Spelljammer - The Homebrewery

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New c0rebrew location!

Ive moved all of my homebrew from homebrery to gmbinder. Ive also condensed all of my
work into two links:
c0re handbook: https://www.gmbinder.com/share/-L4gNPnpEQ4Y6z7dAC5B
c0rebrew archetypes/classes: https://www.gmbinder.com/share/-L4gWhADWxZx9yt4mx5D
Add me on Discord: c0re#0999
Introduction

I
magine a universe where square worlds spin around All wildspace is bounded by crystal shells or crystal spheres.
gemstone suns. Where planets lie cradled in the Inside the crystal sphere is the vacuum of wildspace, the
roots of an oak tree so vast its leaves twirl around planets, and stars. Outside the crystal sphere is the rainbow
brightly burning suns. Where ships of wood sail the ocean of phlogiston and more crystal spheres. The size of a
void between worlds, and battle each other with crystal sphere is determined by the size of the planetary
catapult and ballista, spell and sword. Where an system inside. Usually a sphere has a radius at least twice as
asteroid may be a safe harbor, a slaver's den, or a big as the orbital radius of the outermost celestial body in the
hungry creature eager to devour any that pass by. Where system (i.e., the distance from the shell to the outermost body
daring swashbucklers and scoundrels race for fantastic of the system is the same as the distance from that outermost
treasures and literally touch the stars. Where terrifying body to the center point of the system).
beasts with the power to destroy whole worlds roam. Because of their great size, the outside of a crystal sphere
Welcome . . . to the universe of Spelljammer! appears perfectly flat. The curvature is so gradual that it is.
In the Spelljammer campaign, the fantastic is possible and completely undetectable to anyone who is close enough to
one is limited only by the depths of their imagination. Sailing see the crystal sphere through the obscuring phlogiston. The
ships, enwrapped in bubbles of air, travel empty Wildspace, spheres consist of an unbreakable, dark, ceramic material of
moved by the power of their mystic helms. Gravity is a matter unknown origin. Some legends state (and various
of convenience, where a captain can tour the bottom of his theologians agree) that the smooth-surfaced shells were
ship, and worlds come in all shapes and sizes. Whole solar created and positioned by the gods themselves to protect
systems are surrounded by colossal spheres made of an their worlds from the ravages of the phlogiston, which is held
unbreakable, crystal-like substance to protect them from an to be the prime matter of the universe. Less charitable
ocean of swirling light and color, the flammable Phlogiston, philosophers maintain that such shells were placed by an
which divides the void between stars. even higher authority to keep gods and men in and confine
their activities.
Wildspace Whatever their origin, the crystal shells are uniform
throughout space. All appear as great, dark, featureless
Wildspace is what comes to mind when we talk of "space." It spheres of unidentifiable matter. The crystal spheres are
is the vast emptiness that lies between the planets and the definitely solid. They have no gravity along either their
stars. All the celestial bodies within a crystal shell float in the interior or exterior sides (an exception to the rule that all
airless void called wildspace. Conventional (meaning "those large objects have gravity). No magic has been found that can
that take place on the prime material plane") interplanetary damage or alter the surface of a shell, except for those spells
journeys around a solar system take place within wildspace. which cause portals to open. Even this, however, is believed
It is mostly vacuum. (More correctly, most regions of to be nothing more than an artificial triggering of a natural
wildspace are vacuum. But the cosmos is a big place and phenomenon, since portals also occur naturally and
there are exceptions to almost every rule, as shall be shown seemingly at random. They are apparently immune to the
later.) Wildspace is not truly a void, however, even though it is effects of wishes and even the wills of the outer planar
often referred to that way. The simple fact that there is powers (though this does not rule out the possibility that the
"space" rules out its being a true void. outer planar powers created them, perhaps they were wise
enough to prevent even their own tampering).
Crystal Shells
The Phlogiston The amount of air a spelljamming ship carries with it is
based on its size. The larger the vessel, the more air is
The phlogiston is a turbulent, unstable, multicolored, dragged into its pocket. The amount of air is equal to its keel
fluorescent gas (or gaslike medium) which fills the regions length x beam length /2 + its HP (KxB/2+HP). For example, a
between the crystal spheres. Very little is known for certain man-o-war has a keel of 200ft, a beam of 20ft, and its HP is
about the phlogiston or this region. Every planetary system 550. 200x20/2+550 is 2550, which means its minimum crew
known is encased within a crystal sphere. Essentially, the size of 10 people can survive 255 days. When a vessel
crystal sphere keeps the wildspace in and the phlogiston out reaches its air limit the air becomes fouled; it smells bad and
(this, of course, is a tremendous simplification, but it is easy is stale and humid. All attacks and proficiency checks in a
to grasp). Like the phlogiston, crystal spheres are a great fouled atmosphere are at disadvantage. Air remains fouled
mystery; their origins and substance are unknown. Within for the same amount of time it remained fresh, once that time
wildspace are the celestial bodies: planets, suns, moons, wears out it becomes deadly; each turn everyone aboard
asteroids, and a host of other items collectively lumped must save versus poison or pass out. If unconcious each turn
together under the heading "planetoids." Most celestial they must save versus poison or die.
bodies have an atmosphere of some sort although it is While important, air is relatively easy to replenish.
dangerous to assume that this is an inviolable rule. Entering a larger air envelope like that of a planet or astroid
is one of the most popular and cheapest methods. Green
Gravity plants will refresh air, some vessels make great use of these
The reason everything drags its own atmosphere around for just this purpose. Many astroid colonies keep at least half
through space is gravity. This is also the reason why people their surface area reserved for plants for this reason as well.
can stand on a spacesailing ship without falling off its deck
and can stand on a spherical planet without falling off the Factions
bottom side. Every body in space has its own gravity. Gravity Most spacefaring character races are similar to their more
is an accommodating force in that its direction seems to be familiar, terrestrial counterparts as far as abilities and
"that which is most convenient." In an object the size of a capabilities are concerned. A void elf may have a different
planet, gravity is directed toward a point at the center of the societal background than a valley elf from Oerth, a moon elf
planet so that people can stand anywhere on the surface and from ToriI, or one of the Qualinesti from Krynn, but they all
dropped objects fall perpendicular to the surface. In smaller still think they are better than you. Some races are wildly
objects, like space craft, gravity is not a central point but different than their terrestrial counterparts however, so make
rather a plane which cuts horizontally through the object. sure to check their disposition before making any
Significantly, this gravity plane is two-directional; it attracts assumptions.
