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# The Star-Shaman's<br> Song of Planegea
  
  #### A Primordial Campaign Setting<br>for D&D Fifth Edition
  
  <br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br>
  
  ## By David Somerville<br><br><br><br>
  Version 0.1.1
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# Contents
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<div class='toc'>

- ### [<span>5</span><span>Preface: A World of Bone & Fire</span>](#p5)
- #### [<span>5</span><span>Unfamiliar Everything</span>](#p5)
- #### [<span>6</span><span>Answer the Howl</span>](#p6)
  
- ### [<span>7</span><span>Chapter 1: Overview</span>](#p7)

- ### [<span>9</span><span>Chapter 2: Geography</span>](#p9)
- #### [<span>9</span><span>Blood Mountain</span>](#p9)
- #### [<span>9</span><span>The Venom Abyss</span>](#p9)
- [<span>9</span><span>Canopy</span>](#p9)
- [<span>9</span><span>Understory</span>](#p9)
- [<span>10</span><span>The Unfalls</span>](#p10)
- #### [<span>10</span><span>The Great Valley</span>](#p10)
- [<span>11</span><span>The Brothers</span>](#p11)
- [<span>13</span><span>Wintersouth</span>](#p13)
- [<span>15</span><span>The Eel</span>](#p15)
- #### [<span>16</span><span>The World-Fangs</span>](#p16)
- #### [<span>17</span><span>The Giant Empires</span>](#p17)
- [<span>17</span><span>The Stone Empire</span>](#p17)
- [<span>18</span><span>The Fire Empire</span>](#p18)
- [<span>18</span><span>The Air Empire</span>](#p18)
- [<span>18</span><span>The Storm Empire</span>](#p18)
- #### [<span>20</span><span>The Elemental Wastes</span>](#p20)
- #### [<span>20</span><span>The Sea of Stars</span>](#p20)
- #### [<span>20</span><span>Nod</span>](#p20)
- #### [<span>20</span><span>The Kingdom of the Dead</span>](#p20)
  
- ### [<span>21</span><span>Chapter 3: Adventuring Guide</span>](#p21)
- #### [<span>21</span><span>Primordial Cunning</span>](#p21)
- #### [<span>21</span><span>The Clanfire Is Sacred</span>](#p21)
- #### [<span>21</span><span>Every Place Has Its God</span>](#p21)
- #### [<span>23</span><span>The Stars Tell Stories</span>](#p23)
- [<span>23</span><span>Star Magic</span>](#p23)
- [<span>23</span><span>Watching the Stars</span>](#p23)
- #### [<span>23</span><span>Primal Push</span>](#p23)
- [<span>23</span><span>Weapon Shatter</span>](#p23)
- [<span>23</span><span>Blood Offering</span>](#p23)
- [<span>23</span><span>Spellburn</span>](#p23)
- #### [<span>24</span><span>The Black Taboos</span>](#p24)
- #### [<span>24</span><span>Discovering Your Character</span>](#p24)
  
- ### [<span>26</span><span>Chapter 4: Character Options</span>](#p26)
- #### [<span>26</span><span>Playable Races</span>](#p26)
- [<span>26</span><span>Dwarves</span>](#p26)
- [<span>27</span><span>Elves</span>](#p27)
- [<span>28</span><span>Halflings</span>](#p28)
- [<span>29</span><span>Humans</span>](#p29)
- [<span>29</span><span>Dragonborn</span>](#p29)
- [<span>31</span><span>Gnomes</span>](#p31)
- [<span>32</span><span>Half-Elves</span>](#p32)
- [<span>32</span><span>Orcs</span>](#p32)
- [<span>33</span><span>Monstrous & Exotic Races</span>](#p33)
- [<span>34</span><span>Half-Oozes</span>](#p34)
- #### [<span>37</span><span>Classes</span>](#p37)
- [<span>37</span><span>Ascetic (Monk)</span>](#p37)
- [<span>37</span><span>Barbarian</span>](#p37)
- [<span>37</span><span>Chanter (Bard)</span>](#p37)
- [<span>37</span><span>Druid</span>](#p37)
- [<span>37</span><span>Fighter</span>](#p37)
- [<span>37</span><span>Guardian (Paladin)</span>](#p37)
- [<span>37</span><span>Heretic (Warlock)</span>](#p37)
- [<span>37</span><span>Mender (Artificer)</span>](#p37)
- [<span>37</span><span>Ranger</span>](#p37)
- [<span>38</span><span>Scavenger (Rogue)</span>](#p38)
- [<span>38</span><span>Shaman (Cleric)</span>](#p38)
- [<span>38</span><span>Sorcerer</span>](#p38)
- [<span>38</span><span>Spellskin (Wizard)</span>](#p38)
 
- ### [<span>40</span><span>Chapter 5: Equipment & Trade</span>](#p40)
- #### [<span>40</span><span>Languages</span>](#p40)
- #### [<span>40</span><span>Tool Proficiencies & Knacks</span>](#p40)
- #### [<span>40</span><span>Adventuring Gear</span>](#p40)
- #### [<span>41</span><span>Armor</span>](#p41)
- #### [<span>41</span><span>Weapons</span>](#p41)
  
- ### [<span>42</span><span>Chapter 6: Running the Game</span>](#p42)
- #### [<span>42</span><span>Stone-Age Adventures</span>](#p42)
- [<span>42</span><span>Villanous Schemes</span>](#p42)
- [<span>42</span><span>Primordial Monsters</span>](#p42)
- [<span>43</span><span>Awarding Loot</span>](#p43)
- [<span>43</span><span>Magic Items</span>](#p43)
- #### [<span>43</span><span>Dungeons & Ruins</span>](#p43)
- [<span>43</span><span>Ruins</span>](#p43)
- [<span>43</span><span>Dungeons</span>](#p43)
- #### [<span>45</span><span>Urban Adventures</span>](#p45)

- ### [<span>46</span><span>Chapter 7: Survival</span>](#p46)
- #### [<span>46</span><span>Hunting & Harvesting</span>](#p46)
- [<span>46</span><span>Hunger Is a Constant</span>](#p46)
- [<span>46</span><span>You Are What You Eat</span>](#p46)
- [<span>46</span><span>Dangers of the Hunt</span>](#p46)
- [<span>47</span><span>Taboos</span>](#p47)
- [<span>47</span><span>Harvesting</span>](#p47)
- [<span>47</span><span>Crafting</span>](#p47)
- #### [<span>47</span><span>Travel & Tracking</span>](#p47)
- [<span>48</span><span>Getting Lost</span>](#p48)

- ### [<span>49</span><span>Chapter 8: Clans</span>](#p49)
- #### [<span>49</span><span>Clan Life</span>](#p49)
- [<span>49</span><span>Full Days</span>](#p49)
- [<span>49</span><span>Magic Nights</span>](#p49)
- [<span>51</span><span>Feasts & Festivals</span>](#51)
- [<span>51</span><span>Rites & Rituals</span>](#51)
- #### [<span>51</span><span>Each Clan is Different</span>](#51)

- ### [<span>52</span><span>Find Your Planegea</span>](#p52)


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- ### [<span>53</span><span>Credits & Notes</span>](#p53)
- #### [<span>53</span><span>Creative Team</span>](#p53)
- #### [<span>53</span><span>Artwork</span>](#p53)
- #### [<span>53</span><span>Inspiration</span>](#p53)
- #### [<span>53</span><span>Version Notes</span>](#p53)

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*The oozing jungle shakes with the thunder and roar of the barbarian atop his mastodon steed. He whirls his enchanted bone axe, signaling the sorceress soaring above. She folds her wings and dives, ablaze with magic. Tonight, her spells and his rage will at last lay waste to the slimy lair of the tentacled tyrant-lizard and its corrupted brood!
<br><br>
Still vibrating with star-magic, the translucent elf scavenger—her edges dreamlike and indistinct—holds her breath. She carries her flint dagger in one hand and her offering of blood in the other as she descends, trailed noiselessly by her ever-silent halfling companion, into the cave of the bear-god.
<br><br>
His stony beard glittering with gemstones, the dwarvish hunter and the saurian spellskin bow their heads to receive the clan blessing as they prepare to track the fire-giant slave-raiders. The great clanfire claws at the night sky and the shaman sings of rescue and dawn, but the rocky heart of the dwarf beats only with the drum-song of revenge.*
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# A World of <br>Bone & Fire
T **HIS IS PLANEGEA—PRIMORDIAL** Dungeons & Dragons, where a dungeon means the curse-painted caves of a cannibal clan, and a mindless, monstrous dragon is as likely to eat you as look at you. Gone are the safe hearths of taverns and libraries, kingdoms and cathedrals. Planegea is a place of utter wildness, where survival is the only law and it must be carved from the world by force of might and magic.

Here, you must eat or be eaten. Fashion your own armor from fur, feathers, bone, and stone. Shatter your hand-carved blades on the backs of your enemies in savage single combat. Hide from massive predators and seek safety in numbers as you journey through an epic world before myth—a land of smoke, song, blades, dreams, blood, and magic.
  
  ## Unfamiliar Everything
Nothing is as you expect in Planegea. Elves are shimmering dream-walkers, dwarves are half stone, humans are beast-tamers, halflings are silent stalkers, gnomes are filthy scavengers, and dragonborn are just a heartbeat away from their draconic or saurian ancestors.
  
  There are no great, universal gods—only a patchwork quilt of local deities, often in the shapes you least expect, with powers that are bought with offerings and strange favors.

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

If you dare—if you’re strong enough, hungry enough, wild enough—Planegea is calling you with an echoing, untamed, fire-blackened howl.


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# Chapter 1: Overview
P **LANEGEA IS D&D. WHATEVER YOU**<BR> want to explore in D&D—slaying monstrous creatures, exposing political intrigue, exploring ancient ruins, crafting enchanted weapons, infiltrating evil cults, battling, building, casting, carousing—it’s all here. Planegea rises out of our earliest ancestral memory, a world we can barely recognize, yet holds all the adventure we can imagine.
You won’t find limitations on class or race in these pages; rather, they are filled with ideas and inspiration for running a long and glorious game set before written words, hammered ore, and plowed fields.

Drawn from the traditions of sword & sorcery pulp adventures, infused with the blood-pounding thrills of Fury Road, and caught in the jaws of primordial dreams, Planegea has adventures for everyone who ever felt the cold wind raise a chill of hunt and hope on their raw skin.

These eight principles shape Planegea:

***The worlds are one.*** Here at the beginning, all the planes exist in a single world called Planegea, where a hunter can travel by foot from Blood Mountain at the center to the outermost Sea of Stars. In the Great Valley, where most mortals dwell, nomadic clans gather in flood-cities, warlords erect tent-fortresses, and monsters and walking forests roam in search of prey.

***Nothing is the same.*** In Planegea, life is abundant and strange. The myriad races and monsters of D&D are here, but they are strange and primal. Dwarves are half-stone, elves are half-dream, and monsters are mixed in strange and unpredictable combinations to frighten and bewilder even the most seasoned of adventurers.

***It all starts here.*** The traditions that will someday become classes all begin in Planegea, from the divine shaman making offerings to local gods to the arcane spellskin burning his tattoos with mana to the martial hunter shattering a bone sword on the back of a monster.

***Beware the taboos.*** It’s not ignorance that keeps Planegea from developing higher technology… it’s fear. Breaking the Black Taboos—which forbid writing, farming, currency, and the wheel—summons terrible spectral creatures called the Hounds of the Blind Heaven which devour those who dare to defy the fates.

***The ancient is alien.*** For those wandering souls who dare to tread on ancient ruins or forbidden places, they will find no palaces of elven lords or ancient dwarven kingdoms. The desolate places of the world hold dungeons, but not made by mortal hands. Alien minds—aboleths, mindflayers, beholders, dragons, giants—these dread beings have all held sway over the world in their epochs, and their grim ruins are full of unfathomable danger and strangeness.

***Eat or be eaten.*** There are many great beasts in the world, and great is their hunger. In Planegea, you are prey as well as hunter, and must beware lest a wandering monster catch you off-guard. But when you do battle, don’t waste what falls—every monster can be harvested for its meat or bile or bones.

***Honor the clanfire.*** Planegea is a wandering world, with temporary tent-cities springing up in rich flood-planes and mammoth-riding raiders erecting ribcage fortresses overnight. You never know what you’ll find over the next ridge, which is why you must make crafty alliances and create a string of safe places in the world. Fools die first, so bring all your intelligence and charisma to bear as you root out traitors, strengthen friendly clans, and undermine brutal tyrants across the Great Valley and beyond.

***Everything can be found.*** Everything in D&D can be found in Planegea. Aberrations lurk in deep ruins. Beasts, plants, and monstrosities prowl for prey. Celestials and fiends flicker in faith’s dawn. Constructs shamble from shamanistic fires. Dragons and elementals roar at each other across the radius of the world. Fey drift from mortal’s dreams. Giants raise massive empires on the backs of mortal slaves, and the undead linger wherever oaths are broken.

The rest of this document explores each of these ideas in greater depth. 

Discover Planegea if you dare.
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##### the hunt for the night-thing
Skarn Two-Axe, a brutal dwarven warlord, calls for hunters who will slay the monster that has been devouring his clan in the dark. Little does he realize that the monster is an evil form taken by his daughter, Adaki. In league with the nightmare elves, she seeks to overthrow Skarn and rule what’s left of the clan herself.
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# The Primal World of Planegea
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# Chapter 2: Geography  
 
I **N THE BEGINNING WAS BLOOD MOUNTAIN,** and from its fires spewed forth the world of Planegea. It stretches out, pushing creation’s sprawl further and further. The edges of the world are old, alien and cruel, and its center is new, burgeoning with life and danger.
  
What follows are brief introductions to the landmarks, regions, and people of Planegea. But it isn't all-encompassing. What's written here is just the edge of all that wanders and skulks, tunnels and soars through the world. There are a great many places unexplored, broad horizons unwritten. You never know what you'll find in Planegea. A sudden drop in the land may reveal an ancient stone temple, a cave might offer passage to a hidden kingdom, or a mysterious encampment could lead to untold wonders of discovery.
  
  Each Planegea is different. Make the land your own, fill it with adventures, monsters, and locations that breathe your life into it.
  
  Let the hunt begin.
  
  <br>
> ##### The Skies of Planegea
> There is no single sun in Planegea. Rather, just before the end of each night, as they complete their constellation dance, the stars begin to swirl overhead, bobbing and diving at each other, swooping and streaking in an attempt to knock the others out of the sky. As they battle, the victorious stars grow brighter until only three or four heavy, bright stars glow like lanterns above. Then there are two, until the winner of the duel rams its opponent from the heavens, taking on the full brilliance of the Day Star, and parading across the heavens in the fullness of its glory all day.
>
> The defeated stars spend the day recovering their strength, siphoning light from the Day Star until it is weak enough for them to rise in shining fountains from the horizon, to begin again their constellation dance and the endless cycle of night and day.

  <br>
## Blood Mountain
  At the center of Planegea, visible for countless miles in all directions, an impossibly tall spire of rock, fire, and smoke rises from the tangled mass of a primordial jungle. All of Planegea wheels around this central axis, which equally creates and destroys life with primal power. 
  
  This infinitely high volcano crawls with dragons both cunning and feral. It is said that in the center of its fire lives the being that made all things: the Worldheart Dragon, an incredibly massive, ancient, and powerful creature who is dreaming reality into existence, and her five consorts, the legendary Sacred Dragons, whose scales glitter with colorful sheens of an impossibly smooth, strong material, like nothing else seen in the world.

  
## The Venom Abyss
Blood Mountain sits in an enormous chasm, roughly circular in shape, and filled with a writhing jungle full of dinosaurs, apes, and gigantic poisonous crawling beasts of all kinds.
  
  Everything about the Venom Abyss is alive and growing. Twisted poison vines, enormous carnivorous plants, things that are half-plant, half-monster... the jungle crawls with danger, most of it mindless and instinctual.
  
  ### Canopy
  There is an entire world in the treetops of the Venom Abyss, creatures who live and die without ever touching the jungle floor. Aboreal villages gather fruits and nuts, hunt birds, monkeys, lizards, and other small prey (and avoid their prey's larger, predatory cousins).
  
  ***Dragon cults.*** The Venom Abyss canopy is largely without its own gods, who tend to dwell in sacred places near land—but there are clans who revere the dragons that fly to and from Blood Mountain. Some enact elaborate rituals to summon and feed the dragon, and other clans live in fear of the the dragon cult raiders stealing their young for some awful sacrifice.
  
  ***Nexes of the spider-queen.*** Wise hunters know to avoid areas where great webs have been spun. The spider-queen and her people are ever-thirsty for the blood of foolish prey, and it's said that mortals who avoid being eaten are horribly transformed into her arachnoid kin.
  
  
  ### Understory
  In the emerald darkness below the treetops is an entirely different world, untouched by wind or sun. Here, the air is thick and wet, full of mists and insects and plants that curl their tendrils to sting and devour. Only the fierce and ferocious survive here—and even then, it seems that more creatures die than live.
  
  ***Reptilian hunting ground.*** The understory teems with life, and the greatest beasts are the dinosaurs—although they normally go unnamed in that green darkness. Though they fight for survival, many have been corrupted by the dark things that swarm and slither in the forests, and many a great, scaled, fanged beast stalks the forest floor aglow with necromantic magic or writhing with twisted tentacles alien to its natural form.
  
  ***Living temples.*** The great practitioners of dark arts in the Understory are the snake-people who call themselves the Yuan-Ti. These powerful spellworkers and warriors live in constant combat with the dragonborn who hunt the perimeter of Blood Mountain, preferring to avoid open combat by slithering into their great tree-temples, formed by using unholy energy to twist the massive trees of the forest into inhabitable structures.
  
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##### Prisoners of the Snake Shaman
You awake chained to the slimy wood of a rotting tree in total darkness. From far away, you hear hissing chants. You have been captured by the vile snake-people of the Venom Abyss, and it will take all your strength and cunning to escape alive.
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  ***The Breathtaking Lagoon.*** Legend tells of a place where the vines and trees fall away to reveal a lake of majestic beauty. Rainbows arc across its surface, its shimmering depths glow with pristine purity. Many a weary hunter has touched its surface in great relief, only to feel the utter anguish of being sucked under by its sticky pseudopods—for the lake is a lie, and is in fact the greatest of all primordial oozes, and its appearance a lure for the hapless creatures on which it feeds.
  
  ***The Rotting Gloom.*** Beneath the feet of dinosaurs and yuan-ti, in the thick roots and black volcanic soil of the Venom Abyss, an entire underworld of caves, crawling creatures, and predatory oozes is alive with hunger. Hidden here are secrets so powerful that they have never been pushed outward into the rest of Planegea, remaining always close to Blood Mountain, feeding on its energy and—perhaps—plotting their eventual return to the surface of the world.
  
  ### The Unfalls
  Five great rivers flow in reverse from the Venom Abyss, surging upwards in great eternal fountains that pulse as if pumped by the great heart of the world itself. Terrible monsters often wash up these fountains and—finding themselves in the Great Valley—fall to devouring the beasts and clans of that fertile land.
  
