Tyranny Places The Tiers Bastard Tier Named for its position between the Northern Empire and the Southern Tiers, the Bastard Tier is a melting pot of culture, commerce and intrigue. The single city known unceremoniously as The Bastard City holds the majority of the Bastard Tires 640,000 population with a tiny 8,000 Beast Tribe population that lives mainly in the Bastard City as well. There is no single ruler of the Tier but the most powerful of the merchant families call themselves "Noble" and control much of the land. The largest percent of the population are Sumarians but all races are present in the Tier. Stalwart is a lush coastal land with many of the population being close to the coast or in the farming lands to the north-west. The population of Earth Genasi is some 300,000 with some 40,000 of various other Tiersmen. Their Beast Tribe, mainly Dragonborn and Tritons, population is around 16,000. They are a highly militarised nation with all citizens having to go through military service for at least 2 years. Oddly they also allow Beast Tribes to join the military and use them as effective shock units. With their extremely large coastline they have grown rich of maritime trade and boast the greatest army in the Tiers. They are ruled by an Oligarchy of three families, the Straydus, Sender and Aspison. Culture - Honour-bound, straightforward people who value peace but prepare for war, Japanese names Culture - Republic, mercantile, mercenary, very money orientated, Italian names Apex Azure Azure is a verdant farmland paradise also known as the Green Basket ruled by a Queen who is the head of the most powerful house and land Barons who own the farms and their workers. With around 55% (630,800) of the population of Tiersmen and 75% (139,000) of the Beast Tribes it is the most populous of the nations in the Tiers. Almost all the population of Tiersmen here is Halfling. They have managed to tame many of the Beast Tribes here (mainly Bugbears) and use them as labour on the many farms they own and toil. There is only a single city in Azure called Azure where the current ruling family of House Variah rules the land under Queen Variah Saris. Culture - Feudal Monarchy, noble and lower classes with Beastmen at the bottom of the social ladder, farmers and the like as well, English names Stalwart The small mountainous nation of Apex is known as Vendriens Well as it is surrounded by mountains with a single large river running through its centre, splitting around a central island where the fortress Ascension Hall is located. It is from here that Queen Vendrien Atanta resides and rules her country from. The nations 95,000 population is almost all Fire Genasi with few other Tiersmen and a small 8,000 Beast Tribe (mainly Bugbear). Aside from the ruling Vendrien family there are three other families of Nobles, Pelox, Tarkis and Matani. Culture - Family Caste system (Nobles, Soldiers, Labourers, Merchants) but good hearted and rarely abusive to others of their nation, fanatically loyal to the Queen and country, Spanish names The Vellum Citadel - Some 1,200 A library fortress, the largest achieve of written word in the Tiers where the School of Ink and Quill protect and maintain the knowledge stored there. It stands apart from any political disagreements and instead focuses on the pursuit of knowledge and learning. The Free Cities Is a collection of five cities and the various villages and towns that they control which are in a loose alliance as a protective measure against the other nations of the Tiers. Culture - Mercantile, family orientated, Greek names They are Setting Sun - Population 20,000 The largest of the Free Cities, nearly all the population are Water Genasi. A very mercantile city with the largest exports in pearls, fish and jewellery have made it also the wealthiest. Northern Empire Not much is known about the North to most other than those whom trade with it (or come from it in the case of Disfavoured or Scarlet Chorus), but what is known is that the Empire has prospered under the reign of the Overlord. Most the population is Human or Goliath with a recent influx of many Hobgoblins from the rest of the conquered lands. Living Archons Archons are the most powerful people in this world, they are able to weave magics far beyond the mortals that serve below them and can live seemingly indefinitely. Though how they gain this power is not known, it is known that one must be born an Exarch to rise to become an Archon. Tunon The Adjudicator (Justice) Small stop off town used as a halfway point between the Free Cities and the Bastard Tier. The oldest of the Archons, his origins lost to all but himself and the Overlord whom he follows, Tunan is the Archon of Justice and the creator of the Fatebinders. Though he rarely aids in conquest of new lands it is not unheard of though usually through peaceful means. His primary concern is the implementation of The Overlords Law and the management of the Fatebinders. Tunan is the second ONLY to the Overlord and can judge other Archons with impunity as his word is the Law of the Overlord, though he would never misuse this power, many believe that Tunan is no man but the living embodiment of Law and Justice. To aid in his impartial nature he constructed the Face Of Judgement, a white metal mask that he would wear during judgements to eliminate any outward appearance of bias. He is a cold, dispassionate but ultimately fair creature who lives solely to carry out justice. He also has a very close association with Bleden Mark the Headsman of the Court who carries out judgements of execution to those not present for judgement or deemed too dangerous for others (mainly other Archons). He wears simple black and red robes that fully cover his body and his Face of Judgement at all times. Various other villages - Population 26,000 odd. Graven Ashe (War) Ardent - Population 16,000 Also mainly Water Genasi, mainly deals with banking and trading of valuable minerals. Last-Harbor - Population 14,000 A mix of Water and Air Genasi, mainly deals with lumber and ship building. Spiral's Maw - Population 12,000 Mainly Water Genasi, has a near monopoly on shellfish and crustaceans. Baris-In-Chains - Population 10,000 Mainly Air Genasi, smaller population is sustained on the large amounts of fishermen and divers for seaweed and other ocean flora. Other notable places Lethian's Crossing - Population 1,200 A former Warlord fighting against the Overlord and indeed leading his legion of the Northern Empire to victory after victory, even killing the former Archon of War, Graven Ashe is well known as a military genius and the foremost general of the time. Eventually agreeing to serve the Overlord as the new Archon of War Graven Ashe is known by his Disfavoured Legion as a General first and a Father second. He knows each and every member of his legion and his love and protective nature has manifested into the ability to take some of the pain of his soldiers and heal them through even the most grievous wounds. Cairn (Stone) As tall as the hills, the Archon of Stone is said to be the master of earth and soil, destroyer of mountains and cities. Currently bound beneath Graven Ashe he leads the Earthshaker Guild teaching them how to manipulate the rock and soil of the world. Feared by all this man made of both flesh and stone is known as one of the most destructive of all the Archons. Though a quiet and reserved man he has bouts of rage that level all around him. The Voices of Nerat (Secrets) No longer a man in the usual sense of the word, but as with most true monsters, it started life as a human. A noble heir from a swampy fiefdom far off in the north, he rose to prominence when he skinned and tortured his own family to find information about troop movements to give to the Overlord. A gifted torturer and possessing an immense gift for finding out secrets it became common knowledge that he could steal your mind and know all your secrets. Now nothing more than red leathers, a bronze mask and green flames for body, the monster that is called the Voices of Nerat leads the Scarlet Chorus, an army made of conscripts and killers. Bleden Mark (Shadows) Every shadow hides a killer. This common saying came about from the Archon of Shadows, the Executioner of the Overlords will. Now working directly for Tunan as an extension of the Court's power and influence this ebon skinned, red masked and white haired man knows no pity, mercy and has never failed in his assignments. Sirin (Song) Currently bound under the Voice of Nerat, Sirin is the Archon of Song, able to manipulate people with nothing more than her voice. When she sings those whom hear her are flooded with whatever emotions she wishes them to feel, she can control them directly or lead them to conclusions she favours. The youngest of all the Archons she has recently found disfavour with the Overlord for some unknown reason and has a bronze headdress placed upon her. This suppresses her powers somewhat but she is still the most prolific user of enchantment magic in the known world. Dead/Missing Archons Thousand Embers (Fire) More a