s next turn on a failure. While a creature is frightened by
Kho has advantage on ability checks and saving throws that this effect, the creature is also paralyzed.
use Strength, he has resistance to piercing, slashing, and Gather Magic (2/Day). Kho focuses on his connection to the
bludgeoning damage, and when he makes a weapon attack, world’s magic. If he has cast any spells with a per-day limit, the
he gains a +7 bonus to the damage roll. This rage lasts for 1 limit is reset as if he had not cast any such spells yet.
minute, until Kho is incapacitated, or until his Spiritual Form
feature triggers. Reactions
Vigilance of the Many-Armed God. Kho can take four extra Spirit Guard. Kho adds 7 to his AC against one attack that
reactions per round, which can only be used to make attacks would hit him, provided he can see the attacker.
of opportunity with his arms of many or use spirit guard.
Additionally, creatures trigger attacks of opportunity from Legendary Actions
Kho if they move 15 or more feet while within his reach. Kho can take 3 legendary actions, choosing from the options
Innate Spellcasting. Kho’s spellcasting ability is Charisma below. Only one legendary action can be used at a time and
(spell save DC 23, +15 to hit with spell attacks). Kho can only at the end of another creature’s turn. Kho regains spent
innately cast any spell from the Paladin or Cleric spell list, legendary actions at the start of his turn.
requiring no material components, and has the following Move. Kho moves up to his walk or climb speed.
spells prepared:
Arm of Many. Kho makes an attack with his Arm of Many.
At-will: blindness/deafness, blink, calm emotions,
command, cure wounds, faerie fire, healing word, hold Fist (Costs 2 Actions). Kho makes a fist attack.
person, mirror image, sleep, silence, remove curse Manifest Missile (Costs 2 Actions). Kho uses Manifest
6/day: arcane eye, banishment, dimension door, dream, Missile.
geas, hallow, harm, hold monster, modify memory
Show of Power (Costs 3 Actions). Kho uses one of his
3/day: control weather, divine word, etherealness, maze,
rechargeable abilities.
mirage arcane, planeshift
1/day: astral projection, gate, weird Cast a Spell (Costs 3 Actions). Kho casts a spell from his list of
prepared spells, consuming a spell slot as normal.
Legendary Resistance (3/day). If Kho fails a saving throw, he
can choose to succeed instead.

310 Chapter 13 | Gods & Monsters


KHO, SPIRITUAL FORM
Gargantuan celestial (god), chaotic good

Armor Class 20 (natural armor) Induce Slumber. Kho chooses one creature he can see within
Hit Points 350 (20d20 + 140) 120 feet. The creature must make a DC 23 Wisdom saving
Speed 0 ft., fly 60 ft. (hover) throw or fall unconscious for 1 minute and be subjected to a
dream of Kho’s choice. Up to six creatures can be under the
STR DEX CON INT WIS CHA effects of a dream at a time, and while at least one creature
29 (+9) 15 (+2) 24 (+7) 18 (+4) 20 (+5) 24 (+7) is dreaming, Kho is concentrating as if concentrating on a
spell. Creatures who are unconscious but not yet in a dream
Saving Throws Dex +10, Con +15, Wis +13, Cha +15 automatically fail this saving throw.
Skills Athletics +23, Insight +13, Perception +21 1. Dreams of Deep Waters While asleep, the creature
Condition Immunities charmed, frightened, exhaustion, dreams of deep, frozen waters. At the start of each
grappled, paralyzed, petrified, poisoned, prone, restrained, of their turns, the creature must make a DC 23
unconscious Constitution saving throw, taking 22 (4d10) cold
Damage Immunities psychic damage on a failure, or half as much on a success.
Damage Resistances poison, radiant; bludgeoning, piercing,
and slashing from nonmagical weapons 2. Dreams of Spreading Fire While asleep, the creature
Senses truesight 30 ft., darkvision 120 ft., passive Perception 27 dreams of engulfing flames. At the start of each of their
Languages Common, Celestial, telepathy 120 ft. turns, the creature must make a DC 23 Dexterity saving
Challenge 25 (75,000 XP) throw, taking 22 (4d10) fire damage on a failure, or half
as much on a success.
Spiritual Form. When Kho takes on his Spiritual Form, he 3. Dreams of Crushing Rock While asleep, the creature
retains his hit dice and hit point maximum from his previous dreams of being crushed by falling rocks. The creature
form. Features with limited uses that are present across must make a DC 23 Strength saving throw, taking 18
multiple forms, such as Legendary Resistance, do not (4d8) bludgeoning damage on a failure, or half as much
regain spent uses. While in his Spiritual Form, Kho cannot on a success.
take lair actions.
4. Dreams of a Cage in the Darkness While asleep,
Soul of Serenity. When Kho enters his spiritual form, his the creature dreams of lightless imprisonment. The
physical form melts away, dissolving into celestial light that creature must make a DC 23 Intelligence saving throw,
scatters and dissipates. Kho teleports to an unoccupied space taking 18 (4d8) necrotic damage on a failure, or half as
within 60 feet and uses Dreamwave. Kho can maintain this much on a success.
form for 1 minute, after which he returns to his physical form,
loses his temporary hit points, and takes 5 points of exhaustion, If an unconscious creature succeeds on two of the saving
which can only be removed by resting or a wish spell. throws against the dream, the creature wakes up, ending the
dream. The dream also ends if the creature is reduced to 0 hit
Intangible. Kho is invisible, and he can occupy a creature’s points or if Kho’s concentration is broken.
space and vice versa without treating it as difficult terrain. If
any effect would cause Kho to become visible, he appears as Tormented Awakening. Kho chooses up to six sleeping
a vaguely ape-shaped nebula of celestial light and stardust- creatures that he can see within 60 feet. Each creature wakes
like material. up and must make a DC 23 Wisdom saving throw, taking
36 (8d8) psychic damage on a failure, or half as much on a
Magic Resistance. Kho has advantage on saving throws success.
against spells and other magical effects.
Legendary Resistance (3/day). If Kho fails a saving throw, he Legendary Actions
can choose to succeed instead. Kho can take 3 legendary actions, choosing from the options
below. Only one legendary action option can be used at a time
Actions and only at the end of another creature’s turn. Kho regains
Multiattack. Kho makes two Dreamtouch attacks and uses spent legendary actions at the start of his turn.
Induce Slumber or Tormented Awakening. Dreamtouch. Kho makes a Dreamtouch attack.
Dreamtouch. Melee Weapon Attack: +14 to hit, reach 30 ft., Dreamwalk. Kho moves up to half his fly speed.
one target. Hit: 13 (2d6 + 6) psychic damage, and for 1 minute,
the target has disadvantage on Wisdom ability checks and Slumber (Costs 2 Actions). Kho uses Induce Slumber.
saving throws. Awakening (Costs 2 Actions). Kho uses Tormented
Dreamwave (Recharge 5-6). Kho releases a wave of sleep- Awakening.
weave magics in a 30-foot radius centered on himself. All
other creatures must make a DC 23 Wisdom saving throw or
fall unconscious until the end of Kho’s next turn on a failure.

Chapter 13 | Gods & Monsters


TWR THE TYRANT TWR’S HALLOW
The winter gods are violent and chaotic, thriving on the There is a place where the Ox River splits and where
fear and misery of mortals, drawing their glory from the shadows grow to blot out the sun. There is no sound of bird
desperation that comes at the edge of death. Of all these or beast, only the bubbling roar of the boiling river and the
dark deities, one stands head and shoulders above the rest— crackle of fire as it burns on the shore. This steaming dark-
Twr the Tyrant, a powerful goddess of fire and water, ruler ness is the Hallow of Twr. It is a terrifying place, unsuitable
of the Ox River and dread power of the Wintersouth. for any but her shamans, who are granted protection if
Cult paintings of Twr depict her as a towering female they please her, and searing death if they do not.
form with sweeping, batlike wings, clad in shadow, fire,
smoke, and steam. She has long, sharp horns like an ox, LAIR ACTIONS
and her mouth, eyes, and skull-like nostrils burn with On initiative count 20 (losing initiative ties), Twr takes a
shimmering red flame. Twr wears bone armor, cracked lair action to cause one of the following effects:
and blackened from the heat of her blazing body, and her • Twr creates visitants. Her visitants may only have a
symbol is a flaming whip and a raging bull. combined challenge rating of CR 12 or less. Newly created
The Boiling River. Twr is a goddess of flame, bound to visitants appear at locations of Twr’s choosing within her
the Ox River and the arid Wintersouth. It is said that long hollow and immediately roll initiative. Visitants remain
ago a frenzied she-ox was bound to a rock by the river, until they die, Twr chooses to dismiss them (no action
and so great was her fury that she survived on rage alone, required), or Twr’s spiritual form activates. All effects
boiling the water with the heat of her anger. Over time, the maintained by visitants end when they disappear.
legend grew, the magic of the world pooled with the fear • A 30-foot-radius cloud of steam rises from the surface
of mortals, and Twr took form as a goddess. Her hallow is a of Twr’s river hollow, centered on a point Twr can see
fork in the river, wrapped in perpetual darkness, where the within 90 feet. The cloud’s area is heavily obscured for
water scalds any who touches it. For miles in each direc- all creatures except Twr, and when a creature starts their
tion, the water bubbles and steams, one of the only reliable turn within or enters the cloud’s area, they must make
sources of heat in all of the wintry lands that surround it. a DC 18 Constitution saving throw or take 10 (3d6) fire
Sister Cults. The Brothers of the Great Valley—the Bear, damage. The cloud remains until it is dispersed, Twr uses
Ape, and Lion gods and their clans—are rivaled in power this lair action again, or her spiritual form triggers.
only by Twr, goddess of the third strata, who could look • Mud superheats and hardens in a 20-foot square
any of them in the eye and laugh in defiance. Calling centered on a point on the ground that Twr can see
herself the Sister, Twr exerts great influence over the clans within 120 feet. All creatures in the area must make a
who travel south to escape the Great Valley’s harsh winter. DC 18 Dexterity saving throw or be restrained by hard-
Some clans see her as their primary god, since it is by her ened mud. At the start of their turn, a restrained crea-
whim and craving for power that they are allowed to live ture takes 7 (2d6) fire damage. A restrained creature can
under her shadow for the long winter months. These Ox be freed if it or another creature takes an action to make
Clans or Sister Cults dwell by the boiling river and serve a DC 18 Strength check. If Twr uses this lair action again
Twr’s will in a hallowcamp built of skulls and black pelts. or her spiritual form triggers, the mud liquifies, releas-
Ivory Eater. Since early in her divinity, Twr has aggres- ing any trapped creatures.
sively sought out the divine ivory of other gods, sending
her best warriors and most powerful visitants to assault
REGIONAL EFFECTS
weak winter gods in nearby hallows. Her hunger for ivory
A wide region surrounding the Ox River is under the sway
is nearly as endless as her hunger for glory. When a god
of Twr the Tyrant. Travelers through her lands should be
devours divine ivory, they take on aspects of the god they
cautious, for her wrath simmers just out of sight…
consume, and the merging of the forms occurs in such a
• Steam rises from underground pools, drawing creatures
way as to make the god take on a slightly more humanoid or
seeking relief from the frigid winter nights. The steam
giantish form. Twr has eaten the divine ivory of a great bat
scalds any who touch it, dealing 1d6 fire damage on a
and gained spreading wings, as well as the divine ivory of
failed DC 14 Dexterity saving throw.
a lizard god, granting her clawed hands and a long, lashing
• Roaming visitants threaten and harrass mortals. Every
tail, Twr stands upright, like a giant she-minotaur, and
24 hours, roll 1d20. On a 5 or lower, 1d6 quasits attempt
sends out her worshipers for more of the ivory she craves.
to intimidate the characters in the name of Twr.
Endless Menace. Twr’s pride and tyranny are a never-
• Domesticated beasts turn bad-tempered, and are liable
ending threat to the greater powers of the region. Her
to injure their masters and break free of their bonds.
claws and ambitions stretch northward towards Edge-
Freed beasts have a 50% chance of attacking their former
gather, and southward towards Seerfall. Sister Cults erect
masters, otherwise they seek to escape into the wild.
shrines and propagate her worship in those cities, which
• Those who sleep have dreams about drowning in scald-
are quickly torn down by those opposed to her worship. It
ing water or being lost in fiery darkness without end.
is not uncommon for her to send a violent visitant into the
midst of mortals to inspire terror and awe. If Twr dies, these effects end in 2d4 weeks.

312 Chapter 13 | Gods & Monsters


TWR THE TYRANT
Huge fiend (god), chaotic evil

Armor Class 23 (bone armor) Longsword. Melee Weapon Attack: +17 to hit, reach 15 ft.,
Hit Points 324 (24d12 + 168) one target. Hit: 22 (3d8 + 9) slashing damage plus 13 (3d8)
Speed 40 ft., fly 80 ft. lightning damage.

STR DEX CON INT WIS CHA Whip. Melee Weapon Attack: +17 to hit, reach 30 ft., one target.
29 (+9) 16 (+3) 24 (+7) 22 (+5) 18 (+4) 24 (+7) Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) fire damage, and
the target must succeed on a DC 24 Strength saving throw or
be knocked prone and pulled up to 25 feet toward Twr.
Saving Throws Str +17, Con +15, Wis +12, Cha +15
Damage Resistances cold, lightning; bludgeoning, piercing, Scalding Spout. Twr creates a spout of scalding water in a
and slashing from nonmagical attacks 10-foot-radius cylinder that is 30 feet high. All creatures in
Damage Immunities fire, poison the area must make a DC 23 Dexterity saving throw, taking 35
Condition Immunities poisoned (10d6) fire damage on a failure, or half as much on a success.
Senses truesight 120 ft., passive Perception 13 Bolt of Flame. Ranged Spell Attack: +15 to hit, range 120 ft.,
Languages Abyssal, telepathy 120 ft. one target. Hit: 21 (4d6 + 7) fire damage.
Challenge 25 (75,000 XP)
Teleport. Twr magically teleports, along with any equipment
Spiritual Form. When Twr would be reduced to 0 hit points, she is wearing or carrying, up to 120 feet to an unoccupied
she is instead reduced to 1 hit point. She gains a number space she can see.
of temporary hit points equal to half of her maximum hit Steam Breath (Recharge 5-6). Twr exhales scalding steam in
points and ends all conditions affecting her. She then takes a 60-foot cone. Each creature in the area must make a DC 23
on her Spiritual Form, and her features and actions change Constitution saving throw, taking 70 (20d6) fire damage on a
accordingly. failure, or half as much on a success.
Fire Aura. At the start of each of Twr’s turns, each creature Whipcrack (Recharge 5-6). Twr cracks her whip, creating a
within 5 feet of her takes 10 (3d6) fire damage, and flammable wave of concussive sound. All creatures of Twr’s choice within
objects in the aura that aren’t being worn or carried ignite. A 60 feet of her must make a DC 23 Constitution saving throw,
creature that touches Twr or hits her with a melee attack while taking 22 (4d10) thunder damage and becoming stunned
within 5 feet of her takes 10 (3d6) fire damage. for 1 minute on a failure, or taking half as much damage on a
Magic Resistance. Twr has advantage on saving throws success. A stunned creature can repeat the saving throw at
against spells and other magical effects. the end of each of their turns, ending the effect on a success.
Magic Weapons. Twr’s weapon attacks are magical. Gather Magic (2/Day). Twr focuses on her connection to the
world’s magic. If she has cast any spells with a per-day limit,
Innate Spellcasting. Twr’s spellcasting ability is Charisma the limit is reset as if she had not cast any such spells yet.
(spell save DC 23). Twr can innately cast the following spells,
requiring no material components: Legendary Actions
At-will: blindness/deafness, command, cure wounds, Twr can take 3 legendary actions, choosing from the options
healing word, hold person, inflict wounds, lesser below. Only one legendary action option can be used at a time
restoration, pass without trace, scorching ray, shatter, and only at the end of another creature’s turn. Twr regains
silence, suggestion spent legendary actions at the start of her turn.
6/day: banishment, bestow curse, blade barrier, contagion,
control water, dimension door, dispel magic, harm, wall Fly. Twr moves up to half her fly speed.
of fire Tyrant’s Strike. Twr makes a longsword or whip attack.
3/day: antimagic field, control weather, divine word,
Bolt of Flame. Twr uses Bolt of Flame.
earthquake, firestorm, symbol
1/day: gate, imprisonment, meteor swarm Scalding Spout (Costs 2 Actions). Twr uses Scalding Spout.
Legendary Resistance (3/Day). If Twr fails a saving throw, Teleport (Costs 2 Actions). Twr uses Teleport.
she can choose to succeed instead. Show of Power (Costs 3 Actions). Twr uses one of her
rechargeable abilities, if available.
Actions
Multiattack. Twr uses Scalding Spout and makes two attacks:
one with her longsword and one with her whip. She can use
Bolt of Flame in place of either or both of these attacks.

Chapter 13 | Gods & Monsters


TWR, SPIRITUAL FORM
Huge fiend (god), chaotic evil

Armor Class 23 (natural armor) Actions


Hit Points 324 (24d12 + 168)
Multiattack. Twr makes two furylash attacks and uses either
Speed 0 ft., fly 40 ft. (hover)
Grasping Current or Essence Bolt.
STR DEX CON INT WIS CHA Furylash. Melee Weapon Attack: +17 to hit, reach 30 ft., one
29 (+9) 16 (+3) 24 (+7) 22 (+5) 18 (+4) 24 (+7) target. Hit: 19 (4d6 + 9) bludgeoning damage plus 14 (4d6)
fire damage.
Saving Throws Str +17, Con +15, Wis +12, Cha +15 Essence Bolt. Ranged Spell Attack: +15 to hit, range 120 ft.,
Damage Resistances cold, lightning; bludgeoning, piercing, one target. Hit: the target is subject to one of the following
and slashing from nonmagical attacks effects:
Damage Immunities fire, poison
Condition Immunities poisoned 1. Essence of Fire The target takes 33 (6d10) fire damage
Senses truesight 120 ft., passive Perception 13 and must make a DC 23 Dexterity saving throw or ignite
Languages Abyssal, telepathy 120 ft. and burn for 1 minute. At the end of a burning creature’s
Challenge 25 (75,000 XP) turn, they can repeat the Dexterity saving throw,
taking 16 (3d10) fire damage on a failure and ending the
Spiritual Form. When Twr takes on her spiritual form, she burning effect on a success.
retains her hit dice and hit point maximum from her previous 2. Essence of Water The target takes 33 (6d10)
form. Features with limited uses that are present across bludgeoning damage and must make a DC 23 Strength
multiple forms, such as Legendary Resistance, do not regain saving throw or be restrained by watery tethers. At the
spent uses. While in her Spiritual Form, Twr cannot take lair end of a restrained creature’s turn, they can repeat the
actions. Strength saving throw, ending the restrained effect on
Soul of Water and Flame. When Twr enters her spiritual form, a success.
her physical form is disintegrated in a burst of flame. All other Grasping Current. Twr chooses a creature within 60 feet.
creatures within 60 feet must make a DC 23 Dexterity saving That creature must make a DC 23 Strength saving throw,
throw, taking 70 (20d6) fire damage on a failure and falling taking 21 (6d6) bludgeoning damage and being moved up to
prone on a failure, or taking half as much on a success. Twr’s 30 feet in a direction Twr chooses on a failure, or taking half as
river hallow dries up as the water rises into Twr’s spiritual much damage and not being moved on a success.
form: a mass of roiling water that crudely imitates Twr’s
physical form. Twr can maintain this form for 1 minute, after Teleport. Twr magically teleports, along with any equipment
which she returns to her physical form, loses her temporary it is wearing or carrying, up to 120 feet to an unoccupied space
hit points, and takes 5 points of exhaustion, which can only be she can see.
removed by resting or a wish spell. Wrath of the Boiling One (Recharge 5-6). Scalding water
Scalding Aura. Twr is heavily obscured by a veil of perpetual erupts in five 10-foot-radius cylinders that are 60 feet high
steam, and when a creature starts their turn within 15 feet of at points of Twr’s choosing within 120 feet. Each creature in
her, they take 14 (4d6) fire damage. A creature that touches a cylinder’s area must make a DC 23 Dexterity saving throw,
Twr or hits her with a melee attack while within 5 feet of her taking 66 (12d10) fire damage on a failure, or half as much on
takes 14 (4d6) fire damage. a success.

Magic Resistance. Twr has advantage on saving throws Legendary Actions


against spells and other magical effects.
Twr can take 3 legendary actions, choosing from the options
Magic Weapons. Twr’s weapon attacks are magical. below. Only one legendary action option can be used at a time
Legendary Resistance (3/Day). If Twr fails a saving throw, and only at the end of another creature’s turn. Twr regains
she can choose to succeed instead. spent legendary actions at the start of her turn.
Fly. Twr moves up to half her fly speed.
Flamelash. Twr makes a Furylash attack.
Unleashed Power (Costs 2 Actions). Twr uses either Essence
Bolt or Grasping Current
Teleport (Costs 2 Actions). Twr uses Teleport.
Wrath (Costs 3 Actions). Twr uses Wrath of the Boiling One,
if available.

314 Chapter 13 | Gods & Monsters


LAIR ACTIONS
UNKILLABLE URHOSH On initiative count 20 (losing initiative ties), Urhosh takes a
Excess in all things is the mark of Unkillable Urhosh,
lair action to cause one of the following effects. The god
cave-bear god of the Brothers. An unstoppable force of
can’t use the same effect two rounds in a row:
life, Urhosh began his existence long ago as a massive cave
• Urhosh creates visitants. His visitants may only have
bear whom no hunter, predator, or natural disaster could
a combined challenge rating of CR 12 or less. Newly
topple—and over the years, as tales of his hardiness grew,
created visitants appear at locations of Urhosh’s choosing
so did the respect and reverence of the mortals of the
within his hollow and immediately roll initiative. Visi-
region, who started to swear by Urhosh’s name and call
tants remain until they die, Urhosh chooses to dismiss
upon his power.
them (no action required) or Urhosh’s spiritual form
Urhosh is a huge, shaggy brown cave bear. His back and
activates. All effects maintained by visitants end when
flanks bristle with snapped spears and arrows, fired by
they disappear.
hunters from years ago, which have stuck into his matted
• A wave of protective magic washes through Urhosh’s
pelt, but that he never even felt. His eyes glow with white
hollow. All creatures of Urhosh’s choice gain 24 (4d8
light, and he seems to feel neither pain nor heat nor cold.
+ 6) temporary hit points. These temporary hit points
Lord of Feasts & Honey. Urhosh is a god of plenty, provid-
remain until they are depleted, until Urhosh uses this
ing bounty for his people and expecting bounty in return.
lair action again, or until Urhosh’s spiritual form acti-
He is most pleased by great feasts held at the mouth of
vates.
his cave-hallow, and blesses his followers with friendly
• Visions of a grand feast that occupy a 5-foot cube appear
beehives and powerful magic. From revelry to wrestling,
centered on a point that Urhosh can see within 60 feet.
boasting matches to bold raids on the clan’s enemies,
All creatures within 30 feet of that point must make a
Urhosh’s clan pour their hearts into all they do.
DC 18 Wisdom saving throw or become charmed and
Fearless Immortality. On the rare occasions where
use their movement on each of their turns to move
Urhosh is stirred to violence, there is no subtlety in his
as close as possible to the illusory feast. Creatures can
approach. He is a god who has lived all his days unable
repeat the Wisdom saving throw before they would pass
to die, and he charges into combat without the slightest
through obviously harmful terrain, when they take
fear of pain or defeat. Urhosh knows that he will live, and
damage, or when they end their turn within 5 feet of
grants that confidence and life force to his hunters and
the illusion. If Urhosh deals damage to a charmed crea-
warriors, preparing them to rush headlong into danger just
ture, the effect on them ends. The illusory feast lasts
as he does.
until Urhosh uses this lair action again or until Urhosh’s
Winter’s Rest. When the Bear Clan departs southward
spiritual form activates.
on the Winterwalk, the gregarious Urhosh retreats to his
cave to hibernate. For many years, his high shaman—the
tiny, white-haired Lak’hayel—has entered the hallow with REGIONAL EFFECTS
him at autumn’s end to great ceremony. Ther she falls into Urhosh’s power extends far and wide, thanks to the bold-
a magical slumber and rests by the side of her god until ness of the Bear Clan in building his hive shrines for miles
spring comes, and the returning clan reawakens both god in every direction.
and high shaman. • Honeybees swarm plentifully, providing natural bounty
everywhere. A creature that succeeds on a DC 10
Wisdom (Survival) check can find a nearby hive with
URHOSH’S HALLOW fresh honeycomb.
The hallow of Urhosh is a deep cave set into the side of
• Wild vegetables grow doubly large here, infused by the
a rocky hill, as well as its threshold, where a great stone
lifegiving power of the god. Creatures who gather plant
feasting table has been set up for time immemorial, and
food collect twice as much as usual.
dozens of hives of honeybees buzz their endless honey-
• After three days in Urhosh’s domain, a creature must
song. Entering Urhosh’s hallow bestows a feeling of deep
make a DC 8 Wisdom saving throw. On a failure, they
wellbeing, of bold recklessness and invincibility. His cave
believe themselves invincible to pain or harm. The effect
descends deep into the earth, and Urhosh has many curios-
ends when they take damage.
ities of his long life hidden far within its recesses. Few ever
• When taking a short rest, creatures gain an additional
pass beyond the threshold, though, and Urhosh is usually
1d4 hit points.
eager to come out and spend time with his people as they
feast in his presence. If Urhosh dies, these effects end in 2d4 weeks.

