Creating a Feodrian

Character creation for the Feodris campaign uses a system similar to that found in the Unearthed Arcana 2022 — Character Origins playtest rules. Essentially, you choose your class and then select a race from the following options, a background, and a secondary language (all characters can speak Efali, the common language of the Tower Kingdom that rules all of Feodris; the secondary languages are listed below). Your race selection will grant you several special traits and your background will provide ability score bonuses, proficiencies, and some starting equipment (this is in addition to those provided by your class).

The class section of this page describes some specific details about how those classes work in the context of the Feodris campaign setting, but keep in mind that most of the details below are not set in stone and exceptions can be made to suit almost any character concept. Work with your DM to iron out specific details on how your ideas can fit within the game world.

Leveling Up

Leveling up your character, keep the following Feodris campaign adjustments to the normal level-up process:

  • Make choices without changing things. When you gain enough XP to advance in level, look carefully through the class description for your chosen level advancement and look for decision points. These will be highlighted in the Character Builder view on D&D Beyond. Consider these decisions carefully and make up your mind how you intend to choose but do not update your character sheet.
  • Always roll hit dice for your hit points. You do not need to make the choice between risking a roll and taking average hit points. Instead, roll the hit die and if the roll is equal to or greater than the average, note the total of the roll. Do not update your character sheet.
  • Choose spells carefully. If you’re playing a spellcasting class or the class you’re leveling up has the spellcasting feature, determine if you will be learning new spells. If so, as you’re selecting your newly learned or acquired spells, pay close attention to the Spells campaign page. Particularly pay attention to the Legality tag (illegal spells tend to be the best combat spells, which can be harder to learn than legal spells and open the caster to unwelcome legal action) and the Status tag(s). Note as you’re making your selections the following special campaign rules:
    • You may not attempt to discover or develop more than one spell with the status tag unknown in a single level advancement.
    • You must acquire the spells you wish to learn. The Spells page cites where spells can be learned via formula, private instruction, or bartered transfer of knowledge. Keep in mind that spells which can only be acquired in specific locales or which can only be found through illicit channels will require additional resources (time, money, gear, notoriety, etc).
    • Make note of the spells you wish to add, but do not update your character sheet.
  • Relay info to your DM. Provide your DM with the following details (which should have been gathered in the previous steps):
    • All decisions you intend to make (class to gain a level in, ability scores to increase, feats to add, subclass feature options to select, etc).
    • Amount of hit points you will be adding to your maximum.
    • All spells you wish to acquire. It will help and speed things up if you also include 1-2 runner-up choices for each spell level, as the DM cannot guarantee all spells will be available.
  • Level quest. The next time you play, you will be given a level quest early in the session. This is a short encounter with you and perhaps some friends where you will role-play the acquisition of one of your new level’s features, and potentially get some insight into your character as a whole.
  • Once the level quest has been completed, the DM will let you know which resources you must surrender, how long the advancement process has taken, and an overview/montage of other aspects of your journey. NOW you can update your character sheet to reflect all of the choices you made and roleplaying you did.

Level Quests have been retired for now. Leveling up occurs between sessions as described in the PHB.

Classes

Artificer

As presented in Tasha’s Cauldron of Everything (page 9), Artificers in Feodris use magical energies to infuse nonmagical items with arcane abilities. In Feodris, magical items are very rare indeed as they were long mistrusted and were specifically targeted for destruction by The Profane during The Collapse. Very little knowledge of the existence of and creation methods for magic items survives, and only two small (and largely secretive) sects rumored to be capable of producing such artifacts are known: the dwarven Forgecarvers guild and the elven Mystarrians. Artificer characters are likely to either come from one of these two groups or can expect to encounter them during the course of their careers.

Level Quests

Artificer level quests are likely to involve visits from or to the Forgecarvers guild (dwarven kingdoms) or the Mystarrian order (elven kingdoms).

Campaign Adjustments

Firearms do not exist in Feodris, so ignore the gunpowder weapons proficiency note on Tasha’s page 10. Griff society has invented a weapon somewhat similar to firearms which they refer to as “etherrails.” These railguns fire compressed bolts of magical energy called ether and they function like firearms mechanically. If you wish to play a griff artificer who uses a railgun, you may take the proficiency under the name “etherrail weapons proficiency.”

Note the lack of gunpowder does not prohibit you from taking the Artillerist subclass specialization as that subclass focuses more on magical variations of firearms rather than gunpowder-based weaponry.

Available subclasses are:

  • Alchemist — No changes
  • Armorer — No changes
  • Artillerist — No changes
  • Battle Smith — No changes

Barbarian

Barbarians who use the power of Rage as described in the Player’s Handbook (page 46) generally do exist as described in Feodris. They are fairly common in Orc, Dwarf, and certain Human populations. Many are simply excellent warriors who may call their Rage a “Battle Trance” or “Focus” or “Beast Mode” or something along those lines. Players choosing this path are encouraged to define what their Rage looks like and how it works for their particular character.

Level Quests

Barbarian level quests will tend to follow the barbarian’s Primal Path, though in cases where a character has a mentor of some sort or their Rage feature comes from a particularly thematic source, the level quests could follow those story threads more closely.

Campaign Adjustments

Available subclasses are:

  • Path of the Ancestral Guardian — No changes
  • Path of the Battlerager — Restricted to dwarf, dorukan, burane, and meccalid races
  • Path of the Beast — No changes
  • Path of the Berzerker — No changes
  • Path of the Storm Herald — No changes
  • Path of the Totem Warrior — No changes
  • Path of Wild Magic — Restricted to elf, evisten, burane, ovor, griff, and dragonkin races
  • Path of the Zealot — Must select a deity, which must be one from the Nature, Tempest, or War domains and should match the character’s racial pantheon

Bard

In Feodris, most bards are Thalmologists from the schools of Thalmology. Some consider the schools to be a bit cult-like as they occasionally get drunk and discuss the more advanced topics of Thalmology, which theorizes that light and sound are vibrations that can be manipulated to influence reality. Thalmologists (Thalms, in common parlance) are historians at their core, and many are specifically interested in cataloging and collecting Feodrian history through oral traditions and the writing of magic-infused songs.

Level Quests

Many bard level quests will involve visiting nearby Thalmology institutions for instruction or research. Thalmology universities are found in most major Keeps, with the most famous being Morsetlund University of Thalmological Inquiry (MUTI) in Osoroy.

Campaign Adjustments

Players wishing to be bards who are not associated with the Thalmology discipline should consider how their character views the schools and why they have chosen to forge their own path.

Available subclasses are:

  • College of Creation — Ignore details regarding the Song of Creation; Thalmologists who focus their efforts on the College of Creation fixate on the “World Melody” which they theorize is the specific vibrations that can create life and matter out of nothing. There is no special significance in Feodris for the College of Creation among halflings, gnomes, or dragonkin
  • College of Eloquence — Thalmologists who study the College of Eloquence tend to downplay the significance of music in thalmological debates, operating from the thesis that humanoid voices are reflections of the gods, many believing it is the ability of the gods to speak that gives them their divinity rather than any intrinsic power
  • College of Glamour — Thalmologist theory of the phase known as Whimtropy and particularly The Whimsey plane is among the most advanced in all of Feodris. Those who study the effects of The Whimsey on the Mortal Phase have developed a discipline that draws from the vibrations unique to that Phase-plane and call this avenue of study the College of Glamour. Gnome, halfling, and tabaxi Thalmologists are particularly drawn to this college, though there are a fair number of human, elf, and evisten members as well
  • College of Lore — These are your bread-and-butter thalmologists: professors, students, academic researchers, court advisors, trained thalms working in the field for their own studies or perhaps as part of a larger undertaking for a well-funded scholar or university
  • College of Spirits — Most thalms from this college are fixated on the Voidphase, the connective plane of reality that permits passage to the realms beyond the Mortal Phase, though some find that avenue to be more of a jumping off point to focus on the Astral Phase
  • College of Swords — Players wishing to create bards who don’t fall under the banner of thalmology may consider this subclass. Unlike other colleges, the “college of swords” is not an officially recognized part of the thalmologic traditions, with most serious thalmologists viewing practitioners of this type little more than quasi-trained monkeys or circus novelties. The official position of the Thâlmm’e sc’a Soce’ti Feuodr’e (the Feodrian Society of Thalmologists, who fund and operate most Thalmology universities, often referred to as the TSF) is that the feats performed by swords bards do not fall under the thalmology banner at all, but are a separate style of magic which (regrettably, in their opinion) looks and operates similarly to their own practices
  • College of Valor — Generally this discipline is reserved for the most gifted and promising students of thalmalogical study. In eras past, thalmologists who wished to serve in the military or as military advisors were fast-tracked through this college, but now it is largely populated by those who aspire to Council seats or Council offices with a reduced focus (publicly, at any rate) on direct aid in battles and more on military history and preservation of effective strategies for resolving conflict
  • College of Whispers — Even more so than the college of swords, the TSF disavows all activities of suspected Whispers. It is considered the most dire insult and life-shattering accusation to be identified as a Whisper. The college of whispers is said to have directly aided The Profane in the lead-up to The Collapse, and in some purist circles any bard operating outside the official channels as defined by the universities and TSF are considered to be Whispers regardless of their actual college skill. Thalmology-trained members of the Tower Council’s intelligence agency, the Pillareyes, are rumored to be trained by part of a non-TSF-sanctioned thalmology unit who use teachings from the college of whispers

Cleric

Clerics in Feodris serve one of the gods, typically from their racial pantheon. Hybrid characters may choose a deity from either of their parents’ pantheons. The chosen deity should match the domain the player intends to use as a subclass; each deity is associated with one of the 14 domains. Further, each primary deity has an alignment morality associated with it (good, neutral, or evil) and each demigod has an associated alignment attitude (lawful, neutral, or chaotic). Players should attempt to line up their character’s alignment with their deity’s if possible, though it is not impossible for a character’s alignment to not sync perfectly with their god’s.

Level Quests

Cleric level quests generally involve performing specific works in their deity’s name in order to increase their favor and, by extension, their abilities.

Campaign Adjustments

Deities in Feodris have a racial affiliation (the kingdom pantheon they belong to), an aspect (the thing they preside over), a domain (a classification that informs the types of abilities they can bestow upon a cleric acting in their name), an alignment (each racial pantheon has three primary deities associated with an alignment morality plus eleven other demideities associated with one of the three alignment attitudes), and a type (some deities have a pseudo-gender characteristic and are referred to as either gods or goddesses while those with no specific gender characteristic are simply called deities; those who are not moral primaries are referred to as demi-gods/goddesses/deities).

Characters may choose deities that are not affiliated with their race, but players should carefully consider how such an unusual calling came to be. Most humanoids in Feodris are generally aware of the gods not from their affiliated pantheons, but typically view them as having lesser importance, power, or influence over their lives.

All the main subclasses (domains) are available in Feodris, provided a suitable god is chosen. The available gods for each subclass domain is listed below, with the tags following each being race, aspect, alignment, and type.