Scholar than Warrior, this Tires born Archon pondered the intricacies of the "Inner Fire" that dwelt in all people (the drive to eat, reproduce and destroy). He penned many books on the subject and many introspective works on his own power over fire. He disappeared in 73 TR and soon after a cabal of mages claimed to be his followers and successors founding the School of Wild Wrath. Though not as talented as the Archon their destructive power was apparent to all. Occulted Jade (Tides) The Archon of Tides is the founder and only head of the School of Tides. Her mastery of the controlling the oceans, moons and all the transitory forms of water lead her to form a cabal of seafaring traders, musicians and academicians. A patron of the arts, this fascination with art has lead the school to be in the good graces of all the powers of the Tiers. However, for unknown reasons a few years ago she and most of her school sailed West into uncharted waters and has yet to return. The Sun Queen (Fire) The founder of Apex, not much is known about the Warrior Queen of old other than her battle with an Exarch lead to the creation of The Scar, the miles-wide swath of destruction that persists to this day, centuries later. Monk - Flavour difference as no Monasteries more like to be called Brawlers or Favoured of Archon. Orphan Midwife (Rebirth) Where she walks, plants sprout, the sick grow vigorous and men would enter fits of rage and animals into heat. Her healing magics are unparalleled but she is currently missing after some argument with the Overlord of the East. Class Changes Important notes! Magic is a highly sort after ability and if you are able to cast even the most simple of spells you WILL be either hunted or recruited by some power. Only the truly powerful and influential Mages can be unaffiliated. Barbarian - Only difference is Rage, instead of gaining resistance you instead gain DR equal to your Rage Damage. Most likely from Scarlet Chorus or Tribal. Bard - Extremely rare, only known one is The Archon Of Song - Sirin OR be the Troubadour (non magic bard). Cleric - NON. Gods do not exist in this world, only the Archons do and they grant power and/or guidance to their followers, therefore no clerics exist but divine souls do. Druid - Called Mystics in this world there is no difference aside. Many from the various schools of magic are mystics OR non magic variant - Beastmaster. Fighter - No difference bar second wind which is now 1d4 + fighter level instead of 1d10. Paladin - Elite Knights - non magical variant. Ranger - No difference OR non magic variant. Rogue - No difference. Sorcerer - Most magic users in this world are sorcerers, magic in the blood is uncommon but not rare, likely part of a school of magic but not needed. Others are sworn to an Archon and they get guidance and/or power from them. -Only Dragonborn or Lizardfolk can be Draconic Sorcerers - Can be Divine Sorcerer, this is the ONLY way to gain cleric spells. Warlock - Your patron is linked to the archetypes available, most warlocks in the world are hexblade though. You are either a Hexblade wielding a Artifact OR bound to an Archon / are an Exalted. - Fiend Re-skinned as a Chosen of an Archon. Example - Thousand Embers or The Sun Queen. Dark One's Blessing - wreaths defeated creatures in flames and then those flames wrap around you providing you additional temporary hit points. Dark One's Own Luck - the Archon who's power you have made this pact provides an insight into the situation. Fiendish Resilience - Your link to your Archons power provides you with the ability to use your protective flames to resist the effects of an element of your choice until your next long rest. creature as an omen of ill fate and evil, the destruction of their crops and livestock and all but inevitable if the Ashen Wolf is seen. Hurl Through Hell - When you hit a creature with an attack you can cause them to explode in flames that consume them. They take 10d10 fire damage in addition to the attack. You may use this once per long rest. Ashen Wolf Expanded Spells: - Fey Re-skinned as a Chosen of Sirin. All effects are brought about by you singing. - Old God Same but likely the rarest, if you choose this archtype you will likely be the only person with these features. - The Undying Doesn't Exist. - The Celestial Doesn't Exist. - The Hexblade Most common warlock, some 80% are Hexblade, just have to find an Artefact and bind to it and then can become a Hexblade. The Artefact is not always a weapon, work with the DM to decide what Artefact is found and bound. - The Ashen Wolf Worshipped by many Beast Tribes, is a great hunter and devourer, also sometimes seen as death, the end and fear. A giant wolf made of ash and flame many Tiersmen see this 1st - Inflict Wounds, Longstrider 2nd - Flame Blade, Pass Without Trace 3rd - Melf's Minute Meteors, Haste 4th - Fire Shield, Wall of Fire 5th - Cloudkill, Rary's telepathic bond Breath of Smoke Starting at 1st level, you can exhale a 15-foot long cone of blistering embers as an action. Creatures within the cone must make a Constitution saving throw against your warlock spell save DC. Creatures that fail take fire damage equal to your warlock level + your Charisma modifier, and are blinded for one minute. They can repeat their saving throw at the end of each of their turns, ending the effect on a success. Once you activate this feature, you cannot do so again until you finish a short or long rest. Additionally, you can breathe and see normally in smoke or ash-filled air. Feast for the Fire Beginning at 6th level, the Ashen Wolf empowers you with a fragment of its terrible hunger. Whenever you move during combat, you can choose to leave behind a trail of ash that hangs gently in the air, lightly obscuring the area until the start of your next turn. Whenever a hostile creature enters this trail, you can use a reaction to summon a set of flaming fangs to bite them. Make a melee spell attack roll against the target. If you hit, the target takes 1d10 fire damage. Endless Pursuit At 10th level, your patron grants you a portion of its primal stamina. You gain resistance to fire damage. Whenever you finish a short rest, you can choose to reduce your level of exhaustion by one. You can do this twice, and you recover these uses when you finish a long rest. The Hounds of Hell At 14th level, you unlock the power to incarnate in the form of your patron. As an action, you assume the form of a Medium or Large canine creature wrapped in flame. Your statistics are unchanged, and your equipment merges into your new form but still functions as normal. For 1 minute, or until you exit this form as a bonus action, you gain the following benefits: You ignore your current level of exhaustion. Your speed increases by 20 feet. You have advantage on melee attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. You are immune to fire damage. When you use this feature, two hell hounds (MM pg. 182) burst forth from your burning flesh into spaces within 5 feet of you. They respond eagerly to your commands for the duration of the change, and are elementals, not fiends. When you exit this form, you immediately attempt to reabsorb the hell hounds. The hell hounds instantly fall apart as ash and swirl back to you from up to 300 feet away. If one hell hound has died or cannot return due to distance, you gain one level of exhaustion. If both are absent, you gain two levels of exhaustion and are stunned for 1 round. Once you use this feature, you cannot do so again until you finish a long rest. Eldritch Invocations Chronicle of the Flame Prerequisite: Ashen Wolf patron, Pact of the Tome feature You can perform a ritual honouring your patron during a short or long rest. When you do so, choose either Dexterity or Strength saving throws. When you make a saving throw of this type, you can use a reaction to gain advantage on that saving throw and cast a single cantrip. Once you use this reaction, you cannot do so again until you finish a short or long rest. Essence of Ash Prerequisite: Ashen Wolf patron, Pact of the Chain feature If you have an Emberborn as your familiar, it gains additional hit points equal to your warlock level plus twice your Charisma modifier. When you reach 11th level, the Emberborn can grow in size to become a Medium creature, at your discretion. While it is Medium, its bite attack deals 2d6 piercing damage and 2d6 fire damage, and the Emberborn's speed increases to 50 feet. Creatures hit by the bite attack must make a DC 13 Strength saving throw or be knocked prone. At 16th level, the Medium Emberborn's bite attack deals 3d6 piercing damage and 3d6 fire damage. Hellfire Infusion Prerequisite: Ashen Wolf patron, eldritch blast cantrip Whenever you cast eldritch blast, you can use your bonus action to empower it with elemental fire. The damage dice per blast changes to 3d4, and the spell deals fire damage instead of force damage. When you do so, enemies within 5 feet of you take necrotic damage equal to 1d4 + your Charisma modifier. Hide of Cinders Prerequisite: Ashen Wolf patron, Pact of the Blade feature You can summon a