from both top and bottom. A sailor can actually stand on the The Imperial Elven Navy is elven superiority, look down
bottom of the ship's hull and move around as easily as if he on non-elves and even non-starborn elves. They allow such
was walking on deck. In this case, "down" is actually "up," beings into their fleet as mercs or foreign-legion style crew
back toward the plane of gravity that cuts through the ship. but don't treat them with a whole lot of respect overall. Any
One of the stranger side effects of all this is that an object individual captain or commander/admiral might be less rude
falling off the side of a spelljammer can oscillate back and about it, but the fleet as a whole is arrogant.
forth across the plane of gravity, falling first in one direction The Green Concern is made of an alliance between orcs
until it crosses the plane, then reversing direction and falling and goblinoids, out to defend themselves from genocide by
back across the plane again, and so on until something the Elven fleets (so they say), but in practice it's a way for
causes it to stop. To a person standing on the deck, the object them to unite for larger raids on outlying Crystal Spheres or
appears to fall down, then up, then down, then up. This trick loose planets/planetoids. They allow non-goblinoids/orcs in,
is commonly used to amuse passengers new to space travel. as long as they prove strong and willing to obey the orders of
More than one groundling has gotten in trouble for standing their commanders, no matter how treacherous or violent the
at the ship's rail and tossing an endless stream of apples order might be.
overboard just to watch them bob. The Arcane Consortium is a trade alliance between
various Arcane (blue giants with an affinity for magic, trade,
Air and the construction of spelljamming components), they
All objects drag air with them whenever they leave an air supply ships and refittings to anyone with the money for it.
envelope. A typical human, for example, will drag enough They are always looking to make a deal, or open new trade
fresh air with him/her to breathe for 2-20 minutes. After that networks. They defend what's theirs with as much devotion
time runs out the air will turn foul for a like period of time as they put towards trying to sell what's theirs to you.
and then become deadly and unbreathable. The Fleshdealers are a large splinter group of Beholders,
Illithid, and Neogi who, unlike much of their bretheren, would
rather BUY slaves than take them violently. As such, they
make a better impression on those they meet, and have actual
diplomats and embassies in various territories, as well as
markets for their goods and services. They prefer to trade for
slaves, but gold will do in places where that is illegal!
The Treasure Fleet is a number of Kara-turan (and gaijin)
ships and sailors travelling the spheres, making trade
connections and gathering information to take back home.
They hold no ports out of Realmspace, but their influence is
felt in many ports despite that, with large Tura-towns
springing up from members of the fleet deciding they like a
new port instead of home. To make up for shedding the
occasional cluster of crew, a not insignifigant portion of their
fleet are made of those they've hired on along the way.
The Beholder Sovereignty are vicious slaving monsters,
using their superior selves to power superior ships, which
strike to capture as many slaves as possible before fleeing.
The Illithid Union are, while not quite as unreasonable as
planet-bound Illithid, still not likely to see you as anything but
food or a slave. They do, however, respect diplomatic
alliances, and generally obey the common Wildspace law.
That does not mean you should trust a Union ship met alone
in wildspace, merely that they MIGHT not attack first if you
are flying a flag they have a treaty with.
The Githyanki hold a few territories, but make few friends
for their utter unwillingness to negotiate with the Illithid at
any point, and frequent slaving raids. They prefer the Astral
plane, and as such generally just appear for such raids, or to
butcher Illithid.
The Gith Pirates are made up of outcasts from both
factions of Gith, feared by all for their extreme violence and
rumors of cannibalism. They can be anywhere. Within a
Sphere they can appear out of the Astral plane, or perhaps
appear from an asteroid fortress. The only thing you can
count on them doing is being extremely violent.
The Helm
Ships travel through wildspace by means of the helm-a
magical device which converts mystical energy into motive
force, the push that moves the spelljammer. This allows rapid
movement from planet to planet. Some of the specifics vary
from race to race. In general, however, most ships are
equipped with a magical device known as a spelljamming
helm.
A mage or priest sits at the helm and acts as a living
engine, providing the magical power to move the ship
through wildspace and to perform some basic maneuvering
as well. Any magic can move a ship through wildspace. The
more powerful the magic, the faster and further the ship can
move. Helms come in a variety of power levels that can also
influence how far the same level of magic can get you.
In order to move about in a Tactical combat, you spend SR Cre
Your Spelljammer Ship and (Ship Rating). Moving 1 hex costs 1 SR, as does turning 1 numb
hex face. The amount you can rotate in any given hex is maxim
You! defined under the Maneuverability Class of your ship, in the Ma
A Spelljamming ship is outstandingly fast, even a mountain table above. Your Ship Rating, however, is determined by who accel
with a spelljamming helm will travel at around 100,000,000 is at the Spelljammer Helm. There are two sorts of basic Arm
miles per day in the Phlogeston. However, within Wildspace, Spelljammer Helms: Minor and Major helms. Both use the const
they are slowed down to a mere 400 miles per day per ship's power of a spellcaster with the Spelljamming proficiency. Hit
rating point. That is still outstanding, however! While attuned to the Helm, you are unable to cast more than Point
In atmosphere the speed is lowered to 60ft per ship rating a cantrip, and are unable to get up from the throne. After amou
(per round), and has the ability to hover. It retains the same getting off the throne, you are still unable to cast spells for Da
Maneuverability Class it has when in Wildspace, though class 1d4 rounds, as you un-attune. There are other sorts of Helms, DT fo
5 becomes class 4 (as class 5 generally started life as such as Lifejammers or Pooljammers, but they are beyond thres
seafaring ships, and are not quite as clumsy in atmosphere as the scope of what a player will be able to control. The than
they are in Wildspace). Helmsman has control of the ship's movement, and requires Point
all his attention at this task, preventing them from being able by 5 f
Maneuverability Classes to defend themselves or participate in combat unless they 500. A
Class Effect wish the ship to become a sitting duck. Rare Helms allow for 5 for
0 Can change facing at will, in any direction. Does not
multiple Helmsmen to contribute to the overall SR, but they maxim
expend SR when changing facing are either the Sequence Helms of the Illithid that rely on Ke
Psionics, or are otherwise extremely rare, and extremely (that’s
1 Can change facing up to 2 hex sides on a single hex powerful. There are even Ki-helms in the Treasure Fleet of becom
per 1 SR, up to a max of 2 per hex. Kara-Tur, allowing their sailor population to take the Helm pocke
2 Can change facing up to 2 hex sides on a single hex should it become necessary. Guiding the ship through Be
at 1 SR each, up to a max of 2 per hex. Wildspace makes the position of Helmsman the most of the
3 Can change facing up to 1 hex side per hex. Can important on the ship, and certainly the most dangerous. meas
change facing 1 for each hex moved.