  • Arcana Domain — Halamar (elf, sorcery, chaotic, demigod); Pralea (dwarf, ingenuity, lawful, demigoddess); Kana (human, prophecy, neutral, demigoddess); Orsaya (orc, ritual, neutral, demigoddess); Saliti (griff, astral, lawful, demigoddess); Melbyleth (gnome, spells/calligraphy, neutral, demigod); Aidel (halfling, magi, neutral, demideity); Reese (dragonkin, necromancy, chaotic, demigoddess); Xircoia (tortle, mind/psionics, chaotic, demigoddess); Kyo (tabaxi, memory, lawful, demideity)
  • Death Domain — Aerith (elf, change, neutral, demigoddess); Lofaegk (dwarf, homecoming/returning, lawful, demigod); Ytagi (human, hibernation, chaotic, demigod); Durz (orc, pain/suffering, neutral, demigoddess); Kint (griff, mourning, lawful, demigod); Niul (gnome, oblivion, lawful, demigod); Gish (halfling, accidents, chaotic, demideity); Sanxyss (dragonkin, murder, chaotic, demigod); Ayk (tortle, torture/torment, chaotic, demigoddess); Saxe (tabaxi, pain/suffering, neutral, deity)
  • Forge Domain — Presvyre (elf, crafters, lawful, demigoddess); Lozzel (dwarf, stoneforge, good, goddess); Biona (human, duty/glory, lawful, demigoddess); Morn (orc, improvisation, chaotic, demigoddess); Idi (griff, tools/utility, neutral, demigod); D’tik (gnome, tinkers, chaotic, demigod); Soig (halfling, labor, neutral, deity); Shoct (dragonkin, armor/protection, neutral, demigod); Caikacoia (tortle, hearth/furnace/warmth, neutral, demigoddess); Rol (tabaxi, weapons/armaments, neutral, demigod)
  • Grave Domain — Tcicikoyo (elf, the hunt, lawful, demideity); Nendumi (dwarf, decay/rot, chaotic, demigoddess); Qisus (human, funerals, lawful, demideity); Claig (orc, disease/pestilence, chaotic, demigod); Tryphen (griff, remorse, neutral, demigoddess); Bou (gnome, passage/good-byes, neutral, demigod); Som (halfling, the afterlife, neutral, demideity); Prof (dragonkin, burial/cemeteries, neutral, demigoddess); Mpiluko (tortle, ancestors/traditions, lawful, demigoddess); Chouran (tabaxi, spirits, neutral, demigod)
  • Knowledge Domain — Jaonos (elf, insight, neutral, goddess); Rün (dwarf, runes, neutral, demigod); Pyriade (human, gems/wealth, neutral, demigod); Orbul (orc, song, lawful, demideity); Ymus (griff, history, neutral, demigod); P’mtubac (gnome, geography, lawful, demideity); Cadu (halfling, medicine, neutral, demideity); Yaolgrayc (dragonkin, astronomy/stars/pre-history, lawful, demigod); Fassa (tortle, teaching/lessons, lawful, demigoddess); Tori (tabaxi, books/libraries/universities, lawful, demigoddess)
  • Life Domain — Pranch (elf, family, neutral, demigoddess); Vardostr (dwarf, persistence/perseverance, neutral, demigoddess); Chuelonda (human, food/agriculture, neutral, demideity); Mujush (orc, planting/sowing, neutral, demigod); Xlu (griff, birds/clouds, chaotic, demigod); Rutc’p’m (gnome, animals/creatures, chaotic, demigoddess); Mug (halfling, revels, good, deity); Teoklek (dragonkin, resourcefulness, lawful, demigoddess); Ioucca (tortle, plants, neutral, demigoddess); Hemma (tabaxi, birth/blooming, chaotic, demigoddess)
  • Light Domain — Ruven (elf, morning, neutral, demigod); Belynn (dwarf, fire, evil, goddess); Telin (human, hope, neutral, demigod); Glasha (orc, sun, neutral, goddess); Hectoos (griff, sustenance, neutral, god); Shum’tec (gnome, brilliance/radiance, chaotic, demideity); Erme (halfling, cycles, lawful, demideity); Irkretsh (dragonkin, revival/regeneration, neutral, demigod); Tavona (tortle, growth, neutral, deity); Leil (tabaxi, beauty, lawful, demideity)
  • Nature Domain — Glynthyra (elf, woods, good, goddess); Rarhorlim (dwarf, earth, neutral, god); Zeditia (human, sea, neutral, goddess); H’dairn (orc, sand/horses, neutral, demigod); Tatur (griff, swamp, chaotic, demigoddess); Kekh (gnome, stone, lawful, demigoddess); Cup (halfling, waterfalls/rainbows, lawful, demideity); Urble (dragonkin, streams/rivers/lakes, chaotic, demigoddess); Vilizwi (tortle, air/sky, good, goddess); Gosato (tabaxi, plains, chaotic, demigod)
  • Order Domain — Jhaan (elf, laws, lawful, demigod); Kherus (dwarf, hierarchy, lawful, demigod); Aanh (human, justice, good, deity); Zogugh (orc, honor, good, god); Nilv (griff, equality, good, deity); d’Imough (gnome, truth, good, goddess); Wain (halfling, mercy, lawful, demideity); Gilir (dragonkin, time/progress, lawful, demigod); Wopoc and Glium (tortle, deliberation/communication, chaotic, demideities); G’rlau (tabaxi, prisons/punishment, neutral, demigoddess)
  • Peace Domain — Munax (elf, travel, chaotic, demigod); Roshton (dwarf, mountain, neutral, demigod); Soirca (human, freedom, chaotic, demigoddess); Fluet (orc, harmony, neutral, demigoddess); Gibi (griff, meditation, neutral, demigod); Jaj (gnome, courage, lawful, demigoddess); Aega (halfling, humility, neutral, demideity); Innera (dragonkin, nurturing/innocence/protection, good, god); Anuxolo (tortle, defense, neutral, demigoddess); Brund (tabaxi, coasts/wetlands, chaotic, demigod)
  • Tempest Domain — Chaen (elf, strength, neutral, demideity); Obyrne (dwarf, storms/lightning, chaotic, demigoddess); Extris (human, desire, evil, goddess); Xorag (orc, wind, chaotic, demigod); Mubugar (griff, jealousy, chaotic, demideity); Nour Breeine (gnome, probability/chaos, neutral, deity); Qup (halfling, love/romance, chaotic, demideity); Rafe (dragonkin, fear/mistrust, neutral, demigod); Zamaya (tortle, sound/noise, evil, goddess); Guile (tabaxi, earthquakes/elementals, chaotic, demigod)
  • Trickery Domain — Nuala (elf, mischief, chaotic, demigoddess); Lathemnei (dwarf, indifference/apathy, neutral, demigod); Rudos (human, riddles, chaotic, demigod); Kilg (orc, lies/omission, lawful, demigod); Harashta (griff, fortune, evil, god); Mum’jou’gleep (gnome, deception, evil, goddess); Brek (halfling, sloth, evil, deity); Quolla (dragonkin, self-interest, neutral, god); Zwic’n (tortle, misdirection/grifters, neutral, demigoddess); v’Karra (tabaxi, greed/thieves, neutral, demigod)
  • Twilight Domain — Niuvan (elf, sleep/moon, evil, god); Aku (dwarf, evening, chaotic, demigoddess); Driszhys (human, harvest, neutral, demigoddess); Abghat (orc, shadows, chaotic, demigoddess); Savamera (griff, mystery/uncertainty, neutral, demigoddess); P’mbru (gnome, home/inns, neutral, demigoddess); Mok (halfling, darkness, chaotic, demideity); Suisalaicom (dragonkin, night, neutral, demigoddess); Melfis (tortle, dreams/nightmares, lawful, demigod); Taji (tabaxi, relaxation/moon, good, god)
  • War Domain — Ellark (elf, combat/training, lawful, demideity); Bonerivyr (dwarf, battle, chaotic, demigod); Boxomin (human, destruction, chaotic, demideity); Xuula (orc, war, evil, goddess); Zida (griff, armies/military, chaotic, demigoddess); Veek (gnome, triumph, neutral, demigod); Oump (halfling, sacrifice, chaotic, demideity); Druggeth (dragonkin, rage/hostility, evil, goddess); Lan (tortle, revenge, chaotic, demigoddess); Rei (tabaxi, blood/moon, evil, goddess)

Druid

As described in the PHB (page 64), druids in Feodris draw their power from either a mystical connection with nature itself, or from a deity within the Nature domain (see the cleric subclasses, above). In Feodris, the Old Faith is called Grenfaith and stems from a belief in an entity that embodies all of Nature.

The druidic order in Feodris seems, to outsiders, very loose and ill-defined. But nearly all druids consider themselves to be a part of the larger community of fellow druids. This brotherhood does have a more formal structure than it appears outwardly, but it is difficult to study as the tenets and structures are never recorded other than through closely-guarded oral traditions of ritual and verse. The order’s circles are considered to be more like rings of a tree, tightly bound, encompassing each other, each protecting the smaller ring inside. Somewhere in the center is a ring of the most powerful archdruids, but who they are and what exactly they fight for is not widely understood.

Level Quests

Most level quests for druids will center on either communing with other members of their circle or exploring some specific location looking for inspiration from the natural surroundings. Some druids will be assigned to a mentor from their circle, who could be visited to bestow additional knowledge.

Campaign Adjustments

Most druids function the same as described in official published materials. Players building druids should consider how their character feels about the Feodrian Tower Council’s stated aim to tame enough of Feodris’s wildlands to ensure safe passage from province to province and develop additional agricultural regions. The Tower and the druidic order have been aligned in the past, but not all druids feel the promises made by the Tower nearly 100 years ago at its inception have been kept.

The following subclasses are available for Feodrian druids:

  • Circle of Dreams — In Feodris, this is sometimes called “Circle of Whimsey” instead. Druids in this circle tap into the essence of the Whimtropy Phase, pulling magic from both the dream-like Whimsey plane as well as the nightmarish plane known only as the Deep Entropy. The subclass feature “Balm of the Summer Court” is mechanically the same but is known instead as “Balm of the Vourdan Dynasty” instead. Additionally, the Druid Circle feature “Hearth of Moonlight and Shadow” draws its power from the Azorna Dynasty. All other features are named and work as described
  • Circle of Land — No changes
  • Circle of Moon — No changes
  • Circle of Shepherd — No changes
  • Circle of Spores — No changes
  • Circle of Stars — No changes
  • Circle of Wildfire — No changes

Fighter

Fighters in Feodris are still needed, even if war and murder have been strictly outlawed. The Tower Council’s peacekeeping force, the Pillarguard, trains promising guardsmen for promotion using many of the fighting styles and maneuvers cited in the fighter class description. Most Kingdoms have their own protection forces, and two prominent guilds, the Hunters’ Guild and the Fraternity of Shadeswords (FoS), both produce a fair number of fighter class eligible characters.

Players creating a fighter character should consider where they receive their training and what made them rise above the average rank-and-file Pillarguard member to distinguish themselves.

Level Quests

Most level quests will involve returning to a mentor, re-visiting the organization the characters hail from, or seeking new mentorship to further develop their skills.

Campaign Adjustments
  • Arcane Archer — Available only to elves, evisten, buranes, ovors, harengons, and tabaxis
  • Battle Master — No changes
  • Cavalier — No changes
  • Champion — No changes
  • Echo Knight — Available only to neutral-aligned gnomes with strong ties to the gnomish god Nour Breeine
  • Eldritch Knight — No changes
  • Psi Warrior — Available only to tortles with strong ties to the tortlean god Xircoia
  • Banneret — No changes (other than not being called Purple Dragon Knights)
  • Rune Knight — Available only to dwarves, dorukans, buranes, and mecals
  • Samurai — Available only to orcs, kogos, ovors, and mecals

Monk

Monasteries devoted to various monastic traditions do exist in Feodris in small numbers. Most are ascetical, as well, so finding a true monk among the Tower kingdoms is quite rare indeed.

Level Quests

Monk level quests will often involve either deeper spiritual efforts, re-visiting monasteries, seeking out new sources of enlightenment, or specialized training from other monastic teachers.

Campaign Adjustments
  • Way of the Ascendant Dragon — The dragon traditions largely fell out of favor as the reputation of dragonkind plummeted during The Collapse. A very tiny number of Ascendant Dragon monasteries still operate, though largely in secret and mostly in the northern regions (particularly the Frostlands wilds). Monks from this tradition who do venture out into the Tower Kingdom may prefer to hide their true path and take on the guise of one of the other, more socially palatable traditions
  • Way of the Astral Self — No changes
  • Way of the Drunken Master — No changes
  • Way of the Four Elements — No changes
  • Way of the Kensei — No changes
  • Way of the Long Death — Even more so than the Way of the Ascendant Dragon, long death traditions have nearly evaporated since the Shadow War. Officially, the Tower Kingdom has outlawed the practice. As such, Way of the Long Death monks must be extremely cautious with their experiments and studies so as to not draw the ire of the Council or other factions who may view their practices as barbaric or diametrically opposed to the Song of Harmony
  • Way of Mercy — No changes
  • Way of the Open Hand — No changes
  • Way of Shadow — Many members of the Veiled Guild—the pre-Collapse assassins’ guild which re-organized itself into a more palatable thieves’/spies’ guild—were from Way of Shadow monasteries. Though the Veiled Guild has made great efforts to rehabilitate their image, Shadow monks are still deeply mistrusted
  • Way of the Sun Soul — No changes

Paladin

In Feodris, there are precious few paladins who rely exclusively on the strength of their oaths. Most paladin oaths are made directly to a deity, many of which are specifically associated with the various oath subclasses. It is possible to play a paladin with no direct affiliation with a deity, but many knowledgable NPCs may make assumptions and some who presume a certain piety could be extremely offended about paladins who seem to eschew their divine blessing.