coating of ash and smoking wood to cover your skin, protecting you from harm. You can choose to have your AC equal 10 + your Dexterity modifier + your Charisma modifier. When you do, you can use your reaction when you are hit with a melee attack to inflict fire damage equal to your Charisma modifier to your attacker. Hunger of the Wolf Prerequisite: Ashen Wolf patron Whenever you reduce a creature to 0 hit points, you can use a bonus action to cast a cantrip targeting an enemy within 10 feet. Once you use this invocation, you cannot do so again until you finish a short or long rest. Scorched Blade Prerequisite: Ashen Wolf patron, Pact of the Blade feature You can create a wickedly-barbed longsword made from embers and red-hot steel using your Pact of the Blade feature. You can choose to have this weapon deal fire damage. When you grapple a target while holding this weapon, you can choose to inflict fire damage equal to your Charisma modifier to the target at the start of each of your turns. Damage this weapon deals treats immunity to fire damage as resistance to fire damage instead. You can choose to use your Charisma modifier for attack and damage rolls made with this weapon. Through Fire and Flame Prerequisite: 13th level, Ashen Wolf patron Whenever you are exposed to fire damage, you can use your reaction to absorb the elemental fire as an offering to the Ashen Wolf. The damage is negated, and instead you gain temporary hit points equal to the amount of damage you would have taken before resistances and immunities. The amount of temporary hit points received at one time cannot exceed three times your Charisma modifier. You can use this feature twice, and these uses recover whenever you finish a short or long rest. Wizard - Same but called Sages, must be from the School of Ink and Quill or have found a sage's magic book OR low magic variant, more on lore keeping and knowledge than magical ability - Scholar. Feat Changes Removed Feats Heavy Armour Master - OP as shit for system. Medium Armour Master - Redundant for system. Character Creation Choose to be a Beastman OR Tiersman. Beastmen then choose their tribe which is racial dependant. Tiersman then choose a tool proficiency, simple weapon proficiency and a skill related to the character. Starting HP is 5 + CON modifier at level 0, then from and including level 1, 2+CON is gained as hp. Group rolled stats - ranged between 65 - 85. Individual attractiveness stats. At least two 14 scores before additional modifiers not including attractiveness. Additional Information Iron and Bronze Mounted Combatant - No mounts in game. Near all weapons and armour made from metal is bronze. Full-plate CANNOT be made from bronze, only Iron. Tough - Else would be a "must have" feat. DR and Pen Drow High Magic, Fade Away, Fey Teleportation, Flames of Phlegethos and Infernal Constitution - Races don’t exist. Your AC is now 10+DEX (unarmoured defence still works) and shields also grant 2 AC, but armour now has DR values. DR stands for Damage Reduction, and is an amount you remove from damage you take from any bludgeoning, piercing and slashing damage (not damage taken from a saving throw) while wearing it. Changed Feats Great Weapon Master and Sharpshooter - No longer give +10 Damage but +10 PEN instead. Dwarven Fortitude - available to all races. Elven Accuracy, Prodigy - available to all Tiersmen. Orcish Fury, Wood Elf Magic - available to all Beastmen. Armour and Weapon Changes, see end of document (Important, scared to move table). All packs also include a single man tent. Weapons will also have Penetration (PEN), this reduces the DR of the creature you hit. E.g. You attack with a weapon with 2 PEN and hit a creature wearing armour with 4 DR, your damage would be reduced by 2. PEN DOES NOT deal increased damage, it just reduces the foes DR. Rarity 1-5 Stealth Leather DR Light Armour Price Weight Rust Leather DR (Gp) Padded Leather Studded Leather Dragon Hide Medium Armour 5 4 2 Disadvantage Price Weight Bronze DR (Gp) Price Weight Iron DR (Gp) Price Weight (Gp) 1DR 2DR 3DR 1 5 75 8lbs 10lbs 13lbs 4DR 5DR 75 1,125 12lbs 16lbs - - - - - - 0 - - - 8DR 20,000 20lbs - - - - - - Hide Chain Vest Scale Breastplate Half-Plate Heavy Armour 5 3 3 1 1 Disadvantage Disadvantage 3DR - 7.5 - 12lbs - 5DR - 112.5 - 14lbs - 4DR 5DR 5DR 6DR 50 100 400 750 20lbs 45lbs 20lbs 40lbs 6DR 7DR 7DR 8DR 750 1,500 6,000 11,250 22lbs 50lbs 22lbs 44lbs Ring Mail Chain Mail Splint Full Plate 3 2 1 0 Disadvantage Disadvantage Disadvantage Disadvantage - - - - - - 5DR 6DR 8DR - 75 250 1,000 - 40lbs 55lbs 60lbs - 7DR 8DR 10DR 12DR 1,125 3,750 15,000 30,000 44lbs 60lbs 65lbs 70lbs Ammunition Arrows Bolts Bullets Bronze PEN 0+STR 5 0+STR Price 1gp/20 1gp/20 - Iron PEN 0+Mod 10 - Price 15gp/20 15gp/20 - Weapon Bronze Iron Simple Properties PEN Damage Price PEN Damage Price Club Light 0 1d4 bludgeoning 1sp - - - Dagger Finesse, Light, thrown 20/60 2 1d4 piercing 1gp 2+Mod 1d4 piercing 15gp Greatclub Two-Handed 0 2d4 bludgeoning 2sp - - - Handaxe Light, thrown 20/60 0 1d6 Slashing 2gp 1+STR 1d6 slashing 30gp Javelin Thrown 30/120 2 1d6 piercing 5sp 2+STR 1d6 piercing 4gp Light Hammer Light, thrown 20/60 0 1d6 bludgeoning 1gp 0 1d6 piercing 15gp Mace - 0 1d8 bludgeoning 4gp 0+STR 1d8 bludgeoning 60gp Quarterstaff Versatile (1d10) 0 1d8 bludgeoning 1gp 0+STR 1d8 bludgeoning 15gp Sickle Light 0 2d4 slashing 1gp 0 2d4 slashing 15gp Spear 2 1d6 piercing 1gp 2+STR 1d6 piercing 15gp Crossbow, Light Dart Thrown 20/60, versatile (1d8) Bolts 80/320, loading, twohanded, no mod to damage Finesse, thrown 20/60 - 1d6 piercing 25gp - 1d8 piercing 200gp 1 1 5cp 1+Mod 1 7.5sp Shortbow Arrows 80/320, two-handed - 1d6 piercing 15gp - - - Sling Bullets 30/120 - 1 1sp - - - Battleaxe Versatile (1d12) 1 1d10 slashing 10gp 2+STR 1d10 slashing 150gp Broadsword Versatile (1d10) 3 1d8 slashing 15gp 4+STR 1d8 slashing 225gp Falx Heavy, two-handed, training 0 2d12 slashing 75gp 0 2d12 slashing 1125gp Flail Ignores Shield AC, training 0 2d4 bludgeoning 15gp 0+STR 2d4 bludgeoning 225gp Glaive Heavy, reach, two-handed 0 2d6 slashing 40gp 0+Mod 2d6 slashing 600gp Greataxe Heavy, two-handed 1 2d10 slashing 40pg 2+STR 2d10 slashing 600gp Greatsword Heavy, two-handed, training 3 2d8 slashing 100gp 4+STR 2d8 slashing 1500gp Halberd Heavy, reach, two-handed 1 1d10 slashing 40gp 2+STR 1d10 slashing 600gp Katana Finesse, versatile (2d6) 0 1d10 slashing 20gp 0+Mod 1d10 slashing 300gp Maul Heavy, two-handed 0+STR 2d8 bludgeoning 50gp 2+STR 2d8 bludgeoning 750gp Morningstar - 4 1d8 piercing 15gp 4+STR 1d8 piercing 225gp Pike 2 1d6 piercing 10gp 4+STR 1d6 piercing 150gp Rapier Heavy, two-handed, reach 10ft, disadv attacks within 5ft Finesse 6 1d6 piercing 25gp 8+Mod 1d6 piercing 375gp Scimitar Finesse, light 0 2d4 slashing 10gp 0+Mod 2d4 slashing 150gp Shortsword Finesse, light 4 1d6 piercing 10gp 6+Mod 1d6 piercing 150gp Trident 2 1d8 piercing 20gp 4+Mod 1d8 piercing 300gp War Pick Thrown 20/60, versatile (1d10) - 3+STR 2d4 piercing 15gp 5+STR 2d4 piercing 225gp Warhammer Versatile (1d10) 0+STR 1d8 bludgeoning 15gp 2+STR 1d8 bludgeoning 225gp Warspear Finesse, thrown 20/60, versatile (1d10) Bolts 100/400, heavy, loading, two-handed, no mod to damage, trained Arrows 150/600, heavy, twohanded Special (PHB), thrown 5/15 2 1d8 piercing 15gp 2+Mod 1d8 piercing 225gp - 2d4 piercing 100gp - 2d6 piercing 1,500gp - 1d8 piercing 50gp - - - - - 1gp - - - Martial Crossbow, Heavy Longbow Net Races Age - Mature age 16, usually die around 30 but can live (in theory) to 75. Dwarf - Don't Exist Elf - Don't Exist Size - Comparable to humans though weigh slightly more on average. Gnome - Don't Exist Speed - 30ft walking Half-Elf - Don't Exist Tiefling - Don't Exist Goliath / Half Goliath - From the Northern Empire, mostly Disfavoured. Aasimer - Don't Exist Tabaxi - Don't Exist Aarkokca - Don't Exist Mountain Born, acclimated to high altitude, including elevations to 20,000ft as well as adapted to cold climates. Age - Mature age 16, usually die around 30 but can live (in theory) to 80. Human - All around Age - Mature age 16, usually die around 30 but can live (in theory) to 80. Size - Medium, between 7 and 8ft tall, weigh between 280 and 340lbs. Speed - 30ft walking Size - Medium, from 5 to well over 6ft tall and weigh between a large range. Speed - 30ft walking Adaptable, gain another language or skill. Halfling - From Azure primarily Age - Mature age 16, usually die around 50 but can live (in theory) to 250. Size - Small, averaging 3ft and weigh 40lbs. Speed - 25 walking Variants Azure - Use to larger "friends", can use medium or larger creatures as cover for hiding. Genasi Age - Mature age 16, usually die around 30 but can live (in theory) to 100. Size - Medium, wide range of sizes, depends on what base race the Genasi is. Speed - 30ft walking Fire - From Apex Darkvision, 60ft. Earth - From Stalwart Earth Walk, you can move across difficult terrain made of earth or stone without expending extra movement. Tiers - Brave, advantage on saving throws to be frightened. Water - From The Free Cities Half-Orc - From Bastard Tier, not called