Ship Rating
4 Can change facing up to 1 side per hex. Can change Level of Helmsman Major Helm Minor Helm
can change facing 1 for every hex moved. Cannot
change facing on the hex you start in. 1 1 1
5 Cannot change facing as the first action, they must 2 1 1
move into the hex they are facing at the start of the
turn before any turning is allowed, at 1 side every 3 1 1
other hex. 4 2 1
5 2 1
Movement and Facing 6 3 2
7 3 2
8 4 2
9 4 3
10 5 3
11 5 3
12 6 4
13 6 4
14 7 4
15 7 5
16 8 5
17 8 5
18 9 6
19 9 6
20 10 6

Terminology
Attributes of Ships Cost– This is the cost to purchase a ship
in gold pieces.
Standard Armaments- This is the amount and type of Grappling: First, the relative speed difference between Sh
weaponry that can installed on a ship. Ship weapons range vessels cannot be more then 1 SR when attempting to tied d
from medium weapons such as a light ballista to huge grapple (grappling rams exclude this). This is a contested roll, secur
weapons like a trebuchet. both ships being required to roll 1d20+MR+SR. Grappler has
Helm Type- The final ship attribute is helm type. This advantage if more than 50% greater size than the opponent,
indicates what type of Spelljammer Helm can be used to run whether as initiator or defender. Degrappling is automatic if
the ship. Most ships can be run off either a Major or Minor both vessels desire it, otherwise it's resolved just as a
Helm, but other require a Major Helm or a special type of standard grappling roll except the defender ("degrappler")
Helm. makes the rolls.
Critical Hits: Crewed weapons often have a chance of
inflicting a critical hit, this is listed in that weapon's statistics.
Combat rules Other events (ramming, some spells, turbulence, failing a
On the Tactical scale, specifically while on a ship, you roll save in high winds) can also cause critical hits. Finally, a
initiative for each ship rather than each crew member. The vessel reduced to 50% of its hull points takes a critical hit.
initiative is modified by the Maneuverability Class of the ship. Note, since some critical hits reduce the ship's hull points
This also includes movement rules. Your ship turn consists of there can be a short cascading of critical hits in this manner.
moving and turning as you wish, ending where you wish. A When a critical hit occurs the result is determined by the
combat round is 1 minute in Tactical mode. following chart:
Fire from personal missile weapons, spells, and siege
weapons can occur during any of the phases above, but must Crit Table
follow the initiative order within each phase. That is to say, d20 Roll Effect
you can fire off your turn as ships pass each other (or get 1 Loss of 5 Hull points
tangled together in grappling, ramming, or the like) 2 Deck crew casualty
Keep in mind that in space, each hex represents 500 yds
across. Most "personal" weapons can only be fired when 3 Interior crew casualty
vessels are within the same hex, a few (longbow, heavy 4 Ship Shaken
crossbow, for example) might have the range to shoot out of
the hex, barely. Spell ranges should be carefully considered 5 Large weapon damaged
as well. Generally, those with a range of at least 100 yards 6 Deck crew casualty
can be cast at targets within the same hex, those with less 7 Hull holed
then 100 yards range can only be cast at grappled or rammed
targets. Some spells only work when the air envelopes are 8 Maneuverability loss
mixed. 9 Loss of 10 Hull points
Ships move on a hex grid. Beside each vessel counter, the
ship will have a 3-d indicator showing the ship's height above 10 Ship Shaken
or below that combat's "0" level. Each vessel's bow will point 11 Fire!
to a hex side, not the joint between two hex sides. Movement 12 Loss of SR
is determined by SR, and how often the ship can turn is also
determined by SR but how far the ship can turn is 13 Deck crew casualty
determined by MC. 14 Large weapon damaged
Ship weapons: Weapon's have "ranges" which are really the
SR of their projectile. The range of a light catapult is 5, which 15 Ship Shaken
means its stone moves 2500 yards each round until it hits 16 Hull Holed
something or goes off into infinity. In planetary atmospheres
the range is reduced to normal earthbound ranges. 17 Maneuverability loss
Ramming: Ship's equipped with rams can inflict massive 18 Loss of 10 Hull points
amounts of damage. When ramming the To-Hit is that of the 19 Helm hit
helmsman, modified by their spellcasting stat. If a hit is
scored damage is equal to the damage of the ram. Ships 20 Spelljammer Shock!
which attempt to ram vessels more then three times their
size in tonnage, or vessels which ram without having a ram Deck crew casualty: One exposed crewmember is struck
'crash' instead. The crashing ship usually takes a great deal and suffers the same damage as the ship. Choose the target
damage, though it might inflict significant damage in return. randomly from exposed crew. All characters within 5 ft of
A 'crash' does damage as if you were rammed by the larger that individual must make a DC 10 Dex save or suffer the
ship. same damage.
Shearing: Ship's equipped with piercing rams or shearing Interior crew casualty: Same as a Deck casualty, but
blades may attempt to shear away the rigging of opposing everyone aboard is a potential target, including prisoners, the
vessels. This is treated as a ram attack, except no damage is captain, and the spelljamming Helmsman. This reflects not
done. Instead, for each successful shear attack the target's so much the missile itself, but shattered parts of the ship
MC is reduced 1 step until repaired (usually after the battle). bouncing around during combat.
Large Weapon Damaged: One large weapon (chosen Spelljammer Shock!: The spelljamming Helmsman must
randomly) is inoperable until repaired, it's crew is unharmed. make a DC 15 Int save or fall immediately into a coma which
Hull Holed: The attack punches a sizable hole in the ship, lasts 1d4 days. In the case of multiple Helmsmen, they all
the DM decides where. must make the save. In the case of foundries, artifurnaces, or
Fire!: A fire starts somewhere in the ship, determined by other drives not using a Helmsman, the drive itself is
the DM. If a fire is somehow unable to start (all lights on the rendered nonfunctional for 1d4 days. If no replacement is
ship are magical, there is nothing flammable onboard, the available, the ship immediately becomes SR 0 and can only
ship is made entirely of rock, ect) go to next entry. move in a straight line at it's present speed.