Level Quests

Paladins who commit their oaths to specific gods are likely to have level quests similar to clerics. Gods in Feodris typically can’t (or are highly disincentivized to) influence the realm directly so they rely on their chosen and sworn mortals to carry out works in their names. Paladins are typically perfect for these kinds of activities and the gods are rarely shy about demanding what they want, particularly for those they bless with the ability to wield their divine magics.

Cmapaign Adjustments
  • Oath of the Ancients — Most Oath of the Ancients paladins will commit their oaths to one of the Nature Domain gods (Glynthyra, Rarhorlim, Zeditia, H’dairn, Tatur, Kekh, Cup, Urble, Vilizwi, or Gosato), though a handful of other gods have been known to grant such oaths (Death Domain gods like Ytagi and Aerith; Life Domain gods such as Hemma, Xlu, Rutc’p’m, Ioucca; Light Domain gods Ruven, Leil, Tavona, and Irkretsh; and occasionally Peace Domain gods Roshton and Brund). A very tiny number of Oath of the Ancients paladins commit their oaths to Grenfaith, the ancient druidic beliefs revolving around the idea that nature is an entity all its own
  • Oath of Conquest — Oath of Conquest paladins are heavily disparaged in current-day Feodris. All the War Domain gods have fallen sharply out of favor with the reverence given to the Song of Harmony, and these oaths are almost always directed to one of those gods (Bonerivyr, Boxomin, Xuula, Zida, Veek, Oump, Druggeth, Lan, Rei, Zoia). In much rarer cases, these oaths have been made to a handful of other gods, such as the human goddess of duty and glory, Biona (Forge Domain); Tcicikoyo, the elven deity of the hunt (Grave Domain); and Kherus, the dwarven god of hierarchy (Order Domain)
  • Oath of the Crown — The vast majority of Oath of the Crown paladins commit their oaths to either the entire pantheon of their Kingdom (e.g. a dwarven paladin serving the Forgeking might commit an Oath of the Crown to all of the dwarven gods) or to an Order Domain deity, particularly Zogugh, Nilv, Jhaan, Kherus, and G’rlau. Almost all the outliers fall under either Forge Domain gods (Biona, Shoct) or War Domain gods (Bonerivyr, Zida, Veek, Oump). A tiny minority have made Crown oaths to gods like tortle Grave goddess of ancestors and traditions, Mpiluko; elven Life goddess of family, Pranch; dwarven Peace god of the mountain, Roshton; tortle Peace god of defense, Anuxolo; dragonkin Trickery god of self-interest, Quolla; and gnomish Twilight goddess of home, P’mbru
  • Oath of Devotion — Oaths of devotion can be made to pretty much any principal deity aligned with good, and most demideities aligned with lawful. Check with the DM if you wish to create an Oath of Devotion paladin using a different alignment
  • Oath of Glory — Nearly all Oath of Glory paladins in Feodris are human as they almost always commit their oaths to Biona, goddess of duty and glory. A smattering of Glory paladins swear to Light Domain deities such as the elven god of morning, Ruven; human god of hope, Telin; gnomish god of brilliance, Shum’tec; and orcish goddess of the sun, Glasha
  • Oathbreaker — Talk to the DM if you would like to play this subclass
  • Oath of Redemption — Most Redeemers commit their oaths to deities from Life, Light (particularly Irkretsh, the dragonkin god of redemption), Order, and Peace domains. A few rare exceptions would be those swearing to Fassa, the tortle goddess of teaching and lessons (Knowledge Domain); Oump, the halfling deity of sacrifice (War Domain); and Innera, dragonkin god of protection
  • Oath of Vengeance — Oath of Vengence paladins frequently commit their oaths to Lan, the tortle goddess of revenge, though plenty can be found swearing to Death Domain deities like Saxe (tabaxi deity of pain), or Kint (griff god of mourning). Order Domain deities like Aanh (human deity of justice), Zogugh (orcish god of honor), and G’rlau (tabaxi goddess of punishment) are common as well. A few other deities receive Vengeance oaths as well, on rare occasions, such as Savamera (Twilight Domain griff goddess of uncertainty), Druggeth (War Domain dragonkin goddess of rage), and Tryphen (Grave Domain griff goddess of remorse)
  • Oath of Watchers — These are the least common paladins in Feodris. The Voidphase, which binds the Iotoros cosmology together, is significantly more secure than in other realms so there is less call for vigilance over extraplanar threats. Those that do exist tend to commit their oaths to either Saliti (griff Arcana Domain goddess of the astral), Chouran (tabaxi Grave Domain god of spirits), Yaolgrayc (dragonkin Knowledge Domain god of astronomy and pre-history), or Melfis (tortle Twilight Domain god of dreams and nightmares)

Ranger

Rangers in Feodris are much like depicted in the PHB. They are highly in demand—especially in farming communities or smaller villages on the borders of, or inside, the Wilds—for their abilities to keep dangerous beasts and monsters at bay. Many rangers hail from the Hunters’ Guild and serve as scouts, wilderness guides, or bounty hunters.

Level Quests

Rangers may find they need to hunt down specific creatures from among their favored enemy class, visit trainers (for example the Hunters’ Guild), or take time out to bond with an animal companion.

Campaign Adjustments
  • Beast Master — No changes
  • Drakewarden — No changes, but talk to the DM about this class; dragons (aside from dragonkin) are exceptionally rare in Feodris and were used and then betrayed by The Profane especially during The Collapse which gave them an exceedingly bad reputation. They are considered extinct, as well, so a PC wandering around with a dragon would be like wandering into a Ornithoscelidaphobics (those with a phobia of dinosaurs) meeting with your pet velociraptor
  • Fey Wanderer — No changes
  • Gloom Stalker — There is no Underdark equivalent in Feodris (also no drow), so ignore mentions of Gloom Stalker rangers preferring that region, but otherwise no changes
  • Horizon Walker — No changes mechanically, but planar travel and mastery is far less common in Feodris than in the Forgotten Realms, so talk to the DM about possible campaign implications for this subclass
  • Hunter — No changes
  • Monster Slayer — No changes
  • Swarmkeeper — No changes

Rogue

Feodrian rogues are not far removed from those depicted in the PHB (page 94). Robbery and burglary is typically viewed with a more forgiving eye than direct violence or especially murder, though this can vary from kingdom to kingdom. Elves, in particular, are less tolerant of wealth “redistribution.”

Level Quests

Rogues often learn by doing, so expect many rogue level quests to involve practicing new skills on particular jobs. There is also a thieves’ guild (the Veiled Guild) operating in Feodris who can provide training or may welcome upstart rogues into its ranks and can provide plenty of advancement hooks.

Campaign Adjustments
  • Arcane Trickster — No changes
  • Assassin — Players should be extremely cautious choosing this subclass. Assassins are considered to be directly in opposition to the Song of Harmony and those who choose to accept wetwork jobs are thought of as de facto members of The Profane. The notion of retaining life at all costs is so prevalent that hired killers will have a difficult time even finding contracts as those soliciting murder are typically punished as harshly (if not more so) than those carrying out acts of lethal violence. Work with the DM if you plan to play an assassin character
  • Inquisitive — No mechanical changes, but there are several factions which have natural fits for Inquisitive rogues and may provide good backstory hooks
  • Mastermind — No changes
  • Phantom — Mentions of Shadowfell in the subclass description should be interpreted as referring to the plane “The Deep Entropy” which, in Feodris, precious little is known about. If you choose this subclass and wish to have your powers originating from The Deep Entropy, consider how your backstory plays into the heavy mystery surrounding that realm
  • Scout — No changes
  • Soulknife — No specific changes, although gith and wood elves are not parts of Feodris, so ignore references to those
  • Swashbuckler — No changes
  • Thief — No changes

Sorcerer

Magic in Feodris comes from a variety of sources, and the sorcerer as described in the PHB (page 99) occurs from time to time. Older Feodrians who lived through The Collapse will likely view sorcerers with suspicion as many of The Profane’s tactics involved manipulating the malleable and dangerous into tyrants by infusing them with some of their powerful dark magic and encouraging them to use their newfound powers for conquest and cruelty. As such, many smaller villages and hamlets treat those touched by wild magic as pariahs, often casting them into exile or shunning them.

Level Quests

Sorcerer level quests are more likely than other classes to depend on their subclass. Some sorcerers will seek out mentors who have similar experiences, others may choose to visit wizarding schools in an attempt to learn more from a scholarly perspective, and some may prefer to take solitary journeys to safe, unpopulated areas to test their limits.

Campaign Adjustments
  • Aberrant Mind — Work with the DM to determine your aberrant origins. If you prefer to roll on the provided origins table, present your result to the DM to massage it into a more Feodris-specific variant
  • Clockwork Soul — Automaton technology and the connection to the realm of Mechanus do not exist in the Feodris campaign world, so this subclass is hard to shoehorn into the world. Work with the DM to come up with a suitable explanation for this subclass if you wish to choose it
  • Divine Soul — No mechanical changes; consider whether you would prefer to choose a specific member of your race’s pantheon to be the source for your magic spark or if you would like the DM to choose it in secret and play out the reveal through level quests
  • Draconic Bloodline — Available only to dragonkin
  • Lunar Sorcery — Use the Feodrian Lunar Spells table, below, instead of the one from page 34 of Shadow of the Dragon Queen. There are three moons above Feodris and they don’t follow the same new/crescent/full cycle of other moons. Feodrian seasons are determined by which moons are visible in the sky. Whenever you enter a long rest, you may choose one of the moons that is currently in season and select from among those lunar spells to cast (once per long rest) without using a spell slot as described in the subclass definition. For example, in Amitolla season, Ulaan and Nogoon are visible (“in season”) so a long rest started in Amitolla allows you to choose the “free” spell from either either the Ulaan or Nogoon list. During Vourdan season, only Nogoon is visible, so only that spell list may be chosen from for that season
  • Shadow Magic — Your power comes from The Deep Entropy plane (Shadowfell does not exist/is not accessible from Iotoros) instead
  • Storm Sorcery — The Great Rain is not an event in Feodris, but during the early stages of The Collapse, a great storm known as Skyfall left magical rifts throughout the Sky-Mirror Sea area on the border of the Spire and Odari regions; many who ventured too close to these rifts acquired (or were cursed by) abilities similar to those described in the storm sorcery subclass
  • Wild Magic — Many of the explanations for the wild magic subclass are Forgotten Realms-specific. Work with the DM to determine a more suitable origin for your abilities


Feodrian Lunar Spells

Sorcerer Level Tsenkher Ulaan Nogoon
1st Shield Ray of Sickness Color Spray
3rd Lesser Restoration Blindness/Deafness Alter Self
5th Dispel Magic Vampiric Touch Phantom Steed
7th Death Ward Confusion Hallucinatory Terrain
9th Rary’s Telepathic Bond Hold Monster Mislead

Warlock

The only real distinction between warlocks as depicted in the PHB (page 103) is their patrons come in different forms. Check with the DM if the subclass adjustments below don’t suit the style you have in mind.

Level Quests

Most level quests for warlocks involve communicating with your patron and potentially performing various tasks to earn (or keep) favor with them in exchange for additional power. Note that multiclassing into Warlock is the easiest level quest ever as it merely involves tracking down and appealing to a new patron.