HalfOrcs, called Sumarians. Air - From The Free Cities Darkvision, 60ft. Amphibious, swim speed of 30ft and can breathe air and water. Unending Breath, you can hold your breath indefinitely while not incapacitated. Hobgoblin - Not from Tiers but can be found around the Bastard Tier. Firbolg - From around Haven, forest tribes. Darkvision, 60ft. Tribal - Look at Professions for Firbolg Beastman Tribes. Age - Mature age 16, usually die around 40 but can live (in theory) to 80. Age - Mature age 20, usually die around 100 but can live (in theory) to 300. Size - Medium, comparable to humans. Size - Medium, between 7-8ft and weigh 240300lbs. Speed - 30ft walking Speed - 30ft walking Dragonborn - Beast Tribes around Stalwart Kenku - Beast Tribes of Bastard Tier Tribal - Look at Professions for Dragonborn Beastman Tribes. Age - Mature age 12, usually die around 24 but can live (in theory) to 80. Size - Medium, usually above 6ft and weighing average 250lbs. Tribal - Look at Professions for Kenku Beastman Tribes. Age - Mature age 12, usually die by 16 but can live (in theory) to 60. Size - Around 5ft and weigh between 90 120lbs. Speed - 30ft walking Speed - 30ft walking Bugbear - Beast Tribes from Azure Lizardfolk - Beast Tribes of Haven Tribal - Look at Professions for Bugbear Beastman Tribes. Age - Mature age 14, usually die around 25 but can live (in theory) to 80. Size - Medium, between 6-8ft and weigh 250350lbs. Tribal - Look at Professions for Lizardfolk Beastman Tribes. Age - Mature around 14, usually die around 25 but can live (in theory) to 100. Size - Medium, weighing slightly more than humans being bulkier. Speed - 30ft walking Speed - 30ft walking and 30ft swim speed Minotaur - Beast Tribes from Azure Triton - The Five Wives (Stalwart Isles) Tribes Tribal - Look at Professions for Bugbear Beastman Tribes. Age - Mature age 14, usually die around 25 but can live (in theory) to 120. Tribal - Look at Professions for Triton Beastman Tribes. Age - Mature age 15, usually die around 70 but can live (in theory) to 200. Size - Medium, between 6-8ft and weigh 300400lbs. Size - Medium, slightly smaller than humans. Speed - 30ft walking Amphibious, can breathe in air and water. Sneaky, proficiency in stealth. Beastman Tribe You are from one of the many tribes of Beastmen, creatures outside of civilization you may have a small tribal village but more likely you and your brethren live with the land, moving as the seasons do and ranging far around your territory. All Tribes give you at +2 and +1 OR three +1's to any two/three stats you wish. Below are set Tribes in the world but, with the permission and aid of your DM, you can edit or make ANY kind of Tribe. Skills - 2 from Arcana, Athletics, Animal Handling, Survival, Nature, Stealth, History or Perception Surprise Attack, if you surprise a creature you deal an additional 2d6 damage with your first attack. One use per combat. Long Claws, unarmed attacks deal 1d4 slashing damage and are finesse. Languages, Common and Bestial. - Stonestalkers The largest tribe of wild Beastmen who claim a large territory of the Western part of Azure. Earth Walk, can move across stone or earth without expending extra movement if difficult terrain. - Katvanas The collective name for all those who work with the Teirsmen as farmers and labourers. Bugbear Most Bugbears are from Azure, they are in many tribes but the largest is the Katvanas Tribe. In truth the Katvanas are many different tribes but all work for the Halfling Tiersmen who rule Azure as farm hands. The truly wild Beasts consist of the large tribe of the Stonestalkers, the man hunters of the Shadowstalkers, the cave dwelling Westreavers, river and lake based Mantaborn and finally the animal taming Thornstags. Equipment - A simple weapon of your choice, leather armour, totemic token or tattoos marking your tribe, 3 rations and a hunting trap. Features Darkvision 60ft Long-Limbed, reach of an extra 5ft on melee attacks. Powerful Build, count as one size larger for carrying capacity. Farm Hands, after being used by the Halflings of Azure for many years these Beasts are more palatable to the Tiersmen as they understand basic social ques. Gain proficiency in Persuasion. - Shadowhunters The most hated and feared of ALL Beastmen Tribes across the Tiers. Their home has never been located and they are constantly hunting and killing Tiersmen, claiming that they are the true rulers of the Tiers. Recognisable by their black fur and red eyes these are true monsters that slaughter all Tiersmen they come across. Shadows Protect, can cast Pass Without a Trace once a long rest. - Westreavers Cave dwellers and mountainous tribes who are fiercely territorial. Frenzied, unarmed attacks deal 1d6 instead of 1d4. - Mantaborn Thos who live near rivers and lakes and whos diet cosists mainly of fish are known as Mantaborn. Natural Swimmers, gain a swim speed of 30ft. - Thornstags They are highly territorial and aggressive to all not of their tribe and colour. Each colour has around 1,200 members of which the chromatics are tribal and live in smaller groups of 40 - 200 with the metallic's being under Stalwarts protection and fight for them. Bugbears whom live in lush forests and are more in tune with nature and with the other breasts of the land. Equipment - A simple weapon of your choice, leather armour, totemic token or tattoos marking your tribe, 3 rations and a hunting trap. Master Tamers, gain animal handling proficiency. Features Breath Attack and Resistance which depends on which tribe you are from. (PHB) Minotaur The Largest of the Beastmen, the Minotaurs claim a large area around some of the Oldwalls in Azure. A few work with or for the Halflings but most stay within their mountain lands hunting the large creatures whom also call their lands home. Equipment - A simple weapon of your choice, leather armour, totemic token or tattoos marking your tribe, 3 rations and a hunting trap. Languages, Common and Draconic. - Chromatics Red, Blue, Black, Green and White Dragonborn are the "wild" and aggressive tribes that raid, pillage and act as many perceive Beast Tribes. Massively territorial and likely to fight each other as much as others, these Dragonborn are excellent raiders. - Metallics Features Powerful Build, count as one size larger when determining carry capacity. Labyrinthine recall, you can perfectly recall any path travelled. Gold, Silver, Bronze, Copper and Brass are the more civilized Dragonborn, willing to trade and interact with the local Stalwart Tiersmen. This does not mean there is no conflict as many of their lands are considered holy and outsiders of the tribe are not permitted entry. Reach, gain an additional 5ft reach. Horned, you can use your horns as a melee attack dealing 1d6+STR damage with 2 PEN. Charge, if you use your action to dash you can use your bonus action to attack with your horns. Trackers, proficiency in survival. Dragonborn Beings native to the region known as Stalwart, these scaled creatures have the ability to breath out elemental bile from their mouths. Triton Natives of the 5 wives, the eastern coastline of Stalwart, these creatures live in and around the sea, some choosing to stay beneath the waves while others make little villages by the coast. All Tritons love the water and hate to be away from it. This deep connection has lead them to worship the great creatures of the depths but also lends them a special relationship to the School of Tides, water mages whom it is said their Archon learnt from the Tritons. Equipment - A simple weapon of your choice, leather armour, totemic token or tattoos marking your tribe, 3 rations and a hunting trap. Listen to the Waves, gain proficiency in Arcana, Animal Handling or Nature. Features - The central isle contains this tribe who are avid traders and on good terms with the Stalwart people. Their main source of shellfish and various underwater materials they receive the protection of the Stalwart armies. Speed - 30ft walking and 30ft swimming One with the Sea, you can communicate simple ideas to beasts that can breathe water, they understand you but you cannot them. Deep Divers, resistance to cold and ignore any drawbacks from underwater environment (can see in the dark water but not in dark on land). - Kanatile Tiers-Talk, having the interaction with Teirsmen means you know what to say to get them on your side, gain proficiency in persuasion. - Scalesurge Languages, Common and Aquan. - Frozen Cloud Largest of the tribes, the Frozen Cloud live in a large atoll nearly a day off the eastern coast of Stalwart. This makes them invaluable as a stop off point for pirates and smugglers who wish to pay the Tritons to move their contraband to a village on the coast without the eyes of the authorities. This has lead to many negative views from the Stalwart people. Night Swimmers, gain 30ft Darkvision. - Crabshell Live on the most northern isle off Stalwart and have a close relationship with the many Giant Crabs that share the isle with them. A more xenophobic tribe, they are exclusively the only known Beast Tribe whom have a form of heavy armour made of the crab