Planegea

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The Star-Shaman's

Song of Planegea
A Primordial Campaign Setting
for D&D Fifth Edition

By David Somerville

Version 0.1.1

2
Contents
Classes 37
Preface: A World of Bone & Fire 5 Ascetic (Monk) 37
Unfamiliar Everything 5 Barbarian 37
Chanter (Bard) 37
Answer the Howl 6 Druid 37
7 Fighter 37
Chapter 1: Overview Guardian (Paladin) 37
Heretic (Warlock) 37
Chapter 2: Geography 9 Mender (Artificer) 37
Blood Mountain 9 Ranger 37
9 Scavenger (Rogue) 38
The Venom Abyss
Canopy 9 Shaman (Cleric) 38
Understory 9 Sorcerer 38
The Unfalls 10 Spellskin (Wizard) 38
The Great Valley 10
The Brothers 11 Chapter 5: Equipment & Trade 40
Wintersouth 13 Languages 40
The Eel 15 40
Tool Proficiencies & Knacks
The World-Fangs 16 Adventuring Gear 40
The Giant Empires 17 41
The Stone Empire 17 Armor
The Fire Empire 18 Weapons 41
The Air Empire 18 42
The Storm Empire 18 Chapter 6: Running the Game
The Elemental Wastes 20 Stone-Age Adventures 42
The Sea of Stars 20 Villanous Schemes 42
Nod 20 Primordial Monsters 42
Awarding Loot 43
The Kingdom of the Dead 20 Magic Items 43
Chapter 3: Adventuring Guide 21 Dungeons & Ruins 43
Ruins 43
Primordial Cunning 21 Dungeons 43
The Clanfire Is Sacred 21 Urban Adventures 45
Every Place Has Its God 21
23 Chapter 7: Survival 46
The Stars Tell Stories
Star Magic 23 Hunting & Harvesting 46
Watching the Stars 23 Hunger Is a Constant 46
Primal Push 23 You Are What You Eat 46
Weapon Shatter 23 Dangers of the Hunt 46
Blood Offering 23 Taboos 47
Spellburn 23 Harvesting 47
The Black Taboos 24 Crafting 47
Discovering Your Character 24 Travel & Tracking 47
Getting Lost 48
Chapter 4: Character Options 26
Playable Races 26 Chapter 8: Clans 49
Dwarves 26 Clan Life 49
Elves 27 Full Days 49
Halflings 28 Magic Nights 49
Humans 29 Feasts & Festivals 51
Dragonborn 29 Rites & Rituals 51
Gnomes 31 Each Clan is Different 51
Half-Elves 32
Orcs 32 Find Your Planegea 52
Monstrous & Exotic Races 33
Half-Oozes 34

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Credits & Notes 53
Creative Team 53
Artwork 53
Inspiration 53
Version Notes 53
The oozing jungle shakes with the thunder and roar of
the barbarian atop his mastodon steed. He whirls his
A World of
enchanted bone axe, signaling the sorceress soaring
above. She folds her wings and dives, ablaze with magic. Bone & Fire

T
Tonight, her spells and his rage will at last lay waste to HIS IS PLANEGEA—PRIMORDIAL
the slimy lair of the tentacled tyrant-lizard and its Dungeons & Dragons, where a dungeon
corrupted brood! means the curse-painted caves of a cannibal
clan, and a mindless, monstrous dragon is as
Still vibrating with star-magic, the translucent elf likely to eat you as look at you. Gone are the
scavenger—her edges dreamlike and indistinct—holds safe hearths of taverns and libraries, kingdoms
her breath. She carries her flint dagger in one hand and and cathedrals. Planegea is a place of utter
her offering of blood in the other as she descends, trailed wildness, where survival is the only law and it must be carved
noiselessly by her ever-silent halfling companion, into from the world by force of might and magic.
the cave of the bear-god. Here, you must eat or be eaten. Fashion your own armor
from fur, feathers, bone, and stone. Shatter your hand-carved
His stony beard glittering with gemstones, the dwarvish blades on the backs of your enemies in savage single combat.
hunter and the saurian spellskin bow their heads to Hide from massive predators and seek safety in numbers as
receive the clan blessing as they prepare to track the fire- you journey through an epic world before myth—a land of
giant slave-raiders. The great clanfire claws at the night smoke, song, blades, dreams, blood, and magic.
sky and the shaman sings of rescue and dawn, but the
rocky heart of the dwarf beats only with the drum-song
of revenge. Unfamiliar Everything
Nothing is as you expect in Planegea. Elves are shimmering
dream-walkers, dwarves are half stone, humans are beast-
tamers, halflings are silent stalkers, gnomes are filthy
scavengers, and dragonborn are just a heartbeat away from
their draconic or saurian ancestors.
There are no great, universal gods—only a patchwork quilt
of local deities, often in the shapes you least expect, with
powers that are bought with offerings and strange favors.

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In Planegea, the planes have not yet separated, and a great
warrior can travel by foot from the Sea of Stars to the infinite, Answer the Howl
volcanic peak of Blood Mountain; but along the way, that For those who rise to the call, for those heroes who can hear
warrior must battle everything—from cold alien intelligences clan-drums and star-song, Planegea offers endless adventure.
to the genie caravans—from the four empires of the giants to Will you escape the slave-pits of the giant empires and lead
the monsters that hunt the howling peaks and roaring oceans the Great Valley to revolt? Will you survive the Venom Abyss
that ring the Great Valley—from the cold, bony fingers of the to find the heart of the world in Blood Mountain? Will you
Nightmare World to the terrifying jaws of the jungle known reach into the Sea of Stars and slay the Hounds of the Blind
by as the Venom Abyss—every step of the journey is plagued Heaven who hunt those who dare to rise above their destiny?
with danger and death. If you dare—if you’re strong enough, hungry enough, wild
enough—Planegea is calling you with an echoing, untamed,
fire-blackened howl.

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Chapter 1: Overview

P
LANEGEA IS D&D. WHATEVER YOU Honor the clanfire. Planegea is a wandering world, with
want to explore in D&D—slaying monstrous temporary tent-cities springing up in rich flood-planes and
creatures, exposing political intrigue, exploring mammoth-riding raiders erecting ribcage fortresses
ancient ruins, crafting enchanted weapons, overnight. You never know what you’ll find over the next
infiltrating evil cults, battling, building, casting, ridge, which is why you must make crafty alliances and create
carousing—it’s all here. Planegea rises out of a string of safe places in the world. Fools die first, so bring all
our earliest ancestral memory, a world we can your intelligence and charisma to bear as you root out
barely recognize, yet holds all the adventure we can imagine. traitors, strengthen friendly clans, and undermine brutal
You won’t find limitations on class or race in these pages; tyrants across the Great Valley and beyond.
rather, they are filled with ideas and inspiration for running a Everything can be found. Everything in D&D can be
long and glorious game set before written words, hammered found in Planegea. Aberrations lurk in deep ruins. Beasts,
ore, and plowed fields. plants, and monstrosities prowl for prey. Celestials and fiends
Drawn from the traditions of sword & sorcery pulp flicker in faith’s dawn. Constructs shamble from shamanistic
adventures, infused with the blood-pounding thrills of Fury fires. Dragons and elementals roar at each other across the
Road, and caught in the jaws of primordial dreams, Planegea radius of the world. Fey drift from mortal’s dreams. Giants
has adventures for everyone who ever felt the cold wind raise raise massive empires on the backs of mortal slaves, and the
a chill of hunt and hope on their raw skin. undead linger wherever oaths are broken.
These eight principles shape Planegea: The rest of this document explores each of these ideas in
The worlds are one. Here at the beginning, all the planes greater depth.
exist in a single world called Planegea, where a hunter can Discover Planegea if you dare.
travel by foot from Blood Mountain at the center to the
outermost Sea of Stars. In the Great Valley, where most
mortals dwell, nomadic clans gather in flood-cities, warlords the hunt for the night-thing
erect tent-fortresses, and monsters and walking forests roam Skarn Two-Axe, a brutal dwarven warlord, calls for hunters who
in search of prey. will slay the monster that has been devouring his clan in the
Nothing is the same. In Planegea, life is abundant and
strange. The myriad races and monsters of D&D are here, dark. Little does he realize that the monster is an evil form
but they are strange and primal. Dwarves are half-stone, elves taken by his daughter, Adaki. In league with the nightmare
are half-dream, and monsters are mixed in strange and elves, she seeks to overthrow Skarn and rule what’s left of the
unpredictable combinations to frighten and bewilder even the clan herself.
most seasoned of adventurers.
It all starts here. The traditions that will someday become
classes all begin in Planegea, from the divine shaman making
offerings to local gods to the arcane spellskin burning his
tattoos with mana to the martial hunter shattering a bone
sword on the back of a monster.
Beware the taboos. It’s not ignorance that keeps Planegea
from developing higher technology… it’s fear. Breaking the
Black Taboos—which forbid writing, farming, currency, and
the wheel—summons terrible spectral creatures called the
Hounds of the Blind Heaven which devour those who dare to
defy the fates.
The ancient is alien. For those wandering souls who dare
to tread on ancient ruins or forbidden places, they will find no
palaces of elven lords or ancient dwarven kingdoms. The
desolate places of the world hold dungeons, but not made by
mortal hands. Alien minds—aboleths, mindflayers,
beholders, dragons, giants—these dread beings have all held
sway over the world in their epochs, and their grim ruins are
full of unfathomable danger and strangeness.
Eat or be eaten. There are many great beasts in the world,
and great is their hunger. In Planegea, you are prey as well as
hunter, and must beware lest a wandering monster catch you
off-guard. But when you do battle, don’t waste what falls—
every monster can be harvested for its meat or bile or bones.

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The Primal World of Planegea

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Chapter 2: Geography

I
N THE BEGINNING WAS BLOOD MOUNTAIN,
and from its fires spewed forth the world of The Venom Abyss
Planegea. It stretches out, pushing creation’s sprawl Blood Mountain sits in an enormous chasm, roughly circular
further and further. The edges of the world are old, in shape, and filled with a writhing jungle full of dinosaurs,
alien and cruel, and its center is new, burgeoning apes, and gigantic poisonous crawling beasts of all kinds.
with life and danger. Everything about the Venom Abyss is alive and growing.
What follows are brief introductions to the landmarks, Twisted poison vines, enormous carnivorous plants, things
regions, and people of Planegea. But it isn't all-encompassing. that are half-plant, half-monster... the jungle crawls with
What's written here is just the edge of all that wanders and danger, most of it mindless and instinctual.
skulks, tunnels and soars through the world. There are a
great many places unexplored, broad horizons unwritten. You Canopy
never know what you'll find in Planegea. A sudden drop in There is an entire world in the treetops of the Venom Abyss,
the land may reveal an ancient stone temple, a cave might creatures who live and die without ever touching the jungle
offer passage to a hidden kingdom, or a mysterious floor. Aboreal villages gather fruits and nuts, hunt birds,
encampment could lead to untold wonders of discovery. monkeys, lizards, and other small prey (and avoid their prey's
Each Planegea is different. Make the land your own, fill it larger, predatory cousins).
with adventures, monsters, and locations that breathe your Dragon cults. The Venom Abyss canopy is largely without
life into it. its own gods, who tend to dwell in sacred places near land—
Let the hunt begin. but there are clans who revere the dragons that fly to and
from Blood Mountain. Some enact elaborate rituals to
summon and feed the dragon, and other clans live in fear of
The Skies of Planegea the the dragon cult raiders stealing their young for some
There is no single sun in Planegea. Rather, just
awful sacrifice.
before the end of each night, as they complete
Nexes of the spider-queen. Wise hunters know to avoid
their constellation dance, the stars begin to swirl areas where great webs have been spun. The spider-queen
overhead, bobbing and diving at each other, and her people are ever-thirsty for the blood of foolish prey,
swooping and streaking in an attempt to knock the and it's said that mortals who avoid being eaten are horribly
others out of the sky. As they battle, the victorious transformed into her arachnoid kin.
stars grow brighter until only three or four heavy,
bright stars glow like lanterns above. Then there are Understory
two, until the winner of the duel rams its opponent
from the heavens, taking on the full brilliance of In the emerald darkness below the treetops is an entirely
the Day Star, and parading across the heavens in different world, untouched by wind or sun. Here, the air is
the fullness of its glory all day. thick and wet, full of mists and insects and plants that curl
The defeated stars spend the day recovering their tendrils to sting and devour. Only the fierce and
their strength, siphoning light from the Day Star ferocious survive here—and even then, it seems that more
until it is weak enough for them to rise in shining creatures die than live.
fountains from the horizon, to begin again their Reptilian hunting ground. The understory teems with life,
constellation dance and the endless cycle of night and the greatest beasts are the dinosaurs—although they
and day. normally go unnamed in that green darkness. Though they
fight for survival, many have been corrupted by the dark
things that swarm and slither in the forests, and many a
great, scaled, fanged beast stalks the forest floor aglow with
necromantic magic or writhing with twisted tentacles alien to
its natural form.
Blood Mountain Living temples. The great practitioners of dark arts in the
At the center of Planegea, visible for countless miles in all Understory are the snake-people who call themselves the
directions, an impossibly tall spire of rock, fire, and smoke Yuan-Ti. These powerful spellworkers and warriors live in
rises from the tangled mass of a primordial jungle. All of constant combat with the dragonborn who hunt the
Planegea wheels around this central axis, which equally perimeter of Blood Mountain, preferring to avoid open
creates and destroys life with primal power. combat by slithering into their great tree-temples, formed by
This infinitely high volcano crawls with dragons both using unholy energy to twist the massive trees of the forest
cunning and feral. It is said that in the center of its fire lives into inhabitable structures.
the being that made all things: the Worldheart Dragon, an
incredibly massive, ancient, and powerful creature who is Prisoners of the Snake Shaman
dreaming reality into existence, and her five consorts, the You awake chained to the slimy wood of a rotting tree in total
legendary Sacred Dragons, whose scales glitter with colorful darkness. From far away, you hear hissing chants. You have
sheens of an impossibly smooth, strong material, like nothing been captured by the vile snake-people of the Venom Abyss,
else seen in the world. and it will take all your strength and cunning to escape alive.

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The Breathtaking Lagoon. Legend tells of a place where the
vines and trees fall away to reveal a lake of majestic beauty.
Rainbows arc across its surface, its shimmering depths glow
with pristine purity. Many a weary hunter has touched its
surface in great relief, only to feel the utter anguish of being
sucked under by its sticky pseudopods—for the lake is a lie,
and is in fact the greatest of all primordial oozes, and its
appearance a lure for the hapless creatures on which it feeds.
The Rotting Gloom. Beneath the feet of dinosaurs and
yuan-ti, in the thick roots and black volcanic soil of the
Venom Abyss, an entire underworld of caves, crawling
creatures, and predatory oozes is alive with hunger. Hidden
here are secrets so powerful that they have never been
pushed outward into the rest of Planegea, remaining always
close to Blood Mountain, feeding on its energy and—perhaps
—plotting their eventual return to the surface of the world.

The Unfalls
Five great rivers flow in reverse from the Venom Abyss,
surging upwards in great eternal fountains that pulse as if
pumped by the great heart of the world itself. Terrible
monsters often wash up these fountains and—finding
themselves in the Great Valley—fall to devouring the beasts
and clans of that fertile land.

The Great Valley


Most of the mortals in Planegea make their home in the
Great Valley—a wide and well-watered land, rich in rivers,
good hunting, and plentiful plant life. Existing in a band
between the violence of the Venom Abyss and the tyranny of
the giant empires, the clans of the Great Valley move in an
endless ring, always only a few steps ahead of death.
The circle of seasons. Every year, the four seasons chase
each other through the air, and the herd animals move their
grazing lands in an arc around the Venom Abyss. The
predators that rely on them for food—including the hunting
and gathering mortals—travel with them. So the clans of
men, dwarves, elves, and the rest move each year in a
clockwork curve, following their food supply as it travels.
Divine hallows. Scattered throughout the land,
dominating regions large and small, stand the divine hallows.
These places can be anything: a bend in the river, an ancient
tree, a deep cave—what sets them apart are that they are the
claimed sanctuary of a god. From a hallow, a god's power
emanates, and many are shrouded in regional effects such as
darkness, wind, tremors in the earth, fertile plant life, or other
effects suitable to the power of their god. Most regions are
ruled by only a single god at a time, but some can coexist if
their spheres of influence do not overlap.
Hunters, gatherers, & raiders. The greatest power in the
Great Valley are the mortal clans, who make their homes
(both temporary and permanent) there. These can be of one
race or many, dedicated to trade or violence, governed gently
or with great cruelty. Each clan is unique, with its own
politics, personalities, troubles, and gifts. And each must
keep moving to stay ahead of the fierce winter that always
seems to come a little sooner every year.
Wandering woods. Planegea is young and awake. Verdant
forests comprised entirely of treants and dryads wander the
landscape. When peaceful, they are full of food, shade, rest,
and wisdom—when angered, they spell utter devastation.