Campaign Adjustments
  • The Archfey — The three most common archfey are the queens of the three dynasties: Queen Azorna, Queen Vourdan, and Queen Crinezha. Check with the DM if you desire a different fey patron
  • The Celestial — Unlike in the Forgotten Realms, Feodrian gods do not surround themselves with many lesser entities (like angels, solars, etc). Some beings do roam and populate the equivalent planes though so work with the DM to determine which specific celestial equivalent you’d like to use as a patron
  • The Fathomless — No changes
  • The Fiend — As with Celestial warlocks, evil-affiliated Feodrian gods don’t create hordes of demons and devils the way they do in the Forgotten Realms. Some beings that might be classified as fiends do roam The Maw, though, so work with the DM to determine the fiendish equivalents of the patron you’d like to use
  • The Genie — No changes
  • The Great Old One — In Feodris, Great Old Ones are mere whispers, barely even ghost stories and beyond the reach of even legends. When spoken of at all, they are referred to only as “The Ancients” (this subclass is cosmetically named “The Ancients Warlock” in Feodris, in fact)
  • Hexblade — Replace Shadowfell in the subclass description with The Deep Entropy. The Raven Queen is not an entity in this realm, so ignore flavor text regarding her
  • Undead — No changes
  • The Undying — No changes

Wizard

The wizard class as highlighted in the PHB (page 112) is functionally the same in Feodris. They are mystical scholars, learn at wizarding schools, and treat magic and its use as scientific areas of study. Feodris runs on magic, at its core. Many of the key features of kingdom society such as the dwarves’ Stoneforges and the Signal Beacons along the Borderlands would cease to function without it. However, practical magic practitioners (i.e. wizards) are quite uncommon. Their role in most kingdoms is similar to that of a civic engineer, using elaborate magic in combination with simple machines to solve public good problems.

Level Quests

Most “school of magic” wizards will perform level quests involving seeking out new spells, training at wizard schools, finding elder wizards for instruction and mentorship, or discovery of magical secrets hidden by frightened researchers hoping to prevent calamity. Some non-school-based subclasses may have different styles of level quests (noted in Campaign Adjustments, below).

Campaign Adjustments
  • School Magic — (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation) No changes
  • Bladesinging — In Feodris, bladesinging has not spread beyond the elven kingdoms, so this subclass is available only to elves, evisten, burane, or ovor
  • Chronurgy Magic — Available only to dragonkin with close ties to their demigod of time/progress, Gilir
  • Graviturgy Magic — Available only to dwarves with close ties to Rarhorlim, god of the earth
  • Order of Scribes — No changes
  • War Magic — War is very out-of-fashion in current day Feodris, so War Mages from eras past have re-branded themselves as Battle Mages (or Battle Magic wizards), often embedded into the Pillarguard or local defense forces as specialist operatives. Otherwise no mechanical changes

Races

The principal races in Feodris are Humans, Elves, Dwarves, and Orcs. These races are considered to be full Tower races and are generally capable of crossbreeding (see Unioning, below), creating Evisten (Human/Elf), Dorukan (Human/Dwarf), Kogo (Human/Orc), Buranes (Elf/Dwarf), Ovor (Elf/Orc), and Meccalid (Dwarf/Orc) (see the individual race sections below for more details).

In addition, there are significant populations in Feodris of Griff (Giff from Spelljammer), Halflings, and Gnomes, though they tend to be relatively rare in the Tower cities, mostly only found in their specific home regions. These races are considered to be Unafs (unaffiliated or non-Tower) and cannot crossbreed with each other or the Tower races. There are also small numbers of Dragonborn (called Dragonkin), Tortles, Tabaxis, and Harengons (playable races). There used to be Centaurs, Bugbears, Goblins, Fairies, Kobolds, Hobgoblins, Lizardfolk, Minotaurs, Satyrs, Genasi, and Yuan-tis, although they are widely believed to have been exterminated during The Collapse (along with other sentient races like Giants, Ogres, Dragons, etc).

There are no Tieflings or Ardlings on Feodris. Any player wishing to play a tiefling or ardling or other race not mentioned here must be willing to be a unique, one-of-a-kind character prone to heavy scorn and predjudice as most NPCs will view them as one of The Profane.

Unioning

Tower Races do not reproduce sexually. Instead, they join in a magic-aided ritual (whose specifics are often closely tied to cultural norms) known as “Unioning.” This intimate activity involves the partner pair maintaining unbroken physical contact for several hours while in a deep meditative pseudo-sleep. In this state, the partners communicate non-verbally in a shared dream space and negotiate the elements of the conception. Both males and females are capable of gestating offspring, with all Tower races developing a magical womb-structure in their abdomens and the progressive appearance during pregnancy of a seam or cleft just above the pubic bone which, when gestation is complete, provides access to the infant. The process of birthing a child is generally considered to be mildly unpleasant and uncomfortable, but not necessarily painful. After childbirth, the cleft typically disappears in a matter of months. For this reason, same-sex couples are relatively commonplace in Feodris as there is no barrier to reproduction.

 

Tower Races

Humans

As depicted in PHB, humans are sort of generic sentient creatures typical of Earth with a variety of skin tones and size differentiation. They range at adulthood from 2.5′ to 7′ with the average being about 5’5″, weights being between 120 lbs. to 250 lbs. Hair colors are orange-red, yellow-blonde, nut-brown to deep black, and hair textures vary widely from thin, straight-falling strands to medium thickness waves to kinked wiry strands. In later years hair tends to lose its pigmentation and fade to a silvery gray or pure white. Human eye colors tend to be medium to dark brown, or various shades from pale to deep blues. A small number of humans have lighter browns or hazel or even green eyes. Average lifespans of humans are about 75 years, most young humans are considered adults around the age of 15 or 16, and the with the upper bound of a human lifetime usually being about 100 years.

Creature Type Humanoid
Size Medium (4-7′) or Small (2.5-4′), chosen when selected
Speed 30 feet
Life Span 75 years; mature at 15-16
Special Traits

Resourceful. Gain Inspiration after a long rest.

Skillful. Gain Proficiency in a skill of your choice.

Versatile. Gain a Feat of your choice.

Players choosing the human race may increase one Ability Score by 2 or two Ability Scores by 1. This increase is done only at character creation.

Elves

Elves in Feodris are a bit more like the elves depicted in World of Warcraft: slender, tall, with large, prominent and pointed ears that are on average 6-12 inches in length. Their skin tones range from deep browns to pale alabaster, to dull blues or light violet colors. As adults they range from about 4′ to 7’6″, the average being about 6′, weights range from 100 lbs. to 185 lbs. Their hair color tends to coincide with skin tones, earthier skin tones are prone to brown, green, or black hair, while blue skin tones are frequently anywhere from pale blue-white to deep midnight blues, and violet-skinned elves often have white to deep purple hair. Other than the hair on their heads and some very light, wispy hair on the forearms and lower legs that is nearly invisible except upon close inspection, most elves are hairless and do not grow facial or body hair. Elvish head hair tends to be extremely soft, comprised of supple, thin strands. Most elves have very dark brown eyes which often blend with their pupils giving them a slightly alien appearance, though some elves have lighter eye colors like greens, light browns, yellows, or oranges. Average elven lifespan is about 200 years, upper bounds capping out around 280 years, while elves are considered adults on their 30th welcome-day.

Creature Type Humanoid
Size Medium (4-7.5′)
Speed 30 feet
Life Span 200 years; mature at 30
Special Traits

Darkvision. Darkvision to 60 feet

Keen Senses. You have Proficiency in the Perception skill

Trance. Immune to magical sleep; doesn’t need to sleep; can finish a Long Rest in 4 hours

Self-Assured. You have Advantage on saving throws to avoid or end the Charmed Condition

Lineage Magic. Choose one 1st level cantrip from the Lineage Magic table and select a spellcasting ability (INT, WIS, or CHA). At 3rd level you may select either the other two 1st level cantrips or a 3rd level cantrip from the Lineage Magic table. At 5th level you may select either two 3rd level cantrips or one 5th level cantrip from the Lineage Magic table. Once you cast one of these 3rd or 5th level cantrips with this trait, you may not cast it again using this trait until you complete a short or a long rest.

Lineage Characteristic. Choose one characteristic from the Lineage Characteristics table

Players choosing the elf race may increase one Ability Score by 2 or two Ability Scores by 1. This increase is done only at character creation.

Lineage Characteristics

Characteristic Description
Lolorthman Sight Increase the range of Darkvision to 120 feet
Theleluman Swiftness Increase Speed to 35 feet
Farandorean Suppleness Whenever you finish a long rest, you may replace any of your 1st level Lineage Magic cantrips with a different cantrip from among: Acid Splash; Blade Ward; Chill Touch; Dancing Lights; Fire Bolt; Friends; Light; Mage Hand; Mending; Message; Minor Illusion; Poison Spray; Prestidigitation; Ray of Frost; Shocking Grasp; True Strike; Vicious Mockery

Lineage Magic

1st Level 3rd Level 5th Level
Dancing Lights Detect Magic Darkness
Druidcraft Faerie Fire Misty Step
Prestidigitation Longstrider

Pass Without Trace

 

Dwarves

Feodran dwarves are short, stocky humanoids, characterized by solid builds and rich, luxurious facial hair on both the males and females. Dwarves also have somewhat retracted first toes that are slightly opposable, making them typically excellent climbers. A few genetic lineages have slightly tapered (though rarely fully pointed) ears, though most dwarves have rounded ears similar to humans. Their fleshtones are typically swarthy, reddish-brown or nearly brick red to pale gold for some lineages. Adult dwarves range from 2’6″ to 5’6″ tall, with the average being about 4′. Weight-wise they go from 150 lbs to 335 for taller or broader dwarves. Hair color on dwarves is usually dark, the lightest being a deep auburn and most commonly medium to dark brown. Most dwarves have curly hair, ranging from tight curls of wiry strands to looser curls of thick strands. Dwarven eye colors are typically gray or grayish-green, with smaller occurences of brownish, black, or even red. Dwarves tend to gray at a fairly young and consistent age (about 40 years old). Lifespans on dwarves are usually around 180 years, with dwarves considered youthful until they begin to go gray around 40 at which point they begin to gain acceptance as adult members of their societies. Some elder dwarves claim to be up to 325 years, but the actual upper bound is closer to 275, though because of the Homefire Sickness which manifests in about 90% of dwarves by the time they reach the age of 150 and causes aging dwarves to grow ill if they stray too far from their homes, elderly dwarven adventurers are exceedingly rare.

Creature Type Humanoid
Size Medium (4-5.5′) or Small (2.5-4′), chosen when selected
Speed 30 feet
Life Span 180 years; mature at 40
Special Traits

Darkvision. Darkvision to 60 feet

Resilient. Resistance to Poison Damage plus Advantage on saving throws to avoid or end the Poisoned Condition

Toughness. Max HP increases by 1 and by an additional 1 at each level increase

Forge Wise. Gain Tool Proficiency with two of the following options of your choice: Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools

Stonecunning. As a Bonus Action, you gain Tremorsense with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest

Foothold. When barefoot or wearing specialty shoes, you may climb without a reduction in your speed or you may climb without use of your hands with your speed halved. You may also anchor yourself to a climbable vertical surface, hands-free, for a number of rounds equal to your STR modifier; at the end of the final round you must grasp the surface with at least one hand or suffer a point of exhaustion for each additional round anchored

Players choosing the dwarf race may increase one Ability Score by 2 or two Ability Scores by 1. This increase is done only at character creation.

Orcs

Orcs in Feodris are a bit more akin to half-orcs in Faerun or similar planes. They are tall, broad-shouldered humanoids with typically strong, wide-set jaws and slightly pointed ears. They often have pronounced lower canines which can protrude from their mouths, and sharp upper canines like fangs. They have thick, tapered claw-like nails at the ends of their toes and fingers and thick, fur-like hair that covers the tops of their heads and extends down the neck to about the small of the back. Most orc hair is lush and shiny, though orcs who fall ill often notice first by mottling and dulling of the hair. Orcish skin colorations are often greenish hues, everything from pale greenish-yellow to deep forest greens and the occasional brownish coloration. A very small percentage of orcs are born with a genetic condition that causes their skin to produce uncommon amounts of pigment, giving their skin a flat black coloration. Adult orcs tend to be between 5’10” and 8″, averaging around 6’11”. Orcs are very solid with thick musculature and rarely weigh less than 200 lbs. with some of the tallest weighing in at up to 425 lbs. Orc hair color is almost always jet black, and though pigment-loss streaks of white are not uncommon in older orcs, they typically do not lose or change hair color as they age. Orcish lifespans are 90 to 120 years, with the oldest orcs reaching no more than about 140. Orcs are considered mature at about 20 years of age.

