Playtesting

The bulk of this campaign setting, and therefore this wiki, is still being developed. Everything on it is subject to change as development continues.

One key component of developing this world is playtesting. If you've been invited to playtest this setting, please use the information here to develop characters for the playtest adventure. This section should have everything you need for creating playtest characters. The rest of the wiki can be used for interest and flavor, but none of it is official.

The first round of playtesting requires 3rd level characters. This section only contains enough information to make characters of that level.

The goal of the playtest is to test out these options during actual gameplay. Feedback is welcome: playtesters are asked to let the developer and DM know what they think regarding playability, uniqueness, balance, readability, and especially the fun (or lack thereof) of the various options presented here.

Dragonborn
Dragonborn are very rare on Tanawak. Their race was nearly destroyed during the eruption of caldera near their homeland. The only survivors were those who were traveling abroad at the time. Most dragonborn encountered have lost all their families, and have been roaming the land, trying to find other dragonborn and form communities wherever they can.

Dragonborn used to be haughty and pretentious, considering themselves to be superior to, but not dominant of, the other races. Since the cataclysm, though, they've been forced to learn humility. The dragonborn aren't typical, downtrodden refugees: they are highly educated and have many talents. What they are, though, is defeated. They feel the very earth turned against them, and that, indeed, is very humbling.

Some societies welcome dragonborn for their skills and talents, but others consider them cursed and a bad omen.

Traits

 * Tanawak dragonborn have ability score increases of 1 in Strength, 1 in Wisdom, and 1 in Intelligence, instead of the ability score increases listed in the Players Handbook. Other traits are the same as in the PHB.
 * Most dragonborn in Tanawak have Red or Gold ancestries, followed by Blue or Bronze. Other ancestries are known, but rare. Silver or White, being lovers of cold climates, are not known to exist at all on Tanawak.
 * Dragonborn do have their own language, Draconic. Only dragonborn have the necessary biology to speak it, other races can only understand it. Dragonborn do have an artistically ornate written language, many scholars study it, both for its beauty and for the arcane knowledge it contains.

Dwarves
The hill dwarves of Tanawak hail from cities in the old, weathered mountains east of the Free Cities. They can be encountered anywhere as traveling merchants, hired skilled labor, or as transplanted residents. Hill dwarves are hard working, reliable, and generally well-liked, but they also have a strong code of honor that can be quite heavy-handed. Their religion is built entirely around Klyn Marr, the Spirit of the Mountain, who protects the dwarves from the malice of the Blood Jungle. The hill dwarf homeland is rich in obsidian: hill dwarves prefer slashing and piercing weapons fashioned from hardened obsidian, a skill only hill dwarves can master.

Sandsedge is the home of Tanawak's mountain dwarves. Sandsedge used to be a minor dwarven colony, the greater cities were north in what is now known as the Gritty Wastes. Ages past, when whatever cataclysm destroyed the northern reaches of Tanawak, those great cities were destroyed, leaving only the city now known as Sandedge. The Sandedge dwarves believe that they, alone, are favored by the gods. This has made them insufferably arrogant. It is admitted they are very skilled: Sandedge dwarves are known for fastidious practice of whatever skill or art they decide to pursue, and will (of course) brag about that at every opportunity.

Traits

 * Except where noted below, Tanawak dwarven traits are the same as in the PHB.
 * Instead of the PHB weapon proficiencies, Tanawak hill dwarves are proficient in all piercing melee weapons, except for the rapier. These dwarves prefer obsidian weapons over steel due to their beliefs. Their legends say obsidian is useful against mystical creatures, although this has never been verified.
 * For the purposes of playtesting, a hill dwarf character can have one hardened obsidian piercing weapon, except for a rapier. This weapon grants non-magical +1 to hit and damage due to its fine craftsmanship.
 * Tanawak mountain dwarves can increase one ability score of their choosing by 1. This replaces the ability score increases in the PHB. Instead of Dwarven Armor Training, Tanawak mountain dwarves have Expertise in one skill of their choosing, which doubles the proficiency bonus in that one skill.
 * The two races of dwarves do speak the same fundamental language (Dwarvish), suggesting they were, at one time, much closer than they are today. However, they have been separate for so long, they now have significant accent and idiomatic differences. A hill dwarf and a mountain dwarf rarely have an extended conversation without getting into an argument.