shells. Hunters whom worship the shark and its nature. Cold bloodied killers who kill any that they come across, the location of their tribe is unknown but believed to be near the Crabshells. Hunters of the Deep, gain proficiency in stealth. Kenku The original natives of the Bastard Tier these Beastmen have been decimated by the Sumerians who now claim the land. Being forced into either hiding in the wilds or into the slums of their great city these once proud people are now looked upon with scorn by all but criminals looking for cheap labour. Equipment - A simple weapon of your choice, leather armour, totemic token or tattoos marking your tribe and 3 rations. Crabs Protect, gain proficiency in Scale Mail. Features - - Ocean Caller Mimicry, the ability to perfectly mimic a noise that they have heard. A creature may attempt to tell if the noise is an imitation by making an insight check against the performance check of the Kenku. The most magically gifted of the Triton Tribes living on the most southern isle, they are lead by their most powerful mystics and believe that one must live in balance with nature. Their ability to tame many marine animals has lead them to be feared by smugglers and pirates who would travel too close to their isle. They have the closest relationship with the School of Tides. Expert Forgery, can duplicate other creatures handwriting and craftwork near perfectly. Get advantage when making a forgery or duplicating an existing object. Proficiency in Stealth and Performance. Lightweight, can use a reaction to gain resistance to falling damage until the start of your next turn. - Shardnip Only whispered about by most of the Bastard City these Kenku have adapted best to city life becoming one of the largest criminal powers in the Tiers. Their reach extends well beyond the Bastard City through loans, forged documents and paid muscle. They also have a small cable of assassins whom study their targets loved ones and using their mimicry, lure them to their doom. Though they hire many races only the Kenku family members are considered non expendable. required and can eat raw meat from nearly any source to survive. Gain advantage on saves against poison and disease. - Sharpbeaks These Kenku fled to the forests when the Sumerians came, quickly adapting to the tall trees and becoming agile hunters. Using their lightweights and their nature mimicry they lead creatures into ambushes where they are set upon my arrows from the tree tops. Extremely xenophobic as all Kenku outside the city are, they will kill Tiersmen on sight. Rain from above, gain proficiency with shortbows and a climb speed of 15ft. Lizardfolk A gang to all but themselves this tribe has fallen into the slums of the Bastard City and are now mainly targets for criminals to force into service. They have learnt to be small and unassuming else be beaten by guards, or killed by drunken citizens. The advantage to this though means they tend to hear more than people know… The swamps, forests and caves around lakes of Haven host a multitude of Lizard Tribes. The smallest tribes on average, ranging from 200 to less than 50, these tribes are usually 3-5 families banding together. The tribe ranges from extreme xenophobe to open trading and their leadership is a varied as well, some value personal strength, some the ability to help guide and others hereditary. The only constant is their fondness of water. All tribes will be near a river, lake, within a swamp or some location with easy access to large volumes of water. They all believe that they came from the water and when they die they wish to be returned to the water. This has lead to many conflicts with Tiersmen seeing this as an attempt to poison their water supplies. Stay Low, gain proficiency in perception and while in an urban environment you gain advantage to stealth checks when not moving. Equipment - A simple weapon of your choice, totemic token or tattoos marking your tribe, 3 rations and a hunting trap. - Trawlhooks Features - A tribe that has taken to the mountains and living on whatever they find up there. This has lead them to be more carnivorous and aggressive than most other Kenku, a more savage nature mixed with scare food has transformed them into wandering cannibals. Powerful Bite, can make unarmed attacks by biting which deals 1d6 + STR piercing dam if hits. Food is food, you can sustain yourself on half the amount of food and water normally Waste Nothing, as part of a short rest you may use bone and hide from a beast, construct, Part of the Family, being part of the largest crime family in the Tiers has its perks, and you know how to claim them. Gain proficiency in intimidation and you can usually get away with causing small damages to crime organisations as long as you name drop. - Kolekar Hold Breath, you can hold your breath for up to 15 mins. dragon, monstrosity or plant creature of small or larger to make a single item from: a shield, club, javelin or 1d4 darts/blowgun needles. You need a blade to do this. Tiers-philic, you know how to interact with Tiresmen and get on their good side, gain proficiency in persuasion. - Swampborn Natural Armour, when not wearing armour your AC is 13+ DEX Languages, Common and Draconic. - Tokra A larger tribe of some 150 members, the Tokra value peace and balance above all, believing in the natural order of things and only raising arms when their land is threatened. Their leaders are powerful mystics whom teach the most promising of their tribe to be their successor. They are situated in a large cave off the River of the Sun near Setting Sun. This close proximity has not been a problem to either side as the city wishes the river to be kept clean and safe and the lizards provide a free protection service. River Guardians, you know a tainted body of water when you see one, you have the ability to know if a liquid is or has poison/disease in it. - Blackscale The largest of the lizardfolk come from this tribe, with their tar like scales, huge frames and viscous predatory nature they are the most feared even by other lizardfolk. They live in the swamp that borders the lands of LastHarbour and the city has a long standing bounty on any Blackscale heads. They value physical strength above all and as such their leader is the biggest and strongest. Darken Predators, once per long rest you may add your level to your damage. - Ekmo The friendliest of the lizard tribes, this 200 strong lizardfolk tribe believes that the future of their people lies in co-operation with the Teirsmen. They do this via trading in animal pelts, providing services as guides or experts in the local fauna and flora of their forest within Ardent borders. An isolationist tribe of some 200 whom live in the same swamp as the Blackscales, they reside within a cave underneath the largest tree in the swamp. This has become sacred lands to them as they believe they originated from the cave and that the tree is their link the spirit of the swamp. They view the Blackscales as a blight on the swamp and fight them mercilessly. This is my Swamp, gain the favourite terrain feature from the ranger class when concerning swamps and resistance to poison damage. - Ro-tum A large tribe but whose customs and even location is unknown to all but those who have worked for years to gain their trust. What is believed is they are the most numerous of all lizardfolk tribes, prefer to scare and dissuade people entering their forest more than direct conflict and that they have bizarre features. With elongated dorsal fins, webbed hands and feet and scales more closely resembling those of a shark more than lizard they are very distinguishable. Alien World, you are amphibious and can cast shape water at 1st level once a long rest. Firbolg Commonly known as the “Green Giants” of the Tiers, these Beastmen are the least despised and feared by Tiersmen. This does not mean they are welcomed into their society, more like a curiosity that when satisfied can again turn into loathing. Being over 7ft tall on average only the Minotaurs really threaten them in raw size and strength. They tend to have a more peaceful nature and are the longest lived out of all those who dwell in the Tiers. They all value connection to nature and have the most mystics out of any other population. They have a close relationship with Lizardfolk. Equipment - A simple weapon of your choice, leather armour, totemic token or tattoos marking your tribe and 3 rations. Features Tree Striders, gain advantage in stealth checks when in a forest. Hidden Step, bonus action can turn invisible until start of next turn or until you attack, make a damage roll or make a saving throw. Powerful Build, count as one size larger for carrying capacity. Speech of Beasts and Plants, you can speak to animals and plants in a limited capacity and gain advantage on all CHA checks to influence them. Languages, Common and Bestial. - Farel Sharing the same forest as the Ekmo Lizardfolk tribe, they are just as friendly as their Beast brothers but do not often offer services, believing that if the forest wants you it will protect and