Loss of SR: The ship's SR drops by 1 point for the next
1d10 rounds while the Helmsman readjusts his mental Breaking Up
balance. Additional losses are cumulative. If a ship is reduced to 0 HP, it's internal structure is destroyed
Maneuverability Loss: The ship drops 1 MC for 1d10 turns. and it begins to fall apart. Some victors will sift through the
A ship with Class 5 maneuverability cannot drop any further, debris for prisoners, while others will abandon them. It's
so the next entry is taken instead.
possible for survivors to lash up some of the vessel to save
themselves with a temporary helm and air pocket.

Ship Weapons
HIT ATTACK IDEAL
NAME SIZE AC POINTS MODIFIER RANGE DAMAGE CREW COST NOTES
Light Medium 15 90 +5 2,500 22 (4d10) 3 1,000 Can't hit targets within
Catapult yds/2,286 bludgeoning gp 120 ft. (37 m) of it
m
Medium Large 15 120 +5 2,000 33 (6d10) 4 2,500 Can't hit targets within
Catapult yds/1,829 bludgeoning gp 90 ft. (27 m) of it
m
Trebuchet Huge 15 150 +5 1,500 44 (8d10) 5 5,000 Counts as two large
yds/1,372 bludgeoning gp weapon installations,
m can't hit targets within
60 ft. (18 m) of it
Light Medium 15 30 +6 3,000 5 (1d10) piercing 2 500 gp
Ballista yds/2,743
m
Medium Large 15 50 +6 2,000 16 (3d10) piercing 3 1,000
Ballista yds/1,829 gp
m
Heavy Huge 15 70 +6 1,000 27 (5d10) piercing 4 1,500 Counts as two large
Ballista yds/914 m gp weapon installations
Cannon Large 19 75 +6 1,000 44 (8d10) 3 20,000
yds/914 m bludgeoing gp
Light Medium 15 90 +5 1,500 yds/ 3 (1d6) bludgeoning 2 1,000
Jettison 1,372 m to all creatures in a 5 gp
ft. (1.5m) radius
Medium Large 15 120 +5 1,000 yds/ 7 (2d6) bludgeoning 3 2, 500
Jettison 914 m to all creatures in a gp
10ft (3 m) radius
Heavy Huge 15 150 +5 500 yds/ 10 (3d6) blugeoning 4 5, 000 Counts as two large
Jettison 457 m to all creatures in a gp weapon installations
15 ft (4.5 m) radius
Greek Fire Large 19 80 +6 500 yds/ 27 (5d10) fire 4 10,000 Starts fires
Projector 457 m gp
Ships
CREW DAMAGE KEEL BEAM STANDARD
SHIP TYPE COST MIN/MAX MR AC HP THRESHOLD LENGTH LENGTH ARMAMENT HELM TYPE
Flitter 10,000 gp 1/1 1 14 40 N/A 20 ft/ 6.1 5 ft/ 1.5 None Major or
m m Minor Helm
Mosquito 15,000 gp 1/6 2 17 75 10 100 ft/ 15 ft/ 4.6 None Major or
30.5 m m Minor Helm
Caravel 10,000 gp 8/10 5 13 75 10 70 ft/ 20 ft/ 6.1 1 large weapon Major or
21.3 m m Minor Helm
Dragonfly 40,000 gp 3/10 2 14 100 10 100 ft/ 20 ft/ 6.1 1 medium weapon Major or
30.5 m m Minor Helm
Damselfly 50,000 gp 2/10 3 18 100 10 100 ft/ 20 ft/ 6.1 1 huge weapon Major or
30.5 m m Minor Helm
Wasp 20,000 gp 8/18 3 16 150 15 80 ft/ 20 ft/ 6.1 1 huge weapon Major or
24.4 m m Minor Helm
Tyrant Ship 100,000 15/23 2 22 200 20 100 ft/ 100 ft/ Special Orbus
gp 30.5 m 30.5 m
Tradesman 15,000 gp 10/25 3 17 200 20 120 ft/ 30 ft/ 9.1 1 medium weapon Major or
36.6 m m and 1 large weapon Minor Helm
Gnomish 40,000 gp 20/30 4 15 250 20 120 ft/ 25 ft/ 7.6 None Gnomish
Sidewheeler 36.6 m m
Nautiloid 40,000 gp 10/35 3 18 300 20 180 ft/ 30 ft/ 9.1 5 large weapons Series Helm
54.9 m m or Pool Helm
Mindspider 60,000 gp 3/40 2 18 400 25 40 ft/ 15 ft/ 4.6 3 large weapons Lifejammer
12.2 m m
Galleon 50,000 gp 20/40 4 15 400 25 130 ft/ 30 ft/ 9.1 1 medium weapon Major or
39.6 m m and 2 large weapons Minor Helm
Squid Ship 45,000 gp 12/45 3 17 450 25 250 ft/ 25 ft/ 7.6 2 large weapons and Major or
76.2 m m 1 huge weapon Minor Helm
Dragonship 60,000 gp 20/45 3 17 450 25 150 ft/ 20 ft/ 6.1 2 large weapons Major or
45.7 m m Minor Helm
Hammership 50,000 gp 24/60 3 16 550 30 250 ft/ 25 ft/ 7.6 3 huge weapons Major or
76.2 m m Minor Helm
Man-o-War 100,000 10/60 2 15 550 30 200 ft/ 20 ft/ 6.1 4 large weapons Major or
gp 61 m m Minor Helm
Deathspider 100,000 30/100 4 17 1000 30 175 ft/ 50 ft/ 6 huge weapons Major Helm
gp 53.3 m 15.2 m
Armada 125,000 40/100 3 17 1000 30 300 ft/ 30 ft/ 9.1 14 huge weapons Major Helm
gp 91.4 m m
Citadel 1,000,000 100/300 4 22 2000 30 250 ft/ 200 ft/ 7 huge weapons, 8 Forge
gp 76.2 m 61 m large weapons and
12 medium
weapons
Bullywug Amphibious Allies
Froglike humanoids endemic to the swamplands of The Bullywugs speak a language that allows them to
Dying Sea, bullywugs come in a wide variety of colors and communicate over large areas by croaking like frogs. News of
sizes. A bullywug can secrete a slippery mucus to help them intruders or other events in the swamp spread within
escape from danger and their saliva and blood contain potent minutes across this crude communication system. Simple
toxins which they are capable of delivering with a lash of their concepts in the language are understandable to frogs and
tongue and which also render them highly resistant to toads. Bullywugs use this capability to form strong bonds
poisons. Formerly living in loose tribal groups throughout the with giant frogs, which they train as guardians and hunters.
swamp, the bullywugs joined the Elven Dominion of Shal Larger specimines are sometimes used as mounts as well.