Elves/Half-Elves
As far as is known, the elven race was destroyed when a massive caldera west of thier island erupted, and burying their homeland in ash. There are no half-elves due to the isolation and xenophobia of the elven race before their destruction. Therefore, neither race is available to player characters.

Firbolgs
Firbolgs are found in Tanawak, living along the edges of the Bloody Jungle. Firbolgs are tall (7'-8') humanoids, and see themselves as gatekeepers of the jungle: they work to keep out any who would wander in unwary, and struggle to keep any of its dangers from leaking out to terrorize outsiders. Firbolgs are prone to nature magic, but not exclusively so. Firbolgs are friendly but dead serious when it comes to the Blood Jungle, they do not appreciate those who would trifle with it.

Traits
Firbolg traits are the same as described in Volo's Guide, except for the following: [For added flavor, consider selecting a name from central Africa for your firbolg character: https://www.behindthename.com/submit/names/usage/central-african]
 * Firbolg Magic is speak with animals and goodberry, with the same limits as given in Volo's Guide.
 * Instead of Hidden Step, Tanawak firbolgs have Bark Armor. As a bonus action, firbolgs can grow plates similar to tree bark on their skin. These plates absorb piercing or slashing damage, and last until 10 points of damage are absorbed in this manner, or 1 minute, whichever comes first. This can only be done once per short or long rest.
 * Firbolgs have their own language. NPC firbolgs have a 50% chance of speaking the language of the neighboring culture as well, largely so they can warn that culture from danger.

Gnomes
The great rivers that cross the continent form highways from the mysterious and dangerous center of the continent to the great port cities that cropped up along the river deltas. These rivers are the domain of the gnomes.

River gnomes live along the flat, slow courses of the river, but many perpetually live on the river itself, paddling up and down in their fleakkas, or boat houses, plying their trade. These gnomes are quite gregarious and welcoming of most races, although orcs tend to be too gruff for their tastes.

The river transitions from the higher plateau that contains the Blood Jungle, to those low courses, by a series of strong rapids and waterfalls. The gnomes who live here are called rock gnomes. The rock gnomes have built a series of mule-powered portages, locks, lifts, and davits to lift riverboats up and down these obstacles. Rock gnomes live in caves carved into the cliff faces themselves, and tend to be homebodies while the river gnomes are travelers. Rock gnomes are great woodcarvers, making all sorts of contraptions and toys from the extremely dense wood of the ebonscrabble trees, which grow along these rocky river courses. Gnome tinkers will take the opportunity afforded by the portages to sell their various inventions to bored travelers.

Traits

 * Basic gnome traits match what is published in the PHB.
 * Forest gnomes do not exist in Tanawak.
 * Tanawak river gnomes have the following traits:
 * Ability Score Increase: your Charisma score increases by 1
 * Repair: river gnomes know the mending cantrip
 * Speak with River Animals: can communicate to Small or smaller river-dwelling animals, such as otters, turtles, frogs, beavers, storks, etc. River gnomes can put their head underwater and talk to fish for up to one minute before having to come up for air. Note that the intelligence of these animals, and therefore their conversational clarity, can vary widely.
 * River gnomes have advantage on any check involving knot tying.
 * Instead of the traits listed in the PHB, Tanawak rock gnomes have the following:
 * Ability Score Increase: your Constitution score increases by 1
 * Repair: rock gnomes know the new animate cantrip, as follows.
 * Animate: 1 action; range touch; components V, S, M (the item itself); duration 1 minute (a moving object) or 10 minutes (a stationary object). This cantrip will cause an object size Small or smaller to operate under magical power. This object must have the appropriate pivot points, wheels, fulcrums, etc. that enable operation. A dagger, for example, will not move, but a wooden figurine with ball-and-socket legs can walk for 1 minute with up to a 10' movement, or a toy ferris wheel can spin on its own for up to 10 minutes. Note: non-rock gnome casters cannot select this cantrip, however they can be taught it by a rock gnome and then select it the next time they gain a cantrip.
 * Tinker: this is similar to the rock gnome Tinker trait in the PHB, except all such devices are made of carved wood. These are not magical devices, and cannot move under their own power unless coupled with the animate cantrip. If this cantrip is used on a device that is hand crafted by the caster, the duration is doubled. Rock gnomes favor the hard, dark wood of the ebonscrabble trees of their homeland.
 * Tanawak gnomes have advantage on climbing checks due to innate nimbleness from living along a cliffside.
 * All gnomes speak gnomish. 75% of NPC gnomes can also speak the Free Tongue, due to their heavy reliance on trade with the humans of the coast.