guide you. They have been known to produce extremists occasionally who go out of their way to cause harm to those who harm the forest, but these outliers are rare and often internally dealt with. Teirs-Resistant, having dealt with the Tiersmen on many occasions you know how they speak, gain proficiency in persuasion. The only known hostile Firbolg Tribe, the Ashbred often cover themselves in Ash and lead raids against the various villages in central Haven. They ritually slaughter all they capture and use the bodies of the slain to make the land fertile once again. Taking the circle of life concept to the extreme, they believe that if you are to farm the land then you must be ready to give your body back to it when the land is in need. How they decide when this is however, is unknown. I dedicate this kill to the land, whenever you drop an enemy humanoid to 0 hp, you may use a bonus action to ritually execute them, gaining temporary hit points equal to the number of hit die they have. Variant – Create your own! These are just the default tribes in this world, feel free to create your own if you want as long as you talk to the DM beforehand and they agree with the ideas you bring. Professions All Professions give you at +2 and +1 OR three +1's to any two/three stats you wish. Below are set Professions in the world but, with the permission and aid of your DM, you can edit or make ANY kind of Profession. The ones that follow are for specific occupations and examples. - Rangar The largest tribe of Firbolgs known, this 800+ strong tribe is situated along the Sun River and share the Tokra Lizardfolks belief the River is sacred. Though less likely to react aggressively towards pollution or dams, they are fiercely zealous when concerning it. Specialising in cleansing magics to keep the river pure and the animals around healthy, they have made a name for themselves with the Tiersmen as possible saviours from ailment. - Ashbred Diplomat You have realised that words are mightier than any weapon and have been using them to aid your nation for years. You’ve mediated conflicts to a halt, convinced merchants to sell only to your people and claimed land just as well as any sword has. Skills - Persuasion and Insight or History Equipment - A set of fine clothes, quill and ink bottle, book, 10 sheets of parchment, 15gp and a diplomats pack. Feature - Silver Tongue You have learnt how to use words to defuse the direst of situations, brokering peace and compromise between even the most battle ready forces on this world. Gain 2 additional Languages and you may use your diplomats badge to avoid penalties for minor crimes in lands that recognise your authority. You gain the Background Knowledge Sheet from the DM. Disfavoured Can only be chosen if whole party chooses it and only human, goliath or half goliath allowed. The Disfavoured are one of the greatest of the armies of The Overlord, the iron-clad legion is under the personal command of the Archon of War Graven Ashe. Hailing from the Northern Empire and originally a force that fought The Overlord, this Human/Goliath exclusive legion is the pride of the North and its most able fighting force. Feature - Graven Ashe Protects. Graven Ashe protects even when not there, his love for his soldiers is so great that he takes on some on your wounds and heals them. Gain the ability to call for Graven Ashe to protect you. Doing this is only ever used as a last resort and any use outside of a dire situation will lead to severe consequences. Using it means you regenerate 1d4 hp per 5 levels. - Crescent Runner Lightly armoured units that move around and harass Disfavoured foes as well as provide forward scouting. Skills - Perception, Survival and proficiency in light armour. Equipment - Brand of the Disfavoured, Iron Chain Shirt OR Drake Leather Studded Leather, Iron Melee Weapon of your choice worth 500gp or less, Iron Ranged Weapon of your choice and 20 Iron ammunition for that weapon OR 5 Iron Javelins and an explorers pack. - Earthshaker Must be a Bard, Mystic, Sorcerer, Warlock or Sage. The magical arm of the Disfavoured, though loyal to Cain first follow the rigorous regimentation of the Disfavoured. Masters of earth and stone they are masters of controlling a battlefield. Skills - Arcana, Nature and proficiency in light armour. Equipment - Brand of Cain, Drake Leather Studded Leather, Iron Quarterstaff, a book and explorers pack. - Oath Bound The Oath Bound are a select group of elite Disfavoured - men and women bound together via magic. Sent ahead of the main legion to scout territory and assassinate key targets, each member of an Oath Bound is life-linked to every other. When one dies, the remaining members absorb their fallen comrade's strength, making the last Oath Bound the hardest to take down. Skills - Stealth, Perception and proficiency in light armour. Equipment - Brand of the Oath Bound, Iron weapon of your choice worth 500gp or less, Iron Chain Vest OR Drake Leather Studded Leather, 2 Iron Daggers, explorers pack, hunting trap. - Stone Shield Must be proficient in Light Armour. The rank and file of the Disfavoured, these Iron-clad warriors form the bulk of the legion and the impenetrable front line of the Iron Legion. Skills - Athletics, Intimidation and proficiency in medium armour and shields. Equipment - Brand of the Disfavoured, Iron Chain Mail OR Iron Scale Mail, Shield, Iron Melee Weapon of your choice worth 500gp or less, explorers pack, a shovel and 3 Iron Javelins. Entertainer A dancer, circus member, singer, acrobat or fortune teller, these are some of the words used to describe the many wanderers who travel around the world performing for coin. Skills - 2 from Acrobatics, Deception, Performance and Slight Hand Each Archon is granted limited autonomy over their area of control. As long as they serve The Overlords’ goals and do not break any of the Overlord’s laws, they are permitted to rule their armies and provinces in a manner of their choosing. Because of this, the Archons and the groups they control will often clash with one another. The Fatebinders were created by Tunon the Adjudicator, Archon of Justice, to solve these problems. As a Fatebinder and servant of Tunon, it is your duty to resolve disputes that arise between the different armies and mage guilds. You decide whose actions are best in line with The Overlords’ laws, mediate where you can, and order punishments – and executions – where required. Any citizen in the Empire can appeal to a Fatebinder for judgment, even if their problem doesn’t involve a dispute between factions. Doing so is dangerous, as a Fatebinder’s judgments cannot be appealed and some Binders deal harshly with those who bother them for trivial complaints. Cannot be Bestial Race. Proficiency with a musical instrument Skills - Any three skills Equipment - Musical Instrument that you are proficient with, entertainers pack, 3d6gp. Equipment – Iron weapon of your choice worth 600gp or less, Rust Leather/Iron armour worth 6000gp or less, pack of your choice, badge of authority, book to record your judgements, quill with ink bottle and 100gp. Feature - Stand and Deliver Your life a mystery, your words a tapestry, your actions fantastical. Gain the ability to charm and gain reverence from the people on your travels. Whilst in areas of civilisation you may attempt performance (CHA) checks to gain goods/services/money, location appropriate you can either gain a night's stay, meal, job or as appropriate at DM discretion. You can also cast the friends cantrip using CHA as your spell modifier. Fatebinder The Fatebinders serve a key role in The Overlords’ vast Empire. While the Overlord’s rule is absolute, the Empire is too large for to directly control everyone. Instead, The Overlord grants authority over different parts of the Empire to the Archons. Some Archons are governors of provinces or military districts, others control important groups like armies, mage guilds, or specialized agents like the Fatebinders. Feature – The Final Word A Fatebinders word is final, all know this and all fear this. Gain proficiency in persuasion or intimidation, if you already have proficiency then gain expertise. You may also cast st Command as a 1 level spell once a dawn at level 1. At level 3 you may cast Suggestion nd once a dawn as a 2 level spell. At level 5 you nd may cast Hold Person as a 2 level spell. All spells use CHA as your spell casting modifier. You gain the Background Knowledge Sheet from the DM. Forge-Bound Must be a Bard, Mystic, Sorcerer, Warlock or Sage. The Forge-Bound are mage-smiths sworn to The Overlords' service, though their operations in the Tiers are overseen by Tunon and his court of Fatebinders. Each Forge-Bound uses magic as a tool to augment their personal craft - most commonly smelting and metalworking but carpenters, tailors, and tanners are found in the ranks and each mage strives to create that which is impossible with mundane hands. Most notably, the Forge-Bound are the sole masters of iron working in the known world. Using spells of fire resistance to wade into the forge fires, the Forge-Bound can