Thalas in massive numbers after it conquered the Dying Sea, The frogs' ability to swallow creatures whole gives a bullywug
and are now the third most numerous member of Elven hunting band an easy means of carrying prey back to their
Dominion. villages.

Bullywug Traits Slippery and Evasive


Ability Scores: Your Constitution score increases by 2, and Bullywugs are slimy frog-like creatures who make good use
your Dexterity by 1. of their slime, using it to slip out of sticky situations. Holding
Size: Bullywugs are often between 4' and 6', and weigh down a fleeing Bullywug is a tough task, involving much
between 100 to 300 lbs. Their size is Medium coordination to take them down. However, they are not the
strongest of the races, and usually prefer to act through
Speed: 30 feet pawns. A Bullywug fighter is a rare sight indeed.
Languages: Common, Bullywug
Amphibious: You can breath water and you have a swim Elven Allies
speed equal to your speed
Poisonous Metabolism: You have advantage on saving The Bullywugs quickly allied with the far superior and
throws against poison and resistance to poison damage. dominant Elven Dominion as soon as the Elves first marched
Slippery: You have advantage on dexterity (acrobatics) on the Dying Sea. Unlike their fellow residents, the Shifters,
checks made to escape a grab or restraints the Bullywugs humbled themselves before the Elves,
Tongue Lash: As an action on your turn you can lash out at cementing a powerful alliance. There is a strenuous peace
an enemy within 10ft of you with your tongue to deliver a held at all times, though the Bullywugs have been able to
dose of your natural poison. Make a ranged attack roll serve the Elves faithfully and humbly, despite their ambition.
against the target (with proficiency) on a hit the target Cowardice won out in the end.
takes 1d8 poison damage and must make a constitution
saving throw or be poisoned until the end of its next turn. Bullywug Names
After you hit with this attack you cannot use it again until A common Bullywug is named after the conditions of its
you finish a short or long rest. Damage increases to 2d8 at birth. Last names are a strange conglomerate of the mother's
6th level, 3d8 at 12th level, 4d8 at 18th level, and 5d8 at and father's names, the front half of the father's name taken
20th level. and added with the last half of the mother's name.
Ambitious and Cynical
Bullywugs lust for power, and go about their means of
finding it in the most cowardly of ways. Bullywugs
can rarely ever be trusted, and will
gladly backstab their allies if it seem
to gain them power. Bullywugs
loathe just about everything
imaginable, including themselves.
Most Bullywugs will believe
nearly any way one describes
them. Finding a truly good
Bullywug is like finding a needle
in a haystack. The only time
a Bullywug can ever be truly
happy is when they are in
complete and total control
of everybody around them.
Sometimes, Bullywugs will
band together to accomplish
their goals, but these alliances
almost always end in a quick
and bloody power struggle.
.
Shifter
Natives of the Pockets of Dry within the Dying Sea, the
people now called shifters used to dominate the entire island
chain until defeated in the brief and bloody War of the Dying
Sea by the Elves, who wrested control of the islands from the
over 100 years ago. In contemporary Shifter society several
islands have been designated as reserves for the displaced
shifters who still wish to live according to ancestral tradition,
but many shifters have chosen to live amongst the other races
of the Elven Dominion. With long distance sea travel now
readily available to them, many Shifters are choosing to
become adventurers and wanderers as well.
Shifter Traits
Ability Scores: Your Strength and Dexterity score increase
by 1. Longtooth gains +1 Strength, Razorclaw +1 Dexterity.
Size: Shifters are often between 5'6" and 6", and weigh 130-
180 lbs on average. Their size is Medium
Speed: 30 feet
Vision: Normal (Longtooth), Darkvision to 60 feet Wild Survivors
(Razorclaw)
Languages: Common Due to their animal instincts, Shifters often have trouble
Animalistic Heritage: Your ancestors were therianthropes controlling their emotions. They feel certain emotions in a
and you come from one of the major subgroups. Pick a sort of primal sense, and often cannot suppress them. This
bloodline from the following list, your other racial features especially comes into play when on the hunt or in combat,
depend on the bloodlines that you pick. Longtooth where Shifters let their primal instincts take over. That being
(werewolf), Razorclaw (weretiger) said, Shifters feel strongly towards their companions, often
Keen Senses: You gain proficiency in the perception skill. treating them as family.
Longtooth: Due to your keen sense of smell, you have Primal Society
advantage on perception checks to detect hidden
creatures and locate scents Most Shifters see no value in the mental arts, instead
Razorclaw: You have Darkvision out to 60 feet. focusing on feats of strength and agility. Shifter communities
Speak with Small Animals: You can speak with certain are constantly engaging in games of speed, strength, and
animals based on your bloodline stealth. Some few Shifters focus on the more druidic aspects
Longtooth: Wolves, Dogs, and other canine creatures of their societies, and serve as community mystics and
Razorclaw: Lions, Tigers, and other feline creatures healers. These mystics are held in high regard and often
Shifting: On your turn, you can take a bonus action to elevated to better positions in society.
shapeshift into a more animalistic form reminiscent of your
distant ancestors. The effect of your shifting depends on Animalistic Features
your bloodline, and lasts 1 minute. Once you use this Shifters very closely humans, with sharp pointed features
feature you cannot use it again until you finish a long rest. setting them apart. Shifters are characteristically hairy, and
Longtooth: At the start of each of your turns you tend to adopt features similar to their shifting bloodline. A
regain 1 hit point, This effect doubles if you are Razorclaw Shifter might adorn their skin with black stripped
below half health. At 9th level, this regeneration tattoos, while a Longtooth Shifter may wear clothing made of
increases to 2 hit points per round, and at 17th level wolf fur. Shifters feel strong ties to the animals related with
it increases to 3 hit points per round. their Shifter heritage, and hold them in a near sacred place in
Razorclaw: Your movement speed increases by 10 their minds.
feet, and you gain advantage on dexterity saving
throws Shifter Names
Shifter names are closely related to the natural climes they
reside in. They are simple one word names that personify the
shifter.