Goliaths
Goliaths live on an isolated, rocky plateau far to the south. Grey-skinned, heavily muscled, brutish humanoids, 7'-8' tall, goliaths are an intimidating force in numbers. Fortunately, they are not encountered in numbers outside their own homeland. Goliaths encountered elsewhere are usually traveling alone, trying to fulfill a special quest or mission assigned to them by their masters. Occasionally, goliaths travel the world as outcasts for committing a crime or, even worse, committing an act of cowardice.

Goliath culture is built upon the notion of Survival of the Fittest. Young goliaths engage in contests of strength and daring from a young age. The strongest amongst them end up as leaders, or guhls, of their respective clans, with the strongest of those becoming the kan guhl of all the goliaths. Cowardice is punished by either serfdom or exile.

Traits

 * Goliath traits are the same as described in Volo's Guide, except for adaptation to the cold. The Mentay Plateau is only a couple thousand feet above sea level.
 * Goliaths speak and write their own language.

Halflings
The savannah may seem peaceful, and safe. The broad, flat vistas provide a wide range of vision. It should not be easy for large, dangerous predators to sneak up on the unwary, but that thought would be a grave mistake. The high grasses do, indeed, hide predators quite well; the constant wind confuses detection by hearing and scent; and predators aren't the only dangers. Large herbivores can stampede for virtually no reason, trampling all in their path.

It was in this region where the halflings developed. These halflings learned, long ago, the safest place to hide was in the giant acacia and baobab trees that dot the Bontobo. Some of these trees line the rivers, others form oases dotted throughout the savannah. Within these trees, the halflings built their villages. Originally they were crude huts, but over time, their dwellings became more comfortable. Nowadays, the halflings are strong enough that they can live on the ground without fear of most predators. In fact some of the villages along the river even have inns for visitors on the ground. The trees, however, are still their home.

Tanawak halflings do travel, and can be encountered in any of the coastal cities. They are not fond of tight spaces, or of the jungle, preferring wide-open spaces with lots of vistas. Tanawak halflings have well-tanned, leathery complexions, and are fond of using body and face paint to add in camouflage.

Traits
[For added flavor, consider selecting a name from South Africa for your halfling character: https://www.behindthename.com/submit/names/usage/south-african]
 * Tanawak basic halfling traits are the same as PHB basic halfling traits
 * Tanawak halflings also gain +1 to Constitution, are Naturally Stealthy like Lightfoot halflings in the PHB, and have proficiency in the shortbow.
 * Halflings speak their own language, which is conveniently called Bontobo. This language is quite foreign, and extremely difficult to learn unless one is raised amongst halflings. They enjoy speaking this with other halflings, it helps them keep secrets from the tallfolk. Halflings who learn other languages tend to speak them in a rushed manner (it seems the Bontobo don't understand there are spaces between words.

High Orcs
The ancient caves of the weathered western mountains have long been the home of orcs. These orcs had a rigid caste system. The bulk of the population were brutish workers and warriors, known as lak-nokka, or Low Orcs. The more advanced and civilized ruling class were known as grak-nokka, or High Orcs. They used their higher intellect, leadership skills, and strict discipline to lord over their lesser brethren. This made the entire race very dangerous, essentially controlling the myriad of caverns under the mountains. Well, until the great revolt, that is.