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Dwarvish ruins. The dwarves are famous for building and Urhosh is a gregarious god, and when he is merry, great
abandoning stone circles, dwellings, fortresses, even cities. feasts are held at his doorstep. All who eat at Urhosh's table
As soon as construction is complete, these master craftsmen are imbued with divine endurance, and the shamans say that
lose interest, eager to begin the next edifice. Dwarvish ruins after such a feast his hunters cannot be harmed for a night
scatter the landscape, making great places for encampment, and a day.
settlement, ambush, or hunting. Many secrets are hidden in Bitewater & Fishgather. The great lake called Bitewater
the ruins of dwarves, and though some clans make them their is so named for the numberless monsters that lurk in its
regular habitation, others are to be avoided by those who do depths, having swum up the Unfalls from the Venom Abyss.
not wish to perish in a most unsettling death. Still, it teems not only with predators, but also with fat fish,
Hidden doorways. Planegea is a world where you can good crabs and shrimp, and all manner of shorebirds, edible
walk from one end of reality to the other—but even so, some lakeweed, and the edible plenty of the water. As such, a
ways are concealed from plain sight. More commonly than permanent community of fishers live on the lake in a network
most believe are doorways to the Nod—the worlds of dreams of houseboats, lashed together in the shallows and carefully
and nightmares—and the Kingdom of the Dead, where guarded against the great and hungry things that might swim
Nazh'Agaa Skull-King rules over all. These doors are secret, from below. In the summer they harvest the lake's wealth, and
but real, and can be found by the very clever, the very stupid, in the winter they ply the ice with great lines and spears
and the very desperate. while the things below sleep and dream dark, fishy dreams of
the sun.
The Brothers Killbrother Vale. This serene meadow stands halfway
Three fertile slopes of three rivers in the north of the Great between the Bear and Ape rivers. In the good days, it is full of
Valley—the Bear, the Ape, and the Lion—are jealously gatherers harvesting sweetgrass and children catching
guarded in the warm seasons by three powerful, warring butterflies. But it is better known as the place where the
clans. Each seeks to destroy the other two and rule as the warring clans of Bear and Ape come together in terrible
preeminent power in the valley. Although weather and battles every spring. Parents tell their children that the
migrations force the clans to leave their rivers every year, they butterflies are lost spirits, and to catch and crush them is to
linger as long as they can and seasonally fight to reclaim release them into their afterlife. They may be telling the truth.
what they have built with proud fury. Raiding Plains. These sweeping, open lands are just
fertile enough to sustain life, but not much of it. Instead, they
The Bear
are the host to grazing raider-clans, who use the endless
The Bear River winds from the edge of the Venom Abyss expanse and dried river beds as hiding places until they ride
northwest towards a great lake called Bitewater, and is out of the mist on roaring beasts to take the riches of the
known for the wide and gentle valley that surrounds it, rich valley below.
with grazing beasts. The Whispering Veldt. This dry, grassy space is known
The Bear Clan. This clan of mighty warriors values for its infinite voices, calling the names of those lost long ago.
strength above all, and its children are raised to preform It is said that a great god-battle was fought here, with many
great feats of physical might and endurance. Bear Clan tents clans clashing in stone-edged combat. As the legend goes, all
are built to resemble hives, and they welcome bees as a good who raised a weapon here died, and the ground soaked in
omen from their god, Urhosh. their souls along with their blood. It is foolish to spend a night
Hallow of Urhosh. The Unkillable Bear-God Urhosh in the Whispering Veldt... if the ghosts don't openly attack, the
dwells in a great cave, the entrance of which is always lit with echoing voices of the dead are still enough to drive even a
fire and surrounded by honeycombs and fish gathered by his weak hunter mad.
loyal followers. Earthblood Shrine. This temple, hewn by unknown hands
to an unknown god, is a baleful place of lava, fiery creatures,
and visions of the Kingdom of the Dead.

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

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Bendgather. When winter fades into spring, this riverside Edgegather. Jutting out over the lashing palm trees of the
ruin of dwarven construction is the ceremonial meeting place Venom Abyss, Edgegather is a permanent encampent on the
of the Brothers clans. Here they discuss the coming season, inner edge of the world. A place of trade and ritual, festival
make plans of festival and marriage and war. Outside the and council, the stacked wooden huts of Edgegather pile and
fortress, the members of all three clans exhange goods and descend over the lip of the cliff, with dangling cages where
information, stories and greetings, before all divide into their sentries keep vigil over the jungle and Blood Mountain,
claimed lands and the start of the hot hunting season. watching for signs of deliverance or destruction. For those
Icehook Peaks. These vicious mountains cut jagged spires who meet in Edgegather, there is a spirit of merriment, of
into the air, the wind from their peaks a frigid blast of doom dancing on the edge of a volcano, and their venomwine and
to any who would dare to venture onto their slopes. endless carnivals are legendary.
Sorrows Edge. This lonely land is the very edge of the Sharpfang Sweep. This open land is littered with the
world—a last step of land between the Fang of Sand & Wind bones of mighty reptiles washed into the Valley by the Unfalls
and the Air Empire, where infinite cliffs fall into dark and brought down by fearless mortal hunters—or by own
nothingness. It is to Sorrows Edge that disgraced druids are kind. It is a region that must be crossed at the end of every
brought in cases of ultimate justice, bound with vines to leech winter, in a clan's final push to Bendgather before start of
away their magic and thrown into the endless void away from spring... but each year many lives are lost to the predatory
the world they have disgraced. tyrannasaurs and raptors that stalk these lands.
The Watchers. If a shaman or a chanter tells you they
Wintersouth know who carved the Watchers, they are lying or making a
In the southern arc of the Great Valley lie wide, sparse fool of you. These towering stone heads, submerged at the
grazing lands with hearty grass, uneven hills, and little collarbone, throat, chin, mouth, or cheekbones, stand as tall
forests and pools of water. This land, drier and tougher than as trees and as silent, all looking inward toward Blood
the nothern arc, is the seasonal refuge of herd animals and Mountain, as if waiting for something with infinite patience.
the clans that depend on them for food. This land is Ribcage Canyon. The only open pass through the Starstep
unwelcoming, and its little hills and valleys are claimed by Cliffs is the ominous arcing bones of Ribcage Canyon.
countless minor deities known collectively as the Winter Hunters no stranger to massive beasts wonder what kind of
Gods, whose spitefulness, petty agression, and limited power creature could have died to create these unthinkably large rib
makes them an object of reluctant worship for the shamans bones that jut out of the earth and soar into the sky above,
forced to make camp in their lands. higher than an elf can see on a day of low clouds. Raiders
lurk in the pass, though they are often cleared out by the
watch-clans, who will take journeyers through for a hefty
The Bull price in trade.
The Bull River is a mighty, charging force, thundering Starstep Cliffs. Between the raging storms of the Fang of
downhill with a neverending roar. It is known to change Shadow & Thunder and the frozen spires of Icehook rise
course abruptly midseason, sweeping away encampments in these piled buttes and mesas, these endless stepped cliffs.
flash floods and ripping out trees that have dared to grow in Here the leatherfolk gather in uncountable flocks, chanting
its way. It calms as it enters the great expanse of the ancient lizard-magic as they wheel from their sanctum towers
Slumbering forest before continuing its downward plunge to and incense-filled aeries to survey prey and threats below.
the lightning-lashed sea at the foot of Mabros, capital city of
the Storm Empire.

13
14
The Slumbering Forest. No other forest but the Venom The Vale of Rituals. This misty valley between the Horse
Abyss can compare with the vast black, gray, and green-blue and the Bear is known for its shifting fog that brings with it
stretches of this deciduous wilderness. An ancient forest that visions and spirits from the past and future. Here, many clans
long ago exiled its treants and dryads, the slumbering forest come to consult the ghosts of their ancestors, seeking
has more than its share of monsters, echantments, and guidance for the winter's challenges, and here many young
secrets hidden just beyond the veil of perception. They say children are named by their clan's shaman, for it is said that if
that lost hunters in the forest fall asleep, and that when they an infant's name is spoken for the first time in the Vale of
sleep they dream of taking root—and when they wake, they Rituals, it echoes through the mist into the Hallow of every
stretch their branches towards the heavens in search of the god in the Great Valley.
winter sun. Firstblood Basin. This natural amphitheater is where
Seerfall. In the heart of the Slumbering Forest, along the many young hunters are put through their initiation rights,
white waterfalls where the Bull drops off steep cliffs, stands fighting single combat against captured predators or
an abandoned dwarven refuge. The stonework is interwoven engaging in ritual vigils or duels with other hunters to earn
to the waterfalls, the original cave system carved into an their place of honor and adulthood in the clan.
intricate and serene sanctuary. These falls are one of the The Well of Dreams. A hill powerful with druidic magic,
most sacred places in Planegea, home to a council of where stand a star-shaped pattern of moss-covered stones,
shamans who gather to discuss the business of the gods and the Well of Dreams is open at the top and holds water that
the beginning and end of the world. The falls tremble with reflects the dance of the stars. There are handholds carved
divine magic, and it is to Seerfall that the desperate, the into the sides of the well, which druids are known to climb
brilliant, and the ambitious flock, to seek the blessing and down, submerging themselves in the well in pursuit of
foresight of the high shamans. ancient and secret knowledge known only to their kind.
Thunderverge. This storm-tossed grassland is the home of Daggerwood. An evil place, famous for its twisted treants
centaurs and mighty saber-toothed cats, terrible rocs and and alluring spirits that haunt and tease the weak-willed into
things that laugh and dance in the face of a whirlwind. sinking deaths in oozing mud. The Daggerwood is home to
Mortals who camp here are in danger on every side—giants outcasts, exiles, murderers and traitors, and the scavengers
to the west, storms to the south, leatherwings to the east, and who dwell there—though they pretend at refinement and
the slumbering forest to the north. Yet despite all this—or pageantry in their Cuththroat Council—are nothing but a
perhaps because of it, Thunderverge is home to some of the clan of the dishonored and the ruined.
greatest chanters and sorcerers of Planegea, and their songs Lake Littleblood. A favorite retreat of spellskins. Lake
and spells crackle as if struck by lightning from the Littleblood has poor fishing, but excellent limesetone cliffs,
Everstorm itself. where the spellcasters work out their intricate magics on the
Fields of Fargone. These pleasant and temperate lands ever-crumbling walls carved by the rising and falling of the
run along the border of the Storm Empire, and represent a lake with the land's melts and thaws. The lake is known to
tempting trap that has lured many a lost clan into the arms of shimmer and dance with the reflected light of dueling
waiting giant raiding parties. spellskins hurling their magics across the water at each other
Soaring Stones. Who can offer an explanation of the in battles of power and pride.
Soaring Stones? These massive menhirs, too large to be The Cult Riverland. Young hunters are warned from the
lifted even by the hands of a mighty giant, arranged in a cradle—do not go to the Cult Riverland. Never. This soggy,
circle, drift in midair, many heights of men above a flat stone desolate, foggy place is home to the worst gods of Planegea...
ground, smooth and black and unfathomable. Their bases are a miserable, bloodthirsty, shadowy host of evil spirits who
lit with a red light that is not fire nor magma nor arcane long for nothing but murder and misery. Their wretched
magic as it can be understood by spellskins. They simply are, followers live in reeking mosshouses, sift through mud for
and by existing, defy the wisdom of even the most ancient blind fish to eat, and wage eternal silent wars on their
mortal sages. neighbors in attempt to cut the throats of those who would
follow any other god but the idol of their clan's little rain-
The Horse soaked hummock. Worst of all are the powerful Kraken Cults,
The Horse River is gentle, unremarkable in its course and who make their home in the delta between the Fang of Salt &
simple in its pleasures, offering ample grazing land, but little Slime and the edge of the Storm Empire, chanting their
cover or heavy growth for good gathering. As such, it serves endless rites and rituals to summon their tentacled god to
its purpose in watering the Allhunt, but little else can be said crawl onshore and devour the land in slime and hatred once
of its short and sandy banks. and for all.
The Allhunt. In the winter months, with food desperately
scarce, it is essential that clans—even those who were at war The Eel
a mere season ago—can hunt without fear of attack from The Eel River is the only major river of Planegea that does
other mortals. As long as the taboos and customs are not have it source at Blood Mountain, running instead
respected, the Allhunt is an open ground where any hunting southwards from the Skyfang Mountains to the Fang of Salt
party may pursue game without fear of harm from another & Slime. Many consider it an accursed river, but that has
clan. To assault another hunter in the Allhunt is considered a more to do with the wild and fearful lands of its course than
great dishonor to the clan, and worthy of the most severe the actual waters themselves, which are remarkably cool and
punishment that a shaman may mete out. fresh, even in the swamps.

15
Free Citadel. At the source of the Eel—where its not called
that, but the Dakru—is a mighty city, built for giants by their
mortal slaves. It towers in a natural canyon, defended on all
sides by cliffs and air and ice. And it is here, in this
unassailable place, that the mortal slaves of the Stone
Empire rose up and slew their giant captors. The city has
been free for only a short time... many years, but not
generations... and the people there live and work as one, in
sworn servie to the leader of their rebellion, the great and
wise Usurper Queen.
Ghostmire. An endless wetland, haunted by the living and
the dead. What can be said of Ghostmire? Its depths are
unfathomable, its mists unsearchable, its monsters
unimaginable. Yet there are dwellings here—stilt-villages
built by stilt-walkers who know secret ways through the foul
muck and murky fog to find reasons to stay alive.
Temple of the Mushroom Lord. This curious structure is
known by chanters to be the sovereign domain of a being
called the Mushroom Lord—a myconid, or living fungus, that
communicates by means of magical spores and has an army
of mushroom folk to do his bidding. They engage in strange
rites and rituals here, of great interest to druids and those
who believe that there are secrets in the world which mortal
minds have barely begun to grasp.

The World-Fangs
Shamans say that Planegea is a wide mouth opened in a roar
with four great teeth at its corners—the World-Fangs. These
regions of devestation are the meeting places of the
Elemental Wastes, and are too inhospitable for any mortal to
make permanent residence—or any giant for that matter.
The Fang of Rock & Flame. A volcanic land, hotter than
many clanfires, the air full of choking ash and smoke. The
peaks and crags of this sulfurous oven are inhabited by all
creatures who love flame and despise anything that is
consumed by burning.
The Fang of Sand & Wind. A searing desert, where
constant sandstorms choke and bite and rip the flesh off of
mortals or giants foolish enough to wander into them. If a
storm is not blowing, the sun can reduce a traveler to dizzy
weakness in a matter of hours—after that, it's the skull-
scarabs that will finish them off when they fall.
The Fang of Shadow & Thunder. Darkness and towering
cliffs, illuminated only by the blinding flashes of lighting,
where the constant roar of thunder reverberates off every
cliffside, triggering endless avalanches and rockslides into
the bottomless pits and dark waters of the rainwater lakes of
that unlivable land.
The Fang of Salt & Slime. A coastal nightmare where
great tentacled things from the sea and great oozing things
from the swamps wrestle in the mucky silt and sand where
black waves devour black shores with endless, mindless,
gnawing hunger.
Marauders of the World-Fangs
A group of villains from Daggerwood, having gotten their
hands on secret lore by murderous means, discover the
locations of four great weapons, one hidden in each of the
World-Fangs. Uniting the weapons will put their wielders on
part with the Worldheart Dragon itself. And these cutthroats
will be stabbed if they'll let anyone else get there first.

16
The Giant Empires The Stone Empire
Woe to those enslaved by a giant raiding party. The great The mountain region known as Skyfang is home to two types
giant empires, with their mighty ziggurats and dark rituals, of giants: the crafting stone giants and the raiding frost
are merciless in their worship and brutal in their sport. The giants. These two clans live in peace by dividing the Skyfangs
Storm Empire, Fire Empire, Air Empire, and Stone Empire into "above" and "below." The caves and caverns and hollow
are set between the four world-fangs, and they are at all costs places below the mountains belong to the stone giants, who
to be avoided by mortals. carve their endless symbols, chant, and dream, while the
peaks, crags, and icy slopes belong to the frost giants. It is the
latter who go forth and raid the Great Valley for slaves, who
terrorize the mortals, but it is the stone giants who gaze into
Stone-Age Slavery the secret oracle-pools deep in the roots of Skyfang and lead
Modern slavery and resulting social injustice is a the Empire with their powerful portents of days to come.
human rights tragedy. We recognize that certain Skyfang Mountains. These pine-covered, snowy slopes are
groups may wish to exclude themes of slavery but the foothills of the Worldquake Waste beyond, but even so
from their game. Our intent is not to offend, but to they are mighty in their own right. Many a wandering
explore historic and mythic archetypes. The slavery monster makes these mountains their home—they are too
depicted here is intended as economic and great a range to be fully conquered, even by giants. But then
political captivity explicitly depicted as evil, and is
not based on race or heredity.
again, there are mountain peaks which have been carved by
However, if you do not wish to include slavery as
tools too huge and powerful for mortals to imagine, scratched
a theme in your game in any way, we completely in glowing lines with the geometric patterns of the stone
support your world-building. Perhaps in your giants... so perhaps these mighty ones of stone and ice have
Planegea, the giants have no need of slaves, full sway in the peaks after all.
building their empires with magic and their own High-Walled Akmon. This is the great capital city of the
hands. Perhaps giant raiding parties are simply for Stone Empire, where the Thrones of Stone & Ice stand back
sport, to capture prisoners for information or to pack in a throne room whose hall stretches through the
entertainment. Perhaps the giants keep to side of a mountain. Akmon is a city of endless ceremonies
themselves and actively bar smaller races from and rituals, songs and vigils performed day after day. Of all
entering their empires. It's your Planegea, make the the great cities of the giants, Akmon is perhaps the most like
choices that will lead to the most fun at your table. one of the great gathering places of mortal clans—although
to tell a giant as much would spell instant death.
O'oteka. This gateway city is gaurded by elite frost giant
raiders. It is a place to gather supplies and repare before
making a raid on the Great Valley, and is know for its Wailing
Markets and great grinding stones for sharpening blades.

17
Mazu. Too hot for frost giants and too far from raider's prey, Apa'aku. Seated on an oasis, Apa'aku is the pleasure-city of
Mazu is a quiet city of stone giants. Remarkable for its the Fire Kingdom, full of mystics, dancers, weapon-eaters,
soaring stone towers, which look as if they are simply stacked fortune-tellers, and all manner of entertainments and
boulders that might topple at any moment, there are diversions for the fire giants or their guests.
generations of giant patterning and story-scars etched into
every wall, and the Stone Empire looks to ancient Mazu for Emissaries of the Betrayer-Giant
wisdom and learning. Gol’mas, a fire giant prince of Apa'aku, has released a select
The Towering Weald. This massive forest is made of
redwoods—enormous pines that have soaked in giantish group of his slaves on a secret mission: Carry an amulet across
magic until they grow to outlandish proportions... large the Fang of Sand & Wind, through the Great Valley and the
enough that a single hollow tree can encircle an entire mortal Venom Abyss, to the very mouth of Blood Mountain. This
clanfire. The Weald is considered sacred hunting ground for amulet bears secrets that will ignite open war between
the Stone Emperor, and any but he and his chosen who set dragons and giants, perhaps bringing down the slave-empires
foot among the trees forfeit their lives. of the giants once and for all.