Chapter 13 | Gods & Monsters 315


UNKILLABLE URHOSH
Huge celestial (god), lawful good

Armor Class 19 (natural armor) Actions


Hit Points 396 (24d12 + 240)
Multiattack. Urhosh makes three attacks: two with his claws
Speed 50 ft., swim 40 ft.
or Ferocious Swipe and one with his bite. He can replace any of
STR DEX CON INT WIS CHA these attacks with Conjure Weapon.
27 (+8) 12 (+1) 30 (+10) 17 (+3) 22 (+6) 22 (+6) Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 18 (3d6 + 8) slashing damage, or 29 (6d6 + 8) slashing
Saving Throws Dex +10, Con +17, Int +10, Cha +11 damage if the target is prone.
Skills Athletics +22, Perception +13, Insight +13 Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Damage Resistances radiant; bludgeoning, piercing, and Hit: 26 (4d8 + 8) piercing damage. The target must make a DC 23
slashing from nonmagical attacks Strength saving throw or be knocked prone.
Condition Immunities charmed, exhaustion, frightened,
poisoned Conjure Weapon. Ranged Spell Attack: +13 to hit, range 120 ft.,
Senses truesight 120 ft., passive Perception 23 one target. Hit: 17 (2d10 + 6) radiant damage.
Languages all, telepathy 120 ft. Ferocious Swipe (Recharge 4-6). Urhosh makes a claw attack
Challenge 24 (62,000 XP) with advantage against a creature within reach. On a hit, the
creature suffers the attack’s effects as normal, and a Large or
Spiritual Form. When Urhosh would be reduced to 0 hit smaller creature must make a DC 23 Strength saving throw or
points, he is instead reduced to 1 hit point. He gains a number of be hurled up to 60 feet in a direction of Urhosh’s choice. If it lands
temporary hit points equal to half of his maximum hit points and or collides with a surface that halts its movement, the creature
ends all conditions affecting him. He then takes on his Spiritual takes 1d6 bludgeoning damage for every 10 feet traveled and
Form, and his features and actions change accordingly. falls prone.
Regeneration. Urhosh regains 30 hit points at the start of Daunting Roar (Recharge 5-6). Urhosh unleashes a bone-
his turn if he has at least 1 hit point. If Urhosh takes 30 or more shaking roar. All creatures within 90 feet that can hear him
necrotic damage in a single turn, this trait doesn’t function at must make a DC 21 Wisdom saving throw. A creature that fails
the start of his next turn. its saving throw becomes frightened for 1 minute, and must
Spirit Hive. Urhosh is surrounded by a swarm of spirits that use its action to move as far as its speed allows away from
take the form of buzzing bees. The hive extends 10 feet from Urhosh. A frightened creature can repeat the saving throw at
Urhosh in every direction. When a creature starts their turn the end of each of their turns, ending the effect on a success.
within the hive or enters it for the first time on a turn, they Gregarious Word (Recharge 5-6). Urhosh makes a good-
must make a DC 21 Constitution saving throw, taking 13 (3d8) natured remark laced with enchantment magic. All other
radiant damage on a failure, or half as much on a success. creatures within 60 feet of Urhosh that can hear him must
Urhosh can choose any number of creatures to be immune to make a DC 21 Wisdom saving throw or become charmed by
this effect. Urhosh for 1 minute. Whenever the charmed creature takes
Magic Resistance. Urhosh has advantage on saving throws damage, it can repeat the saving throw, ending the charmed
against spells and other magical effects. effect on a success.
Magic Weapons. Urhosh’s weapon attacks are magical. Gather Magic (2/Day). Urhosh focuses on his connection to
the world’s magic. If he has cast any spells with a per-day limit,
Innate Spellcasting. Urhosh’s spellcasting ability is Charisma the limit is reset as if he had not cast any such spells yet.
(spell save DC 21). Urhosh can innately cast the following
spells, requiring no material components: Legendary Actions
At-will: aid, command, cure wounds, detect evil and good, Urhosh can take 3 legendary actions, choosing from the
detect magic, guidance, guiding bolt, healing word, hold options below. Only one legendary action option can be used
person, lesser restoration, protection from poison, sacred at a time and only at the end of another creature’s turn. Urhosh
flame regains spent legendary actions at the start of his turn.
6/day: banishment, confusion, create food and water, dispel
evil and good, greater restoration, hallow, heal, heroes’ Move. Urhosh moves up to half his speed.
feast, insect plague Claw. Urhosh makes a claw attack.
3/day: divine word, earthquake, holy aura, planeshift,
Conjure Weapon. Urhosh uses Conjure Weapon.
regenerate, symbol
1/day: astral projection, mass heal, gate Incite Laughter. Urhosh casts hideous laughter without
expending a spell slot.
Legendary Resistance (3/Day). If Urhosh fails a saving throw,
he can choose to succeed instead. Regenerate (Costs 2 Actions). Urhosh heals himself for 30
hit points. Urhosh cannot take this legendary action if his
Regeneration feature isn’t functioning.
Show of Power (Costs 3 Actions). Urhosh uses one of his
rechargeable abilities, if available.

316 Chapter 13 | Gods & Monsters


URHOSH, SPIRITUAL FORM
Gargantuan celestial (god), lawful good

Armor Class 19 (natural armor) Actions


Hit Points 396 (24d12 + 240)
Multiattack. Urhosh uses Overflow or Absorb Life. Then he
Speed 60 ft.
makes two claws attacks and one bite attack. He can replace
STR DEX CON INT WIS CHA any of these three attacks with Conjure Weapon.
27 (+8) 12 (+1) 30 (+10) 17 (+3) 22 (+6) 22 (+6) Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., one target.
Hit: 18 (3d6 + 8) slashing damage, or 29 (6d6 + 8) slashing
Saving Throws Dex +10, Con +17, Int +10, Cha +11 damage if the target is prone.
Skills Athletics +22, Perception +13, Insight +13 Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., one target.
Damage Resistances bludgeoning, piercing, and slashing Hit: 34 (4d12 + 8), and the target must make a DC 23 Strength
from nonmagical attacks saving throw or fall prone.
Damage Immunities radiant
Condition Immunities charmed, exhaustion, frightened, Conjure Weapon. Ranged Spell Attack: +13 to hit, range 120 ft.,
poisoned one target. Hit: 17 (2d10 + 6) radiant damage.
Senses truesight 120 ft., passive Perception 23 Overflow. Urhosh chooses a creature within 60 feet that he
Languages all, telepathy 120 ft. can see, and attempts to oversaturate it with life energy. The
Challenge 24 (62,000 XP) creature must make a DC 25 Constitution saving throw, taking
33 (6d10) radiant damage on a failure, or half as much on a
Spiritual Form. When Urhosh takes on his spiritual form, he success. A creature that fails their saving throw by 5 or more is
retains his hit dice and hit point maximum from his previous incapacitated until the end of their next turn.
form. Features with limited uses that are present across
multiple forms, such as Legendary Resistance, do not regain Absorb Life. Urhosh chooses a creature within 5 feet that he
spent uses. While in his Spiritual Form, Urhosh cannot take lair can see and attempts to absorb its life force into his own. The
actions. creature must make a DC 25 Constitution saving throw, taking
44 (8d10) necrotic damage on a failure. If this damage reduces
Unbound Life. When Urhosh’s spiritual form triggers, his the creature to 0 hit points, it is absorbed, leaving behind any
body becomes wreathed in crackling life energy, and the equipment and armor it was wearing. The absorbed creature
plant life in his hollow undergoes explosive growth. The can be restored to life by nothing short of a wish spell.
ground in Urhosh’s hollow becomes difficult terrain for all
other creatures, and all creatures of Urhosh’s choice must Life’s Weight (Recharge 5-6). Urhosh creates a magical field
make a DC 25 Strength saving throw or be restrained by of crushing weight in a 20-foot radius, 80-foot-high cylinder
grasping vines, provided they are on the ground. A restrained centered on a point that Urhosh can see within 120 feet. All
creature can be freed if it or another creature takes an action creatures in the area must make a DC 25 Strength saving
to make a DC 21 Strength check and succeeds. The vines can throw, taking 27 (5d10) bludgeoning damage and 27 (5d10)
also be attacked and destroyed (AC 15; hp 25; vulnerability to radiant damage and falling prone on a failure, or taking half as
slashing damage; immunity to psychic damage). Urhosh can much damage on a success.
maintain this form for 1 minute, after which he returns to his
Legendary Actions
physical form, loses his temporary hit points, and is affected
as by 5 points of exhaustion, which can only be removed by Urhosh can take 3 legendary actions, choosing from the
resting or a wish spell. options below. Only one legendary action option can be used
at a time and only at the end of another creature’s turn. Urhosh
Awakened Hive. Urhosh is surrounded by a swarm of spirits
regains spent legendary actions at the start of his turn.
that take the form of buzzing bees. The hive extends 15 feet
from Urhosh in every direction, and when a creature starts Move. Urhosh moves up to his speed.
their turn within the hive’s area or enters it for the first time Claw. Urhosh makes a claw attack.
on a turn, they must make a DC 25 Constitution saving throw,
taking 18 (4d8) radiant damage on a failure, or half as much on Conjure Weapon. Urhosh uses conjure weapon.
a success. Urhosh can choose any number of creatures to be Bite (Costs 2 Actions). Urhosh makes a bite attack.
immune to this effect. Additionally, when a creature within the
Unleashed Power (Costs 2 Actions). Urhosh uses overflow
hive’s area receives magical healing, the healing they receive is
or absorb life.
reduced to 0 and they take 18 (4d8) radiant damage.
Life’s Weight (Costs 3 Actions). Urhosh uses life’s weight,
Magic Resistance. Urhosh has advantage on saving throws
if available.
against spells and other magical effects.
Magic Weapons. Urhosh’s weapon attacks are magical.
Legendary Resistance (3/Day). If Urhosh fails a saving throw,
he can choose to succeed instead.

Chapter 13 | Gods & Monsters


morsels. When trees are scarce, it uses its tusks to dig
BESTIARY for roots and water, which is key to survival in the arid

N
Wintersouth.
OW WE COME TO A DEADLY SPAN OF PAGES—
Common Ivory. The arctusks’ ivory, though not as long or
the details of the many beasts and monsters that
fine as that of a mammoth, is plentiful, since the arctusks
roam the land, sea, and sky of Planagea. The crea-
are able to regrow lost or broken tusks over time. An
tures listed here are simply the very outer edge of
arctusk sighting often prompts a clan to send gatherers out
all that exists in the world. All the beings of 5th
to follow it at a distance, watching for dropped ivory in its
Edition have their place in Planegea. But the ones described
path, which can be of great use in crafting and building.
here are particular to this world.
Some clans have successfully domesticated arctusks, who
make excellent companions for most of the year—although
the clan must be careful to turn them loose and stay far
Arctusk (Deinotherium) away during musk season.
Trees bend and creak as the mighty arctusk wraps its thick Musk Season. The normally docile arctusk is harmless
trunk around their branches, using its long curving tusks enough until late spring—also known as musk season.
to strip them of leaves and bark. The arctusk looks like a When the males are driven to mate, they exude a powerful,
tall, slender elephant, with small ears, a short, thick trunk, reeking musk, which hangs in the air in a stinking cloud
and two curving tusks that curve downward from its and can be smelled for miles. During this time, they are
lower lip towards its heart. belligerent, even frenzied, and use shows of aggression to
Shearing Browser. A gentle but powerful beast, the
arctusk is primarily interested in finding food. It grips tree
branches with its trunk and then runs its downward-curv-
ing tusks along the branch and tree, covering the ground
in plant matter. It then browses the sheared greenery at its ARCTUSK
leisure, and can be Huge beast, unaligned
quite choosy
about its Armor Class 12 (natural armor)
Hit Points 76 (8d12+24)
favorite
Speed 40 ft.

STR DEX CON INT WIS CHA


21 (+5) 9 (–1) 17 (+3) 3 (–4) 9 (–1) 6 (–2)

Senses passive Perception 10


Languages —
Challenge 4 (1,100 XP)

Charge. If the arctusk moves at least 20 feet straight


toward a creature and then hits it with a bash attack on
the same turn, that creature must succeed on a DC 13
Strength saving throw or be knocked prone. If the target
is prone, the arctusk can make one tusk attack against
the target.
Musk Madness. Male arctusks in mating season emit
musk that can be smelled in a 1-mile radius. A musking
arctusk uses its action to attack a randomly determined
creature within its reach, unless that creature is a female
arctusk, and has advantage on melee weapon attacks.
Attack rolls against it have advantage.

Actions
Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 21 (3d10 + 5) piercing damage.

318 Chapter 13 | Gods & Monsters


attract their mates. Many clans have been scattered by the
mad, stabbing and stomping onslaught of a musking arctusk.
Batface
Hated by Treants. Though treants and other awakened Many hapless wanderers, taking shelter for the night in a
plants have little patience for large herbivores at the best cave or under cliffs, have woken to find themselves silently
of times, they reserve a special hatred for arctusks, whose surrounded by scores of glittering eyes. Bipedal mouselike
hunger can leave an entire grove stripped and bare in a creatures, covered in sleek gray fur with a white ruff at
matter of hours. If treants become aware of an arctusk in their necks, are the last beings their victims ever see. Black,
the area, whether wild or domesticated, they will avoid pushed-in faces with enormous ears at first give a sweet,
it or kill it before it damages them and their slumbering if eerie impression—and then the batfaces bite with their
brethren. needle-like teeth.
The bite of a batface has a natural toxin that numbs,
charms, and induces drowsiness. Bitten creatures lose
consciousness quickly, and their last thought is euphoric—
they feel that the world is kind and beautiful; it’s good that
they can provide food for these adorable, noble creatures.
BATFACE Silent Crag-Dwellers. Batfaces make their homes among
Small monstrosity, neutral evil rocks, in tribes of about fifty, ruled by a pair of matriarchs.
They fashion primitive nets and ropes and shabby shelters
Armor Class 13 made from the gear and skin of their victims, and live
Hit Points 4 (1d6+1)
in silent squalor, using gestures with their tiny, nimble
Speed 20 ft.
hands to communicate. When not hunting or expanding
STR DEX CON INT WIS CHA their settlement, batfaces use stones to make countless tiny
5 (–3) 16 (+3) 9 (–1) 8 (–1) 12 (+1) 9 (–1) scratches on the wall, like prisoners counting the days of
their confinement. Nobody knows the significance of these
Skills Stealth +5 marks except the batfaces, but learned travelers know to
Senses darkvision 60 ft., passive Perception 11 avoid caves with such marks.
Languages — Creeping Threat. Batfaces are carnivores who never
Challenge 1/4 (25 XP) attack directly and scatter if threatened, subsisting on
insects when larger beasts are scarce. Their chief method
Pack Tactics. The batface has advantage on attack
of securing prey is to find a creature sleeping within their
rolls against a creature if at least one of the batface’s
allies is within 5 feet of the creature and the ally isn’t territory, surround them noiselessly, and secure them
incapacitated. gently with ropes and nets. Once satisfied that their prey is
trapped, they begin to bite. The bite usually wakes up the
Actions ensnared creature, but by then it’s already too late.
Bind. As an action, the batface can make a Dexterity Valued Toxin. Batfaces meet their stealthy match in
(Stealth) check versus the passive Perception of a halflings, who know their ways well, and have spent many
Large or smaller sleeping creature to secure it with long nights struggling against the little creatures in silent
ropes and nets. On a success, the sleeping creature darkness. Halflings hunt them for their toxin, which they
is restrained. apply to their weapons. It can also be distilled into a power-
The bindings have AC 10 and 10 hit points. A creature ful, euphoric liquor called smiledrink.
can use its action to make a DC 10 Strength check to
free itself or another creature within reach. Each time a SMILEDRINK
batface uses the bind action on the same creature, the
DC to free that creature increases by 1. Smiledrink is a thick, clear liquid with a pearlescent
glitter, made from the toxin of the batface. A creature
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one that consumes smiledrink becomes poisoned for 1 hour,
target. Hit: 1d4+3 piercing damage, and the target
during which time they experiences euphoria and pow-
must make a DC 12 Constitution saving throw against
erful feelings of universal love and peace.
batface toxin. On a failure, the target is charmed by
the toxin’s euphoric effect and regards all creatures as Any creature that consumes smiledrink has a 10 per-
friendly for up to 1 hour. cent chance of falling unconscious for the duration of the
At the end of its next turn, the target can repeat the drink’s effect. When the creature awakes, it must suc-
saving throw, ending the effect on a success. On a ceed on a DC 15 Wisdom saving throw or be stunned for
failure, if the creature has less than half of its hit point 1d4 hours. The stunned creature experiences feelings of
maximum, it falls unconscious for 1 hour or until woken deep longing, grief, and melancholy.
by magic such as protection from poison or lesser
restoration.

Chapter 13 | Gods & Monsters 319


Dinosaurs & Leatherbeasts
The world of Planegea is rich with saurian life, but the
dinosaurs and other huge reptiles called leatherbeasts—
those great monsters of old bloodlines and long memories—
are among the most powerful and ferocious.
BOULDERTAIL
Arising primarily from the Venom Abyss, these crea-
Huge beast, unaligned
tures come in myriad forms, with scales and feathers of
every color. Although some have been domesticated, even Armor Class 16 (natural armor)
tame dinosaurs and leatherbeasts are creatures of instinct, Hit Points 76 (9d12 + 18)
respecting no authority besides hunger. Speed 30 ft.

STR DEX CON INT WIS CHA


BOULDERTAIL (ANKYLOSAURUS) 21 (+5) 10 (+0) 15 (+2) 2 (-4) 10 (+0) 6 (-2)
Though they may graze on bush and brush, the giant,
armored bouldertail is to be feared. With bones like stone Saving Throws Str +8, Con +5
fused to their backs and bodies, and tails like war-clubs, Skills Athletics +11, Perception +3
they crush bone and cripple the legs of even the largest of Damage Resistances bludgeoning, slashing
monsters, smashing the chests of many who have tried to Senses passive Perception 13
approach them. Languages —
Bouldertails are long-lived and fearsome, and a single Challenge 6 (2,900 XP)
tamed bouldertail can provide protection and muscle for Rumbling Trample. Once per turn, immediately after
a clan for generations. Human-led clans have been known the bouldertail moves at least 15 feet (up to a maximum
to risk everything to capture and befriend a bouldertail, of 30 feet), all creatures that the bouldertail passed
knowing that such thundering power on their side will be within 10 feet of must succeed on a DC 16 Strength or
worth the cost of the lives lost in the attempt. Dexterity saving throw or take 19 (4d6+5) bludgeoning
damage. A Huge or smaller creature that fails its saving
throw is also knocked prone.

Actions
Multiattack. The bouldertail uses Body Slam and
makes a Tail attack.
Body Slam. The bouldertail throws its weight against
a creature it can see within 5 feet. That creature must
succeed on a DC 16 Strength saving throw, taking 13
(2d6 + 5) bludgeoning damage on a failure, or half as
much on a success. A Large or smaller creature that
fails its saving throw is pushed up to 10 feet away,
where it falls prone.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 15 (2d8 + 5) bludgeoning damage, and
the bouldertail subjects the target to one of the
following effects:
• Launch. A target that is Large or smaller and is
not prone, must succeed on a DC 16 Strength
saving throw or be launched up to 15 feet
away, where it lands prone, taking 3 (1d6)
bludgeoning damage from the fall.
• Crush. If the target is prone, it takes an
additional 9 (2d8) bludgeoning damage.

Bonus Actions
Groundpound. The bouldertail makes a tail attack
against a prone creature.

320 Chapter 13 | Gods & Monsters


To see one doomclaw is to be hunted by at least two
CHATTERCREST (CAVIRAMUS) others, and those bright, bloodstained feathers are the last
These gregarious little soarers are remarkable for their
thing many hunters have ever seen. Doomclaws mark their
brightly colored crests and their ability to mimic even
territory with long gashes, gouged in trees and earth with
complex human speech patterns. Domesticated long ago,
their terrifying claws, and filled with the fresh blood of
chattercrests can be trained to fly far-flung routes and
their victims, poured out like an offering to the dark spirits
deliver spoken or sung messages, making them invaluable
the doomclaws revere.
messengers for mortal clans.
Edgegather is famous for its chattercrest aviaries, where
obsessive collectors barter enormous deals for creatures
with unusually spectacular frills. Here chattercrest races DOOMCLAW
and singing competitions are popular occasions for enter- Large beast, unaligned
tainment and gambling.
Armor Class 16 (natural armor)
Hit Points 52 (7d10 + 14)
DEATHWALKER (GIGANTOSAURUS) Speed 45 ft.
The horrors of the Nightmare World seem flimsy and frail
when compared to the terror of the monster they call the STR DEX CON INT WIS CHA
deathwalker. A mountain of muscle and malice, with teeth 16 (+3) 19 (+4) 15 (+2) 4 (–3) 10 (+0) 8 (–1)
like swords and all the raw power of the Venom Abyss in
its roar, the deathwalker (p. 324) is a beast made of pure Saving Throws Dex +7
fear. Even the tyrantmaw flees like a frightened shrub-hen Skills Athletics +6, Perception +6, Stealth +10
when the deathwalker bellows. Senses blindsight 30 ft., darkvision 60 ft., passive
No deathwalker has ever been glimpsed outside of the Perception 16
Venom Abyss. If one was, it would certainly be worshiped Languages Doomclaw
immediately as a god—though such worship would Challenge 5 (1,800 XP)
scarcely save those it chose as prey. Apex Ambusher. In the first round of a combat, the
doomclaw has advantage on attack rolls against any
DOOMCLAW (UTAHRAPTOR) creature it surprised. Any hit the doomclaw scores
These feathered, sickle-clawed predators are feared against a surprised creature is a critical hit.
throughout the Venom Abyss. With sleek bodies, beauti- Keen Sight and Smell. The doomclaw has
ful plumage, and long tails, at first they appear as graceful advantage on Wisdom (Perception) checks that rely
jungle spirits. Their eyes sparkle with predatory cunning, on sight or smell.
and they speak in a rough language of their own (with
Natural Camouflage. The doomclaw has advantage
some even grasping the basics of other tongues).
on Dexterity (Stealth) checks made to hide.
Pack Tactics. The doomclaw has advantage on
attack rolls against a creature if at least one of the
doomclaw’s allies is within 5 feet of the creature and
CHATTERCREST
the ally isn’t incapacitated.
Tiny beast, unaligned
Pounce. If the doomclaw moves at least 20 feet
Armor Class 13 straight toward a creature and then hits it with a claw
Hit Points 2 (1d4) attack on the same turn, that target must succeed on
Speed 10 ft., fly 60 ft. a DC 15 Strength saving throw or take an additional 7
(2d6) slashing damage and fall prone.
STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 10 (+0) 5 (-3) 12 (+1) 6 (-2) Actions
Multiattack. The doomclaw makes two attacks: one
Skills Performance +0 with its bite and one with its claws.
Senses passive Perception 14
Languages — Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Challenge 0 (0 or 10 XP) target. Hit: 15 (4d4 + 5) piercing damage, and if the
target is Large or smaller, it is grappled (escape DC 14)
Skilled Mimic. The chattercrest can imitate complex Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
sounds and speech patterns it’s heard before up to 1 target. Hit: 13 (2d6 + 5) slashing damage.
minute in length. A creature that hears the sounds can
tell they are imitations with a successful DC 8 Wisdom Reactions
(Insight) check.
Opportunistic Strike. When a creature within 5 feet
Actions of the doomclaw makes an attack against a target
other than the doomclaw, the doomclaw can make an
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one opportunity attack against the attacking creature.
target. Hit: 1 piercing damage.

Chapter 13 | Gods & Monsters 321


OTHER DINOSAURS
FLINTBACK (STEGOSAURUS)
The creatures listed here are only a handful of those This shimmering plant-eater is a sight to behold. Beloved
that roam the world of Planegea, and are by no means by mortals across the Great Valley and considered good
an exhaustive list. Many 5th Edition materials list iconic fortune, a herd of flintbacks is occasion for a clan to
beasts like those listed below—be sure to draw them stop work for the day to draw near and gaze in wonder.
from those sources as well for your games. Slow-moving and calm, flintbacks can ignite their large
back plates with magical light, causing a sense of hope and
euphoria in those who behold the sight.
• Beakchaser (Hadrosaurus)
• Hornbeast (Triceratops)
• Littleclaw (Deinonychus)
FLINTBACK
• Razormaw (Allosaurus)
Huge beast, unaligned
• Sailcrawler (Dimetrodon)
• Stompwalker (Brontosaurus) Armor Class 15 (natural armor)
• Tyrantmaw (Tyrannosaurus Rex) Hit Points 95 (10d12 + 30)
• Wavesnake (Plesiosaurus) Speed 35 ft.

STR DEX CON INT WIS CHA


22 (+6) 11 (+0) 17 (+3) 2 (–4) 10 (+0) 7 (–2)

Saving Throws Str +9


Skills Intimidation +4, Perception +3
FARLOPER (GALLIMIMUS) Senses passive Perception 13
These long-legged, ostrich-like dinosaurs are favorite steeds Languages —
of plains-dwellers. They are bad-tempered and nervous, but Challenge 8 (3,900 XP)
intelligent, and can be tamed quickly if raised from the egg.
Keen Smell. The flintback has advantage on Wisdom
A farloper can cover enormous distances quickly, and is (Perception) checks that rely on smell.
strong enough to carry two or three riders at once.
Ignite Scales. At will, a flintback can ignite the plate-
In the wild, farlopers travel in massive herds, which can
like scales on its back. These cast bright light in a
cover an entire plain in their numbers. A farloper stam-
30-foot radius and dim light for an additional 30 feet.
pede that fills the land with its drumming feet can cut off
the route of travelers for days at a time. Shimmering Scales. At the start of each of its turns
while it isn’t incapacitated, the flintback shifts its plate-
like scales, creating a shimmering pattern of color in
two 15-foot cubes originating from the flintback, which
FARLOPER are positioned opposite each other. Any creature in a
Large beast, unaligned cube’s area who can see the flintback must succeed on
a DC 14 Wisdom saving throw or become charmed until
Armor Class 13 (natural armor)
the end of its next turn. While charmed in this way, a
Hit Points 30 (4d10 + 8)
creature is incapacitated and has a speed of 0.
Speed 50 ft.
The charm ends for an affected creature if it takes
STR DEX CON INT WIS CHA any damage or if someone else uses an action to shake
18 (+4) 14 (+2) 15 (+2) 2 (-4) 12 (+1) 4 (-3) the creature out of its stupor.

Actions
Skills Perception +3
Senses Darkvision 60 ft., passive Perception 13 Multiattack. The flintback makes two tail attacks.
Languages — Tail. Melee Weapon Attack: +9 to hit, reach 10 ft. Hit: 16
Challenge 1 (200 XP) (3d6 + 6) piercing damage plus 7 (2d6) bludgeoning
damage.
Pack Tactics. The farloper has advantage on attack
rolls against a creature if at least one of the farloper’s Sweeping Tail. Melee Weapon Attack: +9 to hit, reach
allies is within 5 feet of the creature and the ally isn’t 10 ft., two targets. Hit: 13 (2d6 + 6) piercing damage
incapacitated. plus 7 (2d6) bludgeoning damage, and the target
must succeed on a DC 17 Strength saving throw or be
Sprinter. The farloper can Dash as a bonus action. knocked prone.
Actions Reactions
Kick. Melee Weapon Attack: +6 to hit, reach 5 ft., one Parry. The flintback adds +3 to its AC against one
target. Hit: 11 (2d6 + 4) slashing damage. melee attack that would hit it. To do so, the flintback
must see the attacker.