Roughly 200 years ago, a particularly large warrior named Krusk rose to prominence and power in lak-nokka society. He united the various clans of worker- and warrior-class orcs, and together, they overthrew and slew virtually all the High Orcs. Some were warned of the coming revolution, and managed to flee westward, crossing the lowlands and then across the sea to an island off the coast. There, they scraped out a living, in hiding, for many years. Eventually, the Low Orcs seemed to forget about their former masters, and the High Orcs returned to the mainland. Realizing they would never be able to return to their position of power under the mountains, they build the city of Ojango, and formed a new society of their own.

High orcs have a strong code of honor, and an intolerance for weakness. They can be rough and course and quick to anger, but are also competent smiths and craftsmen, skilled seafarers, engage in trade with their neighbors, and have even formed alliances in times of great danger.

Traits

 * High orcs have the same traits as official, PHB half-orcs, except for the following:
 * Instead of the ability score increases noted in the PHB, Tanawak High Orcs get +1 to Strength and +1 to Charisma
 * Instead of Savage Attacks, players may take a new trait: Mark of Honor. During a combat encounter, the PC shouts a brief challenge against a single opponent. For the duration of that combat, the PC gets +2 to hit with attacks against that opponent. There must be some honor to be had, meaning it should be the strongest opponent, one who has earned a grudge, etc. This ability is usable once per long rest.
 * Orcs speak & write their own language, and can also speak the Free Tongue.

Humans
Humans are very common throughout most of Tanawak. They built most of the coastal cities where the playtest adventure occurs, and are the dominant forces of commerce, trade and exploration.

There are three human variants available in Tanawak. As with the PHB, these ethnicities do not offer any special bonuses, but the Backgrounds offer options that the player may find interesting. The Tanawak human ethnicities are:
 * Coastal: these are the most populous variant of humans, hailing from the coastal Free Cities. They have brown skin, outgoing personalities, and form strong communities with anyone who pulls their weight and treats them fairly. Coastal humans have seen many things due to heavy trade coming in and out of the port cities. Many a coastal child grows up with dreams of adventures in faraway lands, or to the gold-laden ruins of the Blood Jungle. Coastal humans speak and write the Free Tongue as their mother language.
 * Kelastians: these are nomadic humans from the Plains of Kelast far to the south. Most Kelastians met are actually from the city of Menzaresch, which was founded by renegade Kelastians centuries ago. Actual Kelastian nomads tend not to leave their own tribe unless made outcast for an infraction. Kelastians have very dark skin, are more reserved, highly observant, and tend to keep to their own. Kelastian is a language unto its own, and is nothing like the Free Tongue.
 * Ensels: these are humans from the city of Ensel-Kanz on the opposite coast. They used to be more populous, but the eruption of the nearby Scarlands Caldera forced many to leave the area. Ensels have lighter, but still swarthy, skin, and have a stylistic flair, preferring curved swords, exotic weapons, brilliant colors, and exultant architecture. Ensel is a language unto its own, and is nothing like the Free Tongue. However, Ensel humans often can understand Draconic, due to their longstanding trade alliance with the dragonborn before the eruption of the caldera.

Traits
''[For added flavor, consider using names from various regions in Africa for human characters. The Free Cities would use names from western Africa, those from the plains would use names from South Africa, and those from Ensel-Kanz would use northern Africa. https://www.behindthename.com/submit/names/usage/african]''
 * Tanawak human traits are the same as PHB human traits.

Player Character Class Archetypes
In this campaign setting, the basic class abilities are the same as listed in the Player's Handbook. However, there are class archetypes uniquely for Tanawak, these are listed below.

Players participating in the playtest are asked to play one of the class archetypes listed below, and provide feedback regarding playability, balance, and, most importantly, enjoyment. The goal is to make interesting and engaging classes and archetypes, any feedback from the players will help meet that goal. The DM does reserve the right to modify any of the custom content in this section, based on actual game play, for the sake of balance and game play.

The first playtest adventure is designed for level 3 characters, hence only abilities up to and including level 3 are described below.