work iron at temperatures no other forge can match, and with a hands-on touch that no mundane smith could hope to achieve. Because of this vital skill, the Forge-Bound are considered a strategic war asset - their lives regimented and controlled so that the forges may churn out iron arms and armour without debate, delay, or distraction. Can't be Bestial Race Must be a Spell Casting Class Skills – One Artisan/Tools Expertise and Arcana. Equipment – Common clothes, artisan/tool set you are proficient with, a simple weapon of your choice, a scholars pack and 20gp. Feature - Blessing of the Forge At 1st level, at the end of a long rest, touch one non-magical object that is a suit of armour or a simple or martial weapon. Until the end of your next long rest, the object becomes a magic item, granting a +1 bonus to AC if it's armour or a +1 bonus to attack and damage rolls if it's a weapon. Equipment - A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit, explores pack and 5 gp. Feature – Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Hunter Poacher, huntsman, trapper, all could describe this profession. What you have done is up to you, did you hunt dangerous animals near your village? Collect meats for your family? Or live from day to day eating whatever you can catch. Skills - Nature or Survival and Animal handling or Stealth Equipment - Skinny Knives (counts as two bronze daggers), trophy of your best hunt, leather armour, shortbow, 20 arrows and explorers pack. Feature - Create Rations Once you use this feature, you can't use it again until you finish a long rest. Whenever you kill a beast you may attempt to create a ration for every 5lbs of meat and nuts you find. Making a Survival or Nature DC 10 check will create a ration. You may also create blankets and clothing out of hide and fur from animals slain. Hermit Shortbow Proficiency A wanderer of the Tiers, you have seen many wonders and secrets, maybe spent time in the Oldwalls, encountered the legendary creatures of the world or just the many different peoples that live here. Many envy your experience and travels but others see you as a vagrant who has no real place they belong. Skills - Medicine and Nature Lawbreaker You live or have at some point lived outside of the law. Maybe you are a full time criminal who steals, mugs or even murders, or were falsely accused but now have a stain upon your honour. Skills - Sleight of Hand and 1 other of your choice of thieves’ tools, gaming set, disguise kit, forgery kit or poisoners’ kit. Equipment – Set of dark commoner’s clothes, kit/tool/gaming set you a proficient with and 15gp. Feature - An eye/ear for trouble You know when trouble is coming, either hearing something, reading someone or noticing something out of the ordinary. Gain advantage on perception checks for EITHER sight or hearing OR advantage on insight checks to humanoids. Mercenary Skills - 2 skills of your choice Choose one of the following: - Bronze Brotherhood (Free Cities based) Originally from the Northern Empire this mercenary company moved into the free cities after being hired to protect various merchant caravans. That was some 300 years ago meaning all the members are now native to the Tiers and the company has effectively become a Free City Company. They have a reputation as the most trained and dedicated warriors of the Tiers but is marred by its reputation for ruthlessness and tenacity. Their banner is that of a Scourge, the most nightmarish of the Bane, again showing their belief that aggression is best when it comes to decision making. All members are called "Brothers" regardless of gender with only the First Brother (the leader) and the First Axe (the leaders bodyguard and successor) having any other titles. The current First Brother Rammatum (Air Genasi) is known as one of the best fighters in all the Tires… as well as one of the shortest tempers. Equipment - A Bronze Chain Vest, Bronze Melee Weapon of your choice, 4d6gp and an explorer’s pack. Features - Brother of Bronze You have a fearsome reputation that you know full well how to use. Whenever you are dressed as a Brotherhood member and wish to you may use a physical stat of your choice instead of CHA for intimidation checks. Light and Medium Armour Proficiency A Single Melee Martial Weapon Proficiency - Freebolt Marauders (Free Cities based) Hated by many for their apparent lack of honour when it comes to fighting, these men and women favour one weapon above all else, the crossbow. A torrent of bolts fly when they take the field, their fighting style fits their motto "A Knight can kill a dozen men, a single bolt can kill a Knight". Ironically they have been defeated many times in actual battle as their fighting style is very rigid and not good at adapting to quick changes. Despite their less than stellar record finding employment is never a problem being that they simply boast too many mercenaries to be ignored. Their current leader is an Air Genasi called Manuel Sabas, the best shot in the Tiers. Equipment – Bronze Light Crossbow, 20 bronze bolts, quiver, bronze chain shirt OR studded leather, explores pack and 4d6gp. Feature – A Single Bolt Once per short rest you may use your bonus action to gain advantage on your next attack while using a crossbow and you may add your DEX modifier to the damage of that attack. Proficiency with light crossbows. - The Broken Regents (All over) The group now known as the Broken Regents started life as the personal guard of one of the Oligarchy families. This families name has been stricken from the records but is known as the Regents. Many dispute why it happened but what did happen was the complete destruction of the family. Now without anyone to guard the Regents Guard were expected to either follow their masters to the grave or retire and hang up their swords. They did neither. Fighting as terrorists for the better part of 100 years they were eventually broken at the town of Hitro in Stalwart by the combined forces of Oligarchy. Impressed by their valour and as part of the terms of surrender the group was merely banished from Stalwart, never to return. They are now a famed mercenary company but are well liked for their fair and just reputation. Their current leader Watcher Nikiola Hitro is a serene and insightful Earth Genasi warrior and a direct descendant of the personal bodyguard of the last Regent. Equipment – Bronze weapon of your choice that is not heavy, studded leather armour, explores pack, common clothes and 4d6gp. Feature – Dishonoured but not dead. When you would be brought to 0 you may choose to use your reaction to gain temporary hit points equal to your level. You can use this feature once a long rest. Feature – Do you know who I work for? Being a member of such a prestigious organisation leads to you being offered all the best jobs and will grant you audiences with upper class citizens. Gain proficiency in persuasion and you can always haggle for better pay with advantage. - General Sellsword (Wherever) You have sold your sword all over, working as a caravan guard, propping up a local militia and helping hunt down bandits. Never tying yourself down to any company you may have worked alongside one or two of weather alone or with a small group you have made your way through the world trusting in your instinct and your arms. Equipment – A bronze weapon of your choice worth no more than 20gp, armour worth no more than 100gp, common clothes and 4d6gp. Feature – Jack of all - Tyco Spears (Bastard Tier based) Regarded by many as the most expensive of the mercenary groups as well as the smallest, this company is made up entirely from noble scions or children of rich families. An admission fee of 500gp is the main gatekeeper to most but well worth the cost. They are the best equipped, usually have the least dangerous jobs and have all the right connections to keep employed nearly constantly. In many of their contracts they require 3 days of paid work AFTER the main contract work for "recuperation" at one of several top end establishments. Never numbering more than 111 member they are, despite many claims, one of the most experienced and well trained mercenary companies that have never failed a contract. Their current leader is Lancer Visconti Da Barbino, a Sumarian known to be extravagant in all aspects of life. Equipment – A bronze weapon worth no more than 50gp, armour worth no more than 250gp, explorers pack, fine clothes and 50gp. Proficiency in light and medium armour as well as simple and martial weapons that don’t require training. Merchant You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a merchant and either have stayed in business with them or made your own way in the world. Skills - Persuasion and one INT skill and one artisan tool. Equipment - A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveller clothes, and a belt pouch containing 15gp. Feature - Work with the DM. Noble Scion Cannot be a Beastman A son or daughter of wealth and a life of privilege, you are use to money, power and the social status associated with it. Or maybe you are part of a fallen family, once