My Documents
Become a Patron!
Ogskive's Fairy Tale Emporium
\pagebreak
1
Summary of Content | OFTE
# Ogskive's Fairy Tale Emporium ##### Summary of Content
#### Races - Chitoir - Naval Chitoir - Shore Chitoir - Koven - Mish - Bush Mish - Clay Mish - Re-Fu - Sovereign Birsche #### Fairy Tale Feats - Baleful Brew - Druid Adept - Fairy Ancestry - Metalcaste \columnbreak > ##### Artwork Credit >- Faerie Dragon from D&D 4e >- Chitoir by Ogskive >- Koveness by nyamesis >- Mish by Dave Allsop >- Re-fu by Umbrafox >- Sovereign Birsche by Ogskive \pagebreak
2
Chitoir | OFTE
## Chitoir ___ *In the misty morn over the brine, one by one, the gray smoke did rise out of each brick and stone building. And as it did, along with each plume came a new addition to the chorus. And by breakfast, the whole port city herself sang the song of salt and kinship.* —Zanzi Brandowitz, *The Kraken's Tongue* ___ The harmonious songs of the chitoir hang in the salty air about their maritime abodes. Adorning their bodies are complex crustaceous shells with musical properties, which are able to be played like instruments. Chitinmen and women welcome all to partake in the bounty of the sea in mass gatherings of song and festivity. They are a people dedicated to the good and prosperity of all, save for a few bad eggs who undermine the veil of trust. ### Braised by the Waves In the shadow of the gods, the primordial chitoir arose from the sea out of natural circumstances. The first proto-chitoir were born from the sloshing sea striking the sandy shore. As the young race aged, their sentient abilities developed alongside their unique shells, which were first used as hydrodynamic structures. The hollow tubes within the shell that once passed water through are now articulated to produce melodic tones. For a long time, the chitoir lived secludedly in the brackish waters of their home. Eventually, however, contact was made with the other races and the chitoir were introduced to the pantheon. In good nature, the chitoir accepted their new gods, not as devote worshippers, but as a tribute to comradery. ### Ritualistic Songs To the chitoir, creating song is a way to speak to the world. Melodies speak to the underlaying tones of magic and nature, and the echoes are a joyful way to celebrate existence. Each day in a chitoir settling, ritualistic songs are sang at certain points of the day to keep time and foster a sense of community. ### Rainbow of Shells The shell each chitinman is a unique twisting of airways and moving parts that lends its bearer a beautiful home of protection and music. No two shells are alike, and a child's shell may be indistinguishable from their parents. The polymorphic nature of the chitoir shell is what has inspired the burst of cultural diversity among the race. When you make a chitoir character, you can use the Shell Form and the Shell Color tables to determine your shell's appearance if you wish. Additionally, you can roll on the Height and Weight table to determine your character's height and weight. \columnbreak ##### Shell Form | d8 | Shell Form | |:----:|:-------------| | 1 | Broad, evenly spaced segments with clackers at the joints and riddled with goosebumps | 2 | Crustose and scabby with amorphous segments and sail-like plates | 3 | Flared with staunch, asymmetric protuberances | 4 | Hard, bony fragments dangle from your carapace along with lengthy sensory antennae | 5 | Perfectly smooth segments interspaced with flexible membranes that act as drums | 6 | Ringed by ridges that can rotate to produce different tones | 7 | Spiny and rugged, though slender with a broad tail | 8 | Streamlined with a ridge of flutes running down the spine ##### Shell Color | d12 | Shell Color | |:----:|:-------------| | 1 | Black | 2 | Crimson | 3 | Golden brown | 4 | Light gray | 5 | Light pink | 6 | Maroon | 7 | Mud brown | 8 | Orange | 9 | Powder blue | 10 | White | 11 | Mottled (roll twice, ignoring results above 10) | 12 | Shaded (roll twice, ignoring results above 10) \pagebreak
3
Chitoir | OFTE