## The Great Valley
Most of the mortals in Planegea make their home in the Great Valley—a wide and well-watered land, rich in rivers, good hunting, and plentiful plant life. Existing in a band between the violence of the Venom Abyss and the tyranny of the giant empires, the clans of the Great Valley move in an endless ring, always only a few steps ahead of death.
  
  ***The circle of seasons.*** Every year, the four seasons chase each other through the air, and the herd animals move their grazing lands in an arc around the Venom Abyss. The predators that rely on them for food—including the hunting and gathering mortals—travel with them. So the clans of men, dwarves, elves, and the rest move each year in a clockwork curve, following their food supply as it travels.
  
  ***Divine hallows.*** Scattered throughout the land, dominating regions large and small, stand the divine hallows. These places can be anything: a bend in the river, an ancient tree, a deep cave—what sets them apart are that they are the claimed sanctuary of a god. From a hallow, a god's power emanates, and many are shrouded in regional effects such as darkness, wind, tremors in the earth, fertile plant life, or other effects suitable to the power of their god. Most regions are ruled by only a single god at a time, but some can coexist if their spheres of influence do not overlap.
  
  ***Hunters, gatherers, & raiders.*** The greatest power in the Great Valley are the mortal clans, who make their homes (both temporary and permanent) there. These can be of one race or many, dedicated to trade or violence, governed gently or with great cruelty. Each clan is unique, with its own politics, personalities, troubles, and gifts. And each must keep moving to stay ahead of the fierce winter that always seems to come a little sooner every year.
  
  ***Wandering woods.*** Planegea is young and awake. Verdant forests comprised entirely of treants and dryads wander the landscape. When peaceful, they are full of food, shade, rest, and wisdom—when angered, they spell utter devastation.
  
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  ***Dwarvish ruins.*** The dwarves are famous for building and abandoning stone circles, dwellings, fortresses, even cities. As soon as construction is complete, these master craftsmen lose interest, eager to begin the next edifice. Dwarvish ruins scatter the landscape, making great places for encampment, settlement, ambush, or  hunting. Many secrets are hidden in the ruins of dwarves, and though some clans make them their regular habitation, others are to be avoided by those who do not wish to perish in a most unsettling death.
  
  ***Hidden doorways.*** Planegea is a world where you can walk from one end of reality to the other—but even so, some ways are concealed from plain sight. More commonly than most believe are doorways to the Nod—the worlds of dreams and nightmares—and the Kingdom of the Dead, where Nazh'Agaa Skull-King rules over all. These doors are secret, but real, and can be found by the very clever, the very stupid, and the very desperate.
  
### The Brothers
Three fertile slopes of three rivers in the north of the Great Valley—the Bear, the Ape, and the Lion—are jealously guarded in the warm seasons by three powerful, warring clans. Each seeks to destroy the other two and rule as the preeminent power in the valley. Although weather and migrations force the clans to leave their rivers every year, they linger as long as they can and seasonally fight to reclaim what they have built with proud fury.
#### The Bear
  The Bear River winds from the edge of the Venom Abyss northwest towards a great lake called Bitewater, and is known for the wide and gentle valley that surrounds it, rich with grazing beasts.

  ***The Bear Clan.*** This clan of mighty warriors values strength above all, and its children are raised to preform great feats of physical might and endurance. Bear Clan tents are built to resemble hives, and they welcome bees as a good omen from their god, Urhosh.
  
  ***Hallow of Urhosh.*** The Unkillable Bear-God Urhosh dwells in a great cave, the entrance of which is always lit with fire and surrounded by honeycombs and fish gathered by his loyal followers. 
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  Urhosh is a gregarious god, and when he is merry, great feasts are held at his doorstep. All who eat at Urhosh's table are imbued with divine endurance, and the shamans say that after such a feast his hunters cannot be harmed for a night and a day.

  ***Bitewater & Fishgather.*** The great lake called Bitewater is so named for the numberless monsters that lurk in its depths, having swum up the Unfalls from the Venom Abyss. Still, it teems not only with predators, but also with fat fish, good crabs and shrimp, and all manner of shorebirds, edible lakeweed, and the edible plenty of the water. As such, a permanent community of fishers live on the lake in a network of houseboats, lashed together in the shallows and carefully guarded against the great and hungry things that might swim from below. In the summer they harvest the lake's wealth, and in the winter they ply the ice with great lines and spears while the things below sleep and dream dark, fishy dreams of the sun.
  
  ***Killbrother Vale.*** This serene meadow stands halfway between the Bear and Ape rivers. In the good days, it is full of gatherers harvesting sweetgrass and children catching butterflies. But it is better known as the place where the warring clans of Bear and Ape come together in terrible battles every spring. Parents tell their children that the butterflies are lost spirits, and to catch and crush them is to release them into their afterlife. They may be telling the truth.
  
  ***Raiding Plains.*** These sweeping, open lands are just fertile enough to sustain life, but not much of it. Instead, they are the host to grazing raider-clans, who use the endless expanse and dried river beds as hiding places until they ride out of the mist on roaring beasts to take the riches of the valley below.
  
  ***The Whispering Veldt.*** This dry, grassy space is known for its infinite voices, calling the names of those lost long ago. It is said that a great god-battle was fought here, with many clans clashing in stone-edged combat. As the legend goes, all who raised a weapon here died, and the ground soaked in their souls along with their blood. It is foolish to spend a night in the Whispering Veldt... if the ghosts don't openly attack, the echoing voices of the dead are still enough to drive even a weak hunter mad.

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

  ***Icehook Peaks.*** These vicious mountains cut jagged spires into the air, the wind from their peaks a frigid blast of doom to any who would dare to venture onto their slopes.
  
  ***Sorrows Edge.*** This lonely land is the very edge of the world—a last step of land between the Fang of Sand & Wind and the Air Empire, where infinite cliffs fall into dark nothingness. It is to Sorrows Edge that disgraced druids are brought in cases of ultimate justice, bound with vines to leech away their magic and thrown into the endless void away from the world they have disgraced.
  
### Wintersouth
In the southern arc of the Great Valley lie wide, sparse grazing lands with hearty grass, uneven hills, and little forests and pools of water. This land, drier and tougher than the nothern arc, is the seasonal refuge of herd animals and the clans that depend on them for food. This land is unwelcoming, and its little hills and valleys are claimed by countless minor deities known collectively as the Winter Gods, whose spitefulness, petty agression, and limited power makes them an object of reluctant worship for the shamans forced to make camp in their lands.
  
  #### The Bull
  The Bull River is a mighty, charging force, thundering downhill with a neverending roar. It is known to change course abruptly midseason, sweeping away encampments in flash floods and ripping out trees that have dared to grow in its way. It calms as it enters the great expanse of the Slumbering forest before continuing its downward plunge to the lightning-lashed sea at the foot of Mabros, capital city of the Storm Empire.
  
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  ***Edgegather.*** Jutting out over the lashing palm trees of the Venom Abyss, Edgegather is a permanent encampent on the inner edge of the world. A place of trade and ritual, festival and council, the stacked wooden huts of Edgegather pile and descend over the lip of the cliff, with dangling cages where sentries keep vigil over the jungle and Blood Mountain, watching for signs of deliverance or destruction. For those who meet in Edgegather, there is a spirit of merriment, of dancing on the edge of a volcano, and their venomwine and endless carnivals are legendary.
  
  ***Sharpfang Sweep.*** This open land is littered with the bones of mighty reptiles washed into the Valley by the Unfalls and brought down by fearless mortal hunters—or by own kind. It is a region that must be crossed at the end of every winter, in a clan's final push to Bendgather before start of spring... but each year many lives are lost to the predatory tyrannasaurs and raptors that stalk these lands.
  
  ***The Watchers.*** If a shaman or a chanter tells you they know who carved the Watchers, they are lying or making a fool of you. These towering stone heads, submerged at the collarbone, throat, chin, mouth, or cheekbones, stand as tall as trees and as silent, all looking inward toward Blood Mountain, as if waiting for something with infinite patience.
  
  ***Ribcage Canyon.*** The only open pass through the Starstep Cliffs is the ominous arcing bones of Ribcage Canyon. Hunters no stranger to massive beasts wonder what kind of creature could have died to create these unthinkably large rib bones that jut out of the earth and soar into the sky above, higher than an elf can see on a day of low clouds. Raiders lurk in the pass, though they are often cleared out by the watch-clans, who will take journeyers through for a hefty price in trade.
  
  ***Starstep Cliffs.*** Between the raging storms of the Fang of Shadow & Thunder and the frozen spires of Icehook rise these piled buttes and mesas, these endless stepped cliffs. Here the leatherfolk gather in uncountable flocks, chanting ancient lizard-magic as they wheel from their sanctum towers and incense-filled aeries to survey prey and threats below. 
    
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  ***The Slumbering Forest.*** No other forest but the Venom Abyss can compare with the vast black, gray, and green-blue stretches of this deciduous wilderness. An ancient forest that long ago exiled its treants and dryads, the slumbering forest has more than its share of monsters, echantments, and secrets hidden just beyond the veil of perception. They say that lost hunters in the forest fall asleep, and that when they sleep they dream of taking root—and when they wake, they stretch their branches towards the heavens in search of the winter sun.
  
  ***Seerfall.*** In the heart of the Slumbering Forest, along the white waterfalls where the Bull drops off steep cliffs, stands an abandoned dwarven refuge. The stonework is interwoven to the waterfalls, the original cave system carved into an intricate and serene sanctuary. These falls are one of the most sacred places in Planegea, home to a council of shamans who gather to discuss the business of the gods and the beginning and end of the world. The falls tremble with divine magic, and it is to Seerfall that the desperate, the brilliant, and the ambitious flock, to seek the blessing and foresight of the high shamans.
  
  ***Thunderverge.*** This storm-tossed grassland is the home of centaurs and mighty saber-toothed cats, terrible rocs and things that laugh and dance in the face of a whirlwind. Mortals who camp here are in danger on every side—giants to the west, storms to the south, leatherwings to the east, and the slumbering forest to the north. Yet despite all this—or perhaps because of it, Thunderverge is home to some of the greatest chanters and sorcerers of Planegea, and their songs and spells crackle as if struck by lightning from the Everstorm itself.
  
  ***Fields of Fargone.*** These pleasant and temperate lands run along the border of the Storm Empire, and represent a tempting trap that has lured many a lost clan into the arms of waiting giant raiding parties.
  
  ***Soaring Stones.*** Who can offer an explanation of the Soaring Stones? These massive menhirs, too large to be lifted even by the hands of a mighty giant, arranged in a circle, drift in midair, many heights of men above a flat stone ground, smooth and black and unfathomable. Their bases are lit with a red light that is not fire nor magma nor arcane magic as it can be understood by spellskins. They simply are, and by existing, defy the wisdom of even the most ancient mortal sages.
  
  #### The Horse
  The Horse River is gentle, unremarkable in its course and simple in its pleasures, offering ample grazing land, but little cover or heavy growth for good gathering. As such, it serves its purpose in watering the Allhunt, but little else can be said of its short and sandy banks.
  
  ***The Allhunt.*** In the winter months, with food desperately scarce, it is essential that clans—even those who were at war a mere season ago—can hunt without fear of attack from other mortals. As long as the taboos and customs are respected, the Allhunt is an open ground where any hunting party may pursue game without fear of harm from another clan. To assault another hunter in the Allhunt is considered a great dishonor to the clan, and worthy of the most severe punishment that a shaman may mete out.
  
  ***The Vale of Rituals.*** This misty valley between the Horse and the Bear is known for its shifting fog that brings with it visions and spirits from the past and future. Here, many clans come to consult the ghosts of their ancestors, seeking guidance for the winter's challenges, and here many young children are named by their clan's shaman, for it is said that if an infant's name is spoken for the first time in the Vale of Rituals, it echoes through the mist into the Hallow of every god in the Great Valley.
  
  ***Firstblood Basin.*** This natural amphitheater is where many young hunters are put through their initiation rights, fighting single combat against captured predators or engaging in ritual vigils or duels with other hunters to earn their place of honor and adulthood in the clan.
  
  ***The Well of Dreams.*** A hill powerful with druidic magic, where stand a star-shaped pattern of moss-covered stones, the Well of Dreams is open at the top and holds water that reflects the dance of the stars. There are handholds carved into the sides of the well, which druids are known to climb down, submerging themselves in the well in pursuit of ancient and secret knowledge known only to their kind.
  
  ***Daggerwood.*** An evil place, famous for its twisted treants and alluring spirits that haunt and tease the weak-willed into sinking deaths in oozing mud. The Daggerwood is home to outcasts, exiles, murderers and traitors, and the scavengers who dwell there—though they pretend at refinement and pageantry in their Cuththroat Council—are nothing but a clan of the dishonored and the ruined.
  
  ***Lake Littleblood.*** A favorite retreat of spellskins. Lake Littleblood has poor fishing, but excellent limesetone cliffs, where the spellcasters work out their intricate magics on the ever-crumbling walls carved by the rising and falling of the lake with the land's melts and thaws. The lake is known to shimmer and dance with the reflected light of dueling spellskins hurling their magics across the water at each other in battles of power and pride.
  
  ***The Cult Riverland.*** Young hunters are warned from the cradle—do not go to the Cult Riverland. Never. This soggy, desolate, foggy place is home to the worst gods of Planegea... a miserable, bloodthirsty, shadowy host of evil spirits who long for nothing but murder and misery. Their wretched followers live in reeking mosshouses, sift through mud for blind fish to eat, and wage eternal silent wars on their neighbors  in attempt to cut the throats of those who would follow any other god but the idol of their clan's little rain-soaked hummock. Worst of all are the powerful Kraken Cults, who make their home in the delta between the Fang of Salt & Slime and the edge of the Storm Empire, chanting their endless rites and rituals to summon their tentacled god to crawl onshore and devour the land in slime and hatred once and for all.

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

  ## The World-Fangs
  Shamans say that Planegea is a wide mouth opened in a roar with four great teeth at its corners—the World-Fangs. These regions of devestation are the meeting places of the Elemental Wastes, and are too inhospitable for any mortal to make permanent residence—or any giant for that matter.
  
  ***The Fang of Rock & Flame.*** A volcanic land, hotter than many clanfires, the air full of choking ash and smoke. The peaks and crags of this sulfurous oven are inhabited by all creatures who love flame and despise anything that is consumed by burning.
  
  ***The Fang of Sand & Wind.*** A searing desert, where constant sandstorms choke and bite and rip the flesh off of mortals or giants foolish enough to wander into them. If a storm is not blowing, the sun can reduce a traveler to dizzy weakness in a matter of hours—after that, it's the skull-scarabs that will finish them off when they fall.
  
  ***The Fang of Shadow & Thunder.*** Darkness and towering cliffs, illuminated only by the blinding flashes of lighting, where the constant roar of thunder reverberates off every cliffside, triggering endless avalanches and rockslides into the bottomless pits and dark waters of the rainwater lakes of that unlivable land.
  
  ***The Fang of Salt & Slime.*** A coastal nightmare where great tentacled things from the sea and great oozing things from the swamps wrestle in the mucky silt and sand where black waves devour black shores with endless, mindless, gnawing hunger.
  
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##### Marauders of the World-Fangs
A group of villains from Daggerwood, having gotten their hands on secret lore by murderous means, discover the locations of four great weapons, one hidden in each of the World-Fangs. Uniting the weapons will put their wielders on part with the Worldheart Dragon itself. And these cutthroats will be stabbed if they'll let anyone else get there first.
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## The Giant Empires
  Woe to those enslaved by a giant raiding party. The great giant empires, with their mighty ziggurats and dark rituals, are merciless in their worship and brutal in their sport. The Storm Empire, Fire Empire, Air Empire, and Stone Empire are set between the four world-fangs, and they are at all costs to be avoided by mortals.
  
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  > ##### Stone-Age Slavery
  > Modern slavery and resulting social injustice is a human rights tragedy. We recognize that certain groups may wish to exclude themes of slavery from their game. Our intent is not to offend, but to explore historic and mythic archetypes. The slavery depicted here is intended as economic and political captivity explicitly depicted as evil, and is not based on race or heredity.
>
  >However, if you do not wish to include slavery as a theme in your game in any way, we completely support your world-building. Perhaps in your Planegea, the giants have no need of slaves, building their empires with magic and their own hands. Perhaps giant raiding parties are simply for sport, to capture prisoners for information or entertainment. Perhaps the giants keep to themselves and actively bar smaller races from entering their empires. It's your Planegea, make the choices that will lead to the most fun at your table. 

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### The Stone Empire
The mountain region known as Skyfang is home to two types of giants: the crafting stone giants and the raiding frost giants. These two clans live in peace by dividing the Skyfangs into "above" and "below." The caves and caverns and hollow places below the mountains belong to the stone giants, who carve their endless symbols, chant, and dream, while the peaks, crags, and icy slopes belong to the frost giants. It is the latter who go forth and raid the Great Valley for slaves, who terrorize the mortals, but it is the stone giants who gaze into the secret oracle-pools deep in the roots of Skyfang and lead the Empire with their powerful portents of days to come.
  
  ***Skyfang Mountains.*** These pine-covered, snowy slopes are but the foothills of the Worldquake Waste beyond, but even so they are mighty in their own right. Many a wandering monster makes these mountains their home—they are too great a range to be fully conquered, even by giants. But then again, there are mountain peaks which have been carved by tools too huge and powerful for mortals to imagine, scratched in glowing lines with the geometric patterns of the stone giants... so perhaps these mighty ones of stone and ice have full sway in the peaks after all.
  
  ***High-Walled Akmon.*** This is the great capital city of the Stone Empire, where the Thrones of Stone & Ice stand back to pack in a throne room whose hall stretches through the side of a mountain. Akmon is a city of endless ceremonies and rituals, songs and vigils performed day after day. Of all the great cities of the giants, Akmon is perhaps the most like one of the great gathering places of mortal clans—although to tell a giant as much would spell instant death.
  
  ***O'oteka.*** This gateway city is gaurded by elite frost giant raiders. It is a place to gather supplies and repare before making a raid on the Great Valley, and is know for its Wailing Markets and great grinding stones for sharpening blades.
  
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  ***Mazu.*** Too hot for frost giants and too far from raider's prey, Mazu is a quiet city of stone giants. Remarkable for its soaring stone towers, which look as if they are simply stacked boulders that might topple at any moment, there are generations of giant patterning and story-scars etched into every wall, and the Stone Empire looks to ancient Mazu for wisdom and learning.
  
  ***The Towering Weald.*** This massive forest is made of redwoods—enormous pines that have soaked in giantish magic until they grow to outlandish proportions... large enough that a single hollow tree can encircle an entire mortal clanfire. The Weald is considered sacred hunting ground for the Stone Emperor, and any but he and his chosen who set foot among the trees forfeit their lives.
  
### The Fire Empire
The highly organized and regimented Fire Empire looks down on all other empires as weak, decadent, or barbaric. In the minds of the fire giants, only they possess the strength, discipline, and passion to rule as it should be. As such, they frequently send messengers—wanted or not—to other empires, which are usually seen as meddling at best and declarations of war at worst. But the Fire Empire welcomes such conflict, eager to show their prowess and might against any enemy, not least of all their giant cousins.
  
