TEXT: Player's Primer v1.0
  1
  
  THE NORTH SEAT
    
  The Player'
  s
  Primer
  An Introduction to the Axius and 
  A Player resource to build characters 
  for the North Seat
  Credits
  Designer: Ethan Hudgens
  Fonts: "TeX Gyre Bonum" by GUST e-foundry,
  "NorSE" by Joël Carrouché
  Play Testers: Jeremy, Lauren K., Mike, Robert H.
  Special Thanks: Todd, bewby, Tyler
  Version 1.0
  TABLE OF CONTENTS
  Forward...............................................4
  Class Changes ....................................4
  Children of the North.........................5
     Normans............................................5
     Ratfolk...............................................6
     Safar..................................................7
     Titans................................................8
     Humans.............................................9
     Maratayn..........................................9
     Dormant............................................10
     Odd-Bloods........................................11
     Languages..........................................13
  Backgrounds .......................................14
     Starting Equipment............................16
  Hostadd................................................17
     People of Import.................................17
     Places of Import.................................18
     Reputation Points...............................19
  The Gods..............................................20
     Table of Gods and their Portfolios.......20
     Lord's Laws........................................21
     Weave Discipline Examples.................23
  Player's Primer v1.0
  2
  
  LEGAL 
  SRD5 INFORMATION
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
  System Reference Document 5.1
  Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy 
  Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, 
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, 
  based on original material by E. Gary Gygax and Dave Arneson.
  END OF LICENSE
  Player's Primer v1.0
  3
  
  A time for 
  New Heroes
     "Legend says that our humble home, isolated far in the
  northern seas was once the seat of the mighty devil 
  Molnspjut. From upon his throne our lands were protected 
  from the shadows that grew beyond and below to consume 
  our ancient ancestors. There was a price for his protection. 
  Blood. Our ancestors were willing to pay this price, sending
  one young man or woman up the lonely trails of the 
  Djavulenstrom every spring in hopes to appease our 
  protector.
     "A young man, barely bearded, stood up against the 
  Molnspjut. His partner taken from him, the young man'
  s 
  convictions and temper gave rise to a spirit of Passion to 
  fight against the devil. Molnspjut's mighty spear pierced the
  Spirit'
  s heart, and the Spirit's sword tore the devil asunder. 
  Their essence rained down upon the land, infusing into our 
  ancestors.
     "Then onward we protected ourselves and face every 
  beast and storm with might and passion. The trials before 
  us are no different. We must stand now, together, against 
  the worst our island may have, for our resolve is to be 
  tested by not man nor monster, but by the Gods themselves!
  We'
  ve no Speakers to give us direction, those Gods'
   
  servants taken in by wave and dream.
     "Those of the West would flee or pray. From the East, they
  would elect a council to determine their fates. In the North 
  we stand strong, face our troubles head on and survive! We 
  will show the Gods that we are fit to protect ourselves, and 
  our home!
     "Now, get out there and bring us the biggest damned 
  beast you can find, or just stay out there until you do!
  -Torik Klyverbjörn
  A week prior to the first hunt, Hostadd's Temple to the Sea
  fell into the ocean and its waters became dark. The 
  warriors and merchants sent off to the mainland haven't 
  returned, the no bounty comes from sea. With the long 
  winter coming the people of the north must band together 
  to stock up on game from the interior of the island. Torik, 
  knowing his way around trouble, hopes that with enough 
  people they can make up for a lack of training in sheer 
  persistence in fighting their way inland in search of game.
  You have been told that you will partake in these hunts, or
  be removed from the village for cowardice.
  This book contains resources to help create characters 
  unique to the setting of The North Seat, including available
  races, backgrounds and information about the world to 
  help settle your character into life in the town of Hostadd.
  Class Changes
  Due to some of the elements of the setting some classes 
  needed minor changes.
  Druid Changes.
  Druidic. You do not know "Druidic." Instead choose either 
  the ability to speak, write and understand "Dreamer's 
  Cant" or read and understand the "Celestial" language.
  Wildshape. Unless your character is tainted by the 
  Destruction or the Hunger, they may not shapechange into
  a bear or spider respectively, as both of these creatures 
  are no longer animals. There is one exception: the honey 
  bear (using black bear for juveniles and brown bears for 
  adults) which has managed to escape the Destruction's 
  corruption.
  Paladin Changes.
  Divine Sense. The presence of dreams and dream 
  creatures registers on your senses like a noxious odor, 
  heavenly music or strange auras. As an action, you can 
  open your awareness to detect those creatures of the 
  Underside. Until the end of your next turn, you know the 
  location of any undersider, dragon or god within 60 feet of 
  you that is not behind total cover. You know the type (such
  as undersider (demon) or dragon (white)) of any being 
  whose presence you sense, but not its identity. Within the 
  same radius, you also detect the presence of any place or 
  object that has been consecrated or desecrated, as with 
  the hallow spell.
  You can use this feature a number of times equal to 1 + 
  your Charisma modifier. When you finish a long rest, you 
  regain all expended uses.
  Divine Smite. Starting at 2nd level, when you hit a creature
  with a melee weapon attack, you can expend one paladin 
  spell slot to deal radiant damage to the target, in addition 
  to the weapon’s damage. The extra damage is 2d8 for a 
  1st-level spell slot, plus 1d8 for each spell level higher 
  than 1st, to a maximum of 5d8. The damage increases by 
  1d8 if the target is an undersider or dragon.
  Ranger Changes.
  Favored Enemy. Second paragraph should read: "Choose a
  type of favored enemy: aberrations, beasts, constructs, 
  dragons, elementals, fey, giants, monstrosities, oozes, 
  plants, or undersiders. Alternatively, you can select two 
  races of humanoid (such as norman and human) as 
  favored enemies.
  Monk Changes.
  Safar monks consider the scimitar as a monk weapon.
  Spell 
  Changes
  Healing Evocation spells are now Necromancy spells (such 
  as Cure Wounds and Healing Word).
  Player's Primer v1.0
  4
  
  NORMANS
  It was in Norrsate that the Normans gained their strength 
  and resolve. Although most had abandoned the isle for 
  greater conquests, your clan and family decided to stay. 
  Hearty and headstrong, the Normans view their very 
  survival as proof of their greatness.
  Simple Lives
  The typical life of a Norman is one of hunting, fishing and 
  farming. Autumn is a time of gathering resources to 
  survive the long dark winters, during which the Normans 
  perfect on their crafts of smithing, brewing and boats 
  building. 
  Laws 
  and Freedom
  Above all else, the people of the North value freedom. 
  Choices can be made by anyone, but must be defended 
  with strength. There are few things explicitly illegal in 
  Norman society. Generally, most common well-being is 
  well-respected. Theft and lying are punishable by the loss 
  of a digit. You cannot strike one unable to strike back. Any
  disagreement of in-conduct is often brought forward to a 
  clan head, where the two parties can discuss or fight to 
  determine the victor.
  Strength,
   Courage,
   and Honor
  A true Norman would be nothing without these three 
  virtues. They are that which the Normans hold highest 
  and enjoy the most. Great feats of strength and courage 
  are sung about in drinking halls, and great fanciful tales 
  are then enacted out in the world after they are told. 
  Norman Names
  Male Names. Jakob, Gerhard, Halsten, Simon, Ove, Ulrik,
  Vilhelm, Trygve, Ingemar, Osvald, Eric, Martin
  Female Names. Fredrika, Camilla, Lilly, Tessa, Signy, 
  Marit, Janina, Agatha, Gudrun, Vilma, Sigrun, Thea
  Surnames. Surnames are often the name of the parent 
  followed by “son” (if male), or dottir (if female). ex. “Eric 
  Osvaldson,” “Fredrika Lillydottir.” Likewise, a Norman may
  take the surname of a great task they have completed. ex. 
  “the Bearcleaver,” “the Ten-Drink,” or “the Fireheart”
  Norman Traits
  Ability Scores. Your Constitution score increases by 2.
  Age. Normans mature at the same rate as humans, and 
  are able to begin their rites of adulthood as young as 14, 
  but most do not succeed until their 16 th winter. Those 
  that manage to survive into their 30's will often live to 
  nearly 80 winters.
  Alignment. While most the world may see them as brutal 
  raiders, Norman culture is very structured. Most of their 
  laws are based on good-will and strength, but any laws 
  that do exist are well observed. They tend toward Lawful-
  Neutral.
  Size. Normans grow taller than most humans, reaching 
  heights between 6 and 7 feet tall. Your size is Medium-
  sized.
  Speed. Your base walking speed is 30ft.
  Language. You can speak, read and write Norman.
  Snow Sight. You do not suffer penalties to vision due to 
  natural fog, rain or snow up to 30ft around you.
  Tool Proficiency. Normans often fill the dreary winter 
  months in harboring some talent or playing games of the 
  mind. Pick an artisan's tools or gambling set. You gain 
  proficiency with that tool.
  Superior Craftsman. Whenever you make an Intelligence 
  (History) check related to a craft/tool in which you have 
  proficiency, you are considered proficient in the History 
  skill and add double your proficiency bonus to the check, 
  instead of your normal proficiency bonus.
  All Heroes. You are proficient in two of your choice from 
  the following list: Battleaxe. Longsword, Longbow, Pike, 
  Shield.
  Subrace. You may choose one subrace from the following 
  list of Norman virtues: Strong, Courageous, or Honorable.
  StrONG
  Strength is to move forward and change the world. While 
  others are content to survive, you are not. You must strive 
  for challenge.
  Ability Scores. Your Strength score increases by 2. 
  Strength Training. You gain proficiency in light and 
  medium armor. Worn armor only weighs half as much in 
  concern to encumbrance.
  Courageous
  Bravery is to know the dangers and to proceed without 
  faltering. Your bravery has caught you in many situations.
  Some you learned from. Others made you tougher.
  Ability Scores. Your Wisdom score increases  by 1.
  Forged Toughness. Your hit point maximum increases 
  by 1, and it increases by 1 every time you gain a level.
  Player's Primer v1.0
  5
  