### Chitoir Names Chitoir have a short, flowery first name in addition to a family name. A first name is given at birth and is remixed from the names of elders in the family. Chitinmen and women change their name as they age, adding new syllables for each major life event. ___ * **Male Names:** Balm, Biz, Chal, Chup, Civ, Finos, Geb, Jaf, Litul, Lopor, Moshos, Nezim, Nolut, Nuf, Phash, Quip, Quzor, Shej, Shyx, Syfix, Tad, Wag, Wel, Zan * **Female Names:** Afi, Alpo, Apa, Asarui, Awoo, Efizi, Eru, Esho, Ibsu, Ifruni, Ilisoa, Inyzo, Isu, Ixi, Oana, Obo, Ojima, Osewi, Ovey, Umisu, Urumpo, Useso, Yfoo * **Family Names:** Bumdaradda, Dargaddel, Gaddelgradda, Gwinneffet, Kijjerdidgey, Lottarit, Qubbagabbag, Rimmenjabbo, Taruteyrutey, Zuvuzzaya ### Chitoir Traits Your chitoir character shares the following traits with your musical kin. ***Ability Score Increase.*** Your Charisma score increases by 2. ***Age.*** Chitoir mature at the age of 8 and generally live just past their first century. ***Alignment.*** Most chitoir are good in nature. They see the world as a bountiful place to share with other creatures. ***Size.*** Chitoir are slightly larger and bulkier than humans, but their hollow bodies make them much lighter. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet, and you have a swimming speed of 20 feet. ***Chitin Instrument.*** You have an instrument of your choice integrated into your chitinous skeleton. You are proficient with the instrument and you can play it while keeping your hands free. ***Natural Armor.*** You have a tough exoskeleton perfect for deflecting attacks. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. ***Languages.*** You can speak, read, and write Common and Chitter. Chitter is a quickly spoken language born of Aquan. A speaker of either language can loosely communicate with a speaker of the other. ***Subrace.*** You belong to one of two types of chitoir based on your lifestyle: the naval chitoir or shore chitoir.
##### Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier | |:-|:-|:-|:-|:-| | Chitoir, naval | 4'8" | +2d10 | 85 lb. | x (1d6) lb. | Chitoir, shore | 5'1" | +2d10 | 90 lb. | x (1d6) lb.
\columnbreak ### Naval Chitoir As a naval chitoir, you feel an innate draw to the ocean. In the salty seas that these chitoir roam, they act as ambassadors, traders, and sometimes pirates. They are slightly shorter and lighter than their land based brethren, which allows them to save resources when at sea for months on end. ***Ability Score Increase.*** Your Dexterity score increases by 1. ***Aquatic.*** You can hold your breath for up to 1 hour. ***Crew's Bond.*** As a bonus action, you can play an instrument to inspire up to three creatures of your choice that are within 60 feet of you and that can hear you. Inspired creatures add 1d4 to attack rolls and saves until the end of their next turn. Additionally, inspired creatures gain a number of temporary hit points equal to your level which last until the end of their next turn. After you use this trait, you can't use it again until you finish a long rest. ***Deck Work.*** You have advantage on Dexterity (Acrobatics) checks made to avoid falling prone or to swing from ropes. ***Naval Training.*** You have proficiency with water vehicles, shortbows, tridents, and nets. ### Shore Chitoir As a shore chitoir, you have a knack for understand the world and the peoples that live within it. These chitoir travel with adventuring groups to explore the lands, until they eventually retire and spin tales of their voyages. Shore chitoir are larger and brawnier than their oceanic brethren, making them assets to parties in need of muscle. ***Ability Score Increase.*** Your Strength score increases by 1. ***Adventurer's Fortitude.*** Once per short rest when you roll a Hit Die to regain hit points, you can choose to regain additional hit points equal to your Strength modifier. ***Coordinated Rebuttal.*** As a reaction to being hit by an attack, you can riff on a musical instrument and target the creature that hit you. The next attack roll made against the target before the start of your next turn has advantage. After you use this reaction three times, you can't do so again until you finish a long rest. ***Extra Language.*** You can speak, read, and write one extra language of your choice. ***Powerful Build.*** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
##### Items for Sale | Item | Cost | Weight | |:-|:-:|:-:| |Fishing bait|5 cp|1/2 lb. |Oar|1 sp|10 lb. |Reed flute|12 gp|1 lb.