  ***The Scalding & Maddening Dunes.*** The Fire Empire sits on the verge of the endless burning desert known as the Inferno Waste. It stretches from the Scalding Dunes in the north—where there are sulferous steam vents volcanic spirits of all kinds—to the Maddening Dunes in the south—where there are trackless sandhills and mirages and creatures that prey on the minds of those who get lost among them.
  
  ***Shining Eknis, the Obsidian  City.*** The walls of the capital of the Fire Empire are covered in black volcanic glass, gathered by skilled giant artisans from the Fang of Rock & Flame. The city is too bright in the desert sun to look at, and many a hapless slave being hauled to the city for the first time has  burned their eyes out trying to get a glimpse of the gates through which they would never again depart. Eknis is known for its highly regimented society, as well as for the great gladiator matches, both of the slave folk as well as free giants who test their might in the ring for salt or favor with the Emperor's throne.
  
  ***The Ruins of Bosa.*** A foolish Fire Emperor, long-dead, tried to invade the Inferno Waste and build a fortress-city there, beyond the agreed-upon border carefully negotiated by his forebears. The city was ravaged by the rage of the Efreeti, and still exists as a fire-blackened, magic-twisted ruin today, haunted by undead giants and fire elementals as a warning to any who would break the bond of treaty again.

  ***Kalaq.*** Called the Shepherd's Gate by the proud giants of Eknis, Kalaq is the kitchen of the Fire Empire. It is here that the great grazing beasts are sent out and brought in and slaughtered, their meat salted with Bittersea salt and sent on great supply caravans throughout the empire. Without Kalaq feeding it, the Empire would fall in weeks. Fortunately, the Shepherd's Gate stands less than a day's ride (by giant standards) from Eknis, and any direct attack on Kalaq would surely bring down the full fury of the empire.
  
  ***Apa'aku.*** Seated on an oasis, Apa'aku is the pleasure-city of the Fire Kingdom, full of mystics, dancers, weapon-eaters, fortune-tellers, and all manner of entertainments and diversions for the fire giants or their guests.
 
  
<div class='descriptive'>
##### Emissaries of the Betrayer-Giant
Gol’mas, a fire giant prince of Apa'aku, has released a select group of his slaves on a secret mission: Carry an amulet across the Fang of Sand & Wind, through the Great Valley and the Venom Abyss, to the very mouth of Blood Mountain. This amulet bears secrets that will ignite open war between dragons and giants, perhaps bringing down the slave-empires of the giants once and for all.
</div>

### The Air Empire
The Air Empire is the least violent of the four giant empires, but perhaps the most manipulative and corrupt. Clothed in refinement borrowed from the elegant and powerful djinn, the Air Empire prefers to watch the world from the towers of its soaring cities, only acting when the occasion suits and the Empire cannot lose.
  
  ***The Wind-City Nebhis.*** This floating citadel, suspended by a gift from the Djinn, is more palace than city, a watered garden of dreamlike delights and gentle visions. Still, the beauty of the city hides a cruel underbelly, with its filthy slave quarters and cruel torture chambers for those who displease the oh-so-noble cloud giants.
  
  ***Lo-Pa.*** The Jewel City, She-of-the-Waterfalls, the Crown of Eternity—Lo-Pa has many names, all well-deserved. This stunning metropolis sits where the Lion River drops into endless waterfalls, in a cradle of dramatic natural beauty. Unique to the giant cities, Lo-Pa has no walls, protected instead by the natural barrier of the Icehook Peaks. In Lo-Pa, everything seems possible. And (given the magic of its giant sorcerers and their djinn allies) everything probably is possible.. for the right price.
  
  ***Ufu & the Island of Wings.*** Ufu, the war-city, sits on the Island of Wings, which floats across a chasm from the mainland of Planegea. In times of conflict, Ufu's mighty menders cause the island to join back with the mainland, connecting a great bridge that allows the shock troops of the Air Empire to pour with fresh ferocity into the land and skies of their domain.

### The Storm Empire
  Mighty are the storm giants, and mighty is their burden. For they alone among the empires must contend not only with upholding their own civilization and pacifying the genies of the wastes—the Storm Empire never ceases to struggle with the Kraken, Aboleths, and the other gods of the deep, ever summoned forth by their foolish worshipers from the Cult Riverlands. The Storm Empire has attempted to stamp out these cults time and again, but they rise and rise tirelessly, ever calling out to the great alien things beneath the waves.
 
  ***The Everstorm.*** Always raging, always shaking the ground with its fury and lashing out with its lightning, the everstorm is an infinite wall of elemental fury where the water battles the air. For storm giants, this environment is home. For any other creature, it is terrifying and untraversable without incredibly powerful magic wards against disaster.
  
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  ***Mabros.*** The capitol city of the Storm Empire has no grand title, and needs none. It stands as a rock against the chaos of the sea, concentrating the fury of the storm into endless rain and lashing lightning like whips against the waves. The seven satraps of Mabros are charged with ruling the city and the empire, for the Emperor has only one concern—containing the evil that lurks within the sea.
  
  ***Thuzo.*** The first giant city of Thunderverge, Thuzo acts as a raiding outpost as well as a place of counsel for the giants to seek the wisdom of the centaurs and even—occasionally—the sages of Seerfall. Make no mistake, it is a cruel and haughty place, full of slaves, more prison-fortress than a true city, but in the struggle against the sea, the Emperor is not willing to lose any potential insight or resource, no matter how mortal or puny.
  
  ***Zarkez.*** The greatest seers of the Storm Empire dwell in the ancient city of Zarkez, where in great open-roofed palaces they gaze upwards and read the patterns of the lightning, drinking the rain and seeking enlightenment beyond the measure of mortal comprehension.
  
  ***Aktok.*** This remote city is the point of the spear for the Storm Empire's constant attempts to destroy the craven Kraken-worshipers of the Cult Riverlands. The empire raids what slaves it can from here, but most cultists would rather die than be captured, and in their ritual deaths they further empower their undersea gods.
  
  ## The Elemental Wastes
These desolations of earth, air, fire, and water are the first lands spewed by Blood Mountain, the domain of the cruel and corrupt caravans of genies, the final edges of the world—the last place a mortal can set foot before falling into the endless Sea of Stars. 

  ***Typhoon Waste.*** This vast and dark sea is home to great coral catamarans and undersea palaces of the Marid, piscene water-genies who are convinced of their infinite wisdom and wit. They trade with the storm giants, but find the empire's endless war against aboleths, kraken, and the like tiresome, believing that it would be no great loss if the land was swept away and covered in water and slime, as it once was.
  
  ***Worldquake Waste.*** No mountains imagined by mortals can rival the limitless heights of the roaring, soaring ranges of Worldquake Waste. Home of the greedy and heartless Dao who never stop demanding more slaves for purchase from the Stone Empire, the elemental realm of earth is a grinding mouth of avalanche, earthquake, tunnel, and volcano, and puts the sea to shame in its tectonic unrest.
  
  ***Inferno Waste.*** A hellscape, the flames of which would consume Planegea in a moment if there were not a great barrier desert to break them, the realm of fire is inhabited by the bloodthirsty Efreeti. These genies, locked in endless wars and political machinations with each other, could turn and destroy the Fire Empire in a moment if they would unite—however, the giants know that such cooperation is impossible for them, in their haughty and destructive hearts, and so the giants play all sides of their endless war against each other, provisioning, making weaponry, and benefiting from the role of host and aide to each warring efreeti warband.
```
  ```
  ***Cyclone Waste.*** The vast white windstorm that is the elemental realm of air howls with an endless wildness, but within the floating sky-caravans of the Djinn, all is serene and full of comfort and pleasure. The elegant genies travel in endless loops and swirls across the skies, attempting with deadly earnestness to outdo one another in magical delights and wonders. The Air Empire is a useful supply of trinkets and souls for them to use in their games and amusements, and they are more than willing to pay handsomely out of the abundance they create quite literally out of thin air.

  <div class='descriptive'>
##### Murder in the Djinn Caravan
A traveling band of hunters finds themselves yanked from their lives, summoned by the great djinn Yawm-Yamin to solve a series of mysterious killings aboard his airborne yacht, flying somewhere in the infinite emptiness of the Typhoon Waste.
</div>
  
## The Sea of Stars
It’s said that when Blood Mountain first erupted, it didn’t spew forth flame, but stars. Those stars surround the world, and if you walk to the very edge of the elemental wastes, you can fall into the stars' infinity. Yet even the bravest hunter would be wise to stay away... for there are things among the stars that mortals have long forgotten—and that we can only hope have forgotten us.
  
## Nod
Nod is not one place but two, and these twin worlds drift in and out of existence, their thresholds in places of great beauty or terror. Elves travel from Planegea to their worlds, but they carry with them some aspects of that shimmering, translucent place.

  ***The World of Dreams (Feywild).*** This wondrous land, full of twilight beauty and strange delights, works with a shifting, metamorphic logic that is an expression of inner state and desire, full of allure and magic, but one in which things can change abruptly to be much stranger and more fearful than one could possibly imagine.

  ***The World of Nightmares (Shadowfell).*** This dark land is full of the twisting, turning undead, and all dark things that raise their slack jaws from horrible places to gaze with unblinking eyes into the awful places in the soul. The shepherds of this land are the Omenbringers, dark elves who act as knights, lords, and guardians for those mortal souls who find themselves lost in the haunted places of the heart.
  
## The Kingdom of the Dead 
  In the cold grip of the earth, beyond mortal sight, the terrible skull-king Nazh-Agaa rules the invisible world of those whose death broke taboo—the murdered, the lost, the unmourned. It is said that there are secret ways for the living into Nazh-Agaa’s kingdom, but that once you find your way in, you can never again depart.

  
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# Chapter 3: Adventuring Guide

<span style="display:block;position:relative;top:-15px;padding-top:15px;">P</span> **LANEGEA IS A LAND OF ADVENTURE,** full of terror and wondrous possibility. This section explores some of the features that make adventures here unique, and give players a foothold as you prepare characters native to this world. And remember, your Planegea character is as clever, resourceful, and intelligent as you want her or him to be... just because it's the stone age doesn't mean it won't take all your wits to survive.

## Primordial Cunning
Survival isn't guaranteed in Planegea. In order to stay alive, you'll need to be as intelligent as possible. Although you're welcome to play a character with an intelligence score of 8 who doesn't know words beyond "ooga booga," Planegea is home to poets, philosophers, savvy strategists, smooth-talking charmers, and wise counselors. Don't limit your fun by playing a low-intelligence character unless that's what you really want.

***History becomes Memory.*** Since history is unwritten, replace your History skill with Memory. This works as you would expect, representing recall, knowledge of lore, and information about people and places around you.

## The Clanfire is Sacred
Life begins and—if you're lucky—ends at the clanfire. Every clan keeps a fire burning as hot and high as they can; the bigger the fire, the greater the strength of the clan. Neighboring clans compete to build the greatest fire, and daring young hunters make dousing raids on the fire of their enemies.

For wanderers, the clanfire has even more significance—the light acts as a signalfire, a place to gather and rest. It is a great tradition that strangers are welcome without question at the clanfire between sunrise and sunset, as long as they leave their weapons outside the firelight.

The clanfire is the heart of clan life, and food, strong drink, stories, songs, ceremonies, disputes, judgments, dreams, and more are all shared around it.

***The clanfire replaces the tavern.*** When looking for a place to rest and spend the night, seek out the nearest clanfire. You'll have to leave your weapons behind, but stong tradition will keep you safe until morning... probably. It's also a great place for rumors, advice about the landscape and local gods, and to barter goods and favors.

## Every Place Has Its God
Planegea exists in an age of proto-gods, where divine beings are only beginning to gather their power and understand what it is to ascend to rule the cosmos. There are no great universal gods with dominion over entire aspects of creation—instead, Planegea is an animistic place, with powerful spirits acting as gods over their local environment.

Any powerful beast or spirit can become a god, in a mysterious process that is unknown even to the most powerful Shamans.

Roll on this table for inspiration for a local god that might have influenced your character:


| d8 | Local gods |
|:----:|:-------------|
| 1 | A cave bear so ancient it has become immortal. |
| 2 | A waterfall that stops roaring and starts singing. |
| 3 | A great tree that grows where lightning struck stone. |
| 4 | A battleground infused with bloodthirsty malevolence. |
| 5 | A ring of carved totems that trapped a wind spirit. |
| 6 | A deep cave where the shadows echo like voices. |
| 7 | A cold mist in a canyon that shows visions and secrets. |
| 8 | A mortally wounded dragon, dying but never dead. |

These ideas are just the beginning. Any beast, plant, river, place, even made objects and weather patterns—all of them can develop divine spirits over time. But a few principles unite these proto-gods:

***Gods are tied to a place.*** Once a spirit becomes a god, it is restricted in its movement to its sacred place—a forest glade, a cave, a bend in the river, and so on. They cannot leave this place, which is called a hallow, so they call on mortal agents to enact their will in the world. 

***Gods barter with power.*** Since they are limited to their hallows, gods are more than willing to help mortals—even strangers—in exchange for offerings and favors. The hallows of gods can take the place of a magic shop, blessing food and drink, crafting totems, and even enchanting weapons, armor, and other wondrous items... for the right price.

***Gods consume gods.*** Some gods are content to remain in their hallows and commune with their followers, but many desire to grow their power and influence. Gods will often incite those within their influence to conquer neighboring areas, destroying what is sacred to them (damming rivers, cutting trees, hunting animals, etc) in an attempt to weaken them so that the conquering god can extend their range to the defeated god's hallow and devour their essence.

<br>
> ##### Finding Stats for a God
> When running a Planegea game, try using the stat blocks for any high-level, spellcasting monster as a god. It is common for proto-gods to form out of celestial or fiendish spirits, so the demon, devil, and celestial monsters are a great place to start; but your god could just as easily be undead, fey, a monstrosity—even a great plant, a dire beast, or any creature with access to magic. (For inspiration on how a god affects its domain, look at the regional effects for particularly powerful creatures in the Monster Manual.)

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## The Stars Tell Stories
In Planegea, the stars are not fixed—the stories of great hunters and monsters are still being painted in the heavens. As such, the stars can be read, for those with sufficent knowledge, telling of the world's events. Perhaps your hunter might even have their greatness told in constellations that future generations will behold with awe.

### Star Magic
The stars inspire greatness. As an action, you may make an Intelligence (Nature) check to locate a constellation with a story or song based on one of the six attributes (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma). 

If you are successful, you may take 10 minutes to tell its story. At the end of the story, make a Charisma (Performance) check. The DC is higher if your audience is exhausted, wounded, frightened, or discouraged. 

On a failure, nothing happens. On a success, all creatures who can hear and understand you are inspired by the tale and gain 1d4, which can be added to one check or saving throw of that attribute in the next 24 hours. This feature cannot be used again until the following nightfall, and when used again replaces any previous inspiration gained by this feature.

### Watching the Stars
The stars watch the world and gossip amongst themselves, and their dance may reflect the secrets of mortals and gods alike. With cunning, a mortal can discover what's happening in the world around them by scanning the stars. 

If you can see the stars, as an action, you may make an Intelligence (Arcana) check to search for news, rumors, and secrets. Your DM will determine the outcome of the roll. The stars are untrustworthy and biased, and may communicate half-truths, cryptic fragments, or outright deceptions. 

````
````

## Primal Push
The world of Planegea is a raw and wild place, where anything can happen and mortals can push themselves beyond the boundaries imposed on their descendants. Each class has access to a new feature that grants them additional power at cost or danger to themselves.

### Weapon Shatter
*Martial feature, available to ascetic, barbarian, fighter, ranger, and scavenger.*
<br><br>
When you deal damage with a melee weapon attack using a martial weapon with which you are proficient, you may throw all of your ferocity behind it and shatter your weapon against your enemy. Your weapon is irreparably destroyed and your attack becomes a critical hit. You may not use this feature again until after a short or long rest. Your weapon cannot be repaired except with powerful magic such as a *Wish* spell.

### Blood Offering
*Divine feature, available to druid, guardian, and shaman.*
<br><br>
Blood has powerful magic, irresistable to almost any god, be they good or evil. As a bonus action, you may spill your own blood to empower your spell. Roll a number of your hit dice equal to the spell's level (minimum 1), and take the resulting amount as slashing or piercing damage as if from a magical weapon, ignoring resistances or immunities.

As a result of your offering, gain one of the following blessings:

* Gain advantage on your next spell attack or check.
* Impose disadvantage on the next creature you target with a spell effect.
* The effects of your next spell are as if the spell had been cast at 1 spell level higher than it actually was.

### Spellburn
*Arcane feature, available to chanter, mender, sorcerer, spellskin, and warlock.*
<br><br>
Magic is primal and dangerous, not yet bound by millennia of tradition and teaching. You may cast a spell that you know or have prepared for which you do not have spell slots, with the following costs:

* **Level 1–5 spells:** Take 1 level of exhaustion per spell level.
* **Level 6 spells:** Take 5 levels of exhaustion and fall unconscious.
* **Level 7 spells:** Take 5 levels of exhaustion, fall unconscious, and automatically fail 1 death saving throw.
* **Level 8 spells:** Take 5 levels of exhaustion, fall unconscious, and automatically fail 2 death saving throws.
* **Level 9 spells:** Take 5 levels of exhaustion and die. (The levels of exhaustion remain if your character is restored to life except by the powerful magic such as a *Wish* spell.)

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## The Black Taboos
The people of Planegea are no fools. They are intelligent, curious, and will to survive. Yet they are locked in the stone-age by powers beyond the reckoning of gods or mortals. Still, the mighty minds and spirits of Planegea fight against these bonds, being as clever and inventive as possible under the constraints they face.

***No such thing as metal.*** It's not that Planegea wouldn't use metal if it were there—but metal simply does not exist in the world; or if it does, it is undiscovered and seemingly impossible even for the gods to find.

***Writing is death.*** There is a force in the cosmos known as the Hounds of the Blind Heaven. Nobody knows where they come from, or the origin of their curse... but one thing is certain: the black magic known as "writing" summons these monsters, unthinkably horrible and merciless. Anyone who breaks the taboo of the written word will instantly be pursued until dead by these awful beings, who seem to know the moment a glyph is shaped anywhere in the world.

***No wheels, no farming, no money.*** Writing is not the only taboo that summons the Hounds. So too do wheels, planting and harvesting of crops, and exchange of currency of any kind. Whatever the Blind Heaven is, wherever the Hounds come from, they seem utterly committed to keeping Planegea in its most primitive form.
<br>
<div class='descriptive'>
##### Hunters of the Heavenly Hounds
A band of strangers are united by a common thread—each of them has lost the most important in their life to the Hounds of the Blind Heaven. These hunters have dedicated their lives to a single purpose: Find the Blind Heaven and slay the Hounds that killed their loved ones, no matter what the cost.
</div>

<br>
***No number after nine.*** Holding up both hands and counting the fingers there ends in "many." Every number above nine is many. A family of more than nine is many. An endless sea of herd animals that stretches from horizon to horizon is many. A journey of countless miles is many.