  Honorable
  Those who boast must often step forward and make their 
  claims true, pushing them to greatness. You exemplify 
  your word, and are always prepared for backing up your 
  claims.
  Ability Scores. Your Charisma increases by 1.
  Prove. Anytime another creature calls to question a 
  statement you have made, you can receive a +1d6 bonus 
  on one skill check involved in proving yourself right. You 
  can decide to use this feature after you have rolled your 
  d20, but before the results of the roll are determined. 
  Once you use this feature, you can not do so again until 
  you finish a short or long rest.
  RATFOLK
  Having fled from the oppression of the Pasu Rayjom, the 
  “ratfolk” were welcomed into Norman society for their 
  tenacity, work ethic and ingenuity. It was their kind that 
  built the light house off the coast and more efficient tools 
  for farming our frozen soil.
  Far 
  from Home
  Ratfolk hail from the realms of the Pasu Rayjom, a 
  kingdom of animal folk who banded together during the 
  the humans' Crusades to remove them from Axium. The 
  Ratfolk make up the lowest caste where they are farmers, 
  foot soldiers and merchants, using their wits and 
  ingenuity to make up for their lack of strength.
  Some of those feeling boxed in by the Vanara and Mayura 
  who ruled over them have found themselves in the 
  freedom of the North where many now thrive.
  Engineers
  Amoung all of the greatest of inventions, Ratfolk seem to 
  have made most of the useful ones. In Norrsate they are 
  responsible for the lighthouse that lets our fishermen and 
  raiders find their way home and perfected the lumber mill 
  that lets us wright our ships and build our homes.
  Ratfolk Names
  Male Names. Aravind, Vikram, Ajit, Kishor, Pallab, Amar, 
  Vishal, Gopinath, Narayan, Dilipa, Uttar
  Female Names. Rati, Chandana, Reshmi, Sarika, Radha, 
  Malati, Nithya, Roshni, Rachana, Kirtida
  Family Names. Narang, Bhattachary, Chaudhri, Kaur, 
  Mullur, Tamboli, Vemulakonda
  Note. Ratfolk attempting to assimilate might also give their
  children Norman names.
  Ratfolk Traits
  Ability Scores. Your Dexterity Score increases by 2.
  Age. Ratfolk reach maturity by their 14th summer, and 
  will rarely reach 60.
  Alignment. Despite many having left the heavily 
  structured Pasu Rajyom, many ratfolk have retained their 
  want of structure and certainty in their lives. Freedom has
  also made them very agreeable. They tend toward Lawful 
  Good.
  Size. Ratfolk stand around 3 to 4 feet tall and weight 
  about 40 pounds. Your size is Small.
  Speed. Your base walking speed is 25ft.
  Darkvision. Accustomed to life underground, you have 
  superior vision in dark and dim conditions. 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.
  Rascal'
  s Cunning. You have advantage on all Intelligence,
  Wisdom, and Charisma saving throws against magic.
  Language. You know Norman and Ama'sabda.
  Subrace. There are two subraces for Ratfolk: Field Rat or 
  Warren Rat. Pick one; it depicts not necessarily your 
  choices in life, but the life you were raised in.
  Field Rat
  Ability Scores. Your Wisdom score increases by 1.
  Speak with Domestic Beasts. Through sounds and 
  gestures, you can communicate simple ideas with 
  domestic or urban beasts. Field rats love their horses, 
  sheep and goats, but are known to curse at pesky birds, 
  cats and dogs.
  Farm Hand. Choose Animal Handling, Nature or Survival.
  You gain proficiency in that skill.
  Warren rat
  Ability Scores. Your Intelligence score increases by 1.
  Science Savant. Whenever you make an Intelligence 
  (History), (Investigation) or crafting check related to an 
  alchemical object or technological device you can add 
  twice your proficiency bonus, instead of any proficiency 
  bonus you normally apply.
  Tinker. You have proficiency with artisan’s tools (tinker’s 
  tools). Using those tools, you can spend 1 hour and 10 gp 
  worth of materials to construct a Tiny clockwork device 
  (AC 5, 1 hp). The device ceases to function after 24 hours 
  (unless you spend 1 hour repairing it to keep the device 
  functioning), or when you use your action to dismantle it; 
  at that time, you can reclaim the materials used to create 
  it. You can have up to three such devices active at a time.
  Player's Primer v1.0
  6
  
  When you create a device, choose one of the following 
  options:
  Clockwork Toy. This toy is a clockwork animal, monster, or
  person, such as a frog, mouse, bird, dragon, or soldier. 
  When placed on the ground, the toy moves 5 feet across 
  the ground on each of your turns in a random direction. It
  makes noises as appropriate to the creature it represents.
  Fire Starter. The device produces a miniature flame, which 
  you can use to light a candle, torch, or campfire. Using the
  device requires your action.
  Music Box. When opened, this music box plays a single 
  song at a moderate volume.
  The box stops playing when it reaches the song’s end or 
  when it is closed.
  Safar
  Displaced from their ancestral realms across the vast 
  Nothing, most safar strive to hold on to anything that 
  connects them to the past they had to forget.
  Children of the Sky
  It is said that the safar arrived upon burning Skyships 
  from beyond the Nothing, and when they arrived they were
  given two choices by the Lord: They could either forget 
  their pasts or die to the Hunger's corruption that filled 
  their minds.  Most chose to forget what they were (referred
  to as “Namudhaj”), and they became the safar. Those that 
  chose to remember sunk into the depths of their ruined 
  ships and became the jawean, succumbing to the rotting 
  memories of the Nothing.
  Vague Memories
  While everything was thought forgotten, some memories 
  linger and pull at the mind's of the safar like hooks in 
  their dreamless rest. Sometimes it is a song or an object or
  the faintest images of a person, pulling them to greatness.
  Dreamless
  Not created in this realm, the safar are not bound to a 
  second self in the Underside and therefore do not visit 
  there when they rest. Instead they enter a restful 
  meditation where they think about their day and things 
  they need to do in the future.
  Rafae
  While rare to see the princely rafae far from the mythril 
  towers of their crashed Skyships, many Seeker have come 
  to Norrsate to try their hand at infiltrating the ruins along
  the northern coast. Rafae are created from the strange 
  birthing vats of their ships, and are “genetically perfect” 
  according to their own assertions.
  Zahr
  Having lived on the island since before the death of the 
  Djvalen, the zahr rarely leave the side of their tree Al'umu 
  Alraatiea. It is the tree that protects them against the 
  harshest elements of the island. It is their "Glorious 
  Mother" as well, with each zahr grown from the fruit of its 
  branches. Overly protective and naturally xenophobic, 
  there is little interaction between the normans and the 
  zahr, but each respect the other greatly.
  Safar 
  Names
  Male Names. Zahi, Bousaid, Shareef, Munir, Khalil, Salim
  Female Names. Dima, Farida, Basma, Amirah, Galila, 
  Sara
  Ship Names. DeBoulous, DeZahad, DeSayf, DeMura, 
  DeNniema
  Note. Rafae care little for gender identification and often 
  use male and female names interchangeably. Zahr from 
  Norrsate might have Norman-like names.
  Safar 
  Traits
  Ability Scores. Your Wisdom score increases by 2.
  Age. While maturing at about the same rate as humans, 
  safar age much more gracefully. They do not wrinkle or 
  lose their hair and retain much of their physical ability 
  until their body eventually dies at just past a century old.
  Alignment. The rafae believe in a strict code of conduct, 
  and that it should always be met by everyone other than 
  themselves. Zahr have a similar conduct, but believe 
  ultimately that none should ever surpass an individual's 
  freedoms.
  Size. Safar vary greatly in height from 4 to 7 feet tall. They
  tend to be strong and slender in build. Safar are medium 
  sized. 
  Speed. Your base walking speed is 30 feet.
  Darkvision. Over the generations left in the void of 
  Nothing your ancestors obtained superior vision in dark 
  and dim conditions. 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.
  Dreamless. You have advantage on saving throws against 
  being charmed, and magic can’t put you to sleep.
  Player's Primer v1.0
  7
  
  Trance. Safar don’t need to sleep. Instead they enter a 
  trance and meditate deeply, remaining semiconscious, for 
  4 hours a day.  While meditating, you can dream after a 
  fashion; such dreams are actually mental exercises that 
  have become reflexive through years of practice. After 
  resting in this way, you gain the same benefit that a 
  human does from 8 hours of sleep.
  Language. You can speak, read and write Norman and 
  either Safaer (High) or (Low).
  Station. Ancient divides among the safar people resulted 
  in two main subraces: Rafae and Zahr. Pick one.
  Rafae
  Ability Scores. Choose Intelligence or Charisma. That 
  score increases by 2.
  Rafae Weapon Training. You have proficiency with the 
  scimitar, shortsword, shortbow, and hand crossbow.
  Classically Trained. You gain proficiency in one of the 
  following skills: Arcana, History, Nature, Religion.
  Cantrip. You know one cantrip of your choice from the 
  wizard spell list. Choose intelligence or charisma. That is 
  your spellcasting ability for it. This choice is permanent.
  Ambassador. You can speak, read, and write one 
  additional language.
  Zahr
  Ability Scores. Choose Strength or Dexterity. That score 
  increases by 1.
  Zahr Weapon Training. You have proficiency with the 
  glaive, scimitar, shortbow, and longbow.
  Keen Senses. You have proficiency in the Perception skill.
  Fleet of Foot. You have a base walking speed of 35 feet.
  Mask of the Wild. You can attempt to hide even when you
  are only lightly obscured by foliage, heavy rain, falling 
  snow, mist, and other natural phenomena.
  TITANS
  Champions of frozen peaks, the titans live for challenge. 
  When a titan reaches maturity they are exiled from their 
  mountain top villages until they have completed a worthy 
  enough task to be shouted up at the sky to ward off those 
  who would threaten their world.
  Whether this be traversing the hottest deserts to slay a 
  sand wyrm or sailing the roughest seas in hunt of a 
  kraken, a titan can be found anywhere there is a trouble 
  worthy of their strength, often sending them away to the 
  furthest reaches of civilization to do so. 
  When their task is complete and their story told, a titan is 
  welcomed back with rambunctious ceremony worthy of 
  their task. It is only natural that the titan dot our 
  populace and have made for great competition in the 
  norman ways of hunting, fishing and tavern brawling. 
  Some titans even adapt to norman ways so entirely that 
  they forget their quest and live to the end of their lives 
  happily among their adoptive families.
  The Epic
  Titans are sent out at a young age into the world to 
  complete a task. This task is referred to as “The Epic,” and
  is a story told that is so great that it would scare the 
  Nothing above them. When completed and the titan 
  returns to their mountain homes, they tell their tale at the
  top of their lungs out into the sky, warding the monsters 
  beyond.
  Chosen of the Lord
  This task of reminding the sky of the titans' deeds was 
  given unto them by the Lord himself. In the early days of  
  Man, the Lord took chosen champions and led them to the
  peaks himself. He blessed them, and gave them their duty.
  It is without little consequence that any titan shrugs this 
  duty.
  titan Names
  Male Names.  Erkki, Jarkko, Eetu, Arto, Kustaa, Tahvo, 
  Sisu, Juuso
  Female Names. Emma, Varpu, Kerttu, Veerra, Tyyne, 
  Oona, Lotta, Tuija
  Surnames. Typically references their home mountain's 
  peak, unless they have completed a notable task. They 
  then use that instead, ex. “Stormseeker,” “Wyrmrider,” or 
  “Helmetbreaker.”
  titan Traits
  Ability Score Increase. Your Strength score increases by 
  2, and your Constitution score increases by 1. 
  Age. Titans have lifespans comparable to humans. They 
  enter adulthood in their late teens and usually live less 
  than a century. 
  Alignment. Ritual overtakes most aspects of a titan's life, 
  and are typically lawful.
  Size. Titans are between 7 and 8 feet tall and weigh 
  between 280 and 340 pounds. Your size is Medium. 
  Speed. Your base walking speed is 30 feet. 
  Part the Clouds. You have proficiency in the Intimidation 
  skill. 
  Player's Primer v1.0
  8
  