\pagebreak
4
Koven | OFTE
## Koven ___ *"Toss it in, girls!* *Goblin's tongue and eye of newt,* *mottled hoof and elder root.* *By end of harvest, boil it hotter —* *We bequeath thee life, O dear daughter!"* —Grim Sister, *koven vatwitch* ___ Created by demonic stench, the koven were unleashed upon the world under malevolent orders. They hide in the shadows, manipulating their neighbors without their notice to subtly carry out their bidding. Kovenesses thrive on underhandedness. They're always on the lookout to scrape ahead at the cost of anyone else, even close accomplices. They use a profane form of alchemy as a means to their grizzly goals, the same sort that birthed them in the first place. The koven are a blight to the world around them. They transform woods into swamps, farmland into bramble, and coastline into crag. Animals living around them grow sick from the fumes of their cauldrons. Their evil suffuses into the air, drifting about and demonizing all who may bear witness. \columnbreak ### Mire Motherland Where the world falls away into dusky glens and wrathful swamps, the malodor may spontaneously bare the koven. Their demonic presence needs no more than an empty place with a stench to become corporeal. The undiscovered mires and murklands are feared not only for the horrible beasts that may hide within, but for the notion that the koven may be dwelling there as well. To the superstitious, any waft of a foul stench may be a sign that the koven are in pursuit. ### Hoofed Feet and Spider Silken Hair Members of the koven, known as kovenesses, are twisted by their demonic parentage. Their bodies are short and impish, shrouded in doughy skin ranging in color from sickly green to fungal orange. Kovenesses are vaguely reminiscent of mountain goats. Below the waist, their bodies meld into goat legs, ending in cloven feet. Above the ears of the koven grow short curved horns, and their eyes sport horizontal pupils. Kovenesses even have a penchant for climbing atop structures for seemingly no purpose other than to survey their surroundings. The most vile attribute of the koven is their great mane of hair. A koveness's mane is more voluminous than she is, and it drags in the muck behind her as she walks. As she climbs through trees, all manner of twigs and forest debris get caught in it. Before long, a young koveness's mane is growing mold and algae, housing webs of spiders, and acrawl with beetles. Their manes even serve as convenient repositories for insectile potion ingredients. All kovenesses are female. In order to reproduce, koven alchemists called "vatwitches" brew new children in a cauldron. The ritual can take a day or more of intense chanting and swirling, and the profanity of the birth stains the location forever with lingering demonic magic. Once the ritual is complete, the young koveness crawls out of the vat, fully formed with a mane of hair on her head and a covering of fur on her legs.
##### Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier | |:-|:-|:-|:-|:-| | Koven | 2'10" | +2d8 | 35 lb. | x 1 lb. ##### Items for Sale | Item | Cost | Weight | |:-|:-:|:-:| |Cauldron|5 gp|30 lb. |Jar of bugs|5 sp|1 lb. |Monster egg|25 gp|1 lb.
\pagebreak
5
Koven | OFTE
### Whimsical Villains Members of the koven, either alone or in small groups, adopt a small region as the subject of their torment. This region could be as small as a trail through the woods, a lakeside shanty town, a mushroom grove, a fishing pond, or a jungle canopy. Kovenesses patrol their domains under the guise of night, keeping the terrain to their liking. Any denizens within are likely unaware of the koven watching over them, speaking of their ungodly presence only as rumor. Hushed whispers of the koven become folklore, given time. Concerned parents tell their children to obey their curfew, lest the nocturnal koven snatch them and boil them in a stew. The thought of koven witches hiding under the bed keeps younglings up at night. The koven relish such villainous reputations. A frightened town does little to stop a subversive witch, allowing her to carry out her nasty plots. The exact goal of a koveness's plot may only make sense in her own, twisted mind. Sometimes, a koveness may enact evildoings out of spite alone. You can work with the DM to create a villainous plot for your koven character if you wish to have one, or you can use the Evildoings table to determine your character's malicious intents. ##### Evildoings | d8 | Evildoing | |:----:|:-------------| | 1 | You whisper mean spirited advise to a young noblewoman, corrupting her to your own ends. | 2 | With fairy lights and glowing mushrooms, you lead intrepid travelers into dangerous woods. | 3 | You teach children witchcraft when their parents think they are playing in the woods. | 4 | Your foul brews stink up the entire countryside with the odor of evil. | 5 | You dump the toxic waste of your experiments into drinking water. | 6 | You train an army of rats and squirrels to steal food from a cozy halfling village. | 7 | You treat the local burial ground as a market. | 8 | You sell hazardous creatures as companions to gullible customers. ### Koven Names A koveness names herself as soon as she learns to speak. In order to instill a sense of dread in all who may hear her name, a koveness will name herself something evocative of wickedness. Koven names usually include a descriptor or a title to augment its fright. ___ * **Koven Names:** Aoife the Wicked, Bluejay the Liar, Candlewise Cora, Greenblight Gurdo, Lilikela the Ice Witch, Mean Marbla, Nasty Newteye, Pesky Piggut, Ravina Ratscowl, Ratty Patty, Rotten Grindy, Smelly Suzie, Squirrelpicker, Yowza the Spiteful, Zena Toegobbler \columnbreak ### Koven Traits As a koveness, you share certain traits in common with your alchemical sisters. ***Ability Score Increase.*** Your Dexterity score increases by 1, and your Charisma score increases by 2. ***Age.*** Kovenesses mature at the same rate as humans and can live a couple decades longer. ***Alignment.*** Kovenesses are most often evil. The evil in their hearts is innate and runs deep in their heritage. The demonic influence over the koven inclines many toward a chaotic alignment as well. Only a few kovenesses are good, and those few are shunned by their sisters and remain feared by all others. ***Size.*** A typical koveness stands between 3 and 4 feet tall and averages about 50 pounds. Your size is Small. ***Speed.*** Your base walking speed is 30 feet. ***Caprine Eyes.*** Your eyes are fine tuned to react to danger. When you roll for initiative and you aren't surprised, you can roll a d6 and add the number rolled to the total. ***Cloven Feet.*** You have a climbing speed equal to your walking speed. Additionally, you can climb slippery vertical surfaces or ones with few handholds without having to make a Strength (Athletics) check. ***Darkvision.*** From hiding in the murky shadows where no one else peeks, you have superior vision for seeing in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. ***Witch's Brew.*** Over the course of an hour, you can perform a ritual to learn a spell from the warlock spell list (you can also learn the *find familiar* spell with this trait). The ritual can be performed during a short rest and it requires to you create a witch's brew by boiling a liquid and tossing in ingredients. Once you drink the brew during the ritual, you can choose a 1st-level spell from the warlock spell list to learn (or *find familiar*). You can cast a spell once with this trait at its lowest level and regain the ability to do so when you finish a long rest. You use Charisma as your spellcasting ability modifier for this spell. If you perform the ritual again, you can replace the spell you know with another 1st-level spell from the warlock spell list (or *find familiar*). Your brew is toxic to other creatures. When a creature other than you drinks your witch's brew, they must make a Constitution saving throw with a DC equal to 8 + your proficiency bonus + your Charisma modifier. On a failed save, that creature is poisoned until the end of their next turn. ***Languages.*** You can speak, read, and write Common and Abyssal. \pagebreak
6
Mish | OFTE
## Mish ___ *"I've got one of each!* *Skullcap, hedgehog, deathcap, button, portobello, orc's eye, chicken of the woods, shiitake, dragon cap, morel, porcini, destroying angel, fly amanita, fly agaric, pinkgill, redgill, greengill, poison pie, little blue..."* —Shroom, *mish forager* ___ Fey spirits echo throughout the planes, unseen by most. When one of these spirits finds a corporeal form, a mish is born. ### Ephemeral Mirth \columnbreak
##### Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier | |:-|:-|:-|:-|:-| | Mish, bush | 2' | +2d8 | 30 lb. | x 1 lb. | Mish, clay | 2' | +2d12 | 40 lb. | x 1 lb. ##### Items for Sale | Item | Cost | Weight | |:-|:-:|:-:| |Bag of baubles| 30 gp | 4 lb. |Cage trap| 2 gp | 10 lb. |Clay brick| 1 cp | 5 lb.