322 Chapter 13 | Gods & Monsters


From a distance, flintbacks are delightful, but the Frilled spitters rarely make their way out of the Venom
dazzling display is deadly up close. When predators or Abyss, but when they do, the Venomguard seeks to hunt
hunters attempt to harm a flintback, its magical gleam them down as quickly as possible—they breed quickly and
stops them in their tracks. This creates an opening in lay scores of eggs in a clutch, so a few frilled spitters on the
which its spiked tail can swing in and smash the would-be loose can quickly become an epidemic.
attacker while they stare at the beauty that kills them.
Particularly strategic warlords have been known to mount
elite hunters on enraged flintbacks, using their magic and
GREAT-HOOK (THERIZINOSAURUS)
The towering great-hook looks like a gigantic cross
might to disarm and destroy those who oppose them.
between a sloth and a chicken, and would be comical if it
weren’t so staggeringly enormous. Its huge hooked claws
FRILLED SPITTER (DILOPHOSAURUS) lock onto the trunk of a tree while it uses its long neck to
Only a little larger than a dog, these lean therapods have
browse for delicate foliage and moss.
intelligent eyes and long, delicate claws held close to their
The great-hook moves slowly and deliberately, and even
chests as if they are afraid to get them dirty. At first, they
when threatened demonstrates a kind of slow-motion
give a harmless and curious impression—they seem eager
grace in its arced neck and extended claws. Great-hooks
to get close to other animals, and have a playful and cheery
are among the only dinosaurs known to face down the
air. That is, until they attack.
tyrantmaw and live, their immense claws providing ample
When they strike, the frilled spitter expands a bright,
defense against even the most aggressive predator.
colorful neck-frill that rattles, and they emit a shrill hiss,
The enormous claws of the great-hook are highly sought
like a cobra. The hiss is followed by an expulsion of an
by crafters, and many tribes have tried to domesticate the
acidic venom that blinds and stings their prey, rendering
gentle titan. However, mortal clans seem to be beneath its
them vulnerable to the frilled spitter’s needle-sharp teeth.
notice, as it continues on its deliberate way, searching for
the next leafy tree.

FRILLED SPITTER
Medium beast, unaligned

Armor Class 12 (natural armor)


Hit Points 13 (2d8 + 4)
Speed 30 ft. GREAT-HOOK
Huge beast, unaligned
STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 2 (-4) 12 (+1) 11 (+0) Armor Class 13 (natural armor)
Hit Points 116 (9d20 + 27)
Skills Intimidation +2 Speed 30 ft.
Senses Darkvision 60 ft., passive Perception 11
STR DEX CON INT WIS CHA
Languages —
23 (+6) 13 (+1) 17 (+3) 2 (-4) 13 (+1) 7 (-2)
Challenge 1/2 (100 XP)

Startling Display. As a bonus action, the frilled spitter Skills Perception +4


can expand its frill, displaying its bright colors with a Senses passive Perception 14
sudden show. When it uses this feature, creatures that Languages —
can see it cannot take attacks of opportunity against Challenge 7 (2,900 XP)
the frilled spitter for the rest of its turn. Creatures
cannot be affected by the same frilled spitter’s Actions
Startling Display more than once.
Multiattack. The great-hook makes three attacks: two
Actions with its claws and one stomp attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 6 (1d6 + 3) piercing damage plus 3 (1d6) target. Hit: 19 (3d6 + 6) slashing damage. If the target
acid damage. is a Large or smaller creature, it must make a DC 17
Strength saving throw, falling prone on a failure.
Acid Spit (Recharge 5–6). The frilled spitter spews
acid at a creature it can see within 30 feet. The target Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one
must make a DC 13 Dexterity saving throw. On a prone target. Hit: 27 (6d6 +6) bludgeoning damage.
failure, it takes 7 (2d6) acid damage and is blinded for
1 minute. On a success, it takes half damage and is not
blinded. A creature blinded by the acid spit can repeat
its saving throw at the start of its turn, ending the
effect on a success.

Chapter 13 | Gods & Monsters 323


DEATHWALKER
Gargantuan beast (defiant), unaligned

Armor Class 16 (natural armor) Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., two targets
Hit Points 385 (22d20 + 152) that are not grappled by the deathwalker. Hit: 27 (4d8 + 9)
Speed 50 ft. bludgeoning damage, and the target must succeed on a DC 25
Strength saving throw or be knocked prone.
STR DEX CON INT WIS CHA Fearsome Roar (Recharge 5-6). The deathwalker lets
28 (+() 13 (+1) 24 (+7) 2 (–4) 15 (+2) 10 (+0) out a terrifying roar. Each creature within 120 feet of the
deathwalker that can hear it must succeed on a DC 23 Wisdom
saving throw or become frightened for 1 minute. A creature
Saving Throws Dex +9, Con +15, Int +4, Wis +9
that fails its initial saving throw by 5 or more is paralyzed while
Skills Athletics +25, Intimidation +16, Perception +9
frightened in this way. A creature can repeat the saving throw
Damage Resistances psychic
at the end of each of its turns, ending the effect on itself on a
Condition Immunities charmed, frightened
success.
Senses blindsight 50 ft., darkvision 120 ft., passive Perception 19
Languages — Bonus Actions
Challenge 26 (90,000 XP)
Must Go Fast. The deathwalker moves up to its speed toward
Keen Sight and Smell. The deathwalker has advantage on a hostile creature that it can see.
Wisdom (Perception) checks that rely on sight or smell. Tyrant’s Rampage. When the deathwalker reduces a creature
Legendary Resistance (3/day). If the deathwalker fails a to 0 hit points with a melee attack on its turn, the deathwalker
saving throw, it can choose to succeed instead. can move up to half its speed and make a tail or slam attack.
Strength Sense. The deathwalker is aware of the presence Whiplash. The deathwalker whips its head and tries to throw
of creatures within 5 miles of it that have a Constitution or a creature it is grappling with its bite attack. The target must
Strength score of 16 or higher. It knows the approximate succeed on a DC 25 Strength saving throw. On a failure, the
distance and direction to each creature, as well as each target is hurled up to 60 feet in a direction of the Deathwalker’s
creature’s Constitution and Strength scores. choice and lands prone, taking 3 (1d6) bludgeoning damage for
every 10 feet it was thrown. On a success, the target slips from
Titanic Impact. Once on each of its turns, immediately after
the deathwalker’s mouth and lands in an unoccupied space
the deathwalker moves at least 20 feet straight towards
within 5 feet of it.
a creature on the ground and comes within 5 feet of it, the
deathwalker can opt to end its movement in a titanic impact. Reactions
All other creatures within 10 feet of the deathwalker when
it ends its movement in this way must succeed on a DC 25 Bloodied Rage. When the deathwalker is reduced to half its
Strength or Dexterity saving throw, taking 36 (8d6 + 9) hit point maximum or less, it immediately recharges and uses
bludgeoning damage on a failure. A huge or smaller creature its Fearsome Roar.
that fails its saving throw is pushed up to 20 feet away, where
it falls prone. Legendary Actions
Tyrant’s Hide. Whenever the deathwalker takes bludgeoning, The deathwalker can take 3 legendary actions, choosing
piercing, or slashing damage, it is reduced by 7. from the options below. Only one legendary action can be
used at a time and only at the end of another creature’s turn.
Withstand (3/day). If the deathwalker takes damage from an The deathwalker regains spent legendary actions at the start
attack that was not a critical hit, it can reduce the damage from of its turn.
the attack to 0.
Move. The deathwalker moves up to its speed without
Actions provoking attacks of opportunity.
Multiattack. The deathwalker makes two attacks: one with Attack. The deathwalker makes a tail or slam attack.
its bite or slam and one with its tail. Tyranny (Costs 2 Actions). The deathwalker makes a bite
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. attack.
Hit: 48 (6d12 + 9) piercing damage. If the target is a Large Rushing Fury (Costs 3 Actions). The deathwalker moves
or smaller creature, it is grappled (escape DC 20). Until this up to its speed in a straight line. During this movement, the
grapple ends, the target is restrained, and the deathwalker deathwalker can move through the spaces of other creatures,
can’t bite another target. If the deathwalker scores a critical and whenever it enters the space of another creature for the
hit, it rolls damage dice three times, instead of twice. first time, it can make a slam attack against that creature.
Slam. Melee Weapon Attack: +17 to hit, reach 15 ft., one target.
Hit: 25 (4d6 + 9) bludgeoning damage. If the target is a Large
or smaller creature, it is hurled up to 30 feet in a direction of
the deathwalker’s choice and lands prone, taking 10 (3d6)
bludgeoning damage from the fall.

324 Chapter 13 | Gods & Monsters


Wing Buffet. The greatwing beats its wings while on
GREATWING the ground. Each Medium or smaller creature within 20
Huge beast, unaligned feet of the greatwing must succeed on a DC 15 Dexterity
saving throw or fall prone. The greatwing can then fly up
Armor Class 14 (natural armor)
to half its speed.
Hit Points 76 (8d12 + 24)
Speed 35 ft., fly 60 ft., swim 10 ft. Reactions
STR DEX CON INT WIS CHA Kick Up. In response to being attacked by a creature
17 (+3) 19 (+4) 16 (+3) 2 (–4) 12 (+1) 8 (–1) within 15 feet, the greatwing beats its wings, kicking
up dirt and debris. The creature must succeed on a DC
Saving Throws Dex +8 15 Constitution saving throw or subtract a d6 from any
Skills Athletics +6, Intimidation +5, Perception +7, attacks it makes until the end of its turn, including the
Stealth +7 triggering attack (potentially causing it to miss).
Senses darkvision 90 ft., passive Perception 17 Creatures that are immune to the blinded condition or
Languages — perceive their surroundings through senses other than
Challenge 7 (2,900 XP) sight automatically succeed on their save. The greatwing
must be on the ground to take this reaction.
Keen Hearing and Sight. The greatwing has
advantage on Wisdom (Perception) checks
that rely on hearing or sight.
Swooping Strike. If the greatwing is flying and
dives at least 20 feet straight toward a target
and then hits it with a beak attack, the target
takes an additional 10 (3d6) piercing damage, and
the target must succeed on a DC 15 Strength saving
throw or be knocked prone. If the target is knocked
prone, the greatwing can make a beak attack
against it as a bonus action.

Actions
Multiattack. The greatwing makes three beak
attacks. It can replace a beak attack with a use
of Wing Buffet.
Beak. Melee Weapon Attack: +7 to hit,
reach 10 ft., one target. Hit: 14 (3d6 +
4) piercing damage. Instead of dealing
damage, the greatwing can grapple a
Medium or smaller creature (escape DC
15) with its beak. Until this grapple ends, the
greatwing cannot make beak attacks.

GREATWING (QUETZALCOATLUS)
A huge, swiftly-moving shadow is the last thing one
sees before the horror begins. The greatwing is the apex
predator of the skies. A single greatwing can drop from
above, stabbing with a beak longer than a man is tall, then
chase down fleeing prey with a four-legged gallop before
spearing it in the back. But greatwings hunt in flocks, not
alone—and a handful of greatwings are more than enough
to devestate a clan and terrify an entire region.
Those who understand the secret ways of
greatwings know that they harbor a particular hatred
for dragons, and will band together to drive out a dragon
from their territory, even if doing so requires a suicidal
onslaught.

Chapter 13 | Gods & Monsters 325


LITTLESNAP (EUPARKARIA)
These miniature raptors developed strength not as individ-
LITTLESNAP
uals, but in numbers. Tiny creatures who look like no more
Tiny beast, unaligned
than hatchlings, littlesnaps are jewel-colored, with over-
sized heads and feet. Armor Class 13
Littlesnaps travel not in packs, but in swarms. Once they Hit Points 2 (1d4 - 1)
bring their prey to the ground, they can cover it entirely in Speed 40 ft.
their brightly-colored bodies, picking its skeleton clean in a
STR DEX CON INT WIS CHA
matter of minutes.
2 (-4) 17 (+3) 10 (+0) 6 (-2) 10 (+0) 2 (-2)

MADCRASH (YI QI) Senses darkvision 60 ft., passive Perception 10


These daredevil gliders are a joke at best and a terror at Languages —
worst, hurtling with suicidal speed through the foliage of Challenge 0 (0 or 10 XP)
the primordial jungle. Awkward and clumsy, they lurch
Blood Frenzy. The littlesnap has advantage on melee
from branch to branch, crashing constantly as they scrab-
attack rolls against any creature that doesn’t have all
ble and careen in chaotic zig-zag movements.
its hit points.
An angry madcrash (p. 328) is a dangerous enemy not
because it is particularly powerful, but because it has no Actions
sense of self-preservation whatsoever, and will divebomb
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
even mighty creatures with snapping jaws and scrabbling target. Hit: 1 piercing damage.
claws until it or its target drops dead.

MAMMOTHMAW
This gargantuan dinosaur is mostly mouth, with a huge
head like an alligator and a short, sluggish body. The
mammothmaw is an ambush predator who rarely moves
if it can help it. It finds a grove or canyon in which to
wait, and remains perfectly still with its mouth hanging
open. Once it lurches forward and snaps its jaw closed, it LITTLESNAP SWARM
locks down with such a powerful bite that it’s incapable of Medium swarm of tiny beasts, unaligned
opening its mouth again for an hour.
Mammothmaws are patient, often allowing smaller Armor Class 13
Hit Points 36 (8d8)
beasts to scurry across their tongues, or even nest among
Speed 40 ft.
their teeth. They can eat as infrequently as once every few
months, provided they can bring their huge bite down on a STR DEX CON INT WIS CHA
sufficiently large victim. 2 (-4) 17 (+3) 10 (+0) 6 (-2) 10 (+0) 2 (-2)

Damage Resistances bludgeoning, piercing, slashing


SAILSTALKER (SPINOSAURUS) Condition Immunities charmed, frightened,
The swamps and marshes are dangerous lands. The shallow
paralyzed, petrified, prone, restrained, stunned
water and tall bush hide a dangerous monster. Quiet, Senses darkvision 60 ft., passive Perception 10
stalking—then suddenly, with a rush, it lunges and sinks Languages —
its teeth into its prey, thrashing its muscular neck, its Challenge 2 (450 XP)
finned back flexing as it drowns its prey, then swallows it
whole. Then, the sailstalker fades into the marshy edges, Blood Frenzy. The littlesnap swarm has advantage on
waiting for its next meal. melee attack rolls against any creature that doesn’t have
Sailstalkers are most commonly found in Ghostmire. all its hit points.
There, the undeath of the place has seeped into their skin, Swarm. The swarm can occupy another creature’s
and the membrane of their sails faintly glows green and space and vice versa, and the swarm can move
rattles with the spirits of the creatures they have devoured. through any opening large enough for a Tiny
Some even say that it’s possible to whisper to those long- littlesnap. The swarm can’t regain hit points or gain
dead through such a creature’s sail—that the walls of death temporary hit points.
are thin around such beasts—if you could only approach Actions
one without joining the dead yourself.
Bites. Melee Weapon Attack: +5 to hit, reach 0 ft.,
one target. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points
or fewer.

326 Chapter 13 | Gods & Monsters


MAMMOTHMAW SAILSTALKER
Gargantuan monstrosity, unaligned Huge beast (defiant), unaligned

Armor Class 17 (natural armor) Armor Class 16 (natural armor)


Hit Points 198 (12d20 + 72) Hit Points 115 (10d12 + 50)
Speed 25 ft. Speed 35 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
26 (+8) 5 (-3) 22 (+6) 2 (-4) 9 (-1) 6 (-2) 22 (+6) 16 (+3) 20 (+5) 2 (–4) 9 (–1) 8 (–2)

Saving Throws Con +10, Wis +3 Saving Throws Str +10, Con +9, Wis +3
Skills Perception +3, Stealth +1 Skills Perception +3, Stealth +11
Senses darkvision 60 ft., passive Perception 13 Senses blindsight 10 ft., darkvision 60 ft., passive
Languages — Perception 13
Challenge 12 (8,400 XP) Languages —
Challenge 9 (5000 XP)
Landblend. If the mammothmaw has been motionless for 1
hour or more, its stealth bonus is improved to +10. Ambusher. In the first round of a combat, the sailstalker has
Lockjaw. When the mammothmaw uses its Massive Bite advantage on attack rolls against any creature it surprised.
action, it is unable to open its mouth until it finishes a short Keen Sight and Smell. The sailstalker has advantage on
or long rest, and its mouth cannot be forced open except by Wisdom (Perception) checks that rely on sight, hearing,
a DC 25 Strength check. If the mouth is successfully forced or smell.
open, all creatures restrained by the mammothmaw’s
Surprise Attack. If the sailstalker surprises a creature and
massive bite go free, exiting in an unoccupied space within
hits it with an attack during the first round of combat, the
5 feet of the mammothmaw.
target takes an extra 14 (4d6) damage from the attack.
If an attacker deals 30 slashing or piercing damage to
the mammothmaw in a single turn, the attacker can open Swampland Camouflage. The sailstalker has advantage on
a hole in the mammothmaw's hide. While the hole is open, Dexterity (Stealth) checks made to hide in swamp or marsh-
creatures restrained by the mammothmaw’s massive like terrain.
bite can use an action to make a DC 18 Strength (Athletics)
or Dexterity (Athletics) check to break free. On a success, Actions
a creature is no longer restrained and exits prone in an Multiattack. The sailstalker makes two attacks: one with
unoccupied space within 5 feet of the mammothmaw. its bite and one with its tail. It can’t make both attacks
against the same target.
Actions
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Multiattack. The mammothmaw makes two tongue lash
Hit: 28 (4d10 + 6) piercing damage, and if the target is a
attacks and uses wild thrashing, if possible.
Medium or smaller creature, it is grappled (escape DC 16). Until
Tongue Lash. Melee Weapon Attack: +12 to hit, reach 5 ft., this grapple ends, the target is restrained, and the sailstalker
one target. Hit: 15 (2d6 + 8) bludgeoning damage plus 7 can’t bite another target.
(2d6) acid damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one
Wild Thrashing (Recharge 5–6). The mammothmaw target. Hit: 19 (3d8 + 6) bludgeoning damage.
uses its bulk to crush creatures around it. All Large or
smaller creatures within 5 feet of the mammothmaw must Bonus Actions
make a DC 18 Dexterity saving throw, taking 22 (4d6 + 8) Aggressive. The sailstalker can move up to its speed
bludgeoning damage and falling prone on a failure, or taking toward a hostile creature that it can see.
half as much damage on a success.
Drown. If the sailstalker is in or adjacent to a body of water
Massive Bite (1/Day). The mammothmaw chooses a point at least 5 feet deep, it can plunge a creature grappled by it
within 10 feet to target with its massive bite. Huge or smaller into the water. The creature must make a DC 17 Constitution
creatures in a 15-foot radius from the chosen point must saving throw, taking 15 (2d8 + 6) slashing damage on a
make a DC 20 Dexterity saving throw. On a failure, creatures failure, or half as much on a success. A creature that fails
are caught by the mammothmaw's massive bite, taking its saving throw begins to suffocate as water fills its lungs
36 (8d6 + 8) piercing damage plus 14 (4d6) bludgeoning unless it can breathe underwater or does not need to
damage, and are trapped inside the mammothmaw's mouth. breathe. A suffocating creature can repeat the Constitution
A creature inside the mouth is blinded and restrained, and saving throw at the end of subsequent turns, coughing
it has total cover against attacks and other effects outside up the water and no longer suffocating on a success.
the mammothmaw. Once the mammothmaw has used its Alternatively, the creature can spend an action to cough up
Massive Bite action, it can only target creatures inside its the water, ending the suffocation.
mouth with its Tongue Lash attacks.
The mammothmaw can fit a maximum of eight Medium
or smaller creatures, two Large creatures, or one Huge
creature in its mouth. If the mammothmaw holds a creature
in excess of these numbers, a random creature that was
already in its mouth due to its Massive Bite is freed, landing
prone in an unoccupied space within 5 feet of it.
Chapter 13 | Gods & Monsters 327
SEATOOTH (MOSOSAURUS) SKULLSMASHER (PACHYCEPHALOSAURUS)
This massive ocean predator strikes fear into all who cross A favorite companion of gatherers, the skullsmasher is a
the open waters. One does not see it approach. It strikes two-legged, beaked dinosaur with a thick, bony crown.
without warning from deep underneath, its jaws hitting Even-tempered and affectionate, the skullsmasher lives in
the side of the canoe like a great stone hammer. The harmony with many clans, hauling sledges and ramming
seatooth rivals any of the great monsters of the land for trees to shake down ripe fruit.
pure malice and savagery. They are especially well-known Skullsmashers must be trained from a young age and
for their cannabilistic ways, hunting each other with more bond to a single person. Their loyalty and enthusiasm can
hunger and hatred than any other prey. become dangerous if their bonded mortal is threatened,
since an angry skullsmasher is capable of killing someone
easily with their powerful ramming attack.
SEATOOTH
Huge beast (defiant), unaligned
SNAKENECK (ELASMOSAURUS)
Armor Class 15 (natural armor) These aquatic beasts lurk in deep water, their snakelike
Hit Points 149 (13d12 + 78) necks waving slowly, eyes scanning the patterns of light
Speed 0 ft., swim 90 ft. above. When they see a school of fish—or a small mortal—
they rush upwards in a burst of speed, creating a vortex of
STR DEX CON INT WIS CHA
24 (+7) 15 (+2) 20 (+5) 2 (–4) 12 (+1) 10 (+0) water with their swirling fins while their heads burst out
of the water, only to plunge down again in an attempt to
swallow any smaller creature whole.
Saving Throws Str +11, Con +9, Wis +5
Generally considered an ill omen by fishers and seagoers,
Skills Athletics +11, Perception +9, Stealth +6
Senses blindsight 60 ft., darkvision 90 ft., passive the snakeneck is particularly feared by halfling-kind, and
Perception 19 many halfling fear-tales circle around the prowling snake-
Languages — neck and its sudden, terrifying hunger.
Challenge 9 (5,000 XP)

Echolocation. The seatooth can’t use its blindsight while


deafened.
Hold Breath. The seatooth can hold its breath for 2 hours.
Keen Sight. The seatooth has advantage on Wisdom
(Perception) checks that rely on sight.

Actions
Multiattack. The seatooth makes two bite attacks or MADCRASH
makes a bite attack and uses Swallow.
Small beast, unaligned
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 28 (6d6 + 7) piercing damage. If the target is a Medium Armor Class 12
or smaller creature, it is grappled (escape DC 17). Until this Hit Points 4 (1d6 + 1)
grapple ends, the target is restrained and the seatooth can’t Speed 10 ft., fly 30 ft.
bite another target.
STR DEX CON INT WIS CHA
Swallow. The seatooth attempts to swallow a creature it 8 (-1) 14 (+2) 12 (+1) 2 (-4) 12 (+1) 6 (-2)
is grappling. The target must succeed on a DC 19 Strength
saving throw. On a failure, the target is swallowed, and
Senses darkvision 60 ft., passive Perception 11
the grapple ends. While swallowed, the target is blinded
Languages —
and restrained, it has total cover against attacks and other
Challenge 1/8 (25 XP)
effects outside the seatooth, and it takes 14 (4d6) acid
damage at the start of each of the seatooth’s turns. A Divebomb. If the madcrash moves at least 10 feet
seatooth can have only one creature swallowed at a time. towards a creature and then hits it with a beak attack on
If the seatooth takes 25 damage or more on a single turn the same turn, the target takes an extra 2 (1d4) damage
from the swallowed creature, the seatooth must succeed on and the madcrash can use a bonus action to take the
a DC 16 Constitution saving throw at the end of that turn or Disengage action and move up to half its speed.
regurgitate the creature, which falls prone in a space within
10 feet of the seatooth. If the seatooth dies, a swallowed Actions
creature is no longer restrained by it and can escape from
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
the corpse by using 15 feet of movement, exiting prone.
target. Hit: 4 (1d4 + 2) piercing damage.
Bonus Actions
Frenzied Thrashing. The seatooth violently thrashes a
creature it is grappling. The creature must succeed on a DC
19 Constitution saving throw, taking 17 (3d6 + 7) slashing
damage on a failure,
Chapter or&half
13 | Gods as much on a success.
Monsters
SNAKENECK
Huge beast (defiant), unaligned

Armor Class 14 (natural armor)


Hit Points 126 (12d12 + 44)
Speed 0 ft., swim 80 ft.

STR DEX CON INT WIS CHA


16 (+3) 20 (+5) 18 (+4) 2 (–4) 12 (+1) 10 (+0)

ma
Saving Throws Dex +9, Con +8
Skills Athletics +7, Perception +5, Stealth +9
Senses blindsight 30 ft., darkvision 60 ft., passive
Perception 14
Languages —

ls l s a
Challenge 9 (5,000 XP)

Ambusher. In the first round of a combat, the


snakeneck has advantage on attack rolls against any

h i s
creature it surprised.
Baitball. On its turn, the snakeneck can spend 80 feet

eg r o n
of movement to create a vortex of swirling water in a
20-foot-radius sphere centered on a point underwater
that it can see within 20 feet. All other creatures in
the sphere must make a DC 17 Strength saving throw.
On a failure, a creature is drawn 20 feet towards the
sphere’s center and is restrained by the vortex until the
end of its next turn. On a success, a creature is drawn

y only 10 feet towards the sphere’s center and is not


restrained. Immediately after using this feature, the

ccc snakeneck can make two free bite attacks.

r Natural Camouflage. The snakeneck has advantage


on Dexterity (Stealth) checks while underwater.
Keen Hearing and Sight. The snakeneck has
advantage on Wisdom (Perception) checks that rely on
hearing or sight.

SKULLSMASHER Actions
Medium beast, unaligned
Multiattack. The snakeneck makes two bite attacks.
Armor Class 11 (natural armor) Bite. Melee Weapon Attack: +8 to hit, reach 15 ft.,
Hit Points 22 (3d8 + 9) one target. Hit: 16 (2d10 + 5) piercing damage. If the
Speed 40 ft. target is Small or smaller creature, it must succeed
on a DC 17 Dexterity saving throw or be swallowed
STR DEX CON INT WIS CHA by the snakeneck. A swallowed creature has total
16 (+3) 10 (+0) 16 (+3) 4 (-3) 11 (+0) 8 (-1) cover against attacks and other effects outside the
snakeneck, and it takes 3 (1d6) bludgeoning damage
Senses darkvision 60 ft., passive Perception 10 and 7 (2d6) acid damage at the start of each of the
Languages — snakeneck’s turns. If the snakeneck takes 20 damage
Challenge 1/2 (100 XP) or more on a single turn from a creature inside it, the
snakeneck must succeed on a DC 17 Constitution
Charge. If the skullsmasher moves at least 20 feet saving throw at the end of that turn or regurgitate
straight toward a target and then hits it with a ram all swallowed creatures, which fall prone in a space
attack on the same turn , the target takes an extra 5 within 10 feet of the snakeneck. If the snakeneck dies,
(2d4) bludgeoning damage. If the target is a creature, it a swallowed creature can escape from the corpse by
must succeed on a DC 13 Strength saving throw or be using 20 feet of movement, exiting prone.
knocked prone.
Bonus Actions
Actions
Agile Swimmer. The snakeneck dashes or disengages.
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) bludgeoning damage. Dimlurk. The snakeneck hides in dim light or darkness.

