carpentry, or woodcarving. These skills are They all saw it this time, a whiskered furry taught to children at an early age and face which had looked out at them from although some Castorin will pursue other behind a tree. But this time it didn't crafts as they come of age, all who have grown immediately draw back. Instead, the animal up in a lodge will have woodcraft skills more put its paw against its mouth just as humans put their finger on their lips when they are developed than the average person. signalling to you to be quiet. Then it disappeared again. The children all stood Give and Take with Neighbours holding their breaths… "I know what it is," said Peter, "it's a Once a community grows too large to beaver. I saw the tail." continue to live in the same lodge, the group "It wants us to go to it," said Susan, "and it is warning us not to make a noise." will split, with the more adventurous "I know," said Peter. "The question is are members of the community setting out to we to go to it or not? What do you think, Lu?" find a place to build a new home. These brave C.S. Lewis, The Lion the Witch and the souls will typically seek out an outside Wardrobe community populated by other races where they can live side by side. Castorins will learn The lumber camps of the world resonate with the local language in order to begin building the sound of saws and the smell of sawdust. If relationships with their neighbours. you follow the river into the forest, you might Often the communities will form a local be lucky enough to encounter a very different symbiosis with the Castorin trading their type of logging activity. The Castorin thrive on lumber and woodworking for other goods. the joys of forestry and woodworking and More frequently, a lodge will form trading often locate their camps near towns and relationships with nearby towns, utilizing villages where they can sell lumber, wood canoe travel and portage across local river carvings, and other goods. networks to maximize their reach. However, in some cases, the host Community and Craftsmanship
Most at home in their woodworking shops
and the lodges they build along riverways, the Castorin are traditionally a kind and unassuming folk. Resembling beavers in appearance, their stout build and large tail leave them unsteady while travelling on land, but adept swimmers. More adept in building structures than other animal folk, the Castorin diligently construct large communal lodges wherever they choose to set up camps. Instead of adhering to rigid family structures, Castorin communities consider all members of the settlement to be kin, sharing accommodations, chores, and child rearing duties equally within the lodge. Although members of a lodge are A Castorin bandit poses for the city guard’s portrait encouraged to pursue their own interests, artist after being arrested. communities do not take kindly to the arrival logs, stones) are available, you can create a 10 of the Castorin particularly where the foot radius structure. This structure is large construction of a new lodge interferes with enough to house nine creatures of Medium the flow of a river or local farmland. size or smaller. The structure can protect those Castorin lodges with positive relationships inside from the weather and is immune to often thrive with their member further attacks from Beasts of Medium size or smaller. developing their skills and growing large, The shelter is otherwise unremarkable. tightknit communities. Lodges with negative relationships often fall into violent conflicts for which they are unprepared, resulting in the Backgrounds collapse of the community, and the survivors Forester finding themselves either isolated, or joining the larger, more diverse communities. You are equally at home making camp among the trees, or spending your day removing Castorin Traits them altogether. Experienced with woodcraft, you may have spent your time felling trees, Age. Castorin have short lifespans than other harvesting them for bark, sap and edibles, or perhaps even caring for saplings to ensure species. They reach maturity at around 10 that the next generation of trees is healthy. years old and can live to 50. Whatever your specific calling, you are comfortable in the world of rugged Alignment. Castorin tend to be unconcerned lumberjacks, nimble log drivers, and diligent with the intricacies of morality and order forest stewards. resulting in most of them being generally neutral. Those who move from their Skill Proficiencies: Nature (Intelligence), settlements to live with other species often Survival (Wisdom) struggle to understand the purpose of laws so Tool Proficiencies: Your choice of Carpenter’s long as they don’t actively harm others and fall Tools or Woodcarver’s Tools Equipment: Your choice of Carpenter’s Tools into chaotic neutral alignment. or Woodcarver’s Tools, a set of common’s clothes, a small whittling knife, and a pouch Size. Castorin are between 3 and 4 feet tall containing 5 GP. and average around 50 pounds. Your size is Small. Feature: Sustainable Forestry Without the bounty of the forest, your trade Speed. You have a walking speed of 20 feet wouldn’t be able to continue, so you have and swimming speed of 30 feet. learned how to take just the right amount of resources from nature, and how to replant Ability Scores. Your Wisdom score increases properly to ensure that the forest will continue by 2 and your Constitution score increases by 1. to thrive long after you are gone. When you forage for food, water, or other natural Woodcraft. You gain proficiency with your resources, if you leave half of what you find choice of Carpenter’s Tools or Woodcarver’s behind, the ecosystem thrives and a beast of Tools. CR 0 will follow you for the rest of your day. The type of beast is up to your DM. It cannot Languages. You can speak and write speak any language, but can follow simple commands outside of combat. During Common and one other language of your combat, it cannot attack or take the help choice that has some connection to an area or action. culture outside that has engaged in trade with your home settlement.
Beaver Lodge. Once per day, as long as
sufficient natural building materials (e.g sticks, Toque of the Voyageur
Wondrous Item, Common
This simple hat is worn by Castorin explorers
who travel by canoe to search out places to build new lodges. When wearing this hat, you have advantage on Survival (Wisdom) checks to navigate through the wilderness.
Instant Tree Tapper
Wondrous Item, Uncommon
Voyageur This tool is empowered with a strong druidic Adventurous and outgoing, you make your energy that allows it to harvest sap from trees way trading with settlements up and down without damaging them, and instantly cook the waterways. Your travels have taken you to the sap into a magical syrup. Once per day, many places where you have met many you can use it to harvest enough tree sap to different people. Along the way, you have learned to navigate through the wilderness produce one bottle of syrup which when and how to negotiate to buy and sell goods at consumed heals 1d4+4 hit points. a small profit. Comfortable on the frontier or in settlements, you represent the best of both Canoe worlds. Waterborne Vehicle, 30 GP, 1 ½ mph Skill Proficiencies: Persuasion (Charisma), Survival (Wisdom) This small boat can fit up to three medium Tool Proficiencies: Navigator’s Tools, vehicles (water) creatures and their equipment. It is light Equipment: Traveller’s clothes, fishing tackle, enough to be carried overland by two a mess kit, two empty sacks, and a pouch medium creatures at a slow pace. If the containing 15 GP from your most recent creatures carrying the canoe are unarmoured, trading trip. they can instead travel at a normal pace.
Feature: Rugged Charm
Perhaps it’s your comfort in the woods, or Songwood Branch maybe it’s your natural “musk”, but either way, something about you emanates with the Wondrous Item, Rare charm of a rugged outdoorsman. While in the wilderness, other travellers are more likely to This branch has been taken from a rare tree trust you and will willingly share their supplies native to the feywild. Once per day, you can with you and your party for the night. spend 30 minutes singing to the branch about an object. When you do this, the branch Mundane & Magic Items transforms to take the shape of any object you sing about as long as it is no larger than the Log Driver’s Hook branch. At the end of the day, the branch reverts to its original form. If you transform the Simple Melee Weapon, (reach) 1d6 piercing. branch into a weapon in this manner, it functions as a +1 weapon. If the branch takes On a hit, you can use a bonus action to twist the shape of an otherwise magical object, it the hook and attempt to grapple the target does not gain the magical properties of that until the end of your next turn. object.