### Obsessive Curiosities \pagebreak
7
Mish | OFTE
##### Collections
| d12 | Collection | |:---:|:-----------:| | 1 | Berries | | 2 | Books | | 3 | Coins | | 4 | Eggs | | 5 | Gaming sets | | 6 | Gems | | d12 | Collection | |:---:|:-----------:| | 7 | Insects | | 8 | Pottery | | 9 | Quilts | 10 | Rings | 11 | Teeth | 12 | Wines
### Mish Names Upon corporealization, a mish adopts a practical and descriptive name, usually in Common. However, some mish may opt to take a name of the prominent culture they appear in. ___ * **Mish Names:** Arbor, Butterscotch, Chimney, Cinder, Cobble, Juniper, Keystone, Liberty, Lug, Mayflower, Nettle, Nightshade, Oar, Orchid, Pike, Saguaro, Smokestack, Soot, Valor ### Mish Traits As a mish, your character possesses the following traits in common with their peculiar folk. ***Ability Score Increase.*** Your Constitution score increases by 1, and your Intelligence score increases by 1. ***Age.*** The spirit of a mish is immortal, but their corporeal forms only last for about 50 years or so. After this time, the spirit is reborn in a new form with none of its previous memories. ***Alignment.*** Mishes are either deviously chaotic, or eagerly lawful to their duties. Sometimes, mishes vary in their temper throughout the week, or even hourly. ***Size.*** Although small, mish are quite variable in height, usually between 2 and 4 feet. Your size is Small. ***Speed.*** Your base walking speed is 25 feet. ***Collector's Set.*** You gain proficiency with one skill of your choice, you one type of artisan's tools or musical instrument of your choice, and you learn one cantrip of your choice. Intelligence is your spellcasting ability for it. ***Fey Ancestry.*** You have advantage on saving throws against being charmed, and magic can't put you to sleep. ***Languages.*** You can speak, read, and write Common and Sylvan. ***Subrace.*** Based on the nature of your fey spirit, you belong to one of two types of mishes: the bush mish or the clay mish. \columnbreak ### Bush Mish When a spirit of nature inhabits a tangle of knotted roots, thick underbrush, a chopped log, or a similar collection of objects, a bush mish is born. Bush mishes claim a portion of the forest as their own and they will defend it with their lives. These stubborn guardians are proficient trappers that rely on their intellect more than brute strength to get by. If one is lucky to evade a bush mish's trappings and prove they mean no harm, they will discover the charm and wit the forest spirit possesses. ***Ability Score Increase.*** Your Intelligence score increases by 1. ***Leaf Disguise.*** You have advantage on Dexterity (Stealth) checks made to hide in leafy or wooded terrain. ***Thorny.*** When a creature grapples you they take damage equal to your Constitution modifier (minimum of 1 damage). ***Wild Patchwork.*** Over the course of an hour, you can replace parts of your body, including missing limbs, with fresh foliage and wood. ### Clay Mish Clay mish are amalgams of clay bricks, flower pots, household items, and the like that are inhabited by spirits of the urban environment. These mish are the unseen backbone of the cityscape. By night, clay mish quietly and diligently sweep the streets, restock markets, fill oil lanterns, and repair damaged infrastructure. And by day, they disappear to unknown hovels beneath the city. Although it's typically a thankless job, the clay mish relish their work – especially when they receive an occasional pint of ale and treats from a samaritan as a gesture of gratitude. ***Ability Score Increase.*** Your Constitution score increases by 1. ***Amalgamate.*** As a bonus action, you can shift parts of your body to resemble a shield, granting you a +2 bonus to AC until it breaks. You don't gain the benefits of a shield while you have this bonus to AC. When you take 10 or more damage at once, the makeshift shield breaks and you can't form it again until you finish a short or long rest and add replacement parts to your body. ***Urban Patchwork.*** Over the course of an hour, you can replace parts of your body, including missing limbs, with crafted items or clay. \pagebreak
8
Re-Fu | OFTE
## Re-Fu ___ *"The sun always rises over the mountains!"* —Sensei Holis, *Sensible Proverbs* ___ The re-fu are a mountain dwelling people with frog-like characteristics that they share with their bullywug cousins, like their large eyes, sticky tongues, and long legs. Their long lifespan and seat atop the world harbors their worldy wisdom. Re-fus are commonly portrayed as wandering nomads, oracles, arbitrators, and wisemen. They are a superstitious people that believe in the power of trinkets and mantras. Subtle signs and hints in the night sky are tracked and catalogued by the re-fu, which are used to make judgments, predict the weather, and find the cause of ailments. ### Amphibious Mountainfolk The re-fu make their homes atop the highest mountains in the land. Although their skin is thin and rubbery, and they don't store any fat in their bodies, the re-fu are well acclimated to life in extreme altitudes and frigid air. Above the tops of clouds, the re-fu have an unobstructed view of the land around them and the night sky. They use their perch to observe any happenings in the land beneath them, weather patterns, and the constellations. Villages on separate mountain tops communicate with lanterns at night, aided by the lack of clouds. Ziplines strung down the mountains allow couriers to swiftly deliver mail. The simple yet effective infrastructure, aided by the mountainous terrain, has made the re-fu the ideal messengers of the world. ### The Nomad Trails After metamorphosing from infant pollywogs by the age of 3, young froglets are able to walk, talk, and read basic omens. Nightly omen readings are a staple of re-fu culture, but re-fus are unable to fully utilize their inborn power until they have found enlightment by walking the nomad trails. The nomad trails are a set of metaphorical paths a re-fu must walk in life before they enter adulthood. Bands of froglets will journey into the world together in a quest for enlightenment. Through intense meditation, study of the natural world, and physical training, froglets advance into mental maturity. The nomad trails culminate with a froglet aligning themselves with one of the ten chakras the re-fu hold sacred. The chakras are various aspects of re-fu culture, and becoming aligned with a particular chakra is an act of spiritual dedication to its ideal. The ten charkas are divination and communication, heritage, labor, leadership, might and guardianship, peacekeeping, prayer, scribing, stewardship, and teaching. \columnbreak
##### Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier | |:-|:-|:-|:-|:-| | Re-fu | 4'8" | +2d8 | 90 lb. | x (2d4) lb. ##### Items for Sale | Item | Cost | Weight | |:-|:-:|:-:| |Paper lantern|1 gp|1/2 lb. |Tea set|100 gp|5 lb. |Zipline (200 feet)| 10 gp| 20 lb.