The Fire Empire


The Air Empire
The highly organized and regimented Fire Empire looks
down on all other empires as weak, decadent, or barbaric. In The Air Empire is the least violent of the four giant empires,
the minds of the fire giants, only they possess the strength, but perhaps the most manipulative and corrupt. Clothed in
discipline, and passion to rule as it should be. As such, they refinement borrowed from the elegant and powerful djinn,
frequently send messengers—wanted or not—to other the Air Empire prefers to watch the world from the towers of
empires, which are usually seen as meddling at best and its soaring cities, only acting when the occasion suits and the
declarations of war at worst. But the Fire Empire welcomes Empire cannot lose.
such conflict, eager to show their prowess and might against The Wind-City Nebhis. This floating citadel, suspended by
any enemy, not least of all their giant cousins. a gift from the Djinn, is more palace than city, a watered
The Scalding & Maddening Dunes. The Fire Empire sits garden of dreamlike delights and gentle visions. Still, the
on the verge of the endless burning desert known as the beauty of the city hides a cruel underbelly, with its filthy slave
Inferno Waste. It stretches from the Scalding Dunes in the quarters and cruel torture chambers for those who displease
north—where there are sulferous steam vents volcanic spirits the oh-so-noble cloud giants.
of all kinds—to the Maddening Dunes in the south—where Lo-Pa. The Jewel City, She-of-the-Waterfalls, the Crown of
there are trackless sandhills and mirages and creatures that Eternity—Lo-Pa has many names, all well-deserved. This
prey on the minds of those who get lost among them. stunning metropolis sits where the Lion River drops into
Shining Eknis, the Obsidian City. The walls of the capital endless waterfalls, in a cradle of dramatic natural beauty.
of the Fire Empire are covered in black volcanic glass, Unique to the giant cities, Lo-Pa has no walls, protected
gathered by skilled giant artisans from the Fang of Rock & instead by the natural barrier of the Icehook Peaks. In Lo-Pa,
Flame. The city is too bright in the desert sun to look at, and everything seems possible. And (given the magic of its giant
many a hapless slave being hauled to the city for the first time sorcerers and their djinn allies) everything probably is
has burned their eyes out trying to get a glimpse of the gates possible.. for the right price.
through which they would never again depart. Eknis is known Ufu & the Island of Wings. Ufu, the war-city, sits on the
for its highly regimented society, as well as for the great Island of Wings, which floats across a chasm from the
gladiator matches, both of the slave folk as well as free giants mainland of Planegea. In times of conflict, Ufu's mighty
who test their might in the ring for salt or favor with the menders cause the island to join back with the mainland,
Emperor's throne. connecting a great bridge that allows the shock troops of the
The Ruins of Bosa. A foolish Fire Emperor, long-dead, Air Empire to pour with fresh ferocity into the land and skies
tried to invade the Inferno Waste and build a fortress-city of their domain.
there, beyond the agreed-upon border carefully negotiated by
his forebears. The city was ravaged by the rage of the Efreeti, The Storm Empire
and still exists as a fire-blackened, magic-twisted ruin today, Mighty are the storm giants, and mighty is their burden. For
haunted by undead giants and fire elementals as a warning to they alone among the empires must contend not only with
any who would break the bond of treaty again. upholding their own civilization and pacifying the genies of
Kalaq. Called the Shepherd's Gate by the proud giants of the wastes—the Storm Empire never ceases to struggle with
Eknis, Kalaq is the kitchen of the Fire Empire. It is here that the Kraken, Aboleths, and the other gods of the deep, ever
the great grazing beasts are sent out and brought in and summoned forth by their foolish worshipers from the Cult
slaughtered, their meat salted with Bittersea salt and sent on Riverlands. The Storm Empire has attempted to stamp out
great supply caravans throughout the empire. Without Kalaq these cults time and again, but they rise and rise tirelessly,
feeding it, the Empire would fall in weeks. Fortunately, the ever calling out to the great alien things beneath the waves.
Shepherd's Gate stands less than a day's ride (by giant The Everstorm. Always raging, always shaking the ground
standards) from Eknis, and any direct attack on Kalaq would with its fury and lashing out with its lightning, the everstorm
surely bring down the full fury of the empire. is an infinite wall of elemental fury where the water battles
the air. For storm giants, this environment is home. For any
other creature, it is terrifying and untraversable without
incredibly powerful magic wards against disaster.

18
19
Mabros. The capitol city of the Storm Empire has no grand Cyclone Waste. The vast white windstorm that is the
title, and needs none. It stands as a rock against the chaos of elemental realm of air howls with an endless wildness, but
the sea, concentrating the fury of the storm into endless rain within the floating sky-caravans of the Djinn, all is serene and
and lashing lightning like whips against the waves. The seven full of comfort and pleasure. The elegant genies travel in
satraps of Mabros are charged with ruling the city and the endless loops and swirls across the skies, attempting with
empire, for the Emperor has only one concern—containing deadly earnestness to outdo one another in magical delights
the evil that lurks within the sea. and wonders. The Air Empire is a useful supply of trinkets
Thuzo. The first giant city of Thunderverge, Thuzo acts as and souls for them to use in their games and amusements,
a raiding outpost as well as a place of counsel for the giants and they are more than willing to pay handsomely out of the
to seek the wisdom of the centaurs and even—occasionally— abundance they create quite literally out of thin air.
the sages of Seerfall. Make no mistake, it is a cruel and
haughty place, full of slaves, more prison-fortress than a true Murder in the Djinn Caravan
city, but in the struggle against the sea, the Emperor is not A traveling band of hunters finds themselves yanked from
willing to lose any potential insight or resource, no matter
how mortal or puny. their lives, summoned by the great djinn Yawm-Yamin to solve
Zarkez. The greatest seers of the Storm Empire dwell in a series of mysterious killings aboard his airborne yacht, flying
the ancient city of Zarkez, where in great open-roofed palaces somewhere in the infinite emptiness of the Typhoon Waste.
they gaze upwards and read the patterns of the lightning,
drinking the rain and seeking enlightenment beyond the
measure of mortal comprehension. The Sea of Stars
Aktok. This remote city is the point of the spear for the It’s said that when Blood Mountain first erupted, it didn’t
Storm Empire's constant attempts to destroy the craven spew forth flame, but stars. Those stars surround the world,
Kraken-worshipers of the Cult Riverlands. The empire raids and if you walk to the very edge of the elemental wastes, you
what slaves it can from here, but most cultists would rather can fall into the stars' infinity. Yet even the bravest hunter
die than be captured, and in their ritual deaths they further would be wise to stay away... for there are things among the
empower their undersea gods. stars that mortals have long forgotten—and that we can only
hope have forgotten us.
The Elemental Wastes
These desolations of earth, air, fire, and water are the first Nod
lands spewed by Blood Mountain, the domain of the cruel Nod is not one place but two, and these twin worlds drift in
and corrupt caravans of genies, the final edges of the world— and out of existence, their thresholds in places of great
the last place a mortal can set foot before falling into the beauty or terror. Elves travel from Planegea to their worlds,
endless Sea of Stars. but they carry with them some aspects of that shimmering,
Typhoon Waste. This vast and dark sea is home to great translucent place.
coral catamarans and undersea palaces of the Marid, piscene The World of Dreams (Feywild). This wondrous land, full
water-genies who are convinced of their infinite wisdom and of twilight beauty and strange delights, works with a shifting,
wit. They trade with the storm giants, but find the empire's metamorphic logic that is an expression of inner state and
endless war against aboleths, kraken, and the like tiresome, desire, full of allure and magic, but one in which things can
believing that it would be no great loss if the land was swept change abruptly to be much stranger and more fearful than
away and covered in water and slime, as it once was. one could possibly imagine.
Worldquake Waste. No mountains imagined by mortals The World of Nightmares (Shadowfell). This dark land is
can rival the limitless heights of the roaring, soaring ranges full of the twisting, turning undead, and all dark things that
of Worldquake Waste. Home of the greedy and heartless Dao raise their slack jaws from horrible places to gaze with
who never stop demanding more slaves for purchase from unblinking eyes into the awful places in the soul. The
the Stone Empire, the elemental realm of earth is a grinding shepherds of this land are the Omenbringers, dark elves who
mouth of avalanche, earthquake, tunnel, and volcano, and act as knights, lords, and guardians for those mortal souls
puts the sea to shame in its tectonic unrest. who find themselves lost in the haunted places of the heart.
Inferno Waste. A hellscape, the flames of which would
consume Planegea in a moment if there were not a great
barrier desert to break them, the realm of fire is inhabited by The Kingdom of the Dead
the bloodthirsty Efreeti. These genies, locked in endless wars In the cold grip of the earth, beyond mortal sight, the terrible
and political machinations with each other, could turn and skull-king Nazh-Agaa rules the invisible world of those whose
destroy the Fire Empire in a moment if they would unite— death broke taboo—the murdered, the lost, the unmourned. It
however, the giants know that such cooperation is impossible is said that there are secret ways for the living into Nazh-
for them, in their haughty and destructive hearts, and so the Agaa’s kingdom, but that once you find your way in, you can
giants play all sides of their endless war against each other, never again depart.
provisioning, making weaponry, and benefiting from the role
of host and aide to each warring efreeti warband.

20
Chapter 3: Adventuring Guide

P
Any powerful beast or spirit can become a god, in a
LANEGEA IS A LAND OF ADVENTURE, mysterious process that is unknown even to the most
full of terror and wondrous possibility. This powerful Shamans.
section explores some of the features that make Roll on this table for inspiration for a local god that might
adventures here unique, and give players a have influenced your character:
foothold as you prepare characters native to d8 Local gods
this world. And remember, your Planegea
character is as clever, resourceful, and 1 A cave bear so ancient it has become immortal.
intelligent as you want her or him to be... just because it's the 2 A waterfall that stops roaring and starts singing.
stone age doesn't mean it won't take all your wits to survive.
3 A great tree that grows where lightning struck stone.

Primordial Cunning 4 A battleground infused with bloodthirsty malevolence.


5 A ring of carved totems that trapped a wind spirit.
Survival isn't guaranteed in Planegea. In order to stay alive,
you'll need to be as intelligent as possible. Although you're 6 A deep cave where the shadows echo like voices.
welcome to play a character with an intelligence score of 8 7 A cold mist in a canyon that shows visions and secrets.
who doesn't know words beyond "ooga booga," Planegea is
home to poets, philosophers, savvy strategists, smooth- 8 A mortally wounded dragon, dying but never dead.
talking charmers, and wise counselors. Don't limit your fun
by playing a low-intelligence character unless that's what you These ideas are just the beginning. Any beast, plant, river,
really want. place, even made objects and weather patterns—all of them
History becomes Memory. Since history is unwritten, can develop divine spirits over time. But a few principles
replace your History skill with Memory. This works as you unite these proto-gods:
would expect, representing recall, knowledge of lore, and Gods are tied to a place. Once a spirit becomes a god, it is
information about people and places around you. restricted in its movement to its sacred place—a forest glade,
a cave, a bend in the river, and so on. They cannot leave this
place, which is called a hallow, so they call on mortal agents
The Clanfire is Sacred to enact their will in the world.
Life begins and—if you're lucky—ends at the clanfire. Every Gods barter with power. Since they are limited to their
clan keeps a fire burning as hot and high as they can; the hallows, gods are more than willing to help mortals—even
bigger the fire, the greater the strength of the clan. strangers—in exchange for offerings and favors. The hallows
Neighboring clans compete to build the greatest fire, and of gods can take the place of a magic shop, blessing food and
daring young hunters make dousing raids on the fire of their drink, crafting totems, and even enchanting weapons, armor,
enemies. and other wondrous items... for the right price.
For wanderers, the clanfire has even more significance— Gods consume gods. Some gods are content to remain in
the light acts as a signalfire, a place to gather and rest. It is a their hallows and commune with their followers, but many
great tradition that strangers are welcome without question desire to grow their power and influence. Gods will often
at the clanfire between sunrise and sunset, as long as they incite those within their influence to conquer neighboring
leave their weapons outside the firelight. areas, destroying what is sacred to them (damming rivers,
The clanfire is the heart of clan life, and food, strong drink, cutting trees, hunting animals, etc) in an attempt to weaken
stories, songs, ceremonies, disputes, judgments, dreams, and them so that the conquering god can extend their range to
more are all shared around it. the defeated god's hallow and devour their essence.
The clanfire replaces the tavern. When looking for a
place to rest and spend the night, seek out the nearest
clanfire. You'll have to leave your weapons behind, but stong Finding Stats for a God
tradition will keep you safe until morning... probably. It's also
a great place for rumors, advice about the landscape and When running a Planegea game, try using the stat
blocks for any high-level, spellcasting monster as a
local gods, and to barter goods and favors. god. It is common for proto-gods to form out of
celestial or fiendish spirits, so the demon, devil,
Every Place Has Its God and celestial monsters are a great place to start;
but your god could just as easily be undead, fey, a
Planegea exists in an age of proto-gods, where divine beings monstrosity—even a great plant, a dire beast, or
are only beginning to gather their power and understand any creature with access to magic. (For inspiration
what it is to ascend to rule the cosmos. There are no great on how a god affects its domain, look at the
universal gods with dominion over entire aspects of creation regional effects for particularly powerful creatures
—instead, Planegea is an animistic place, with powerful in the Monster Manual.)
spirits acting as gods over their local environment.

21
22
The Stars Tell Stories Primal Push
In Planegea, the stars are not fixed—the stories of great The world of Planegea is a raw and wild place, where
hunters and monsters are still being painted in the heavens. anything can happen and mortals can push themselves
As such, the stars can be read, for those with sufficent beyond the boundaries imposed on their descendants. Each
knowledge, telling of the world's events. Perhaps your hunter class has access to a new feature that grants them additional
might even have their greatness told in constellations that power at cost or danger to themselves.
future generations will behold with awe.
Weapon Shatter
Star Magic Martial feature, available to ascetic, barbarian, fighter, ranger,
The stars inspire greatness. As an action, you may make an and scavenger.
Intelligence (Nature) check to locate a constellation with a
story or song based on one of the six attributes (Strength, When you deal damage with a melee weapon attack using a
Dexterity, Constitution, Intelligence, Wisdom, or Charisma). martial weapon with which you are proficient, you may throw
If you are successful, you may take 10 minutes to tell its all of your ferocity behind it and shatter your weapon against
story. At the end of the story, make a Charisma (Performance) your enemy. Your weapon is irreparably destroyed and your
check. The DC is higher if your audience is exhausted, attack becomes a critical hit. You may not use this feature
wounded, frightened, or discouraged. again until after a short or long rest. Your weapon cannot be
On a failure, nothing happens. On a success, all creatures repaired except with powerful magic such as a Wish spell.
who can hear and understand you are inspired by the tale
and gain 1d4, which can be added to one check or saving Blood Offering
throw of that attribute in the next 24 hours. This feature Divine feature, available to druid, guardian, and shaman.
cannot be used again until the following nightfall, and when
used again replaces any previous inspiration gained by this Blood has powerful magic, irresistable to almost any god, be
feature. they good or evil. As a bonus action, you may spill your own
Watching the Stars blood to empower your spell. Roll a number of your hit dice
equal to the spell's level (minimum 1), and take the resulting
The stars watch the world and gossip amongst themselves, amount as slashing or piercing damage as if from a magical
and their dance may reflect the secrets of mortals and gods weapon, ignoring resistances or immunities.
alike. With cunning, a mortal can discover what's happening As a result of your offering, gain one of the following
in the world around them by scanning the stars. blessings:
If you can see the stars, as an action, you may make an Gain advantage on your next spell attack or check.
Intelligence (Arcana) check to search for news, rumors, and Impose disadvantage on the next creature you target with
secrets. Your DM will determine the outcome of the roll. The a spell effect.
stars are untrustworthy and biased, and may communicate The effects of your next spell are as if the spell had been
half-truths, cryptic fragments, or outright deceptions. cast at 1 spell level higher than it actually was.
Spellburn
Arcane feature, available to chanter, mender, sorcerer,
spellskin, and warlock.
Magic is primal and dangerous, not yet bound by millennia of
tradition and teaching. You may cast a spell that you know or
have prepared for which you do not have spell slots, with the
following costs:
Level 1–5 spells: Take 1 level of exhaustion per spell
level.
Level 6 spells: Take 5 levels of exhaustion and fall
unconscious.
Level 7 spells: Take 5 levels of exhaustion, fall
unconscious, and automatically fail 1 death saving throw.
Level 8 spells: Take 5 levels of exhaustion, fall
unconscious, and automatically fail 2 death saving throws.
Level 9 spells: Take 5 levels of exhaustion and die. (The
levels of exhaustion remain if your character is restored to
life except by the powerful magic such as a Wish spell.)