For mechanical purposes of movement, range, combat, etc., numbers still have meaning. But in roleplay and conversation, anything numbering above nine is ambiguous and mysterious, and doing any calculation of high numbers is fraught with peril from the Hounds.

<br><br>
> ##### Stonepunk
> Let your imagination run wild within the limits of the taboos. Build cities on the backs of mammoths, hang wooden temples from giant trees, craft great hang-gliders that soar on volcanic heat—whatever can be made with skill and simple tools, bring into your vibrant stone-age world.

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## Discovering Your Character
Who is your character in the world of Planegea? We recommend using the "This Is Your Life" tables from *Xanathar's Guide to Everything*, supplemented by the following tables for inspiration:

| 2d4 | Upbringing |
|:----:|:-------------|
| 2  | You were raised in a cage as food for a warlord’s prized beasts. You only managed to escape by forging an understanding with your fellow prisoners or the beasts themselves, and have vowed to return to exact vengeance on the warlord. |
| 3  | Your clan barely eked by on the desolate edges of the world, barely escaping giant slave-raids and ravaging predators. You know nothing of the comfort, plenty, or safety, always watching your back and the skies. |
| 4 | You were the favorite child of a powerful clan, set to inherit the spear of the chief—until one day a  monster slew and scattered your people. You now roam the world in search of your lost clan, and in pursuit of the beast that took everything from you. |
| 5 | Your clan roamed the Great Valley, following the herds and seasons in the world-circle around Blood Mountain. You did your best to avoid the Three Brothers, and although you now travel far in search of glory, you still know where to find your clan in every season, should you need counsel or comfort. |
| 6 | You were apprenticed to your clan’s shaman. Trained in their service, you were always well-fed and instructed, taught in the old ways and armed with ceremonial weapons. When you were old enough, your shaman sent you out from the clan on a mysterious mission you cannot fully comprehend. |
| 7 | You grew up separate from your clan—a lone hunter, raised in the sacred place of a god without a shaman. You gained great gifts from its magic, and still hear its whisper from afar. But over time, you grew to doubt your god’s judgment and wisdom. Believing it to be sick—or worse, mad—you now travel in search of a cure… but how does one cure a god? |
| 8 | You are from one of the far reaches of Planegea: the Venom Abyss, the World-Fangs, or even the Elemental Wastes or Dream Worlds. You glipsed something that irrevocably altered the course of your life—a great secret of the stars or stone—and now you live on the run, always afraid that the Hounds of the Blind Heaven are only a footstep behind you. |

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| 2d4 | Life event |
|:----:|:-------------|
| 2  | Someone close to you was lost in a sudden storm, and their body was never found. You fear that they still wander the world, either alive or as an accursed and unburied ghost. |
| 3  | You made a powerful enemy within your own clan. Work with your DM to decide whether it was your fault or you are blameless, but regardless this enemy seeks your harm and downfall. |
| 4  | You were attacked by a great predator, and still have a scar, a limp, or show other signs of the injury, though they do not impair your abilities. |
| 5  | You traveled far on a long hunt for extraordinary prey, and experienced many dangers and saw wonders along the way, returning home forever changed from the journey. |
| 6  | A friend or stranger gave you a gift—an unusual weapon, totem, or other object. It is mysterious in nature, with a strange history and unanswered questions that you desire to answer. |
| 7  | You made a strong ally with a member of another clan when you survived danger together. They owe you a favor and seek to do right by you and advance your interests where it does not harm their own clan. |
| 8  | You fell in love, were married, or had children. Work with your DM to decide the nature of the relationship, and what the status of your loved one might be. |

| 2d4 | Brush with death |
|:----:|:-------------|
| 2  | You died for a moment, and saw the gates of the kingdom of the dead. Only powerful magic brought you back, and you're still haunted by that vision. |
| 3  | You hovered between life and death in a dream state, and walked in the worlds of the elves. You only returned when your spirit found a doorway back to your own world... and you half-remember where that doorway was. |
| 4  | You were separated from your clan in a storm and clung to life—but only barely. You returned half-frozen, starved, or drowned, and some consider you still marked for death. |
| 5  | You were within a hair's breadth of being trampled by a mammoth in a hunt or stampede. Your clan took it as an omen that your life was spared for a reason. |
| 6  | You led a fire-raid on an enemy clan, winning great glory by dousing their fire—but their hunters nearly caught you and your name is hated by that clan to this day. |
| 7  | You endured a harrowing vigil, remaining awake and upright for a week in service of your clan's god. You were rewarded with a powerful vision by the god, the meaning of which you're still trying to unravel. |
| 8  | You almost lost your life heroically rescuing a group of children cornered by a predator. Though the beast was far too powerful for you to defeat, you attacked it selflessly, allowing them time to escape and very nearly being devoured in the process. |

| d12 | A god you have encountered |
|:----:|:-------------|
| 1  | Urhosh the Gray Bear |
| 2  | Hekeh the River Woman |
| 3  | Hrewdos the Blood-Bull |
| 4  | Doru, the Tree of Light |
| 5  | Kewero, Voice of the Canyon |
| 6  | Hehter-Who-Smolders |
| 7  | Dhghu the Endless |
| 8  | Gerbha the Many |
| 9  | Menh the Mountain |
| 10  | Gheim Shadow-Whisper |
| 11  | Glelh the Lion |
| 12  | Peth-Pewhr the Dragon-Grave |

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# Chapter 4: Character Options
T **O CREATE YOUR CHARACTER FOR A** Planegea campaign, you won't require any specialized mechanics or materials beyond the core books of D&D. Rather than creating  new mechanics which might unbalance the game, Planegea uses classic races and classes, reflavored to fit a primordial world.

## Playable Races

All the races of D&D can be found in Planegea, though they may not look or act the way you remember them from their distant descendants. They are primordial here, less alike than ever, yet unburdened by tradition and legacies of xenophobia.
  
***Survivors, not cultures.*** Beings band together to stay alive in Planegea. The world is hostile and hungry, and the mortal races have not been in the world long enough to create hard divisions between the races. Many clans welcome any able body who is willing to work. Some clans keep to their own kind, but this is usually due less to racial prejudice and more to a shared vision for the best methods of survival.
  
***Stories, not histories.*** The world is new, and races have not yet written their great histories of proud ancestors and long bloodlines. Kingdoms have yet to be built, mortal empires are unformed. Ask an elf the history of her people, and she'll tell you the tale of her parents or her clan before she realizes you're asking about the elves. The stories people know and tell about where they came from are personal, not far removed in the shrouded recesses of the past.

### Dwarves
  <br>
  DWARVES ARE TOO STONY TO CHANGE. I'VE KNOWN *a dwarf to keep a promise made a lifetime ago to his own harm, long after everyone he ever made it to was gone.*
<br><br>
  <p style="text-align:right;">  — Yughom Two-Ox, elvish shaman</p>

  <br>
Still half-stone, dwarves were born of rock, and only recently carved their way out of the deep places of the world. Their skin and hair glitters with minerals and gemstones. Dwarves consider other races—softskins, as they call them—strange and mercurial, full of whimsy and change. To be a dwarf is to live with crystal clarity and stony certainty.
  
  ***Outcroppings.*** Almost all dwarves have some visible element of stone or crystal in their skin or hair, growing naturally from their bodies. This might be as subtle as a patches of pebbly scales, or nearly cover the body in rocky shards and spines.

***Stone quirk.*** Thanks to their mineral roots, Dwarves are unlike all other races—although they share a distant kinship with the waste-children of earth. Use this table to inspire how your stony background manifests.
  
| d6 |  Quirk |
|:----:|:-------------|
| 1 | Once you've made up your mind, no force in Planegea can change it |
| 2 | You love showing off your stony nature, challenging other hunters to break their weapons on your skin |
| 3 | You are very slow to make any promise, for a promise once made is utterly binding |
| 4 | You sleep sitting up, motionless as a stone, and have been mistaken for a rock on many occasions |
| 5 | Change confuses you, and you have a hard time recognizing even close friends if they change their clothes or appearance |
| 6 | You are embarrassed by your rocky outcroppings, and do all you can to conceal them, preferring to pass as a human when possible |
  
  ***Ruin makers.*** If you see an abandoned cliff-fortress or menhirs set high on a hill, you can be almost certain it was once dwarvish. Obsessive builders and carvers of stone, dwarves have been known to build a fortress for generations, only to abandon it overnight when the last stone is mortared, ready to start anew. Their industry is ferocious, their dedication to craftsmanship eternal. Many a wandering dwarf can be tracked by an unconscious habit of piling pebbles into little cairns wherever they go.

  ***Industrious & competitive.*** A losing endeavor is called a "dwarvish bet," because those who live beside dwarves know that once they set their mind to a task or challenge, nothing can stop them. Their tirelessness and dedication is respected by those around them, yet with every generation, dwarvish elders grow a little more suspicious of a growing love for ale and the ease of life on the banks of the Three Brothers.
  
  ***Friends of giants.*** It is known that the giants greatly admire the dwarves for their natural cunning with stone, and that dwarves are often invited into their high-walled cities as guests, counted as friends and advisors in construction, building, and crafting projects of all kinds. Some, however, believe the giants are a little *too* welcoming, and worry that there might be some larger, darker plan that the empires have for their stone-working allies.
  
  #### Stonehewn Dwarf (Hill Dwarf)
  It's said that not all dwarves are born—some are carved from rock and given life with secret magic only known to the dwarves. These stonehewn dwarves are more rock than skin, and often look at the softskin world with a mixture of confusion, contempt, and curiosity.
  
  #### Valleybreed Dwarf (Mountain Dwarf)
  Some dwarves are born (or hatched from gemstone eggs, if certain stories are to believed) in the Great Valley, and only have fragmentary signs of their stony ancestry. Valleybreed dwarves mingle more easily with softskin races, but their blood, when spilled, still glows like molten rock.

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### Elves
  
<br>
"ELVES AREN'T REALLY REAL, YOU KNOW," SAID THE *old man, gazing out at the snow. I was young. It was cold. We were waiting for the hunters to signal the approach of the mammoths. "You can see through them. They're dreams. Walking dreams, no more real than that."*
  
  *I knew better than to disagree with my elder. But when I thought about the elves I'd seen—their wild ways, their laughing eyes, their clever hands—they had seemed real to me. More real than anything else.*
<br><br>
  <p style="text-align:right;">  — The Lifesong of Ula Vitar, ranger of the Skyfang Peaks</p>
  
  <br>
  Semi-translucent, elves have indistinct edges, with something not-quite-real about them. You can see the sun rise through an elf, as through the end of a dream. Originating in Nod, the world of dreams and nightmares, elves never quite sleep, always seeming only partly attached to Planegea, their thoughts ever wandering far away...
  
  ***Graceful translucence.*** You can see moonlight through an elf's hand. They have a quality of not-quite-there-ness, born of their origin in the mists and secrets of Nod. They are a slender people and are known to move with a dancer's step, their eyes seemingly focused on something just out of reach.
  
  ***Wandering minds.*** Elves are known for being in a state of distraction. They usually seem either a step behind or two steps ahead of the conversation, as if their thoughts are wandering on quite a different path than that of other mortals. Yet when they arrive at their destination and choose a course of action, they are both brilliant and intuitive. Use this table to inspire how your wandering mind manifests.
  
  | d6 |  Wandering |
|:----:|:-------------|
| 1 | You lose focus quickly, distracted by the next interesting thing you see |
| 2 | You have a habit of interrupting the conversation with an unrelated observation or question |
| 3 | You reject the binaries of black and white, yes and no, life and death—there's always a third option |
| 4 | You don't like walking in a straight line, and create your own detours |
| 5 | There are always two or three problems or mysteries you're working on solving in the back of your mind |
| 6 | Wherever you go, you trace, draw, and paint swirling, abstract patterns that reflect your inner state |

  ***Eternal beauty.*** Elves remain in the prime of their life an unthinkably long time... in a world with no number over nine, they are believed to simply be immortal. Although many elves enjoy the company of other races, finding their perspectives interesting, they can be aloof in their distraction and immortality. Some elves prefer to live with their own kind, to avoid the pain of getting attached to such short-lived companions. Such elvish clans are almost never permanent encampents, preferring to wander in search of places of great natural beauty. Elves are known for their work in feathers, beads, colorful paint, and weaving, and their textiles are highly sought, especially for feasts and festivals.
  ```
  ```
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##### The Cloak of Fire-Feathers
Holasa, the great elvish druid, has summoned together a band of his followers, to gather a rare prize—fire-feathers from the blazing eagles of the Fang of Rock & Flame. To collect the plumage will be a great undertaking—a journey through the skytouch pines of the Towering Weald, under the watchful eye of the stone giant city of Mazu, and into the primal volcanolands where the birds roost. Little do the feather-gatherers know that they are not the only ones who covet the feathers, and they will have to contend with the greedy and vain efreeti of the Inferno Waste, who count the birds as their rightful property.
</div>
  <br>
  
  ***The call of Nod.*** Elves don't sleep, and don't dream—the world of dreams and nightmares is real to them, and they must travel through doorways or by magic to go there.... and it never stops calling to them. Whether born in Nod or Planegea, an elf always feels the draw of the dream world, and rare is the elf who does not at some point in their long life seek a way to at least gaze into their former home.
  
#### Exile of Nod (High Elf)
  Many lifetimes ago, by mortal measure, a great crime or sin was committed by a clan of elves from the world of dreams. These elves were cast out, banished forever from Nod, and have dwelled in Planegea ever since. Exiles of Nod are less translucent than their kin, and have spent their outcast generations learning how to survive. Because of this, they tend towards more practicality and skill with both magic and weaponry than others of their kind. 
  
  No human—and few elves—know why they were banished, but the oldest of the exile elves know, and some say they are still working towards some larger plan for return or revenge.

#### Dreamwalker (Wood Elf)
  Elves who have only recently come from Nod—whether themselves having crossed over or being born of parents from the dream world—have one foot in the dream and one in Planegea. They are more see-through than their exiled cousins, and this serves as natural camoflauge, making them excellent natural hunters, scavengers, and scouts.
  
  Dreamwalkers love stories above all, and will seek out strange and interesting people and situations in order to discover a good story.
  
#### Omenbringer (Drow)
These dark elves, hailing from the world of nightmares, are seen as seers and sought for their insight into possible dangers in the days ahead. Many believe that omenbringers can see trouble coming, and indeed the Court of Nod has sent messengers to powerful mortals to foretell of great coming disasters.
  
  Omenbringers are feared, yet respected, and keep largely to themselves so as not to unnecessarily frighten others. Within their own circles, they're known for their love of dangerous bets and dark games of chance, enjoying the feeling teetering on the edge of something awful.
  
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### Halflings
  
<br>
BEWARE THE SILENTKIN, WITH THEIR MANY KNIVES & *noiseless steps. They can kill before you know that you're surrounded*
<br>
  <p style="text-align:right;">  — Great Valley hunter's warning</p>
  
  <br> 
Called silentfolk or ghostchildren, halflings are unseen until it’s too late. A secretive people who hunt by ambush, they are eerie and unsettling, yet highly valued as hunters and allies, if other races are able to befriend them.

  ***Small and deadly.*** Halflings are known by their small stature and quiet step. Because of their size, they are natural prey for many hungry beasts, and so halflings have learned the art of hiding, and striking first from the shadows. They tend to wear dark natural colors, and are known for elaborate striped face painting or tattoos as an art of camouflage.
  
  ***Not seen, not heard.*** Halfling culture is built around silence, and their clan tongue is an elaborate sign language created for stalking large prey. It's hard to get a halfling to open up, but it's said that on the rare occasions when they feel safe and secure, they are clever and bright companions, full of all the jokes and insights they've been holding back until it was time to speak. Use this table for inspiration on how this tradition of silence affects your character.
  
  | d6 |  Silence |
|:----:|:-------------|
| 1 | You sneak up on people without meaning to, often startling your companions by appearing behind them without warning |
| 2 | You don't speak until spoken to, but once you start talking, you can't stop |
| 3 | You bottle up grudges—literally. Your belt has skins and jars that hold objects that remind you of who you're going to get back at |
| 4 | You consider flambouyance of all kinds a great sin and personal offense, and instinctively distrust anyone who attracts attention |
| 5 | You love a good jump scare, and will go out of your way to startle your companions for a laugh |
| 6 | You often forget that other races don't know halfling sign language, and slip in and out of your native dialect without realizing it |
  ```
  ```
  ***Kill or be killed.*** Somewhere in the halfling people's past, they realized that, thanks to their size, they could be easy prey or become predators, and decided on the latter. Halflings keep to their own kind more than most other races, largely because they find others too noisy and clumsy to survive in the halfling way. Their clans tend to camp in hidden places and live their days in total silence, considering it a great offense to make more noise than absolutely necessary. 
  But when halflings feel safe—when sentries are posted, the tents are well-hidden, and the land and sky are empty of threats or intruders–it's said that there isn't a sound in all of Planegea to match the joyful uproar of halflings letting loose.

  ***The three favors.*** There is an old story about a halfling who wandered through the jungle so silently that it snuck up on Death, who was trapped under a fallen tree. Twice, Death asked the halfling for help, and twice the halfling refused. On the third request, the halfing agreed, but only in exchange for three favors from Death in days to come. Death agreed, and ever since, halfings have been a people touched by preternatural luck, which they rely on and count as their well-deserved birthright.
  
#### Silentfolk (Lightfoot Halflings)
Most halflings are from clans that have long kept quiet and kept to themselves. Some leave their clans because curiosity draws them into the world, others are sent out as long-range hunters or scouts and then—through misfortune or curiosity—never find their way home.


#### The Favored (Stout Halflings)
Not all halflings are suited to the ritualistic silence of the clans. The Favored is the chosen name of those halflings who seek out the company of other races. These halflings, considered weak and foolish by their own kind, are usually held in high regard by their adopted clans, celebrated for their knack for cheating death and their courage in the face of a large and hungry world.

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### Humans
  
<br>
YOU'VE NEVER SEEN SUCH A DIFFERENCE AS FROM *one human to the next. It's dizzying.*
<br><br>
  <p style="text-align:right;">  — Bazrhu, stonehewn dwarvish guardian</p>
  
  <br>
Known for their remarkable adaptability, humans are unparalleled as beast-tamers. They can be found everywhere in Planegea, both as servant and master of mighty beasts of all kinds, equally likely to have tamed a creature as to have been subjugated by it.

  ***A dazzling array.*** Humans in Planegea come in all shapes and sizes, every shade and color—including tints of blue, purple, and green from elvish or orcish ancestry. Humans are known for their diverse tastes and ability to alter their appearance and culture to whatever landscape they find themselves to a degree considered remarkable by others.
  