\pagebreak
9
Re-Fu | OFTE
### Impartial Negotiators Akin to their bullywug cousins, re-fus are diplomatic creatures. However, the re-fu take on diplomacy has less to do with pointy sticks and more to do with spoken word and understanding. Re-fus promote peace with their neighbors in an effort for all to prosper. Neutrality is a key aspect of re-fu arbitration. Re-fu culture doesn't promote any ideals of what is morally wrong or right, as it is up for each re-fu to figure it out for themselves during the nomad trails. This leaves the re-fu with the difficult task of marrying nearby factions with varying ideals of good and evil without bias. ### Personal Code Each young re-fu develops a personal code to abide by during their time in the nomad trails. You can create a personal code for your re-fu character, or you can use the Codes table to determine your character's personal code. ##### Code | d8 | Code | |:----:|:-------------| | 1 | "Through piety, I will tame the evils of the world." | 2 | "I will never lie, as deceit breeds mistrust and occludes reality." | 3 | "When I am presented with a challenge, I will meditate on it before I take it on." | 4 | "By morning's rise I will put the past behind me and start anew." | 5 | "For my family, I will go to any lengths, no matter how unsavory." | 6 | "Nothing will tempt me from my true path in life." | 7 | "I vow to help the poor by stealing from the rich." | 8 | "Prejudices have no place within me. I will give any living being a chance." ### Re-Fu Names Re-fus have a tripartite name, consisting of a first, spiritual, and family name. Each name is a single syllable, and they are hyphenated together when written. Traditionally, a re-fu takes their father's family name and is given a first name by their mother. After completing the nomad trails, a re-fu takes a spiritual name based on the chakra they identify with. Until a froglet completes the nomad trails, they use the null name "Doh" as a placeholder. ___ * **First Names:** Ai, Bau, Chai, Dee, Ed, Fi, Fro, Grae, Ha, Jo, Nu, Oi, Po, Rai, Shu, Sko, Tu, Wei * **Spiritual Names:** Doh (null), Gad (heritage), Jin (teaching), Lee (divination), Mon (prayer), Quo (stewardship), Sai (scribe), Sum (might), Umi (peace), Xai (leadership), Zog (labor) * **Family Names:** Bag, Eth, Das, Don, Jib, Kid, Krah, Let, Mos, Og, Ork, Oz, Pom, Rog, Saw, Sin, Wen \columnbreak ### Re-Fu Traits The serene re-fu share the following traits, allowing them to thrive on cold mountain peaks. ***Ability Score Increase.*** Your Strength score increases by 1, and your Wisdom score increases by 2. ***Age.*** Re-fus are able to adventure when they become froglets around the age of 3. Re-fus reach the age of maturity when they complete the nomad trails, which may take a froglet up to a decade or more. Adults live slightly shorter than elves, with the eldest re-fus reaching 650 years of age. ***Alignment.*** The re-fu are diligently and purposefully neutral in all matters of state. Neutrality is a value held by all re-fus, as it is necessary for accurate omen readings and arbitration. ***Size.*** Re-fus are tall beings with lanky arms and slim torsos. Your size is Medium. ***Speed.*** Your base walking speed is 30 feet, and you have a climbing speed of 20 feet. ***Leap and Bound.*** Your jump distance is doubled. ***Mountain Adept.*** You're acclimated to high altitude, including elevations above 20,000 feet. You also have resistance against cold damage. ***Prehensile Tongue.*** You have a long tongue that can reach up to 10 feet away. You can use your tongue to grapple and make unarmed strikes, but it is unable to wield weapons or shields. Your tongue is dexterous enough to manipulate simple objects such as doorknobs and levers, and it can lift up to 10 pounds. ***Read the Omens.*** At night, runes appear on your arms and legs. The runes shed dim light in a 10-foot radius. You can spend 10 minutes to decipher the runes and learn one of the following characteristics of your choice: - The general weather patterns of your location for the next 7 days - A vague description of someone you are soon to meet - Whether or not you are being tracked by magic Additionally, the DM may determine that you are able to decipher additional information from the runes, such as the name of a villain that is attempting to foil you, or the location of a precious object relevant to your adventures. The runes last until dawn, until you decipher them, or until you dispell them as a bonus action. ***Languages.*** You can speak, read, and write Common and Bullywug. \pagebreak
7