23
The Black Taboos
The people of Planegea are no fools. They are intelligent,
curious, and will to survive. Yet they are locked in the stone-
age by powers beyond the reckoning of gods or mortals. Still,
the mighty minds and spirits of Planegea fight against these
bonds, being as clever and inventive as possible under the
constraints they face.
No such thing as metal. It's not that Planegea wouldn't
use metal if it were there—but metal simply does not exist in
the world; or if it does, it is undiscovered and seemingly
impossible even for the gods to find.
Writing is death. There is a force in the cosmos known as
the Hounds of the Blind Heaven. Nobody knows where they
come from, or the origin of their curse... but one thing is
certain: the black magic known as "writing" summons these Discovering Your
monsters, unthinkably horrible and merciless. Anyone who
breaks the taboo of the written word will instantly be pursued Character
until dead by these awful beings, who seem to know the Who is your character in the world of Planegea? We
moment a glyph is shaped anywhere in the world. recommend using the "This Is Your Life" tables from
No wheels, no farming, no money. Writing is not the only Xanathar's Guide to Everything, supplemented by the
taboo that summons the Hounds. So too do wheels, planting following tables for inspiration:
and harvesting of crops, and exchange of currency of any
kind. Whatever the Blind Heaven is, wherever the Hounds 2d4 Upbringing
come from, they seem utterly committed to keeping Planegea 2 You were raised in a cage as food for a warlord’s
in its most primitive form. prized beasts. You only managed to escape by
forging an understanding with your fellow prisoners
Hunters of the Heavenly Hounds or the beasts themselves, and have vowed to return
to exact vengeance on the warlord.
A band of strangers are united by a common thread—each of
them has lost the most important in their life to the Hounds 3 Your clan barely eked by on the desolate edges of the
world, barely escaping giant slave-raids and ravaging
of the Blind Heaven. These hunters have dedicated their lives predators. You know nothing of the comfort, plenty,
to a single purpose: Find the Blind Heaven and slay the or safety, always watching your back and the skies.
Hounds that killed their loved ones, no matter what the cost. 4 You were the favorite child of a powerful clan, set to
inherit the spear of the chief—until one day a
monster slew and scattered your people. You now
No number after nine. Holding up both hands and counting roam the world in search of your lost clan, and in
pursuit of the beast that took everything from you.
the fingers there ends in "many." Every number above nine is
many. A family of more than nine is many. An endless sea of 5 Your clan roamed the Great Valley, following the
herd animals that stretches from horizon to horizon is many. herds and seasons in the world-circle around Blood
A journey of countless miles is many. Mountain. You did your best to avoid the Three
Brothers, and although you now travel far in search of
For mechanical purposes of movement, range, combat, glory, you still know where to find your clan in every
etc., numbers still have meaning. But in roleplay and season, should you need counsel or comfort.
conversation, anything numbering above nine is ambiguous
and mysterious, and doing any calculation of high numbers is 6 You were apprenticed to your clan’s shaman. Trained
in their service, you were always well-fed and
fraught with peril from the Hounds. instructed, taught in the old ways and armed with
ceremonial weapons. When you were old enough,
your shaman sent you out from the clan on a
mysterious mission you cannot fully comprehend.
7 You grew up separate from your clan—a lone hunter,
Stonepunk raised in the sacred place of a god without a shaman.
Let your imagination run wild within the limits of You gained great gifts from its magic, and still hear
the taboos. Build cities on the backs of its whisper from afar. But over time, you grew to
mammoths, hang wooden temples from giant doubt your god’s judgment and wisdom. Believing it
trees, craft great hang-gliders that soar on volcanic to be sick—or worse, mad—you now travel in search
heat—whatever can be made with skill and simple of a cure… but how does one cure a god?
tools, bring into your vibrant stone-age world. 8 You are from one of the far reaches of Planegea: the
Venom Abyss, the World-Fangs, or even the
Elemental Wastes or Dream Worlds. You glipsed
something that irrevocably altered the course of your
life—a great secret of the stars or stone—and now
you live on the run, always afraid that the Hounds of
the Blind Heaven are only a footstep behind you.

24
2d4 Life event d12 A god you have encountered
2 Someone close to you was lost in a sudden storm, 1 Urhosh the Gray Bear
and their body was never found. You fear that they
still wander the world, either alive or as an accursed 2 Hekeh the River Woman
and unburied ghost. 3 Hrewdos the Blood-Bull
3 You made a powerful enemy within your own clan. 4 Doru, the Tree of Light
Work with your DM to decide whether it was your
fault or you are blameless, but regardless this enemy 5 Kewero, Voice of the Canyon
seeks your harm and downfall. 6 Hehter-Who-Smolders
4 You were attacked by a great predator, and still have a 7 Dhghu the Endless
scar, a limp, or show other signs of the injury, though
they do not impair your abilities. 8 Gerbha the Many
5 You traveled far on a long hunt for extraordinary prey, 9 Menh the Mountain
and experienced many dangers and saw wonders
along the way, returning home forever changed from 10 Gheim Shadow-Whisper
the journey. 11 Glelh the Lion
6 A friend or stranger gave you a gift—an unusual 12 Peth-Pewhr the Dragon-Grave
weapon, totem, or other object. It is mysterious in
nature, with a strange history and unanswered
questions that you desire to answer.
7 You made a strong ally with a member of another
clan when you survived danger together. They owe
you a favor and seek to do right by you and advance
your interests where it does not harm their own clan.
8 You fell in love, were married, or had children. Work
with your DM to decide the nature of the
relationship, and what the status of your loved one
might be.

2d4 Brush with death


2 You died for a moment, and saw the gates of the
kingdom of the dead. Only powerful magic brought
you back, and you're still haunted by that vision.
3 You hovered between life and death in a dream state,
and walked in the worlds of the elves. You only
returned when your spirit found a doorway back to
your own world... and you half-remember where that
doorway was.
4 You were separated from your clan in a storm and
clung to life—but only barely. You returned half-
frozen, starved, or drowned, and some consider you
still marked for death.
5 You were within a hair's breadth of being trampled by
a mammoth in a hunt or stampede. Your clan took it
as an omen that your life was spared for a reason.
6 You led a fire-raid on an enemy clan, winning great
glory by dousing their fire—but their hunters nearly
caught you and your name is hated by that clan to
this day.
7 You endured a harrowing vigil, remaining awake and
upright for a week in service of your clan's god. You
were rewarded with a powerful vision by the god, the
meaning of which you're still trying to unravel.
8 You almost lost your life heroically rescuing a group
of children cornered by a predator. Though the beast
was far too powerful for you to defeat, you attacked it
selflessly, allowing them time to escape and very
nearly being devoured in the process.

25
Chapter 4: Character Options

T
O CREATE YOUR CHARACTER FOR A d6 Quirk
Planegea campaign, you won't require any 1 Once you've made up your mind, no force in Planegea
specialized mechanics or materials beyond the can change it
core books of D&D. Rather than creating new
mechanics which might unbalance the game, 2 You love showing off your stony nature, challenging
other hunters to break their weapons on your skin
Planegea uses classic races and classes,
reflavored to fit a primordial world. 3 You are very slow to make any promise, for a promise
once made is utterly binding

Playable Races 4 You sleep sitting up, motionless as a stone, and have
been mistaken for a rock on many occasions
All the races of D&D can be found in Planegea, though they 5 Change confuses you, and you have a hard time
may not look or act the way you remember them from their recognizing even close friends if they change their
distant descendants. They are primordial here, less alike than clothes or appearance
ever, yet unburdened by tradition and legacies of xenophobia. 6 You are embarrassed by your rocky outcroppings, and
Survivors, not cultures. Beings band together to stay alive do all you can to conceal them, preferring to pass as a
in Planegea. The world is hostile and hungry, and the mortal human when possible
races have not been in the world long enough to create hard
divisions between the races. Many clans welcome any able Ruin makers. If you see an abandoned cliff-fortress or
body who is willing to work. Some clans keep to their own menhirs set high on a hill, you can be almost certain it was
kind, but this is usually due less to racial prejudice and more once dwarvish. Obsessive builders and carvers of stone,
to a shared vision for the best methods of survival. dwarves have been known to build a fortress for generations,
Stories, not histories. The world is new, and races have only to abandon it overnight when the last stone is mortared,
not yet written their great histories of proud ancestors and ready to start anew. Their industry is ferocious, their
long bloodlines. Kingdoms have yet to be built, mortal dedication to craftsmanship eternal. Many a wandering dwarf
empires are unformed. Ask an elf the history of her people, can be tracked by an unconscious habit of piling pebbles into
and she'll tell you the tale of her parents or her clan before little cairns wherever they go.
she realizes you're asking about the elves. The stories people Industrious & competitive. A losing endeavor is called a
know and tell about where they came from are personal, not "dwarvish bet," because those who live beside dwarves know
far removed in the shrouded recesses of the past. that once they set their mind to a task or challenge, nothing
can stop them. Their tirelessness and dedication is respected
Dwarves by those around them, yet with every generation, dwarvish
elders grow a little more suspicious of a growing love for ale
DWARVES ARE TOO STONY TO CHANGE. I'VE KNOWN and the ease of life on the banks of the Three Brothers.
a dwarf to keep a promise made a lifetime ago to his own Friends of giants. It is known that the giants greatly
harm, long after everyone he ever made it to was gone. admire the dwarves for their natural cunning with stone, and
that dwarves are often invited into their high-walled cities as
— Yughom Two-Ox, elvish shaman guests, counted as friends and advisors in construction,
building, and crafting projects of all kinds. Some, however,
Still half-stone, dwarves were born of rock, and only recently believe the giants are a little too welcoming, and worry that
carved their way out of the deep places of the world. Their there might be some larger, darker plan that the empires have
skin and hair glitters with minerals and gemstones. Dwarves for their stone-working allies.
consider other races—softskins, as they call them—strange
and mercurial, full of whimsy and change. To be a dwarf is to Stonehewn Dwarf (Hill Dwarf)
live with crystal clarity and stony certainty. It's said that not all dwarves are born—some are carved from
Outcroppings. Almost all dwarves have some visible rock and given life with secret magic only known to the
element of stone or crystal in their skin or hair, growing dwarves. These stonehewn dwarves are more rock than skin,
naturally from their bodies. This might be as subtle as a and often look at the softskin world with a mixture of
patches of pebbly scales, or nearly cover the body in rocky confusion, contempt, and curiosity.
shards and spines.
Stone quirk. Thanks to their mineral roots, Dwarves are Valleybreed Dwarf (Mountain Dwarf)
unlike all other races—although they share a distant kinship Some dwarves are born (or hatched from gemstone eggs, if
with the waste-children of earth. Use this table to inspire how certain stories are to believed) in the Great Valley, and only
your stony background manifests. have fragmentary signs of their stony ancestry. Valleybreed
dwarves mingle more easily with softskin races, but their
blood, when spilled, still glows like molten rock.

26
Elves The Cloak of Fire-Feathers
Holasa, the great elvish druid, has summoned together a band
"ELVES AREN'T REALLY REAL, YOU KNOW," SAID THE of his followers, to gather a rare prize—fire-feathers from the
old man, gazing out at the snow. I was young. It was cold. We
were waiting for the hunters to signal the approach of the blazing eagles of the Fang of Rock & Flame. To collect the
mammoths. "You can see through them. They're dreams. plumage will be a great undertaking—a journey through the
Walking dreams, no more real than that." skytouch pines of the Towering Weald, under the watchful eye
I knew better than to disagree with my elder. But when I of the stone giant city of Mazu, and into the primal
thought about the elves I'd seen—their wild ways, their volcanolands where the birds roost. Little do the feather-
laughing eyes, their clever hands—they had seemed real to gatherers know that they are not the only ones who covet the
me. More real than anything else. feathers, and they will have to contend with the greedy and

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


vain efreeti of the Inferno Waste, who count the birds as their
rightful property.
Semi-translucent, elves have indistinct edges, with something
not-quite-real about them. You can see the sun rise through
an elf, as through the end of a dream. Originating in Nod, the The call of Nod. Elves don't sleep, and don't dream—the
world of dreams and nightmares, elves never quite sleep, world of dreams and nightmares is real to them, and they
always seeming only partly attached to Planegea, their must travel through doorways or by magic to go there.... and
thoughts ever wandering far away... it never stops calling to them. Whether born in Nod or
Graceful translucence. You can see moonlight through an Planegea, an elf always feels the draw of the dream world,
elf's hand. They have a quality of not-quite-there-ness, born of and rare is the elf who does not at some point in their long
their origin in the mists and secrets of Nod. They are a life seek a way to at least gaze into their former home.
slender people and are known to move with a dancer's step,
their eyes seemingly focused on something jsut out of reach. Exile of Nod (High Elf)
Wandering minds. Elves are known for being in a state of Many lifetimes ago, by mortal measure, a great crime or sin
distraction. They usually seem either a step behind or two was committed by a clan of elves from the world of dreams.
steps ahead of the conversation, as if their thoughts are These elves were cast out, banished forever from Nod, and
wandering on quite a different path than that of other have dwelled in Planegea ever since. Exiles of Nod are less
mortals. Yet when they arrive at their destination and choose translucent than their kin, and have spent their outcast
a course of action, they are both brilliant and intuitive. Use generations learning how to survive. Because of this, they
this table to inspire how your wandering mind manifests. tend towards more practicality and skill with both magic and
weaponry than others of their kind.
d6 Wandering No human—and few elves—know why they were banished,
1 You lose focus quickly, distracted by the next but the oldest of the exile elves know, and some say they are
interesting thing you see still working towards some larger plan for return or revenge.
2 You have a habit of interrupting the conversation with
an unrelated observation or question Dreamwalker (Wood Elf)
Elves who have only recently come from Nod—whether
3 You reject the binaries of black and white, yes and no, themselves having crossed over or being born of parents
life and death—there's always a third option from the dream world—have one foot in the dream and one
4 You don't like walking in a straight line, and create your in Planegea. They are more see-through than their exiled
own detours cousins, and this serves as natural camoflauge, making them
5 There are always two or three problems or mysteries excellent natural hunters, scavengers, and scouts.
you're working on solving in the back of your mind Dreamwalkers love stories above all, and will seek out
6 Wherever you go, you trace, draw, and paint swirling,
strange and interesting people and situations in order to
abstract patterns that reflect your inner state discover a good story.

Eternal beauty. Elves remain in the prime of their life an Omenbringer (Drow)
unthinkably long time... in a world with no number over nine, These dark elves, hailing from the world of nightmares, are
they are believed to simply be immortal. Although many elves seen as seers and sought for their insight into possible
enjoy the company of other races, finding their perspectives dangers in the days ahead. Many believe that omenbringers
interesting, they can be aloof in their distraction and can see trouble coming, and indeed the Court of Nod has
immortality. Some elves prefer to live with their own kind, to sent messengers to powerful mortals to foretell of great
avoid the pain of getting attached to such short-lived coming disasters.
companions. Such elvish clans are almost never permanent Omenbringers are feared, yet respected, and keep largely to
encampents, preferring to wander in search of places of great themselves so as not to unnecessarily frighten others. Within
natural beauty. Elves are known for their work in feathers, their own circles, they're known for their love of dangerous
beads, colorful paint, and weaving, and their textiles are bets and dark games of chance, enjoying the feeling teetering
highly sought, especially for feasts and festivals. on the edge of something awful.

27
Halflings Kill or be killed. Somewhere in the halfling people's past,
they realized that, thanks to their size, they could be easy
prey or become predators, and decided on the latter.
BEWARE THE SILENTKIN, WITH THEIR MANY KNIVES Halflings keep to their own kind more than most other races,
& noiseless steps. They can kill before you know that you're largely because they find others too noisy and clumsy to
surrounded survive in the halfling way. Their clans tend to camp in
— Great Valley hunter's warning hidden places and live their days in total silence, considering
it a great offense to make more noise than absolutely
Called silentfolk or ghostchildren, halflings are unseen until necessary. But when halflings feel safe—when sentries are
it’s too late. A secretive people who hunt by ambush, they are posted, the tents are well-hidden, and the land and sky are
eerie and unsettling, yet highly valued as hunters and allies, if empty of threats or intruders–it's said that there isn't a sound
other races are able to befriend them. in all of Planegea to match the joyful uproar of halflings
Small and deadly. Halflings are known by their small letting loose.
stature and quiet step. Because of their size, they are natural The three favors. There is an old story about a halfling
prey for many hungry beasts, and so halflings have learned who wandered through the jungle so silently that it snuck up
the art of hiding, and striking first from the shadows. They on Death, who was trapped under a fallen tree. Twice, Death
tend to wear dark natural colors, and are known for elaborate asked the halfling for help, and twice the halfling refused. On
striped face painting or tattoos as an art of camouflage. the third request, the halfing agreed, but only in exchange for
Not seen, not heard. Halfling culture is built around three favors from Death in days to come. Death agreed, and
silence, and their clan tongue is an elaborate sign language ever since, halfings have been a people touched by
created for stalking large prey. It's hard to get a halfling to preternatural luck, which they rely on and count as their well-
open up, but it's said that on the rare occasions when they deserved birthright.
feel safe and secure, they are clever and bright companions,
full of all the jokes and insights they've been holding back Silentfolk (Lightfoot Halflings)
until it was time to speak. Use this table for inspiration on Most halflings are from clans that have long kept quiet and
how this tradition of silence affects your character. kept to themselves. Some leave their clans because curiosity
d6 Silence
draws them into the world, others are sent out as long-range
hunters or scouts and then—through misfortune or curiosity
1 You sneak up on people without meaning to, often —never find their way home.
startling your companions by appearing behind them
without warning
The Favored (Stout Halflings)
2 You don't speak until spoken to, but once you start Not all halflings are suited to the ritualistic silence of the
talking, you can't stop clans. The Favored is the chosen name of those halflings who
3 You bottle up grudges—literally. Your belt has skins seek out the company of other races. These halflings,
and jars that hold objects that remind you of who considered weak and foolish by their own kind, are usually
you're going to get back at held in high regard by their adopted clans, celebrated for
4 You consider flambouyance of all kinds a great sin and their knack for cheating death and their courage in the face of
personal offense, and instinctively distrust anyone who a large and hungry world.
attracts attention
5 You love a good jump scare, and will go out of your
way to startle your companions for a laugh
6 You often forget that other races don't know halfling
sign language, and slip in and out of your native dialect
without realizing it