  ***Infinite adaptability.*** Humans thrive in nearly every environment across Planegea, from the stormy plains of Thunderverge to the soaring pinewood pillars of the Towering Weald, from the mold-huts of Ghostmire to the dinosaur-back villages of Lastwater Wilds. Use the following table to inspire your diverse origin.
 
  
  | d6 |  Origin |
|:----:|:-------------|
| 1 | You grew up on the houseboats of Fishgather, watching traders come in from across the Raiding Plains and down from the Skyfang Mountains. |
| 2 | You lived in the tree-villages of the Slumbering Forest, gathering nuts and fruits from the sleeping trees and learning at the feet of the Shamans of Seerfall. |
| 3 | You were trained as a young hunter by the mighty clans of The Brothers river valleys, where game was plentiful and you camped wherever the prey wandered. |
| 4 | You built mosshouses as a child in the Cult Riverland, with a sharp stone dagger your first possession and an oath to never let a godless neck go unsliced. |
| 5 | You lived in a dinosaur-back village that roamed across the Dire Grazelands, running along the bridges from platform to platform as your beasts wandered wide. |
| 6 | You started life as a proud citizen of Free Citadel, in the vast stone palaces of giants built by mortal hands, breathing icy mountain air that was clear and wild. |
  
  ***Consummate survivors.*** It seems that humans will do anything to survive. Humans can be found worshiping anything, partaking in strange and bewildering rituals and traditions, adapting their dwellings, their clothing, all aspects of their life simply to eke out a few more years of breath.
  
  ***Natural allies.*** Of all races, humans find it easiest to cooperate with other kinds of beings—for good or for ill. Human encampments are remarkable for the range of other races and beasts they mingle into their societies. Sometimes, of course, it is the humans who are mingled in, and many a powerful monster has its share of human pets.
  ```
  ```
  ### Dragonborn
  
<br>
GREAT ARE THE DRAGONBORN, AND GREAT IS OUR *pride, for we are the heirs of the Worldheart. Great are we and great is our pride, for in our veins runs creation's blood.*
<br><br>
  <p style="text-align:right;">  — Dragonborn Chant</p>
  
  <br>
Arising from the Venom Abyss, soaring up the unfalls in great bamboo rafts, these draconic mortals are the newest race to appear in the Great Valley. They are a gregarious people, known for their showmanship, insane fearlessness, and overwhelming pride, declaring with fierce joy their rightful place as the hatchlings of the Worldheart Dragon's own brood and the harbingers of the will of Blood Mountain.

  ***Powerful predators.*** The dragonborn are a towering, dominating people, full of hunter's pride and conquering strength. They laugh easily and loudly, kill for sport, and are unafraid to speak their mind. They vary in hue from white to black, and all chromatic shades in between. The metallic scales of dragonborn that will someday walk the world are nowhere to be found among them.
 
  ***Heirs of the world.*** According to the dragonborn, they are the direct descendants of the Worldheart Dragon, hatched of her eggs on Blood Mountain. They say they cut down mighty trees of the Venom Abyss, lashed them together with poisonous vines, and sailed up the Unfalls to bring the Worldheart's will to Planegea. This confidence or pride is a hallmark of their people. Use the table below to inspire how that plays out in your dragonborn character.
  
  | d6 |  Confidence |
|:----:|:-------------|
| 1 | You are always certain you will succeed, no matter what the odds or your skill level |
| 2 | You believe fear is a weakness, and look down on those who express it |
| 3 | You love a good laugh, even at another's expense |
| 4 | You have a habit of giving counsel and advice when it's not asked for or wanted |
| 5 | You're the first to volunteer for any task, especially the dangerous ones |
| 6 | You always eat last and take care of others first, convinced that you don't need help |
  
  ***Boastful athletes.*** When the dragonborn sailed up the Unfalls in their catamarans, they announced that they had arrived to enact the will of the Worldheart. However, it became clear in time that they had no fixed purpose or clear way forward, nor any way to return to their birthplace on Blood Mountain. In the years that have passed since they arrived, some dragonborn have joined with other clans as hunters or makers, while most have kept to their own kind  and live in a state of perpetual hunting, feasting, and challenging each other to feats of strength or courage. Dragonborn camps are raucous, dangerous places, which most other mortals take great pains to avoid.
  
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  ***A dubious birthright.*** Dragonborn are not long-lived, and several new generations have been born in the Great Valley since their arrival. The oldest of their kind are passing away, and none have ever told the full story of their origin, keeping to the same vague generalities. Some of the young dragonborn raised among other clans have started to wonder whether their old ones are telling the truth... if they were the children of the Worldheart, wouldn't she have told them their purpose? Wouldn't they know what to do?
  
#### Chromatic Ancestry
  None of the dragonborn in Planegea are metallic, as it is a world without metal. The chromatic colors—black, blue, green, red, and white—are present. Although the people of the Great Valley don't know it, the inherent alignment of chromatic dragons towards selfishness and violence runs deep in the scales.
  
### Gnomes
  
<br>
"I'D RATHER DEAL WITH GOBLINFOLK THAN WITH A *gnome. Little rats scurry and creep, their fingers finding and fashioning things an honest hunter can barely understand.*
<br><br>
  <p style="text-align:right;">  — Khügoz, orcish fighter of Howlgrove</p>
  
  <br>
Every race hates these little scavengers. Gathering like rats after a kill, beggar-gnomes fashion clever trinkets, which they attempt to trade for food, but would as soon cut a throat as make a deal. They are dishonorable, tricky, too small to hunt, and always seem to have something up their sleeves. Little do those who reject them know of gnomish cunning, courage, or the beauty that's to be found just out of sight in their scavenged society.
  
  ***Small and quick.*** Gnomes stand at about half the height of most other mortals, taller only than the silentfolk. Their fingers are long and clever, their eyes large and luminous, their hair drifts as if defying gravity around their pointed faces. Gnomes move with the air of prey, habitually checking around, above, and over their shoulder for danger.
  
  ***Despised cunning.*** The tallfolk, as gnomes call them, reject and despise the gnomish people for their willingness to pick over kills, scavenge in trash piles, and steal what they need to get by. Gnomes, however, know better. They are survivors in their own right, more clever than the brutish races that must use brawn to get by. Gnomes are clever, inventive, and find—or make—a way through the world where none exists. Use this table to inspire your gnome character's cunning scavenger nature.
  
  | d6 |  Cunning |
|:----:|:-------------|
| 1 | You're always absentmindedly gathering materials and making things without realizing it |
| 2 | You hate to leave anything behind, preferring to gather everything in case it someday might be useful |
| 3 | You are unwilling to accept things at surface value, always seeking a deeper meaning or significance |
| 4 | You ask "why" a lot... too much, according to your companions |
| 5 | Curiosity will always get the better of you |
| 6 | You study other creatures in order to be able to perfectly mimic them |
  
  ***Hidden treasures.*** Gnomish scavenger-camps can be found at the fringes of larger hunter-gatherer societies. Their huts tend to be made of unwanted bones covered in gnomequilt—pieces of hide too small for others to use, stitched together in strange patchwork patterns. They arrange their huts in a tight circle, and in front of each they place found or fashioned trinkets and tools for sale; each gnomish camp is as much a marketplace as a dwelling-place. The inside of their huts—too small for tallfolk to enter—are covered in wonders of invention, art, and beauty... tiny oases of craftsmanship and light in a dark and violent world.
  
  ***Star whispererers.*** The gnomish people have a deep affinity for the stars—something about their small brilliance, their clever dances across the sky—there is a kinship. Gnomish star-shamans are known for their remarkable understanding of the rumors of the heavens. And some even say that the darkest of the gnomes have secret communication with the unfathomable, ancient minds that lurk and spiral in the dark Sea of Stars...

#### Wilderness Gnomes (Forest Gnomes)
Some gnomes live far from other mortals, in the hidden curves of forests or heights of cliffs. These gnomes, unable to scavenge from hunters, have learned to speak with the beasts and hide in plain sight, making their way in a world much larger and wilder than they are.

#### Scavenger Gnomes (Rock Gnomes)
These gnomes are those commonly seen in the Great Valley, living in bone-and-gnomequilt huts encircled by crafted goods for trade, fashioned from the cast-off waste of other clans.

  ***Mender's Lore (Artificer's Lore).*** Whenever you make an Intelligence (Story) check related to magic items, alchemical objects, or stars, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
  
  ***Crafter.*** You have proficiency with artisan’s knack. Using this knack, you can spend 1
hour and 10 ps worth of materials to craft a Tiny magical device (AC 5, 1 hp). The device ceases
to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.

  When you create a device, choose one of the following options:

   &nbsp;
   
  *Kinetic Toy.* This toy is a moving animal, monster, or person, such as a frog, mouse, bird, dragon, or hunter. When placed on the ground, the toy moves 5 feet across the ground on each o f your turns in a random direction. It makes noises as appropriate to the creature it represents.

  *Fire Starter.* The device produces a miniature flame, which you can use to light a candle,
torch, or campfire. Using the device requires your action.
 
*Song Jar.* When opened, this jar plays a single song at a moderate volume. The jar stops playing when it reaches the song’s end or when it is closed.
  
 
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### Half-Elves
  
<br>
"A CHILD OF TWO WORLDS IS WELCOME IN BOTH *worlds or neither one. Which are you?"*
<br>
  <p style="text-align:right;">  — Suunpha of Nod</p>
  
  <br>
Often called Twilight or Dawn Children, these descendants of humans and elves share traits from both bloodlines, yet are generally trusted by neither, often forming their own caravans or raiding parties and keeping to their own half-kind. Still, their natural grace and understanding of two perspectives makes them skilled performers and negotiators, when they can find a listening ear.
 
  ***An uneasy mix.*** Elvish and human blood doesn't mix evenly, and the children of these unions are often a mottled mixture—translucent and blue in some patches of skin, sometimes with one pointed ear and one rounded, or differently-colored eyes. These combinations often settle into graceful patterns, like the stripes or spots of a hunting cat or swirls and loops that remind one of clouds, water, or leaves. Regardless, they stand out as strange no matter where they go, unmistakable as a people of strange blood.
  
  ***Oil and water upbringing.*** This union of two backgrounds can make for curious outlooks on the world. Some half-elves turn violent and cruel as they're rejected by both lineages. Others enjoy the best of both worlds, literally. Whatever your upbringing, use the table below to inspire how it shaped your half-elf character.
  ```
  ```
  
  | d6 |  Upbringing |
|:----:|:-------------|
| 1 | I was abandoned as an infant, left to die by parents who rejected me outright. I've hated both humans and elves ever since |
| 2 | My human parent raised me, and never spoke of elves or allowed me to go near their encampments |
| 3 | My elvish parent raised me and would spin endless tales of Nod, while attempting to ground my feet firmly in the practicalities of life in Planegea |
| 4 | I was born to half-elven parents, who had already found each other in a performing caravan ... I never thought of myself as strange, and still don't |
| 5 | My elvish parent was from the World of Nightmares, and I have been told since I was young that my destiny is to one day find them there and bring them back |
| 6 | As the child of a shaman and a lord of Nod, I traveled fluidly between the two worlds, learning all that each had to offer—the beloved heir of magic and power |
  
<img src="https://i.imgur.com/c5N5VjK.png" style="position:absolute;width:60%;left:-30px;bottom:-50px;"/>
  
  ***Raiders and performers.*** When half-elves separate from other clans—by choice or by rejection—they usually either form vicious raiding parties or colorful caravans of entertainment. There is great unease when a band of half-elves is sighted, for sometimes raiders pretend to peform or performers put on mock raids to gather a crowd. Either way, the striped half-folk certainly have a flair for dramatics and showmanship.
  
  ***Blood dancers.*** It is said that some half-elves have a unique ability to supress either of their ancestries, appearing as fully human or fully elvish at will. Such beings have great power to live two lives, being accepted by both kinds without suspicion—as long as their ruse goes undiscovered.
  
  To play a blood dancer half-elf, replace the Skill Versatility feature with the ability to change between your elf aspect, your human aspect, or your mixed aspect as an action.
### Orcs
  
<br>
"MIGHT, STAMINA, COURAGE, WISDOM—WHAT MORE COULD *you ask for? Is there any other people who can compare to the majesty of the orcs?*
<br><br>
  <p style="text-align:right;">  — Tula Ma'Zos, spellskin of Seerfall</p>
  
  <br>
Orcs are among the mightiest, feared, and honored races in Planegea, hailed as conquerors and warlords. Their people often lead clans and win great glory as hunters. Few doubt the future of the race as the rightful rulers of the land, although some resent it and will do all they can to oppose orcish might for as longa s they can.
 
  ***Majestic might.*** An orc is awe-inspiring—taller than a man, green skin that blends with grass and trees, mighty tusks that can gore with no need for a knife. They are considered a beautiful and blessed people, and much admired throughout the world of Planegea.
  
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  ***Spiritual unrest.*** The orcs have long been a reverent people, with deep roots in the worship of the gods of the land. Yet something has changed in the last few generations. Their power has grown, and some have started to doubt whether their fate is always to bend the knee to the gods. They are a mighty people, and some believe that the way of survival is one led not by spirits in their hallows, but by the hand of the hunters who risk their lives at spearpoint. This tension with the divine can play out in many ways—use this table to inspire how it affects your orcish character.
  
  | d6 |  Unrest |
|:----:|:-------------|
| 1 | You see worship as suffocating, and desire to have as little to do with the gods as you can |
| 2 | You respect the old traditions, and believe that the gods have their uses, but see them as a means to an end—and the end is orcish power in Planegea |
| 3 | You believe balance is necessary, and think that the interests of the gods and the orcs can co-exist peacfully... if only your clan could see that too |
| 4 | You fear the wrath of the gods, and have chosen to serve them, though some of your brethren brand you a coward for your worship |
| 5 | You are on the hunt for a god worthy of worship—one who awes you more than the natural might and glory of the orcs ... and so far, you haven't found one |
| 6 | As far as you can see, the only good god is a dead god ... makes room for more unclaimed land for the orcs |
  
  ***Proud hunters.*** The orcs live as nobility in Planegea. Their numbers are not great—orcish life is hard, and many do not survive the brutal upbringing of a clan hunter. But those who reach adulthood are hunt-scarred, the strongest of the strong, warrior-poets who have been groomed to lead.
  
  ***Enemy-makers.*** The powerful make powerful enemies. Through their pride and conquest, the orcs—though feared and admired by most—have more than their share of opposition. There are gods who conspire for their downfall, clans dedicated to their destruction, even some giant empires who think the green mortals would do better if they learned a lesson in humility. The orcish elders laugh at warnings of such dangers, however, daring all to come from any direction.
  
<br>
> ##### The Doomed
> The orcs listed in the Monster Manual (MM 244–247) are known as monsterblood orcs, the Doomed, or the Taboo-Breakers. These clans once lived alongside other races—but in their pride and thirst for power, they broke the Black Taboos and ate beings they should not have consumed. In doing so, they gained great physical power, but had their minds darkened with murderous rage. They are the half-orcs .... they exist in a half-place between mortal and monster, and though they still retain vestiges of their former nobility, the pounding of war-drums never ceases beating in their ears.
  
  <br>
  ### Monstrous & Exotic Races
  
All types of beings may be found in Planegea, including those of stranger form and bloodline...

  ***Godborn (Aasimar).*** In some places, the local gods are of a shape and an inclination to bear children. These godborn are often raised by a shaman-mother or their divine parent, sometimes together.
  
***Leatherwings (Aarakocra).*** These offspring of flying reptiles are notable for their large wings and head ridges, and powerful shamans who can conjure the spirits of air.

***Sharpfangs (Lizardfolk and Kobold).*** These recent descendants of saurians and lesser dragons are regarded as dangerous monsters, yet are said to have within their own clans access to great primal power.
  
***Giantkin (Goliath and Firbolg).*** Lesser giants who have left or never joined the Giant Empires roam as powerful hunters, raiders, and druids. They are known for their bond with mammoths, and a thundering herd of mammoth-riding goliaths is greatly to be feared.

***Golem (Warforged).*** Some powerful spellcasters have been known to infuse wandering souls into bodies formed of clay and wood and stone. These constructs are usually reviled by all but their makers, seen as blasphemous offspring of secret rites.

***Wastewalker (Genasi).*** These powerful offspring of genie and human unions are rarely seen outside of the elemental wastes, though some do find their way back to the Great Valley, where they are usually greeted with great curiosity, respect, and more than a little fear.

***Bugbear, Goblin, and Hobgoblin.*** The various goblinoid races are not clearly distinguished and do not have their own strong cultures. Yet each is welcome among the clans of others, so long as they are honorable and can contribute.

***Tabaxi, Kenku, Tortle.*** These beings are usually born of magic and remain close to their ancestral species, often acting as go-betweens between their great ones and the mortal races.

***Star-touched (Tiefling).*** It’s said that sometimes the stars walk the Great Valley and give gifts of the beyond to mortals. These are the star-touched, whose horns and black eyes speak to an otherworldly origin. Their otherworldly nature and their natural charisma makes it easy for them to hold a captive audience. Because of this, there are few (if any) star-touched clans. Rather, they pass in safety and security from clan to clan, telling real or invented tales, accepting food and supplies in exhange, and then moving on.

  <br>
<div class='descriptive'>
##### Invasion of the Bird-People
Kenku emissaries flood into the Great Valley from the Starstep Cliffs, using fragments of stolen speech to promise a coming invasion by their lords, the Exalted Rocs. The invasion arrives as foretold, and the only hope of the clans are the secrets of the ancient enemies of the bird people—the sorcerous and suspicious leatherwings of Thunderverge.
</div>
  

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### Half-Oozes
  
  
<br>
THE PALMS AND TALL GRASSES SHOOK, AND FULGA *raised her spear in alarm, ready to strike at whatever beast might come through—but then she saw her companion, who had been missing for two days. She smiled in great relief... but then her smile faded. He was strange-looking—pale, with a glistening greenish hue. His eyes did not look at her with recognition, only hunger. And then, with an awful slurping sound, he stretched out his arms to an unnatural length, grasped a branch above, and was gone.*
<br><br>
  <p style="text-align:right;">  — The Dark Tale of Fulga's Abyssal Hunt</p>
  
  <br>
Sometimes, in dark caverns or cruel forests, a hapless forager or hunter meets an untimely end at the creeping pseudopids of an ooze sire. Usually catching wanderers while asleep, the sire slies into a mortal’s ears, nose, and mouth—and once it’s inside, it’s too late. What awakes from that slumber is a new creature, a half-ooze, half-humanoid being that is aware of only three things: its strangely malleable body, the dim memories of its past life, and an overwhelming hunger.
  
  #### Is That You?
  Half-oozes wear the outside form of the creature that died when the ooze sire took their life, although they are a little more pale, and clammier to the touch. Their skin tends to have an unusual tint, depending on the type of ooze that sired them. Half-oozes usually exist in dark and dangerous places, and are typically dressed in ragged wraps that let them stretch their limbs when occasion calls for it.

  
  #### So Hungry
  When a mortal meets its end at the touch of an ooze sire, that creature ceases to exist. Half-oozes can, with great eff ort, recall some dim shreds of the memory of the creature that died to bring them into being (called the ooze dam, regardless of gender). But although they wear the outer face and form of their dam, they are entirely a new creature in their thinking. Half-oozes usually come to consciousness in dark places, alone, without any knowledge of how they got there—only the need to eat.
  