  Epic Reprisal. When you are reduced to 0 hit points but 
  not killed outright, you can drop to 1 hit point instead. 
  Until the end of your next turn, your next attack against 
  the source of that damage deals +1d10 damage. You can’t 
  use this feature again until you finish a long rest.
  Powerful Build. You count as one size larger when 
  determining your carrying capacity and the weight you 
  can push, drag, or lift. 
  Mountain Born. You’re acclimated to high altitude, 
  including elevations above 20,000 feet. You’re also 
  naturally adapted to cold climates, receiving advantage on 
  checks made against natural cold or wet weather.
  Languages. You can speak, read, and write Norman with 
  and without the (Giant) dialect.
  HUMANS
  Not many humans from the Western Kingdoms make the 
  voyage through the Northern Seas lightly. Those that do 
  are either traders looking for norman steel and crafts, or 
  adventurers looking to prove themselves in rugged 
  "barbaric" lands. Rarely a scholar will show up to examine
  the many various ruins dotting the isle, but they are more
  often swallowed by their depths.
  Children of the Coyote
  Humans were the original children of the Coyote in a bet 
  that He could make as many creatures as the Lady, plus 
  one. So he made humans, and then “Merged” them with 
  every other creature that already existed. As a result, our 
  world gained the creatures of the Pasu Rayjom (such as 
  the ratfolk), domesticated animals (such as cows and 
  dogs), and mad creatures intent on the destruction of the 
  human race. It was because of this that the Lord made 
  further unions between humans and other creatures 
  impossible. It was this decree that the humans of the 
  Western Kingdoms decided that it was the Lord's edict 
  that they should destroy all creatures made by the 
  Merging. Thus began the Crusades and war against the 
  Pasu Rayjom.
  Bathed in Dragon'
  s Blood
  Present for the death of the Knight, many humans 
  absorbed His free essence. Those so endowed believed 
  them the rightful heirs to the Knight's duty of protecting 
  the Lord's Laws. In time, those with the Dragon's blood
  became the nobility, and much blood is shed for the right 
  to rule, often their own.
  Human Names
  Male Names. Darian, Kelsey, Colbert, Todd, Duncan, 
  Bran, Jake, Eli, Herbert
  Female Names. Kathryn, Cecelia, Hope, Lesley, Johanna, 
  Willow, Gertie, Elle, Evelyn
  Surnames. Human surnames either reflect ancestral 
  duties ex. “Miller,” “Wright,” or “Gardener,” or the place 
  they hail from ex. “of Stoneharbor,” “of Hillsbrook.” Nobles 
  use their House name ex. “Winterscale,” “Goldenclaw,” 
  “Skybreaker.”
  Human traits
  Ability Scores. Your ability scores each increase by 1.
  Age. Humans are considered adults by the age of 16. 
  Those that live through their twenties can live into their 
  80's, with exceptional cases of some living to a century.
  Alignment. Humans sit at the extremes of the Dragon's 
  Judgment and the Coyote's need for Change. Otherwise, 
  commoners believe in being good natured, while nobles 
  are often taught that their service requires making 
  difficult decisions. 
  Size. Humans grow anywhere between 4'6'' and 6'' tall. 
  They are medium-sized.
  Speed. Your base walking speed is 30 feet.
  Adaptable. You gain proficiency in one skill or tool of your
  choice. Whenever you attain a new level beyond first or 
  spend one week practicing, you may lose your proficiency 
  with the skill or tool obtained with this ability and replace 
  it with a new skill or tool proficiency. After 32 summers, a 
  human can no longer change proficiencies.
  Language. You can speak, read and write Norman and 
  Draconic with either the (Diremonte) or (Patrias) dialect.
  maratayn
  In an unnatural union between human and rafae using 
  the strange birthing chambers aboard the crashed 
  Skyships of the latter, the maratayn are created as a 
  loophole to the prohibition of human and safar slaves as 
  they are considered neither. These half-bloods have the 
  endurance and obedience of humans, and the intelligence 
  and grace of rafae making them the perfect servants in 
  any capacity. Those that escape their bonds find liberty in 
  the North where their freedoms are quickly protected by 
  their new neighbors.
  Player's Primer v1.0
  9
  
  Maratayn Traits
  Ability Scores. Your Charisma score increases by 2, and 
  two other ability scores of your choice increase by 1.
  Age. Maratayn mature at the same rate humans
  do and reach adulthood around the age o f 20. They
  live longer than your average humans, and age much more
  gracefully like their safar parent.
  Alignment. Liberated maratayn are often scarred from 
  their previous lives and believe in constantly moving and 
  spontaneous actions. 
  Size. Maratayn are about the same size as humans, 
  ranging from 5 to 6 feet tall. Your size is Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your rafae blood, you have 
  superior vision in dark and dim conditions. 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.
  Unshackled. You have advantage on saving throws 
  against being charmed, and magic can’t put you to sleep. 
  Although you sleep, you do not dream.
  Genetically Tuned. You gain proficiency in two skills or 
  tools of your choice.
  Languages. You can speak, read, and write Norman, 
  Safaer (High), and one extra language of your choice.
  DROMANT
  Having crawled their way up to the surface from the 
  Underside, the insectoid dromant are newcomers to 
  Norrsate. They do not seem to do well in the harsh 
  winters, which makes one wonder why they are here. Not 
  that I nor anyone else have managed to ask. They seem 
  just as likely to hunt you as hunt beside you.
  Dromant Names
  Trying to adapt human words to dromant names tends to 
  arrive in a series of clicking noises, so either they are 
  named after those noises, or those around them give them
  a name (typically Norman). Other than the queen and her 
  consorts, dromant do not have genders.
  Names. Tik, Nakk, Nuy, Chi, Quoo, Nxk
  Note for GMs. Roleplaying a Dromant is a very difficult 
  task involving pantomime, descriptions, and a lot of 
  patience. Ensure that any player wanting to play a 
  Dromant knows the difficulties before attempting, and 
  recommend that novices not play this race.
  Dromant 
  Traits
  Ability Scores. Your Intelligence score increases by 2.
  Type. You are an Undersider, and are not affected by 
  spells and abilities that only affect humanoids.
  Age. Dromant reach maturity within 4 years of birth, and 
  few live longer than 30 years.
  Alignment. Dromant have an alien sense of morality 
  compared to most humanoid races. They follow their tribes
  and leaders with organized devotion, but when dealing 
  with other humanoid races their motivations are less 
  clear. They tend toward chaotic neutral alignments, 
  though the rare adventuring Dromant may vary greatly.
  Size. Dromant are slightly taller than normal humans, 
  though they are much lighter than they look. Your size is 
  Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. You have darkvision to a range of 60 feet.
  Aquaphobe. You can double your Constitution modifier 
  when determining the number of days you can go without 
  water, as well as when making Constitution saving throws 
  against the environmental effects of extreme heat. Like 
  many land-based insects, dromant are not built for life in 
  the water. You make all checks involving swimming at 
  disadvantage.
  Sleepless. Dromant do not sleep and can take a long rest 
  while remaining alert and performing light tasks. This 
  torpor still takes 8 hours.
  Extra Limbs. Dromant have an additional pair of hands. 
  These hands can be used to hold additional objects, 
  though they cannot be used to wield weapons in combat, 
  cast spells, nor wear a shield. You may also, as a bonus 
  action, stow or retrieve an object from your pack or sheath
  with these extra hands.
  Dromant that choose to wear armor must have it 
  specifically designed, doubling its base cost. Magical 
  armor designed for humanoids does not typically adapt to 
  a dromant’s multi-limbed body structure.
  Languages. You speak Dromant, and can understand, 
  read and write, but not speak, one other language 
  (typically Norman). The Dromant language is not known to
  have a written equivalent, preferring to inscribe memories 
  into objects instead.
  The Dromant is a simple language to understand. Any 
  creature who has spent at least a week with a 
  communicative Dromant may understand their strange 
  language of clicks and facial expressions. This process is 
  expedited if a creature finds themselves in a Seer’s 
  Collective (see below) to a single long rest.
  Subrace. Each Dromant is determined whether to be a 
  Player's Primer v1.0
  10
  
  builder, consort, queen, hunter or a seer, as per their 
  initial choices of play objects at birth. Players may choose 
  between Hunters and Seers.
  Dromant Hunter
  Ability Scores. Choose Strength or Dexterity. That score 
  increases by 1.
  Standing Leap. Your long jump is up to 20 feet and high 
  jump is up to 10 feet, with or without a running start.
  Chameleon Carapace. You can change the color of your 
  carapace to match the color and texture of your 
  surroundings. As a result, you have advantage on 
  Dexterity (Stealth) checks made to hide. You lose this 
  advantage if you move or have moved for a round. This 
  benefit is lost if you wear armor.
  Natural Armor. If you are wearing no armor, your base 
  AC equals 12 + your Dexterity modifier. This increases to 
  13 + dex at 5th level. You can use a shield and still gain 
  this benefit.
  Fleet of Foot. Your base walking speed increases to 35 
  feet.
  Background. You must choose either the "Hunter" or 
  "Broken" background.
  Dromant Seer
  Ability Scores. Your Wisdom score increases by 2.
  Keen Awareness. You have proficiency in the Insight skill.
  Collective. You can create an empathic bond with a 
  number of willing creatures equal to your Wisdom modifier
  plus your proficiency bonus. For each creature in your 
  collective, you can detect their presence and emotional 
  state, giving you advantage on all Wisdom (Insight) and 
  Wisdom (Perception) checks with respect to them, 
  regardless of your ability to perceive them. You know the 
  location of every creature in your collective, and each 
  member has the same abilities against you.
  As a standard action, you can transmit images or a 
  sensation to all the members of the collective (much like 
  minor illusion).
  As a standard action, you can sever the link between you 
  and any number of members of the collective. During a 
  long rest, you can add additional members to your 
  collective, assuming you have not hit your maximum. 
  At level 1, the range of this ability is 100ft. At level 5, it 
  increases to 10 miles.
  If a member of your collective leaves your range the link is 
  not automatically severed. Should they re-enter within 
  range the connection is automatically reestablished. 
  Latent Dreams. You know the Minor Illusion cantrip. 
  When you reach 3rd level, you can cast the Command 
  spell once per day as a first level spell. When you reach 
  5th level, you can also cast the Detect Thoughts spell once 
  per day. Wisdom is your spellcasting ability for these 
  spells. These spells do not require Material components.
  Background. You must choose the "Broken" background.
  ODD-BLOODS
  Sometimes a child takes an essence from one of the dead 
  gods while in the womb. In such a case, an Odd-Blood is 
  born.
  Odd-Bloods are typically very rare amoung the populace, 
  but not in tale and legend. They are blessed with 
  adventure and challenged with adversity.
  Dragonborn
  Exhibiting the might and nobility of their namesake, 
  Dragonborn are often highly revered in norman culture. 
  Dragonborn find themselves in positions of great power as
  their right to rule is often unanimous. 
  Their nature is often seen in rough, almost scaly patches 
  of skin, horns and an air of great power.
  Halflings
  Rarely growing taller than their parent's hip, halflings are 
  believed to be incredibly lucky, fearless and entirely 
  overcompensating, making them natural adventurers and 
  gamblers. Other than that, they often live normal lives and
  enjoy the comforts of the world more than most. 
  Halflings appearance often reflects their Mouse aspect, 
  with small twitchy noses, large fuzzy ears and long tails 
  with poms on the end. 
  Tieflings
  Heralds of a great omen to come, Tieflings become the 
  focus of fear and suspicion. Their participation in the 
  catastrophe is sealed, it haunting their dreams until its 
  happening. While some of the poor creatures succumb to 
  the nightmares, many more take it upon themselves to 
  right the wrong that their birth heralds. 
  Their appearance varies with the most common features 
  being horns, cloven hooves for feet, thick patches of fur, 
  slit pupils, although stranger qualities are not unheard of.
  Odd-Blood Traits
  Age. Odd-Bloods live about a decade or two longer than 
  their parents and age much more gracefully and retain 
  much of their physicality late into their life.
  Player's Primer v1.0
  11
  