28
Humans Dragonborn
YOU'VE NEVER SEEN SUCH A DIFFERENCE AS FROM GREAT ARE THE DRAGONBORN, AND GREAT IS OUR
one human to the next. It's dizzying. pride, for we are the heirs of the Worldheart. Great are we
and great is our pride, for in our veins runs creation's blood.
— Bazrhu, stonehewn dwarvish guardian
— Dragonborn Chant
Known for their remarkable adaptability, humans are
unparalleled as beast-tamers. They can be found everywhere Arising from the Venom Abyss, soaring up the unfalls in great
in Planegea, both as servant and master of mighty beasts of bamboo rafts, these draconic mortals are the newest race to
all kinds, equally likely to have tamed a creature as to have appear in the Great Valley. They are a gregarious people,
been subjugated by it. known for their showmanship, insane fearlessness, and
A dazzling array. Humans in Planegea come in all shapes overwhelming pride, declaring with fierce joy their rightful
and sizes, every shade and color—including tints of blue, place as the hatchlings of the Worldheart Dragon's own brood
purple, and green from elvish or orcish ancestry. Humans are and the harbingers of the will of Blood Mountain.
known for their diverse tastes and ability to alter their Powerful predators. The dragonborn are a towering,
appearance and culture to whatever landscape they find dominating people, full of hunter's pride and conquering
themselves to a degree considered remarkable by others. strength. They laugh easily and loudly, kill for sport, and are
Infinite adaptability. Humans thrive in nearly every unafraid to speak their mind. They vary in hue from white to
environment across Planegea, from the stormy plains of black, and all chromatic shades in between. The metallic
Thunderverge to the soaring pinewood pillars of the scales of dragonborn that will someday walk the world are
Towering Weald, from the mold-huts of Ghostmire to the nowhere to be found among them.
dinosaur-back villages of Lastwater Wilds. Use the following Heirs of the world. According to the dragonborn, they are
table to inspire your diverse origin. the direct descendants of the Worldheart Dragon, hatched of
d6 Origin
her eggs on Blood Mountain. They say they cut down mighty
trees of the Venom Abyss, lashed them together with
1 You grew up on the houseboats of Fishgather, poisonous vines, and sailed up the Unfalls to bring the
watching traders come in from across the Raiding Worldheart's will to Planegea. This confidence or pride is a
Plains and down from the Skyfang Mountains. hallmark of their people. Use the table below to inspire how
2 You lived in the tree-villages of the Slumbering Forest, that plays out in your dragonborn character.
gathering nuts and fruits from the sleeping trees and
learning at the feet of the Shamans of Seerfall. d6 Confidence
3 You were trained as a young hunter by the mighty 1 You are always certain you will succeed, no matter
clans of The Brothers river valleys, where game was what the odds or your skill level
plentiful and you camped wherever the prey wandered. 2 You believe fear is a weakness, and look down on
4 You built mosshouses as a child in the Cult Riverland, those who express it
with a sharp stone dagger your first possession and an 3 You love a good laugh, even at another's expense
oath to never let a godless neck go unsliced.
4 You have a habit of giving counsel and advice when it's
5 You lived in a dinosaur-back village that roamed across not asked for or wanted
the Dire Grazelands, running along the bridges from
platform to platform as your beasts wandered wide. 5 You're the first to volunteer for any task, especially the
dangerous ones
6 You started life as a proud citizen of Free Citadel, in
the vast stone palaces of giants built by mortal hands, 6 You always eat last and take care of others first,
breathing icy mountain air that was clear and wild. convinced that you don't need help

Consummate survivors. It seems that humans will do Boastful athletes. When the dragonborn sailed up the
anything to survive. Humans can be found worshiping Unfalls in their catamarans, they announced that they had
anything, partaking in strange and bewildering rituals and arrived to enact the will of the Worldheart. However, it
traditions, adapting their dwellings, their clothing, all aspects became clear in time that they had no fixed purpose or clear
of their life simply to eke out a few more years of breath. way forward, nor any way to return to their birthplace on
Natural allies. Of all races, humans find it easiest to Blood Mountain. In the years that have passed since they
cooperate with other kinds of beings—for good or for ill. arrived, some dragonborn have joined with other clans as
Human encampments are remarkable for the range of other hunters or makers, while most have kept to their own kind
races and beasts they mingle into their societies. Sometimes, and live in a state of perpetual hunting, feasting, and
of course, it is the humans who are mingled in, and many a challenging each other to feats of strength or courage.
powerful monster has its share of human pets. Dragonborn camps are raucous, dangerous places, which
most other mortals take great pains to avoid.

29
30
A dubious birthright. Dragonborn are not long-lived, and Hidden treasures. Gnomish scavenger-camps can be
several new generations have been born in the Great Valley found at the fringes of larger hunter-gatherer societies. Their
since their arrival. The oldest of their kind are passing away, huts tend to be made of unwanted bones covered in
and none have ever told the full story of their origin, keeping gnomequilt—pieces of hide too small for others to use,
to the same vague generalities. Some of the young stitched together in strange patchwork patterns. They
dragonborn raised among other clans have started to wonder arrange their huts in a tight circle, and in front of each they
whether their old ones are telling the truth... if they were the place found or fashioned trinkets and tools for sale; each
children of the Worldheart, wouldn't she have told them their gnomish camp is as much a marketplace as a dwelling-place.
purpose? Wouldn't they know what to do? The inside of their huts—too small for tallfolk to enter—are
covered in wonders of invention, art, and beauty... tiny oases
Chromatic Ancestry of craftsmanship and light in a dark and violent world.
None of the dragonborn in Planegea are metallic, as it is a Star whispererers. The gnomish people have a deep
world without metal. The chromatic colors—black, blue, affinity for the stars—something about their small brilliance,
green, red, and white—are present. Although the people of their clever dances across the sky—there is a kinship.
the Great Valley don't know it, the inherent alignment of Gnomish star-shamans are known for their remarkable
chromatic dragons towards selfishness and violence runs understanding of the rumors of the heavens. And some even
deep in the scales. say that the darkest of the gnomes have secret
communication with the unfathomable, ancient minds that
Gnomes lurk and spiral in the dark Sea of Stars...

"I'D RATHER DEAL WITH GOBLINFOLK THAN WITH A Wilderness Gnomes (Forest Gnomes)
gnome. Little rats scurry and creep, their fingers finding and Some gnomes live far from other mortals, in the hidden
fashioning things an honest hunter can barely understand. curves of forests or heights of cliffs. These gnomes, unable to
scavenge from hunters, have learned to speak with the beasts
— Khügoz, orcish fighter of Howlgrove
and hide in plain sight, making their way in a world much
larger and wilder than they are.
Every race hates these little scavengers. Gathering like rats Scavenger Gnomes (Rock Gnomes)
after a kill, beggar-gnomes fashion clever trinkets, which they These gnomes are those commonly seen in the Great Valley,
attempt to trade for food, but would as soon cut a throat as living in bone-and-gnomequilt huts encircled by crafted goods
make a deal. They are dishonorable, tricky, too small to hunt, for trade, fashioned from the cast-off waste of other clans.
and always seem to have something up their sleeves. Little do Mender's Lore (Artificer's Lore). Whenever you make an
those who reject them know of gnomish cunning, courage, or Intelligence (Story) check related to magic items, alchemical
the beauty that's to be found just out of sight in their objects, or stars, you can add twice your proficiency bonus,
scavenged society. instead of any proficiency bonus you normally apply.
Small and quick. Gnomes stand at about half the height of Crafter. You have proficiency with artisan’s knack. Using
most other mortals, taller only than the silentfolk. Their this knack, you can spend 1 hour and 10 ps worth of
fingers are long and clever, their eyes large and luminous, materials to craft a Tiny magical device (AC 5, 1 hp). The
their hair drifts as if defying gravity around their pointed device ceases to function after 24 hours (unless you spend 1
faces. Gnomes move with the air of prey, habitually checking hour repairing it to keep the device functioning), or when you
around, above, and over their shoulder for danger. use your action to dismantle it; at that time, you can reclaim
Despised cunning. The tallfolk, as gnomes call them, the materials used to create it. You can have up to three such
reject and despise the gnomish people for their willingness to devices active at a time.
pick over kills, scavenge in trash piles, and steal what they When you create a device, choose one of the following
need to get by. Gnomes, however, know better. They are options:
survivors in their own right, more clever than the brutish
races that must use brawn to get by. Gnomes are clever, Kinetic Toy. This toy is a moving animal, monster, or
inventive, and find—or make—a way through the world person, such as a frog, mouse, bird, dragon, or hunter. When
where none exists. Use this table to inspire your gnome placed on the ground, the toy moves 5 feet across the ground
character's cunning scavenger nature. on each o f your turns in a random direction. It makes noises
d6 Cunning as appropriate to the creature it represents.
1 You're always absentmindedly gathering materials and
Fire Starter. The device produces a miniature flame, which
making things without realizing it you can use to light a candle, torch, or campfire. Using the
device requires your action.
2 You hate to leave anything behind, preferring to gather Song Jar. When opened, this jar plays a single song at a
everything in case it someday might be useful moderate volume. The jar stops playing when it reaches the
3 You are unwilling to accept things at surface value, song’s end or when it is closed.
always seeking a deeper meaning or significance
4 You ask "why" a lot... too much, according to your
companions
5 Curiosity will always get the better of you
6 You study other creatures in order to be able to
perfectly mimic them

31
d6 Upbringing
Half-Elves
1 I was abandoned as an infant, left to die by parents
who rejected me outright. I've hated both humans and
"A CHILD OF TWO WORLDS IS WELCOME IN BOTH elves ever since
worlds or neither one. Which are you?" 2 My human parent raised me, and never spoke of elves
— Suunpha of Nod
or allowed me to go near their encampments
Often called Twilight or Dawn Children, these descendants of 3 My elvish parent raised me and would spin endless
humans and elves share traits from both bloodlines, yet are tales of Nod, while attempting to ground my feet
firmly in the practicalities of life in Planegea
generally trusted by neither, often forming their own caravans
or raiding parties and keeping to their own half-kind. Still, 4 I was born to half-elven parents, who had already found
their natural grace and understanding of two perspectives each other in a performing caravan ... I never thought
makes them skilled performers and negotiators, when they of myself as strange, and still don't
can find a listening ear. 5 My elvish parent was from the World of Nightmares,
An uneasy mix. Elvish and human blood doesn't mix and I have been told since I was young that my destiny
evenly, and the children of these unions are often a mottled is to one day find them there and bring them back
mixture—translucent and blue in some patches of skin, 6 As the child of a shaman and a lord of Nod, I traveled
sometimes with one pointed ear and one rounded, or fluidly between the two worlds, learning all that each
differently-colored eyes. These combinations often settle into had to offer—the beloved heir of magic and power
graceful patterns, like the stripes or spots of a hunting cat or
swirls and loops that remind one of clouds, water, or leaves. Raiders and performers. When half-elves separate from
Regardless, they stand out as strange no matter where they other clans—by choice or by rejection—they usually either
go, unmistakable as a people of strange blood. form vicious raiding parties or colorful caravans of
Oil and water upbringing. This union of two backgrounds entertainment. There is great unease when a band of half-
can make for curious outlooks on the world. Some half-elves elves is sighted, for sometimes raiders pretend to peform or
turn violent and cruel as they're rejected by both lineages. performers put on mock raids to gather a crowd. Either way,
Others enjoy the best of both worlds, literally. Whatever your the striped half-folk certainly have a flair for dramatics and
upbringing, use the table below to inspire how it shaped your showmanship.
half-elf character. Blood dancers. It is said that some half-elves have a
unique ability to supress either of their ancestries, appearing
as fully human or fully elvish at will. Such beings have great
power to live two lives, being accepted by both kinds without
suspicion—as long as their ruse goes undiscovered.
To play a blood dancer half-elf, replace the Skill Versatility
feature with the ability to change between your elf aspect,
your human aspect, or your mixed aspect as an action.
Orcs
"MIGHT, STAMINA, COURAGE, WISDOM—WHAT MORE
COULD you ask for? Is there any other people who can
compare to the majesty of the orcs?
— Tula Ma'Zos, spellskin of Seerfall

Orcs are among the mightiest, feared, and honored races in


Planegea, hailed as conquerors and warlords. Their people
often lead clans and win great glory as hunters. Few doubt
the future of the race as the rightful rulers of the land,
although some resent it and will do all they can to oppose
orcish might for as longa s they can.
Majestic might. An orc is awe-inspiring—taller than a
man, green skin that blends with grass and trees, mighty
tusks that can gore with no need for a knife. They are
considered a beautiful and blessed people, and much
admired throughout the world of Planegea.

32
Spiritual unrest. The orcs have long been a reverent people, Monstrous & Exotic Races
with deep roots in the worship of the gods of the land. Yet
something has changed in the last few generations. Their All types of beings may be found in Planegea, including those
power has grown, and some have started to doubt whether of stranger form and bloodline...
their fate is always to bend the knee to the gods. They are a Godborn (Aasimar). In some places, the local gods are of a
mighty people, and some believe that the way of survival is shape and an inclination to bear children. These godborn are
one led not by spirits in their hallows, but by the hand of the often raised by a shaman-mother or their divine parent,
hunters who risk their lives at spearpoint. This tension with sometimes together.
the divine can play out in many ways—use this table to Leatherwings (Aarakocra). These offspring of flying
inspire how it affects your orcish character. reptiles are notable for their large wings and head ridges, and
powerful shamans who can conjure the spirits of air.
d6 Unrest Sharpfangs (Lizardfolk and Kobold). These recent
1 You see worship as suffocating, and desire to have as descendants of saurians and lesser dragons are regarded as
little to do with the gods as you can dangerous monsters, yet are said to have within their own
2 You respect the old traditions, and believe that the
clans access to great primal power.
gods have their uses, but see them as a means to an Giantkin (Goliath and Firbolg). Lesser giants who have
end—and the end is orcish power in Planegea left or never joined the Giant Empires roam as powerful
hunters, raiders, and druids. They are known for their bond
3 You believe balance is necessary, and think that the
interests of the gods and the orcs can co-exist
with mammoths, and a thundering herd of mammoth-riding
peacfully... if only your clan could see that too goliaths is greatly to be feared.
Golem (Warforged). Some powerful spellcasters have
4 You fear the wrath of the gods, and have chosen to been known to infuse wandering souls into bodies formed of
serve them, though some of your brethren brand you a
coward for your worship
clay and wood and stone. These constructs are usually
reviled by all but their makers, seen as blasphemous
5 You are on the hunt for a god worthy of worship—one offspring of secret rites.
who awes you more than the natural might and glory Waste-Child (Genasi). These unfortunate souls are the
of the orcs ... and so far, you haven't found one offspring of the decadent genies and the mortal slaves they
6 As far as you can see, the only good god is a dead god purchase from the Giant Empires. Though they rarely find
... makes room for more unclaimed land for the orcs their way back from the Elemental Wastes, some have been
known to escape to the Great Valley.
Proud hunters. The orcs live as nobility in Planegea. Their Bugbear, Goblin, and Hobgoblin. The various goblinoid
numbers are not great—orcish life is hard, and many do not races are not clearly distinguished and do not have their own
survive the brutal upbringing of a clan hunter. But those who strong cultures. Yet each is welcome among the clans of
reach adulthood are hunt-scarred, the strongest of the strong, others, so long as they are honorable and can contribute.
warrior-poets who have been groomed to lead. Tabaxi, Kenku, Tortle. These beings are usually born of
Enemy-makers. The powerful make powerful enemies. magic and remain close to their ancestral species, often
Through their pride and conquest, the orcs—though feared acting as go-betweens between their great ones and the
and admired by most—have more than their share of mortal races.
opposition. There are gods who conspire for their downfall, Star-touched (Tiefling). It’s said that sometimes the stars
clans dedicated to their destruction, even some giant empires walk the Great Valley and give gifts of the beyond to mortals.
who think the green mortals would do better if they learned a These are the star-touched, whose horns and black eyes
lesson in humility. The orcish elders laugh at warnings of speak to an otherworldly origin. Their otherworldly nature
such dangers, however, daring all to come from any direction. and their natural charisma makes it easy for them to hold a
captive audience. Because of this, there are few (if any) star-
touched clans. Rather, they pass in safety and security from
clan to clan, telling real or invented tales, accepting food and
The Doomed supplies in exhange, and then moving on.
The orcs listed in the Monster Manual (MM 244–
247) are known as monsterblood orcs, the
Doomed, or the Taboo-Breakers. These clans once Invasion of the Bird-People
lived alongside other races—but in their pride and
thirst for power, they broke the Black Taboos and Kenku emissaries flood into the Great Valley from the Starstep
ate beings they should not have consumed. In Cliffs, using fragments of stolen speech to promise a coming
doing so, they gained great physical power, but had invasion by their lords, the Exalted Rocs. The invasion arrives
their minds darkened with murderous rage. They as foretold, and the only hope of the clans are the secrets of
are the half-orcs .... they exist in a half-place
the ancient enemies of the bird people—the sorcerous and
between mortal and monster, and though they still
retain vestiges of their former nobility, the suspicious leatherwings of Thunderverge.
pounding of war-drums never ceases beating in
their ears.