Sovereign Birsche | OFTE
## Sovereign Birsche ___ *FOR SALE. Used tea kettle steam cart. Good as new, on par with a horse, former owner happened to raise the dead — 50% off, inquire within.* —Vin Thicktrunk, *Variety Vehicles* ___ Within their artificial cities, the Sovereign Birsche stake out among the far flung arctic landscape. Their presence is a force of law, civilization, and in the right perspective, destruction and exploitation. Vast amounts of resources are mined from the earth in order to supply the high lifestyle of the birsche. Most birsches, however, waste no time worrying about the consequences because their steam grotto homes are true bulwarks compared to the forces of nature. ### Icy Tundra, Urban Sprawl In icy wastelands, reaching toward the edge of all land that has been explored, there is still life to be found. A plethora of fairy tale flora and fauna can be found inhabiting the tundra ecosystem, such as mystical jackrabbits, talking snow owls, and flowers made of icy gems. Forces of evil fey, such as bheur hags and arctic koveness witches, seek to rule this domain. \columnbreak
##### Random Height and Weight | Race | Base Height | Height Modifier | Base Weight | Weight Modifier | |:-|:-|:-|:-|:-| | Sovereign Birsche | 4'2" | +4d12 | 85 lb. | x 1d6 lb. ##### Items for Sale | Item | Cost | Weight | |:-|:-:|:-:| |Coal|1 sp|1 lb. |Pipe|5 gp|— |Steam cart|5,000 gp|1,200 lb.
In contrast, there are also the Sovereign Birsche, who pave over the frosty ecosystem and exploit it for its physical resources. The Sovereign Birsche hunger for the pleasures of high society, such as plentiful food for feasts, exquisite materials for clothing, and the conveniences of infrastructure. In the tundra, resources are already scarce, but the birsche plunder the land for all its worth, leaving hardly anything of value behind. ### Metallurgy and Artifice ### Arboreal Physique \pagebreak ___ > ## Steam Cart >*Large vehicle (10 ft. by 5 ft.)* > ___ > - **Creature Capacity** 1 crew, 3 passengers > - **Cargo Capacity** 300 lb. > - **Speed** 45 miles per hour (360 miles per day) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|13 (+1)|11 (+0)|0|0|0| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious > > ### Actions > On its turn, the steam cart can take the move action below. It can't take this action if it has no crew. > > **Move.** The steam cart can move using its steering. > > ### Chassis > - **Armor Class** 12 > - **Hit Points** 50 > > ### Control and Movement: Steering > - **Armor Class** 13 > - **Hit Points** 25 > - **Speed (land)** 65 ft. > - Move up to the steam cart's speed, with one 45-degree turn. Without steering, while offroad, or when out of fuel, the steam cart's speed is 0. The cart uses 5 gallons of water for 1 hour's worth of fuel, and it must be kept boiling with 1 lb. of coal or other heat source. \columnbreak ### Sovereign Birsche Names A young barkling is given a name by their parents, who traditionally choose the name of an elder family member. Additionally, birsches have a family name, which they take from their father. Family names are oftentimes descriptions of traits that run in the family, but not necessarily, and a birsche can change their family name if they become estranged from their relatives. ___ * **Male Names:** Alther, Dunkin, Eddie, Ernst, Grovie, Inge, Jak, Jamm, Manley, Peyh, Potto, Stirling, Tanley, Vin, Virgil, Volfred, Woodrow * **Female Names:** Agetta, Brandy, Carri, Dorry, Gertrid, Hazels, Hembora, Hemya, Jo, Kaliope, Mames, Myrnie, Pearl, Rayana, Vikki, Winora * **Family Names:** Barrels, Greenbrow, Grotter, Hemlock, Hiddenash, Kooks, Maplebottom, Oakson, Pinkleaf, Sandalwood, Thicktrunk, Tinderstauf, Yardlock, Yellowyew ### Sovereign Birsche Traits The esteemed sovereign birsches all share the following traits, be they cogs in the machine or mischievous miscreants. ***Ability Score Increase.