  Alignment. While alignment usually matches those that 
  raised them, Dragonborn tend towards Law, while 
  Tieflings and Halflings are very rebellious and are more 
  often chaotic. Halflings are lighthearted, tieflings are 
  misunderstood (reasonably or not) and Dragonborn 
  revered.
  Language. You can read, write and speak Norman and 
  one additional language.
  Parental Guidance. Choose your parent's race. You 
  receive a proficiency as noted by the following table.
  Parent Race Proficiency
  Norman
  Artisan Tool or History
  Ratfolk
  Animal Handling or   
     Investigation
  Safar
  Arcana or Perception
  Titan
  Athletics or Intimidation
  Human
  Deception or Persuasion
  Subrace. Choose either Dragonborn, Tiefling or Halfling. 
  Dragonborn Traits
  Ability Scores. Your Strength score increases by 2, and 
  your Charisma score increases by 1.
  Size. Dragonborn are slightly taller and much heavier 
  than their parent race. Your size is always Medium.
  Speed. Your base walking speed is 30 feet.
  Draconic Ancestry. You have draconic ancestry.
  Choose one type of dragon from the Draconic Ancestry 
  table. Your breath weapon and damage resistance are 
  determined by the dragon type, as shown in the table.
  Draconic Ancestry Table
  Black
  Acid
  5 by 30ft Line
  Dex Save
  Blue
  Lightning
  5 by 30ft Line
  Dex Save
  Brass
  Fire
  5 by 30ft Line
  Dex Save
  Bronze
  Lightning
  5 by 30ft Line
  Dex Save
  Copper
  Acid
  5 by 30ft Line
  Dex Save
  Gold
  Fire
  15ft Cone
  Dex Save
  Green
  Poison
  15ft Cone
  Con Save
  Red
  Fire
  15ft Cone
  Dex Save
  Silver
  Cold
  15ft Cone
  Con Save
  White
  Cold
  15ft Cone
  Con Save
  Breath Weapon. You can use your action to exhale 
  destructive energy. Your draconic ancestry determines the 
  size, shape, and damage type of the exhalation.
  When you use your breath weapon, each creature in the 
  area of the exhalation must make a saving throw, the type 
  of which is determined by your draconic ancestry. The DC 
  for this saving throw equals 8 + your Constitution modifier
  + your proficiency bonus. A creature takes 2d6 damage on
  a failed save, and half as much damage on a successful 
  one. The damage increases to 3d6 at 6th level, 4d6 at 11th
  level, and 5d6 at 16th level.
  After you use your breath weapon, you can’t use it again 
  until you complete a short or long rest.
  Damage Resistance. You have resistance to the damage 
  type associated with your draconic ancestry.
  TiEfling Traits
  Ability Scores. Your Constitution score increases by 1, 
  and your Charisma score increases by 2.
  Size. Tieflings are about the same size and build as their 
  parents. Your size is small if your parents were Ratfolk. 
  Otherwise they are Medium.
  Speed. Your base walking speed is 30 feet.
  Darkvision. Thanks to your infernal heritage, you have 
  superior vision in dark and dim conditions. 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.
  Hellish Resistance. You have resistance to fire damage.
  Infernal Legacy. You know the thaumaturgy cantrip. 
  Once you reach 3rd level, you can cast the hellish rebuke 
  spell once per day as a 2nd-level spell. Once you reach 5th
  level, you can also cast the darkness spell once per day. 
  Charisma is your spellcasting ability for these spells.
  Halfling Traits
  Ability Scores. Your Dexterity score increases by 2 and 
  Charisma by 1.
  Size. Halflings are typically half the height of their 
  parents (unless their parents are ratfolk), and their weight
  is about a quarter. Your size is Small.
  Speed. Your base walking speed is 30 feet.
  Lucky. When you roll a 1 on an attack roll, ability check, 
  or saving throw, you can reroll the die and must use the 
  new roll.
  Brave. You have advantage on saving throws against being
  frightened.
  Halfling Nimbleness. You can move through the space of
  any creature that is of a size larger than yours.
  Naturally Stealthy. You can attempt to hide even when 
  you are obscured only by a creature that is at least one 
  size larger than you.
  Player's Primer v1.0
  12
  
  Languages
  Origin and Use
  Norman
  The language of the Normans. It
  is a heavily punctuated 
  language making it seem 
  aggressive by other culture's 
  standards. In rare written form 
  the Norman language uses a 
  word-per-character rune system.
  Ama'sabda
  The language of the Pasu 
  Rajyom. Many ratfolk 
  immigrants still use it in the 
  North. It is a quick, rhythmic 
  language that most new 
  speakers find hard to 
  comprehend. Its written form is 
  likewise very flowing and with 
  words connected by single lines 
  struck through them.
  Safar
  (Low/High)
  What remains of the Namudhaj 
  language, used by the safar. 
  High safar is almost a song, 
  putting emphasis on tone in 
  place of inflection. Low safar 
  puts emphasis on efficiency and
  saying as few words as possible. 
  Draconic
  (Diremonte/Patrias)
  The language of humans, 
  inheritors of the Knight's power. 
  It is the unified languages of the
  Western Kingdoms and as such 
  has many confusing and often 
  conflicting rules. While it may 
  have a variety of dialects, most 
  can be divided into two major 
  groups for understanding.
  Belle
  Faeries dance and sing in a 
  melodic language that is 
  difficult to reproduce without a 
  musical instrument.
  Dwarve
  The language of dwarves uses a 
  complicated scheme of meter 
  and rhyme that they use to keep
  in time during their works.
  Gnomish
  Most gnomes cannot speak, and
  thus created a language that 
  requires dexterous use of hand 
  signs and eyebrow work.
  Gobbish
  The goblin language comprised 
  of short staccato words and 
  quick hand gestures. It also 
  lacks nouns so the only way to 
  reference something is by 
  pointing at it.
  Rare 
  Languages
  Origin 
  and 
  Use
  Celestial*
  The language of the gods. 
  Mortals can only read and 
  understand this language, but 
  have not the ability to reproduce
  its complex and intricate form.
  Abyssal 
  (High/Low)
  The language of Concepts in the
  Underside, its dialects stem 
  from high and low Concepts. 
  This language has no written 
  form. 
  Dreamer's Cant
  Spoken only by dreamers, this 
  language might sound familiar, 
  but nonsensical to non-
  dreamers. In written form it 
  appears like nonsensical letters 
  and pictograms.
  (Giant)
  A dialect of the titan people. 
  They adapt the language of the 
  people around them to befit 
  their needs of shouting as 
  loudly as possible without 
  making their voice go hoarse. 
  Giant can be spoken three times
  louder than the base language.
  Dromant
  A strange combination of clicks, 
  hand signs and antenna 
  position that is difficult for any 
  other race than the Dromant to 
  replicate.
  Note. Languages with parenthesis have Dialects. This 
  means that two creatures with the same root language 
  (such as safar), but have two different dialects will have 
  some difficulty communicating to one another and are 
  only able to pass on simple information.
  Player's Primer v1.0
  13
  
  Backgrounds
  The normans believe that anyone can become a hero. It 
  just requires the right situation, a bit of courage and a 
  well told story over some drink.
  APPRENTICE
  While it’s the hunters, fishers and warriors who often get 
  the glory, it’s the humble smiths, carpenters and 
  shipbuilders that enable them their greatness. You are an 
  apprentice to one of these craftsmen who are the 
  backbone of the village and you take as much pride in 
  your handiwork as anyone else.
  What is your trade? How did you come into it? Have you 
  other dreams, or do you seek to become the best at what 
  you do? Who is your master, and what are they known for?
  Skills: Insight, Persuasion
  Tools: Any two Artisan’s Tools
  Feature (Master’s Craft): As long as you are in Hostadd 
  you can petition your master to assist you in a project. 
  That project takes half the time to complete, although the 
  cost remains the same. You can petition a project once per
  week, assuming you help in the crafting of the object.
  FARMER
  Although the dirt is hard and the sky dark with twilight, 
  farmers find a way to grow simple crops and raise 
  sufficient amounts of sheep and goats to keep the small 
  town's larders full of bread and cheese. Edith Ulladottir 
  maintains the largest farm where you work and runs it 
  with the brutal rigor of a former shield maiden.
  What is your job on the farm? Are you content with your 
  simple life? What event caused you to learn to wield a 
  blade or bow?
  Skills: Animal Handling, Nature
  Tools: Vehicles (Land), either (Gaming Set or Artisan’s 
  Tools)
  Feature (Trusty Steed): You have a pony. While the 
  animal lives, you have double proficiency on Animal 
  Handling checks when handling that animal. This animal 
  strays from combat and will always run away from danger.
  When the danger subsides you can easily call them with a 
  loud whistle and they return in 1d4+2 minutes. Should 
  this animal die you can spend two weeks training another 
  loyal steed. (Your pony does not join you for the first 
  adventure of the module).
  FAVORED CHILD
  You are the favorite son or daughter of the famous Torik 
  Klyverbjörn or Ester Langtspujt. Both are known for their 
  adventures of raiding, monster hunting and more recently 
  owning great mead halls. Your parent and a majority of 
  the town expect great things from you.
  Are you proud of being your parent’s favorite? Have you 
  met their expectations of you thus far? How do your other 
  siblings see you?
  Skills: Performance, and either (Persuasion or 
  Intimidation)
  Tools: Gaming Set, Musical Instrument
  Feature (Renown): You start the game with 3 Reputation 
  Points you may spend on equipment prior to the first 
  session. If you have 5 or more Reputation Points, you 
  receive a +1 bonus to all Charisma checks made while in 
  Hostadd or dealing with residents of the town. If you have 
  10 or more Reputation this increases to a +2 bonus.
  FISHER
  Hostadd’s main source of food has always been from the 
  sea. Fishes large and small, crab, whale and the 
  occasional sea monster, fishermen have a life more 
  exciting than one might expect. Their long sojourns into 
  the sea have made them as tough and salty as their 
  calloused hands. However, fishers and sailors are a 
  superstitious bunch and when the House of Waves fell into
  the sea, none have dared push their ships out of dock.
  What have you been doing since your ship has been 
  docked? Does the sea still call to you, or have you taken 
  advantage of the situation to try something new?
  Skills: Perception, Survival
  Tools: Vehicles (Water), and either (Gaming Set or 
  Navigator’s Tools)
  Feature (Seaworthy): You have access to a small fishing 
  vessel (a small keel boat). Assuming you can convince a 
  crew to set sail, you can take trips around the island. 
  Should you lose the vessel in any capacity, you will have to
  build another one yourself over 1d4 weeks before you can 
  use this feature again.
  HUNTER
  Though the interior of the island is rife with dangerous 
  monsters, hunters pierce through the woods in hopes to 
  bring back the essentials of hardy meat and thick hides to
  keep them from freezing in the winter. Often working in 
  small groups hunters can either comb for easy prey or the 
  bold may find that bigger prey is worth the extra risk. 
  Recent events have caused your profession to be all the 
  more important as well as more desperate as many more 
  flock into the woods to join you.
  How do you hunt? Do you sneak upon a target, or lay a 
  trap? Every hunter has a story of their favorite hunt, 
  whether theirs or not. What is yours? Do you prefer to 
  hunt in a pack, or as the lone wolf?
  Skills: Stealth, Survival
  Tools: Artisan’s Tools, Musical Instrument
  Features (Stalker): While others might bumble through 
  the woods and manage to bag a boar, you stick to the 
  shadows and are capable of so much more. When traveling
  over land and a roll for a random encounter table is rolled,
  you may ask the GM for the title of the event. You may 
  then elect to re-roll the encounter. You must accept the 
  second result.
  Player's Primer v1.0
  14
  