  More often than not, the dark and lonely origins of half-oozes, and their voracious appetites, leads them to a life of murder and villainy. They tend to fall in with the desparate, doing whatever they need to do to stay alive.
  
  #### Born in Darkness
  Nobody knows how the first ooze sires came to be. Most think they crept from the Venom Abyss, others believe them to be the trick of some dark god, still others that it’s something that leaked through from a more distant and unsettling plane of existence. Still, regardless of their origin, ooze sires and their off spring are a fact of life grudgingly accepted by those at the edges of dark and eerie places.
  ```
  ```
  #### Appetite for Adventure
  Half-oozes all come into existence with ravenous hunger, and that appetite continues to drive them throughout their life. Most half-oozes will give the same answer to anyone who asks them why they did something—they were hungry. The rare half-ooze who can find a constant food supply might seek to better itself for its short life, in learning or building something, or in seeking to make the world a better place. There have even been half-oozes who sought out the families of their dams and tried to make restitution for whatever was broken in their last life... as long as it doesn’t get in the way of the next meal.
  
  #### A Bad Beginning
  Your half-ooze adventurer has arisen from unpleasant
circumstances. Use the tables below to find out a few
details, or sort it out yourself.
  
##### Dam
| d6 | The creature who your sire infested was... |
|:----:|:-------------|
| 1  | A lost forager who stumbled into the wrong cave |
| 2  | A mighty hunter on a critically important journey |
| 3 | An explorer trying to find unknown places |
| 4 | An outcast hiding from execution |
| 5 | A spellskin trying to learn more about ooze sires |
| 6 | You don’t know |


##### Awakening
| d6 | You woke up in... |
|:----:|:-------------|
| 1  | A deep, dark cave, far below the sunlit surface |
| 2  | A forest considered to be cursed by those who live at its edge |
| 3 | The prison-cave of a powerful warlord |
| 4 | The sanctum of a spellskin |
| 5 | A wrecked catamaran at the edge of a stormy coastline |
| 6 | A battlefield strewn with bodies |
  
##### Survival
| d6 | You've managed to make my way so far because... |
|:----:|:-------------|
| 1  | When I stumbled into the sunlight, a kind forager had pity on me and took me in |
| 2  | I got in trouble with a nearby clan immediately, but they established me in my background as a path to redemption |
| 3 | I watched the locals from hiding for some time before sneaking in amongst them |
| 4 | Hunters found me in the darkness and brought me to the nearest clan, setting me on my current path |
| 5 | I was mistaken for my dam and I’ve never corrected the error |
| 6 | Nobody’s ever given me anything—everything I have, I fought for, tooth and nail |

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#### Half-Ooze Names
  Half-oozes usually call themselves by the first word or
phrase that pops into their mind. This is often one of
the last thoughts of their dam as they drifted off to sleep.
Since dams usually meet their end in dark and lonely
places, this lends a macabre air to the names of most
half-oozes.

  <br>
***Common Names:*** Lost, Hopeless, Dark, Cold, Miss-You,
Desparate, Soon, What-Was-That, Damp, Alone, So-
Tired, Not-Safe.

  <br>
  > ##### The Ooze Sire life Cycle
  > The dreadful creatures known as ooze sires wait in
the dark for unsuspecting humanoid victims for one
reason—reproduction. As an asexual species, they
infest a humanoid host, posthumously called an ooze
dam, permanently fusing with it and using it to consume
as much nourishment as possible. The fused
creature—called a half-ooze—tends to live until the end
of the ooze dam’s natural lifespan. When the half-ooze
dies, the final stage of the ooze sire’s life cycle begins,
and 1d4 new ooze sires depart the corpse, to seek new
dams, perpetuating the species’ miserable existence.

<br>
  #### Half-Ooze Traits
  Your half-ooze character has a number of qualities in
common with other half-oozes.
  
***Ability Score Increase.*** Your Constitution and Dexterity
scores increase by 1.
  
***Age.*** Half-oozes don’t last long, since their bodies begin
on borrowed time. They usually live out about half their
dam’s original lifespan, if the dam was young when the
half-ooze was sired. A half-ooze with an elvish dam might
live for a hundreds of years, where one with an orcish
dam might die of old age after only a couple of decades.

  ***Alignment.*** Half-oozes are, more than anything, hungry.
This constant need to consume renders them either
neutral, or somewhat evil—although if they can get the
food they need through good and lawful means, they may
do so.

  ***Size.*** Half-oozes range in height from under 4 feet
to over 6 feet tall, depending on their Dam. Ooze sires
don’t usually prey on smaller races such as halflings or
gnomes, as they’re not suitable for their life cycle. Your
size is Medium.

  ***Speed.*** Your base walking speed is 30 feet.

  ***Languages.*** You can speak, read, and write Common,
and can understand one other language of your choice,
but you can’t read, write, or speak it.

  ***Hunger of the Ooze.*** You must eat every day, or suffer
1 level of exhaustion. When eating, you require twice as
much food as other Medium humanoids.

  ***Pseudopodic Limbs.*** As an action, you may extend
either your arms or legs to twice their normal length.
When doing so, your AC decreases by 1. If you extend
your legs, add 10 feet to your speed on foot. If you extend
your arms, any melee weapon you’re weilding is considered
to have the Reach property. If a weapon already has
the Reach property, it does not gain additional range, as
it’s too awkward to handle at that length. You may end the
effect as a bonus action. Your arms and legs cannot both
be extended at the same time.

  ***Rubbery.*** Your ooze origin makes you able to fit through
small spaces. Your body can fit through openings normally
suitable only for Small or Tiny creatures. Depending
on the size of the opening, your armor and equipment
may not fit through.

***Echoes of the Dam.*** You have the faintest memories from the life of your dam. Choose one: Gain one skill proficiency, gain one weapon proficiency, or gain two knacks.
  
***Subrace.*** Half-oozes are sired by one of three types of ooze. Choose one.
  
#### Acidic
The ooze that sired you was of a peculiarly acidic variety. The skin of acidic half-oozes tends to have a pale greenish hue, a faintly sharp smell hangs around them.
  
***Ability Score Increase.*** Your Constitution score increases by 1.
  
***Corrosive Strike.*** Once per day, when hit by a melee attack, you may as a reaction deal acid damage equal to your Constitution modifier. You may not use this trait again until after a short or long rest.
  
***Omnivore.*** You do not require your food to be cooked, and are immune to being poisoned by food or drink you ingest.


#### Sticky
The ooze that sired you was of a creeping, sticking nature. The skin of sticky half-oozes tends to have a yellowish hue, and they smell faintly of rot.

***Ability Score Increase.*** Your Dexterity score increases by 1.
  
***Ooze Climb.*** Your sticky fingers help you cling to the walls. Climbing no longer costs you extra movement.
  
***Sticky Fingers.*** You gain proficiency in the Sleight of Hand skill.
  
#### Magical
The ooze that sired you was of arcane origin, perhaps concocted by some strange spellskin for unknown experiments. The skin of magical-half-oozes tends to have a purplish hue, and they have a vaguely sweet smell.
  
***Ability Score Increase.*** Your Intelligence score increases by 1.
  
***Cantrip.*** You know one cantrip of your choice from the spellskin (wizard) spell list. Intelligence is your spellcasting ability for it.
  
***Magic Knows Magic.*** You gain proficiency in the Arcana skill.
 
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## Classes 
The classes of Planegea are the earliest roots of future adventurer classes. Though the niche they occupy in the world may be different, the martial, divine, and arcane powers that these archetypes wield is a common thread from the prehistory of Planegea to their distant descendants. Mechancially, the classes are the same as  in D&D (with minor adjustments assumed for the starting equipment and any features having to do with any of the taboos). 

Some DMs might choose to add or remove classes based on their preference and the story they're telling in their own Planegea. But as written, each of these has its place.

### Ascetic (Monk)
The ascetic refuses food and water for days, sometimes weeks at a time, feeding instead on the very essence of magic itself that flows through the world. This magic nourishes their body and makes them deadly hunters and warriors. Ascetics are highly respected, and often feared, by their clans. They are called upon in times of crisis to aid in the clan's defense.

### Barbarian
The classic barbarian is a familiar sight in the wild lands of Planegea. Fighting for survival with unbridled rage, barbarians are most commonly found in especially warlike or hunt-oriented clans in regions where the prey is especially dangerous.

### Chanter (Bard) 
Chanters, renowned song-singers and storytellers are, after shamans, the most respected and honored members of clan life. A gifted weaver of song or story can uplift a clan, transport them, working wonders through their words. As long as they bring word from afar to the clanfire, a chanter never need worry about where their next meal is coming from.

***Bardic College becomes Chanter Tradition.*** Chanters hail from various Traditions rather than Bardic Colleges. (Mechanically, these are unchanged.)

### Druid
Although most clans are in an endless war for survival, some individuals forge a different relationship with the world, drawing on the natural magic to weave themselves into the very roots and feathers of life. Druids live apart from the clans, as shamans believe their magic angers the gods, and others tend to see them as too sympathetic with the predators who threaten their lives. If taboo druidic magic is suspected in a clan, its practitioner will be driven out to make their own way in the wild.


### Fighter
The expert hunters, guards, and raiders among a clan are known as fighters—those who leap onto the backs of mastodons or strike down other humanoids in the struggles to stay alive. Fighters are great masters of weapons, and are often entrusted with the clan’s enchanted weapon, to send the killing blow home when it counts the most.
```
  ```
> ##### Druidic & Scavengers Cant
> These two secret languages are a rare gift—a way of leaving messages that don't call down the Hounds of the Blind Heaven. Neither language relies on written words, but rather on encoded signs and signals (a twisted knot, a colored stone, a broken branch left in a certain place).
  > 
  > The ability of druids and scavengers to communicate over long distances is one of the reasons they are rejected and mistrusted by others—such tricks are seen as verging on black magic, and breaking the taboos is punishable in many clans by immediate death.

  <br>  
### Guardian (Paladin)
The chosen warriors of shamans, guardians work closely with the leaders of the clans to carry out the will of the deities who reveal themselves to the people. A guardian takes a solemn oath in the service of the supernatural, swearing their lives in order to channel that power to survive, to heal, and to protect the clan.

### Heretic (Warlock)
Even in a world full of gods, there are other powers at work. These powers, with no shamans or hallows or trappings of divinity, seek out the desperate and offer them power at a terrible price. Those who strike such a pact are known as heretics, for they reject the gifts and service of the gods for other, stranger masters. But unlike gods, the patrons of heretics aren't bound to specific locations, allowing them to wander freely wherever their calling may lead.
  
### Mender (Artificer)
These master craftsmen have powerful insight into the flow and shape of magic in the world, and understand how to weave together stone and spells into powerful combinations. According to Mender lore, all was once equal parts magic and matter, and to enchant a thing isn't to add magic to it—instead, menders merely repair objects back to their properly magical state.

  ***Lithomancer.*** The work of a Mender is mechanically identical to the official Articifer (ERftLW 54–63), but instead of metal and glass, Menders use stone and bone, feathers and fur, etc. 
  
### Ranger
Rangers are master hunters, who have given their lives over to the study of the hunt. Usually arising from especially difficult environments, raiders may hunt deadly prey through cliffs and deserts, quicksand and ice fields, stalking and planning before executing the perfect kill, and feeding their entire clan for months.

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### Scavenger (Rogue)
Relying not on might or force of great magic, but on cunning, stealth, and expert timing, scavengers make their way through cover of darkness to take what they desire. Most clans detest scavengers, but their skills can be critical for staying alive when food is scarce or dangerous predators leave behind massive kills.

### Shaman (Cleric)
In a time before temples and religious hierarchy, shamans serve as intermediaries between mortals and gods. Shamans are leaders of clans, and hear personally from local deities. Shamans are vital to the clans for their ability to interpret dreams and lead ceremonies crucial to clan life. Most shamans have a specific deity they revere, and it is not uncommon for a clan to be given over to the worship of one god or goddess above others thanks to the influence of their shaman.

***Local Deities.*** When shamans travel, they sense and can connect with the gods of their new location, paying homage and forging connections. Many shamans prefer to follow certain types of gods, seeking out deities of a similar domain. A shaman must draw their power from a nearby god or divine force, as there are no universal gods supplying power equally throughout the world.
<br><br>
> ##### Regional Domains
> The power of a god is limited by its location. When adventuring shamans travel outside of their god's domain there are a few options to explore:
  * Different god, same domain: Regions can have more than one god (although one is usually dominant), so the new region might have a god with similar values and power.
  * Divine alliance: Gods are able to commuicate with each other, and a god who favors a shaman might reach out to a neighboring god and ask that their power be allowed to flow through them into their region.
  * New god, new domain: Sometimes there is no alliance or similar god to be forged, and instead the shaman must source their power from a different type of god altogether. In this case, the shaman may change their subclass and divine domain, setting aside all features from their old domain and adopting all features from their new domain at their current level.
```
  ```
### Sorcerer
Harnessing the raw, primal magic power of the world, sorcerers are by far the most common arcane casters in Planegea. Sorcerers are feared and respected, often existing in tension or outright conflict with shamans. Their magic being driven by their own will, sorcerers are often a law unto themselves, which can be exhilarating, threatening, and (often) quite deadly.

### Spellskin (Wizard)
In deep caves, thickets, or hide shelters, spellskins mutter and trace the shapes of magic. Creating patterns and designs that echo the mana of living things, spellskins use natural dyes and clays to paint powerful creatures, real or imagined. Then, once the shape of a creature and its magic is fully understood, the spellskin copies its form onto their own bodies. Powerful spellskins are covered in tattoos, and can call forth the magic they have wrestled into their skin at will.

***Spellbook becomes Mana Tattoo.*** Rather than carrying a book, spellskins tattoo the shapes of magic onto their skins. These shapes are not writing—rather, they are a symbolic set of shapes, particular to every spellskin, which defines the shape of magic as the spellskin comprehends it. This tattoo is a kind of shorthand for the larger symbols the spellskin has painted or carved into a wall or flat surface requiring 10’ square for each spell level. (Thus a 4th level spell requires a 40’ square surface.)

In order to learn a new spell (either their own spell or a spell copied from another spellskin’s wall), a spellskin must create the spell on a space equal to 10’ square or more per spell level. Thus, high-level spellskins are known for their huge walls covered in intricate paintings or carvings. A spellskin must only create the spell on the wall when first learning it. After they have created their mana tattoo, they can prepare their spells by studying their tattoos, envisioning the wall, repeating incantations made while creating the wall, and so on.

One spellskin who encounters another cannot copy a mana tattoo from their body, as it is a mere shorthand for the spell’s full shape. If a spellskin discovers another’s painting or carving, they may copy one spell from it in a process that takes 2 hours and causes 1/2 level of exhaustion per each level of the spell. If the process of copying it is interrupted, the copying fails, and the spellskin must begin again.
  
  
<br>
<div class='descriptive'>
##### The Shattered Sanctum
A powerful spellskin known as Mel'nes the Beekeeper seeks aid in discovering the perpetrator of a great tragedy—the destruction of his sanctum. A canyon, its seemingly endless walls painted with the life work of Mel'nes, was shattered by some powerful magical force. The same force also attacked his mind, reducing his magical knowledge to the barest shred of its former power. What Mel'nes doesn't know is that he himself shattered the walls upon learning a terrible secret that—if recovered—could open a gate to the Sea of Stars and let in a terrible alien threat that could unweave reality itself.
</div>

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# Chapter 5: Equipment & Trade

<span style="display:block;position:relative;top:-15px;padding-top:15px;">P</span> **LANEGEA IS A WORLD WITHOUT COIN,** and barter is the most common form of exchange. However, if you don't want to haggle over every purchase, salt is commonly accepted as a standard form of trade, since it's useful for preserving and flavoring all kinds of food. A useful rule of thumb is that 1 coin-sized portion of salt is equal in value to 1gp in the Forgotten Realms. This coin-sized portion of salt is written as 1ps (portion salt). 

That said, in regions where salt is plentiful (like the Fang of Salt & Slime or desert regions) or extremely scarce, other exchanges are more common. Use this table as a rough guide to common transactions.

<div class="left">
##### Currency Conversion
| Type | Equivalent of 1 Gold Piece |
|:-----------:|:-------------|
| Salt  | 1 portion |
| Food | 1 meal<br>1 cup of wine |
| Raw<br>goods | 25 bundles of dry sticks<br>1 sack of flint, plants, or feathers<br>1 common skin or set of bones<br>1/2 rare skin or set of bones<br>1/4 very rare skin or set of bones  |
| Crafted<br>goods | 1 knife<br>1 jar<br>1 pouch<br>1/4 tanned leather<br>10 fishhooks<br>1 temporary shelter (1 person) |
| Easy Labor  | 5 hours |
| Hard/Skilled<br>Labor  | 1 hour |
  </div>

### Languages
The total number of languages known at character creation is halved, to a minimum of 1. If a character option such as a feat or class level ability grants the ability to learn new languages, the number added is also halved, to a minimum of 1. To communicate with a creature who does not speak your language, you must rely on Charisma (Performance) and Wisdom (Insight) checks.
### Tool Proficiencies & Knacks

Planegea is as varied in places and people as any fantasy world. You use the backgrounds listed in the Player’s Handbook for your character’s origin, translating the technology downward to a prehistoric world. Sages study oral traditions, soldiers march at the command of warlords, acolytes serve at the command of shamans.

Where tool proficiencies are listed, replace these with *knacks*. A knack is a natural affinity for a kind of work or craftsmanship. So proficiency with thieves’ tools means a thieving knack, proficiency with a brewer’s kit becomes a knack for fermenting strong drink, and so on. These knacks also allow you to add your proficiency bonus to craft these kits from basic materials.

### Adventuring Gear
Most items in the Player's Handbook can be used as they are by simply describing them as made of bone, wood, stone, hide, rope, etc. A few particular items are a bit more specifically modern, and are converted to Planegea in the Gear Conversion table.