Barbarian
Tanawak was made for barbarians. The rugged, primeval setting lends itself to the barbarian lifestyle. There is not much need to "flavor" barbarians to fit Tanawak, they fit right in.

Barbarians can be found anywhere and everywhere. They can also be of any race, although they're rare amongst gnomes and dwarves. Human barbarians will normally be from Menzaresch or the Plains of Kelast.

Path of the Earth
(Custom Archetype)

The Earth Mother is a significant element of most Tanawak belief systems across most of the races. The Earth Mother brings the power and strength of the immovable object to barbarians who use their abilities to protect their village, clan, or tribe. Followers of this path tend to go barefoot, the better to channel the power of the earth into their attacks and abilities. These abilities are:

Rock Steady: starting at 3rd level, you can root yourself to the ground as a reaction. When rooted, you cannot be moved by wind, rain, or other natural force; by any spell effect (like thunderwave); or by any combat effect like Shove. You can still be Grappled, just not moved while grappled. Creatures size Large or larger can move you normally by defeating you in a Strength contest. You must remain conscious in order to use this feature. You must be on the actual ground or a solid floor to use this feature. Note that this feature does not preclude enemies from undermining the ground your standing on!

Bard
The races of Tanawak have rich and extensive oral histories, however the music of the continent is magnificently diverse. Music existed on Tanawak from the earliest of times. In a land full of predators, the various races learned early that singing, drums, and eventually other instruments, could be used to amplify their numbers and keep those predators wary and at bay.

Tanawak musical instruments include marimbas; hand xylophones; flutes and whistles made of reeds, wood, or ivory tusks; zithers; harps; and numerous types of drums. Many Tanawak bards forego instruments of any type, relying solely on vocals to inspire and enchant.

College of Rhythm
(Custom Archetype)

Bards of the College of Rhythm have a fundamental purpose in Tanawak societies: they are a unifying element for a village or group. Under the influence of such a bard, a group can work with a clear, singular purpose and direction, accomplishing much more than they normally can. While marching, a group can cover more ground between rest; when working, a group can accomplish more in the same amount of time, or can perform such work more accurately than normal. Keeping the group united is the fundamental trait of a rhythmic bard.

Bonus Proficiencies: at 3rd level, you gain proficiency in Performance and Persuasion, gaining Expertise in any that you're already proficient in.

Synergy: at 3rd level, you can use drumming, melody, or chanting to affect the Strength, Dexterity, or Constitution checks, or their related skill checks, of up to five allies. Each member of the group, other than yourself, can roll that particular check at the highest proficiency level in the group. For example, if the highest Athletics proficiency in the party is +3, everyone in the group, other than yourself, has an Athletics proficiency of +3 as long as you are using Synergy. You cannot take any other actions of any kind while using this ability.

Cleric
The religious beliefs of Tanawak vary widely from region to region, race to race, and culture to culture. In most of the Free Cities, a traditional pantheonic system exists. Dragonborn clerics have their own religion: they worship the Three Dragons.

The author is still working on defining other belief systems and cleric archetypes, and perhaps a new class of shamanic clerics. For the initial playtest, the new domains below are available.

Arts Domain
The gods of the arts are inspiring forces in the world. The idea is to spread joy through the world through music, sculpture, painting, storytelling, even dance. Followers of these gods preach of the beauty of the world, and strive to bring out the innate creativity of all the races in the world. Clerics of the Arts are usually welcome everywhere, although there is also the old adage: "there's no accounting for taste". Clerics of the Arts are often called upon to bless new construction in cities where architecture is valued. They also appreciate a good party.

As a cleric of the Arts domain, you gain the following at the appropriate levels:

Arts Domain Spells: Artistry: at 1st level, you can choose two of these toolkit proficiencies: artisan's tools; disguise kit; forgery (calligraphy) kit; musical instrument. You are also proficient in Performance.
 * 1st level: disguise self, illusory script
 * 3rd level: calm emotions, enthrall

Channel Divinity - Renovation: starting at 2nd level, as an action, you can use your Channel Divinity to repair damage to physical objects. Any object in a 30' radius is repaired to the condition it had 24 hours prior to use of the ability. Magic items, constructs, or any item that had magical properties do not regain them as a result of this ability, only their physical form is repaired. Note that any walls, ceilings, or floors within the area of effect is also repaired, but only that portion that exists within that radius. At 6th level, the range doubles to 60', and the extent of damage repaired increases to 7 days.