33
Half-Oozes Appetite for Adventure
Half-oozes all come into existence with ravenous hunger, and
THE PALMS AND TALL GRASSES SHOOK, AND FULGA that appetite continues to drive them throughout their life.
raised her spear in alarm, ready to strike at whatever beast Most half-oozes will give the same answer to anyone who
might come through—but then she saw her companion, who asks them why they did something—they were hungry. The
had been missing for two days. She smiled in great relief... rare half-ooze who can find a constant food supply might
but then her smile faded. He was strange-looking—pale, with seek to better itself for its short life, in learning or building
a glistening greenish hue. His eyes did not look at her with something, or in seeking to make the world a better place.
recognition, only hunger. And then, with an awful slurping There have even been half-oozes who sought out the families
sound, he stretched out his arms to an unnatural length, of their dams and tried to make restitution for whatever was
grasped a branch above, and was gone. broken in their last life... as long as it doesn’t get in the way of
the next meal.
— The Dark Tale of Fulga's Abyssal Hunt
A Bad Beginning
Sometimes, in dark caverns or cruel forests, a hapless Your half-ooze adventurer has arisen from unpleasant
forager or hunter meets an untimely end at the creeping circumstances. Use the tables below to find out a few details,
pseudopids of an ooze sire. Usually catching wanderers while or sort it out yourself.
asleep, the sire slies into a mortal’s ears, nose, and mouth— Dam
and once it’s inside, it’s too late. What awakes from that d6 The creature who your sire infested was...
slumber is a new creature, a half-ooze, half-humanoid being
that is aware of only three things: its strangely malleable 1 A lost forager who stumbled into the wrong cave
body, the dim memories of its past life, and an overwhelming 2 A mighty hunter on a critically important journey
hunger. 3 An explorer trying to find unknown places
Is That You? 4 An outcast hiding from execution
Half-oozes wear the outside form of the creature that died 5 A spellskin trying to learn more about ooze sires
when the ooze sire took their life, although they are a little
more pale, and clammier to the touch. Their skin tends to 6 You don’t know
have an unusual tint, depending on the type of ooze that sired
them. Half-oozes usually exist in dark and dangerous places, Awakening
and are typically dressed in ragged wraps that let them d6 You woke up in...
stretch their limbs when occasion calls for it. 1 A deep, dark cave, far below the sunlit surface

So Hungry 2 A forest considered to be cursed by those who live at


its edge
When a mortal meets its end at the touch of an ooze sire, that
creature ceases to exist. Half-oozes can, with great eff ort, 3 The prison-cave of a powerful warlord
recall some dim shreds of the memory of the creature that 4 The sanctum of a spellskin
died to bring them into being (called the ooze dam,
regardless of gender). But although they wear the outer face 5 A wrecked catamaran at the edge of a stormy coastline
and form of their dam, they are entirely a new creature in 6 A battlefield strewn with bodies
their thinking. Half-oozes usually come to consciousness in
dark places, alone, without any knowledge of how they got Survival
there—only the need to eat. d6 You've managed to make my way so far because...
More often than not, the dark and lonely origins of half-
oozes, and their voracious appetites, leads them to a life of 1 When I stumbled into the sunlight, a kind forager had
murder and villainy. They tend to fall in with the desparate, pity on me and took me in
doing whatever they need to do to stay alive. 2 I got in trouble with a nearby clan immediately, but
they established me in my background as a path to
Born in Darkness redemption
Nobody knows how the first ooze sires came to be. Most 3 I watched the locals from hiding for some time before
think they crept from the Venom Abyss, others believe them sneaking in amongst them
to be the trick of some dark god, still others that it’s 4 Hunters found me in the darkness and brought me to
something that leaked through from a more distant and the nearest clan, setting me on my current path
unsettling plane of existence. Still, regardless of their origin,
ooze sires and their off spring are a fact of life grudgingly 5 I was mistaken for my dam and I’ve never corrected
the error
accepted by those at the edges of dark and eerie places.
6 Nobody’s ever given me anything—everything I have, I
fought for, tooth and nail

34
Half-Ooze Names Pseudopodic Limbs. As an action, you may extend either
Half-oozes usually call themselves by the first word or phrase your arms or legs to twice their normal length. When doing
that pops into their mind. This is often one of the last so, your AC decreases by 1. If you extend your legs, add 10
thoughts of their dam as they drifted off to sleep. Since dams feet to your speed on foot. If you extend your arms, any melee
usually meet their end in dark and lonely places, this lends a weapon you’re weilding is considered to have the Reach
macabre air to the names of most half-oozes. property. If a weapon already has the Reach property, it does
not gain additional range, as it’s too awkward to handle at
Common Names: Lost, Hopeless, Dark, Cold, Miss-You, that length. You may end the effect as a bonus action. Your
Desparate, Soon, What-Was-That, Damp, Alone, So- Tired, arms and legs cannot both be extended at the same time.
Not-Safe. Rubbery. Your ooze origin makes you able to fit through
small spaces. Your body can fit through openings normally
suitable only for Small or Tiny creatures. Depending on the
size of the opening, your armor and equipment may not fit
The Ooze Sire life Cycle through.
The dreadful creatures known as ooze sires wait in Echoes of the Dam. You have the faintest memories from
the dark for unsuspecting humanoid victims for the life of your dam. Choose one: Gain one skill proficiency,
one reason—reproduction. As an asexual species, gain one weapon proficiency, or gain two knacks.
they infest a humanoid host, posthumously called Subrace. Half-oozes are sired by one of three types of
an ooze dam, permanently fusing with it and using ooze. Choose one.
it to consume as much nourishment as possible.
The fused creature—called a half-ooze—tends to Acidic
live until the end of the ooze dam’s natural The ooze that sired you was of a peculiarly acidic variety. The
lifespan. When the half-ooze dies, the final stage of skin of acidic half-oozes tends to have a pale greenish hue, a
the ooze sire’s life cycle begins, and 1d4 new ooze faintly sharp smell hangs around them.
sires depart the corpse, to seek new dams,
perpetuating the species’ miserable existence.
Ability Score Increase. Your Constitution score increases
by 1.
Corrosive Strike. Once per day, when hit by a melee
attack, you may as a reaction deal acid damage equal to your
Constitution modifier. You may not use this trait again until
after a short or long rest.
Half-Ooze Traits Omnivore. You do not require your food to be cooked, and
Your half-ooze character has a number of qualities in are immune to being poisoned by food or drink you ingest.
common with other half-oozes.
Ability Score Increase. Your Constitution and Dexterity Sticky
scores increase by 1. The ooze that sired you was of a creeping, sticking nature.
Age. Half-oozes don’t last long, since their bodies begin on The skin of sticky half-oozes tends to have a yellowish hue,
borrowed time. They usually live out about half their dam’s and they smell faintly of rot.
original lifespan, if the dam was young when the half-ooze Ability Score Increase. Your Dexterity score increases by
was sired. A half-ooze with an elvish dam might live for a 1.
hundreds of years, where one with an orcish dam might die Ooze Climb. Your sticky fingers help you cling to the walls.
of old age after only a couple of decades. Climbing no longer costs you extra movement.
Alignment. Half-oozes are, more than anything, hungry. Sticky Fingers. You gain proficiency in the Sleight of Hand
This constant need to consume renders them either neutral, skill.
or somewhat evil—although if they can get the food they need
through good and lawful means, they may do so. Magical
Size. Half-oozes range in height from under 4 feet to over The ooze that sired you was of arcane origin, perhaps
6 feet tall, depending on their Dam. Ooze sires don’t usually concocted by some strange spellskin for unknown
prey on smaller races such as halflings or gnomes, as they’re experiments. The skin of magical-half-oozes tends to have a
not suitable for their life cycle. Your size is Medium. purplish hue, and they have a vaguely sweet smell.
Speed. Your base walking speed is 30 feet. Ability Score Increase. Your Intelligence score increases
Languages. You can speak, read, and write Common, and by 1.
can understand one other language of your choice, but you Cantrip. You know one cantrip of your choice from the
can’t read, write, or speak it. spellskin (wizard) spell list. Intelligence is your spellcasting
Hunger of the Ooze. You must eat every day, or suffer 1 ability for it.
level of exhaustion. When eating, you require twice as much Magic Knows Magic. You gain proficiency in the Arcana
food as other Medium humanoids. skill.

35
36
Classes
The classes of Planegea are the earliest roots of future Druidic & Scavengers Cant
adventurer classes. Though the niche they occupy in the These two secret languages are a rare gift—a way
world may be different, the martial, divine, and arcane powers of leaving messages that don't call down the
that these archetypes wield is a common thread from the Hounds of the Blind Heaven. Neither language
relies on written words, but rather on encoded
prehistory of Planegea to their distant descendants. signs and signals (a twisted knot, a colored stone, a
Mechancially, the classes are the same as in D&D (with broken branch left in a certain place).
minor adjustments assumed for the starting equipment and The ability of druids and scavengers to
any features having to do with any of the taboos). communicate over long distances is one of the
Some DMs might choose to add or remove classes based reasons they are rejected and mistrusted by others
on their preference and the story they're telling in their own —such tricks are seen as verging on black magic,
Planegea. But as written, each of these has its place. and breaking the taboos is punishable in many
clans by immediate death.
Ascetic (Monk)
The ascetic refuses food and water for days, sometimes
weeks at a time, feeding instead on the very essence of magic
itself that flows through the world. This magic nourishes their
body and makes them deadly hunters and warriors. Ascetics Guardian (Paladin)
are highly respected, and often feared, by their clans. They are The chosen warriors of shamans, guardians work closely
called upon in times of crisis to aid in the clan's defense. with the leaders of the clans to carry out the will of the deities
who reveal themselves to the people. A guardian takes a
Barbarian solemn oath in the service of the supernatural, swearing their
The classic barbarian is a familiar sight in the wild lands of lives in order to channel that power to survive, to heal, and to
Planegea. Fighting for survival with unbridled rage, protect the clan.
barbarians are most commonly found in especially warlike or
hunt-oriented clans in regions where the prey is especially Heretic (Warlock)
dangerous. Even in a world full of gods, there are other powers at work.
These powers, with no shamans or hallows or trappings of
Chanter (Bard) divinity, seek out the desperate and offer them power at a
Chanters, renowned song-singers and storytellers are, after terrible price. Those who strike such a pact are known as
shamans, the most respected and honored members of clan heretics, for they reject the gifts and service of the gods for
life. A gifted weaver of song or story can uplift a clan, other, stranger masters. But unlike gods, the patrons of
transport them, working wonders through their words. As heretics aren't bound to specific locations, allowing them to
long as they bring word from afar to the clanfire, a chanter wander freely wherever their calling may lead.
never need worry about where their next meal is coming
from. Mender (Artificer)
Bardic College becomes Chanter Tradition. Chanters These master craftsmen have powerful insight into the flow
hail from various Traditions rather than Bardic Colleges. and shape of magic in the world, and understand how to
(Mechanically, these are unchanged.) weave together stone and spells into powerful combinations.
According to Mender lore, all was once equal parts magic
Druid and matter, and to enchant a thing isn't to add magic to it—
Although most clans are in an endless war for survival, some instead, menders merely repair objects back to their properly
individuals forge a different relationship with the world, magical state.
drawing on the natural magic to weave themselves into the Lithomancer. The work of a Mender is mechanically
very roots and feathers of life. Druids live apart from the identical to the official Articifer (ERftLW 54–63), but instead
clans, as shamans believe their magic angers the gods, and of metal and glass, Menders use stone and bone, feathers and
others tend to see them as too sympathetic with the fur, etc.
predators who threaten their lives. If taboo druidic magic is
suspected in a clan, its practitioner will be driven out to make Ranger
their own way in the wild. Rangers are master hunters, who have given their lives over
to the study of the hunt. Usually arising from especially
Fighter difficult environments, raiders may hunt deadly prey through
The expert hunters, guards, and raiders among a clan are cliffs and deserts, quicksand and ice fields, stalking and
known as fighters—those who leap onto the backs of planning before executing the perfect kill, and feeding their
mastodons or strike down other humanoids in the struggles entire clan for months.
to stay alive. Fighters are great masters of weapons, and are
often entrusted with the clan’s enchanted weapon, to send the
killing blow home when it counts the most.

37
Scavenger (Rogue) Sorcerer
Relying not on might or force of great magic, but on cunning, Harnessing the raw, primal magic power of the world,
stealth, and expert timing, scavengers make their way sorcerers are by far the most common arcane casters in
through cover of darkness to take what they desire. Most Planegea. Sorcerers are feared and respected, often existing
clans detest scavengers, but their skills can be critical for in tension or outright conflict with shamans. Their magic
staying alive when food is scarce or dangerous predators being driven by their own will, sorcerers are often a law unto
leave behind massive kills. themselves, which can be exhilarating, threatening, and
(often) quite deadly.
Shaman (Cleric)
In a time before temples and religious hierarchy, shamans Spellskin (Wizard)
serve as intermediaries between mortals and gods. Shamans In deep caves, thickets, or hide shelters, spellskins mutter
are leaders of clans, and hear personally from local deities. and trace the shapes of magic. Creating patterns and designs
Shamans are vital to the clans for their ability to interpret that echo the mana of living things, spellskins use natural
dreams and lead ceremonies crucial to clan life. Most dyes and clays to paint powerful creatures, real or imagined.
shamans have a specific deity they revere, and it is not Then, once the shape of a creature and its magic is fully
uncommon for a clan to be given over to the worship of one understood, the spellskin copies its form onto their own
god or goddess above others thanks to the influence of their bodies. Powerful spellskins are covered in tattoos, and can
shaman. call forth the magic they have wrestled into their skin at will.
Local Deities. When shamans travel, they sense and can Spellbook becomes Mana Tattoo. Rather than carrying a
connect with the gods of their new location, paying homage book, spellskins tattoo the shapes of magic onto their skins.
and forging connections. Many shamans prefer to follow These shapes are not writing—rather, they are a symbolic set
certain types of gods, seeking out deities of a similar domain. of shapes, particular to every spellskin, which defines the
A shaman must draw their power from a nearby god or divine shape of magic as the spellskin comprehends it. This tattoo is
force, as there are no universal gods supplying power equally a kind of shorthand for the larger symbols the spellskin has
throughout the world. painted or carved into a wall or flat surface requiring 10’
square for each spell level. (Thus a 4th level spell requires a
40’ square surface.)
In order to learn a new spell (either their own spell or a
Regional Domains spell copied from another spellskin’s wall), a spellskin must
The power of a god is limited by its location. When create the spell on a space equal to 10’ square or more per
adventuring shamans travel outside of their god's spell level. Thus, high-level spellskins are known for their
domain there are a few options to explore: huge walls covered in intricate paintings or carvings. A
Different god, same domain: Regions can have
spellskin must only create the spell on the wall when first
more than one god (although one is usually learning it. After they have created their mana tattoo, they can
dominant), so the new region might have a god prepare their spells by studying their tattoos, envisioning the
with similar values and power. wall, repeating incantations made while creating the wall, and
Divine alliance: Gods are able to commuicate so on.
with each other, and a god who favors a shaman One spellskin who encounters another cannot copy a mana
might reach out to a neighboring god and ask tattoo from their body, as it is a mere shorthand for the spell’s
that their power be allowed to flow through full shape. If a spellskin discovers another’s painting or
them into their region. carving, they may copy one spell from it in a process that
New god, new domain: Sometimes there is no takes 2 hours and causes 1/2 level of exhaustion per each
alliance or similar god to be forged, and instead level of the spell. If the process of copying it is interrupted, the
the shaman must source their power from a copying fails, and the spellskin must begin again.
different type of god altogether. In this case,
the shaman may change their subclass and
divine domain, setting aside all features from
their old domain and adopting all features from The Shattered Sanctum
their new domain at their current level. A powerful spellskin known as Mel'nes the Beekeeper seeks
aid in discovering the perpetrator of a great tragedy—the
destruction of his sanctum. A canyon, its seemingly endless
walls painted with the life work of Mel'nes, was shattered by
some powerful magical force. The same force also attacked his
mind, reducing his magical knowledge to the barest shred of
its former power. What Mel'nes doesn't know is that he
himself shattered the walls upon learning a terrible secret that
—if recovered—could open a gate to the Sea of Stars and let
in a terrible alien threat that could unweave reality itself.

38
39
Chapter 5: Equipment & Trade

P
Where tool proficiencies are listed, replace these with
LANEGEA IS A WORLD WITHOUT COIN, knacks. A knack is a natural affinity for a kind of work or
and barter is the most common form of craftsmanship. So proficiency with thieves’ tools means a
exchange. However, if you don't want to haggle thieving knack, proficiency with a brewer’s kit becomes a
over every purchase, salt is commonly accepted knack for fermenting strong drink, and so on. These knacks
as a standard form of trade, since it's useful for also allow you to add your proficiency bonus to craft these
preserving and flavoring all kinds of food. A kits from basic materials.
useful rule of thumb is that 1 coin-sized portion
of salt is equal in value to 1gp in the Forgotten Realms. This Adventuring Gear
coin-sized portion of salt is written as 1ps (portion salt). Most items in the Player's Handbook can be used as they are
That said, in regions where salt is plentiful (like the Fang of by simply describing them as made of bone, wood, stone,
Salt & Slime or desert regions) or extremely scarce, other hide, rope, etc. A few particular items are a bit more
exchanges are more common. Use this table as a rough guide specifically modern, and are converted to Planegea in the
to common transactions. Gear Conversion table.
Currency Conversion
Type Equivalent of 1 Gold Piece
Gear Conversion
Player's Handbook Planegea
Salt 1 portion
Abacus Counting sticks
Food 1 meal
1 cup of wine Ball bearings Smooth pebbles
Raw 25 bundles of dry sticks Bottle, flask, tankard, or Skin or jar (made of clay,
goods 1 sack of flint, plants, or feathers vial wood, stone, bone, etc.)
1 common skin or set of bones Caltrops Knuckle-bones or vertibrae
1/2 rare skin or set of bones
1/4 very rare skin or set of bones Chain Knotted rope studded with
wood, stone, or bone
Crafted 1 knife
goods 1 jar Crowbar Lever
1 pouch
1/4 tanned leather Hourglass Notched, slow-burning stick
10 fishhooks Ink Paint
1 temporary shelter (1 person)
Ink pen Paintbrush
Easy Labor 5 hours
Lantern Skull
Hard/Skilled 1 hour
Labor Lock Knot, often specialized,
with various stone needles
or other complications
Languages worked in
The total number of languages known at character creation is Magnifying glass Crafting hoop1
halved, to a minimum of 1. If a character option such as a feat Paper Smooth hide
or class level ability grants the ability to learn new languages,
the number added is also halved, to a minimum of 1. To Parchment Rough hide
communicate with a creature who does not speak your Pot, iron Pot, stone
language, you must rely on Charisma (Performance) and Spellskin's sanctum2
Wisdom (Insight) checks. Spellbook
Spikes, iron Tusks
Tool Proficiencies & Knacks Spyglass Scouting hoop1
Planegea is as varied in places and people as any fantasy
world. You use the backgrounds listed in the Player’s 1. Glass is rare and crude throughout Planegea, usually only formed by
Handbook for your character’s origin, translating the volcanic or elemental forces. The listed items are much easier
technology downward to a prehistoric world. Sages study oral obtained as common magic items, usually in the form of wood or
bone hoops enchanted by seers or gods to aid in crafting or scouting.
traditions, soldiers march at the command of warlords, 2. Spellskins use large areas to design their spells, then transfer those
acolytes serve at the command of shamans. spells as tattoos onto their bodies. The only way to find a spellskin's
spells is to locate the place where their spells are crafted, which is
usually secret, hidden, and guarded.