<div id="gear-table">
##### Gear Conversion
| Player's Handbook | Planegea |
|:----:|:-------------|
| Abacus | Counting sticks |
| Ball bearings | Smooth pebbles |
| Bottle, flask, tankard, or vial  | Skin or jar (made of clay,<br>wood, stone, bone, etc.) |
| Caltrops | Knuckle-bones or vertibrae |
| Chain | Knotted rope studded with<br>wood, stone, or bone |
| Crowbar | Lever |
| Hourglass | Notched, slow-burning stick |
| Ink | Paint |
| Ink pen | Paintbrush |
| Lantern | Skull |
| Lock | Knot, often specialized,<br>with various stone needles<br>or other complications worked in |
  | Magnifying glass | Crafting hoop<sup>1</sup> |
| Paper | Smooth hide |
| Parchment | Rough hide |
| Pot, iron | Pot, stone |
| Spellbook | Spellskin's sanctum<sup>2</sup> |
| Spikes, iron | Tusks |
| Spyglass | Scouting hoop<sup>1</sup> |
</div>

<div style="font-family:scalysans;font-size:8pt;">
1. Glass is rare and crude throughout Planegea, usually only formed by volcanic or elemental forces. The listed items are much easier obtained as common magic items, usually in the form of wood or bone hoops enchanted by seers or gods to aid in crafting or scouting.
2. Spellskins use large areas to design their spells, then transfer those spells as tattoos onto their bodies. The only way to find a spellskin's spells is to locate the place where their spells are crafted, which is usually secret, hidden, and guarded.
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##### Armor in Planegea
| **Armor** | **Cost** | **Armor Class (AC)** | **Strength** | **Stealth** | **Weight** |
|:-:|:-:|:-:|:-:|:-|
| *Light armor*  		||||||
| &emsp;Padded			| 5ps	| 11 + Dex modifier | — | Disadvantage | 8 lb. | 
| &emsp;Leather 		| 10ps	| 11 + Dex modifier | — | — | 10 lb. | 
| &emsp;Stone-studded leather	| 45ps	| 12 + Dex modifier | — | — | 13 lb. | 
| *Medium Armor*  		||||||
| &emsp;Beasthide 			| 10ps	| 12 + Dex modifier (max 2) | — | — | 12 lb. | 
| &emsp;Heavy fur	 	| 50ps	| 13 + Dex modifier (max 2) | — | — | 20 lb. | 
| &emsp;Bone  		| 50ps	| 14 + Dex modifier (max 2) | — | Disadvantage | 45 lb. | 
| &emsp;Wooden chestpiece 	| 400ps	| 14 + Dex modifier (max 2 | — | — | 20 lb. | 
| &emsp;Wood  		| 750ps	| 15 + Dex modifier (max 2) | — | Disadvantage | 40 lb. | 
| *Heavy Armor*  		||||||
| &emsp;Monsterhide 		| 30ps		| 14 | — 		| Disadvantage | 40 lb. | 
| &emsp;Stone &amp; leather 		| 75ps		| 16 | Str 13	| Disadvantage | 55 lb. | 
| &emsp;Stone &amp; wood 			| 200ps		| 17 | Str 15	| Disadvantage | 60 lb. | 
| &emsp;Stone 			| 1,500ps	| 18 | Str 15	| Disadvantage | 65 lb. | 
| *Shield* 				||||||
  | &emsp;Shield 		| 10ps	| +2 | — | — | 6 lb. | 
</div>

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

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

  <img alt="weapons" src="https://i.imgur.com/XLDDjxy.jpg" style="position:absolute;right:30px;bottom:7px;width:75%;mix-blend-mode:multiply;transform:rotate(27-deg);"/>

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# Chapter 6: Running the Game

T **HE WORLD OF PLANEGEA IS BORN**<BR>for bold, imaginative, exciting campaigns full of every kind of adventure. From dungeon-crawling pulpy monster hunts to deep political and intrigue roleplaying, from gritty survival to mythic, world-shaping campaigns, from urban skulduggery to wars in the Underdark, it can all happen in Planegea. Each group has their own Planegea, and every one is different, uniquely tailored to the play style of that party. What follows are suggestions for how to run exciting and satisfying adventures in Planegea as-written.
  
## Stone-Age Adventures
Although Planegea is its own campaign setting, it's certainly possible to run published adventures in the world of Planegea by converting some common tropes to a prehistoric variant that stays true to their original spirit.
  
  Use the Adventure Conversion table to bring the best of other campaigns to the world of Planegea.
  
  <div id="gear-table">
##### Adventure Conversion
    
| Classic trope | Planegea equivalent |
|:----:|:-------------|
| Ancient kingdom | Powerful, ritualistic clan | 
| Airship | Tamed flying creature |
| Blacksmith | Master crafter |
| Book or tome | Painting or song |
| Carriage | Beast of burden |
| Castle | Cave system |
| City | Gathering of clans |
| Guard | Clan hunter or warrior |
| House or mansion | Tent or fortress |
| Innkeeper or server | Elder, host, or drinkmaster |
| King, noble, or mayor | Warlord, chieftan, or elder |
| Library | Gathering of elders or chanters |
| Ruin | Cursed or taboo place |
| Sailing ship | Catamaran or great-canoe |
| School or monastery | Hidden sanctuary  |
| Spell scroll | Talisman |
| Secret cult | Secret cult |
| Shop | Clanfire or crafter's tent |
| Tavern | Clanfire or shady pool |
| Temple | Hallow or shaman's tent |
| Thieves guild | Scavengers or secret alliance |
| Tomb or crypt | Burial ground or catacombs |
| Tower | Tower, cliff, or tree |
| Trapdoor | Disguised tunnel or tent flap |
| Wizard's tower | Spellskin's cliff-sanctum |
| Village | Small clan |
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<br>  
>##### Setting Variant: The Utter Future
>There is a post-apocalyptic tradition in the pulp literature that inspired D&D of worlds where magic and technology are mixed, and our present is the unimaginable past. To explore this idea, consider introducing sealed bunkers, buried deep underground, with modern or futuristic technology. The question, then, is why are they sealed away, what happened to all the metal on the surface, and what are the Hounds of the Blind Heaven?

  <br>
  ### Villainous Schemes
  Most of the classic villainous schemes from fantasy literature apply in Planegea—murder, revenge, usurption, dark devotion to an evil god... all of these can be brought directly into this world without alteration. For ideas, consult the Villain Schemes & Methods tables (DMG 94-95). A few examples to get you started (for more complex schemes, combine two or more of these into a single diabolical plan):
  * **Immortality:** Destroy gods and devour their essence to become a god.
  * **Influence:** Conquer the Three Brothers and rule the entire Great Valley.
  * **Magic:** Open a portal to the dwelling of alien beings from the Sea of Stars.
  * **Mayhem:** Kill the Worldheart Dragon at the center of Blood Mountain.
  * **Passion:** Resurrect a long-dead loved one.
  * **Power:** Usher in an invasion by the Giant Empires.
  * **Revenge:** Wipe out an entire clan in payment for an old insult or injury.
  * **Wealth:** Plunder taboo ruins for artifacts of great power.
  
### Primordial Monsters
The primal nature of Planegea means that there need be no such thing as a "normal monster." A couple of considerations:

  ***Avoid names.*** When describing monsters, avoid using their names as long as possible, describing their appearance, their behavior, their smell, and the sounds they make. It's very possible this is the first or only monster of its kind.
  
  ***Reskin boldly.*** DMs are encouraged to play fast and loose with the stat blocks of monsters in Planegea. A harpy might become a leatherwinged saurian. A gorgon might be a stone-feathered mastadon. A cockatrice might be a wicked jungle-fey from the Venom Abyss. By using existing stat blocks and reskinning them as you see fit, you'll introduce fresh and primal flavor to your game, while still retaining the use of tools for combat balance in published materials.
  
  (The easiest way to do this is simply to literally change the skin. Make furry creatures scaly, smooth creatures feathered, add stripes or bristles or other cosmetic details to create a new visual aspect.)
  
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  ***Alter monsters.*** Whenever you're able, add or remove aspects to make monsters unique and surprising. Consult the Monster Features table (DMG 280–281) for ideas. Be aware that adding features will increase the monster's CR. 
  
  Here are some useful primal aspects to spark ideas:
  
  * Extra eyes (Blind Senses, Invisibility)
  * Hypnosis (Charm, Read Thoughts, etc.)
  * Slime (Slippery, Stench, etc.)
  * Spines (Breath Weapon, Death Burst, etc.)
  * Swell (Blood Frenzy, Enlarge, etc.)
  * Tentacles (Constrict, Grappler, Reel, etc.)
  * Tusks (Rampage, Reckless, etc.)
  * Wings (Dive, Flyby, etc.)

This list is just the beginning. Any morphology you want to explore is fair game. This is the beginning of the world—there will be millennia for nature to find its final form for these creatures. For now, all is new and wild and deadly.
  
### Awarding Loot
Given that Planegea has no coin or currency, conquering enemies large and small come with other rewards. Use the Currency Conversion table at the start of the previous section for simple conversion from gold. Loot can also take the form of magic items, finely crafted goods, or extraordinary raw materials (such as prized scales, feathers, blood, bones, teeth, etc). These materials might be carried by the defeated creature or harvested from them.
  
  Loot can also be claimed in the form of favors, gratitude, and bonds. If the party defeats a creature that has menaced an individual, a clan, or a region, they may now be owed a debt of gratitude, which they can use to gain whatever advantages they might seek.

### Magic Items
  Magic items tend to be crafted by shamans or spellskins, or else given by the gods. Many divine hallows act as de facto magic shops, with mortals giving offerings to the local deity in order to gain blessed items.
  
  Most magic items in the Dungeon Master's Guide and other published materials can be used in Planegea, simply by converting any glass or metal components to prehistoric materials (stone, wood, bone, shell, etc), with a two obvious exceptions:

  ***Spell scrolls become talismans.*** Talismans are small, fragile trinkets, usually made of clay, fragile bones, string, and the like. When used correctly, a talisman unravels to cast its spell, and then disintegrates into dust. However, it is possible to unravel a talisman clumsily, failing to activate the magic. Use the spell scroll rules (DMG 139-140) for talismans.

  ***Books become chants.*** Various books grant abilities and unleash effects when read over time. These magic items become chants, which must be memorized and uttered from start to finish, requiring the same amount of time as the time required to read the book.
  

<div class='descriptive'>
##### The Cry of the Cursed Skull
A skull buried deep in a cursed cave has been haunting mortal dreams, crying out to be reclaimed, no matter what the cost.
</div>

  ```
  ```
## Dungeons & Ruins
  What besides dragons could be more essential to D&D than dungeons? Yet how do you introduce the  mainstays of dungeons, ruins, and long-vanished kingdoms into Planegea?
  
  The answer is simple: dungeons are—as always—constructed by the powerful, and ruins still exist...but they were never inhabited by humanoids. 

### Ruins
  All long-abandoned ruins belong to various races very different in thought, logic, and belief than ourselves. Whether it's the underwater palace of an aboleth, the dizzying tunnels of a beholder, the catacombs carved by the magic of sphinxes, or the horrifying colony of an elder brain, ruins should be as weird and otherworldly as possible.
  
  To explore this concept, consider the following possibilites:
  
  
  ***Not made for feet.*** The ruin or dungeon might have been the carving of a beholder or an aboleth, who have no need of floors or thresholds as such.
  
  ***Noxious air.*** Did the previous inhabitants of this ruin breathe air? If not, perhaps terrible vapors fill the air, requiring constitution saves and a hurried pace lest the party succumb to sleep, paralysis, or death from the very air itself.
  
  ***Strange geometries.*** Some places are so other that merely inhabiting them is enough to drive mortals mad. Use the Short-Term Madness tables (DMG 259) to affect those who linger too long in shadowed and alien corners.

### Dungeons
  What we call dungeons are really confined environments where heroes encounter a high degree of challenge and danger, with limited opportunities for rest and recovery. Planegea is full of places where dungeons may be found. Here are a few varations to explore:

  ***Divine dungeons.*** Hallows, trial grounds, ritual sites, and vision quests are all potential dungeons springing from divine magic. Such dungeons could be built by a god trying to keep itself safe from attack, a clan creating a training ground for its potential future shamans, a cult trying to empower a dark deity, or a shaman proving the mettle of hunters on an ethereal journey.
  
  ***Arcane dungeons.*** Sanctums, enclaves, secret crafting places, and locations of great raw resources are all potential dungeons formed by arcane magic. Such dungeons could be built by a powerful sorcerer seeking seclusion, a twisted spellskin teaching apprentices dark magic, a jealous warlock hiding a prized belonging of their patron, or a chanter's gaurded source of magical inspiration.
  
  ***Martial dungeons.*** Fortresses, encampments, clifftop hideaways, and even war camps on the move are all potential dungeons powered by martial might. Such dungeons might be built by conquering warlords, a xenophobic clan of trap-savvy rangers, secretive ascetics, or hunted scavengers desperate to cover their tracks.
  
  ***Natural dungeons.*** Living forests, flooded caverns, volcanic slopes, and stormy cliffs are all potential dungeons shaped by the natural world. Such dungeons might be completey natural, uninhabited by mortals, or might be home to those who wish to hide from other souls.
  
  
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## Urban Adventures
Running urban adventures in Planegea might—at first—seem like an impossibility. But there are at least four urban environments in the game to explore:

  ***The Giant Empires.*** Each of the giant empires has multiple cities with mighty ziggurats, cultivated gardens, merchants, nobility, intrigue, crime, and everything else you could seek in an urban environment. Each of the cities is built for giants on the backs of mortal slaves, and so features not only the great architecture of the masters, but a human-scale undercity as well, running throughout the titanic structures of the giant lords.
  
  ***Free Citadel.*** In the Skyfang Mountains, between the Worldquake Waste and the Ghostmire, there is a giant city where the mortal slaves rose up and overthrew their master. Because of its awe-inspiring natural fortifications, the Stone Empire has not been able to re-take the city, although they attack it frequently and ferociously. Still, the mortals who live within, ruled by the great and deadly Usurper Queen, have refashioned the massive architecture and streets of the city to their own liking, and it is by far the most advanced mortal city anywhere in Planegea—though its utter isolation renders it vulnerable to terrible trials.
  ```
  ```
  ***Flood Cities.*** In the Great Valley, seasonal floods rise and fill the land with bounteous flowers, fruit, and prey animals of all kinds. This plenty attracts all manner of life, including countless clans arriving to partake of the bounty. These sudden settlements, with tents stretched from horizon to horizon, are a surge of life, celebration, noise, birds and animals, marriages, abrupt violence, competitions, theft, and rituals of all kinds. The haphazard nature of the settlements makes them a scavenger's paradise, and many an adventure is to be had among the towering tents and feasting lawns of a flood city.
  
  ***Generational Camps.*** In places with stable, steady food supplies and limited natural predators, some clans spend generations building encampents, adding story after story to wooden structures, tent after tent to sprawling hide warrens. These camps can grow so large and complex that they become small cities in their own right. Usually constructed in some peculiar hideaway, out-of-sight from would-be marauders and conquerers, these generational camps are known for rites and rituals, severe punishments for broken taboos and traditions, and complex politics.
<br><br>
<div class='descriptive'>
##### The Siege at Free Citadel
A relentless horde of stone giants, armed with terrible weapons and equipped with the magic of the Dao Dominion from the Worldquake Waste, are laying siege to the city of Free Citadel. Food is scarce, the people are panicking, and it is up to the most trusted and skilled warriors of the Usurper Queen to break through the stone giant army and bring  help.
</div>
  
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# Chapter 7: Survival

I **T'S NOT EASY TO SURVIVE THE PERILS OF** Planegea. A creature must be ready to hunt, ready to hide, ready to fight to defend its life and its kill from other hunters and scavengers. And Planegea is a world on the move—from stars to rivers to forests to clans, it takes more than a sense of direction to find your way. It takes luck, timing, and skill at reading the shifting patterns of the world.
  
  But for those who can intuit the winds and see patterns in hoofprints of valuable prey, there is great might and glory to be gained in the hunt, and great joy in coming home to the welcome of a bright clanfire.

## Hunting & Harvesting
  The rules for hunting and harvesting in Planegea are intended only to enrich your adventures. If your party isn't interested in playing a campaign involving survival elements, you can play the game as-written in the core books. However, these optional rules give added reasons to embark on the trials and triumphs of the hunt.
  
### Hunger Is a Constant
It's assumed in Planegea that creatures are always hungry, always passively gathering food such as berries, small prey, and edible grasses, bark, and other plants, and have basic knowledge about what is edible and what isn't. 
  
  This means that characters will not starve to  death unless special circumstances apply (such as being in a particularly barren regions or if a spell or other effect limits your ability to perform basic functions).
  
  Instead of hunting merely to survive, in Planegea, you hunt to thrive.
  
### You Are What You Eat
In Planegea, you can gain benefits from a successful hunt. Whether you pursue your prey strictly for food, or simply eat what you kill along the course of your adventures, harvesting the right kinds of food can grant you the strength you need you survive.
  
  ***Satiety.*** Eating your fill of good food brings a rare feeling for Planegeans—fullness. If you eat two pounds of food in a single meal, you gain the Sated condition. For 8 hours, you gain advantage on an attack roll, saving throw, or ability check of your choice.

  ***Ability enhancement.*** Certain prey can be harvested to briefly bolster various aspects of the hunter. When successfully harvested, prepared, and eaten, gain the benefits of the *enhance ability* spell. The ability affected is determined by the DM, based on the nature of the creature consumed.

  ***Spell effect.*** Some magical prey, when harvested, prepared, and eaten, can bestow the benefits of spells, as if from a potion or amulet. The nature of the spell and the prey is determined by the DM.
```
```
> ##### Choosing Extraordinary Prey
> If your party is eager to hunt to gain one of the benefits listed, it's the DM's choice which creature they need to hunt to gain the desired effect. Consider their CR, environment, and the magical potency of various prey. As a rule, it's a good idea to start with Monstrosities, choose prey which doesn't speak and—if the prey is a common animal such as a wolf or bear—give it extraordinary aspects such as those listed in the Primordial Monsters section.

  &nbsp;
### Dangers of the Hunt
There is far more to hunting than merely stalking and bringing down prey. The wily hunter will be wary  of the following perils:
  
  ***Predators.*** In the words of an ancient ascetic, "There's always a bigger fish." Beware when hunting that you are not the prey for some mightier and stealthier creature.
  
  ***Competitors.*** You are not alone in the world. Even if other predators aren't hunting you, easy prey may already have been sighted by other creatures. Make sure that your kill isn't stolen at the critical moment by a creature willing to challenge you for the prey.
  
  ***Scavengers.*** After you bring down your prey, deal with it quickly. Leaving fallen prey out in the open attracts scavengers—and though scavengers may be individually weak, they tend to gather just outside your vision in ever larger numbers. 
  
  ***Tricks & traps.*** Not all prey panics when pursued. Take care lest you be drawn into dangerous ground—quicksand, tangling vines, the lair of a larger beast. Some would-be prey have a symbiotic relationship with creatures or places that thirst for the blood of the over-eager.
  
  ***Seeing red.*** In the heat of the hunt, it's all too easy to lose track of where your feet are taking you. Keep awareness of your surroundings, lest when the killing blow is landed, you raise your eyes to realize you are in a place you do not know, nor have any idea how to escape.

  
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### Taboos
A basic survival skill is avoiding foods with bad effects. This boils down to the three food taboos:
  
  * ***Nothing raw or rotten.*** Do not eat meat uncooked or any food that exhibits the signs of spoiling.
  * ***Nothing that speaks.*** Do not eat a creature that speaks to you in a language that you can understand.
  * ***Nothing made of many.*** Do not eat a creature with more than nine eyes or nine appendages—including arms, wings, legs, antennae, feelers, claws, and so on.