  Warrior
  You are a proud warrior. Whether this be a guard of the 
  town and protecting the peace with sword and shield 
  against those who would harm your friends and family, or 
  an aspiring raider who seeks out glory on distant coasts, 
  you are among the proudest professions of your people. 
  While others have been sent away on the raids you have 
  been chosen to help protect Hostadd this winter.
  Why do you fight? Are you calm and reserved in battle, or 
  do you let the thrill excite you? Who taught you to fight, 
  and are you still on good terms with them? Are you bitter 
  about being left behind, or is it an honor for you to protect
  your home?
  Skills: Athletics, Intimidation
  Tools: Vehicles (Water) and either (Navigator’s Tools 
  or one additional Language).
  Feature (Respected): You begin with 2 Reputation points 
  that you may spend before the start of the campaign (see 
  below). In addition the people of Hostadd are likely to be 
  less suspicious of you and you have access to places other
  townsfolk do not such as the Warrior's Lodge bunks and 
  suspicious or empty homes and may enter these places 
  without legal repercussions, although anything illegal 
  done in these places (such as theft) are not taken lightly.
  SPEAKER
  When the gods and spirits speak, they do so through 
  symbol and archaic tongue. It is up to the Speakers to 
  interpret these symbols and divine meaning as to their 
  purpose and reasoning, and guiding the populace with 
  their wisdom. 
  You were apprenticed either to Asa the Speaker of Waves, 
  or Josef the Speaker of Stone. Both are hermetical, 
  seeking out few companions. Instead they leave 
  themselves open for communication with the gods. You 
  typically run errands between lessons, gathering materials
  and receiving guests in need of guidance.
  However, after the sinking of the House of Waves, Asa has 
  gone missing and Josef has been locked in his chambers 
  for weeks..
  How did you become an apprentice? What have you been 
  doing since the disappearance of your Speaker? If 
  necessary, do you think you’re ready to take over the 
  position?
  Skills: Insight, Religion
  Languages: You can understand and read Celestial, and 
  read, write and speak One other Language.
  Feature (Interpreter): You can determine whether an 
  event or occurrence is a message of a god, a lesser being 
  or of mortal means and have a basic understanding of 
  what it might mean.
  TINKER
  The industrious Ratfolk are known for their great 
  machines that improve the simple lives of those around 
  them. Tinkers either work on these machines (either born 
  into a Ratfolk family, or taken in by as an apprentice) or 
  live to make their own mark upon the world of burgeoning 
  science.
  How did you come into this rare profession? What do you 
  hope to build some day? What are your family’s thoughts 
  on the matter?
  Skills: Investigation, Sleight of Hand
  Tools: Artisan’s Tools, Thieves' Tools
  Feature (Crafty): Given the opportunity and the time to 
  thoroughly examine and deconstruct a device, you can 
  replicate its construction assuming you have all the 
  materials required. The time and price is up to your GM, 
  but these periods of time need not be consecutively and 
  may be done during any short rests (tinkers find 
  deconstruction of mechanisms relaxing).
  Optional Feature (Inventor): Through the creation of 
  various quasi-magical or alchemical objects, you are 
  basically a spellcaster! Pick a spellcasting class; you use 
  Intelligence for all features of that class. All your spells 
  require your Tinker's Bag (5lbs) which you can use as a 
  Focus. Your inventions use Academic principles.
  WHISPERED
  A voice whispered in the darkest of hours. In the loneliest 
  of places. You hear fragments of what they speak; the 
  forgotten tales and ancient knowledge. As a result, you are
  often thought by the villagers as a bit touched as you often
  daydream, listening to the voices that only you can hear. 
  Your parents told you to never speak of the voices, and to 
  never do as they told. Instead, you simply listen.
  What do you think the voices are? Do you embrace in their
  knowledge, or do you try and block them out with loud 
  companions and heavy drink? Why do you think they 
  chose you to listen to them, and what do you think they 
  want?
  Skills: Perception, and one of (Arcana, History, Nature , or
  Religion)
  Languages: Two Languages
  Feature (Secrets Told): Admits the usual babbling of the 
  voices there was one secret told that has stuck with you 
  for better or worse. This secret can be of any origin 
  although it should be linked in some way to the knowledge
  skill you chose. Some secret of a local or historical figure, 
  something untold of by the gods, or something worse from 
  outside the world, you now know this piece of information.
  Talk with your GM about its implications with regards to 
  the campaign. Should you ever share this piece of 
  information with another creature, it instantly becomes 
  false. Should your secret be revealed (either from your 
  indiscretion or its discovery) you can obtain another secret
  in 1d4 weeks of listening.
  BROKEN 
  Dromant Only
  Player's Primer v1.0
  15
  
  For whatever purpose, you have found yourself removed 
  from your clutch and have lived in the norman town of 
  Hostadd for about a year. While the villagers still give you 
  funny looks, their acceptance of your odd mannerisms has
  made them friendly enough. 
  As an odd act of irony, you find yourself fascinated with 
  fixing things, and have a supernatural knack for it.
  How did you end up in Hostadd? Why can’t you go back to
  the hive? Have you attempted to form a new clutch with 
  any of the villagers, or have you accepted your isolation?
  Skills: Athletics, Survival
  Cantrips: Mending (This power is dreamer based, requires
  no material components, and uses Wisdom as its 
  spellcasting ability)
  Language: one Language (see below)
  Feature (Strange Communication): You have lived in 
  Hostadd long enough to mimic enough of their facial 
  emotions and pantomime to pass simple messages to 
  humans. While you cannot actually speak the language 
  you chose with this background, you can essentially 
  communicate with other creatures who speak that 
  language.
  Optional Feature (Dream-made): Your people come from 
  the Underside, the place of dreams and are innately 
  familiar with the workings of dreams. You may replace 
  Intelligence or Charisma with Wisdom for all features of a 
  spellcasting class of your choice. Using this feature makes 
  you a Dreamer.
  SEEKER
   Safar Only
  You are a seeker of lost knowledge, come from distant 
  lands in search of some forgotten thing. Whether this be 
  the safar ruins in the north, or any of the other sites of 
  Creation dotting the island, you find yourself in Norrsate 
  looking to make a breakthrough.
  What are you looking for? Why? If you come from 
  somewhere else, where is that place?
  Skills: History, Investigation
  Tools: Thieve’s Tools or Musical Instrument
  Language: One Language
  Feature (Focused): Choose a single, particular object. You
  have advantage on any Intelligence checks in regards to 
  that particular object (such as historical lore or magical 
  properties) or people and places it has influenced (such as
  who may have the object now or where it is supposedly 
  housed) as long as it is not in your possession. Should you
  then obtain that object, you can spend a week of thorough
  study on a new object and receive this feature for that new
  object. 
  Optional Feature (Classically Trained): Seeker bards 
  and paladins can use Intelligence or Wisdom instead of 
  Charisma for all class abilities. Using this feature makes 
  you an Academist.
  WITCH
  Sent as a young child to Haxa Jord due to your potentially
  or actively dangerous magical abilities, you have briefly 
  returned to Hostadd for some matter requiring your 
  attention. Your request complete, you would have returned
  to Haxa Jord had not the sailors become unwilling to 
  depart.
  What event made the villagers send you off to Haxa Jord? 
  Are you happy to be back in the place of your birth, or 
  does it simply remind you of the world and the people you 
  had to leave behind? Do you seek out your family, or do 
  you cling to the shadows in hopes that these simple 
  people have forgotten about you? What is your opinion on 
  being branded for everyone to see? What about your 
  Keeper, who holds your very life in their hands?
  Skills: Arcana, Intimidation
  Tools: Herbalism Kit or Artisan’s Tools (Usually Alchemy)
  Languages: One Language
  Feature (Branded): You are Branded. Regardless if your 
  act of magical violence was intentional or not, the people 
  of Norrsate fear you for the powers you control. However 
  your magical expertise is a needed thing and for that the 
  people of the village accept your presence. People assume 
  that you have purpose for being wherever you are and 
  make every effort to accommodate you and avoid your 
  displeasure for fear of your power, but might be resentful 
  after you leave and possibly act against you in the future. 
  People of influence will meet with you reluctantly, 
  assuming rightful cause for such an audience. 
  KEEPER
  You are a Keeper, someone charged with the life of those 
  who are gifted with dangerous magics. Bonded with a 
  particular witch, you are the anchor that keeps them from
  drifting into the dark. You are both their protector and 
  jailer.
  In truth, your situation is not so different from your 
  companion. The relationship between Witch and Keeper is 
  symbiotic, as the Witch fuels the Keeper’s magicks, the 
  Keeper keeps the Witch safe, and your pact requires you 
  both to adhere to a Code.
  Why did you decide to be a Keeper? How do you view your 
  charge? Are they a criminal who requires constant 
  vigilance, or are they a friend whom you rely on? Is your 
  Code strict or loose? 
  Skills: Athletics, Insight
  Tools: Herbalism Kit or Artisan’s Tools
  Languages: One Language
  Feature (Ever Watchful): Select one spellcaster as your 
  Charge (a character with the “Witch” background). You 
  always know the exact direction in which your Charge is, 
  and approximately how close they are to you. You know if 
  your Charge has broken your Code (a set of rules agreed 
  upon by you, your Witch and your GM) and if broken, can 
  invoke your Rune of Binding. You and your Charge make 
  an opposed Charisma check (you have advantage on the 
  check if you witnessed your charge break your Code). If 
  Player's Primer v1.0
  16
  