Chapter 13 | Gods & Monsters 329


rocky hills of the Great Valley, using stealth, speed, and
SPIDER RAPTOR their slender, agile claws to chase and hook unsuspecting
Through a quirk of the laws that govern survival, a strange
prey in dark places.
and unsettling breed of raptor has been sighted by the
Venomguard. These creatures, called Spider Raptors, have
elongated limbs—spindly, reaching arms and long legs SWIFTCLAW (VELOCIRAPTOR)
suited to climbing, dangling, and springing great distances. With rustling hisses and squawking shrieks, a flock of
Spider raptors have been seen scrambling up the great filthy swiftclaws swarms unwitting prey. Shedding blood-
cliffs that keep other creatures confined to the Venom streaked feathers as they leap, swiftclaws sink their talons
Abyss, and are starting to nest in the swamps, forests, and into their quarry, then flap wildly to remain upright as
they tear into the flesh of their bewildered meal. A flock of
swiftclaws can devour a beast in a matter of minutes.
Hunters throughout Planegea know to avoid a certain
SPIDER-RAPTOR bloody, birdlike stench, a scattering of brown and blue
Large beast, unaligned feathers, and a high, warbling call that sounds like wild,
cursed laughter.
Armor Class 15 (natural armor)
Hit Points 37 (5d10 + 10)
Speed 50 ft., climb 40 ft. TENTWING (PTERANODON)
This flying leatherbeast is a familiar sight throughout
STR DEX CON INT WIS CHA
Planegea. They are social creatures, hooting and gabbling at
17 (+3) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
all hours of the day and night, spreading their wings wide
in the daylight like sentinels to plunge after some fish or
Skills Stealth +5, Perception +4
swimming lizard.
Senses darkvision 60 ft., passive Perception 14
Because of the ubiquity of tentwings, some clans have
Languages —
Challenge 2 (450 XP) managed to tame them, using them for hunting or scout-
ing. Giants have been known to train them to land on their
Keen Senses. The spider-raptor has advantage on Wisdom forearms, and to screech at the sight of mortals running
(Perception) checks that rely on sight, hearing, or smell. from the raiding party.
Pack Tactics. The spider-raptor has advantage on an
attack rolls against a creature if at least one of the spider-
raptor’s allies is within 5 feet of the creature and the ally
isn’t incapacitated.
Spider Climb. The spider-raptor can climb difficult surfaces,
including upside down on ceilings, without needing to make
an ability check.
Standing Leap. The spider-raptor’s long jump is up to 25
feet and its high jump is up to 15 feet, with or without a
running start.
Pounce. If the spider-raptor moves at least 20 feet straight
toward a creature and then hits it with a claw attack on the
same turn, that target must succeed on a DC 13 Strength
saving throw or be knocked prone. If the target is prone,
the spider-raptor can make one bite attack against it as a
bonus action.

Actions
Multiattack. The spider-raptor makes three attacks: two
with its claws and one with its bite.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one
target. Hit: 6 (1d6 + 3) slashing damage, or 13 (3d6 + 3)
slashing damage if the target is prone.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (1d8 + 3) piercing damage, and the target is grappled
(escape DC 12).

330 Chapter 13 | Gods & Monsters


SWIFTCLAW
Medium beast, unaligned

Armor Class 15 (natural armor) the target (no action required), landing in an unoccupied
Hit Points 22 (4d8 + 4) space within 5 feet of the target. For every swiftclaw
Speed 40 ft. latched onto a Medium or smaller creature, the creature’s
movement speed is reduced by 15 feet. If this reduction
STR DEX CON INT WIS CHA reduces a creature’s speed to 0, it falls prone and is
13 (+1) 20 (+5) 12 (+1) 4 (–3) 10 (+0) 8 (–1) restrained until its movement speed is greater than 0.
Natural Camouflage. The swiftclaw has advantage on
Saving Throws Dex +8 Dexterity (Stealth) checks made to hide.
Skills Athletics +3, Perception +2, Stealth +9
Senses passive Perception 13 Pack Tactics. The swiftclaw has advantage on an attack
Languages — roll against a creature if at least one of the swiftclaw’s
Challenge 1 (200 XP) allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Keen Sight and Smell. The swiftclaw has advantage on
Wisdom (Perception) checks that rely on sight or smell. Actions
Latching Claws. If the swiftclaw hits a creature with Multiattack. The swiftclaw makes three attacks: two
two claw attacks on the same turn, it can latch onto with its claws and one with its bite. Alternatively, the
the creature with its claws, moving into the creature’s swiftclaw makes two bite attacks.
space. While latched onto a creature, the swiftclaw Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
has advantage on attack rolls against the creature, but target. Hit: 8 (1d6 + 5) piercing damage.
can only make bite attacks. The swiftclaw’s speed also
becomes 0, it can’t benefit from any bonus to its speed, Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
and it moves with the target. target. Hit: 7 (1d4 + 5) slashing damage.
A creature can pry the swiftclaw off a latched creature
Bonus Actions
by making a successful DC 13 Strength check as an
action. On its turn, the swiftclaw can detach itself from Swiftness. The swiftclaw takes the Disengage action.

TENTWING
Medium beast, unaligned

Armor Class 14 (natural armor) Keen Sight. The tentwing has advantage on Wisdom
Hit Points 22 (4d8 + 4) (Perception) checks that rely on sight.
Speed 25 ft., fly 50 ft., swim 10 ft.
Swooping Strike. If the tentwing is flying and dives at
STR DEX CON INT WIS CHA least 20 feet straight toward a target and then hits it with a
13 (+1) 19 (+4) 12 (+1) 2 (–4) 12 (+1) 8 (–1) beak attack, the target takes an additional 4 (1d8) piercing
damage, and the target must succeed on a DC 14 Strength
saving throw or be knocked prone. If the target is knocked
Saving Throws Dex +6 prone, the tentwing can make a beak attack against it as a
Skills Athletics +3, Perception +3, Stealth +6 bonus action.
Senses darkvision 60 ft., passive Perception 13
Languages — Actions
Challenge 1 (200 XP)
Multiattack. The tentwing makes two beak attacks.
Evasion. If the tentwing is subjected to an effect that Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one
allows it to make a Dexterity saving throw to take only target. Hit: 8 (1d8 + 4) piercing damage.
half damage, the tentwing instead takes no damage if
it succeeds on the saving throw, and only half damage Bonus Actions
if it fails.
Quickflight. The tentwing moves up to half its fly speed.
Flyby. The tentwing doesn’t provoke opportunity attacks
when it flies out of an enemy’s reach.

Chapter 13 | Gods & Monsters 331


THUNDERFOOT (TITANOSAURUS) TRUMPETCREST (PARASAUROLOPHUS)
The greatest of all dinosaurs are hardly beasts at all—they A bugling cry breaks out across the water, and a riot of
are living mountains. They move through the world like color splashes the surface of the marsh. Trumpetcrests are
an earthquake, and mortals are mere pebbles to their slow well-loved beasts—beautiful, gentle, and playful, though
and majestic step. Forests and clans have been leveled by none too intelligent and easily startled. Hunters traveling
thunderfeet, without the creatures ever stopping to notice through wetlands must be careful not to alarm these crea-
that they passed through trees or fire. tures; one blast from their resounding cranial cavity and all
Thunderfeet are incredibly secretive about their births wildlife within half a day’s walk scatters.
and deaths. If a calf is to be born or an elder is near the Because of their beauty, they are rarely hunted, yet trum-
end of its life, a herd of thunderfeet will withdraw beyond petcrest skulls are prized for the fashioning of instruments.
the ability of any nearby creatures to follow, guarding Often, young gatherers will dare each other to seek out
the start and end of their herdmate’s life with the jealous skulls in the wetlands, and many a clan has lost members
severity of titans. to those who ventured too deep into the wrong marsh for a
trumpetcrest skull.

332 Chapter 13 | Gods & Monsters


TRUMPETCREST THUNDERFOOT
Huge beast, unaligned Gargantuan beast (defiant), unaligned
Armor Class 14 (natural armor) Armor Class 14 (natural armor)
Hit Points 68 (8d12 + 16) Hit Points 186 (12d20 + 60)
Speed 35 ft., swim 10 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 10 (+0) 15 (+2) 2 (–4) 12 (+1) 8 (–1) 26 (+8) 8 (–1) 20 (+5) 2 (–4) 10 (+0) 10 (+4)

Saving Throws Wis +3


Skills Athletics +7, Perception +3, Survival +5 Saving Throws Str +13, Con +10, Wis +5
Condition Immunities deafened Skills Intimidation +10
Senses darkvision 60 ft., passive Perception 13 Damage Resistances thunder
Languages — Condition Immunities defeaned, frightened
Challenge 4 (1,100 XP) Senses tremorsense 60 ft., passive Perception 10
Languages —
Pack Tactics. The trumpetcrest has advantage on Challenge 13 (10,000 XP)
an attack roll against a creature if at least one of the
trumpetcrest’s allies is within 5 feet of the creature and Thick Skin. Any bludgeoning, piercing, or slashing
the ally isn’t incapacitated. damage dealt to the thunderfoot is reduced by 5.
Keen Hearing and Sight. The trumpetcrest has Towering Presence. A Large or smaller creature
advantage on Wisdom (Perception) checks that rely on that starts its turn within 30 feet of the thunderfoot
hearing or sight. or comes within 30 feet of it for the first time on its
Trampling Charge. If the trumpetcrest moves at turn must succeed on a DC 18 Wisdom saving throw
least 20 feet straight toward a creature and then or become frightened until the start of its next turn.
hits it with a tail attack on the same turn, the target If a creature’s saving throw is successful or the effect
takes an additional 9 (2d8) bludgeoning damage and ends for it, the creature is immune to the thunderfoot’s
must succeed on a DC 15 Strength saving throw or be Towering Presence for the next 24 hours.
knocked prone. If the target is prone, the trumpetcrest Quaking Movement. The thunderfoot’s movement
can make one stomp attack against it as a bonus action. creates tremors through the ground. When the
thunderfoot comes within 20 feet of a large or smaller
Actions
creature or moves while within 20 feet it for the first
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one time on a turn, the creature must succeed on a DC 18
target. Hit: 14 (2d8 + 5) bludgeoning damage. Dexterity saving throw or fall prone.
Stomp. Melee Weapon Attack: +7 to hit, reach 5 Actions
ft., one prone target. Hit: 15 (3d6 + 5) bludgeoning
damage, and a Medium or smaller target is grappled Stomp. Melee Weapon Attack: +13 to hit, reach 10 ft.,
(escape DC 14) until the trumpetcrest moves. Until one target. Hit: 52 (8d10 + 8) bludgeoning damage, and
this grapple ends, the creature is restrained and takes if the target is Large or smaller, it is knocked prone and
3 (1d6) bludgeoning damage at the start of each of grappled (escape DC 20). Until this grapple ends, the
its turns. While grappling a creature in this way, the creature is restrained and takes 10 (3d6) bludgeoning
trumpetcrest’s speed is 0, and it can’t use its stomp damage at the start of each of its turns. While grappling
attack against another creature. a creature in this way, the thunderfoot’s speed is 0, and
it can’t use its stomp attack against another creature.
Trumpet Call (Recharge 5-6). The trumpetcrest lets
out a long, droning distress call that is audible out to Tail. Melee Weapon Attack: +13 to hit, reach 30 ft., three
600 feet, provided it can breathe. If the trumpetcrest targets within 20 feet of each other. Hit: 32 (7d6 + 8)
is accompanied by a herd and any herd members are in bludgeoning damage plus 10 (3d6) thunder damage
the call’s audible range, 1d4 trumpetcrests arrive in 1d4 and the target must succeed on a DC 18 Constitution
rounds. saving throw or be knocked prone. A creature that fails
its saving throw by 5 or more is stunned until the end of
its next turn.

Bonus Actions
Tremorstep. The thunderfoot can spend 5 feet of
movement to perform a tremorstep. Large or smaller
creatures within 60 feet of the thunderfoot are
subjected to the effects of its Quaking Movement
feature. Any Large or smaller creatures within 10 feet
of the thunderfoot take 14 (4d6) bludgeoning damage
on a failed save, or half as much on a success.

Chapter 13 | Gods & Monsters 333


Dire Sloth
Gigantic, slow-moving, and gentle, a group of dire sloths is Living Towers. Dire sloths are so gentle and single-
a common sight in grasslands, eternally shuffling forward, minded in their pursuit of food that many migrating
their conical muzzles browsing among tough grasses for clans use them as living lookout towers. A dire sloth, if
their favorite morsels. When rearing up on their hind legs approached carefully, does not mind the little commotion
to scan the horizon, they stand as tall as a mammoth, with of mortals, and scouting parties will often scale a sloth,
brown, shaggy coats, and a reputation for tranquility. climbing onto its neck and tempting it to rear up on its
Lazy Grazers. Although many clans have successfully hind legs with a handful of carefully chosen grass to allow
domesticated dire sloths by tempting them with their a better view of the horizon.
favorite tender grasses, the feat is almost never worth the Pixie Playgrounds. The gentle nature and sheer scale
effort, since dire sloths are impossible to motivate to do of dire sloths often attracts the attention of pixies, those
anything but shuffle forward and eat. curious, playful, and gentlest of the fey. A family of dire
Tight-Knit Families. Dire sloths live in groups of 3 to 6, sloths often lives in symbiosis with an encampment of
which are usually a single family of a few generations. At a pixies, and it’s not an uncommon site to see bobbing lights
certain age, young males wander away to make their own swirling around a family as they browse the leaves. The
families. Once formed, these family units are inseparable. pixies use the dire sloths as a muscular shield from those
When threatened, a family of dire sloths will stand back-to- who would hunt them for their dust, and the dire sloths
back, relying on their size and their long curved claws to are grateful for the pixie’s ability to steer them clear of
fight off any threat. unnatural dangers beyond their slow-moving senses.

DIRE SLOTH
Huge beast, unaligned

Armor Class 16 (natural armor)


Hit Points 103 (9d12 + 45)
Speed 15 ft., climb 15 ft., swim 30 ft.

STR DEX CON INT WIS CHA


21 (+5) 7 (-2) 20 (+5) 5 (-3) 15 (+2) 6 (-2)

Skills Perception +5
Senses Darkvision 120 ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP)

Desperate Speed. When the dire sloth takes damage,


it can choose to double its walking and climbing speeds
for 1 hour. At the end of the hour, the dire sloth takes 3
points of exhaustion.
Hold Breath. The dire sloth can hold its breath for
1 hour.

Actions
Multiattack. The dire sloth makes two claw attacks.
Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 15 (4d4 + 5) slashing damage.

334 Chapter 13 | Gods & Monsters


Ghost Monkey
Of the many horrors of the Venom Abyss, there is a strange Confused and enraged. Ghost monkeys are bewildered
place reserved for tales of ghost monkeys. These natter- by the fate that has befallen them, and race from the
ing, aggressive, arboreal spirits are enough to drive even a Nightmare Temple in fear and anger. Unable to eat or sleep,
seasoned wanderer mad. and cast out by their tribes, they roam the Venom Abyss
At first glance, these apparitions appear to be howler as wretched spirits, hurling phantasmal objects at living
monkeys—small, with prehensile tails and dirty reddish creatures and trying to understand a fate their minds could
fur with shaggy ruffs around their faces. However, when never comprehend.
they start to howl or show aggression, their true forms are Immortal howls. The anguished howls of the ghost
revealed—rotting spirits with burning holes for eyes and monkey are said to turn even the bravest heart to water.
ectoplasm drifting from their translucent bodies. These howls echo across the Venom Abyss at night, and it’s
Cursed curiosity. Hidden deep within the twisting roots not uncommon for a ghost monkey, seeking some kind of
and rotting detritus of the Below, there is a dark cave that cure or answer, to scale the cliffs of the Abyss and escape
sits half in the waking world and half in the Nightmare into the Great Valley, where it hunts and howls in eternal
World. This cave is used as a temple for the rites of undeath confusion and anger.
by the dread elves of Nod, and there is a heavy curse
laid upon interlopers. Sometimes monkeys, curious and
unknowing, cross the threshold into the inner sanctum
and lose their lives to the dark secrets of undeath, turning
mad with the transformation.

GHOST MONKEY
Small undead, chaotic evil

Armor Class 14 Actions


Hit Points 31 (9d6)
Multiattack. The ghost monkey uses Phantasmal
Speed 0 ft., fly 40 ft. (hover)
Throw twice or makes two attacks: one with its claws
STR DEX CON INT WIS CHA and one with its bite.
5 (–3) 19 (+4) 10 (+0) 5 (–3) 12 (+1) 16 (+3) Phantasmal Throw. Ranged Weapon Attack: +6 to hit,
range 60 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.
Damage Resistances acid, fire, lightning, thunder; Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
bludgeoning, piercing, and slashing from target. Hit: 9 (2d4 + 4) necrotic damage.
nonmagical attacks
Damage Immunities cold, necrotic, poison Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Condition Immunities charmed, exhaustion, target. Hit: 8 (1d8 + 4) necrotic damage.
frightened, grappled, paralyzed, petrified, poisoned, Maddening Howl (Recharge 5–6). The ghost monkey
prone, restrained unleashes a curse-laced howl. Creatures that it can
Senses darkvision 60 ft., passive Perception 11 see within 60 feet that can hear the howl must make
Languages — a DC 13 Wisdom saving throw. Creatures that fail
Challenge 3 (700 XP) their saving throw are subjected to the effects of the
confusion spell. Affected creatures can repeat the
Ethereal Sight. The ghost monkey can see 60 feet into saving throw at the end of each of their turns, ending
the Ethereal Plane when it is on the Material Plane, and the effect on a success.
vice versa.
Incorporeal Movement. The ghost monkey can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.

Chapter 13 | Gods & Monsters 335


Giant Armadillo (Glyptodon)
Remarkable for its toughness and cantankerous demeanor, Hunter’s prize. Because of their hostility and their shells,
the giant armadillo trudges through a world it wants which are large enough to use as an armored tent, mortal
nothing to do with, sullen and solitary. hunters love to stalk the giant armadillo, considering it a
Sometimes called a walking boulder, the giant arma- point of pride to bring down such a beast. Clever tactics
dillo is a massive, four-legged beast that bears a passing must be used to expose the creature’s weak underbelly, and
resemblance to a hairy tortoise, with a huge, pebbled shell, such a hunt is dangerous—but the dual reward of prized
armored head and limbs, and a long, spiked tail. shell and the eradication of a threat to the clanfire is more
Friendless fortress. Few beasts in Planegea are as than enough to trigger a bold hunt.
antisocial as the giant armadillo. Its nearly impenetrable Apex prey. The giant armadillo’s enormous size and
armor and massive size give it the freedom to carve a path armor enable it to shake off all but the largest threats. The
through the swamps and riverlands where it finds food, only creatures the giant armadillo truly fears are terror
crushing nests and scattering smaller beasts carelessly. birds, which stalk it relentlessly, favoring the taste of its
Tent stomper. Giant armadillos are known for their meat. Mortal hunting parties would do well to be wary not
particular dislike of mortal encampments. Whether driven only of the dangers of the giant armadillo itself, but also
by ancestral memory of hunters, a dislike for fire, or sheer the very real threat of a nearby terror bird, hungry for the
ill-will, giant armadillos are known to thunder into peace- taste of its salty flesh.
ful encampments, crushing tents, scattering clanfires, and
trampling mortals until driven off or killed.

GIANT ARMADILLO
Huge beast, unaligned

Armor Class 19 (natural armor), 9 while prone Poorly Balanced. While prone, the armadillo is also
Hit Points 115 (11d12 + 44) restrained. As an action, the armadillo can make a DC 15
Speed 30 ft. Strength (Athletics) check to stand up from prone.

STR DEX CON INT WIS CHA Actions


24 (+7) 8 (–1) 19 (+4) 4 (–3) 9 (–1) 7 (–2)
Multiattack. The giant armadillo makes two attacks:
one with its tail and one with its bash.
Skills Athletics +9
Senses darkvision 60 ft., passive Perception 9 Spiked Tail. Melee Weapon Attack: +10 to hit, reach 10
Languages — ft., one target. Hit: 17 (3d6 + 7) piercing damage.
Challenge 8 (3,900 XP) Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 17 (3d6 + 7) bludgeoning damage.
Trampling Charge. If the giant armadillo moves at least
20 feet straight toward a creature and then hits it with a Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one
bash attack on the same turn, that target must succeed target. Hit: 28 (6d6 + 7) bludgeoning damage.
on a DC 18 Strength saving throw or be knocked prone.
If the target is prone, the giant armadillo can make one
stomp attack against it as a bonus action.

336 Chapter 13 | Gods & Monsters


Glunch
Deep in the Ghostmire, where undead lights glimmer and
giant manylegs slither through the muck, weary wanderers
far from the clanfire have stumbled across strange clusters
of swamp dwellings inhabited by a green-skinned, black-
eyed people known as Glunch.
Glunch are quiet and guarded, slow to interact with
outsiders. They prefer to remain hidden, and their natu-
rally slimy green bodies allow them to blend easily into
the swamps they inhabit. Their short, muscular forms are
topped with large bony spines, used in shows of domi-
nance and a peculiar style of whirling attack in single
combat.
Ghost-Gardeners. The Glunch have long lived in
harmony with the undead spirits that haunt the Ghost-
mire. They know more ways to pacify angry spirits
than any other living thing, and expertly weave subtle
enchantments into nets with which they catch the will-
o’-the-wisps that illuminate their village clusters. Their
mud-and-chitin dwellings are filled with dried roots and
herbs, wards, colored cords, and other charms against
vengeful ghosts.
Manylegs Riders. The Glunch language is
a gurgling, clicking sound unintelligible to
most. Yet strangely, it enables them to form
a rudimentary communication with the
giant insects, arthropods, worms, and
other creatures collectively known as
manylegs. Glunch patrols frequently
travel the swamps on the backs of giant
millipedes or the huge crabs known
as ku-zug. A Glunch rider’s bond
with its manylegs steed is a strange
one—not affectionate, but power-
fully codependent.
Fungal Memory. The Glunch
are known to fear mushrooms and
fungus of all kinds. Long ago,
their kind had something
to do with the mysterious
Temple of the Mushroom Lord,
and to this day they stay far from
that foreboding structure. Glunch
ghosts from long ago remember the
days when their people served in
the temple, and the terrible rites
that were enacted there in service
of their psychic masters.

Chapter 13 | Gods & Monsters 337


GLUNCH
Medium humanoid, neutral evil

Armor Class 15 (natural armor, shield)


Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


15 (+2) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Skills Perception +5, Stealth +3, Survival +3


Senses darkvision 60 ft., passive Perception 15
Languages Glunch
Challenge 1/2 (100 XP)

Swamp Sneak. The Glunch can hide as a bonus action GLUNCH MANYLEGS RIDER
in swampy terrain, and when it does, its stealth bonus Medium humanoid, neutral evil
is improved to +5.
Armor Class 16 (natural armor, shield)
Ghost Coax. The Glunch has advantage on ability
Hit Points 33 (5d8 + 10)
checks and saving throws to interact with undead.
Speed 30 ft.
Manylegs Speech. The Glunch can communicate
simple ideas, concepts, and emotions to insects, STR DEX CON INT WIS CHA
spiders, worms, and other bug-like creatures. 15 (+2) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Actions Skills Athletics +5, Perception +5, Stealth +3,


Survival +3
Multiattack. The Glunch makes two attacks: one with
Senses darkvision 60 ft., passive Perception 15
its spear and one with its spines.
Languages Glunch
Spear. Melee or Ranged Weapon Attack: +4 to hit, Challenge 2 (450 XP)
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 +
2) piercing damage plus 3 (1d6) poison damage, or 6 Swamp Sneak. The Glunch can hide as a bonus action
(1d8 + 2) piercing damage plus 3 (1d6) poison damage in swampy terrain, and when it does, its stealth bonus
if used with two hands to make a melee attack. is improved to +5.
Spines. Melee Weapon Attack: +4 to hit, reach 5 ft., Ghost Coax. The Glunch has advantage on ability
one target. Hit: 4 (1d4 + 2) piercing damage plus 3 checks and saving throws to interact with undead.
(1d6) poison damage. Manylegs Speech. The Glunch can communicate
Blowgun. Ranged Weapon Attack: +3 to hit, range simple ideas, concepts, and emotions to insects,
25/100 ft., one target. Hit: 1 piercing damage plus 7 spiders, worms, and other bug-like creatures.
(2d6) poison damage.
Actions
Multiattack. The Glunch makes two melee attacks:
two with its lance or one with its shortsword and one
with its spines.
Lance. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 9 (1d12 + 3) piercing damage plus 3
(1d6) poison damage.
Spines. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 5 (1d4 + 3) piercing damage plus 3
(1d6) poison damage.
Blowgun. Ranged Weapon Attack: +4 to hit, range
25/100 ft., one target. Hit: 1 piercing damage plus 5
(2d4) poison damage, and the target must make a DC
13 Constitution saving throw or become paralyzed
with manylegs toxin for 1 minute. A paralyzed
creature can repeat the saving throw at the end of
each of their turns, ending the paralysis on a success.