The taboos aren't merely symbolic. If the taboos are broken, the DM can decide on any appropriate effect, or roll on the Taboo Effect table for inspiration:
  
##### Taboo Effect
| d20 | Result |
|:----:|:-------------|
| 1–10 | Poisoned condition |
| 11–14 | Poison damage |
| 15–17 | Roll on the Short-Term Madness table (DMG 259) |
| 18–19 | Roll on the Tricks table (DMG 298). |
| 20 | Roll on the Wild Magic Surge table (PHB 104) |

  
### Harvesting
Harvesting a hunt is an activity with countless permutations, so rather than offer a single method of harvesting, consider the following when the party brings down a kill:
  
***Ability checks.*** Any of the following ability checks can come into play when harvesting prey:
  * **Strength:** Breaking bones, snapping off tusks, ripping off tough hide, cracking natural armor, etc.
  * **Dexterity (Sleight-of-Hand):** Nimble extraction of delicate parts, careful skinning, nimble plucking, etc.
  * **Constitution (Concentration):** Withstanding stench, maintaining focus on a long or delicate harvest, etc.
  * **Intelligence (Medicine):** Knowing which parts to harvest, determining healthy and rotten parts, careful cutting to avoid internal damage, etc.
  * **Intelligence (Nature):** Recognizing the type and value of a harvest, identifying useful components, etc.
  * **Intelligence (Religion):** Recognizing divine patronage, honoring the local deity and clan customs, etc.
  * **Wisdom (Survival):** Skillful butchery of meat, cooking, preservation, burying offal, etc.
  * **Wisdom (Perception):** Watching for scavengers, noticing marks of ownership, signs of privation or prior harm, etc.
  
***Resolving a harvest.*** Some harvests are simple, others are complex and risky. Use any of the following methods to resolve the harvest based on your group's play style and the importance of the harvest to the story.
  * **Single roll:** If a harvest is not a particularly significant story moment, it's sufficient to choose a relevant skill, roll once, and move on.
  * **Best two out of three:** If the stakes are higher, raise the stakes by requiring two successes before two failures.
  * **Skill challenge:** For major harvests that the adventure hinges on, run a skill challenge, requiring players to use various skills and getting 5 successes before 3 failures.
  

### Crafting
When crafting items using harvested materials, players must make the following checks:
  
  * **Intelligence:** To understand the nature of the materials and what they can be used for.
  * **Wisdom:** To evaluate the materials and decide the best way to combine them.
  * **Dexterity:** To craft the components into the end product.
  
Each of these checks has a seperate DC, based on the DM's evaluation of the complexity of the project and the ability of the character. For more complex crafting projects, other skills (such as Religion, Arcana, Memory, etc) may come into play, or the Dexterity check may be made for the various components before bringing the full product to completion.
  
  
<div class='descriptive'>
##### The Reincarnation of Tasa'Ja
Ku'kulu, the ancient shaman, has lost his bride to the winter's cold. But his god has promised him that, if the proper materials can be gathered and crafted into a golem of bone and moss and crystal—and if a pact can be struck with the very King of the Dead himself—Tasa'Ja can be reborn.
</div>
  
## Travel & Tracking  
  
  Planegea is a world on the move. Nothing stays in the same location for long. Rivers shift in their course at the whims of their animating spirits and the violent storms that surge across the land. Forests full of wakeful treants wander across the landscape. Stars shift based on the story they wish to tell. And most of all, clans migrate, following herds of prey across the landscape.
  
  In Planegea, time is as important as location. Consider not only where a place is, but when you last saw it there—a clan may return to the same cave every winter, or a river flow back into its same course come flood season. Though the larger landscape of the world is fixed, with its world-fangs and giant empires, the local landscape is different each season, and can deceive and confuse even the most experienced of hunters.

  ***Ability checks.*** Any of the following ability checks can come into play when finding your way in Planegea:
* **Constitution (Concentration):** Avoiding distractions, keeping an eye on your path, maintaining a trail, etc.
* **Intelligence (Nature):** Following the contours of the land, understanding the direction of migration, predicting changes in the weather, etc.
* **Intelligence (Memory):** Remembering the movement patterns of the land and people, recognizing a landscape altered by time—a newly-dry river bed, a barren ridge where a forest used to be, etc. 
* **Wisdom (Perception):** Spotting distant landmarks, noticing places where things used to be, smelling clanfire smoke on the breeze, etc.
* **Wisdom (Survival):** Finding and following tracks, orienteering, locating prey, etc.
  
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### Getting Lost
  
Sometimes, due to a wild hunt or strong weather or magical effects, you may become lost. At other times, you may choose to lose your way. Here are a few reasons to get lost:

***Zigzag.*** When pursued by predators, creatures may choose to flee erratically, opting to lose their way in order to escape pursuit. If you escape from a predator in this way, you cannot use the same technique again on the same predator or a member of the same group of predators, if it is a pack hunter.

***Lost is sacred.*** Some gods will only appear to the lost. Some doors to the World of Dreams or the World of Nightmares won't appear unless you're lost. Being lost is one of the best ways of discovering the unexpected, and many shamans use magic to encourage and enable their most skilled hunters to wander lost, to discover what the world has to show them.
  
  ```
  ```
  
<div class='descriptive'>
##### The Lost Raiders
A band of vicious raiders are attacking clans across the Great Valley, appearing out of nowhere and slaughtering men, women, and children with impunity. A convocation of elders and shamans have appointed a group of hunters to find these raiders and defeat them. What they don't know is that the raiders have no home base, no shelter. They have perfected a strong mead which, when consumed, forces its drinker to become lost and confused, and enter an in-between world, which they use to travel from raid site to raid site, haphazardly. When the hunters confront the raiders, they discover that their leader has started to flicker in and out of existence, presenting a dangerous, semi-incorporeal challenge as he moves between seen and unseen, here and there, all blades and malice.
</div>

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# Chapter 8: Clans

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

For casting these spells, each ceremonial participant is a 4th, 10th, 16th, or 20th-level spellcaster that uses Wisdom as their spellcasting ability. The spell save DC is 12 +the participant’s Wisdom modifier, and the spell attack bonus is 4 +the participant’s Wisdom modifier.

***Magical Weapon.*** Rather than casting other spells, a clan ceremony can enchant a weapon with magic to strike truer and deeper. Such magical weapons are typically made by the clan’s best artisan, and feature special decoration, patterning, or exceptional craftsmanship. Each weapon requires an entire ceremony to enchant, and requires twelve hours to complete. After such a ceremony, all participants suffer one level of exhaustion, and the shaman suffers two levels of exhaustion. If any participant leaves the ceremony for more than 1 minute, the ceremony fails and the weapon is destroyed. A clan can have only one magical weapon at a time, and cannot create a second magical weapon while the first one exists. The magical weapon receives a +1, +2, +3, or +4 bonus to attack and damage rolls, depending on the power of the shaman who led the ceremony.

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### Feasts & Festivals
  Whenever hunters bring back a large kill or gatherers discover a large food supply, as well as at certain holidays such as the equinox or solstice of each season, the clan celebrates with a feast. These can last several days, depending on how plentiful the food and drink are and how safe their encampent is.

  ***Feasts.*** Celebrations of bounty are less formal and less predictable, but represent occasions of great joy when they happen. A feast occurs when the clan finds more food than they can eat or preserve. Horns are blown and messengers are sent out to neighboring clans to gather as many as possible to partake of the bounty, as it is considered a great shame to waste the plenty of a feast in selfish hoarding. Since feasts are unplanned, there are rarely ritualistic activities, but when clans come together there are often hastily-organized games, competitions, dances, performances, feats of magic, and the like. Feasts are known for their joyous, chaotic nature—a feeling that anything could happen at any moment.

  *** Festivals.*** These seasonal occasions mark celestial events, important remembrances, and divinely ordained celebrations. Festivals are carefully planned and prepared for, often for weeks or months in advance, and feature displays of pageantry, ritual, and shamanic rites of great importance. Young people who have married into other clans will often make perilous journeys across great distances to join their families for festivals. Festivals are known for their elaborate performances, ornate costumes, rare delights of food and craftsmanship requiring skilled labor to create—and a sense of great anticipation as the festival builds to its crescendo.

### Rites & Rituals
Certain events mark the passage of time and life in the memory of a clan. These occur as the occasion calls for them, and serve as moments for the clan to come together  and witness something of significance.
  
  ***Namings.*** When a child is born, the parents ask the shaman for a name. Most shamans treat this duty with utmost gravity, for a child's name has great magical power over its destiny. When a name is chosen, the entire clan is gathered, the name is announced, and the infant is officially adopted into the clan.
  
  ***Weddings.*** Usually following long courtships and exchanges of gifts and promises (sometimes begun at feasts or festivals years before), a wedding is the moment when the shaman publicly blesses a union before the entire clan, usually requiring the clan to take an oath to safeguard and strengthen the marriage.

  ***Funerals.*** Death and burial practices vary from region to region and god to god—sometimes destroying the body, sometimes preserving it, sometimes committing it to the sea or air or earth. In any case, the shaman leads the clan in remembrance and honoring the soul of the departed.
  
  ***Punishments.*** Transgression agains the clan is rare, but it does happen. When justice must be meted out, the entire clan gathers. This is the rare rite that is not overseen by the shaman. Rather, the elders of the clan mete out punishments as they see fit. Theft, greed, and the breaking of taboo are the most serious offenses in most clans. The worst punishment is to be cast out and shunned by the clan, condemned to the ravages of predators and denied funeral rites at death.
  
  ***Vigils.*** Before important hunts or in response to various milestones or dangers, the shaman or elders may call for a vigil, requiring some or all of the clan to stay awake and ceremonially focus their attention in mediation, supplication, concentration, and so on.
  
  ***Initiations.*** The inauguration of a new shaman, the appointing of an elder, the recognition of a child as an adult or a scout as a full-blooded hunter—the clan gathers to mark passages from one status to another, with various levels of ceremony depending on the occasion.
 
  
## Each Clan is Different
No two clans are exactly alike, differing in resources, hazards, traditions, temperament, leadership, and the demands of their gods. But some clans are organized entirely differently, without the conventional hunter-gatherer division. Some examples include:
  
  ***Warriors.*** These clans are organized around conquest, usually led by a warlord with a subordinate shaman. Warrior clans subjugate weaker clans and force them to do their labor, with the conquering clan focused on preparing for their next battle.
  
  ***Raiders and scavengers.*** These clans rely on sudden surprise attacks and theft, taking from other clans by force or stealth to gather the materials they need. Such clans have few children or elderly, shedding their weakest members and keeping on the move as much as possible.
  
  ***Spellskins, Sorcerers, and Chanters.*** Often at odds with shamanistic practices, some clans are led by arcane spellcasters. These clans have their own quirks. Spellskin-led clans tend to be less mobile, preferring habitations near their leader's sanctum. Sorcerer-led clans tend to be very instinctive, impulsive, and chaotic, often relying on trade and alliances to survive. Chanter-led clans are usually wandering performers, bringing pageantry to their neighbors in return for a share in provisions and crafted goods.
  
  ***Ascetics.*** Some clans practice hunger as a virtue, pushing themselves to the limits in search of greater enlightenment. These clans tend to be withdrawn, disciplined, and found in places that are hard to reach for both allies and enemies.
  
  ***Druids.*** Most see druids as traitors, allying themselves with the natural world instead of sharpening spears against it. Druidic clans tend to be founded by outcasts, hidden away from those that would snuff them out if they could.
  
  ***Outliers.*** Some clans are entirely shaped by their environments. Those who dwell in the shadow of the giant empires or at the edges of the world-fangs have their own practices and survival strategies that may be radically different than the rhythms and and practices of the Great Valley clans.
  
  ***Cults.*** Not all gods are understanding. Some clans exist in utter dependence or fear of their local deity, and spend all of their effort and energy to satisfy its demands. This practice can be parasitic—the god consuing its clans without compassion—or symbiotic, with the god providing all the clan needs while it engages in endless rites and rituals in the service of the god.
  
  ***Others.*** Clans are as varied as the scope of life, and can exist in any pattern or configuration. From ruin-guardians to tree-dwellers, from dream-walkers to enchanter-bandits, clans live and die and mix and mingle in all conceivable forms, limited only by imagination and the Black Taboos.
  
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  # Find Your Planegea
T **HE WORLD OF PRIMAL ADVENTURE IS** wide and deep. Every group has adventures in its own Planegea, each one different than every other. Some parties may love hacking and slashing their way through pimordial monsters, while others seek to undermine the politics of empires and establish gods.
  
  Whether you're battling savage monsters, corrupt spellcasters, evil cultists, the armies of warlords, dragons, gods, or giants, Planegea is ready for your adventures. Consult the Flavors of Fantasy section (DMG 38–41) for inspiration about how to build your own preshistoric campaigns.

  The world is wild & full of wonders. Glory to the hunt, and blessed be the gathering.
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|:----------:|:----------:|:------------|:------------:|:------------:|
| Heroic fantasy  | Battle wild monsters, rescue innocents in harm's way. | Journey into the lair of monsters to safeguard a region. | Y | Z |
| Sword & sorcery  | Battle corrupt spellcasters, claim magical weapons and treasure. | X | Y | Z |
| Epic fantasy | Battle evil cultists, defend the clan of a good god. | X | Y | Z |
| Mythic fantasy | Battle the enemies of your sworn god, glimpse other realms. | X | Y | Z |
| Dark fantasy | Battle mad shamans, discover the signs of a terrible curse. | X | Y | Z |
| Intrigue | Battle a secret society, uncover a much larger conspiracy. | X | Y | Z |
| Mystery | Battle a mysterious murderer, find a trail of riddles and clues. | X | Y | Z |
| Swashbuckling | Battle savage beasts, win glory and favor with local clans. | X | Y | Z |
| War | Battle spies and scouts, realize the scope of the coming conflict. | X | Y | Z |
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# Credits & Notes
  
  ## Creative Team
**David Somerville,** Author<br>
**Alex DuFault, Beau Severson, Bryan Scott, Jeffrey Martin, & Michael Somerville,** Creative Consultants<br>
**Michael Somerville,** Playtester
  
  
## Artwork
In order of appearance: <a href="https://www.artstation.com/artwork/3w56m">Naomi Savoie</a>, <a href="https://www.artstation.com/artwork/1nQd2G">SIXMOREVODKA STUDIO</a>, <a href="https://www.artstation.com/artwork/zX6a4">Rafael Zanchetin</a>, <a href="https://www.artstation.com/artwork/Jlgl3a">Vivian Rocray</a>, <a href="https://www.artstation.com/artwork/Bk3l">Ramon Acedo</a>,
<a href="https://www.artstation.com/artwork/8VkJm">Phoebe Herring</a>,
<a href="https://www.artstation.com/artwork/4bE4zk">Daniel Zrom</a>,
<a href="https://www.artstation.com/artwork/go1ke">Way Way</a>,
<a href="https://www.artstation.com/artwork/L0PWw">Pavel Oliva</a>,
<a href="https://www.artstation.com/artwork/vgE2D">Jakub Rozalski</a>,
<a href="https://www.artstation.com/artwork/v1rYQ6">Raphael Lacoste</a>,
<a href="https://www.artstation.com/artwork/L2JA1R">Johanna Rupprecht</a>, <a href="https://www.artstation.com/artwork/RZgGv">Rafael Lacoste</a>, <a href="https://www.artstation.com/artwork/zAYJRd">Carson Lowmiller</a>, <a href="https://www.artstation.com/artwork/vaG8E">Iga "Igson" Oliwiak</a>, <a href="https://www.artstation.com/artwork/xgqLO">Norbert Toth</a>, <a href="https://www.artstation.com/artwork/XOxzy">Tomasz Jedruszek</a>, <a href="https://www.artstation.com/artwork/DBrN0">Marianne Eie</a>, <a href="https://www.artstation.com/artwork/GzLqa">Jaime Jasso</a>, <a href="https://www.marioricoart.com/concept-art?lightbox=dataItem-jjrovm615">Mario Loca</a>, <a href="https://www.artstation.com/artwork/JlE3Jv">Nicolas Mendoza</a>, <a href="https://www.artstation.com/artwork/qzWJP">
Sergey Avtushenko</a>, <a href="https://www.artstation.com/artwork/ZNQkR">Stephen Oakley</a>, <a href="https://www.artstation.com/artwork/YaPRkq">Mathieu Seveno</a>, <a href="https://www.artstation.com/artwork/LkmXr">Min Guen</a>, <a href="https://www.artstation.com/artwork/YazYlb">Mike Johnson</a>
  
## Inspiration

* 10,000 B.C. (2008 film)
* *1491* by Charles C. Mann
* Adventure Time with Finn & Jake (2010 show)
* Alpha (2018 film)
* Apocalypto (2006 film)
* The Appendix N Book Club (podcast)
* "A Story of the Stone Age" by H.G. Wells
* *At the Earth's Core* by Edgar Rice Burroughs
* Atlantis: The Lost Empire (2001 film)
* *Battle in the Dawn* by Manly Wade Wellman
* *Clan of the Cave Bear* by Jean M. Auel
* The Croods (2013 film)
* Dawn of Man (2018 game)
* Early Man (2018 film)
* Far Cry Primal (2016 game)
* The Flintstones (1960 series)
* Food—A Culinary Cultural History Podcast (podcast)
* Genndy Tartakovsky's Primal (2019)
* History of the World Podcast (podcast)
* Legend of Zelda: Breath of the Wild (2017 game)
* Living in the Stone Age (podcast)
* Mad Max: Fury Road (2015 film)
* *Many Waters* by Madeleine L'Engle
* Moana (2016 film)
* Prehi/stories (podcast)
* Quest for Fire (1981 film)
* Road to El Dorado (2000 film)
* Stuff to Blow Your Mind (podcast)
* The Time Machine (2002 film)
```
```

## Version Notes

### 0.1.1
* Expand geography section
* Expand playable race section
* Add feature for switching shaman subclasses
* Add mender (artificer)
* Rename warlock to heretic
* Change half-orc to orc
* Replace druidic & scavengers cant features with sidebar
* Patch satiety to resolve goodberry exploit
* Fix grammar, spelling, credits, & formatting


  
### 0.1.0
* First public release.
  
<br><br>
  >##### Thank You!
  >However you happened across this setting, thanks so much for checking it out. It's been a labor of love for a long time, and I hope you have many thrilling adventures in the world of Planegea.
  >
  >If you'd like to follow future updates to the setting, you can keep an eye out for <a href="http://twitter.com/planegea">@planegea</a> on Twitter or <a href="https://www.reddit.com/user/smrvl">u/smrvl</a> on Reddit. To support the project, please share the love on your favorite social media platform or pass this guide along to someone you think would like it. If you got this PDF for free and enjoyed it, please consider visiting <a href="https://www.paypal.me/smrvl">paypal.me/smrvl</a> to contribute  salt to the pile. If you want the money from that to go towards original art for Planegea, just say so, and it will.
  >
  >Good luck and happy hunting!
  >
  ><br>
  >*—David "Smrvl" Somerville*
  
  <br>
  <p style="text-align:center;margin:10% 27%;border-top:1px #000 solid;border-bottom:1px #000 solid;">
    <br><br>
  *This project is dedicated to<br>the r/dndmaps community,<br>who caught the vision,<br><br>and to N.L., who wouldn't<br>have understood a word.<br><br><br>*</p>
  
  
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