  you succeed and your charge continues breaking your 
  Code, you can blind and deafen your charge and prevent 
  further spellcasting and concentration by them. This lasts 
  one hour, or until the Witch appeals to the Keeper.
  Should you break the Code, the witch has equal right to 
  attempt at a challenge using the same rules. Should the 
  witch succeed, you lose the ability to cast spells or 
  concentrate on them, as well as all features from this 
  background. This lasts until you appeal to the Witch, or 
  the council that appointed you.
  STRANGER
  You are a newcomer to the island of Norrsate, and have 
  unexpectedly found yourself stranded due to no ships 
  leaving.
  What are you doing in Norrsate? Where did you come 
  from? What is your plan now that you are stuck?
  Background: Choose any standard background. You 
  receive those features. in addition to being the Stranger.
  Starting Equipment
  Times are tough in Hostadd, and with as many people 
  being sent into the forests as there are, equipment is 
  harder to come by. Each character does not start with 
  their class's normal equipment, nor do they get any from 
  their backgrounds. Instead, each character receives the 
  following kit.
  Hostadd Hunter'
  s Kit
  Choose two weapons which you are proficient in from the 
  following list.
     Battleaxe, Dagger (2), Handaxe, Javelin (3), Maul, Net (2)
     Pike, Quarterstaff, Shield, Shortbow and a Quiver with 
     20 arrows, Shortsword, Sling and a pouch with 20 
     bullets, Spear. Safar may also choose a scimitar. Ratfolk 
     may also choose a light crossbow with 20 bolts.
  Choose one armor which you are proficient in from the 
  following list.
     Leather Armor, Hide Armor, Scalemail, Chainmail
  Choose one (Spellcasters only).
     Arcane Focus, Component Pouch, Druidic Focus, Holy 
     Symbol, Musical Instrument
  If an Academist, one Spellbook.
  If a rogue, one Thieve's Tools
  Everyone receives all of the following.
     Traveler's Clothes, Pouch, Sack, Skinning Knife,
     One Tool that you are proficient in
     Backpack with Bedroll, Blanket, Horn Flask (with Mead)
        Mess Kit, Trail Rations (1), Torches (3), Tinderbox, 
        Waterskin, Hempen Rope (10ft) , 1/2 lb of Salt
  Additionally, each group has the following items between 
  them:
     Drying Stand, Iron Pot, Sack (2)
  Hostadd
  Hostadd is a small fishing village of about 700 strong 
  independent people. Among them there are fishermen, 
  hunters, farmers, warriors and artisans of all types 
  famous for their strength and reliability. Nearly a third of 
  the town's current residents are ratfolk, who are evenly 
  mixed between those fresh from their native homes, or 
  born in this land of freedom.
  Two weeks prior to the disappearance of the Temple of the 
  Waves nearly 200 Norman souls (mixed with some daring 
  ratfolk new to the life) departed Norrsate for the yearly 
  raids. Their fates are uncertain.
  People of Import
  Torik Klyverbjorn, Leader of the Great Hunt
     Age. 48
  Race. Norman
  Male
     Once a great raider and monster slayer, Torik has given 
     up the life of a warrior to act as head of the Norung Clan
     in Hostadd. He has taken upon himself to arm the able 
     residents of his home and send them out for the food 
     and supplies required to survive the winter. It is he that 
     the town reports to in all matters of security, welfare and
     law. He also leads the defense of the village and his 
     office resides in the Warrior's Lodge.
  Ester Langtspujt. Shield Maiden and Games Champion
     Age. 45
  Race. Norman
  Female
     Ester has had a long life of protecting Hostadd, known 
     most for her help in the taking down of a chimera with a
     javelin from a thousand paces. Since then she has 
     taken over as Games Champion and keeps the Golden 
     Horn running and full of mead. Her part in the recent 
     call to arms is to provide free drinks and meals to the 
     hunters who return, encouraging them and ensuring 
     they remember why they are risking their lives.
  Asa, Speaker of the Waves
     Age. 42
  Race. Norman
  Female
     As Speaker of the Waves, it was Asa's job to ensure the 
     safety of the town's fishermen, provide healing for the 
     sick and injured, and help spirits find their way to the 
     Underside. She is currently missing, and presumed to 
     have fallen with the Temple to the Sea.
  Josef, Speaker of the Stone
     Age. 53
  Race. Norman
  Male
     As Speaker of the Stone it is Josef's job to prepare the 
     land for a bountiful harvest, help those in need and 
     adjudicate disputes for the town of Hostadd. According 
     to Aseem, Josef has locked himself in his underground 
     home in the hills since before the disappearance of the 
     Temple to the Sea. 
  Aseem Tamboli, Josef's apprentice speaker
     Age. 16
  Race. Ratfolk
  Male
     Aseem is the first ratfolk in Hostadd's histories to be 
     granted the privilege of being a speaker's apprentice. 
     Honored by the opportunity, Aseem is a bit cautious and
     skittish in the position, knowing that he represents the 
     acceptance of his people by the normans. (Aseem does 
     not exist if a player chose the “Speaker” background and 
  Player's Primer v1.0
  17
  
     chose Josef to be their master.)
  Helena Gittansdottir, Asa's apprentice
     Age. 22
  Race. Norman
  Female
     A quiet and slightly young woman, Helena has an odd, 
     but appropriate interest in the dead, faefolk and 
     Undersiders. Since the disappearance of her mistress, 
     Helena has taken upon herself her duties. When not 
     engrossed in Asa's study, she is meeting with villagers 
     and trying to ease their worries. (Helena does not exist if
     a player chose the “Speaker” background and chose Asa 
     to be their master.)
  Olaf Second-Shield, Master Blacksmith
     Age. 62
  Race. Norman
  Male
     Olaf had long protected his home against the threats of 
     the wilderness surrounding Hostadd. He has since 
     settled down and trained aspiring smiths in the 
     traditional ways of forging the strongest of northern 
     steels. Also as one of the oldest members of Hostadd, he 
     holds a high amount of respect from the people and is 
     often turned to for advice. (If a player chose the 
     “Apprentice” background and chose “Smith Tools” as one 
     of their artisan proficiency, they are apprenticed to Olaf 
     Second-Shield.)
  Amirah DeRana, Merchant of Western Goods
     Age. 32
  Race. Zahr
  Female
     Amirah often travels to the Norrsate to trade with the 
     master craftsman of Hostadd, as well as restock Haxa 
     Jord, a smaller island to the east. Her travels take her 
     between the North and Western Kingdoms, as well as 
     occasional journeys to the Pasu Rajyom where she has 
     been known to take ratfolk or Maratayn escaping from 
     their shackled lives. Since the happenings around the 
     island, she and her crew have refused to set sail until 
     things are resolved, using whatever reserves she has to 
     help the local residents for an equitable trade.
  Kamala Misra, Master Tinker
     Age 26
  Race. Ratfolk
  Female
     The Misra family were among the first ratfolk to appear 
     in Hostadd and are known for their strong line of 
     Tinkers. Kamala is the best the anyone can remember, 
     increasing the local lighthouse's light by nearly triple, 
     saving many of lives in the great storms that surround 
     Norrsate. As Master Tinker, she believes in knowing 
     fundamentals while maintaining an experimental 
     curiosity. (If a player chose the “Tinker” background, they
     have been apprenticed to Kamala.)
  Tak the Broken, Curio-Reader
     Age. 4
  Race. DromantSeer
     Isolated from their people for some unannounced 
     reason, Tak was found at the edge of town an inch from 
     death. Since being incorporated into the weave of the 
     village, Tak has taken to a strange role of repairing 
     broken things, and telling wordless stories about objects
     full of life. Their stories are told through pantomime and
     illusions that are popular with children after a long day 
     of practicing with sword or mallet. The farmers are 
     thankful, if not suspicious, to have them around when 
     their tools break, and they often live survive off the 
     gratitude of others. (Tak does not exist if a player chose 
     the “Broken” background.)
  Places of Import
  Warrior'
  s Lodge.
     A place for those who protect our town from the horrors 
     of land and sea, mediate on disputes and raid distant 
     shores, these lodges can house nearly a hundred strong.
     The main lodge is owned by Torik Klyverbjorn who 
     makes it his home. It is a place of physical training, 
     story telling and . It also contains the place where those 
     requiring detainment in preparation of a trial are held.
  Hunter'
  s Lodge.
     This simple lodge is located near the outskirts of the 
     village and is heavily adorned in the evidence of its most
     fantastic kills. In its grounds are places for tanning and 
     curing and trophy mounting. It is a place of revelry to 
     fight back against the loneliness of nature.
  Fisher'
  s Lodges.
     Normally empty by the opening of the day, these homes
     of morose fishermen in these trying times. Many of 
     these men and women have taken to hunting instead, 
     and places that were normally covered in drying fish are
     now dressed in the hides and flesh of land beasts.
  The Golden Horn.
     The mead hall run by Ester Langtspujt, the Golden Horn
     is a second home to those who need good company, 
     music, and games after a long day. Its name comes from 
     the golden chimera's horn that adorns the back wall of 
     the hall.
  Docks.
     Near the Fisher's Lodges, these docks contain the small 
     fishing boats that would normally depart every morning 
     to collect the bounty of the sea. Instead most have been 
     dragged onto the shore, their masts lowered and 
     collected to protect them from the season's weather.
  Artisan Quarter.
     This section of town is home to the various master 
     craftsmen. It includes Olaf's smithy, as well as 
     woodworkers, carpenters, masons, ratfolk tinkers and
     a glassblower.
  Speaker Apartments.
     The residence of the Speakers and their apprentices 
     when they are in town, Each contains a sitting room 
     where they can speak to concerned villagers. 
  Foreign Quarter.
     A place for the foreign merchants from the west and 
     visiting witches from Haxa Jord. It contains a small 
     market for the trade of western goods and a dry dock for
     ship repairs.
  Rat Warrens.
     A nest of ratfolk homes closely clustered together. The 
  Player's Primer v1.0
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     ratfolk are more or less a collection of large extended 
     families, and the tunnels and shacks represent those 
     familial bonds. It is said to be the warmest hearth in the
     winter, though no Norman would ever be able to tell you.
  Temple to the Sea Remnants.
     This cliff once held the temple to the sea, though it has 
     slumped into the sea only three weeks ago. Carved into 
     the cliff, it was a place of ritual protecting the town and 
     seas around it from the harm of Underside and beyond.
  GM Note. Take a look at your player's backstories and be
  sure to include any NPCs they might have made in this 
  list. Also don't be afraid of replacing NPCs in this list 
  with a character of your own creation. Just be sure to 
  remain consistent to the story and if the story references 
  a particular NPC you've replaced, make sure to use the 
  same replacing NPC. 
  Also, if a player replaces an NPC due to their background
  (such as a “Speaker” replacing Helena), any information 
  that that NPC would have is instead given to the player. 
  In the case where two PCs have chosen the “Speaker” 
  background and have chosen different mentors, choose 
  either Helena or Aseem to still exist, as they provide an 
  essential role in keeping the party supplied.
  Where We Rest 
  Our Heads
  Depending on each background a hunter chooses, each 
  character may have different accommodations. Warriors, 
  Hunters, and Fishers would have a small room in their 
  appropriate Lodges. A Favored Child would have a room 
  either at the main Warrior's Lodge (if Torik parent), or The 
  Golden Horn (if Ester parent). An Apprentice or Tinker 
  would have a small room in the place of their 
  apprenticeship, and Farmers sleep in a bunk house with 
  the other hired hands of the farm. A Scoundrel might have
  a room at the Golden Horn, or some other option 
  designated by the GM. A Speaker would have their rooms 
  in the Speaker apartments. A Whispered or Broken would 
  have a small shack at the edge of town, and any Witch, 
  Keeper, Seeker, or Stranger would have a small apartment 
  in the Foreign Quarter. Ratfolk in the party can opt into 
  living in the Warrens with their family (either their 
  parent's home, or their own family).
  Stories Told and Gifts 
  Well Earned
  The hunters can acquire arms, armor and services using 
  their Reputation Points. RP is earned from completing 
  tasks, and is an alternative way for the GM to reward the 
  hunters for their actions. The following are things that can
  be purchased with Reputation Points.
  A Round of the Good Stuff. You and your companions 
  are treated to a round of the good stuff. This includes Dire
  Bee mead and the juiciest legs of lamb. You an each of 
  your companions gain 5 temporary hit points. These hit 
  points last until they are spent or 72 hours, whichever 
  comes first.
  Antivenom Injector. Similar to a Venom Injector, this 
  poison can be used to negate the latent poisons that 
  certain creatures make (such as snakes, spiders or 
  wyverns). This Injector follows all the same rules, except 
  that instead of a creature taking additional poison damage
  on a failed save, it “cannot deal poison damage with 
  natural attacks.”
  Venom Injector. This device is made from the stinger of a 
  dire bee and uses the latent venom inside mixed with 
  some catalysts to create a harmful injector. It can either 
  be used by hand (as an Action), or set in an Wyvernfang 
  Hammer (which can be attached as a Bonus Aciton). 
  When used by hand: The user makes an attack roll as an 
  Action. The user only receives proficiency on this attack if 
  they are proficient with either improvised weapons or the 
  poisoner's kit. On a hit it deals 1d6 piercing damage and 
  the target must make a Constitution saving throw. On a 
  failure they take 2d6 poison damage (DC 13) (half damage 
  on success). It is consumed on a successful hit.
  When used in Wyvernfang Hammer: Once set into the 
  Hammer (as a bonus action) the user can declare after 
  they have hit an enemy that they use the injector. The 
  target takes 2d6 piercing damage and the target must 
  make a Constitution saving throw (DC 8 + user's 
  proficiency bonus + 3). On a failure they take 2d6 poison 
  damage (half damage on success).
  An Injector is ejected from the hammer after being used. It
  is consumed on a successful hit.
  Any need of a particular Artisan's Tools can be found and 
  used in the Artisan's Quarter or elsewhere in town (such 
  as the Hunter's Lodge for Leatherworking) at no cost.
  Note. The people of the North do not typically trade in 
  coin, preferring instead to use a fair barter system or 
  trading favors. “Reputation Points” represent built up 
  favors that will encourage others to give you the things 
  you need.
  Westerners, however, trade almost exclusively in coin. 
  Any currency found on Norrsate (gold, silver or copper 
  pieces) are minted by Western countries and are largely 
  only accepted by Westerners (such as Amirah).
  Reputation Cost Table
  Player's Primer v1.0
  19
  