338 Chapter 13 | Gods & Monsters


ei
Horse-Ape (Chalicotherium)
Horse-apes are the unnerving inhabitants of treant groves,
traveling alongside the moving forests of Planegea as their
r
companions and protectors. The horse-apes have a rudi-

tzi t
mentary society, speaking to each other in grunts and
whinnies, and glaring with wary, wide-set eyes at any who

i
would approach their beloved trees.

r
The horse-ape has one of the strangest forms in all Plane-

zz t
gea. It towers roughly nine feet tall, with a body much like
a ground-sloth or gorilla, topped with the head and neck
of a horse. Their coats are striped or spotted with many
patterns, and some wear rudimentary crowns or cloaks of
leaves and vines given to them by the trees.
Tree guards. The horse-apes are by nature gentle grazers,
who enjoy ripe fruit and tender grass. Posing no threat to
the trees, they were long ago befriended by the forests and
HORSE-APE
their rudimentary intelligence enhanced by the oldest and
Large monstrosity, lawful neutral
wisest of the treants, who saw use in their tall and power-
ful builds. Horse-apes now dwell in and among awakened Armor Class 11 (natural armor)
groves, ready to hurl boulders and bray fiercely at any who Hit Points 51 (6d10 + 18)
come too close to the trees. Speed 40 ft.
Reverent followers. Horse-apes are subservient to the
STR DEX CON INT WIS CHA
trees, worshiping them as gods, and following their orders
19 (+4) 10 (+0) 17 (+3) 7 (–2) 13 (+1) 6 (–2)
without questioning. They live simple lives in small family
groups, grooming one another and enjoying the bounty
Skills Athletics +6, Perception +3
of their protected groves, and—when not actively defend-
Senses passive Perception 13
ing the grove—can always be found eating. They are also
Languages Horse-Ape
known to be fond of druids, who share a kinship with Challenge 2 (450 XP)
some of the trees, and druid groves are not uncommonly
guarded by a horse-ape or two bound in service to the trees Fire Frenzy. If the horse-ape sees fire or smoke emitted
of that place. from a flame within 60 feet of it, it flies into a rage,
Fire-crushers. Through long generations of service to gaining the following effects until the end of its next
the trees, horse-apes have developed an instinctive fear turn.
and hatred of fire, and any whiff of smoke or glimpse of • The horse-ape has advantage on melee attack
firelight sets them into a warlike rage. Those who would rolls
manipulate horse-apes have sometimes surrounded them • The horse-ape deals an additional 5 (1d10)
with rings of torches, which the simple creatures treat as damage when it hits with a weapon attack.
impregnable cages. It’s said that there are warlords who
• The horse-ape has disadvantage on Wisdom,
have used fire to drive captured horse-apes mad, using
Intelligence, and Charisma saving throws.
these usually docile creatures as berserkers to smash
through enemy defenses. Actions
Multiattack. The horse-ape makes two fist attacks.
Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +6 to hit, range 30/60
ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

U
z b
Chapter 13 | Gods & Monsters 339
Iramuk (Indricotherium)
“Lonely as an iramuk.” That’s how the saying goes. These IRAMUK
immense beasts tower huge and solitary, dwarfing even Gargantuan beast, unaligned
the mighty mammoth and tyrantmaw. They move through
the world stately and slow, covering huge distances in their Armor Class 15 (natural armor)
Hit Points 170 (11d20 + 55)
lifetime, rarely ever aroused to more than a gentle plod.
Speed 30 ft.
In shape, the iramuk is like a rhinoceros with a neck like
a giraffe and a long, prehensile upper lip, which they use to STR DEX CON INT WIS CHA
dig for roots and strip leaves. Their hide is gray and tough, 23 (+6) 9 (–1) 20 (+5) 3 (–4) 13 (+1) 6 (–2)
and their footsteps shake the ground when they pass by.
Lonely wanderers. The iramuk is among the most Senses passive Perception 11
solitary of creatures, only coming together briefly with Languages —
others of its kind to mate for a few days each year. The rest Challenge 7 (2,900 XP)
of its life is spent traversing enormous distances, searching
Trailmaker. The iramuk’s movement is unaffected by
for enough food to sustain its bulk. If two iramuks come
difficult terrain, and when the iramuk moves through
across any sign of each other, both will turn perpendic-
terrain made difficult by snow, vegetation, or uneven
ularly outward away from the other, putting as much ground, it becomes simple terrain.
distance as possible between itself and others of its kind.
Living murals. Because of an iramuk’s wide range and Actions
docile disposition, many of them are painted by various Multiattack. The iramuk makes two attacks: one with
human tribes who encounter them. It is a boast for its neck and one with its stomp.
many young spellskins to draft a spell on the side of an
Neck. Melee Weapon Attack: +9 to hit, reach
iramuk—a feat that usually requires dangling from a
10 ft., one target that isn’t prone. Hit: 23
nearby tree or hovering in midair with a long brush. But (5d6 + 6) bludgeoning damage
the act of painting an iramuk is not reserved for spellskins. and the target must make a DC
Druids, shamans, and even ambitious hunters seek to make 17 Strength saving throw or be
their mark on the beasts, and most iramuks are patterned knocked prone.
with years of paint and dye splashed around their lower
Stomp. Melee Weapon Attack: +9
bodies, where mortals can reach. to hit, reach 5 ft., one prone target
Cautious mothers. Iramuks calve only rarely—their or one Medium or smaller target. Hit: 33
mating season is so short that conception is infrequent, (5d10 + 6) bludgeoning damage.
and an iramuk spends three years in the womb. Because of
the great difficulty of raising offspring and their otherwise
solitary lives, iramuk mothers are terrifying when defend-
ing their calves, using their incredible size and their long
necks as weapons to trample and bash any predator who
would threaten their young.
Trail makers. Unless they encounter another of their
kind, iramuks tend to travel the same path year after year.
Their enormous weight and slow steps carve deep furrows
in the earth after only a few seasons, and since iramuks
plow through brush and hills and open places without
slowing their step, their pathways make excellent trails
for mortals. Iramuk trails are well known to the
local clans that dot their length, and traders
favor them to quickly move over long
distances in a straight line.

340 Chapter 13 | Gods & Monsters


Kelodhrosians
The Kelodhrosians are newcomers to the world, emerging
from unknown origins in the Venom Abyss. Although they
ARCHPRIEST
A Kelodhrosian archpriest is one who has completed their
have only existed for a few short generations, they have
ascension, and of whom nothing remains of their origi-
already created a sprawling network of jungle ziggurats,
nal body except their blue eyes. Archpriests rule all lesser
hastily constructed for their rituals. Their kind is naturally
Kelodhrosians, and their command of magic and ascension
gifted in harnessing the power of primordial evolution,
is unparalleled among their own kind.
and have learned—whether by instinct or some secret of
their creation—how to ritually extract physical aspects
from bound victims, stealing bodies to empower their own.
In their natural form, Kelodhrosians are small, hairless,
and slender, with long, awkward limbs and white, mask-
like faces. Their bulging blue eyes and lipless mouths
complete their unsettling visage. But these weak bodies
are only the beginning for the Kelodhros—a blank wall on
which their story of ascendance will be painted.

UNEMBRACED
Kelodhrosians who have yet to Embrace a victim
are feeble things, with no natural defenses except
their cunning. Unembraced seek to live out of
sight in well-camouflaged huts, their white
bodies a giveaway for predators in the dark
green jungle. From a young age, they are
taught to protect themselves with venom-
ous darts—and how to ritually bind a
captured victim for the Embrace.

ASPECTER
Those Kelodhrosians who have
Embraced only one or two victims
are called aspecters, so called
because they display a single aspect
of their chosen form. An aspecter
looks like an unembraced with
some mutation. Some may be stron-
ger, or faster, or have wings, gills,
scales, or whatever other aspect
they have chosen to extract from
their victims.

PRIEST
There are two types of priests,
or Kelodhrosians who have
Embraced many victims: hybrid
priests—who select their
preferred aspects from many
forms—and monoform priests,
who choose to only Embrace a
single kind of favored creature, the
better to emulate its perfection.
Both are menacing foes, for
while hybrid priests have many
strengths at their disposal,
monoform priests represent
discipline, focus, and absolute dedi-
cation to their chosen path of ascension.

Chapter 13 | Gods & Monsters 341


LOST SOUL
Some Kelodhrosians lose themselves in the Embrace, due
to an interrupted ceremony, an unfit victim, or some
other corruption of mind, body, or spirit. Such beings
become misshapen monsters, their bodies amorphous and ASPECTER WARRIOR
mismatched, their minds broken. The Kelodhros watch over Medium monstrosity, neutral evil
their lost souls, holding their community accountable for
the failed Embrace. Such beings often serve archpriests, who Armor Class 15 (natural armor)
Hit Points 37 (5d8 + 15)
are the only ones strong enough to soothe their wild hearts.
Speed 30 ft.

INFILTRATOR STR DEX CON INT WIS CHA


A Kelodhros infiltrator is a specialized priest who only 16 (+3) 16 (+3) 16 (+3) 10 (+0) 11 (+0) 10 (+0)
Embraces humanoids, the better to blend into a society.
Although Kelodhrosians cannot rid themselves of their Skills Athletics +5, Perception +2
telltale blue eyes, infiltrators excel at slipping in amongst Senses darkvision 60 ft., passive Perception 12
the clans, finding suitable victims for the Embrace, and Languages Kelodhrosian; the languages of any
scouting out the best locations for advancing colonies of creature it has embraced
Kelodhros to construct their ritual ziggurats. Challenge 1 (200 XP)

Pack Tactics. The aspecter has advantage on an attack


roll against a creature if at least one of the aspecter’s
allies is within 5 feet of the creature and the ally isn’t
UNEMBRACED incapacitated.
Medium monstrosity, neutral evil
Embraced Adaptation. The aspecter has a burrow,
Armor Class 11 swim, or climbing speed equal to half its walk speed
Hit Points 9 (2d8) (choose one).
Speed 30 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The aspecter makes two attacks: one
9 (–1) 13 (+1) 11 (+0) 10 (+0) 11 (+0) 8 (–1) with its battleaxe and one with its embraced weapons.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Skills Stealth +3, Perception +2 one target. Hit: 7 (1d8 + 3) slashing damage.
Senses darkvision 60 ft., passive Perception 12
Languages Kelodhrosian Embraced Weapons. The aspecter has one or more of
Challenge 1/8 (25 XP) the following attack options, provided it has embraced
the appropriate creature:
Pack Tactics. The unembraced has advantage on • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
an attack roll against a creature if at least one of the one target. Hit: 10 (2d6 + 3) piercing damage.
unembraced’s allies is within 5 feet of the creature and
the ally isn’t incapacitated. • Claw. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) slashing
Ascended Leadership. If the unembraced can see an damage, and the creature must make a DC 13
ally of a higher Challenge Rating within 60 feet, it adds Constitution saving throw or lose 3 (1d6) hit
1d4 to its attack and damage rolls. points per turn due to heavy bleeding. Each
time the aspecter hits the bleeding target with
Actions
this attack, the damage dealt by the bleeding
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one increases by 3 (1d6). Any creature can take an
target. Hit: 3 (1d4 + 1) piercing damage. action to stanch the bleeding with a successful
Poison Blowgun. Ranged Weapon Attack: +3 to hit, DC 10 Wisdom (Medicine) check. The bleeding
range 30/120 ft., one target. Hit: 1 piercing damage plus also ends if the target receives magical healing.
7 (2d6) poison damage. If the poison damage reduces • Slam. Melee Weapon Attack: +5 to hit, reach
the target to 0 hit points, the target is stable but 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning
poisoned for 1 hour, even after regaining hit points, and damage, and the creature must make a DC 13
is paralyzed while poisoned in this way. Strength saving throw or be knocked prone.
Net. Ranged Weapon Attack: +3 to hit, ranged 10/20 • Spit. Ranged Weapon Attack: +5 to hit, range
ft., one Medium or smaller creature. Hit: The target is 20/60 ft., one target. Hit: 10 (3d6) acid damage.
restrained until it escapes the net. Any creature can use
its action to make a DC 12 Strength check to free itself
or another creature in the net, ending the effect on a
success. Dealing 10 slashing damage to the net (AC 10)
destroys the net and frees the target.

342 Chapter 13 | Gods & Monsters


HYBRID WARRIOR PRIEST
Medium monstrosity, neutral evil

Armor Class 16 (natural armor)


Hit Points 72 (8d8 + 36)
ASPECTER MYSTIC Speed 30 ft.
Medium monstrosity, neutral evil
STR DEX CON INT WIS CHA
Armor Class 12 (natural armor) 18 (+4) 18 (+4) 18 (+4) 12 (+1) 12 (+1) 16 (+3)
Hit Points 27 (5d8 + 5)
Speed 40 ft. Skills Athletics +7, Perception +4, Stealth +8
Senses darkvision 60 ft., passive Perception 14
STR DEX CON INT WIS CHA
Languages Kelodhrosian; the languages of any
10 (+0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3)
creature it has embraced
Challenge 5 (1,800 XP)
Skills Stealth +2, Perception +3
Senses darkvision 60 ft., passive Perception 13 Hybrid Adaptations. The priest gains a fly, swim, or
Languages Kelodhrosian; the languages of any climbing speed equal to half its walk speed (choose two).
creature it has embraced Embraced Advantage. The priest deals an additional
Challenge 1 (200 XP) 4 (1d8) damage when it hits a creature with a weapon
attack, provided it has advantage on the attack roll.
Embraced Adaptation. The aspecter has a burrow,
swim, or climbing speed equal to half its walk speed Blood Frenzy. The priest has advantage on melee
(choose one). attack rolls against any creature that doesn’t have all
its hit points.
Spellcasting. The aspecter is a 4th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 13, +5 to Actions
hit with spell attacks). The aspecter has the following
sorcerer spells prepared: Multiattack. The priest makes three attacks: one with
each of its hybrid weapons.
Cantrips (at-will): fire bolt, ray of frost, chill touch
1st-level: burning hands, fog cloud, ray of sickness Hybrid Weapons. The priest has three of the
2nd-level: hold person, scorching ray, shatter following attack options, provided it has embraced the
appropriate creature:
Actions • Bite. Melee Weapon Attack: +7 to hit, reach 5 ft.,
Multiattack. The aspecter makes two attacks: one one target. Hit: 11 (2d6 + 4) piercing damage.
with mystic bolt and one with its embraced magic. • Claws. Melee Weapon Attack: +7 to hit, reach 5
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one ft., one target. Hit: 9 (2d4 + 4) slashing damage.
target. Hit: 3 (1d4 + 1) bludgeoning damage. • Slam. Melee Weapon Attack: +7 to hit, reach
Mystic Bolt. Ranged Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning
120 ft., one target. Hit: 7 (1d8 + 3) force damage. damage, and the target must make a DC 14
Strength saving throw or be knocked prone.
Embraced Magic. The aspecter has one or more of the
following attack options, provided it has embraced the • Tail. Melee Weapon Attack: +7 to hit, reach 10 ft.,
appropriate creature: one target. Hit: 8 (1d8 + 4) bludgeoning damage.
• Arcane Bindings. The aspecter chooses a • Gore. Melee Weapon Attack: +7 to hit, reach 5
creature within 30 feet that it can see and ft., one target. Hit: 9 (1d10 + 4) piercing damage.
attempts to magically bind it. The creature • Spike. Ranged Weapon Attack: +7 to hit, range
must make a DC 13 Constitution saving throw 60/180 ft., one target. Hit: 8 (1d8 + 4) piercing
or take 7 (2d6) force damage and become damage.
restrained for 1 minute. A restrained creature
can repeat the saving throw at the end of each
of their turns, ending the effect on a success.
MONOFORM PRIEST TEMPLATE
• Burning Ray. Ranged Spell Attack: +5 to hit,
range 120 ft., one target. Hit: 8 (1d10 + 3) fire A monoform priest has taken on nearly all the aspects of
damage. a singular creature. A monoform priest is represented by
the embraced creature’s stat block with the following
• Noxious Touch. Melee Spell Attack: +5 to hit,
reach 5 ft., one target. Hit: 12 (2d8 + 3) poison changes:
damage. • The creature’s type changes to monstrosity.
• The creature adds Kelodhrosian to known languages.
• The creature’s eyes are bright blue.

Chapter 13 | Gods & Monsters 343


HYBRID MYSTIC PRIEST ARCHPRIEST WARRIOR
Medium monstrosity, neutral evil Large monstrosity, neutral evil

Armor Class 16 (natural armor) Armor Class 19 (natural armor)


Hit Points 52 (8d8 + 16) Hit Points 133 (14d8 + 70)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 15 (+2) 14 (+2) 16 (+3) 18 (+4) 20 (+5) 20 (+5) 20 (+5) 14 (+2) 15 (+2) 19 (+4)

Skills Arcana +5, Perception +6, Stealth +4 Skills Athletics +9, Perception +6, Stealth +9
Senses darkvision 60 ft., passive Perception 16 Senses truesight 15 ft., darkvision 60 ft., passive
Languages Kelodhrosian; the languages of any Perception 16
creature it has embraced Languages Kelodhrosian; the languages of any
Challenge 5 (1,800 XP) creatures it has embraced
Challenge 9 (5,000 XP)
Hybrid Adaptations. The priest gains a fly, swim, or
climbing speed equal to half its walk speed (choose two). Magic Diffusion. The archpriest has resistance to
damage dealt by spells, and when the archpriest fails a
Spellcasting. The mage is a 9th-level spellcaster. Its
saving throw against a spell, roll a d6. If the result is a 4
spellcasting ability is Charisma (spell save DC 15, +7
or higher, the archpriest warrior instead succeeds.
to hit with spell attacks). The mage has the following
wizard spells prepared: Apex Adaptations. The archpriest gains a fly, swim, or
climbing speed equal to its walk speed (choose two).
Cantrips (at will): chill touch, fire bolt, mage hand,
ray of frost
Actions
1st level (4 slots): detect magic, fog cloud, shield
2nd level (3 slots): misty step, suggestion Multiattack. The archpriest makes three attacks, using
3rd level (3 slots): counterspell, fireball, hypnotic each of its chosen weapons at least once.
pattern Poisonous Breath (Recharge 5-6). The archpriest
exhales poisonous gas in a 15-foot cone. Each creature
Actions in that area must make a DC 17 Constitution saving
Multiattack. The priest uses three of its hybrid magic throw, taking 35 (10d6) poison damage on a failed save,
options. It cannot use the same option twice. or half as much damage on a successful one. Creatures
that fail their saving throw by 5 or more are paralyzed
Hybrid Magics. The priest has three of the following
until the end of the archpriest’s next turn.
spell or attack options, provided it has embraced the
appropriate creature: Chosen Weapons. The archpriest has two or more of
the following attack options, provided it has embraced
• Elemental Orb. Ranged Spell Attack: +7 to hit,
the appropriate creature:
range 90 ft., one target. Hit: 11 (2d6 + 4) acid,
cold, fire, or lightning damage (priest’s choice). • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 18 (3d8 + 5) piercing damage,
• Stormgrasp. Melee Spell Attack: +7 to hit,
and the target is grappled (escape DC 16).
range 5 ft., one target. Hit: 13 (2d8 + 4) lightning
damage. • Claws. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 19 (4d6 + 5) slashing
• Corrosive Seeker. The priest chooses a
damage.
creature that it can see within 60 feet. The
creature must make a DC 15 Dexterity saving • Slam. Melee Weapon Attack: +9 to hit, reach
throw, taking 14 (4d6) acid damage on a failure. 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning
damage, and the target must make a DC 17
• Mind-Venom. The priest chooses a creature
Strength saving throw or be knocked prone.
that it can see within 60 feet. The creature must
make a DC 15 Wisdom saving throw, taking 13 • Tail. Melee Weapon Attack: +9 to hit, reach 10
(3d8) psychic damage on a failure. ft., one target. Hit: 16 (2d10 + 5) bludgeoning
damage.

344 Chapter 13 | Gods & Monsters


ARCHPRIEST MYSTIC LOST SOUL
Large monstrosity, neutral evil Huge monstrosity, chaotic evil

Armor Class 16 (natural armor) Armor Class 17 (natural armor)


Hit Points 105 (14d8 + 42) Hit Points 175 (14d12 + 84)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) 19 (+4) 19 (+4) 20 (+5) 25 (+7) 18 (+4) 22 (+6) 12 (+1) 19 (+4) 5 (–3)

Skills Arcana +8, Investigation +8, Nature +8, Skills Athletics +11, Stealth +8, Perception +8
Perception +8, Religion +8, Stealth +5 Senses truesight 30 ft., darkvision 120 ft., passive
Senses truesight 15 ft., darkvision 60 ft., passive Perception 18
Perception 16 Languages —
Languages Kelodhrosian; the languages of any Challenge 12
creatures it has embraced.
Challenge 9 (5,000 XP) Maddening Presence. When a creature starts their
turn within 30 feet of the lost soul and can see it, the
Apex Adaptations. The archpriest gains a fly, swim, or creature must make a DC 18 Wisdom saving throw or
climbing speed equal to its walk speed (choose two). become seized by a madness that lasts until the end of
its turn. A maddened creature rolls a d6 to determine
Spellcasting. The archpriest is an 11th-level
what it will do with its turn. On a 1-3, the creature does
spellcaster. Its spellcasting ability is Charisma (spell
nothing. On a 4-5, the creature takes no action but
save DC 17, +9 to hit with spell attacks). The archpriest
spends its movement to move in a random direction,
can innately cast the following sorcerer spells,
determined by a d8. On a 6, the creature takes an attack
requiring no material components:
action against a random creature within reach (or does
Cantrips (at-will): chill touch, mage hand, ray of nothing if no creature is within reach).
frost, shocking grasp
Rampage. When the lost soul reduces a creature to 0
1st-level (4 slots): detect magic, fog cloud, shield
hit points with a melee attack on its turn, the lost soul
2nd-level (3 slots): darkness, hold person, invisibility
can take a bonus action to move up to half its speed and
3rd-level (3 slots): counterspell, fireball, slow
make a bite attack.
4th-level (3 slots): confusion, dimension door
5th-level (2 slots): cone of cold, hold monster Excessive Adaptation. The lost soul gains a
burrowing, climbing, swimming, or flying speed equal
Actions to its walking speed (choose three).
Multiattack. The archpriest uses its paralyzing gaze.
It then uses two of its chosen magic options. It cannot Actions
use the same option twice. In place of using a chosen Multiattack. The lost soul makes one attack with each
magic, the archpriest can cast a spell of 2nd level or of the following weapons:
lower.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Paralyzing Gaze. The archpriest targets one creature target. Hit: 24 (5d6 + 7) piercing damage, and the target
it can see within 30 feet of it. If the target can see the is grappled (escape DC 17). While grappled, a target is
archpriest, the target must succeed on a DC 18 Wisdom restrained, and the lost soul cannot bite another target.
saving throw or be paralyzed until the end of the
Rending Claws. Melee Weapon Attack: +11 to hit, reach
archpriest’s next turn.
5 ft., one target. Hit: 21 (6d4 + 6) slashing damage,
Chosen Magic. The priest has three spell or attack and nonmagical armor worn by the target is partly
options, provided it has embraced the appropriate shredded, taking a permanent and cumulative −1
creature: penalty to the AC it offers. The armor is destroyed if the
• Acid Jet. Ranged Spell Attack: +9 to hit, range penalty reduces its AC to 10.
30 ft., one target. Hit: 27 (4d10 + 5) acid damage Sapping Tendril. Melee Weapon Attack: +11 to hit,
• Hurl Flame. Ranged Spell Attack: +9 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning
range 90 ft., one target. Hit: 26 (6d6 + 5) fire damage and the target must make a DC 18 Strength
damage. saving throw or have its movement speed reduced to 0
until the end of its next turn.
• Ruinous Touch. Melee Spell Attack: +9 to hit,
reach 5 ft., one target. Hit: 31 (4d12 + 5) necrotic Stinging Tail. Melee Weapon Attack: +11 to hit, reach
damage. 15 ft., one target. Hit: 17 (3d6 + 7) piercing damage,
and the target must make a DC 18 Constitution saving
throw, taking 21 (6d6) poison damage and becoming
poisoned for 1 hour on a failure, or taking half as much
damage on a success.

Chapter 13 | Gods & Monsters 345


INFILTRATOR KNUCKLECROWN
Small or Medium aberration, neutral evil Large beast, unaligned

Armor Class 14 Armor Class 13 (natural armor)


Hit Points 39 (6d8 + 12) Hit Points 51 (6d10 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 15 (+2) 14 (+2) 14 (+2) 12 (+1) 21 (+5) 7 (–2) 17 (+3) 1 (–5) 9 (–1) 5 (–3)

Skills Deception +5, Persuasion +5, Perception +4, Senses passive Perception 9
Stealth +8 Languages —
Senses darkvision 60 ft., passive Perception 12 Challenge 2 (450 XP)
Languages Kelodhrosian; the languages of any
creature it has embraced Brave. The knucklecrown has advantage on saving
Challenge 2 (450 XP) throws against being frightened.
Charge. If the knucklecrown moves at least 10 feet
Embraced Appearance. The infiltrator appears as straight toward a target and then hits it with a bash
a Small or Medium humanoid creature (any kinship). attack on the same turn, the target takes an extra 7 (2d6)
The infiltrator’s eye color does not change with its bludgeoning damage. If the target is a creature, it must
embraced appearance. succeed on a DC 15 Strength saving throw or be knocked
Surprise Attack. If the infiltrator surprises a creature prone.
and hits it with an attack during the first round of
combat, the target takes an extra 5 (2d4) damage from Actions
the attack. Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) bludgeoning damage.
Actions
Tusk. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Multiattack. The infiltrator makes two slam attacks. target. Hit: 9 (2d8 + 5) piercing damage.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) bludgeoning damage.