Creature Type Humanoid
Size Medium (5-8′)
Speed 30 feet
Life Span 100 years; mature at 20
Special Traits

Adrenaline Rush. You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest

Darkvision. Darkvision to 60 feet

Powerful Build. You count as one Size larger when determining your carrying capacity and the weight you can push, drag, or lift

Relentless Endurance. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest

Claw Strike. +1 damage bonus when making an unarmed strike and you may choose whether to have it deal bludgeoning or slashing damage

Players choosing the orc race may increase one Ability Score by 2 or two Ability Scores by 1. This increase is done only at character creation.

Evistens

Half-human, half-elf, these hybrids more closely resemble elves from realms such as Krynn or Faerun: their ears tend to be shorter (around 4-6″) though still noticeably pointed, their features are often gaunt or angular, and they tend to be somewhat taller than the average human but have more muscle definition than the typical elf. Their skin tones run closer to their human parents, though many evistens inherit their eye and hair color from their elf parent. Evisten hair is often softer and thinner than that of their human parent’s, but otherwise has similar overall characteristics as that human’s. Evisten adults range from 4’2″ up to 6’11”, often weighing just slightly less than a typical human would at that height. Evistens reach physical maturity between ages of 22 and 25, though when they are socially considered adults depends on where they are raised and under which traditions. Most evistens outlive their human peers, but do not live as long as elves, their typical lifespan is about 145 years, with the oldest evistens only rarely reaching 170.

Creature Type Humanoid
Size Medium (4-7′)
Speed 30 feet
Life Span 145 years; mature at 23
Special Traits

Slow Trance. Immune to magical sleep; doesn’t need to sleep

Elvish Lineage. Choose one from either Lineage Magic or Lineage Characteristic, and one from among Darkvision, Keen Senses, or Self-Assured (see Elf Traits)

Human Lineage. Choose one from either Skillful or Versatile (see Human Traits)

Dorukans

Half-dwarf, half-human, this cross species is difficult to discern in human societies, as they are often easily mistaken for slightly above average breadth and slightly below average height but otherwise unremarkable. In dwarven societies, however, dorukan women are readily identifiable as they typically have only a wispy peach fuzz on their jaws rather than full beards. For this reason and the historically brutal ostracsization they’ve endured trying to blend directly into dwarf culture, most female dorukan prefer to shave and present themselves as human. Hair on dorukans is frequently inherited from their dwarven parent, though the coloration of it most often mirrors that of the human parent. Dorukan skin tones tend to favor their dwarven parent, though commonly lighter or darker depending on the relative lightness of their human parent’s tone. Dorukans do not typically have dwarf-style opposable toes, though their first toes tend to have shorter metatarsals. Adult dorukans range from about 3′ tall to 6′, with most falling around 4’4″. Dorukans weigh about as much as a human 6-8 inches taller than their actual height, 120 lbs up to 300 lbs. Dorukans are physically mature by age 19, but are notoriously immature in behavior patterns until about the age of 30. Dorukan twenties are sometimes derisively called “bleindrn chvukkas” which translates from Tchaoik to (roughly) “the blind era”. Dorukan lifetimes range from about 100 years to 150 or so, though there have recorded cases of dorukans as old as 200.

Creature Type Humanoid
Size Medium (4-6′) or Small (3-4′), chosen when selected
Speed 30 feet
Life Span 125 years; mature at 19/30
Special Traits

Dwarven Lineage. Choose two from Darkvision, Resilient, Toughness, Forge Wise, and Stonecunning (see Dwarf Traits)

Human Lineage. Choose two from Resourceful, Skillful, or Versatile (see Human Traits)

Kogos

Half-orc, half-humans are known as kogo, who appear largely indistinguishable from most orcs at first glance. They are often a bit more slender and have less prominent lower canines, though still are typified by strong jawlines, greenish skin coloration, and thick, dark colored hair, textured similarly to that of their orcish forebears with a sort of fur-like fullness and wiry texture. Their hair does not cover most of their backs like full orcs, but kogo ears tend to retain the slightly pointed shape of orcs’. Some kogo have the characteristic thick claws on their fingers and toes of their orc parent, but others have thinner, flatter nails akin to their human parentage. Adult kogo tend to be significantly taller than their human parent and other humans, though very few reach the size of the largest among orc society; they range from 5’5″ to 7’3″ with an average of about 6’4″. They average about 250 lbs. Kogo lifespans are around 85 years, with the eldest reaching 125 years or so. Kogo mature at around 18-19 years of age on average though some may reach peak physical maturity as early as 15 and others not until as late as 24.

Creature Type Humanoid
Size Medium (5.5-7′)
Speed 30 feet
Life Span 85 years; mature at 18
Special Traits

Darkvision. Darkvision up to 30 feet

Chip Off the Ol’ Block. Choose either Orcish or Human. If Orcish, gain Claw Strike and choose two from Adrenaline Rush, Powerful Build, or Relentless Endurance (see Orc Traits); if Human, gain Resourceful, Skillful, and Versatile (see Human Traits)

Buranes

Half-dwarf, half-elves are called buranes, a unique blend of two quite distinct heritages. Buranes tend to be taller than average dwarves but shorter than average for elves, more akin to your typical human than either. Their heights range from 4′ to about 6′ and they tend to be slightly stockier than typical elves, though their eyes often have the dark irises of their elven forbears. Buranes are harier than elves, but significantly less so than dwarves, with small pointed ears. Hair on a burane is commonly thicker and fuller than a full elf’s, but is generally not as curly and much softer than their dwarven parent’s. Burane skin tones range from pinkish to a stark purple, less commonly reddish brown or pale pastel tones. Buranes have typically dark hair, though occasionally they can take after their elven parent though often with a darker hue as influenced by their dwarven parent. Burane lifespans average about 170 years, with the oldest buranes reaching 210 years or so; they reach full maturity around the age of 33, though they tend to have full musculature and height as early as 20.

Creature Type Humanoid
Size Medium (4-6′)
Speed 30 feet
Life Span 170 years; mature at 33
Special Traits

Darkvision. Darkvision up to 40 feet

Slow Trance. Immune to magical sleep; doesn’t need to sleep

Elvish Lineage: Choose one of either Lineage Magic or Lineage Characteristic, or choose both Keen Senses and Self-Assured (see Elf Traits)

Dwarvish Lineage: Choose one from among Resilient, Toughness, Forge Wise, and Stonecunning (see Dwarf Traits)

Ovors

Half-elf, half-orcs are known as ovors. Ovors are considered among the most beautiful among the races of Feodris: they are generally tall, lean, but well muscled. Most commonly they exhibit aquamarine skin tones to a medium teal, though some are more forest green or, rarely, a deep midnight blue color. Ovors range from 4’10” to 7’8″ and weigh between 120 and 225 lbs, depending on height. Their ears are sleek and pointed, with square jaws and sharpened but evenly sized canines. Their eyes tend to be large and pale, coming in shades of green, yellow, hazel, or orange. Their hair is typically dark, often a somewhat darker shade of their respective skin color, lush and full but straight and soft. Ovors live on average about 65 years, though they can live to be as old as 115. The primary reason for their relatively short lifespans is due to a host of hereditary maladies, the most common of which is known as “ovorheart,” a congenital birth defect present in over 80% of ovors which causes rapid deterioration of the heart starting around the age of 50. Ovors have a curiously accelerated childhood, reaching full physical maturity as early as 10 years of age, though they typically don’t mature emotionally for another five to ten years.

Creature Type Humanoid
Size Medium (4.5-7.5′)
Speed 30 feet
Life Span 65 years; mature at 15
Special Traits

Darkvision. Darkvision up to 60 feet

Slow Trance. Immune to magical sleep; doesn’t need to sleep

Stunning Countenance. You have Proficiency in the Persuasion skill

Elvish Lineage. Choose one from either Keen Senses or Self-Assured (see Elf Traits)

Orcish Lineage: Choose one from either Powerful Build or Relentless Endurance (see Orc Traits)

Meccalids

Half-orc, half-dwarves are called meccalids. Meccalids (commonly abbreviated to meccals) are perhaps the rarest among the officially recognized Tower races, in part because dwarvish and orcish Unioning rituals are commonly considered to be incompatible. Still, meccals are found throughout Feodris and are often seen serving as personal bodyguards, peacekeepers, or soldiers due to their sturdy builds and intimidating appearances. Meccals are thickly muscled, stout and stocky with hair covering nearly all their bodies: head, back, chest, face, lower legs and feet are all covered in thick, dark fur-like hair. They typically have wide, heavy jaws, oversized and protruding lower canines, broad noses, pointed ears, and prominent brows. They tend to be barrel-chested and broad-shouldered, generally with brownish skin that can at times be a bit green or a bit more reddish, depending on which parent has the more extreme coloration. Meccal lifespans average about 120, but meccal have been known to live as long as 175 years. They reach maturity around 25.

Creature Type Humanoid
Size Medium (4.5-7.5′)
Speed 30 feet
Life Span 65 years; mature at 15
Special Traits

Darkvision. Darkvision to 40 feet

Hardy. You have Proficiency in the Athletics skill

Built to Last. Choose three from among Adrenaline Rush, Powerful Build, Relentless Endurance (see Orc Traits), and Resilient, Toughness, and Foothold (see Dwarf Traits)

Unaffiliated Races

Griffs

Giff (Spelljammer) are known in Feodris as griffs. They are tall, broad-shouldered folk with hippo-like features. Some have smooth skin, while others have short bristles on their faces and the tops of their heads. As beings of impressive size and unforgettable appearance, griff are noticed wherever they go. Most griff hail from and reside in the island nation of Tsura-Tsura. Griff are drawn to the Astral Phase where a mysterious spark there, perceived and accessible only by griff, imbues them with a particular gift of connection to their tools. Griffs channel this connection into their inventions, work utilities, and weapons. Most griff have no idea where this spark comes from, but they feel its presence throughout their lives and its influence and impact is most notable if they ever enter or touch the Astral Phase. Griff tend to be between 5’8″ and 7’8″, weighing between 250 and 450 lbs. Their lifespans are roughly 85 years with the oldest griff being as much as 150. They reach maturity around the age of 20.

Creature Type Humanoid
Size Medium (5.5-7.5′)
Speed 30 feet, swim speed equal to walking speed
Life Span 85 years; mature at 20
Special Traits

Astral Spark. Your psychic connection to the Astral Phase enables you to mystically access a spark of power, which you can channel through your tools and/or weapons. When used on a tool, you may treat that tool as if you were Proficient with it; if you are already Proficient with the tool, you may add half your Proficiency Bonus again to the check. When used on a weapon (simple or martial only), on a hit to a target you can cause the target to take extra force damage equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, but you can use it no more than once per turn. You regain all expended uses when you finish a long rest

Hippo Build. You have advantage on Strength-based ability checks and Strength saving throws. In addition, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift

Etherail Mastery: You have proficiency with all railguns and ignore the loading property of any railgun. In addition, attacking at long range with a railgun doesn’t impose disadvantage on your attack roll

Halflings

Halflings are small creatures who often look very similar to human children, except their ears are much smaller, furry, and tend to protrude from the head more prominently than in humans. Halflings skin tones vary in a similar fashion to humans, though halfling coloration has tended toward a medium brown over generations of breeding to favor the coloration. It is exceptionally rare to find either a very pale or very dark skinned halfling in the current era. Halfling hair is very soft, often wavy or curly, and grows thickly on the scalp, forearms, backs of the hands, lower legs, and the tops of the feet. This hair is present (though less thick and full) from birth, filling in slowly as they age. Most adult halflings are quite hairless on their faces, upper arms, torsos, and upper legs. Halfling hair is generally a dark auburn to a medium brown, with very little variation in between. Halflings range from 2′ to 3’6″ and they typically weigh between 40 and 90 lbs. Halfling lifespans average about 120 years, with the oldest reaching 165. Halflings reach physical maturity between 8-10 years but do not reach sexual maturity until nearly 60. Halflings tend to retire from their craft or occupation in order to raise their children in their twilight years, particularly since childbirth in halflings is quite traumatic. An estimated 60% of halfling mothers die in childbirth, and it is very common for halfling children to be raised by their widower fathers.