  RP CostItems
  From Where?
  0
  Club
  Quarterstaff
  The Wilderness
  1
  Leather Armor
  Hide Armor
  Dagger (2)
  Greatclub
  Handaxe (2)
  Javelin (3)
  Mace
  Net (2)
  Spear (2)
  Olaf
  1
  Herbalism Kit
  Aseem or Helena
  1
  A round of the 
     good stuff
  Ester
  2
  Shield
  Battleaxe
  Longsword
  Maul
  Morning Star
  Pike
  Shortsword
  Warhammer
  Olaf
  3
  Ringmail
  Greataxe
  Shortbow
  Olaf
  3
  Light Crossbow
  Kamala
  5
  Chain Shirt
  Scalemail
  Studded Leather
  Greatsword
  Longbow
  Olaf
  5
  Heavy Crossbow
  Kamala
  5
  Potion of Healing
  Venom Injector
  Antivenom Injector
  Aseem or Helena
  8
  Chain Mail
  Olaf
  8
  Hand Crossbow
  Kamala
  20
  Splint Armor
  Olaf
  40
  Breastplate
  Olaf
  Those in need for Gaming Sets or Musical Instruments 
  would either need to make them for themselves, or find 
  someone willing to make them. Most instruments or game 
  sets are heirlooms and are handed down through 
  generations.
  Within reason, Amirah DeRana is more than willing to 
  take part in trade for her goods or coin. Her stores contain
  the all the items from the “Adventuring Gear” table as well
  as a Disguise Kit, Forgery Kit, Poisoner's Kit and Thieves' 
  Tools, for their listed prices. She will also buy Norman 
  goods (typically arms, armor and art pieces) at half their 
  listed price unless otherwise explicitly stated.
  THE GODS WHO ALLOW US TO BE
  Origins
  At first, there was Nothing. They exist, composed of 
  absence and devour anything that attempts to be. As 
  unintelligible and maddening is their purpose as it is one 
  of purity. There is nothing more simple. 
  But one Nothing had a notion. That notion developed into 
  an idea. That idea generated a thing. That thing became 
  our world, the Axius. It was a cold and barren piece of 
  rock floating in the Nothing. The Nothing hated it, but the 
  idea wished to stay, wished to build. He took His ideas 
  from Himself and made three others and declared Himself 
  Lord.
  The Lady was his first. She was to be His companion and 
  deliver upon His empty land Life, that it may move and 
  grow. The Lady created plants that would grow from the 
  Lord's light, and animals that would feast upon them for 
  sustenance. She made the water that they might drink 
  and live.
  The Witch was born out of necessity. Living creatures 
  stagnated, and would eventually stop growing. Life began 
  to grow less out of laziness. And thus the Witch brought 
  Death and Time. Life began to search for strength to hold 
  back Death and give more Time, growing stronger and 
  stronger with each generation.
  But even this wasn't enough. The Nothing still 
  encroached, looking upon these Things hungrily, gnawing 
  at the very edges of the Lord's domain. Reluctantly, the 
  Lord realized He would need even more chaos, and the 
  Fool was created with but one purpose: nothing was to 
  stay the same.
  In Time, the Lord realized that chaos alone would not 
  suffice, and that His world did follow some Laws in which 
  he would discover. In his attempts, he realized that He was
  little different than the Nothing, and desiring to 
  understand the world he had created, two more Aspects 
  were required to be purged from Himself. 
  The Fool was quick to act and took the Lord's wants and 
  made the Maiden, the physical embodiment of Emotion, 
  might that Her love be spread through the other Aspects. 
  But it wasn't enough, and the Lord simply because rage 
  and nearly shattered his world. The Lady stood beside him
  and drew from him his rage and placed it aside. The Lord 
  calmed, and was able to begin his pursuit in 
  understanding the Laws. 
  In Time two sons were made in the Lord and Lady's peace;
  The Knight, who would enforce the laws that his father 
  had created, and the Rascal, who would undermine and 
  exploit the laws at every chance. And a third was born of 
  the Lord's rage, the Usurper. Cast aside, His only wish 
  was to kill His Father and return the world to Nothing.
  The Great Tragedy
  We must remember not to condone the Lady for Her 
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  actions, for She had acted with the best of intentions. One
  day in Court, the Usurper had thrust open the doors 
  brandishing his hammer Hircum. The Lord stood and 
  shielded Himself and the Lady from the blow, but instead 
  the Usurper swung for the Witch. The Witch, having 
  foreseen Her death, looked to the Lady as the Mighty 
  Hircum knocked the Witch across the room and to the 
  Lady's feet. “You must take Him, else our world is lost.”
  The Lord stood stunned, unwilling to take back the anger 
  and rage of the Usurper who began his march to the 
  throne. With the Witch dying, there would be none to 
  shepard His soul, and the Lord's power would be his. The 
  Lady would allow for neither of these things, took the 
  Witch's power into Herself and rendered the Usurper 
  nearly in half with Her Scythe. “I will not kill you, Childe, 
  for You yet have Your purpose.” He was taken to the 
  southlands and buried in the mountains where hooks 
  would hold Him for eternity, for in His death he would be 
  taken back by the Lord, and the Lady would not allow to 
  see Him taken in such ways again.
  But in Time, the Witch's heart began to corrupt the Lady, 
  Her ways becoming more like the Aspect she had taken in.
  Most of all was jealousy. The Witch had never known Love 
  as the others, and now that Her sons were of age now 
  battled for the Love of another. The Knight and Rascal had
  quarreled over the Love of the Maiden, and that they were 
  each more deserving in their roles of maintaining the 
  world. It was agreed on by both brothers that they would 
  settle in a duel. The Lady attempted to speak to them, 
  fearing that She would lose both Her sons. Neither of them
  would reason, so the Witch inside of of Her told the Lady 
  that she could keep both sons.
  Knowing that it was the mighty Knight who would win the 
  duel, the Lady poisoned the Rascal's blade and took her 
  place in Court. The sons dueled, and while the Rascal 
  managed to catch a few blows, the Knight was much his 
  superior in combat and struck him down. As the crowd 
  cheered, the Maiden ran crying to the Rascal's side. 
  Between the poison and the betrayal of His love, the 
  Knight's heart ached and he fell to the floor. The Lady ran 
  to the Knight's side and took within her his Aspect, that 
  she might keep Him forever, but when She turned to do 
  the same to Her second son, the Maiden had already 
  taken His Aspect. The Lady would have raged, but every 
  emotion was being pulled the Maiden as she cried over the
  Rascal. Her tears flooded the Court and the Gods fled 
  from that place.
  And they let us be
  It is obvious that the Gods still exist as is their influence 
  obvious throughout the Axius. The Lady continues to 
  shepard the dead and encourage the living. They say the 
  Maiden was last seen in Aberdovey, smiting the corrupt 
  duke which plagued their “free city.” The Coyote I've seen 
  myself in a coin flip, His eye winking on its golden face.
  It is only the Lord who has truly gone missing, seemingly 
  abandoning his post when he is needed most in these 
  troubling times. Perhaps he is helping against some 
  terrible tide, and we merely see the tiniest of drops that 
  make it past Him. Or perhaps He is the cause, once again 
  turning to madness.
  We can only hope. And pray. And fight.
  Living Gods
  Alignment
  Portfolio and Domains
  Favored Weapon Symbol
  The Lord,
  The Stag
  Lawful Neutral
  Arcane, Creation, Earth, 
  Knowledge, Light, Nature
  Longbow, 
  Long Spear
  Deer antlers wrapped in ivy.
  The Lady,
  The Chimera
  Neutral Evil
  Arcane, Death, Life, Nature, 
  Water
  Scythe, Snake
  A snake's skull tied with wicker.
  The Maiden,
  The Songbird
  Neutral Good
  Beauty, Celebration, Emotion, 
  Life, Fire (Light), Nature
  Fire, Scimitar
  Three stars in a field of blue.
  The Fool,
  The Coyote
  Chaotic Neutral
  Chaos, Change, Reason, Weather 
  (Tempest), Trickery, War
  Maul, Improvised An unmarked golden coin.
  Dead 
  Gods
  Alignment
  Portfolio and Domains
  Favored Weapon Symbol
  The Lady,
  The Lion
  Lawful Good
  Nature, Life
  Longsword
  A sapling bearing fruit.
  The Witch,
  The Snake
  Neutral Evil
  Arcane, Death, Water
  Poison, Dagger
  A snake biting its own tail.
  The Knight,
  The Dragon
  Lawful Evil
  Justice, Power, War
  Shield
  A sword held by a dragon's claw.
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  The Rascal,
  The Mouse
  Chaotic Good
  Celebration, Freedom, Light, 
  Thievery, Trickery
  Rapier
  A hand palm side up, missing its ring 
  finger.
  The Usurper,
  The Goat
  Chaotic Evil
  Death, War
  Maul
  The spiral of a ram's horn.
  Others
  Alignment
  Portfolio and Domains
  Symbol
  The Nothing
  The Void
  True Neutral
  Absence. Void (Death)
  A field of black with a hollow white circle.
  The Spider,
  The Hunger
  True Neutral
  Void (Death)
  A black spider with a hollow abdomen.
  The Bear,
  The Destroyer
  True Neutral
  War
  Three horizontal slash marks.
  The Lord'
  s Laws
  It is these Laws that envelope everything we know. Every 
  creature and every stone must follow them. We have little 
  choice.
  The Laws as Written
  It is these laws that allow us to predict an outcome. When 
  you apply force to an object, it moves or changes. When 
  something is up, it wishes to fall down. When you rub two 
  things together, they create heat. Something cannot be 
  created from nothing. The Lord created these Laws to 
  ensure a world in which society could use and exploit 
  them to create, build and advance.
  The Lord's last Law is not exactly a Law, but a plea.
  “Axius must always change, or else We are Nothing.”
  Agents 
  of the Gods