40
Armor in Planegea
Armor Cost Armor Class (AC) Strength Stealth Weight
Light armor
Padded 5ps 11 + Dex modifier — Disadvantage 8 lb.
Leather 10ps 11 + Dex modifier — — 10 lb.
Stone-studded leather 45ps 12 + Dex modifier — — 13 lb.
Medium Armor
Beasthide 10ps 12 + Dex modifier (max 2) — — 12 lb.
Heavy fur 50ps 13 + Dex modifier (max 2) — — 20 lb.
Bone 50ps 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Wooden chestpiece 400ps 14 + Dex modifier (max 2 — — 20 lb.
Wood 750ps 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Heavy Armor
Monsterhide 30ps 14 — Disadvantage 40 lb.
Stone & leather 75ps 16 Str 13 Disadvantage 55 lb.
Stone & wood 200ps 17 Str 15 Disadvantage 60 lb.
Stone 1,500ps 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10ps +2 — — 6 lb.

Armor
Armor is handmade and can vary greatly in appearance and
construction. Still, the basic materials used offer a common
amount of protection, as shown above.
Weapons
The weapons list is identical to the list in the core books
(PHB 149), but the weapons are handmade with stone tools.
Knives are made of knapped stone, axes are stone knives
affixed to wooden shafts, and swords are usually worked
piece of wood, shaped like a pole, bat, club, or staff, with
stone blades affixed to the edges.

Stone-Age Armor & Weapons


To protect combat balance, Planegea does not alter
the bonuses or penalties of armor or weapons in
any way. Mechanically, they are identical to the
Player's Handbook. Thematically, the assumption is
that combat is relative, and that as all creatures are
using natural materials for both attack and defense,
the overall scale of damage should be similar.
If you want to alter these numbers, to advantage
natural armor and weapons, be aware that this will
make almost all creatures listed in the Monster
Manual deadlier and harder to kill. To implement
this option, make the following changes:
On all edged or bladed weapons, decrease the
damage by 1 die size (d6 becomes d4 etc), to a
minimum of 1 point of damage
On all armor that was previously made of metal,
decrease AC by 2.

41
Chapter 6: Running the Game

T
HE WORLD OF PLANEGEA IS BORN
for bold, imaginative, exciting campaigns full of
every kind of adventure. From dungeon-
crawling pulpy monster hunts to deep political Setting Variant: The Utter Future
and intrigue roleplaying, from gritty survival to There is a post-apocalyptic tradition in the pulp
mythic, world-shaping campaigns, from urban literature that inspired D&D of worlds where magic
skulduggery to wars in the Underdark, it can and technology are mixed, and our present is the
all happen in Planegea. Each group has their own Planegea, unimaginable past. To explore this idea, consider
and every one is different, uniquely tailored to the play style introducing sealed bunkers, buried deep
underground, with modern or futuristic technology.
of that party. What follows are suggestions for how to run The question, then, is why are they sealed away,
exciting and satisfying adventures in Planegea as-written. what happened to all the metal on the surface, and
what are the Hounds of the Blind Heaven?
Stone-Age Adventures
Although Planegea is its own campaign setting, it's certainly
possible to run published adventures in the world of
Planegea by converting some common tropes to a prehistoric
variant that stays true to their original spirit. Villainous Schemes
Use the Adventure Conversion table to bring the best of Most of the classic villainous schemes from fantasy literature
other campaigns to the world of Planegea. apply in Planegea—murder, revenge, usurption, dark
Adventure Conversion devotion to an evil god... all of these can be brought directly
Classic trope Planegea equivalent into this world without alteration. For ideas, consult the
Villain Schemes & Methods tables (DMG 94-95). A few
Ancient kingdom Powerful, ritualistic clan examples to get you started (for more complex schemes,
Airship Tamed flying creature combine two or more of these into a single diabolical plan):
Blacksmith Master crafter Immortality: Destroy gods and devour their essence to
Book or tome Painting or song become a god.
Influence: Conquer the Three Brothers and rule the
Carriage Beast of burden entire Great Valley.
Castle Cave system Magic: Open a portal to the dwelling of alien beings from
the Sea of Stars.
City Gathering of clans Mayhem: Kill the Worldheart Dragon at the center of
Guard Clan hunter or warrior Blood Mountain.
House or mansion Tent or fortress Passion: Resurrect a long-dead loved one.
Power: Usher in an invasion by the Giant Empires.
Innkeeper or server Elder, host, or drinkmaster Revenge: Wipe out an entire clan in payment for an old
King, noble, or mayor Warlord, chieftan, or elder insult or injury.
Library Gathering of elders or chanters
Wealth: Plunder taboo ruins for artifacts of great power.
Ruin Cursed or taboo place Primordial Monsters
Sailing ship Catamaran or great-canoe The primal nature of Planegea means that there need be no
School or monastery Hidden sanctuary
such thing as a "normal monster." A couple of considerations:
Avoid names. When describing monsters, avoid using
Spell scroll Talisman their names as long as possible, describing their appearance,
Secret cult Secret cult their behavior, their smell, and the sounds they make. It's very
possible this is the first or only monster of its kind.
Shop Clanfire or crafter's tent Reskin boldly. DMs are encouraged to play fast and loose
Tavern Clanfire or shady pool with the stat blocks of monsters in Planegea. A harpy might
Temple Hallow or shaman's tent
become a leatherwinged saurian. A gorgon might be a stone-
feathered mastadon. A cockatrice might be a wicked jungle-
Thieves guild Scavengers or secret alliance fey from the Venom Abyss. By using existing stat blocks and
Tomb or crypt Burial ground or catacombs reskinning them as you see fit, you'll introduce fresh and
primal flavor to your game, while still retaining the use of
Tower Tower, cliff, or tree tools for combat balance in published materials.
Trapdoor Disguised tunnel or tent flap (The easiest way to do this is simply to literally change the
Wizard's tower Spellskin's cliff-sanctum
skin. Make furry creatures scaly, smooth creatures feathered,
add stripes or bristles or other cosmetic details to create a
Village Small clan new visual aspect.)

42
Alter monsters. Whenever you're able, add or remove
aspects to make monsters unique and surprising. Consult the Dungeons & Ruins
Monster Features table (DMG 280–281) for ideas. Be aware What besides dragons could be more essential to D&D than
that adding features will increase the monster's CR. dungeons? Yet how do you introduce the mainstays of
Here are some useful primal aspects to spark ideas: dungeons, ruins, and long-vanished kingdoms into Planegea?
Extra eyes (Blind Senses, Invisibility) The answer is simple: dungeons are—as always—
Hypnosis (Charm, Read Thoughts, etc.) constructed by the powerful, and ruins still exist...but they
Slime (Slippery, Stench, etc.) were never inhabited by humanoids.
Spines (Breath Weapon, Death Burst, etc.)
Swell (Blood Frenzy, Enlarge, etc.) Ruins
Tentacles (Constrict, Grappler, Reel, etc.) All long-abandoned ruins belong to various races very
Tusks (Rampage, Reckless, etc.) different in thought, logic, and belief than ourselves. Whether
Wings (Dive, Flyby, etc.) it's the underwater palace of an aboleth, the dizzying tunnels
This list is just the beginning. Any morphology you want to of a beholder, the catacombs carved by the magic of sphinxes,
explore is fair game. This is the beginning of the world— or the horrifying colony of an elder brain, ruins should be as
there will be millennia for nature to find its final form for weird and otherworldly as possible.
these creatures. For now, all is new and wild and deadly. To explore this concept, consider the following possibilites:
Not made for feet. The ruin or dungeon might have been
Awarding Loot the carving of a beholder or an aboleth, who have no need of
floors or thresholds as such.
Given that Planegea has no coin or currency, conquering Noxious air. Did the previous inhabitants of this ruin
enemies large and small come with other rewards. Use the breathe air? If not, perhaps terrible vapors fill the air,
Currency Conversion table at the start of the previous section requiring constitution saves and a hurried pace lest the party
for simple conversion from gold. Loot can also take the form succumb to sleep, paralysis, or death from the very air itself.
of magic items, finely crafted goods, or extraordinary raw Strange geometries. Some places are so other that
materials (such as prized scales, feathers, blood, bones, teeth, merely inhabiting them is enough to drive mortals mad. Use
etc). These materials might be carried by the defeated the Short-Term Madness tables (DMG 259) to affect those
creature or harvested from them. who linger too long in shadowed and alien corners.
Loot can also be claimed in the form of favors, gratitude,
and bonds. If the party defeats a creature that has menaced Dungeons
an individual, a clan, or a region, they may now be owed a
debt of gratitude, which they can use to gain whatever What we call dungeons are really confined environments
advantages they might seek. where heroes encounter a high degree of challenge and
danger, with limited opportunities for rest and recovery.
Magic Items Planegea is full of places where dungeons may be found.
Here are a few varations to explore:
Magic items tend to be crafted by shamans or spellskins, or Divine dungeons. Hallows, trial grounds, ritual sites, and
else given by the gods. Many divine hallows act as de facto vision quests are all potential dungeons springing from divine
magic shops, with mortals giving offerings to the local deity magic. Such dungeons could be built by a god trying to keep
in order to gain blessed items. itself safe from attack, a clan creating a training ground for its
Most magic items in the Dungeon Master's Guide and potential future shamans, a cult trying to empower a dark
other published materials can be used in Planegea, simply by deity, or a shaman proving the mettle of hunters on an
converting any glass or metal components to prehistoric ethereal journey.
materials (stone, wood, bone, shell, etc), with a two obvious Arcane dungeons. Sanctums, enclaves, secret crafting
exceptions: places, and locations of great raw resources are all potential
Spell scrolls become talismans. Talismans are small, dungeons formed by arcane magic. Such dungeons could be
fragile trinkets, usually made of clay, fragile bones, string, and built by a powerful sorcerer seeking seclusion, a twisted
the like. When used correctly, a talisman unravels to cast its spellskin teaching apprentices dark magic, a jealous warlock
spell, and then disintegrates into dust. However, it is possible hiding a prized belonging of their patron, or a chanter's
to unravel a talisman clumsily, failing to activate the magic. gaurded source of magical inspiration.
Use the spell scroll rules (DMG 139-140) for talismans. Martial dungeons. Fortresses, encampments, clifftop
Books become chants. Various books grant abilities and hideaways, and even war camps on the move are all potential
unleash effects when read over time. These magic items dungeons powered by martial might. Such dungeons might
become chants, which must be memorized and uttered from be built by conquering warlords, a xenophobic clan of trap-
start to finish, requiring the same amount of time as the time savvy rangers, secretive ascetics, or hunted scavengers
required to read the book. desperate to cover their tracks.
Natural dungeons. Living forests, flooded caverns,
The Cry of the Cursed Skull volcanic slopes, and stormy cliffs are all potential dungeons
A skull buried deep in a cursed cave has been haunting mortal shaped by the natural world. Such dungeons might be
dreams, crying out to be reclaimed, no matter what the cost. completey natural, uninhabited by mortals, or might be home
to those who wish to hide from other souls.

43
44
Flood Cities. In the Great Valley, seasonal floods rise and fill
Urban Adventures the land with bounteous flowers, fruit, and prey animals of all
Running urban adventures in Planegea might—at first— kinds. This plenty attracts all manner of life, including
seem like an impossibility. But there are at least four urban countless clans arriving to partake of the bounty. These
environments in the game to explore: sudden settlements, with tents stretched from horizon to
The Giant Empires. Each of the giant empires has horizon, are a surge of life, celebration, noise, birds and
multiple cities with mighty ziggurats, cultivated gardens, animals, marriages, abrupt violence, competitions, theft, and
merchants, nobility, intrigue, crime, and everything else you rituals of all kinds. The haphazard nature of the settlements
could seek in an urban environment. Each of the cities is built makes them a scavenger's paradise, and many an adventure
for giants on the backs of mortal slaves, and so features not is to be had among the towering tents and feasting lawns of a
only the great architecture of the masters, but a human-scale flood city.
undercity as well, running throughout the titanic structures of Generational Camps. In places with stable, steady food
the giant lords. supplies and limited natural predators, some clans spend
Free Citadel. In the Skyfang Mountains, between the generations building encampents, adding story after story to
Worldquake Waste and the Ghostmire, there is a giant city wooden structures, tent after tent to sprawling hide warrens.
where the mortal slaves rose up and overthrew their master. These camps can grow so large and complex that they
Because of its awe-inspiring natural fortifications, the Stone become small cities in their own right. Usually constructed in
Empire has not been able to re-take the city, although they some peculiar hideaway, out-of-sight from would-be
attack it frequently and ferociously. Still, the mortals who live marauders and conquerers, these generational camps are
within, ruled by the great and deadly Usurper Queen, have known for rites and rituals, severe punishments for broken
refashioned the massive architecture and streets of the city to taboos and traditions, and complex politics.
their own liking, and it is by far the most advanced mortal city
anywhere in Planegea—though its utter isolation renders it
vulnerable to terrible trials. The Siege at Free Citadel
A relentless horde of stone giants, armed with terrible
weapons and equipped with the magic of the Dao Dominion
from the Worldquake Waste, are laying siege to the city of
Free Citadel. Food is scarce, the people are panicking, and it is
up to the most trusted and skilled warriors of the Usurper
Queen to break through the stone giant army and bring help.

45
Chapter 7: Survival

I
T'S NOT EASY TO SURVIVE THE PERILS OF
Planegea. A creature must be ready to hunt, ready to
hide, ready to fight to defend its life and its kill from Choosing Extraordinary Prey
other hunters and scavengers. And Planegea is a If your party is eager to hunt to gain one of the
world on the move—from stars to rivers to forests to benefits listed, it's the DM's choice which creature
clans, it takes more than a sense of direction to find they need to hunt to gain the desired effect.
your way. It takes luck, timing, and skill at reading the Consider their CR, environment, and the magical
shifting patterns of the world. potency of various prey. As a rule, it's a good idea
But for those who can intuit the winds and see patterns in to start with Monstrosities, choose prey which
hoofprints of valuable prey, there is great might and glory to doesn't speak and—if the prey is a common animal
be gained in the hunt, and great joy in coming home to the such as a wolf or bear—give it extraordinary
welcome of a bright clanfire. aspects such as those listed in the Primordial
Monsters section.

Hunting & Harvesting


The rules for hunting and harvesting in Planegea are
intended only to enrich your adventures. If your party isn't
interested in playing a campaign involving survival elements, Dangers of the Hunt
you can play the game as-written in the core books. However, There is far more to hunting than merely stalking and
these optional rules give added reasons to embark on the bringing down prey. The wily hunter will be wary of the
trials and triumphs of the hunt. following perils:
Hunger Is a Constant Predators. In the words of an ancient ascetic, "There's
always a bigger fish." Beware when hunting that you are not
It's assumed in Planegea that creatures are always hungry, the prey for some mightier and stealthier creature.
always passively gathering food such as berries, small prey, Competitors. You are not alone in the world. Even if other
and edible grasses, bark, and other plants, and have basic predators aren't hunting you, easy prey may already have
knowledge about what is edible and what isn't. been sighted by other creatures. Make sure that your kill isn't
This means that characters will not starve to death unless stolen at the critical moment by a creature willing to
special circumstances apply (such as being in a particularly challenge you for the prey.
barren regions or if a spell or other effect limits your ability to Scavengers. After you bring down your prey, deal with it
perform basic functions). quickly. Leaving fallen prey out in the open attracts
Instead of hunting merely to survive, in Planegea, you hunt scavengers—and though scavengers may be individually
to thrive. weak, they tend to gather just outside your vision in ever
larger numbers.
You Are What You Eat Tricks & traps. Not all prey panics when pursued. Take
In Planegea, you can gain benefits from a successful hunt. care lest you be drawn into dangerous ground—quicksand,
Whether you pursue your prey strictly for food, or simply eat tangling vines, the lair of a larger beast. Some would-be prey
what you kill along the course of your adventures, harvesting have a symbiotic relationship with creatures or places that
the right kinds of food can grant you the strength you need thirst for the blood of the over-eager.
you survive. Seeing red. In the heat of the hunt, it's all too easy to lose
Satiety. Eating your fill of good food brings a rare feeling track of where your feet are taking you. Keep awareness of
for Planegeans—fullness. If you eat two pounds of food in a your surroundings, lest when the killing blow is landed, you
single meal, you gain the Sated condition. For 8 hours, you raise your eyes to realize you are in a place you do not know,
gain advantage on an attack roll, saving throw, or ability check nor have any idea how to escape.
of your choice.
Ability enhancement. Certain prey can be harvested to
briefly bolster various aspects of the hunter. When
successfully harvested, prepared, and eaten, gain the benefits
of the enhance ability spell. The ability affected is determined
by the DM, based on the nature of the creature consumed.
Spell effect. Some magical prey, when harvested,
prepared, and eaten, can bestow the benefits of spells, as if
from a potion or amulet. The nature of the spell and the prey
is determined by the DM.

46
Taboos Crafting
A basic survival skill is avoiding foods with bad effects. This When crafting items using harvested materials, players must
boils down to the three food taboos: make the following checks:
Nothing raw or rotten. Do not eat meat uncooked or any Intelligence: To understand the nature of the materials
food that exhibits the signs of spoiling. and what they can be used for.
Nothing that speaks. Do not eat a creature that speaks to Wisdom: To evaluate the materials and decide the best
you in a language that you can understand. way to combine them.
Nothing made of many. Do not eat a creature with more Dexterity: To craft the components into the end product.
than nine eyes or nine appendages—including arms, Each of these checks has a seperate DC, based on the
wings, legs, antennae, feelers, claws, and so on. DM's evaluation of the complexity of the project and the
The taboos aren't merely symbolic. If the taboos are ability of the character. For more complex crafting projects,
broken, the DM can decide on any appropriate effect, or roll other skills (such as Religion, Arcana, Memory, etc) may
on the Taboo Effect table for inspiration: come into play, or the Dexterity check may be made for the
various components before bringing the full product to
Taboo Effect completion.
d20 Result
1–10 Poisoned condition The Reincarnation of Tasa'Ja
Ku'kulu, the ancient shaman, has lost his bride to the winter's
11–14 Poison damage
cold. But his god has promised him that, if the proper
15–17 Roll on the Short-Term Madness table (DMG 259) materials can be gathered and crafted into a golem of bone
18–19 Roll on the Tricks table (DMG 298). and moss and crystal—and if a pact can be struck with the
20 Roll on the Wild Magic Surge table (PHB 104) very King of the Dead himself—Tasa'Ja can be reborn.