Creature Type Humanoid
Size Small (2′-3.5′)
Speed 25 feet
Life Span 120 years; mature at 9
Special Traits

Brave. Advantage on saving throws to avoid or end the Frightened condition

Halfling Nimbleness. Move through the space of any creature that is of a Size larger (cannot stop in another creature’s space)

Luck. Reroll natural 1s rolled on a d20 test

Naturally Stealthy. You have Proficiency in the Stealth skill

Gnomes

Gnomes are a small, lithe people with roundish heads and pointed ears. Gnomish flesh tones are all various shades of gray, ranging from very light nearly paper-white to deep dark, almost black. Gnomes always have glossy black eyes, often quite wide-set, with almost no visible sclera or differentiation between iris and pupil. They typically have flat, wispy heads of hair in a variety of earthy tones from rich greens to dark browns, pale yellows to fiery reds. Because of their resemblance to shorter, slightly rounder elves, some folklores attribute their origin as offshoots of elven lineages. Gnomes range from 2’6″ to barely 4′ at the tallest, and few ever weigh more than 100 lbs. or so. Gnomish lifespans are about 290 years on average, with the oldest known gnomes reaching 355 years. Gnomes mature at a very slow rate, typically not reaching physical or sexual maturity until roughly the age of 80.

Creature Type Humanoid
Size Small (2.5′-4′)
Speed 30 feet
Life Span 290 years; mature at 80
Special Traits

Darkvision. Darkvision up to 60 feet

Gnomish Cunning. Advantage on Intelligence, Wisdom, and Charisma saving throws

Gnomish Trickery. You know the Minor Illusion cantrip. Choose whether to use INT, WIS, or CHA as your spellcasting ability for this trait at character creation

Gnimble Mender. You know the Mending cantrip. Choose whether to use INT, WIS, or CHA as your spellcasting ability for this trait at character creation

Dragonkins

Dragonborn are known colloquially (and somewhat insultingly) as Dragonkin in Feodris. Dragonkin call themselves ‘Gheor’ [Ghee-or] in honor of the great multichromatic dragon of legend (or lore, depending on who you ask) named Gheoriand.

They are wingless, bipedal dragons—scaly, bright eyed, thick boned, with horns on their heads. Their scales can be either black, blue, green, red, white, brass, copper, silver, bronze, or gold. Dragonkin range from 5′ to 7′ tall, and typically weigh slightly more for their given height than a human of similar height due to their scaled hides and thick bones, often 200 to 385 lbs. Dragonkin live an average of 80 years, with the oldest reaching 145. They reach maturity around the age of 17.

Dragonkin tend to be nomads, their society is structured around being always ready to leave a bad situation at any time. They organize into small units known as Kindreds which consist of no more than 14 adults and any children born to or adopted by the Kindred. All dragonkin children are considered wards of all Gheor and it is not uncommon for children to be raised in a Kindred that does not include their birth parents. Dragonkin offspring hatch from eggs after a gestation period of 20-40 days during which the eggs must be kept at a specific temperature throughout depending on the draconic ancestry.

Creature Type Humanoid
Size Medium (5-7′)
Speed 30 feet
Life Span 80 years; mature at 17
Special Traits

Draconic Ancestry. Choose a type of dragon from the Draconic Ancestor table, which will determine the coloration and other features reminiscent of that type of dragon as well as the type of breath weapon and damage resistance

Breath Weapon. As an Action you exhale destructive energy in a 15 foot cone. Affected creatures make a DEX saving throw against DC (8 + CON modifier + Proficiency bonus). On failed save, creatures take 1d10 + your character level damage of the type defined by your Draconic Ancestry trait. On successful save, they take half that much damage. You can use it a number of times equal to your proficiency bonus, and regain all uses after a long rest

Damage Resistance. Resistance to the damage type defined by your Draconic Ancestry trait

Darvision. Darkvision to 60 feet


Draconic Ancestor

Dragon Damage Type
Black Acid
Blue Lightning
Brass Poison
Bronze Lightning
Copper

Acid

Gold Fire 
Green Poison
Red Fire
Silver Cold
White Cold

Tortle

Tortles are thick-skinned, slightly reptilian creatures characterized by bumpy skin, stubby and clawed feet and hands, and large shells on their backs with short, stubby tails. They are typically shorter than humans, ranging from 3′ to rarely more than 5′ though they tend to weigh significantly more than a human of comparable height due to their heavy shells and thick bone structure, typically between 175 to 375 lbs. They rarely change weight, as their rigid shells limit their body sizes. Their faces are often broad and angular, with wide mouths and sharp protrusions extending from the eye line and overhanging the center of the mouth. In some lineages, there is a pronounced beak-like distinction around the mouth and nose. Their coloration is usually either green or brown, sometimes a combination of the two, though they can have stripes or streaks of brighter colors like oranges, reds, or yellows. Their necks tend to be long, though some lineages have stubbier necks with a more pitched-forward or slightly hunched posture; forward-leaning tortles tend to have larger, thicker tails used as counter-balance. Tortles in general live about 50 years, reaching maturity at around 15, though some tortles can live much, much longer under the right conditions. Some tortle elders claim to be as old as 800.

Tortles are omnivores but their physiology makes digesting animal fat quite difficult and unpleasant (imagine lactose intolerance) so they tend toward vegetarianism. Tortles prefer tropical, coastal habitations and most tortle settlements can be found along the southern coastline and around the twin islands south of the Lijwi Rishra forest. Tortles organize most frequently in matriarchal societies. Family units (called bales) typically feature one female head (a Xolo [show-low]) and several competing suitor males who comprise the ‘sovereign’. The sovereign work for most of the cycle to earn favor in the Xolo’s eyes and during mating season (Qualn), she selects the one who has proven most deserving and capable. Tortles hatch from eggs, usually in litters of 4-7.

Creature Type Humanoid
Size Medium (4-5′) or Small (3-4′), chosen when selected
Speed 30 feet
Life Span 50 years; mature at 15
Special Traits

Claws. Use claws to make unarmed strikes. When you hit, the strike deals 1d6 + your Strength modifier slashing damage

Hold Breath. Hold your breath for up to 1 hour

Natural Armor. Shell provides a base AC of 17 (Dexterity modifier doesn’t affect this number). Can’t wear light, medium, or heavy armor, but can apply a shield’s bonus as normal

Nature’s Intuition. Gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival

Shell Defense. Can withdraw into your shell as an action. Until you emerge, gain a +4 bonus to your AC, and have advantage on Strength and Constitution saving throws. While in the shell, you are prone, speed is 0 and can’t increase, and you have disadvantage on Dexterity saving throws, can’t take reactions, and the only action you can take is a bonus action to emerge

Tabaxis

Tabaxis are typically thin, lithe humanoids with cat-like features. They have either short or long fur covering their bodies, typically long thin tails (though some, like those hailing from the Manks village, have a genetic mutation that makes them tailless), sharp teeth, and almond-shaped eyes with narrow, slit-like pupils. Their hands and feet have stubby, padded digits which house retractable claws. Their fur coloration ranges from pure white to inky black with browns, oranges, golds, often in interesting patterns, spots, stripes, or mottled combinations. Tabaxi tend to be slightly smaller overall than humans, ranging from 3′ to 5.5′. They are typically lightweight, anywhere from 75 lbs. for shorter tabaxi to 170 lbs. for taller individuals. However, their unique metabolisms require them to live a fairly active lifestyle or they begin to quickly gain weight. Tabaxi who lead sedentary lives tend to bulk out in a matter of weeks and even tabaxis with average height (4’3″) can weigh up to 300 lbs or more if not motivated to move around. Even heavier tabaxi have a characteristic graceful fluidity to their movements, though, and overweight tabaxi can surprise the unfamiliar with bursts of unexpected speed or agility. Tabaxis live an average of 45 years, with the oldest recorded tabaxis being no more than 71. 

Tabaxi childhoods (immature tabaxi are called kits, so they use the term kittenhood) are extremely brief, with tabaxis reaching full physical and sexual maturity at the age of 4, though they are considered capable of independence at two years old. For this reason tabaxis tend to put minimal significance on their youths and frequently have fleeting, if any, relationships with their birth parents, particularly their fathers.

Tabaxi society in Feodris values independence and solitude. Tabaxi villages tend to be wide-spread with lots of room between home units, though tabaxis do form ‘dens’ with close friends and those whom they (slowly) come to trust. Dens sometimes include several tabaxi but just as often tabaxi are happy forming dens with other races, whom they often view as amusing or disdainful. Despite a tendency toward slightly toxic treatment of their denmates, tabaxi are fiercely loyal under the surface to those they deem worthy and have historically been paired at young ages with Pillar race nobles to serve as lifelong bodyguards/confidants/advisors. Some tabaxi historians view this practice as barbaric or exploitative and refer to it as ‘endenturing’.

Creature Type Humanoid
Size Medium (4-5.5′) or Small (3-4′), chosen when selected
Speed 30 feet; climb speed equal to walking speed
Life Span 45 years; mature at 4
Special Traits

Cat’s Claws. Use claws to make unarmed strikes. When you hit, the strike deals 1d6 + your Strength modifier slashing damage

Cat’s Talent. You have proficiency in the Perception and Stealth skills

Darkvision. Darkvision to 60 feet

Feline Agility. Move with a burst of speed. When you use the Move action in combat, double your speed until the end of the turn. Once this trait is used, it can’t be used again until you move 0 feet on one of your turns

Harengons

Harengons are bipedal humanoids with rabbit-like features: long feet, long ears and stubby snouts with a V-shaped nose. Their bodies are covered in a short, silky fur that comes in a variety of colors from pure white to tan to gray and black. Harengon fur is typically not multi-colored though some with darker colors of fur have large areas of white on their torsos, typically either front or back (but almost never both). Some harengons who hail from colder climates have slightly longer fur with an undercoat which can sometimes be of a noticeably different color from their outercoat, giving them a slightly textured or salt-and-pepper look (though the colors are not limited to shades of gray and black). Harengons are typically small compared to humans, ranging from 1’6″ to 4’6″ when flat-footed, though their default posture is with their feet angled upward as if on tip-toe, which adds anywhere from an extra 6-18″ to their perceived height. Harengons weigh an average of about 85 lbs. Harengon lifespans average about 55 years; they are generally energetic and prone to wanderlust to a point of restlessness which means harengons don’t handle aging particularly well. It’s almost unheard of to find one living past 70 years old. Harengons reach full physical maturity at the age of 6, and though harengons often cite 20 as the age of emotional maturity, they have a reputation of retaining youthful or even childlike demeanors and dispositions well into adulthood.

Creature Type Humanoid
Size Small (1.5′-3′) or Medium (3-4.5′), chosen when selected
Speed 30 feet
Life Span 70 years; mature at 6
Special Traits

Hare-Trigger. Add your proficiency bonus to initiative rolls

Leporine Senses. You have Proficiency in the Perception skill

Lucky Footwork. On a failed DEX saving throw, use a reaction to roll 1d4 and add it to the result—this cannot be used if movement is zero or you are prone

Rabbit Hop. As a bonus action, jump a number of feet equal to five times your proficiency bonus. You provoke no opportunity attacks from this movement, but it can only be used if your movement is greater than zero. Can be used a number of times per day equal to your proficiency bonus and you regain spent uses at the end of a long rest

Extraplanar Races

Marijinn

Marijinn are fey genies who take on aspects of sky and water. In their natural state in the Whimsey plane they appear as tall, thin figures made of upward-running water with a buzzing center of crackling lightning.

They typically display four stick-like upper appendages which taper into sharpened talons. Their lower bodies often harken dangerous sea-storms, swirling clouds and sprays of foam like the surf breaking on jutting rocks. Their visages can have vague humanoid features, but often are just a flurry of watery tendrils mimicking strands of wind-blown hair above a set of shadowy facial features which often are just eyes or a rippled reflection of whomever beholds them.