Male Names Silver, Ash, Oak, Cinder, Claw, Thistle,
Basalt, Grove, Vermin, Rock, Char, Scar, Flint, Dash, North
Female Names Rain, Breeze, Spring, Shade, Feather,
Snow, Ruby, Abyss, Willow, Scarlet, Raven, Dawn, Hazel
.
Warforged
Marvels of modern thaumaturgical engineering, warforged
are sentient, learning constructs. Manufactured almost
exclusively within the ancient dwarven halls beneath the Red
Hills, warforged were made en-masse to defend against the
brutal chromatic dragons. In times of relative peace,
Warforged serve as city guards, scouts, and soldiers in other
conflicts. Warforged are still being created today, to make up
for their lost ranks.
Warforged Traits
Ability Scores: Your Constitution score increases by 2 and
your Strength score by 1.
Size: The average height of common Warforged is between 6
to 7 feet, and weigh anywhere from 250-300 lbs. Their size
is Medium
Speed: 30 feet
Languages: Common, Dwarvish
Living Construct: You are a living construct, and do not eat,
drink, breathe. You do not need to sleep, and instead enter
a state of inactivity for six hours to gain the benefits of a
long rest. While in this state you are aware of approaching
enemies and other events taking place. Specifically Created Beings
Components: You may embed weapons and armor with The warforged are made of stone, metal and wood fibres.
which you are proficient directly into your body. Embedded The core of a warforged is a skeletal frame made of metal
weapons may be drawn or stowed as a bonus action and all and stone with wood fibres acting as a muscular system.
attempts to disarm you have disadvantage. You never need Covering the warforged is an outer shell of metal and stone
to take off embedded armor for any reason and suffer no plates. An internal network of tubes run through the
penalty for resting while wearing armor. Additionally, warforged's body, these tubes are filled with a blood like fluid
embedded weapons and armor count as though they weigh that is designed to lubricate and nourish their systems. Their
half as much as normal. hands have only two thick fingers and a thumb whilst their
Warforged Resilience: You gain +1 AC feet only have two broad toes.
Marvelous Constructs
Warforged can have unique personality traits though, being The warforged's face loosely resembles their human creators
constructs, they are restricted in some ways. They though they have a toothless jaw, heavy brow line and are
experience anger, pain, fear and hatred like their human lacking noses and hair. Each warforged has a ghulra
creators; not all warforged are incredibly reserved and engraved upon their foreheads. Each of these runes are
pensive, hiding an array of emotions behind their metallic unique to the warforged giving them a sense of individuality.
face. Their faces were not designed to display facial The warforged have a sexless form and are considered to be
expressions and so it can seem like they are distant to the mono-gender. The warforged are able to be repaired and
conversation. Despite their lack of physical facial modified by artificers or even themselves giving them an
expressions they're not completely without them as their endless possibility to their appearances.
eyes tend to brighten when experiencing strong or specific
emotions. Warforged Names
Programmed with a Purpose Warforged are first given a simple code based name, etched
Warforged often have little life experience as they spent most onto their arms. However, after a year of service, a warforged
of their time assigned to one specific duty, usually soldiering. is permitted to go about another purpose, freeing them from
If there is one interest all warforged share it is the love of the dwarven hosts if they so choose. However, many choose
working and many create endless lists of goals and chores. to stay. In addition, they often choose to replace the etching
They take pride in their work and work incredibly hard which with another, bearing a commonly used nickname or a name
makes them dislike idleness and failure. Warforged can excel they choose for themselves.
at most tasks having a single-minded efficiency, especially in Example Names Azm, Book, Bulwark, Cart, Charger,
combat related roles. Cutter, Falchion, Graven, Hammer, Mark, Morg, Nameless,
Pierce, Pious, Relic, Rune, Steeple, Sword, Three, Titan,
Unsung, Victor, Watcher, Zealot.
Thri-Kreen Brutal Efficiency
THEY WERE UPON ALTHEA GALANODEL BEFORE SHE The desert is an unforgiving environment, so the thri-kreen
realized it. The sand dunes she had thought concealed her must make the most of what they have. Any biological matter
work revealed themselves to be the very prying eyes she had that is not useful for something else is considered food.
been so worried about. More of them came, jumping so high Usually this applies to other races, especially those delicious,
and so quickly that she first thought them to be flying. This juicy elves, but thri-kreen have been known to eat each other.
was not the swarm Althea had been afraid of. This was a If a thri-kreen eats another of its kind, it is generally
hunting pack. because the one being eaten is either dead or defective in
She ran and they herded her along the path, straight into some way. A defect could be anything from a leg that will
the waiting mandibles of yet more creatures. One of them never heal correctly to hatching malformed. The calories and
took a bite out of her arm and Althea could feel the venom protein of the defective thri-kreen need to be reclaimed for
rush into her veins. Her vision blurred as they closed in, the good of the clutch.
mandibles clicking and antennae waving.
She should not have tried to twist the desert to her own Thri-Kreen Names
ends. She should have known the thri-kreen would come for The thri-kreen language is better at showing emotions and
her. reactions than it is with proper nouns like names, so very few
--Malark Greycastle, The Specter's Crystal thri-kreen use a real name when talking about each other.
When referring to a specific person, it is usually someone
The thri-kreen thrive in the hot deserts and savannas of the within the same pack that is associated with a particular
world, inhospitable places where most creatures only barely emotion or other concept that can be easily communicated
manage to survive. It is here that these deadly hunters make with the thri-kreen language. Other thri-kreen in the same
their home. pack understand this as well as humans do unique names.
Because a thri-kreen's identifier is based on the context of a
Desert Wanderers pack, the same thri-kreen may be identified in different ways
The thri-kreen have adapted to wander the desert in search of depending on who is talking about it.
nourishment. They look like giant mantises at first glance, Within some clutches, high-ranking leaders are given
though they lack the large abdomen common in many unique identifiers. These are usually concepts like "awe",
insects. Four of their limbs are used as arms while the other "loyalty", or "respect". While the same identifier may be used
two are legs. When standing upright on these legs, thri-kreen for thri-kreen in different packs, no other thri-kreen shares
males average a height of 6 feet while the larger females can the same identifier as one of the high-ranking ones.
be up to 8 feet tall. Due to their size and carapaces, most thri- When interacting with races that use a more conventional
kreen can weigh over 300 pounds. language, thri-kreen initially have difficulty picking out a
Blending in with the desert can be vital to survival, so thri- name. The concept of a stable identifier that they give instead
kreen carapaces are usually colored a sandy orange or of someone else referring to their personality in different
brown. Some dark green thri-kreen have been seen from time contexts is a completely alien concept. Those that do manage
to time, but these mutants are usually the first to fall in a to integrate with other races tend to pick names like "friend"
skirmish due to the ease at which they are spotted. The thri- or are simply referred to by their profession, like "fighter".
kreen generally wear ragged loincloths and little else, though
some have been known to adorn their carapaces with painted
symbols or jewelry.