  In order to ensure that each Law is maintained, the gods 
  were given agents to ensure their success.
  Dwarves. Agents of the Lord. It is their job to maintain 
  the land He made. They mold, shape and erode the earth, 
  that it is always in motion. Their great machines 
  underground move the land. It is said that our oldest 
  ancestors lived on an Axius much different than ours, 
  where the Blasted Lands once touched the Western 
  Kingdoms.
  Dwarves are also charged with the separation of Topside 
  and Underside. Common past-times include mining, 
  singing and brewing mushroom-beer. 
  Gnomes. Guides of the Lady. It is their job to shepard 
  souls from the recently  departed to the Underside, and 
  collect spirit on the way back for the newly born. While 
  typically very busy, a Gnome waiting for someone on their 
  deathbed often knit for the mourning family, or in 
  preparation of a newborn.
  Fairies. Artists of the Maiden. Fairies enjoy making life 
  more vibrant. It is their job to open budding plants, 
  change the colors of leaves in the fall, and plant flowers in 
  the spring. They are often very territorial and play tricks 
  on anyone threatening their homes, sometimes leading to 
  the creature becoming hopelessly lost, in the way of a 
  hungry beast, or making them dance until they die of 
  exhaustion. 
  Goblins. Artists of the Fool. Goblins are much like fairies, 
  except uglier, meaner and have a much more dirty job. 
  They are in charge of giving the world entropy. They paint 
  rocks with moss, sprinkle dust in abandoned places, and 
  spit rust onto forgotten iron. In their time off, goblins 
  enjoy taking the wings off flies, stealing left socks and 
  baking lost children.
  The Weave
  The actual agency of the Lord's Laws, the Weave is a series
  of invisible forces acting upon the world and those who 
  live on it. The Weave is what gives us life, what gives us 
  form, what lets us grow. And, when plucked correctly, 
  gives us great power. It is through use and alteration of 
  this Weave that allows magic to be cast. There are three 
  philosophies involved in spellcraft.
  Academists. To Academists, magic is a craft. It can be 
  taught through equations and incantations. They strive for
  years in colleges, dusty hermit holes and isolated libraries 
  practicing their theories. They interact with the Weave 
  indirectly and precisely, gaining their desired effects 
  through trial and error.
  Wizards are the most common Academists, with their 
  books of formula and their bags of eclectic reagents. Other
  schools include Alchemists, most Warlocks (through the 
  tutelage of some extraordinary being) and Clerics (through
  tradition), as well as some Druids and Bards. 
  Anyone who views the world as its components and how 
  they piece together belongs to the Academists..
  Egoist. Of course the Egoists can use magic. Their minds 
  are so centered on the self that they create a certain 
  gravity in the Weave, drawing whatever powers they wish 
  and forcing them into reality. It is that force that makes 
  them dangerous, unpredictable and, typically, much more 
  entertaining than Academists.
  Sorcerers are the very definition of Egoists, holding that 
  their bloodline should give them power over the “lesser 
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  beings.” Others include most Bards and Monks, and some
  Clerics and Warlocks.
  Anyone who views that they simply should be able to use 
  magic, and does so, belongs to the Egoists. 
  Dreamers. In the mental plane of Underside, the world is 
  a fluid concentration of thought. A war of personalities 
  and mental fortitude. Many Dreamers seek to escape that 
  world, into the more physical and static Topside. Here, 
  such Dreamers maintain only a fraction of their mental 
  powers, able to shape reality with their thoughts alone. 
  But the path of a Dreamer is not an easy one. To reach the
  pinnacle of their power, a Dreamer must first travel to 
  Topside, and murder their physical self. Most are unable 
  to do this without the consent of the physical self since 
  the journey often takes longer than the eight hours of 
  dream time, and especially without the pull and guidance 
  of the conscious.
  The first Dreamers were Druids, their mental abilities 
  easily changing the natural world around them. Others 
  include some Wizards, Monks and Clerics.
  Anyone who has learned their magic from the teachings of 
  their dreams, or has made the journey from Underside to 
  Topside is a Dreamer. 
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  Examples
  One of the best ways to see the differences between these philosophies is to see the 
  difference in the way their spells work.
  Cure Wounds
  Levitate
  Fireball
  First, let us assume a wound exists, such as 
  a gash on the forearm made by an axe.
  Academist - An academist casting healing 
  magic is not unlike a surgeon with a 
  medical kit. First they find the wound and 
  then strum the Weave attached the the 
  creature’
  s natural healing abilities. Wounds 
  merge, repair, scab and then clear all in the 
  matter of seconds.
  Egoist - In many cases, Egoist can actually 
  trick the Weave into doing as they’
  d like. In 
  the case of healing, they simply explain (in 
  pseudo-logical terms) that the wound 
  simply doesn’t exist, and the Weave fills in 
  the physical gaps generated by their 
  philosophy.
  Dreamer - While dreamers might 
  acknowledge the wound might have existed, 
  many “cure wounds” by either removing the 
  injury (by wiping it off, peeling it or keeping 
  it) or removing the cause of the injury in the
  timeline. 
  Upon every creature acts a grounding force 
  known as Gravity, keeping up to the Lord’s 
  earth and away from the Others. This 
  Gravity is a Constant force exerted on 
  everything.
  Academist - An academist would find the 
  value that is Gravity within the Weave 
  effecting a particular person. They then 
  change the value of of the force. Example: 
  0.1*g would reduce the effect to a tenth of 
  its normal effectiveness, 0*g would negate it 
  and -0.2*g would make the target fall up,
  Egoist - Since Gravity is simply a force, all 
  one needs to do to beat it. Egoist exert 
  enough of their own ego onto the Weave to 
  negate the effects, allowing them the ability 
  to float.
  Dreamer - Weightlessness is common in the
  underside, and the dream simply must 
  remember those feelings to completely 
  disregard Gravtiy.
  It is by the Lord’s judgement that all energy 
  must be conserved, that no energy can come 
  from nothing and that each action will have 
  an equal and opposite reaction.
  Academist - Following the Lord’s Laws, in 
  order to generate enough heat energy for 
  destructive purposes, an academist will pull
  from the surrounding area its heat and 
  superimpose it in a localized area. This 
  action, with significant enough speed, will 
  super-charge the heat and make it 
  unpredictable causing a large explosion of 
  heat that ignites everything caught within 
  it.
  Egoist - Egoist’s don’t worry about the 
  specifics. Instead, they might throw enough 
  ego into a heat-line to make it explode, or 
  punch a whole into the weave that connects 
  to a greater source of fire and pull it 
  thtrough.
  Dreamer - Ignoring the Laws, dreamers 
  make the required energy necessary for the 
  effect. 
  Teleport
  Major Image
  Polymorph
  Nothing may occupy two spaces at once, and
  must arrive at its locations in succession.
  Academist - Bending the weave, an 
  academist allows two locations to touch, 
  allowing them to simply walk miles in a 
  single step.
  Egoist - In much the same way as 
  academists, egoist allow them and their 
  wants to generate enough force upon the 
  weave to have those two locations meets.
  Dreamer - To the dreamer, every location is 
  but a thought away. And by that, every 
  location is connected to every other location 
  by the dreamer’s mind. It is simply a matter 
  of entering their own thoughts and then 
  stepping out to the desired location. 
  Illusions are memories written into the world 
  that other’s might experience them. In this 
  particular case, the image is a pony.
  Academist - From the ground up, the 
  academist must know what a pony looks 
  like, sounds like, smells like, and feels like 
  in order to write a convincing enough 
  illusion upon the weave. Should they 
  succeed, it would be indistinguishable from 
  the real thing. Should they excel they might 
  even trick the Weave into believing
  Egoist - Egoists aren’t worried about the 
  specifics as the effect. An egoist’s illusions 
  are less form and more emotion. They allow 
  the viewer to fill in any blanks caused by 
  the pony shaped hole in the Weave and 
  make any conclusions they might desire.
  Dreamer - A dreamer pulls the pony directly
  from their memories and places it where 
  they need it.
  The act of transmogrification requires a deep 
  understanding not only of the desired 
  substance, but of that of the original as well. 
  In this case, it is turning a man into a sheep.
  Academist - In order to know how to 
  change a man into a sheep, an academist 
  must know what makes the man, and what 
  makes a sheep. Stripping away the man’s 
  physical Weave, he then replaces all 
  variables with those of a sheep’s.
  Egoist - An egoist exerts enough ego upon a
  subject that the Weave (and more than often
  the subject) are convinced that they are in 
  fact a sheep.
  Dreamer - While typically most effective 
  upon themselves, a dreamer decides that he
  is a sheep. To others, it is much the same 
  process as an academist, except variables 
  are replaced with models. The man is 
  removed, the sheep is given. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Encounter Roleplay/The North Seat - Players Primer v1.2.pdf