Harvesting Travel & Tracking


Harvesting a hunt is an activity with countless permutations, Planegea is a world on the move. Nothing stays in the same
so rather than offer a single method of harvesting, consider location for long. Rivers shift in their course at the whims of
the following when the party brings down a kill: their animating spirits and the violent storms that surge
Ability checks. Any of the following ability checks can across the land. Forests full of wakeful treants wander across
come into play when harvesting prey: the landscape. Stars shift based on the story they wish to tell.
Strength: Breaking bones, snapping off tusks, ripping off And most of all, clans migrate, following herds of prey across
tough hide, cracking natural armor, etc. the landscape.
Dexterity (Sleight-of-Hand): Nimble extraction of In Planegea, time is as important as location. Consider not
delicate parts, careful skinning, nimble plucking, etc. only where a place is, but when you last saw it there—a clan
Constitution (Concentration): Withstanding stench, may return to the same cave every winter, or a river flow back
maintaining focus on a long or delicate harvest, etc. into its same course come flood season. Though the larger
Intelligence (Medicine): Knowing which parts to harvest, landscape of the world is fixed, with its world-fangs and giant
determining healthy and rotten parts, careful cutting to empires, the local landscape is different each season, and can
avoid internal damage, etc. deceive and confuse even the most experienced of hunters.
Intelligence (Nature): Recognizing the type and value of Ability checks. Any of the following ability checks can
a harvest, identifying useful components, etc. come into play when finding your way in Planegea:
Intelligence (Religion): Recognizing divine patronage, Constitution (Concentration): Avoiding distractions,
honoring the local deity and clan customs, etc. keeping an eye on your path, maintaining a trail, etc.
Wisdom (Survival): Skillful butchery of meat, cooking, Intelligence (Nature): Following the contours of the land,
preservation, burying offal, etc. understanding the direction of migration, predicting
Wisdom (Perception): Watching for scavengers, noticing changes in the weather, etc.
marks of ownership, signs of privation or prior harm, etc. Intelligence (Memory): Remembering the movement
Resolving a harvest. Some harvests are simple, others are patterns of the land and people, recognizing a landscape
complex and risky. Use any of the following methods to altered by time—a newly-dry river bed, a barren ridge
resolve the harvest based on your group's play style and the where a forest used to be, etc.
importance of the harvest to the story. Wisdom (Perception): Spotting distant landmarks,
noticing places where things used to be, smelling clanfire
Single roll: If a harvest is not a particularly significant smoke on the breeze, etc.
story moment, it's sufficient to choose a relevant skill, roll Wisdom (Survival): Finding and following tracks,
once, and move on. orienteering, locating prey, etc.
Best two out of three: If the stakes are higher, raise the
stakes by requiring two successes before two failures.
Skill challenge: For major harvests that the adventure
hinges on, run a skill challenge, requiring players to use
various skills and getting 5 successes before 3 failures.

47
Getting Lost The Lost Raiders
Sometimes, due to a wild hunt or strong weather or magical A band of vicious raiders are attacking clans across the Great
effects, you may become lost. At other times, you may choose Valley, appearing out of nowhere and slaughtering men,
to lose your way. Here are a few reasons to get lost:
Zigzag. When pursued by predators, creatures may choose women, and children with impunity. A convocation of elders
to flee erratically, opting to lose their way in order to escape and shamans have appointed a group of hunters to find these
pursuit. If you escape from a predator in this way, you cannot raiders and defeat them. What they don't know is that the
use the same technique again on the same predator or a raiders have no home base, no shelter. They have perfected a
member of the same group of predators, if it is a pack hunter. strong mead which, when consumed, forces its drinker to
Lost is sacred. Some gods will only appear to the lost. become lost and confused, and enter an in-between world,
Some doors to the World of Dreams or the World of which they use to travel from raid site to raid site, haphazardly.
Nightmares won't appear unless you're lost. Being lost is one
of the best ways of discovering the unexpected, and many When the hunters confront the raiders, they discover that their
shamans use magic to encourage and enable their most leader has started to flicker in and out of existence, presenting
skilled hunters to wander lost, to discover what the world has a dangerous, semi-incorporeal challenge as he moves between
to show them. seen and unseen, here and there, all blades and malice.

48
Chapter 8: Clans

W
HEREVER YOU GO IN PLANEGEA, YOU Shaman Magic
find adventure. But it isn't always the snarling Once the sun has set, the shaman casts spells, drawing from
teeth of a sabertoothed cat. Sometimes it's the the shaman (cleric) spell list based on the needs of the clan.
false smile of a lying advisor, their eyes Shaman magic usually has a strong performative aspect to it,
glittering with subtle malice. Sometimes it's in and is often supported by music from chanters and the
a tense negotiation between clans on the brink hushed attention of the whole clan.
of all-out war.
And sometimes—rarely, but every now and then—life in Clan Magic
Planegea is good, peaceful, and worth fighting to protect. Sometimes a clan has need of more powerful magic than that
of a single caster, even one as powerful as a shaman, and will
Clan Life unite to perform Clan Magic. (Clan magic is mechanically
similar to coven casting, found on page 176 of the Monster
Every clan is different, with its own customs, local taboos, Manual.) In order to perform clan magic, a fire must be lit,
duties to its god, struggles, and joys. But most mortal with a cleared perimeter around the fire for ceremonial
societies in the Great Valley have at least a few similarities movements. These may be dances, re-enactments, speeches,
that unite them. etc. A ceremony takes 1 hour to begin, and must be led by a
shaman. Once a ceremony has begun, any clan member
Full Days partaking in the ceremony can cast spells from the shaman
An average day is busy, full of bustle and industry for every (cleric) spell list, but must share the spell slots among
member of the clan. themselves. The number of spell slots is determined by the
Children are responsible to gather fuel for the clanfire, shaman’s level as follows:
clean the encampment, watch and teach younger children, Shaman Level Spell level (spell slots)
and aid the adults as any has need. 1–4 1st level (4 slots), 2nd level (2 slots)
Low-status clan members are assigned to heavy labor—
beating hides for tanning, carrying stones or lumber for 5–10 1st level (4 slots), 2nd level (3 slots),
construction, digging latrines, and so on. 3rd level (3 slots), 4th level (3 slots),
Able adults informally divide themselves by mood, 5th level (2 slots)
preference, and natural ability into hunters and gatherers. 11–16 1st level (4 slots), 2nd level (3 slots),
Hunters typically rest until prey is spotted, and may at first 3rd level (3 slots), 4th level (3 slots),
seem lazy. But when scouts (often young hunters with 5th level (2 slots), 6th level (1 slot),
something to prove) return with word of game on the horizon, 7th level (1 slot), 8th level (1 slot)
the hunters spring into action and may go for days and nights 17–20 1st level (4 slots), 2nd level (3 slots),
without rest to bring down a kill that will feed the entire tribe. 3rd level (3 slots), 4th level (3 slots),
Gatherers travel as far as half a day's journey from the 5th level (3 slots), 6th level (2 slots),
encampment, checking traps and fishing lines and filling 7th level (2 slots), 8th level (1 slot),
9th level (1 slot)
large baskets and satchels with whatever food and useful
materials they can find for the clan. For casting these spells, each ceremonial participant is a
Elders, seers, shaman's aides, and crafters remain at the 4th, 10th, 16th, or 20th-level spellcaster that uses Wisdom as
camp, engaging in council, adjudicating conflict, preparing for their spellcasting ability. The spell save DC is 12 +the
the night's magic, cooking, tanning leather, crafting needed participant’s Wisdom modifier, and the spell attack bonus is 4
tools and supplies, or repairing and expanding the +the participant’s Wisdom modifier.
encampment. Magical Weapon. Rather than casting other spells, a clan
The shaman usually sleeps or meditates for much of the ceremony can enchant a weapon with magic to strike truer
day, preparing for the night's magic, but may consult with the and deeper. Such magical weapons are typically made by the
elders, resolve disputes, perform minor rites, or travel to the clan’s best artisan, and feature special decoration, patterning,
local god's hallow if summoned or in need of divine aid. or exceptional craftsmanship. Each weapon requires an
Magic Nights entire ceremony to enchant, and requires twelve hours to
complete. After such a ceremony, all participants suffer one
After the work of the day, as sun sets, the clan gathers and level of exhaustion, and the shaman suffers two levels of
the clanfire is built high. Sentries are posted outside the ring exhaustion. If any participant leaves the ceremony for more
of firelight to watch for danger, and the rest of the clan than 1 minute, the ceremony fails and the weapon is
gathers to eat, drink, tell stories, sing songs, and do magic. destroyed. A clan can have only one magical weapon at a
By gathering the inherent magic of the land and people time, and cannot create a second magical weapon while the
together, even clans with weak shamans can create magical first one exists. The magical weapon receives a +1, +2, +3, or
effects, sometimes surprisingly strong. However, given its +4 bonus to attack and damage rolls, depending on the power
ritual nature, magic is not performed lightly, with some clans of the shaman who led the ceremony.
utterly shunning any magic but that performed at the clanfire
ceremonies.

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Feasts & Festivals Vigils. Before important hunts or in response to various
milestones or dangers, the shaman or elders may call for a
Whenever hunters bring back a large kill or gatherers vigil, requiring some or all of the clan to stay awake and
discover a large food supply, as well as at certain holidays ceremonially focus their attention in mediation, supplication,
such as the equinox or solstice of each season, the clan concentration, and so on.
celebrates with a feast. These can last several days, Initiations. The inauguration of a new shaman, the
depending on how plentiful the food and drink are and how appointing of an elder, the recognition of a child as an adult
safe their encampent is. or a scout as a full-blooded hunter—the clan gathers to mark
Feasts. Celebrations of bounty are less formal and less passages from one status to another, with various levels of
predictable, but represent occasions of great joy when they ceremony depending on the occasion.
happen. A feast occurs when the clan finds more food than
they can eat or preserve. Horns are blown and messengers
are sent out to neighboring clans to gather as many as Each Clan is Different
possible to partake of the bounty, as it is considered a great No two clans are exactly alike, differing in resources,
shame to waste the plenty of a feast in selfish hoarding. Since hazards, traditions, temperament, leadership, and the
feasts are unplanned, there are rarely ritualistic activities, but demands of their gods. But some clans are organized entirely
when clans come together there are often hastily-organized differently, without the conventional hunter-gatherer division.
games, competitions, dances, performances, feats of magic, Some examples include:
and the like. Feasts are known for their joyous, chaotic nature Warriors. These clans are organized around conquest,
—a feeling that anything could happen at any moment. usually led by a warlord with a subordinate shaman. Warrior
Festivals. These seasonal occasions mark celestial events, clans subjugate weaker clans and force them to do their
important remembrances, and divinely ordained celebrations. labor, with the conquering clan focused on preparing for their
Festivals are carefully planned and prepared for, often for next battle.
weeks or months in advance, and feature displays of Raiders and scavengers. These clans rely on sudden
pageantry, ritual, and shamanic rites of great importance. surprise attacks and theft, taking from other clans by force or
Young people who have married into other clans will often stealth to gather the materials they need. Such clans have few
make perilous journeys across great distances to join their children or elderly, shedding their weakest members and
families for festivals. Festivals are known for their elaborate keeping on the move as much as possible.
performances, ornate costumes, rare delights of food and Spellskins, Sorcerers, and Chanters. Often at odds with
craftsmanship requiring skilled labor to create—and a sense shamanistic practices, some clans are led by arcane
of great anticipation as the festival builds to its crescendo. spellcasters. These clans have their own quirks. Spellskin-led
clans tend to be less mobile, preferring habitations near their
Rites & Rituals leader's sanctum. Sorcerer-led clans tend to be very
Certain events mark the passage of time and life in the instinctive, impulsive, and chaotic, often relying on trade and
memory of a clan. These occur as the occasion calls for them, alliances to survive. Chanter-led clans are usually wandering
and serve as moments for the clan to come together and performers, bringing pageantry to their neighbors in return
witness something of significance. for a share in provisions and crafted goods.
Namings. When a child is born, the parents ask the Ascetics. Some clans practice hunger as a virtue, pushing
shaman for a name. Most shamans treat this duty with themselves to the limits in search of greater enlightenment.
utmost gravity, for a child's name has great magical power These clans tend to be withdrawn, disciplined, and found in
over its destiny. When a name is chosen, the entire clan is places that are hard to reach for both allies and enemies.
gathered, the name is announced, and the infant is officially Druids. Most see druids as traitors, allying themselves
adopted into the clan. with the natural world instead of sharpening spears against
Weddings. Usually following long courtships and it. Druidic clans tend to be founded by outcasts, hidden away
exchanges of gifts and promises (sometimes begun at feasts from those that would snuff them out if they could.
or festivals years before), a wedding is the moment when the Outliers. Some clans are entirely shaped by their
shaman publicly blesses a union before the entire clan, environments. Those who dwell in the shadow of the giant
usually requiring the clan to take an oath to safeguard and empires or at the edges of the world-fangs have their own
strengthen the marriage. practices and survival strategies that may be radically
Funerals. Death and burial practices vary from region to different than the rhythms and and practices of the Great
region and god to god—sometimes destroying the body, Valley clans.
sometimes preserving it, sometimes committing it to the sea Cults. Not all gods are understanding. Some clans exist in
or air or earth. In any case, the shaman leads the clan in utter dependence or fear of their local deity, and spend all of
remembrance and honoring the soul of the departed. their effort and energy to satisfy its demands. This practice
Punishments. Transgression agains the clan is rare, but it can be parasitic—the god consuing its clans without
does happen. When justice must be meted out, the entire compassion—or symbiotic, with the god providing all the clan
clan gathers. This is the rare rite that is not overseen by the needs while it engages in endless rites and rituals in the
shaman. Rather, the elders of the clan mete out punishments service of the god.
as they see fit. Theft, greed, and the breaking of taboo are the Others. Clans are as varied as the scope of life, and can
most serious offenses in most clans. The worst punishment exist in any pattern or configuration. From ruin-guardians to
is to be cast out and shunned by the clan, condemned to the tree-dwellers, from dream-walkers to enchanter-bandits,
ravages of predators and denied funeral rites at death. clans live and die and mix and mingle in all conceivable
forms, limited only by imagination and the Black Taboos.

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Find Your Planegea

T
HE WORLD OF PRIMAL ADVENTURE IS
wide and deep. Every group has adventures in
its own Planegea, each one different than
every other. Some parties may love hacking
and slashing their way through pimordial
monsters, while others seek to undermine the
politics of empires and establish gods.
Whether you're battling savage monsters, corrupt
spellcasters, evil cultists, the armies of warlords, dragons,
gods, or giants, Planegea is ready for your adventures.
Consult the Flavors of Fantasy section (DMG 38–41) for
inspiration about how to build your own preshistoric
campaigns.
The world is wild & full of wonders. Glory to the hunt, and
blessed be the gathering.

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Credits & Notes
Creative Team Version Notes
David Somerville, Author 0.1.1
Alex DuFault, Beau Severson, Bryan Scott, Jeffrey
Martin, & Michael Somerville, Creative Consultants Expand geography section
Michael Somerville, Playtester Expand playable race section
Add feature for switching shaman subclasses
Add mender (artificer)
Artwork Rename warlock to heretic
In order of appearance: Naomi Savoie, SIXMOREVODKA Change half-orc to orc
STUDIO, Rafael Zanchetin, Vivian Rocray, Ramon Acedo, Replace druidic & scavengers cant features with sidebar
Phoebe Herring, Daniel Zrom, Way Way, Pavel Oliva, Jakub Patch satiety to resolve goodberry exploit
Rozalski, Raphael Lacoste, Johanna Rupprecht, Rafael Fix grammar, spelling, credits, & formatting
Lacoste, Carson Lowmiller, Iga "Igson" Oliwiak, Norbert 0.1.0
Toth, Tomasz Jedruszek, Marianne Eie, Jaime Jasso, Mario
Loca, Nicolas Mendoza, Sergey Avtushenko, Stephen Oakley, First public release.
Mathieu Seveno, Min Guen, Mike Johnson

Inspiration
10,000 B.C. (2008 film) Thank You!
1491 by Charles C. Mann However you happened across this setting, thanks
Adventure Time with Finn & Jake (2010 show) so much for checking it out. It's been a labor of
Alpha (2018 film) love for a long time, and I hope you have many
Apocalypto (2006 film) thrilling adventures in the world of Planegea.
The Appendix N Book Club (podcast) If you'd like to follow future updates to the
"A Story of the Stone Age" by H.G. Wells setting, you can keep an eye out for @planegea on
At the Earth's Core by Edgar Rice Burroughs Twitter or u/smrvl on Reddit. To support the
Atlantis: The Lost Empire (2001 film) project, please share the love on your favorite
Battle in the Dawn by Manly Wade Wellman social media platform or pass this guide along to
Clan of the Cave Bear by Jean M. Auel someone you think would like it. If you got this
The Croods (2013 film) PDF for free and enjoyed it, please consider visiting
Dawn of Man (2018 game) paypal.me/smrvl to contribute salt to the pile. If
you want the money from that to go towards
Early Man (2018 film) original art for Planegea, just say so, and it will.
Far Cry Primal (2016 game) Good luck and happy hunting!
The Flintstones (1960 series)
Food—A Culinary Cultural History Podcast (podcast) —David "Smrvl" Somerville
Genndy Tartakovsky's Primal (2019)
History of the World Podcast (podcast)
Legend of Zelda: Breath of the Wild (2017 game)
Living in the Stone Age (podcast)
Mad Max: Fury Road (2015 film)
Many Waters by Madeleine L'Engle
Moana (2016 film)
Prehi/stories (podcast)
Quest for Fire (1981 film)
Road to El Dorado (2000 film) This project is dedicated to
Stuff to Blow Your Mind (podcast) the r/dndmaps community,
The Time Machine (2002 film) who caught the vision,
and to N.L., who wouldn't
have understood a word.

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