Packs and Clutches
A thri-kreen is loyal to three things: its clutch, its pack, and
itself. It is through these cultural lenses that the thri-kreen
interact with the world. Anything else is probably irrelevant or
food.
A thri-kreen's clutch is the group of thri-kreen it was born
in to, similar to a tribe. Some clutches are larger than others,
some interbreed, and some skirmish with each other
occasionally.
Packs are the social groups of the thri-kreen, but they also
serve an important purpose in organizing the different thri-
kreen in a clutch into different jobs. Most often, a thri-kreen is
a member of either a hunting or raiding pack. A thri-kreen
can belong to more than one pack and there are also packs of
scholars, builders, and nature-loving priests. Thri-kreen
adventurers tend to view their adventuring party as a pack.
Thri-Kreen Traits Thri-Kreen-Khe
Your thri-kreen character shares much in common with other As a thri-kreen-khe, your carapace is not unlike armored
thri-kreen. plating swirling with different colors. You can control these
Ability Score Increase: Your Dexterity score increases by colors with some focus, allowing you to hide very well or
1. maintain a uniform color. In battle however, emotions run hot
and crimson wisps tend to float across the surface of your
Age: Thri-kreen do not waste a moment of their short lives. natural armor.
Thri-kreen reach maturity by the end of their first year and Ability Score Increase: Your Constitution score increases
live into their 30s. by 1.
Alignment: Thri-kreen tend to ignore social mores and Chameleon Carapace: You can change the color of your
evaluate people based on usefulness, so most other races carapace to match the color and texture of your
view them as chaotic. They do not have a strong tendency surroundings. When you are not wearing armor, you have
towards good or evil, but their utilitarian outlook is advantage on Dexterity (Stealth) checks to hide.
sometimes mistaken for an evil desire to eat sentient Natural Armor: When you are not wearing armor, your AC
creatures equals 12 + your Dexterity modifier.
Size: Male thri-kreen are generally 6 feet tall while the
females can be up to 8 feet tall. Your size is medium. Thri-Kreen-Ret
Speed: Your base walking speed is 30 feet. Your thri-kreen-ret character has highly developed mandibles
Additional Arms: You have 2 additional arms below your able to inject venom into anything you bite. The venom
main ones. Each of these arms can hold no more than 10 stiffens the muscles of your target, making it much harder for
pounds and cannot effectively wield a shield. If you use one of them to attack or run away. Then, grasping the poor creature
these arms to attack with a weapon that is not light, you have with vicious claws, thri-kreen-ret usually drag their prey back
disadvantage on the attack roll. You may stow or retrieve one to their pack.
additional item each turn. Ability Score Increase: Your Strength score increases by
Darkvision: Often being up when the sun is not, you have 1.
superior vision in dark and dim conditions. You can see in Mandibles: You are proficient with your unarmed strikes,
dim light within 60 feet of you as if it were bright light, and in which deal 1d4 slashing damage on a hit.
darkness as if it were dim light. You can't discern color in Venomous: When you hit a creature with an unarmed
darkness, only shades of gray. strike, that creature must make a Constitution saving throw.
Sleepless: You do not require sleep, and magic can't put The DC for this saving throw equals 8 + your Constitution
you to sleep. You can spend 4 hours doing nothing more modifier + your proficiency bonus. On failure, the creature is
strenuous than eating, drinking, reading, tending wounds, poisoned for 1 turn. On a successful saving throw or after 1
standing guard, or walking at a slow pace. At the end of this turn of being poisoned, the creature is immune to this trait for
rest, you gain the same benefit that a human does from 8 24 hours.
hours of sleep.
Thri-Kreen Weapon Training: You have proficiency with Thri-Kreen-Tir
the gythka and the chatkcha. Unlike the other subraces, thri-kreen-tir usually have to rely
Languages: You can speak, read, and write common and on their cunning more than direct combat capabilities when
thri-kreen. The thri-kreen language uses the clicking of fighting. Their speed and ability to leap over many creatures
mandibles and the waving of antennae to communicate makes them incredibly mobile, but their true power comes
emotions. Most creatures that are not thri-kreen are from knowing when to use this mobility to strike.
completely unable to speak this language, though they may Ability Score Increase: Your Wisdom score increases by
understand it with some difficulty. 1.
Subrace: Long ago some clutches mutated so that the Powerful Legs: Your base walking speed increases to 40
offspring would not express all of the thri-kreen traits. These feet.
weaker thri-kreen required less nourishment to keep Standing Leap: When you long jump, you can cover a
themselves in shape and more of these eggs could be laid at a number of feet equal to twice your Strength score with or
time because they were less taxing to produce. Even though without a running start. When you high jump, you can cover a
they do not fully express all of the traditional thri-kreen traits, number of feet equal to 10 + your Strength modifier with or
their increased numbers allowed them to overcome this without a running start.
disadvantage. In a harsh environment like the desert, the
adaptation to need less food to perform a task is a major
advantage. As such, clutches that spawn thri-kreen-khe, thri-
kreen-ret, or thri-kreen-tir are becoming more numerous.
Choose one of these sub races.
Hadozee
"So far we've charted a new island in the Spice
Archipelago, fished four dragon turtles, visited the Pearl
Citadel of the sea-elves, and escaped from pirates no less
than seven times. And this voyage isn't over yet. What fun!"
--Bansh Midnightchild, Hadozee Deckhand
A race of simian-like humanoids, hadozee are often referred
to as "winged deck apes." It's easy to see where they would
come by such a moniker: They are covered in light brown fur,
with a slightly stooped posture, a shaggy mane, and a fanged
muzzle. And they have flaps of skin that hang beneath their
arms that enable gliding, if not true flight. Because they're
also good climbers and balancers, hadozee are particularly
suited for life aboard a ship sailing the seas of adventure.