Knucklecrown (Uintotherium)
There isn’t a beast in all of Planegea with a greater greenery in front of a knucklecrown, which will happily
reputation for sheer stupidity than the lumbering amble towards the supposed meal for eight hours without
knucklecrown. These heavyset, four-legged beasts are ever slowing its pace or looking where it’s going.
commonly domesticated by clans—an easy task given Too stupid to live. Wild knucklecrowns fare very
that even a young child can out-think a full-grown bull. poorly, finding an ecological niche as very easy prey for
Their formidable, knobby head leaves very little room for any midsized predator. They survive largely because they
thought, so they generally amble in the direction of food mate frequently and have large litters of squirming pups,
and away from pain or discomfort. Their terrible eyesight and because their meat has an oily, tasteless quality that
and thick hide cause them to blunder directly through predators find disagreeable. Still, knucklecrowns tend only
obstacles without slowing their pace, and a knucklecrown to prosper in out-of-the-way areas without much other
who encounters a stone wall is as likely to bash itself wildlife to compete with, as the blundering things always
senseless trying to get through it as it is to turn around. fall behind even the most meager challenge.
In form, knucklecrowns look very much like their Door-finders. One curious aspect of the knucklecrown
cousin, the hippopotamus, but with a concave skull with is its ability to find hidden doorways to Nod. Because of its
between four and twelve knobby protrusions bulging from lack of discernment, a knucklecrown in search of food will
forehead to snout. Males have large fangs descending below often stumble through illusions, too stupid to stop at what
their bottom lip, but these are mostly used to attract a mate, appears to be a cliff’s edge or a solid wall of rock. Druids
as the knucklecrown is far too moronic to hunt anything and shamans often use trained knucklecrowns—insofar as
that moves. they can be trained­—to sniff out the herbs that grow in the
Beasts of burden. Knucklecrowns are a favorite creature World of Dreams. Many a cleverly-concealed doorway to
for clans to tame, given how simple they are to manipu- Nod has been uncovered by the simplest of all the beasts.
late. It’s common for migrating clans to dangle a morsel of

346 Chapter 13 | Gods & Monsters


Lapiscat
Even in Nod, lapiscats are rare. These sleek, blue crea- LAPISCAT
tures, roughly the size of a cheetah, have large round ears, Medium fey, chaotic neutral
a tufted tail, yellow eyes, and tiny yellow horns. Their
appearance is unsettling—they hold perfectly still for Armor Class 14
Hit Points 22 (4d8 + 4)
unnaturally long periods of time, and then, when they
Speed 50 ft., climb 30 ft.
move, are almost perfectly silent on soft, quick feet.
The lapiscat is a clever and magical ambush hunter. It STR DEX CON INT WIS CHA
stalks its prey on the border between the waking world 11 (+0) 19 (+4) 13 (+1) 9 (–4) 13 (+1) 14 (+2)
and the dreaming world. Its preferred prey are mortals
and beasts capable of dreams, although a lapiscat will hunt Skills Perception +5, Stealth +8
anything if it’s hungry enough. It is capable of innately Senses darkvision 60 ft., passive Perception 15
casting the dream spell, and gives its prey visions to tempt Languages understands Sylvan but can’t speak it
them towards the location where it lies in wait, ready to Challenge 1/2 (100 XP)
pounce.
Pounce. If the lapiscat moves at least 10 feet towards
Court messengers. Lapiscats are incapable of speech, but
a creature and hits it with a claw attack, the creature
they are able to transmit nonverbal messages over great must make a DC 14 Strength saving throw or be knocked
distances through dreams. The powers of the World of prone. If the target is prone, the lapiscat can make one
Dreams breed and train fine strains of lapiscats to commu- bite attack against it as a bonus action.
nicate with those they would seek in the waking world.
Dreamhunt. The lapiscat deals an additional 3 (1d6)
Because of this, a dream of a lapiscat is seen as an import-
psychic damage to creatures it has targeted with dream
ant omen, and a sign of great movements between the within the last 24 hours when it hits it with an attack.
worlds, or a warning of things to come.
Fey Ancestry. The lapiscat has advantage on saving
Border beings. Nobody knows whether lapiscats origi-
throws against being charmed, and it cannot be put to
nated in Nod or in the waking world, or whether they are a
sleep by magical means.
living expression of the place between waking and dream-
ing. Both worlds claim them as their own, but if a lapiscat Light Step. The lapiscat moves silently, and cannot be
is glimpsed when one is awake, it’s usually a sign that a perceived by Wisdom (Perception) checks that rely on
hearing.
passageway to Nod is nearby.
Unsleeping watchers. Lapiscats do not sleep—rather, Innate spellcasting. The lapiscat’s innate spellcasting
they enter a trance, much like an elf, where they remain ability is Charisma (spell save DC 12, +4 to hit with
still as a statue for hours on end, their eyes fixed on the spell attacks). It can innately cast the following spells,
requiring no material components:
distance, ears slowly swiveling. Because they remain alert
all night, they are favored as guard animals by those who 2/day: dream
are resourceful enough to acquire and keep them.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4 + 4) slashing damage.

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sssss JP A Chapter 13 | Gods & Monsters 347
Laughing Boar (Daeodon)
Sometimes, the hand of luck will turn against mortals, prey, for nothing can shake their pursuit once they have
and they will stumble across a stretch of land savaged by a begun it.
destructive force that uproots trees, scrapes the earth bare, Favorite of the Winter Gods. Due to their chaotic and
slaughters creatures, desecrates graves, and covers the destructive nature, laughing boars are well-liked by the
ground with filth. This is the work of the laughing boar, Winter Gods and other chaotic fiends. Many of them are
also known as the demon hog. kept by such gods as special pets or servants, given a taste
Standing taller than a grown human, these hulking of their favorite prey, and then set loose upon the world to
porcine monsters rush at tremendous speeds on their long wreak havoc.
legs, backs bristling with spiny black hair, mouths agape,
panting and drooling through long teeth, each of which
could be called a tusk in its own right. The laughing boar’s LAUGHING BOAR
face is frozen in a horrible smile, and its cry sounds like Large beast, unaligned
the whooping laughter of a hyena mixed with the squeal of
a frantic pig. Armor Class 13 (natural armor)
Hit Points 76 (8d10 + 32)
Chaotic omnivores. Laughing boars eat everything—
Speed 50 ft.
plants, manylegs, animals, mortals… even some stones
make food for these monsters. Their strategy is to explode STR DEX CON INT WIS CHA
out of hiding with a noise so terrifying, and behavior so 19 (+4) 9 (–1) 18 (+4) 2 (–4) 5 (–3) 5 (–3)
frantic and unpredictable, that it throws their prey or
competition into a panic. A laughing boar can devastate Senses darkvision 60 ft., passive Perception 7
eighty feet of ground in a matter of minutes, covering it in Languages —
wreckage and gore. Challenge 4 (700 XP)
Gleeful pursuit. A laughing boar takes
Erratic Movement. Opportunity attacks against the
special delight in chasing
boar are made at disadvantage.
fleeing prey, even if their
victim isn’t worth the Instinctive Pursuit. If a hostile creature that starts its
effort. To run from a turn within 20 feet of the boar ends its turn more than
laughing boar is to 20 feet away from the boar as a result of using
movement, the boar must use its movement on
incite its bloodlust,
its next turn to move directly towards the target,
and the monsters
making no attempt to avoid opportunity attacks
have been known or hazardous terrain.
to break their If multiple hostile creatures trigger the boar’s
ankles and instinctual pursuit in a single round, the boar
necks chasing chooses the closest triggering creature.
after clever Charge. If the boar moves at least 10 feet
straight toward a target and then hits it
with a slam attack on the same turn, the
target takes an extra 7 (2d6) bludgeoning
damage. If the target is a creature, it must
succeed on a DC 14 Strength check or be
pushed up to 10 feet away and knocked
prone.

Actions
Multiattack. The boar makes two slam attacks
or one slam attack and one bite attack.
Slam. Melee Weapon Attack: +6 to hit, reach
5 ft., one target. Hit: 11 (2d6 +4) bludgeoning
damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 13 (2d8 + 4) piercing damage.

348 Chapter 13 | Gods & Monsters


Manylegs
Planegea is full of beauty and wonder—breathtaking land-
BLIND DEATH
scapes, shining gods, sacred clanfires. But it is also home to
Huge beast, unaligned
many horrors. And of all the terrible things that creep and
slither and scurry in the dark, perhaps none is worse than
Armor Class 16 (natural armor)
the simple, mindless hunger of the giant insects, spiders,
Hit Points 126 (12d12 + 48)
worms, and crustaceans collectively known simply as
Speed 15 ft.
manylegs.
Manylegs come in countless forms. Small bugs can be a
STR DEX CON INT WIS CHA
nuisance, even a danger, with their stings and slimes. But 21 (+5) 12 (+1) 18 (+4) 2 (-4) 12 (+1) 5 (-3)
the giant manylegs are truly awful beings, large enough
to prey on mortals, feared and hated by even the giants for
Skills Perception +4, Stealth +7
their endless, animal appetites and love of filth and decay.
Senses blindsense 30 ft., passive Perception 14
Domestication. Some manylegs can be domesticated, if
Languages —
their would-be tamer is patient and hardy of stomach. The
Challenge 6 (2,300 XP)
Glunches of Ghostmire have long lived in symbiosis with
giant bugs, even using them as steeds. But most consider
False Appearance. While motionless, the blind death
taming manylegs a strange and wicked deed, undertaken
looks almost identical to a fallen tree, a log, or another
only by those without a sense of decency.
piece of detritus. It automatically succeeds on Stealth
Useful harvests. When hunters seek out manylegs, or
checks opposed by passive Perception and gains
fight off one of their blind attacks, they can harvest many
advantage on checks against active Perception.
useful parts from the repulsive creatures. Manylegs often
have toxins, biles, acids, or venoms that can be useful for Death Strike. If the blind death hits a surprised
poisons or potions. Their ichor is often a strong bonding or creature with its bite attack, it is a critical hit and the
greasing agent, depending on the creature, and their chitin creature is also blinded and unable to breathe until the
is remarkably useful for armor. grapple ends.

Actions
BLIND DEATH
The giant, carnivorous tube-worm known as blind death is Multiattack. The blind death makes two attacks: one
initially hard to discern from a rotting log. But as it starts with its constrict and one with its bite.
to squirm, its carapace peels back to reveal a fleshy protu-
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
berance, which ends in a whirling maw of piercing tooth-
target. Hit: 18 (3d8 + 5) piercing damage and the target
rings. Blind death prefers to allow its prey to approach it,
is grappled (escape DC 16). A Large or smaller creature
then grasp them—ideally by the skull—for a quick kill and
is restrained while grappled in this way. Until this
a long digestion.
grapple ends, the blind death can’t bite another target.
Constrict. Melee Weapon Attack: +8 to hit, reach 10
CLAWED GREATSPIDER ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage,
The clawed greatspider is a semi-aquatic webspinner, creat- and if the target is Medium or smaller, it is pulled into
ing large, messy webs on rocky coasts that catch both fish the blind death’s space and grappled (escape DC 16).
and mortals. The clawed greatspider cracks bones and cara- While grappled this way, the creature is restrained, and
paces with its massive pincers, then cocoons its prey in its the blind death cannot use constrict against another
web, allowing saltwater to drown and preserve its victims target.
until it requires them.

DIRE LOCUST
This huge, hopping creature can deafen a person with the
rattling drone of its dry wings. Originally found in swarms
vast enough to devour the world, only a few dire locusts
remain—but their massive shearing mandibles are enough
to strike fear into the hearts of even proud chieftains, and
some say their young slumber below the feet of the clans
and the hallows of gods, biding time until they emerge
again to consume all living things.

Chapter 13 | Gods & Monsters 349


CLAWED GREATSPIDER DIRE LOCUST
Huge monstrosity, unaligned Large beast, unaligned

Armor Class 18 (natural armor) Armor Class 12 (natural armor)


Hit Points 147 (14d12 + 56) Hit Points 76 (8d10 + 32)
Speed 40 ft., climb 40 ft. Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 19 (+4) 3 (-4) 14 (+2) 6 (-2) 19 (+4) 11 (+0) 17 (+3) 2 (-4) 10 (+0) 3 (-4)

Skills Perception +8, Stealth +8 Sensesdarkvision 60 ft., passive Perception 10


Senses darkvision 60 ft., passive Perception 18 Languages —
Languages — Challenge 3 (700 XP)
Challenge 8 (3,900 XP)
Debiliting Drone. As a bonus action, the locust can
Spider Climb. The spider can climb difficult surfaces, begin emitting a loud droning sound, to which it and
including upside down on ceilings, without needing to other dire locusts are immune. The drone is audible
make an ability check. up to 120 feet away and any creature that can hear the
droning of a locust must make a DC 13 Constitution
Web Sense. While in contact with a web, the spider
saving throw, becoming disoriented for 1 minute on a
knows the exact location of any other creature in
failure. A disoriented creature has halved movement
contact with the same web.
speed, has disadvantage on attack rolls and Wisdom
Web Walker. The spider ignores movement (Perception) checks made to hear or see, and if the
restrictions caused by webbing. disoriented creature is hit by an attack, the creature
Craggy Appearance. While motionless with its legs must make a DC 13 Strength saving throw or fall prone.
folded close to its body, the spider appears to be a If a creature succeeds on their saving throw or the
jagged rock formation. It gains advantage on Stealth disoriented effect ends for them, they are immune to
checks, but a creature within 30 feet of the spider can the locust’s drone for 1 hour. The drone lasts until the
make a DC 17 Intelligence (Nature) or Wisdom (Nature) locust dies, is incapacitated, or ends it as a bonus action.
check to discern its true nature. For every additional droning locust that is audible,
the DC of the saving throw increases by 1, to a
Actions maximum of 20.
Multiattack. The spider makes three attacks: two with Actions
its pincers and one with its bite. It can use Web in place
of its bite. Multiattack. The dire locust makes an attack with its
mandibles and an attack with its leg spikes.
Pincer. Melee Weapon Attack: +9 to hit, reach 10 ft.,
one target. Hit: 16 (3d6 + 6) slashing damage and the Mandibles. Melee Weapon Attack: +6 to hit, reach 5 ft.,
creature is grappled (escape DC 15). While grappled, one target. Hit: 13 (2d8 + 4) slashing damage, and the
a Medium or smaller creature is restrained. The target is grappled (escape DC 14).
spider has two claws, each of which can grapple Leg Spikes. Melee Weapon Attack: +6 to hit, reach 5 ft.,
only one target. one target. Hit: 9 (2d4 + 4) piercing damage or 14 (4d4
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one + 4) piercing damage if the target is grappled by the
grappled target. Hit: 15 (2d8 + 6) piercing damage locust or prone.
and the target must make a DC 15 Constitution
saving throw, taking 18 (4d8) poison damage and
becoming poisoned for 1 minute on a failure. On a
success, the target is not poisoned and takes half as
much poison damage.
Web (Recharge 5–6). The spider sprays webbing
in a 10-foot square centered on a point it can see
within 60 feet. All creatures in the area must make a
DC 17 Dexterity saving throw, becoming restrained
by webbing. As an action, the restrained target can
make a DC 17 Strength check, bursting the webbing
on a success. The webbing can also be attacked and
destroyed (AC 13; hp 10; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic
damage).
Additionally, the ground in that area is covered
in webbing and becomes difficult terrain until the
webbing is cleared or destroyed.

350 Chapter 13 | Gods & Monsters


FAKU-BAZ
This towering mantis is the most intelligent of all manyl-
egs, able to hold rudimentary conversations and even cast
simple spells. Faku-baz have alien minds, unsympathetic
to the plights of mortals, and cannot be reasoned
with by any conventional means. Mostly, they
seek food and to spawn their young—
although some say that faku-baz
hives have been built where deeper
meanings have been buzzed and
clicked in languages mortals dare
not imagine.

FAKU-BAZ
Large monstrosity, unaligned

Armor Class 15 (natural armor)


Hit Points 97 (13d10 + 26)
Speed 40 ft.

STR DEX CON INT WIS CHA


18 (+4) 15 (+2) 14 (+2) 9 (-1) 12 (+1) 9 (-1)

Skills Investigation +2, Perception +4, Stealth +5


Senses darkvision 60 ft., passive Perception 14
Languages faku-baz, telepathy 60 ft.
Challenge 6 (1,800 XP)

Jungle Camouflage. The faku-baz has advantage on


Dexterity (Stealth) checks made to hide in jungle and
forest terrain.
Regeneration. The faku-baz regains 5 hit points at the
start of its turn if it has at least 1 hit point. If the faku-baz
takes acid or fire damage, this trait doesn’t function at
the start of its next turn.
Innate Spellcasting. The faku-baz’s innate
spellcasting ability is Intelligence (spell save DC
10). It can innately cast the following spells
without requiring components:
3/day each: light, minor illusion, magic
missile
1/day: detect thoughts

Actions
Multiattack. The faku-baz makes three attacks: two
with its arm scythes and one with its spearlimbs. Faku-
baz can use capture in place of an arm scythe attack.
Arm Scythe. Melee Weapon Attack: +7 to hit, reach 10
ft., one target. Hit: 15 (2d10 + 4) slashing damage.
Spearlimbs. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
Capture. Melee Weapon Attack: +7 to hit, reach 5
ft., one Medium or smaller creature. Hit: the target
is grappled (escape DC 15) by one of the faku-baz’s
two scythes. Until this grapple ends, the target is
restrained, and the faku-baz cannot use the same
scythe to make an arm scythe attack against another
target. The faku-baz can grapple only one target with
each scythe.
Chapter 13 | Gods & Monsters 351
GIANT MILLIPEDE (ARTHROPLEURA) KU-ZUG
Unlike its cousin, the giant millipede is no predator. If threat- Of all manylegs, the ku-zug are the most commonly
ened, it curls into a great armored ball and emits a flood of domesticated, even ridden. These giant, eyeless crabs
noxious bile, warning away any who approach it. The bile is scuttle through the world, using blindsight granted by
enough to kill some weaker beings, and the giant millipede, their antennae to detect their surroundings. Their rela-
once it uncurls, is a scavenger who is more than happy to pick tively modest appetites and dislike for rot finds them a
over the bones of that which frightened it. home among some of the clans who live on the shores of
freshwater lakes and pools.

GIANT MILLIPEDE KU-ZUG


Large beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 16 (natural armor)


Hit Points 51 (6d10 + 18) Hit Points 45 (6d10 + 12)
Speed 20 ft. Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 9 (-1) 16 (+3) 1 (-5) 5 (-3) 2 (-4) 16 (+3) 13 (+1) 15 (+2) 4 (–3) 14 (+2) 4 (–3)

Senses blindsight 30 ft., darkvision 60 ft., passive Skills Perception +4


Perception 7 Senses blindsight 30 ft., passive Perception 13
Languages — Languages —
Challenge 2 (450 XP) Challenge 2 (450 XP)

Corrosive Secretions. If a creature touches the Sensitive Antennae. The ku-zug’s antennae can be
millipede or hits it with a melee attack while within 5 targeted by attacks and have an AC of 21. If the ku-zug’s
feet of it, the creature takes 2 (1d4) acid damage. antennae are damaged by an attack, the ku-zug takes
the damage as normal and until the end of its next turn
Actions the ku-zug is blinded and can’t use its blindsight.
Noxious Bile. The millipede sprays noxious bile in a
30-foot cone. Each creature in the area must make a DC Actions
13 Dexterity saving throw, taking 14 (4d6) acid damage Multiattack. The ku-zug makes two attacks with its
on a failure, or half as much on a success. pincers.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one Pincers. Melee Weapon Attack: +5 to hit, reach 5 ft.,
target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) one target. Hit: 10 (2d6 + 3) bludgeoning damage and
acid damage. the target is grappled (escape DC 13). The ku-zug has
Defensive Curl. The millipede curls up. While curled two pincers, each of which can grapple only one target.
up, the millipede can’t use its bite action, its movement
speed becomes 0, its AC increases to 16, and it is
treated as having three-quarters cover against ranged
attacks and effects. This lasts until the millipede dies or
uses its bonus action to uncurl.

Reactions
Curl Up. In response to taking damage, the giant
millipede can use Defensive Curl.

352 Chapter 13 | Gods & Monsters


LONGWING (MEGANEUROPSIS)
The giant dragonfly called a longwing is to be feared for its LONGWING
taste for children, with whom it can easily fly away. Yet a Medium beast, unaligned
mature longwing is no threat to adults, and many consider
the appearance of such a graceful creature a good omen— Armor Class 13
Hit Points 9 (2d8)
as long as there are no young ones in sight.
Speed 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA


10 (+0) 17 (+3) 10 (+0) 1 (–3) 9 (–1) 3 (–4)

Senses darkvision 60 ft., passive Perception 13


Languages —
Challenge 1/4 (50 XP)

Swift. The longwing can dash as a bonus action.

Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) slashing damage.
Snatch. The longwing attempts to capture a Small
or smaller creature or an object weighing 20 pounds
or less that a creature is holding. If the longwing
targets a creature, the creature must make a DC 10
Strength saving throw or become grappled by
the longwing (escape DC 10). While grappled
this way, the creature is restrained. If the
longwing targets an object, the creature must
make a contested Strength (Athletics) check
against the longwing. If the longwing wins, the
longwing pries the object from the creature’s
grasp.

Chapter 13 | Gods & Monsters 353


SALT SPIDER SEA SCORPION (EURYPTERID)
Most commonly found among salt deposits, this white With its sharklike eyes, enormous pincers, and long, flat
spider is naturally disguised with a rugged abdomen, body tipped in a stinger, the sea scorpion is more than a
allowing it to blend into its surroundings. When creatures match for merfolk hunters, often chasing them away from
come to taste the precious mineral, the salt spider attacks, their prey or crawling onto land to pursue those who are
and its webs are usually littered with terribly well-pre- foolish enough to canoe near its colony.
served corpses.

SQUIDSHRIMP (ANOMALOCARIS CANADENSIS)


The squidshrimp is most recognizable for its bulbous eyes
and its two long mandibles, which reach out to scrape
at what it might suppose is food, before latching on with
SALT SPIDER terrifying strength as it approaches its chosen prey on
Medium beast, unaligned dozens of swimming claws.

Armor Class 16 (natural armor)


Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 19 (+4) 12 (+1) 3 (–4) 12 (+1) 4 (–2)

Skills Stealth +8, Perception +5


Senses darkvision 60 ft., passive Perception 15
Languages —
Challenge 1 (200 XP)

Pack Tactics. The spider has advantage on an attack


roll against a creature if at least one of the spider’s
allies is within 5 feet of the creature and the ally isn’t
incapacitated.
Salt Camouflage. The spider has advantage on
Dexterity (Stealth) checks made to hide among salt
deposits and similar terrain.
Standing Leap. The spider’s long jump is up to 15
feet and its high jump is up to 10 feet, with or without
a running start.
Actions
Multiattack. The salt spider makes an attack
with its barbed legs and its bite.
Bite. Melee Weapon Attack: +6 to hit,
reach 5 ft., one creature. Hit: 6 (1d4 + 4)
piercing damage plus 5 (2d4) poison
damage.
Barbed Legs. Melee Weapon
Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d6 + 4) slashing
damage, and if the target
is a medium or smaller
creature, the creature is
grappled (escape DC 12).

354 Chapter 13 | Gods & Monsters


SQUIDSHRIMP
Large beast, unaligned

SEA SCORPION Armor Class 14 (natural armor)


Large beast, unaligned Hit Points 52 (7d10 + 14)
Speed swim 40 ft.
Armor Class 17 (natural armor)
Hit Points 95 (10d10 + 40) STR DEX CON INT WIS CHA
Speed 30 ft., swim 30 ft. 19 (+4) 10 (+0) 14 (+2) 1 (–5) 12 (+1) 3 (–4)

STR DEX CON INT WIS CHA Skills Perception +5


19 (+4) 9 (–1) 18 (+4) 2 (–4) 9 (–1) 3 (–4) Senses passive Perception 15
Languages —
Skills Stealth +5 Challenge 2 (450 XP)
Senses blindsight 30 ft., passive Perception 19
Languages — Water Breathing. The squidshrimp can breathe only
Challenge 5 (1,800 XP) underwater.
Adapted Sight. The squidshrimp has advantage on
Amphibious. The scorpion can breathe air and water.
Wisdom (Perception) checks based on sight, and its
Actions sight is not hindered by lightly obscuring effects.

Multiattack. The scorpion makes three attacks: two Actions


with its claws and one with its sting.
Mandibles. Melee Weapon Attack: +6 to hit, reach 10
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if
target. Hit: 9 (1d10 + 4) bludgeoning damage, and the the target is a Medium or smaller creature, the creature
target is grappled (escape DC 15). The scorpion has two is grappled (escape DC 14). While grappled this way, the
claws, each of which can grapple only one target. creature is restrained, and the squidshrimp can’t use its
Sting. Melee Weapon Attack: +7 to hit, reach 5 ft., one mandibles on another target.
target. Hit: 11 (2d6 + 4) piercing damage, and the target
must make a DC 15 Constitution saving throw, taking
14 (4d6) poison damage and becoming paralyzed for 1
minute on a failure, or taking half as much on a success.
A paralyzed creature can repeat the saving throw at
the end of each of their turns, ending the paralysis on a
success.

Chapter 13 | Gods & Monsters 355


SIMBAKUBWA
Simbakubwa
Large beast, unaligned The immense simbakubwa dwarfs its cousin, the lion. As
big as a bear, with a skull heavy as that of a rhinoceros,
Armor Class 15 (natural armor) this cat dominates the landscape wherever it takes hold. A
Hit Points 85 (10d10 + 30)
single simbakubwa can deplete the prey in an entire region.
Speed 50 ft.
When one moves in, nearby clans often call a truce to
STR DEX CON INT WIS CHA whatever disagreements they may have and work together
20 (+5) 16 (+3) 17 (+3) 3 (–4) 13 (+1) 9 (–1) to eradicate the beast before it devours all prey.
Isolated gluttons. Simbakubwa do not live in colonies,
Skills Stealth +6, Perception +4 preferring to hunt alone. Mated pairs are not uncommon,
Senses darkvision 60 ft., passive Perception 14 but usually even these quarrel and separate. A simbakubwa
Languages — has no aversion to rotting meat, and will often go on an
Challenge 5 (1,800 XP) extended killing spree, hunting far more than it can eat,
and then circling back to the carcasses over several weeks
Keen Smell. The simbakubwa has advantage on
to devour its fill over and over again.
Wisdom (Perception) checks that rely on smell.
Killpact. The killpact—a truce called to hunt a simba-
Pounce. If the simbakubwa moves at least 20 feet kubwa—is a tradition known across the Great Valley. These
straight toward a creature and then hits it with its claws beasts are such a direct threat to every clan’s survival that
on the same turn, that target must succeed on a DC 16
all hostilities between clans are dropped until the giant
Strength saving throw or be knocked prone. If the target
lion is slain. Since such hunts can take many days, the
is prone, the simbakubwa can make one bite attack
against it as a bonus action. members of a clan not dedicated to hunting often take
advantage of the brief peace to trade, exchange stories,
Glutslumber. After the simbakubwa gorges itself, its
feast, and even fall in love. Some elders say that a simba-
attacks and ability checks are made at disadvantage,
kubwa is equal parts curse and blessing.
and its speed is reduced by half. This effect ends after
the simbakubwa takes a long rest. Glutslumber. The best time to kill a simbakubwa is after
it has eaten so much it can barely walk, and crawls back
Actions to its den in a stupor called the glutslumber. Many mated
Multiattack. The Simbakubwa makes three attacks: simbakubwa pairs keep watch for each other during this
two with its claws and one with its bite. time—but a giant lion without a mate is so vulnerable after
gorging that some hunters consider it dishonorable to kill
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
it in such a state.
target. Hit: 16 (2d10 + 5) piercing damage, and if the
target is a Large or smaller creature, it is grappled
(escape DC 14).
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.