Marijinn countenance often reflects their mood: a calm or happy marijinn will frequently have a clear aquamarine coloration and a less pronounced electrical storm center, the lower half appearing more like serene puffy clouds, while an agitated or angry marijinn may darken to gray or blackish-blue with violent lightning storms and roiling black cloudshapes on bottom.

On the Mortal Phase planes, marijinn lose their ability to harness the fey magic of their home, and cannot manipulate the air currents enough to fly. Their alien appearance also makes them readily mistaken for Profane and they tend to avoid populated areas unless carefully disguised.

Creature Type Humanoid
Size Medium (5.5-7.5′)
Speed 30 feet; swim speed equal to walking speed
Life Span Unknown
Special Traits
Amphibious. Can breathe air and water
Amorphous. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You have advantage on ability checks you make to initiate or escape a grapple
Natural Resilience. You have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned
Shape Self. As an action, you can reshape your body to give yourself between zero and four arms, one or two legs, and you can modify your features to include watery versions of humanoid eyes, ears, mouth, and nose. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size.

 


Backgrounds

To create a customized background, use the following template:

Ability Scores. When you determine your character’s ability scores, choose two of them, and increase one by 2 and the other one by 1. Alternatively, choose three ability scores, and increase each of them by 1.

Skill Proficiencies. Choose two Skills. Your character gains Proficiency in them.

Tool Proficiency. Choose one tool. Your character gains Tool Proficiency with it.

Language. Choose one language from the languages section.

Feat. Choose one Feat that does not have a level requirement. Your character gains that Feat.

Equipment. Your character gains 50 GP to spend on starting equipment. The character keeps any unspent GP as spare coin.

Sample Backgrounds

These pre-generated backgrounds can be used as-is, though the background descriptions should be clarified and fleshed out (ask the DM if you need some help with this) to fit more snugly in the campaign setting.

Acolyte

Ability Scores: +2 Wisdom, +1 Intelligence
Skill Proficiencies: Insight, Religion
Tool Proficiency: Calligrapher’s Supplies
Language: Eenkegada
Feat: Magic Initiate (Divine)

You devoted yourself to service in a temple, either nestled in a town or secluded in a sacred grove. There you performed hallowed rites in honor of a god or pantheon. You served under a priest and studied religion. Thanks to your priest’s instruction and your own devotion, you also learned how to channel a modicum of divine power in service to your place of worship and the people who prayed there.

Equipment:

  • Book (Prayers)
  • Calligrapher’s Supplies
  • Holy Symbol
  • Parchment (10 sheets)
  • Robe
  • 3 GP

Artisan

Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Investigation, Persuasion
Tool Proficiency: Artisan’s Tools* (one of your choice)
Language: Gnomish
Feat: Crafter

You began mopping floors and scrubbing counters in an artisan’s workshop for a few coppers per day as soon as you were strong enough to carry a bucket. When you were finally old enough to apprentice, you learned to create basic crafts of your own, as well as how to sweet-talk the occasional demanding customer. As part of your studies, you picked up Gnomish, the tongue from which so many of the artisan’s terms of art are derived.

Equipment

  • Abacus
  • Artisan’s Tools (same as above)
  • Merchant’s Scale
  • Pouch (2)
  • Traveler’s Clothes
  • 25 GP

Charlatan

Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Deception, Sleight of Hand
Tool Proficiency: Forgery Kit
Language: Fiezian
Feat: Skilled

Soon after you were old enough to order an ale, you already had a favorite stool in every tavern within ten miles of where you were born. As you traveled the circuit from public house to watering hole, you learned to prey on the unfortunates who were in the market for a comforting lie or two—perhaps a sham potion or a forged “treasure map.” You are fluent in Fiezian, the ancient language of deception.

Equipment

  • Costume
  • Fine Clothes
  • Forgery Kit
  • 15 GP

Criminal

Ability Scores: +2 Dexterity, +1 Intelligence
Skill Proficiencies: Sleight of Hand, Stealth Tool
Proficiency: Thieves’ Tools
Language: Thieves’ Cant
Feat: Alert

You learned to earn your coin in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a small gang of like-minded wrongdoers, who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the Veiled Guild and older, more fearsome lawbreakers.

Equipment

  • Crowbar
  • Dagger (2)
  • Pouch (2)
  • Thieves’ Tools
  • Traveler’s Clothes
  • 16 GP

Cultist

Ability Scores: +2 Intelligence, +1 Charisma
Skill Proficiencies: Arcana, Religion
Tool Proficiency: Disguise Kit
Language: Fiezian
Feat: Magic Initiate (Arcane)

You scarcely recall what drove you into the service of the otherworldly being. Those memories were blotted out long ago by recurrent dreams of midnight gatherings round the obsidian pillar in the glade. By the light of each waning moon, the hierophants instructed you in the being’s creed and the rudiments of the arcane arts. When you came of age, you were ordered to blend in among the nonbelievers and await whatever mission the Ancient One has in store for you.

Equipment

  • Bell
  • Common Clothes
  • Dagger
  • Disguise Kit
  • Lamp
  • Robe
  • 19 GP

Entertainer

Ability Scores: +2 Charisma, +1 Dexterity
Skill Proficiencies: Acrobatics, Performance
Tool Proficiency: Musical Instrument (one of your choice)
Language: Elvyyn
Feat: Musician

You spent much of your youth following roving fairs and carnivals, performing odd jobs for musicians and acrobats in exchange for lessons. You may have learned how to walk a tightrope, how to double pick a lute, or how to recite Elvyyn poetry with the impeccable trills of an elf poet. To this day, you thrive on applause and long for the stage.

Equipment

  • Costume (2)
  • Musical Instrument (same as above)
  • Perfume
  • Steel Mirror
  • Traveler’s Clothes
  • 8 GP

Farmer

Ability Scores: +2 Constitution, +1 Wisdom
Skill Proficiencies: Animal Handling, Nature
Tool Proficiency: Carpenter’s Tools
Language: Haarfgn
Feat: Tough

You grew up close to the land. Years tending animals and cultivating the earth rewarded you with patience and good health. You have a keen appreciation for nature’s bounty alongside a healthy respect for nature’s wrath. Like many farmers, you made frequent use of the agricultural almanacs produced by the Farm Worker’s Guild.

Equipment

  • Carpenter’s Tools
  • Healer’s Kit
  • Iron Pot
  • Shovel
  • Sickle
  • Traveler’s Clothes
  • 23 GP

Gladiator

Ability Scores: +2 Strength, +1 Charisma
Skill Proficiencies: Athletics, Performance
Tool Proficiency: Smith’s Tools
Language: Oumgean
Feat: Savage Attacker

Your first few appearances in The Duels led you to appreciate every one of the scars you carry from your instructors and sparring partners. Each scar was a lesson that taught you how to best your opponents and curry favor with the crowds your brawls entertained. Your time in the pits left you with a strong hand and a strong heart. You’ll forever share a remarkable bond with the other pit fighters in your stable.

Equipment

  • Chain
  • Costume
  • Healer’s Kit
  • Javelin (6)
  • Smith’s Tools
  • Traveler’s Clothes
  • 15 GP

Guard

Ability Scores: +2 Strength, +1 Wisdom
Skill Proficiencies: Athletics, Perception
Tool Proficiency: Gaming Set (one of your choice)
Language: Gnomish
Feat: Alert

Your feet begin to ache when you remember the countless hours you spent at your post in the Sentry tower. You were trained to keep one eye to the west, watching for marauders or signs of The Profane returning, sweeping from the Eastern Caire Wilds, and your other eye to the east, searching for homegrown trouble flanking from behind. At the end of each shift, you bunked in the magistrate’s barracks alongside your fellow Sentries and the smiths who kept your armor snug and your weapons sharp.

Equipment

  • Crossbow Bolt (20)
  • Gaming Set (same as above)
  • Hooded Lantern
  • Light Crossbow
  • Manacles
  • Quiver
  • Spear
  • Traveler’s Clothes
  • 12 GP

Guide

Ability Scores: +2 Wisdom, +1 Dexterity
Skill Proficiencies: Stealth, Survival
Tool Proficiency: Cartographer’s Tools
Language: Dajuin
Feat: Magic Initiate (Primal)

You came of age in the outdoors, far from settled lands. Your home? Anywhere you chose to unfurl your bedroll. There are wonders out in the Wilds—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by ogres and giants—and you learned to fend for yourself as you explored them. From time to time, you traveled with a pair of friendly druids who were kind enough to instruct you in the fundamentals of channeling the magic of the wild.

Equipment

  • Arrow (20)
  • Bedroll
  • Cartographer’s Tools
  • Fishing Tackle
  • Quiver
  • Shortbow
  • Tent
  • Traveler’s Clothes
  • 2 GP

Hermit

Ability Scores: +2 Wisdom, +1 Constitution
Skill Proficiencies: Medicine, Religion
Tool Proficiency: Herbalism Kit
Language: Srecbish
Feat: Magic Initiate (Primal)

You spent your early years secluded in a hut or monastery located well beyond the outskirts of the nearest settlement. In those days, your only companions were the creatures of the forest, who would occasionally visit to bring news of the outside world and supplies. The quiet and solitude you found in your time outside society allowed you to spend many hours pondering the mysteries of creation, attuning your mind to the magical energy flowing through the natural world.

Equipment

  • Bedroll
  • Book (Philosophy)
  • Fishing Tackle
  • Herbalism Kit
  • Lamp
  • Oil (3 Flasks)
  • Quarterstaff
  • Traveler’s Clothes
  • 15 GP

Laborer

Ability Scores: +2 Constitution, +1 Strength
Skill Proficiencies: Athletics, Survival
Tool Proficiency: Mason’s Tools
Language: Tchaoik
Feat: Tough

Your apprenticeship consumed the better part of your youth. First, you learned to cut and polish a stone. After several years of polishing stones, you learned how to cement those stones into a wall. After several years building walls, you learned to join your walls to form a structure. The structures you built were exceptionally durable. The traditionalist masons who taught you (in their native, dying Dwarven language only) were taught by even older masons who were taught by dwarf artisans from eras past.

Equipment

  • Bullseye Lantern
  • Common Clothes
  • Handaxe
  • Light Hammer
  • Mason’s Tools
  • Mess Kit
  • Oil (1 Flask)
  • Shovel
  • Waterskin
  • 15 GP

Noble

Ability Scores: +2 Charisma, +1 Intelligence
Skill Proficiencies: History, Persuasion
Tool Proficiency: Gaming Set (one of your choice)
Language: Griffish
Feat: Skilled

You were raised in a castle as a creature of wealth, power, and privilege—none of it earned. Your family are minor aristocrats who saw to it that you received a first-class education, some of which you appreciated and some of which you resented. (Was it truly necessary to read all those ancient histories in their original Griffish?) Your time in the castle, especially the many hours you spent observing your family at court, also taught you a great deal about leadership.

Equipment

  • Fine Clothes
  • Gaming Set
  • Perfume
  • Signet Ring
  • 24 GP

Pilgrim

Ability Scores: +2 Wisdom, +1 Constitution
Skill Proficiencies: Religion, Survival
Tool Proficiency: Musical Instrument (one of your choice)
Language: Haarfgn (or Elvyyn)
Feat: Healer

You and a group of like-minded believers— mostly elves following the god Munax and halflings following the gods Aega and Erme—once endeavored to walk a thousand miles of road to reach a faraway shrine. Priests counseled at the outset that, long after your journey was complete, you’d come to realize that you found the key to your salvation not at your destination, but somewhere along the road that led there.

Equipment

  • Bedroll
  • Healer’s Kit
  • Holy Symbol
  • Musical Instrument
  • Rations (2 Days)
  • Traveler’s Clothes
  • 16 GP

Sage

Ability Scores: +2 Intelligence, +1 Wisdom
Skill Proficiencies: Arcana, History
Tool Proficiency: Calligrapher’s Supplies
Language: Elvyyn
Feat: Magic Initiate (Arcane)

You spent your formative years traveling between manors and monasteries, performing various odd jobs and services in exchange for access to their libraries. You wiled away many a long evening with your nose buried in books and scrolls, learning the lore of the multiverse— even the rudiments of magic—and your mind only yearns for more.