Simian Similarities
Hadozee look quite impressive. Standing about 7 ft. tall and
being quite slender, hadozee have (well groomed) brown fur
covering their whole bodies, with a shaggy mane surrounding
all of the head except for the face. Their mouth is a
protruding muzzle with several long fangs. The most unusual
feature of a Hadozee is the membrane of skin that normally
hangs loosely from the creature's arms and legs. When a
Hadozee raises its hands over its head, this membrane is
stretched taut and the creature has a limited gliding ability, as
explained below. The Hadozee´s feet are fully as dexterous
as their hands, even to the extent of having opposable
thumbs. Hadozee are tailless.
Usually, Hadozee wear no clothing beyond the occasional
harness or loincloth, since it would hinder their movements Hadozee Traits
too much. When in foreign ports, they sometimes adopt Ability Scores: Your Dexterity increases by 1, your Strength
loose, flowing caftans, and some warriors wear Hadozee increases by 1, and your Constitution increases by 1
armor. Size: Hadozee stand between 6 and 7 feet tall, and weigh
between 150 to 250 pounds. Your size is Medium.
At Home Amongst the Stars Speed: Your speed is 35ft
Hadozee earn their money in wildspace as deckhands and Languages: Hadozee, Common
mercenaries, and consequently get along quite well with most Dexterious Lineage: You have proficiency in Acrobatics, and
races. The highest honor for a Hadozee is it to serve aboard a you have a climb speed equal to your move speed.
warship of the Elven Imperial Navy; ever since the first Helping Hands: Hadozee have extremely flexible feet, and
Unhuman Wars, when the Hadozee aided the elves, it is a can use them as a second set of hands. You are considered
tradition in the EIN to take on Hadozee crewmen. Though to always have a free hand, even when both primary hands
the Hadozee are employed willingly and paid very well, the are holding an object. You cannot use them to wield a
elves in no way consider the deck apes an equal race. weapon or shield, but can be used for activities that require
a free hand, such as (but not limited to) grappling, casting
spells with a somatic components, performing an object
Hadozee Names interaction and loading crossbows.
Hadozee names are usually short, often monosyllabic. Limited flight: The Hadozee's wing-membranes allow them
Example names are Tuk, Konn, or Koto. It is unknown to fly with a speed of 50ft while they are wearing armor
whether there is a difference between female and male that does not impose a stealth disadvantage. They can only
names. glide from an elevated position (minimum height: 10 ft.)
In contrast to these short names, clan names are often and can only descend. For every two feet they glide forward,
highly prosaic, such as cloudjumper or dawnchaser. they also lose one foot of height. They also can use their
wing membranes to break a fall. If there is enough room for
gliding, they can turn a fall into glide. If not, they take only
half damage from a fall.
Freedom of Movement: Hadozee value their freedom of
movement above everything else. They have no proficiency
in heavy armor even if the class(es) they have state
otherwise.
Giff
The giff are a race of powerfully muscled mercenaries.
They are civilized, though they lack mages among their own
race. Giff hire on with various groups throughout the
universe as mercenaries, bodyguards, enforcers, and general
legbreakers. The giff is humanoid, with stocky, flat, cylindrical
legs and a humanoid torso, arms, and fingers. Its chest is
broad and supports a hippopotamus head with a natural
helmet of flexible, chitinous plates. Giff come in colors
ranging from black to gray to a rich gold, and many have
colorful tattoos that leave their bodies a patchwork record of
past victories.
Mercenary Minded
The giff are military-minded, and organize themselves into
squads, platoons, companies, corps, and larger groups. The
number of giff in a platoon varies according to the season,
situation, and level of danger involved. A giff “platoon” hired
to protect a gambling operation may number two, while a
platoon hired to invade an illithid stronghold may number
well over a hundred. The giff pride themselves on their
weapon skills, and any giff carries a number of swords, Giff Traits
daggers, maces, and similar tools on hand to deal with Ability Scores: Your Constitution increases by 2, and your
troublemakers. Strength increases by 1.
A giff’s true love in weaponry is the gun. A misfiring Size: Giff stand between 8 to 9 feet tall. They can weigh up to
weapon matters little to the giff (occasional fatalities are 400 pounds. Your size is Medium.
expected), the flash, noise, and damage is what most Speed: Your speed is 30ft.
impresses them. Languages: Giff, Common
Even unarmed, the giff are powerful opponents. They will Powerful Build. You count as one size larger when
wade into a brawl just for the pure fun of it, tossing various determining your carrying capacity and the weight you can
combatants on both sides around to prove themselves the push, drag or lift.
victors. Once a weapon is bared, the giff consider all Relentless Endurance: When you are reduced to 0 hit points
restrictions off – the challenge is to the death. but not killed outright, you can drop to 1 hit point instead.
The top of the giff’s head and snout are plated with thick, You can't use this feature again until you finish a long rest.
chitinous plates, flexible enough to permit motion, but giving Menacing: You gain proficiency in the Intimidation skill, and
the creature a natural helmet. The giff prize themselves as use your Strength bonus instead of Charisma when
mercenaries, and to that end have made elaborate suits of making Intimidate skill checks.
armor. These include full helms with other monsters on the Darkvision You can see in dim light within 60 feet of you as if
crests, inlaid with ivory and bone along the edges. Armor it were bright light, and in darkness as if it were dim light.
repair is a major hobby among the giff. You can't discern color in darkness, only shades of gray.
Finally, giff are somewhat magic resistant. They are deeply Head Butt: If you move at least 20ft on your turn directly
suspicious of magic, magicians, and magical devices. towards a creature and hit them with an attack, the
creature must make a Strength saving throw (the DC is
Law and Order equal to 8 + the Giff's Strength Modifider) or be knocked
The giff are happiest among their own race – they consider Prone.
larger races such as giants threatening and complain about Magic Resistance: The Giff are both resistant to magic and
the fragility of the smaller races. Outside their own platoons, have difficulty casting it. You cannot cast a spell that
the giff are happiest among military organizations with a requires a Somatic Component. You have advantage on
strong chain of command. savings throws against spells that require a Constitution or
Every giff, male, female, and giffling, has a rank within Wisdom save.
society, which can only be changed by someone of higher
rank. Within this rank are subranks and within those
subranks are color markings and badges. The highest-
ranking giff gives the orders, the others obey. It does not
matter if the orders are foolish or even suicidal – following
them is the purpose of the giff in the universe. A quasi-
mystical faith among the giff mercenaries confirm that all
things have their place, and the giff’s is to follow orders.
Created By c0re
You can add me on discord @ c0re#0999

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