356 Chapter 13 | Gods & Monsters


Stickymouth
An ox staggers through the landscape, its steps erratic Bewildering parasite. The stickymouth secretes a
as it makes its way back to the herdkeeper who raised it. natural toxin that dazes its host, elevating their tempera-
From a distance, it’s obvious that there’s something wrong ture to a high fever and causing them to stumble towards
with it—it must be sick, or hurt. But as the herdkeeper whatever they consider to be safety. A stickymouth can
approaches, there is a horrible slurping, gurgling sound. A prey for some time on its host’s community in this way,
second head emerges from the shoulders, this one made by waiting until it is alone with a potential victim. It uses
of purple, dripping ooze. The beast has been infested by its host’s stomach to hold the nutrients it seeks, and can
a stickymouth, and it’s the last thing that the herdkeeper remain quite small even when well fed and strong, even as
will ever see. its host’s belly distends from its feasts.
A stickymouth is a parasitic ooze, related to the mimic, Humanoid hosts. It is rare, but not unheard of, for a
which attaches itself primarily to herbivores. Once latched stickymouth to latch onto a humanoid host. Such events
on, it flattens itself against the beast, taking its color and are particularly dangerous to small clans, where even a
shape. It waits until the affected creature, confused by the single stickymouth might present a real danger of wiping
stickymouth’s toxin, approaches another unguarded creature. out an entire clanfire in a single attack. There is a rumor
Then the stickymouth swells outward like a huge mouth, and that some clans have sought to weaponize the monster,
attempts to devour its victim in a single bite, if it can. sending livestock intentionally infested with stickymouths
Horrors from the jungle. Stickymouths were first seen in towards the borders of the giant empires. Nobody knows
the Venom Abyss, but because of their ability to disguise yet whether these efforts have had any effects… although
themselves and asexually reproduce, they are now a known there have been rumors of plagues and madness in some
menace in the Great Valley. Animals seen stumbling or giant border cities of late.
wandering erratically are often shot with bows at long
range to avoid an encounter with the awful ooze. Chapter 13 | Gods & Monsters 357
STICKYMOUTH
Large ooze, unaligned

Armor Class 6 Parasitic Nature. While attached to a host, the stickymouth


Hit Points 59 (7d10 + 21) shares the host’s space, moves with the host, and has
Speed 10 ft., climb 10 ft. a movement speed of 0. Additionally, the stickymouth
gains the senses of its host creature. As a bonus action, the
STR DEX CON INT WIS CHA stickymouth can detach from its host. A stickymouth also
17 (+3) 3 (–4) 16 (+3) 4 (–3) 8 (–1) 1 (–5) detaches from its host as a reaction if its host dies.
Bewildering Toxin. A creature that touches the
Damage Immunities poison stickymouth or hits it with a weapon attack while within
Condition Immunities blinded, charmed, deafened, 5 feet of it takes 4 (1d8) poison damage and must make
exhaustion, frightened, poisoned, prone a DC 12 Constitution saving throw or become poisoned
Senses blindsight 30 ft. (blind beyond this radius), until the end of its next turn. While poisoned in this way,
passive Perception 9 the creature is affected as if by the confusion spell. The
Languages — stickymouth’s host is immune to this feature.
Challenge 4 (1,100 XP)
Actions
Grappler. The stickymouth has advantage on attack rolls
against any creature grappled by it. Multiattack. The stickymouth makes two attacks: one
with its pseudopod and one with its adhesive maw.
Damage Transfer. While attached to its host creature, the
stickymouth takes only half the damage dealt to it (rounded Pseudopod. Melee Weapon Attack. +5 to hit, reach 5
down). The host creature takes the other half. ft., one creature. Hit: 7 (1d8 + 3) bludgeoning damage
plus 4 (1d8) poison damage, and must make a DC 12
Host Appearance. While the stickymouth remains
Constitution saving throw or become poisoned until
motionless, it is indistinguishable from its host creature,
the end of its next turn. While poisoned in this way, the
provided it has one. Wisdom (Insight) checks may be able
creature is affected as if by the confusion spell.
to determine that something is wrong with the host’s
behavior, and a close examination with a DC 13 Wisdom Adhesive Maw. Melee Weapon Attack. +5 to hit, reach
(Medicine) check can identify the infestation marks. 5 ft., one target. Hit: 13 (3d6 + 3) piercing damage plus
4 (1d8) poison damage, and the target is grappled by
the stickymouth (escape DC 13). While the creature is
grappled, it takes 9 (2d8) poison damage at the start of
each of its turns, and the stickymouth cannot use this
attack against another target.
Swordquill INFESTATION

The stickymouth chooses an incapacitated creature


Resembling nothing so much as colorful giant hedgehogs,
within 5 feet and attaches to it. As an action, another
swordquills are ambling, squinting beasts covered in
creature can detach the stickymouth from its victim with
vibrant quills. Their beady black eyes, delicate noses, and
a successful DC 13 Strength check. The stickymouth is
shuffling gait endear them to mortals quickly, and they are
also detached from the creature if it is forcibly moved 5
more than content to live companionably alongside clan
or more feet away from it. At the end of the victim’s next
encampments as long as they are well-fed.
turn, the stickymouth disappears beneath its skin, and
The genial swordquill is well-liked by the clans of the
the victim becomes its new host. The victim is poisoned
Great Valley, and invaluable both for its spines and its appe-
and charmed by the stickymouth for as long as it is its
tite for giant manylegs. Often kept as domestic animals,
host.
swordquills are a common sight in mortal encampments.
Bug eaters. There is nothing a swordquill likes so much
as the fresh flesh of a giant manylegs. Keeping swordquills
close to the campfire has protected countless clans from
onslaughts of slithering, skittering things, and the cheerful
swordquills are more than happy to protect their minders
and get a free meal at the same time.
Bright spines. The spines of a swordquill are natu-
rally colorful, ranging in hue from deep red to pale blue
SWORDQUILL
Large beast, unaligned
or green. Especially colorful breeds are valued highly in
trade, and rare colorations fetch a great barter. Their quills, Armor Class 13 (natural armor), 9 while prone
which only detach through age, illness, death, or distress, Hit Points 45 (6d10 + 12)
are collected by mortals and used for rapier-like blades, as Speed 30 ft., burrow 20 ft.
well as in all manner of construction and crafting.
Battlequills. Though the swordquill is not naturally an STR DEX CON INT WIS CHA
15 (+2) 9 (–1) 14 (+2) 3 (–4) 11 (+0) 6 (–2)
aggressive creature, it can be brought to a kind of hypnotic
ferocity with careful training. Some clans depend on these
entranced swordquills, called battlequills, when they go Senses passive Perception 10
Languages —
into conflict against other mortals.
Challenge 1 (200 XP)

Poor Sight. The swordquill has disadvantage on


Wisdom (Perception) checks that use sight.
Spiky Hide. When a creature touches the swordquill or
hits it with a melee attack while within 5 feet of it, the
swordquill can choose to deal 7 (2d6) piercing damage.

Actions
Multiattack. The swordquill makes two attacks: one
with its claws and one with its spines.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage.
Spines. Melee Weapon Attack: +4 to
hit, reach 5 ft., one target. Hit: 5
(1d6 + 2) piercing damage.

Chapter 13 | Gods & Monsters 359


Terror Birds
The ground rumbles and small creatures flee as the mighty
terror bird races at its prey, razor-sharp beak clacking, the
KELENKEN
The kelenken is the tallest and fastest of all the terror birds.
air split with a horrible shriek of hunger. Terror birds are
Standing over ten feet tall, it can outrun almost any living
apex predators, afraid of nothing, easily outrunning horses
creature, and has been known to leap across chasms and up
and taking pleasure in sinking their beaks and talons into
vertical walls in pursuit of its desperate prey.
even the toughest prey. The giant armadillo, in particular,
is a favorite feast of these flightless monsters, and a party of
hunters is a quick and easy meal.
BRONTORNIS
Where the kelenken is long and lean, the brontornis is a
Terror birds tower well over the heads of most mortals, with
massive, heavy creature. Standing just under ten feet tall,
thick legs built for running, long necks, short, flightless wings,
it lies in wait for its prey, surprises them with a sudden
and sharp beaks. They are brightly colored, needing no camou-
sprint, then crushes them with its enormous beak and
flage—by the time you see one, your fate is already sealed.
powerful legs.
Magic-defiant. Something in the nature of terror
birds makes magic slide off them. They are resistant to
magical effects, difficult or impossible to enchant or harm
ANDALGALORNIS
Smallest of the terror birds, the andalgalornis is a mere six
through spellcraft, and seem to hunt spellskins, druids,
feet in height, but incredibly fast. It does not wait to catch
and shamans with equanimity, as if enjoying slaughtering
its prey before it attacks, but leaps forward with its pointed
anything that seeks to bend reality to any will other than
beak, stabbing at its victims as they run.
raw physical power.
Honored by orcs. Terror birds have no need of gods or
magic, and no fear of any living thing. Their boldness in
the face of a strange and arcane world makes them objects
of great admiration to the orcs, who see much of their
spirit in the birds. For an orcish hunter to bring down KELENKEN
a terror bird is a great honor. Their beaks, plumage, and Large beast, unaligned
talons are valued symbols in orcish rites and rituals, and
the oils from their bodies are used to make potions to Armor Class 13 (natural armor)
Hit Points 52 (8d8 + 16)
rebuff all manner of magics.
Speed 60 ft., climb 20 ft.

STR DEX CON INT WIS CHA


ANDALGALORNIS
17 (+3) 13 (+1) 15 (+2) 3 (–4) 13 (+1) 6 (–2)
Medium beast, unaligned

Armor Class 13 Skills Perception +3, Athletics +4


Hit Points 16 (3d8 + 3) Senses passive Perception 13
Speed 50 ft. Languages —
Challenge 3 (700 XP)
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 5 (–2) 12 (+1) 6 (–2) Hatred of Magic. When the terror bird sees a creature
within 100 feet cast a spell, it gains advantage on all
Skills Perception +3, Stealth +5 attack rolls and deals an additional 7 (2d6) damage
Senses passive Perception 13 when it hits with an attack until the end of its next turn.
Languages — Magic Diffusion. The terror bird has resistance to
Challenge 1/4 (50 XP) damage dealt by spells. When the terror bird fails a
saving throw against a spell, roll a d6. If the result is a 4
Hatred of Magic. When the terror bird sees a creature or higher, the terror bird instead succeeds.
within 100 feet cast a spell, it has advantage on all
attack rolls and deals an additional 4 (1d8) damage Aggressive. As a bonus action, the terror bird can move
when it hits with an attack until the end of its next turn. up to its speed toward a hostile creature that it can see.

Magic Diffusion. The terror bird has resistance to Standing Leap. The terror bird’s long jump is up to 30
damage dealt by spells. When the terror bird fails a feet and its high jump is up to 20 feet, with or without a
saving throw against a spell, roll a d6. If the result is a 4 running start.
or higher, the terror bird instead succeeds.
Actions
Pack Tactics. The andalgalornis has advantage on
Multiattack. The kelenken makes two attacks: one
an attack roll against a creature if at least one of the
with its beak and one with its claws.
andalgalornis’ allies is within 5 feet of the creature and
the ally isn’t incapacitated. Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 12 (2d8 + 3) piercing damage.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
target. Hit: 7 (1d8 + 3) piercing damage.
360 Chapter 13 | Gods & Monsters
BRONTORNIS Magic Diffusion. The terror bird has resistance to
Large beast, unaligned damage dealt by spells. When the terror bird fails a saving
throw against a spell, roll a d6. If the result is a 4 or higher,
Armor Class 12 (natural armor) the terror bird instead succeeds.
Hit Points 60 (8d8 + 24) Surprise Attack. If the brontornis surprises a creature and
Speed 40 ft. hits it with an attack during the first round of combat, the
STR DEX CON INT WIS CHA target takes an extra 7 (2d6) damage from the attack.
19 (+4) 11 (+0) 17 (+3) 3 (–4) 12 (+1) 6 (–2)
Actions
Multiattack. The brontornis makes two attacks: one
Skills Perception +3, Stealth +4
with its beak and one with its claws.
Senses passive Perception 13
Languages — Beak. Melee Weapon Attack. +6 to hit, reach 5 ft., one
Challenge 3 (700 XP) target. Hit: 13 (2d8 + 4) piercing damage, and the target
must make a DC 14 Strength saving throw or be knocked
Hatred of Magic. When the terror bird sees a creature prone.
within 120 feet cast a spell, it has advantage on all attack
Claws. Melee Weapon Attack. +6 to hit, reach 5 ft., one
rolls and deals an additional 7 (2d6) damage when it hits
target. Hit: 15 (2d10 + 4) slashing damage. If this attack hits
with an attack until the end of its next turn.
a Large or smaller creature that is prone, the creature is
restrained until the terror bird moves, falls prone, or makes
a claw attack against another creature. A pinned creature
can use an action to make a DC 14 Strength (Athletics) or
Dexterity (Acrobatics) check, ending the restrained
effect on themselves on a success

Chapter 13 | Gods & Monsters 361


Tricerataur
Long ago, in the days when the Brothers were simple Dying breed. Tricerataurs are hated and hunted wher-
beasts dwelling beside unsettled rivers, there was a ever they are found. They are rarely seen now and are
powerful three-horned dinosaur god whose name is considered a relic of dark days by most. They are specially
long forgotten. This god was mighty, and his worshipers despised by saurians, whose ancestors remind their
many. Their carvings and totems can still be found in old children of the dangers that once were. There are few
places throughout the Great Valley. The god was cruel and tricerataurs left in the world, and it may be hoped that
enslaved his followers, forcing them into backbreaking soon—perhaps in this generation of men—the last tricer-
labor on his behalf. His shamans rose up against him and ataur may be exterminated, putting to end an awful lineage.
betrayed him, then conspired to share his flesh amongst Cursed weapons. Tricerataurs are the possessors of
themselves, devouring it to partake of his power. weapons crafted by the dark mind of their ancient god,
Their offspring, these long generations later, are the handed down ritually by bloodlines. Their weapons have
accursed tricerataurs. These wandering brutes of tyran- strong black magic, often whispering in the ear of their
nical instincts and bloodlust strike fear into the hearts of wielder or inciting them to madness, giving them great
those who have the ill fate to encounter them. Half-man, gifts of power in exchange for their continual
half-triceratops, they wield ancient ritual weapons handed sacrifices of innocent flesh.
down by their ancestors, and kill with impunity.
Heirs of darkness. It has been many lifetimes since
the curse befell the traitorous shamans, but their chil-
dren still enact the meaningless ancient rites of their
dead god. They kidnap innocents, bind them to dark
altars, and gore them with three-pronged spears
while chanting words that long since have passed
beyond language. Tricerataurs live in hiding,
fearful of discovery and the sun, despising all
life—including their own.

362 Chapter 13 | Gods & Monsters


Visitants, Celestial
TRICERATAUR When a god extends its magic power to shape a being into
Large monstrosity, lawful evil existence from nothing, that being is called a visitant.
These beings can take many forms, each according to the
Armor Class 16 (natural armor) will of the god who created it. Plant gods create plant visi-
Hit Points 95 (10d10 + 40)
tants, beast gods create beasts, and so on, each according to
Speed 40 ft.
their power and type.
STR DEX CON INT WIS CHA Gods aligned with the forces of good can create celes-
20 (+5) 9 (–1) 18 (+4) 6 (–2) 14 (+2) 7 (–2) tial visitants, who serve their god joyfully as extensions of
their will. On rare occasions, a visitant might turn against
Skills Stealth +5, Perception +5 their god, but such moments are rare and dangerous for
Senses darkvision 60 ft., passive Perception 14 the visitant, which can be snuffed from existence by the
Languages Abyssal god’s mere thought in its hallow.
Challenge 5 (1,800 XP) The orders of being. Celestials instinctively crave truth,
beauty, and goodness. Most willingly serve more-power-
Charge. If the tricerataur moves at least 10 feet
ful celestials, believing in their shared goal. Yet some seek
straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra 11 joy in bringing complexity to the patterns of light, adding
(2d10) piercing damage. If the target is a creature, it chaos to bring about more beauty. Greater celestials see it
must succeed on a DC 16 Strength saving throw or be as their duty to care for and shepherd the lesser, and will
pushed up to 10 feet away and knocked prone. willingly sacrifice themselves to protect lesser celestials
who are in danger.
Reckless. At the start of its turn, the tricerataur can
choose to gain advantage on all melee weapon attack Manifest light. Many celestials are formed of living light,
rolls it makes during that turn, but attack rolls against it and use that divine light to heal the injured and blind
have advantage until the start of its next turn. or smite the wicked. A light-formed celestial typically
grows brighter the closer it is to the source of its creation,
Cursed Weapons. When the tricerataur hits a creature
with a weapon attack, the target can’t regain hit points and a dim celestial is a sign that it has been sent—or has
until the start of the Triceratuar’s next turn. wandered—far from home.

Actions
GLIMMER
Multiattack. The tricerataur makes two attacks; one The least of all celestials is little more than a living spark
with its maul and one with its gore. of light. Tiny in form and power, glimmers are often
Maul. Melee Weapon Attack: +8 to hit, reach 5 ft., one mistaken for pixies or sprites. They chime softly, smell
target. Hit: 19 (4d6 + 5) bludgeoning damage. of flowers and fresh breezes, and have a touch that can
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one slightly heal a minor wound.
target. Hit: 16 (2d10 + 5) piercing damage.
NOTAR
These small, amber-winged beings flit and swirl around
their deities, carrying their messages and singing their
praises. Notars have heartbreakingly beautiful voices,
and their warm glow can lift the spirit and mend broken
bones. They are the living embodiment of a single thought
or feeling of their god, and cannot express anything other
than the idea or emotion by which they were created.

OTHER VISITANTS

For fiendish visitants, you can use the myriad demons,


devils, and other fiends of 5th Edition. Similarly, you can
use other celestial creatures as visitants, too, while using
the lower-CR celestial visitants detailed here to flesh out
their ranks in Planegea or any 5th Edition campaign.

Chapter 13 | Gods & Monsters 363


CHORISTER
Choristers are greater notars, gifted with the same power GLIMMER
of music and flight, but also able to turn the light of their Tiny celestial, neutral good
deities against those who would violate their sacred
law. While notars can only hold a single feeling and idea, Armor Class 13
Hit Points 1 (1d4 – 1)
choristers understand nuance and complexity, and are
Speed 10 ft. hover
the lowest order of celestial that may be said to be good
company for mortals, engaging in playful banter and enter- STR DEX CON INT WIS CHA
taining with glorious songs—though the lyrics are always 1 (–5) 17 (+3) 9 (–1) 2 (–4) 11 (+0) 6 (–2)
about their own god.
Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, poisoned, prone,
REFRACTOR restrained, unconscious
A refractor is a warrior spirit, created by gods to turn their Senses passive Perception 10
light into weapons of wrath and judgment against those Languages —
who displease them. Refractors’ faces shine brightly, but Challenge 0 (0 or 10 XP)
their backs are pitch black holes. From their eyes come
piercing rays of solid light, which can separate flesh from Glimmerchime. The glimmer continually emits a faint
bone and blacken skin. A refractor’s joy is in justice and the chiming sound and pleasant scents such as flowers and
execution of their god’s will despite the harm that comes fresh breeze.
to others as it is carried out. Glow. The glimmer casts dim light in a 1-foot. radius.
Lifesense. The glimmer can sense living creatures up
EMISSARY to 1 mile away. The glimmer does not know their exact
location, only general direction.
An emissary may pass as a mortal if they choose, but they
are not of the world. Though they may cloak themselves Actions
in humble guises to carry messages for their deity beyond
Lifespark. The glimmer touches a willing creature and
their hallow’s reach, an emissary sees the world through
heals it for 1 hit point. The glimmer then dies.
the eyes of their god’s will and speaks with their authority,
healing and harming according to their god’s demeanor.
Emissaries are spirits trusted with delicate tasks, and have
great grasp of the nuances of mortal logic, the better to
communicate on behalf of their deity.

ENVOY
An envoy is the being a god sends when they have no
need for subtlety. Towering and glowing, envoys shine
with divine authority, and wield martial weapons blessed
by their god, in case a point needs to be made with force.
Envoys are the celestials sent into war on behalf of the god,
to the border of other hallows to speak with rival gods face
to face, or to enact judgment against wayward tribes. A
wrathful envoy is a terrible sight, and—with their blinding
light—may be the last sight a mortal ever beholds.

IMAGE BEARER
Sometimes called avatars or “little gods,” image bearers are
celestials made in the image of the god themselves, shaped
to carry a message as if from the very mouth of the god.
Image bearers are a rare sight, usually glimpsed only on
high holy days or in official negotiations between warring
gods or clans. An image bearer is a great risk for a god to
send out, as it often requires a great deal of the god’s
magic to create. If it is destroyed outside the hallow,
the divine magic is scattered, and it may take the god
many long days to reclaim its wasted power.

364 Chapter 13 | Gods & Monsters


NOTAR CHORISTER
Tiny celestial, lawful good Small celestial, lawful good

Armor Class 14 Armor Class 14


Hit Points 2 (1d4) Hit Points 18 (4d6 + 4)
Speed 0 ft., fly 25 ft. (hover) Speed 0 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (–5) 19 (+4) 10 (+0) 2 (–4) 11 (+0) 5 (–3) 7 (–2) 19 (+4) 12 (+1) 11 (+0) 12 (+1) 14 (+2)

Damage Resistances radiant Damage Resistances radiant


Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, grappled, paralyzed, poisoned, prone, frightened, grappled, paralyzed, poisoned, prone,
restrained, unconscious restrained, unconscious
Senses passive Perception 10 Senses passive Perception 11
Languages Celestial Languages Common, Celestial
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)

Channel Emotion. The notar is created to express a Innate Spellcasting. The chorister’s innate
single emotion, such as joy, disgust, fear, sadness, or spellcasting ability is Charisma (spell save DC 12).
anger. Its emotional state cannot be altered. The chorister can innately cast the following spells,
requiring no components:
Incorporeal Movement. The notar can move through
other creatures and objects as if they were difficult At will: charm, light, message, prestidigitation,
terrain. It takes 5 (1d10) force damage if it ends its turn guidance, sacred flame, toll the dead
inside an object. 3/day each: bless, command, guiding bolt, inflict
wounds
Innate Spellcasting. The notar’s innate spellcasting
1/day each: calm emotions, spiritual weapon
ability is Charisma (spell save DC 7). The notar can
innately cast the following spells, requiring no
Actions
components:
Multiattack. The chorister makes two light attacks.
At will: light, message, prestidigitation, guidance
1/day each: bless, command Light Attack. Ranged Weapon Attack: +6 to hit, range
60/120 ft., one target. Hit: 6 (1d4 + 4) radiant damage.
Actions Uplift. The chorister can end one of the following
Cheer. The notar ends the frightened condition conditions affecting one creature it can see: charmed,
affecting one creature it can see. frightened, stunned.
Healing Song (2/day). The notar chooses a willing Healing Song (2/day). The chorister chooses a willing
creature it can see within 30 feet. The target is healed creature it can see within 30 feet. The
for 3 (1d4 + 1) hit points. target is healed for 7 (2d4 + 2) hp.
Incorporeal Movement. The chorister
can move through other creatures and
objects as if they were difficult terrain. It
takes 5 (1d10) force damage if it ends its turn
inside an object.

Chapter 13 | Gods & Monsters 365


REFRACTOR EMISSARY
Small celestial, neutral good Medium celestial, lawful good

Armor Class 14 Armor Class 13


Hit Points 27 (6d6 + 6) Hit Points 45 (6d8 + 18)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 19 (+4) 13 (+1) 13 (+1) 12 (+1) 15 (+2) 16 (+3) 16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Damage Resistances radiant Saving Throws Wis +4, Cha +5


Condition Immunities charmed, exhaustion, Skills Insight +4, Perception +4, Stealth +6
frightened, poisoned Damage Resistances radiant
Senses darkvision 60 ft., passive Perception 11 Condition Immunities charmed, exhaustion,
Languages Common, Celestial frightened, poisoned
Challenge 1 (200 XP) Senses darkvision 60 ft., passive Perception 14
Languages all
Magic Resistance. The refractor has advantage on Challenge 2 (700 XP)
saving throws against spells and other magical effects.
Magic Resistance. The emissary has advantage on
Hidden Reverse. The refractor can remain concealed
saving throws against spells and other magical effects.
by turning its dark back to a target. As a bonus action, the
refractor can become invisible until it attacks, casts a Innate Spellcasting. The emissary’s innate
spell, or moves. spellcasting ability is Charisma (spell save DC 13, +5 to
hit with spell attacks). The emissary can innately cast
Innate Spellcasting. The refractor’s innate
the following spells, requiring no components:
spellcasting ability is Charisma (spell save DC 12).
The refractor can innately cast the following spells, At will: guidance, light, message, thaumaturgy
requiring no components: 3/day each: aid, hold person, pass without trace
1/day each: beacon of hope, dispel magic, remove
At will: light, message, sacred flame, thaumaturgy
curse
3/day each: guiding bolt, inflict wounds, searing smite
1/day each: spiritual weapon
Actions
Actions Multiattack. The emissary makes two attacks.
Multiattack. The refractor makes two piercing light Blade of Light. Melee Weapon Attack: +5 to hit, reach
attacks or one piercing light attack and one attack with 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage plus 3
its divine weapon. The refractor can use sundering (1d6) radiant damage.
strike in place of an attack with its divine weapon. The Radiant Arrow. Ranged Weapon Attack: +5 to hit,
refractor cannot make divine weapon attacks or use range 90/180 ft., one target. Hit: 5 (1d4 + 3) piercing
sundering strike without a weapon it has summoned. damage plus 3 (1d6) radiant damage.
Piercing Light. Ranged Weapon Attack: +6 to hit, range Etherealness. The emissary gains the effects of the
60/120 ft., one target. Hit: 9 (2d4 + 4) radiant damage. etherealness spell. The emissary can use this action
Divine Weapon. Melee Weapon Attack: +6 to hit, reach again to end the effects.
5 ft., one target. Hit: 7 (1d6 + 4) piercing, slashing, or Healing Touch (2/day). The emissary touches another
bludgeoning damage (refractor’s choice) plus 2 (1d4) creature. The creature magically regains 9 (3d4 + 2) hit
radiant damage. points.
Sundering Strike. Melee Weapon Attack: +6 to hit, Change Shape. The emissary magically polymorphs
reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing, slashing, into a Small or Medium humanoid or back into its true
or bludgeoning damage (refractor’s choice) plus 2 form. Other than its size, its statistics are the same in
(1d4) radiant damage, and the weapon explodes in a each form. If the emissary dies, it reverts to its true
burst of radiant energy. All creatures of the refractor’s form.
choice within 10 feet of the target must make a DC
14 Constitution saving throw, taking 7 (2d6) radiant Divine Message. The emissary has a specific creature
damage on a failure, or half as much on a success. The they are tasked with delivering a message to, as
refractor’s weapon is then destroyed. designated by their creator. If the intended recipient can
hear the emissary, the emissary can speak a message
Create Weapon (Recharge 4–6). The refractor up to 1 minute in length and cast a spell of up to 9th level,
materializes a weapon made of divine light. which is chosen by their creator upon the emissary’s
Teleport. The refractor magically teleports, along with creation.
any equipment it is wearing or carrying, up to 60 feet to
an unoccupied space it can see.