*** Your Strength, Intelligence, and Charisma scores each increase by 1. ***Age.*** From young barklings to elder sovereigns, a birche's lifespan can last upwards of 150 years. A birshe reaches maturity by the age of 20. ***Alignment.*** At the heart of birsche society is a network of individuals reliant upon each other to sustain the basic systems of the steam grottoes. This faith in the system predisposes most birches to lawful alignments. However, opportunistic, chaotic birsches can exploit the system for their own personal gain. Birsches have no innate tendency toward good or evil. ***Size.*** Birsches vary greatly in height, with some standing barely above dwarves and others looking down upon lofty half-orcs. Regardless, your size is Medium. ***Speed.*** Your base walking speed is 25 feet. ***Boiling Touch.*** By concentrating for one minute, you can light a fire or boil up to 5 gallons of liquid. You must be in contact with the liquid or the point where you start the fire for the entire course of the minute. ***High Society.*** You gain proficiency with either one type of artisan's tools, one type of musical instrument of your choice, or land vehicles. ***Steam Sap.*** You have resistance against cold and fire damage. Moreover, when a creature hits you with a melee weapon attack while you have half your hit points remaining or fewer, they take 1d4 fire damage. A creature can only take this damage once per turn. ***Watchful Eye.*** When you see a creature take damage, you can use your reaction to learn one piece of information about that creature of your choice: its AC, its fastest speed, or whether the creature has resistance or immunity against the damage. Once you use this trait, you can't do so again until you finish a long rest. ***Languages.*** You can speak, read, and write Common and one extra language of your choice. \pagebreak ## Fairy Tale Feats This section includes a collection of racial feats and feats themed for fairy tale adventures. If your group uses the optional rules for feats in chapter 6, "Customization Options," of the *Player's Handbook*, the DM may decide that some or all of these feats are available as well. ### Baleful Brew *Prerequisite: Koven* ___ You have concocted a recipe for fiendish brews. You gain the following benefits: - Increase your Constitution or Charisma score by 1, to a maximum of 20. - Once you drink your witch's brew, you can choose from among the 2nd-level spells from the warlock spell list to learn. - When you cast the spell you learn from your witch's brew, you can choose to cast it as a 2nd-level spell. - When a creature drinks your witch's brew and makes a saving throw, they take 2d8 poison damage on a failed save or half as much on a success. ### Druid Adept By studying alongside druids or the fey, you have unlocked the power to shapeshift into animals. As an action, you can assume the shape of a beast that you have seen before using the rules for the druid's Wild Shape feature. The maximum CR of the beast is 1/4, and it must not have a flying or swimming speed. Unless you're a druid, you can stay in the beast shape for a 1 hour. ### Fairy Ancestry *Prerequisite: You lack the Fey Ancestry trait* ___ A latent bloodline awakens within you, stemming back to a feytouched ancestor or an actual fey being such as a hag. You gain the following benefits: - You have advantage on saving throws against being charmed, and magic can't put you to sleep. - You learn the *charm person* and *faerie fire* spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Charisma is your spellcasting ability for both spells. ### Metalcaste *Prerequisite: Sovereign Birsche* ___ Rarely, a birsche will develop a thin metallic veneer over their woody skin, typically made of bronze, copper, iron, or tin. Such birsches, called the metalcaste, are respected among their society, and you are one of them. You gain the following benefits. - Increase your Intelligence or Charisma score by 1, to a maximum of 20. - You learn the *fog cloud* and *heat metal* spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. The spells' spellcasting ability is the ability increased by this feat.