Balance Domain
To the gods of balance, a life is best lived if one avoids extremes. This is not simply a matter of evil vs. good, law vs. chaos, it's in all aspects of life. A person cannot work all day, even in the most pious of ventures, without spending time enjoying life's pleasures. A person cannot live in prayerful isolation without spending time in the company of others. A person cannot live solely on fruit, for the meat of the goat has nourishment, too. A broad vision is more powerful than a focused, narrow vision. Clerics of Balance are often called to adjudicate disputes, and often serve sane rulers and governments as advisors. They also are not fond of extraplanar creatures entering into the prime material plane: they tend to throw off the natural balance. Some clerics of Balance consider themselves as vessels of peace, and consider it their duty to calm riots and cease conflicts.

As a cleric of the Balance domain, you gain the following at the appropriate levels:

Balance Domain Spells: Bonus Proficiency: at 1st level, you gain proficiency in Insight if you don't already have it.
 * 1st level: detect evil and good, protection from evil and good
 * 3rd level: calm emotions, detect thoughts

Detect Imbalance: also at 1st level, you can roll Perception checks at Advantage to determine if there's anything in the vicinity that does not belong. You won't detect a trap that's disguised to blend into the surroundings, but you will spot that elvish tapestry that decorates a dwarven citadel. You can determine if the goblin in the cave is actually at home in the forest by the equipment he carries.

Channel Divinity: Punish Troublemaker: starting at 2nd level, you can use your Channel Divinity to spot the creature that is instigating the most trouble in a 100' radius. The creature is then affected by faerie fire per the spell, must make a Wisdom save vs. your spellcasting DC or be silenced for 1 minute, and is hit with divine bitchslap (2d10 + cleric level radiant damage). You can chose to knock the creature prone if you do not wish to damage them with bitchslap, this is resolved like a shoving a creature, except you use Wisdom + your proficiency bonus instead of Strength (Athletics). Note the this ability may affect your allies, or even yourself, if you are the ones instigating problems (if it is yourself, you will receive the bitchslap of your deity).

Liberation Domain
To some clerics, the greatest abomination that can be inflicted on sentient races is imprisonment, slavery, enthrallment, or tyranny. Such clerics travel the world, looking for such conditions or regimes to topple, regardless of the socio-political consequences. The sentient races of Tanawak were born to be free, and must be allowed to choose and enact their own destinies. These clerics are often the most haughty and militant of all the sects, but if you've ever lost a relative to a slaver, finding one should be your first task.

As a cleric of the Liberation domain, you gain the following at the appropriate levels:

Liberation Domain Spells: Bonus Proficiency: at 1st level, you are proficient in thieves' tools.
 * 1st level: sanctuary, shield of faith
 * 3rd level: knock, lesser restoration

Detect Oppression: also at 1st level, you can detect whether someone is under the yoke of another. For non-magical oppression, this only requires a few minutes of interacting with the person, or witnessing that person interact with another. For magical effects such as charm person, this requires a successful Insight check vs. the caster of the effect's spell DC (if known) or a DC of 13 + the level of the spell being used. In those cases, you know it's a magical effect, but don't know what magical effect is in use (that would require a detect magic).

Channel Divinity: Assert Free Will: beginning at 2nd level, you can use your Channel Divinity to grant anyone within 30' radius, who is under the effect of any charm- or charm-related effect (such as charm person, suggestion, a vampire's charm, etc.), a new saving throw vs. that effect immediately.