366 Chapter 13 | Gods & Monsters


ENVOY
Medium celestial, lawful good

Armor Class 16 (natural armor) Aura of Mending. At the start of the envoy’s turn,
Hit Points 67 (9d8 + 27) creatures of the envoy’s choice within 20 feet of it regain
Speed 30 ft., fly 30 ft. (hover) 4 (1d8) hit points. Creatures that have more than half of
their hit points cannot regain hit points in this way.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 18 (+4) Actions
Multiattack. The envoy makes two attacks with either its
Saving Throws Wis +4, Cha +6 radiant staff, searing bolt, or both.
Skills Athletics +6, Insight +4, Perception +4
Damage Resistances radiant Radiant Staff. Melee Weapon Attack: +6 to hit, reach 10
Condition Immunities charmed, exhaustion, frightened, ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus
poisoned 4 (1d8) radiant damage.
Senses darkvision 60 ft., passive Perception 14 Searing Bolt. Ranged Spell Attack: +6 to hit, range 90 ft.,
Languages all one target. Hit: 13 (2d8 + 4) radiant damage.
Challenge 4 (1,100 XP)
Presence Pulse. The envoy flares its divine presence.
Innate Spellcasting. The envoy’s innate spellcasting Creatures of the envoy’s choice within 20 feet must make
ability is Charisma (spell save DC 14, +6 to hit with spell a DC 14 Wisdom saving throw or become frightened of
attacks). The emissary can innately cast the following the envoy for 1 minute. A frightened creature can repeat
spells, requiring no components: the saving throw at the end of each of their turns, ending
the effect on a success.
At will: bless, command, guiding bolt, inflict wounds
3/day each: beacon of hope, daylight, dispel magic Teleport. The envoy magically teleports, along with any
1/day each: banishment, dimension door equipment it is wearing or carrying, up to 60 feet to an
unoccupied space it can see.
Illuminating Form. The envoy sheds bright light in a
10-foot radius and dim light in a 20-foot radius. Blinding Light (Recharge 5–6). The envoy releases a
burst of inner light. Creatures the envoy chooses within
Divine Awareness. The envoy knows if it hears a lie. 20 feet of it that can see it must make a DC 14 Constitution
saving throw or become blinded for 1 minute. A blinded
creature can repeat the saving throw at the end of each of
their turns, ending the effect on a success.

Chapter 13 | Gods & Monsters 367


IMAGE BEARER
Large celestial, neutral good

Armor Class 17 (natural armor), 19 (with shield of faith) Divine Awareness. The image bearer knows if it hears a
Hit Points 94 (11d8 + 45) lie.
Speed 40 ft., fly 40 ft. (hover)
Domain Focus. The area within 30 feet of the image
STR DEX CON INT WIS CHA bearer is under the first effect of the hallow spell.
20 (+5) 15 (+2) 18 (+4) 14 (+2) 16 (+3) 20 (+5) Elementals, fey, fiends, and undead can’t enter the area,
nor can such creatures charm, frighten, or possess
creatures within it (and those effects end if the creature
Saving Throws Wis +6, Cha +8 suffering from them enters the area).
Skills Insight +6, Perception +6
Damage Resistances radiant Actions
Condition Immunities charmed, exhaustion, frightened,
poisoned Multiattack. The image bearer makes two attacks with
Senses darkvision 60 ft., passive Perception 16 its divine strike, radiant gaxe, or both. If the image bearer
Languages all, telepathy 60 ft. hits the same creature with both attacks, the target must
Challenge 6 (2,300 XP) make a DC 16 Strength saving throw or be knocked prone.
Divine Strike. Melee Weapon Attack: +8 to hit, reach 10
Innate Spellcasting. The image bearer’s innate ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 7
spellcasting ability is Charisma (spell save DC 16, +8 to hit (2d6) radiant damage.
with spell attacks). The image bearer can innately cast the
following spells, requiring no components: Radiant Gaze. Ranged Spell Attack: +8 to hit, range 90 ft.,
one target. Hit: 17 (5d6) radiant damage.
At will: bless, command, guiding bolt, inflict wounds,
shield of faith Overwhelming Presence (Recharge 5-6). The image
3/day each: beacon of hope, dispel magic, hold person, bearer briefly channels the presence of their creator god.
spirit guardians Creatures of the image bearer’s choice within 30 feet
1/day each: banishment, dimension door, wall of fire must make a DC 16 Wisdom saving throw or become
stunned for 1 minute. Stunned creatures can repeat the
Dispersal. When the image bearer dies, it erupts in a saving throw at the end of each of their turns, ending the
burst of divine energy. All creatures within 10 feet must stunned effect on a success.
make a DC 16 Dexterity saving throw, taking 21 (6d6)
radiant damage on a failure, or half as much on a success. Divine Transport (1/day). The image bearer and up to
five other willing creatures of its choice within 10 feet are
transported as if by the teleport spell.

Woolly Unicorn (Elasmotherium)


The tundra is home to the woolly unicorn, the cantanker- and stomp from one end of its land to the other, seeing
ous, shaggy celestial that roams in endless watch over its that evil is overthrown before it can take root, and favor-
chosen domain. It’s said that the first woolly unicorn was ing any good it finds with whatever help it’s willing to
herself a god who lost patience with the worship of mortals offer in the moment.
and let immortality slip from her grasp, choosing instead Still, woolly unicorns are known to be short-tempered
to wander the world and fight evil with horn and muscle as creatures and will dismiss even good-hearted supplicants
well as magic. for petty reasons should they find fault with the way in
Most closely resembling an enormous rhinoceros covered which they are approached. A woolly unicorn has no
in frost-hardened hair, the woolly unicorn is a towering patience for flattery or idle chatter, preferring to get to
creature, its horn the height of a full-grown mortal. This the point of a matter as quickly as possible and take action,
horn is the center of the woolly unicorn’s power to heal rather than waste time in flowery speeches or high-
and shatter. Its nose catches the scent of all who enter its minded sentimentality.
chosen domain, and woe to the evil creature that dares set Tundra Masters. Every square inch of a woolly unicorn’s
foot on its icy plain. marked tundra is under the power and protection of the
Surly Caretakers. Woolly unicorns are self-appointed celestial. Beasts and elementals bow to its will, and any
watchers over particular stretches of the world—usually evil-inclined creatures are quickly run out or destroyed.
icy plains and wintry wastelands. A woolly unicorn will In the land of the woolly unicorn, good travelers feel
mark out its boundaries by gouging the ice with its horn, bolstered, better able to shoulder their way against the

368 Chapter 13 | Gods & Monsters


WOOLLY UNICORN
Huge celestial, neutral good

Armor Class 17 (natural armor) Actions


Hit Points 184 (16d12 + 80)
Multiattack. The unicorn makes two attacks: one with its
Speed 50 ft.
hooves and one with its horn.
STR DEX CON INT WIS CHA Hooves. Melee Weapon Attack: +11 to hit, reach 5 ft., one
24 (+7) 14 (+2) 21 (+5) 12 (+1) 17 (+3) 18 (+4) target. Hit: 17 (3d6 + 7) bludgeoning damage
Horn. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Resistances cold target. Hit: 23 (3d10 + 7) piercing damage.
Damage Immunities poison
Condition Immunities charmed, paralyzed, poisoned Healing Touch (3/Day). The unicorn touches another
Senses darkvision 60 ft., passive Perception 13 creature with its horn. The target magically regains 22
Languages Giant, Celestial, telepathy 60 ft. (4d8 + 4) hit points. In addition, the touch removes all
Challenge 13 (10,000 XP) diseases and neutralizes all poisons afflicting the target.
Teleport (1/Day). The unicorn magically teleports itself
Trampling Charge. If the woolly unicorn moves at least and up to three willing creatures it can see within 5 feet of
15 feet straight toward a target and then hits it with a horn it, along with any equipment they are wearing or carrying,
attack on the same turn, the target must succeed on a to a location the unicorn is familiar with, up to 1 mile away.
DC 16 Strength saving throw or be knocked prone. If the
target is prone, the woolly unicorn can make one attack Legendary Actions
with its hooves against it as a bonus action.
The woolly unicorn can take 3 legendary actions,
Innate Spellcasting. The woolly unicorn’s innate choosing from the options below. Only one legendary
spellcasting ability is Charisma (spell save DC 17). The action can be used at a time and only at the end of
unicorn can innately cast the following spells, requiring another creature’s turn. The woolly unicorn regains spent
no components: legendary actions at the start of its turn.
At will: command, detect evil and good, detect magic, Hooves. The unicorn makes one attack with its hooves.
heroism
Shimmering Shield (Costs 2 Actions). The unicorn
1/day each: banishment, blinding smite, daylight
exudes a burst of radiant energy, searing those nearby.
Magic Resistance. The woolly unicorn has advantage on All creatures of the unicorn’s choice within 15 feet must
saving throws against spells and other magical effects. make a DC 16 Constitution saving throw, taking 13 (3d8)
Magic Weapons. The woolly unicorn’s weapon attacks radiant damage and becoming blinded until the end of
are magical. the unicorn’s next turn on a failure, or taking half as much
damage on a success.
Heal Self (Costs 3 Actions). The unicorn magically
regains 22 (4d8 + 4) hit points.

wind, their feet more firmly planted and spines stiffer. Fiend-Breaker. There is no greater delight to a woolly
Flowers push their way through the ice, cracking it as they unicorn than the destruction of a fiend. Throwing their
stretch their faces to find the sun, even on the coldest of whole bulk into the attack, a woolly unicorn will charge a
days in midwinter. All this is in accordance to the nature fiend’s hallow, throwing aside visitants and grinding divine
of the woolly unicorn, which makes it possible—but not ivory to dust between its feet. Many winter gods have been
easy—for good to thrive. crushed in an attack by the woolly unicorn, unable to ward
Mighty Horns. The six-foot horn of a woolly unicorn is off the thundering onslaught of light and rage.
where its magic is concentrated. Coveted by spellskins, a
woolly unicorn’s horn is a sacred and glorious thing, able
to channel great power along its length. Unscrupulous
The best friend I ever had in this world or any
hunters have tried to kill woolly unicorns for their magic,
other was the sacred and savage woolly unicorn
and have succeeded from time to time. But the fools who
would dare harm such powerful beings are rewarded
known as Ut-Mur-Tu. She was my companion
shortly after with accidents that break their bones and across more miles than can be counted, and I owe
leave them shrieking from nightmares, unable to cast my life to her magic and wisdom. It was Ut-Mur-
spells at all by the time the woolly unicorn’s spirit is done Tu who helped me forge the Divine Constellation.
haunting them. It was her strength that turned back the
Frostfang Onslaught, and her wisdom that found
me when I was most lost within myself. 
Chapter 13 | Gods & Monsters 369
to bed down, gaining restful sleep despite harsh weather
A WOOLLY UNICORN’S LAIR conditions.
The lair of a woolly unicorn might be a glacial cavern or
• When a good-aligned creature in the woolly unicorn’s
subterranean cave system running just under the surface
domain is the target of a healing spell, that creature is
of the tundra, steam vents at the edge of a frozen lake, the
healed for the maximum amount.
bones of some giant or evil creature it gored to death, or
• If a good-aligned creature attempts to use divination
some other primal and inhospitable location.
magic to locate an evil-aligned creature towards which
it is hostile, it has advantage on its checks when casting
REGIONAL EFFECTS
such spells, and the evil-aligned creature, if it is within
The tundra claimed by a woolly unicorn is altered by its
the woolly unicorn’s domain, has disadvantage on saving
rough-hewn magic. This alteration might be seen in any of
throws against such magic.
the following effects:
• Creeping mists roll over the land, hiding good- or If the woolly unicorn dies, the effects end immediately.
neutral-aligned creatures—but the mists recoil from
evil-aligned creatures, making them plainly seen, with
nowhere to hide.
• When good-aligned creatures make camp, they find the
ground warm and soft underneath the place they choose

370 Chapter 13 | Gods & Monsters


NPCS
This section lists common stat blocks for nonplayer ANCESTOR
characters (NPCs) you might encounter in the world of Medium undead, any alignment
Planegea. You can easily alter them by adjusting their
personality traits, agendas, and access to magic and equip- Armor Class 12
Hit Points 7 (2d6)
ment (including magic items).
Speed 0 ft., fly 10 ft. (hover)
The assumption for these NPCs is a human as the base-
line, so adjusting any of these stat blocks to other kinships STR DEX CON INT WIS CHA
will likely grant access to other languages and racial 1 (–5) 14 (+2) 10 (+0) 12 (+1) 12 (+1) 5 (–3)
features not listed here (such as darkvision).
Damage Resistances acid, cold, fire, lightning,
thunder; bludgeoning, piercing, and slashing from
ANCESTOR nonmagical attacks
An ancestor is a friendly spirit, who lingers after its death Damage Immunities necrotic, poison
to guide its living children and grandchildren. Many Condition Immunities charmed, exhaustion,
ancestors must remain near the place where they died or grappled, paralyzed, petrified, poisoned, prone,
where they were buried, offering counsel and advice when restrained, unconscious
sought—and sometimes, when not. Very ancient spirits Senses darkvision 60 ft., passive Perception 10
start to fade when nobody remembers them. Languages all languages it knew in life
Challenge 1/4 (50 XP)

HUNTER Ethereal Sight. The ancestor can see 60 feet into the
Clans depend on hunters to be strong, fast, and cunning, Ethereal Plane when it is on the Material Plane, and
skilled in stealth as well as combat, able to avoid predators vice versa.
and bring down massive prey. Incorporeal Movement. The ancestor can move
through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
LEAD HUNTER its turn inside an object .
The lead hunter is the strongest and most experienced of
all the hunters, usually remarkable for their cunning, their Actions
ability to read the signs of the world to find prey, and their Chilling Grasp. Melee Weapon Attack: +3 to hit, reach 5
skills in leading the wild energy of a hunt. ft., one target. Hit: 4 (1d6 + 1) necrotic damage.
Impart Knowledge. The ancestor touches a willing
SHAMAN creature and makes a DC 10 Intelligence or Wisdom
In a small clan with only one shaman, this is the most check. On a success, the creature can add a 1d4 to the
important figure, alongside the chief. The shaman commu- next ability check it makes in the next 24 hours.
nicates directly with the gods, entering their hallows to
speak face to face with them, and working magic around
the clanfire for the good of the people. The shaman is
charged with all ceremonial rites including the naming of
children, marrying of couples, and funerals for the fallen.

HIGH SHAMAN
In large clans, many shamans may serve the same god,
often focusing on individual domains of the god’s power.
They all answer to a high shaman, whose gifts with divine
magic are astonishing and fearsome. High shamans are
half-immortal, usually given some greater access to long
life and health by the god they serve, that they can serve
them better and longer.

SORCERER
Clans look to sorcerers for their basic magical needs. While
a sorcerer is awarded no special status in the clan based on
their arcane talents, they can be quite dangerous if aroused
to combat.

Chapter 13 | Gods & Monsters 371


372 Chapter 13 | Gods & Monsters
HUNTER
SORCERER
Medium humanoid (any kinship), any alignment
Medium humanoid (any kinship), any alignment
Armor Class 12 (leather armor)
Armor Class 15 (mage armor)
Hit Points 16 (3d8 + 3)
Hit Points 39 (6d8 + 12)
Speed 30 ft.
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
10 (+0) 14 (+2) 15 (+2) 13 (+1) 11 (+0) 17 (+3)

Skills Perception +3, Survival +3


Skills Arcana +3, Insight +2, Persuasion +5
Senses passive Perception 13
Senses passive Perception 10
Languages Common
Languages Common
Challenge 1/4 (50 XP)
Challenge 3 (1,100 XP)

Actions Twinned Spell (1/Long Rest). When the sorcerer casts


Spear. Melee or Ranged Weapon Attack: +3 to hit, a spell that targets only one creature and doesn’t have
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) a range of Self, they can target a second creature in
piercing damage, or 5 (1d8 + 1) piercing damage if used range with the same spell. The spell must be incapable
with two hands to make a melee attack. of targeting more than one creature at the spell’s
current level.
Longbow. Ranged Weapon Attack: +3 to hit, range
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing Spellcasting. The sorcerer is a 6th-level spellcaster.
damage. Their spellcasting ability is Charisma (spell save DC 13,
+5 to hit with spell attacks). The sorcerer knows the
following spells:
Cantrips (at-will): chill touch, mage hand, ray of
LEAD HUNTER frost, shocking grasp
Medium humanoid (any kinship), any alignment 1st-level (4 slots): burning hands, detect magic,
mage armor*, shield
Armor Class 14 (stone-studded leather armor) 2nd-level (3 slots): hold person, scorching ray, web
Hit Points 39 (6d8 + 12) 3rd-level (3 slots): counterspell, fireball
Speed 30 ft. *The sorcerer casts these spells on themself
STR DEX CON INT WIS CHA before combat if able.
16 (+3) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 10 (+0)
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Skills Perception +4, Survival +4, Intimidation +2,
reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2)
Stealth +6
piercing damage.
Senses passive Perception 14
Languages Common
Challenge 2 (50 XP)

Actions
Multiattack. The lead hunter makes two attacks: two
with their spear or two with their longbow.
Spear. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3)
piercing damage, or 7 (1d8 + 3) piercing damage if used
with two hands to make a melee attack.
Longbow. Ranged Weapon Attack: +4 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage.

Reactions
Camouflage. The lead hunter can use its reaction
whenever it perceives another creature, to take the Hide
action. When the lead hunter does so, any allies it can
see can also use their reaction to take the Hide action.
Hunting Shout. When an ally the lead hunter can see
makes an attack roll, the lead hunter can use its reaction
to shout encouragement or instruction, granting the ally
an additional 1d4 on the attack roll.
Chapter 13 | Gods & Monsters 373
SHAMAN HIGH SHAMAN
Medium humanoid (any kinship), any alignment Medium humanoid (any kinship), any alignment

Armor Class 13 (beast hide) Armor Class 14 (heavy fur)


Hit Points 33 (6d8 + 6) Hit Points 59 (9d8 + 18)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 13 (+1) 12 (+1) 16 (+3) 14 (+2) 11 (+0) 12 (+1) 14 (+2) 15 (+2) 18 (+4) 16 (+3)

Skills Insight +5, Perception +5, Religion +3 Skills Insight +6, Perception +6, Religion +4
Senses passive Perception 14 Senses passive Perception 14
Languages Common, one of the following: Celestial, Languages Common, one of the following: Celestial,
Infernal, or Abyssal. Infernal, or Abyssal.
Challenge 2 (50 XP) Challenge 4 (1,100 XP)

Divine Eminence. As a bonus action, the shaman can Divine Eminence. As a bonus action, the high shaman
expend a spell slot to cause their own melee weapon can expend a spell slot to cause their melee weapon
attacks to magically deal an extra 10 (3d6) radiant attacks to magically deal an extra 10 (3d6) radiant
damage to a target on a hit. This benefit lasts until the damage to a target on a hit. This benefit lasts until the
end of the turn. If the shaman expends a spell slot of end of the turn. If the high shaman expends a spell slot
2nd level or higher, the extra damage increases by 1d6 of 2nd level or higher, the extra damage increases by
for each level above 1st. 1d6 for each level above 1st.
Spellcasting. The shaman is a 5th-level spellcaster. Spellcasting. The high shaman is an 8th-level
Their spellcasting ability is Wisdom (spell save DC spellcaster. Their spellcasting ability is Wisdom (spell
13, +5 to hit with spell attacks). The shaman has the save DC 14, +5 to hit with spell attacks). The high
following cleric spells prepared: shaman has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, 1st level (4 slots): cure wounds, guiding bolt,
sanctuary sanctuary
2nd level (3 slots): lesser restoration, spiritual 2nd level (3 slots): lesser restoration, spiritual
weapon, magic weapon weapon, magic weapon
3rd level (2 slots): dispel magic, spirit guardians 3rd level (3 slots): dispel magic, sleet storm, spirit
guardians
Actions 4th level (2 slots): banishment, divination, wall of
Dagger. Melee or Ranged Weapon Attack: +3 to hit, fire
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
piercing damage. Actions
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1)
piercing damage.

374 Chapter 13 | Gods & Monsters


APPENDIX A

NAME GENERATOR
SYLLABLES ENDINGS
1. Alek- 51. Lum- 1. -a 51. -na
2. Ame- 52. Maz- 2. -ah 52. -nos
3. Anu- 53. Magh- 3. -ad 53. -naz
4. Ans- 54. Manu- 4. -ai 54. -nak
5. Antu- 55. Meku- 5. -ag 55. -nu
6. Apr- 56. Napu- 6. -al 56. -nesh
7. Aru- 57. Nhei- 7. -ar 57. -o
8. Aya- 58. Ni- 8. -ash 58. -os
9. Bar- 59. Nu- 9. -ath 59. -ol
10. Bhi- 60. Nha- 10. -az 60. -osi
11. Bha- 61. Nisa- 11. -azh 61. -osh
12. Bhaku- 62. Ok- 12. -ba 62. -pa
13. Bhanda- 63. Odhek- 13. -bos 63. -pi
14. Bazr- 64. Ortak- 14. -bi 64. -pu
15. Dah- 65. Os- 15. -d 65. -r
16. Dhar- 66. Per- 16. -da 66. -ra
17. Dreun- 67. Perik- 17. -dai 67. -ri
18. Dhes- 68. Peth- 18. -das 68. -ros
19. Dokh- 69. Ran- 19. -du 69. -reth
20. Dhu- 70. Rib- 20. -eb 70. -rek
21. Eigd- 71. Redrak- 21. -ek 71. -s
22. Embh- 72. Reok- 22. -el 72. -sa
23. Eis- 73. Rhu- 23. -em 73. -si
24. Enki- 74. Ro- 24. -en 74. -shu
25. Eii- 75. Sai- 25. -esh 75. -su
26. Eresh- 76. Samuk- 26. -ezh 76. -t
27. Eta- 77. Sekh- 27. -g 77. -ta
28. Fulga- 78. Senh- 28. -gos 78. -tar
29. Gham- 79. Seregh- 29. -ha 79. -ti
30. Ghel- 80. Sha- 30. -i 80. -tu
31. Gedh- 81. Sim- 31. -ia 81. -tak
32. Ghar- 82. Sidu- 32. -im 82. -u
33. Goz- 83. Sora- 33. -ik 83. -ush
34. Had- 84. Tari- 34. -il 84. -ur
35. Hekeh- 85. Tam- 35. -iki 85. -uz
36. Hum- 86. Tak- 36. -jha 86. -um
37. Hola- 87. Tieg- 37. -k 87. -va
38. Hurs- 88. Tor- 38. -ka 88. -vai
39. Hru- 89. Tula- 39. -ko 89. -vo
40. Ish- 90. Uek- 40. -ki 90. -vem
41. Insu- 91. Uk- 41. -ku 91. -var
42. Khar- 92. Ul- 42. -la 92. -ya
43. Kauti- 93. Urta- 43. -las 93. -yu
44. Khu- 94. Ursha- 44. -lor 94. -z
45. Kle- 95. Ut- 45. -lath 95. -za
46. Khrati- 96. Ulko- 46. -m 96. -zu
47. Ki- 97. Uz- 47. -ma 97. -zem
48. Lakh- 98. Vi- 48. -mak 98. -zo
49. Lil- 99. Wo- 49. -mos 99. -zi
50. Lughul- 100. Yugh- 50. -n 100. -zesh

375
APPENDIX B

INSPIRATION & MEDIA


10,000 BC (2008 film) Legend of Zelda: Breath of the Wild (2017 game)
1491 by Charles C. Mann Living in the Stone Age (podcast)
Adventure Time with Finn & Jake (2010 show) Mad Max: Fury Road (2015 film)
Alpha (2018 film) Many Waters by Madeleine L’Engle
Apocalypto (2006 film) The Manifest Zone (podcast)
The Appendix N Book Club (podcast) Midsommar (2019 film)
“A Story of the Stone Age” by H.G. Wells Moana (2016 film)
At the Earth’s Core by Edgar Rice Burroughs Prehi/stories (podcast)
Atlantis: The Lost Empire (2001 film) Quest for Fire (1981 film)
Battle in the Dawn by Manly Wade Wellman Road to El Dorado (2000 film)
Clan of the Cave Bear by Jean M. Auel Road to El Dorado (2000 film)
The Croods (2013 film) Stuff to Blow Your Mind (podcast)
The Dawn of Everything by David Graeber & David Wengrow The Time Machine (2002 film)
Dawn of Man (2018 game) West of Eden by Harry Harrison
Early Man (2018 film)
Far Cry Primal (2016 game)
The Flintstones (1960 series)
Food—A Culinary Cultural History Podcast (podcast)
Genndy Tartakovsky’s Primal (2019)
History of the World Podcast (podcast)
King Kong (2005)

376
PLANEGEA IS AG3720

STONE AGE
FANTASY
ROLEPLAYING
DAV I D SO M E RV I LLE
I N TH E FI R ST A N D W I LD E ST
O F A LL WO R LD S, W H E R E TH E
PL A N E S O F E X I STE N C E H AV E
N OT Y E T S E PA R ATE D

Drawn from the traditions of


Sword & Sorcery pulp adventure,
infused with the blood-pounding
thrills of epic roleplaying,
and caught in the jaws of our
own primordial dreams,
Planegea is a world of heroes
who feel the cold wind raise a chill
of hunt and hope on their raw skin.

The lands of Planegea rise from


our earliest ancestral memory,
a world we barely recognize,
but which holds all the raw
adventure we can imagine.

TM

ATLAS-GAMES.COM/PLANEGEA
ISBN 9781589782174

® ISBN: 978-1-58978-217-4

©2022 Trident, Inc., d/b/a Atlas Games®. All rights reserved. Planegea is a

5E Discover a primal world of kinetic action, primordial horror,


trademark and Atlas Games is a registered trademark of Trident, Inc. This work
is protected by international copyright law and may not be reproduced in 9 781589 782174
whole or in part without the written consent of the publisher.
1st Printing, June 2022. Printed by Standart Impressa in Vilnius, Lithuania. Stock#: AG3720 and mystic awe in this prehistoric campaign guide for 5th Edition.

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