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Planegea - The Star-Shamans Song (Atlas Games)
Planegea - The Star-Shamans Song (Atlas Games)
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
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
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
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
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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
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
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.
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.”
FOR THE
PLAYER
Chapter 1 | Welcome to Planegea 15
16 Chapter 2 | Clanfire & Wilderness
CHAPTER 2
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.
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.
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?
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
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.
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,
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
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.
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.
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
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.
• Acidic: Constitution
• Sticky: Dexterity
• Magical: Intelligence
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.
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.
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?
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
ENDURING FORM
6th-level Way of Abnegation feature
PRODIGIOUS VESSEL
11th-level Way of Abnegation feature
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
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
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
DREAMSPEAKER
6th-level Dream Sorcery feature
DREAMSTEP
14th-level Dream Sorcery feature
MANIFEST VISION
18th-level Dream Sorcery feature
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
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.
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?
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)
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.
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:
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.
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?
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
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.
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.
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
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.
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
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
Mage Skis
2nd-level transmutation (ritual)
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.
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
FOR THE
GAME
MASTER
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
ENVIRONMENTS
1 Aggrandizement. This vault was designed as a shrine,
monument, or tomb. It is built to impress, and its
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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:
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…
• 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
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
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-
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.
co
178 Chapter 10 | The Primal World
59
Chapter 10 | The Primal World 179
180 Chapter 11 | Factions & Threats
CHAPTER 11
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
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.
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
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,
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
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.
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.
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
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
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
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
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)
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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.
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.
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.
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.
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.
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.
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).
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
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)
GUTTER’S KNIFE
Weapon (dagger), common
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 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
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 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 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
on
5 b
b b
Chapter 12 | Treasures 281
282 Chapter 13 | Gods & Monsters
CHAPTER 13
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
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.
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.
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.
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
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-
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
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)
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.
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.
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.
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.
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.
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.
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.
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.
FRILLED SPITTER
Medium beast, 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.
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.
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)
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)
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
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)
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
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.
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).
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.
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)
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.
DIRE SLOTH
Huge beast, unaligned
Skills Perception +5
Senses Darkvision 120 ft., passive Perception 15
Languages —
Challenge 5 (1,800 XP)
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.
GHOST MONKEY
Small undead, chaotic evil
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.
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)
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
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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.
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.
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.
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.
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
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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.
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.
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)
FAKU-BAZ
Large monstrosity, unaligned
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.
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)
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.
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.
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.
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
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
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.
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)
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.
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)
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.
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.
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
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.
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
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.
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
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
TM
ATLAS-GAMES.COM/PLANEGEA
ISBN 9781589782174
® ISBN: 978-1-58978-217-4
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