rich and respected but now a shadow of its former glory, leading you to leave and seek fortune. Regardless you have a education which is more than 95% of the population can claim. Skills - 2 skills that are Mental Stat based Equipment - Fine clothes, a signet ring of your family, 100gp. Feature - Social Elite You are use to a higher class of living and the peasantry should know this simply by looking at you. You gain the Background Knowledge Sheet from the DM. You have the ability to gain access to high class establishments and locations with little effort and have advantage with persuasion checks when talking to other social elites. You also gain advantage in intimidation when dealing with lower class individuals. Whenever you reduce an enemy to 0 hit points with a melee attack you can use a bonus action to flourish and inspire those around you, giving 1 + your CHA modifier (minimum 1) temporary hit points to yourself and up to 3 allies within 30ft of you. Sailor You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Skills - Acrobatics or Athletics and Perception or Survival Equipment - A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the centre (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 2d6gp. Feature - Pit Fighter Raised in one of the many fighting pits within the Tiers you have fought for survival since the day you joined or were forced into the role. Every city in the Tiers has a fighting pit and you are treated as a celebrity if you make a reputation for yourself. Many try and gain that fame though and many die trying to claim it. Slaves, animals and other fighters have been your foes for years, weather you left or are just having a break though, that’s up to you. Skills - Athletics and Performance Equipment - A simple or martial weapon of your choice costing up to 50gp, armour worth up to 100gp, a document stating your name and rank within the pit fighting community and 5d6gp. Feature - Showman Scarlet Chorus This is a campaign in its own accord, all must be Scarlet Chorus and you will choose a previous profession before you are conscripted. The largest of The Overlords’ forces is the loose collective of the Scarlet Chorus -- more a crazed horde than an orderly army. Led by the enigmatic Voices of Nerat, the Archon of Secrets, the Scarlet Chorus enforce the will of the Overlord through sheer unstoppable fury and overwhelming numbers. Though the Chorus dates back more than a century certainly to the time when Graven Ashe was fighting a hopeless war against The Overlord, which is when he managed to almost destroy Nerat's army - it has no traditions like the Disfavored, constantly shifting, changing, and reinventing itself as it takes devastating casualties in battle, replenished with the bodies of conscripts and prisoners of war. Nerat originally formed the Chorus in the earliest days of its (then his) ascension to power, cobbling it together from miscreants from freshly-conquered territories. Its size grew as The Overlord expanded her great Empire, with Nerat tasked with subduing resistance. Those who opposed The Overlords' Peace were brought to heel and given a choice: Serve Nerat or die. Feature - The Horrors Behind Me Are Worse Than Anything Ahead You have been hazed by the Scarlet Chorus. You've likely been beaten, violated and humiliated many times, fear has become too familiar to faze you anymore. You are immune to the frightened condition. - Blood Chanter Guild Must be a Bard, Mystic, Sorcerer, Warlock or Sage. The Blood Chanters are the Scarlet Chorus' magical corps. Using fire magic stolen from the conquered School of Wild Wrath, and spells of fear and frenzy based on the study of Sirin, Archon of Song, the Blood Chanters practice a violent and visceral brand of magic. Skills - Arcana and Intimidation Equipment - Whatever you can keep after the hazing. The unwashed, undisciplined, unskilled masses of the Scarlet Chorus are known as the Horde. The only advantage these "soldiers" possess is their overwhelming numbers. Skills - Survival. Equipment - Whatever you can keep after the hazing. School Of Ink and Quill Must be a Bard, Sorcerer, Warlock or Sage. One of the longest surviving schools of magic in the Tiers, the School of Ink and Quill is a venerable institution devoted to the acquisition and preservation of knowledge - or so the Sages profess. Putting more of their energy toward amassing knowledge than disseminating it, they began their scriptorium some 300 years ago and through a series of incremental expansions, the structure became the Vellum Citadel. Through means overt and covert, the Sages amassed a repository of knowledge that was without equal in the Tiers. Around 10 years ago, to adequately preserve this knowledge, the Sages commenced work on a single magical scroll - the Silent Archive which would contain the knowledge of the library and all of its contents for future generations. Skills - History and 1 other INT skill - Scarlet Fury The highly skilled 'special forces' of the Scarlet Chorus, Furies are trained to ignore pain and crippling wounds in order to achieve their goals. Scarlet Furies use a spinning, acrobatic attack style incorporating dual wielded blades to confuse and disorient their foes. Skills - Athletics OR Acrobatics and Intimidation OR Survival Equipment - Whatever you can keep after the hazing. - Horde Member Equipment - Travellers clothes, scholars pack, a bronze simple weapon of your choice and 2d6gp. Feature - Student of History You have had the best possible education in the Tiers. This gives you a deep insight into many of the locals, important people and events. You gain the Background Knowledge Sheet from the DM and have advantage when recalling events, important names and locations. You also can gain access to many places otherwise blocked for the general population due to your more elite background. You are also adapt at protecting your mind and gain advantage against magic that requires a WIS, INT or CHA saving throw. You also gain a cantrip from the wizard spell list. Skills Equipment - Travellers clothes, explores pack, a bronze simple weapon of your choice and 2d6gp. Feature - A Student of Fire School Of Tides Must be a Bard, Mystic, Sorcerer or Warlock. The Archon of Tides has been the only leader of the School of Tides and this has led to a very stable school. Learning how to manipulate the tides and water of all kinds has made this school invaluable to many. Their high dedication to the arts also improve their standing to the rest of the Tiers. Skills - Arcana and Nature Equipment - Travellers clothes, explores pack, a bronze simple weapon of your choice and 2d6gp. Feature - A Student of Water You know the Ray of Frost cantrip, you also learn the shape water spell at 1st level and can cast it at 1st level once a dawn. At 5th level you become adept at moving through the water and gain a swim speed equal to your movement and the amphibious trait. You know the Thaumaturgy Cantrip, at 3rd level you can cast hellish rebuke spell as a 2nd level spell once a long rest. At 5th level you become more in tune with fire and gain resistance to fire. Unbroken The Unbroken of Stalwart are just as their names says, unbroken. They have never been successfully invaded by any outside force since their founding willing to die rather than give up any of their lands for an extended period. Though pride and honour are at times used against them in battle they are no strangers to using deceit and guile when needed. Preferring lighter armour for speed and slashing weapons for overwhelming damage, these warriors are well respected in their guerrilla hit and run warfare tactics. Skills - Acrobatics and Survival Equipment - Studded Leather, Bronze Katana, Shortbow, 20 arrows, quiver, explores pack and 3d6gp. Feature - Death before Dishonour School Of Wild Wrath Must be a Bard, Mystic, Sorcerer, Warlock or Sage. Though it wore the name of 'school' for hundreds of years, the School of Wild Wrath more resembled a mercenary outfit, with its elders more than eager to aim the School's destructive impulses at any foe for the right price. Having studied the many Archons of Fire over the ages (most notably Thousand Embers and the Sun Queen), the School's mages were concerned with little beyond conflict and battle - pursuits that made the School largely hated and reviled. When your hit points are reduced to 0 but you do not die outright you can instead reduce your hit points to 1 hit point. You can use this feature once a long rest. Vendrien Guard Named after the ruling family of Apex, the Guard has a reputation for being as resilient and stubborn as the mountains themselves. Favouring heavy armour, shields and shortswords these soldiers fight in tight formations and prefer a slow prolonged battle. Skills - Athletics and Insight Equipment - Bronze Ring Mail, Shield, Bronze Shortsword, explorers pack, 3 javelins and 3d6gp. Feature - For the Queen! When you miss an attack you may choose to add an additional bonus to that attack equal to the number of allies within 30ft of you to a max of +5. You may use this feature once a short rest.