Moon Domain
Throughout all of the centuries, before the eruption of the Scarlands Caldera; before the cataclysm that created the Gritty Wastes; before the schism of the dwarves; even before the first progenitor race created language, there were the Twin Moons, Mahwu and Glesta. These moons are integral to various religions all across Tanawak. Some worship them as creation deities; some view them as twin demons, lurking in the dark places, ready to snatch children. In the Free Cities, however, the moons are protectors. When the moons are full in the sky, the darkness is that less frightening and dangerous. When missing, the darkness of the night holds terrors that cannot even begin to be imagined. Clerics of the Domain of Night are the guardians and protectors of the people, keeping monsters both mundane and supernatural at bay. They are the last bastion between civilization, and the horrors that might destroy it.

As a cleric of the Moon domain, you gain the following at the appropriate levels:

Moon Domain Spells: Darkvision: at 1st level, you gain 60' darkvision if you do not already have it. You also have the light cantrip.
 * 1st level: faerie fire, guiding bolt
 * 3rd level: darkvision, moonbeam

Channel Divinity: Healing Glow: starting at 2nd level, you can use your Channel Divinity to create a moonglow in a 30' radius from your position. Any ally within it recovers 1d4 + your cleric level worth of hit points. Any undead or shapeshifter in that radius will take 1d4 + your cleric level in radiant damage.

Sea/River Domain
In the Free Cities region, the land routes are very dangerous. The roads are poorly maintained, and the number of predators make transportation across land difficult and, often, deadly. The primary modes of transportation, and therefore of commerce, are the sea and the rivers. Therefore, clerics of the seas and the rivers are very important. The gods of the sea are distinct from the gods of the rivers, but their domains do overlap.

As a cleric of the Sea or River domain, you gain the following at the appropriate levels: Bonus Proficiencies: at 1st leverl, you gain proficiency in navigator's tools, cartographer's tools, and roll skills at advantage if they have to do with knot tying, rope climbing or anything to do with seamanship or boating.
 * 1st level: create or destroy water, fog cloud
 * 3rd level: gust of wind, misty step

Bonus Cantrip: at 1st level, you have mending if you don't have it already.

Channel Divinity: Electrical Resistance: at 2nd level, you can use your Channel Divinity as a reaction. If any creature within 30' is hit by an electricity spell or effect that allows a save, you can grant Advantage to that saving throw.

Monyohe Domain (Dragonborn Clerics Only)
Monyohe is the Dragon Lord of Life. Legend has it that it was Monyohe who first breathed life into the dragonborn species. Monyohe is the protector of the dragonborn, and first taught them how to craft and defend their lairs. Clerics of Monyohe consider themselves to be protectors of the dragonborn, which can be expanded to include any ecosystem, geographical feature, trade route, or even good neighbors, as long as the dragonborn rely on them. Clerics of Monyohe are also strong warriors, in the old days they'd often lead soldiers into battle. Monyohe is the least xenophobic of the dragon lords.

As a cleric of Monyohe, you have the following abilities:

Monyohe domain spells: Bonus Cantrip: at 1st level, you gain the blade ward cantrip in addition to any cantrips you've already selected.
 * 1st: mage armor, shield,
 * 3rd: enhance ability, levitate

Eyes of Monyohe: also at 1st level, you can draw upon the protective power of Monyohe. When a creature you can see within 30' of you makes a spell attack against you, you can use your reaction to spot the attack coming, and impose disadvantage on the spell attack roll. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Breath of Monyohe: starting at 2nd level, you can use your Channel Divinity to breath a cloud of harmless smoke or mist (depending on your damage type) on a creature. That creature will gain resistance to either nonmagical weapon damage, or to fire, cold, thunder, lightning, or acid damage, your choice, for 1 minute.

Aido Domain (Dragonborn Clerics Only)
Aido is the Dragon Lord of Knowledge. Legend has it that it was Aido who first breathed intelligence into the dragonborn species. Aido is the giver of knowledge, and first taught the dragonborn language, the use of tools, and cunning tactics. Clerics of Aido consider themselves to be educators of the dragonborn, and were often called upon to lead councils of war or lead in trade negotiations. Aido is very xenophobic, and considers dragonborn to be the superior species. Some of the more militant clerics of Aido believe dragonborn are the only species worthy to rule over the others.