Equipment

  • Book (History)
  • Calligrapher’s Supplies
  • Parchment (8 Sheets)
  • Quarterstaff
  • Robe
  • 8 GP

Sailor

Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Acrobatics, Perception
Tool Proficiency: Navigator’s Tools
Language: (Choose one) Griffish, Haarfgn, or Nokari
Feat: Tavern Brawler

Thus far, you’ve spent most of your days living the life of a seafarer, wind at your back and decks swaying beneath your feet, as you sailed toward your next adventure. You’ve perched on barstools in more ports of call than you can remember, faced down mighty storms, and swapped stories with the folk who live beneath the waves.

Equipment

  • Dagger
  • Fishing Tackle
  • Navigator’s Tools
  • Silk Rope
  • Traveler’s Clothes
  • 10 GP

Soldier (PillarGuard)

Ability Scores: +2 Strength, +1 Constitution
Skill Proficiencies: Athletics, Intimidation
Tool Proficiency: Gaming Set (one of your choice)
Language: Maow
Feat: Savage Attacker

You began training duty at such an early age that you carry only a precious few memories of what life was like before you took the Pillarvow. Sometimes you catch yourself reflexively performing the basic fighting exercises you learned as a youth. You served your first tours in Osoroy, peacekeeping in the tabaxi district where you grew very comfortable breaking up fights between short-tempered tavern brawlers and keeping the cutpurses clear of the marketplace.

Equipment

  • Arrow (20)
  • Gaming set (same as above)
  • Healer’s Kit
  • Quiver
  • Shortbow
  • Spear
  • Traveler’s Clothes
  • 14 GP

Urchin

Ability Scores: +2 Dexterity, +1 Wisdom
Skill Proficiencies: Insight, Stealth
Tool Proficiency: Thieves’ Tools
Language: Fingertalk
Feat: Lucky

You grew up on the streets, surrounded by similarly ill-fated castoffs, a few of them friends and a few of them rivals. You slept where you could and did odd jobs for food. At times, when the hunger became unbearable, you resorted to theft. Still, you never lost your pride and never abandoned hope. Fate is not yet finished with you.

Equipment

  • Bedroll
  • Common Clothes
  • Dagger (2)
  • Gaming Set
  • Pouch
  • Thieves’ Tools
  • 18 GP

Languages

Efali

[Ef-ali]

Common language originating in Elvyyn as adopted by Humans and blended with their native Nokari language. Spoken as the official language of the Four Pillars.

Elvyyn

Native language of most elvish cultures, including all modern southern Elf keeps plus Farandorei.

Fingertalk

Language of the deaf, this set of gestures was originally developed by the orcs and uses many oumgean syntactical elements. The connection is so close, many refer to it as “oumgean fingertalk” and most orcs or hybrids raised in orcish kingdoms have at least a passing understanding of fingertalk. Some elements of fingertalk are incorporated into thieves’ cant (though more modern theives’ cant dialects modify this as it made the cant less useful around native oumgean fingertalk speakers).

Nokari

[No-kar-ee]

Language of original human tribes, most common now in the Grasmere region, a few Nokari speakers can be found scattered among older human families and particular sects. The language shares a lot in common with Efali and characters who can speak Efali can generally understand the gist of what is being said in Nokari, even if some nuance is lost.

Oumgean

[Um-ghi-an]

Orcish language.

Griffish

Language of the Griffs. Often cited as a favorite among mystical scholars as the Griffish language has one of the most comprehensive and specific vocabularies for discussing the crestal cosmology, magical energies, and characteristics of the various phases.

Gnomish

Gnome language. Uncommon outside of gnomish strongholds, it is structurally and syntactically similar to elvyyn, though the dialects of gnomish most popular in the Pillars of Peace era have diverged enough that native elvyyn speakers cannot readily discern intent much less nuance, even if they can reasonably grasp the substance. Many artisan terminologies trace their roots back to gnomish, and dialects of it are spoken internally in many crafter’s guilds and societies.

Haarfgn

[Har-fan]

Native halfling language. Most halflings actually speak a bastardized version of nokari, as the historic halfling lands were once raided and overthrown by human invaders, though there is a push among halflings to formally return to haarfgn use.

Gheoran

[Gee-oh-rin]

Ancient draconic language spoken mostly by dragonkin. Named after the dragonkin progenitor, Gheoriand, a mythic multi-chromatic dragon believed capable of shifting their scale colors at will.

Maow

[Mao]

Tabaxi language. Considered exceedingly difficult to master for most Tower races as many of its phonemes rely on a low-throat trill that humans, dwarves, and elves in particular struggle to replicate.

Eenkegada

[Inky-gotta]

Pre-Ounghui language kept alive by Thalmologists and some other scholarly or ancient factions, tribes, and individuals. Considered essential learning for any serious student of Feodrian history as many ancient artifacts and writings feature glyphs from eenkegada or its offshoot dialects.

Tchaoik

[Chowwk]

Ancient dwarven language. Very rarely used any longer as most of dwarven society has picked up either oumgean (Homdor, Dighdural) or efali (Bol Badir, Geralur, Mag Geldunn) as common languages. While most of Mig Vebor is fluent in both oumgean and efali, there are the largest contingent of tchaoik-speakers there.

Guyneovina

[Go-nee-oh-vee-nah]

Dead language. The language of the goblinoid races, spoken by bugbears, gobilins, hobgoblins, and worgs, all of whom are extinct following The Collapse.

Dajuin

[Daj-ween]

Dead language. Language of trolls, giants, cyclopses, ogres, and hags, all of whom are extinct following The Collapse.

Po’myn

[Poh-mein]

Dead language. Language of elementals and krakens, most of which are considered extinct following The Collapse, though it is a topic of some debate whether the deep seas were as profoundly affected by The Profane as the surface. Many sailors swear water elementals and krakens thrive far below the surface, but have been disincentivized to venture upward given the havoc wreaked a century ago.

Cestean

[Sest-ian]

Language of good-aligned gods and the phase of Hown. Most mortals have very little knowledge of or use for this language as most gods who interact directly with the Mortal Phase are capable of making themselves understood via magical means.

Fiezian

[Fez-ian]

Language of evil-aligned gods and the phase of Maw. Many evil gods and entities that wish to interact with the Mortal Phase use the same magical translation as speakers of cestean. However, fiezian was historically sought out by mortals when executing nefarious schemes and a large number of deceitful pacts, plans, and contracts were written in fiezian, particularly during earlier eras.

Srecbish

[Shek-bish]

Language of the Whimsey, faeries, satyrs, unicorns, and other fey. Though some mortals do learn srecbish, it is usually a means of ingratiating them with the fey, as most fey who have any interest in mortals at all take special pains to learn Feodrian languages.


Starting Feats

The following feats are unique in that they are only selectable at time of character creation. As these are special feats related to the character creation system in use, they cannot be selected in lieu of ability score increase during character level advancement. Feats as described in the PHB (and other official 5e sourcebooks) are available during level advancement, except where noted below.

Note that these have all been pulled from the Unearthed Arcana, but the feat levels, prerequisites, and repeatable tags have been removed as they don’t apply for our purposes.

Alert

Always on the lookout for danger, you gain the following benefits:

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Fighting For Life.

The PHB feat Alert cannot be taken if this starting feat is selected.

Crafter

You are adept at crafting things and bargaining with merchants, granting you the following benefits:

Tool Proficiency. You gain Tool Proficiency with three different Artisan’s Tools of your choice.

Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.

Faster Crafting. When you craft an item using a tool with which you have Tool Proficiency, the required crafting time is reduced by 20 percent.

Healer

You have the training and intuition to administer first aid and other care effectively, granting you the following benefits:

Battle Medic. If you have a Healer’s Kit, you can expend one use of it and tend to a creature within 5 feet of you as an Action. That creature can expend one of its Hit Dice, and you then roll that die. The creature regains a number of Hit Points equal to the roll plus your Proficiency Bonus.

Healing Rerolls. Whenever you roll a die to determine the number of Hit Points you restore with a spell or with this feat’s Battle Medic benefit, you can reroll the die if it rolls a 1, and you must use the new roll.

Lucky

You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:

Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.

Advantage. Immediately after you roll a d20 for a check, you can spend 1 Luck Point to give yourself Advantage on the roll.

Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.

The PHB feat Lucky cannot be taken if this starting feat is selected.

Magic Initiate

You have learned the basics of a particular magical tradition. Choose one category from the Initiate Spell List: Arcane, Divine, or Primal. You gain the following benefits related to that choice:

Two Cantrips. You learn two cantrips of your choice from the Spell list.

1st-Level Spell. Choose one 1st-level Spell from the Spell list. You always have that Spell prepared. You can cast it once without a Spell Slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the Spell using any Spell Slots you have.

Intelligence, Wisdom, or Charisma is your spellcasting ability for these Spells (choose when you select this Feat). Consult the Player’s Handbook for the rules on spellcasting.

Whenever you gain a new level, you can replace one of the Spells you chose for this Feat with a different Spell of the same level from the chosen Spell list.

The PHB feat Magic Initiate cannot be taken if this starting feat is selected.

Initiate Spell List

  Arcane Spells Divine Spells Primal Spells
Cantrips

Acid Splash
Blade Ward
Chill Touch
Dancing Lights
Fire Bolt
Friends
Light
Mage Hand
Mending
Message
Minor Illusion
Poison Spray
Prestidigitation
Ray of Frost
Shocking Grasp
True Strike
Vicious Mockery

Guidance
Light
Resistance
Sacred Flame
Spare the Dying
Thaumaturgy

Druidcraft
Guidance
Mending
Message
Poison Spray
Produce Flame
Resistance
Shillelagh
Spare the Dying
Thorn Whip

1st Level

Alarm
Armor of Agathys
Arms of Hadar
Burning Hands
Charm Person
Chromatic Orb
Color Spray
Comprehend Languages
Detect Magic
Disguise Self
Dissonant Whispers
Expeditious Retreat
False Life
Feather Fall
Find Familiar
Fog Cloud
Grease
Hellish Rebuke
Hex
Identify
Illusory Script
Jump
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Ray of Sickness
Shield
Silent Image

Bane
Bless
Command
Compelled Duel
Cure Wounds
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Divine Favor
Guiding Bolt
Healing Word
Heroism
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary
Searing Smite
Shield of Faith
Thunderous Smite
Wrathful Smite

Animal Friendship
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Ensnaring Strike
Entangle
Faerie Fire
Fog Cloud
Goodberry
Hail of Thorns
Healing Word
Hunter’s Mark
Jump
Longstrider
Purify Food and Drink
Speak with Animals
Thunderwave

Musician

You are a practiced musician, granting you the following benefits:

Instrument Training. You gain Tool Proficiency with three Musical Instruments of your choice.

Inspiring Song. As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to allies who hear the song. The number of allies you can affect in this way equals your Proficiency Bonus.

Savage Attacker

You have trained to deal particularly damaging strikes. When you take the Attack Action and hit a target with a Weapon as part of that Action, you can roll the Weapon’s damage dice twice and use either roll against the target. You can use this benefit only once per turn.

Skilled

You have exceptionally broad learning. Choose three Skills in which you lack Proficiency. You gain Proficiency in those Skills.

Tavern Brawler

Accustomed to brawling, you gain the following benefits:

Enhanced Unarmed Strike. When you hit with your Unarmed Strike and deal damage, you can deal Bludgeoning Damage equal to 1d4 + your Strength modifier, instead of the normal damage of an Unarmed Strike.

Damage Rerolls. Whenever you roll a damage die for your Unarmed Strike, you can reroll the die if it rolls a 1, and you must use the new roll.

Shove. When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also push it 5 feet away. You can use this benefit only once per turn.

Furniture as Weapons. You can wield furniture as a Weapon, using the rules of the Greatclub for Small or Medium furniture and the rules of the Club for Tiny furniture.

The PHB feat Tavern Brawler cannot be taken if this starting feat is selected.

Tough

Your Hit Point Maximum increases by an amount equal to twice your character level when you gain this Feat. Whenever you gain a level thereafter, your Hit Point Maximum increases by an additional 2 Hit Points.

The PHB feat Tough cannot be taken if this starting feat is selected.

Leave a Reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes:

<a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <s> <strike> <strong>