As a cleric of Aido, you have the following abilities:

Aido domain spells: Bonus cantrip: at 1st level, you gain the minor illusion cantrip in addition to any cantrips you've already selected.
 * 1st: color spray, comprehend languages
 * 3rd: detect thoughts, mirror image

Eyes of Aido: also at 1st level, you can draw upon the secretive nature of Aido. If any creature casts a spell or uses an ability to read your mind (detect thoughts, scrying, etc.) or locate you (locate creature, etc.), you spot the attempt and can use your reaction to block it, making your save vs the effect at advantage. If the spell or ability does not allow a save, you gain a non-advantage save vs. the effect. This ability only works if it targets you specifically, or if it targets dragonborn generically. If it's a generic spell, like detect invisibility (which will detect any invisible creature of any type), use of this ability does not help. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Breath of Aido: starting at 2nd level, you can use your Channel Divinity to breath a cloud of harmless smoke or mist (depending on your damage type) on a creature. That creature will have advantage on saves vs spells or abilities that target Wisdom, Intelligence, or Charisma.

Buluku Domain (Dragonborn Clerics Only)
Buluku is the Dragon Lord of Justice. Legend has it that it was Aido who first gave the dragonborn their souls. Buluku is the granter of justice, and first organized the dragonborn civilization, brought forth the first code of law, and taught them economics and trade. Clerics of Buluku consider themselves to be the balancing force of the dragonborn, and were often called upon to lead tribunals and resolve disputes. Buluku is mildly xenophobic, believing the dragonborn are justifiably superior to other races due to their age and culture. Clerics of Buluku are haughty and pretentious, and can be quite militant in the pursuit of justice.

As a cleric of Buluku, you have the following abilities:

Buluku domain spells: Bonus cantrip: at 1st level, you gain the message cantrip in addition to any cantrips you've already selected.
 * 1st: charm person, sleep,
 * 3rd: crown of madness, hold person

Eyes of Buluku: also at 1st level, you can draw upon the willpower of Buluku. If any creature casts a charm spell or uses a charm-like effect on you, you can use your reaction. Your third set of eyelids close momentarily, granting you advantage on the saving throw versus the effect. If the effect does not allow a save, you gain a non-advantage saving throw instead. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.

Channel Divinity: Breath of Buluku: starting at 2nd level, you can use your Channel Divinity to breath a cloud of harmless smoke or mist (depending on your damage type) on a charmed creature. That creature can immediately make a new save vs the effect.

Druid
The geography of Tanawak is well-disposed to druids. There are a wide number of terrains, and of course the vast Blood Jungle, available as inspiration to player druids. Animals summoned or mimicked by Wild Shape and various spells will be akin to the species of animals found in Africa. Websites such as the African Wildlife Foundation (https://www.awf.org/wildlife-conservation/all)  might be useful when selecting beasts for these effects.

This campaign offers new Circle of the Land choices, a modification to the Circle of the Moon, and the new Circle of the Natural Forces.

New Circle of the Land Choices
There are two new Circles available: the Circle of the Lowlands and the Circle of the Rivers.
 * Lowlands: these druids tend the land between between the coastline and the Bilokko Mountains. These druids are normally friendly and helpful to the residents of these areas, oftentimes living in the towns and villages, and encourage balanced, sustainable coexistence between the settlements and the ecosystem. Lowland druids tend to be coastal humans. Their circle spells are:
 * 3rd level: animal messenger, lesser restoration
 * Rivers: rivers are very important to the ecology of Tanawak, and are under great pressure due to extensive travel by the civilizations in the west. Circle of the River druids work hard to preserve the rivers in the face of these challenges. River druids tend to be river gnomes, but not exclusively so. Their circle spells are:
 * 3rd level: levitate, pass without trace

Circle of the Moon Modifications
Moon druids have the same abilities as listed in the Player's Handbook with one distinction unique to this setting. Tanawak has two moons: the large sized Mahwu (similar to our own moon), and the smaller, reddish Glesta. This allows Tanawak moon druids to gain a helper while assuming Wild Shape. If you are a Moon Druid, then beginning at 3rd level, whenever assuming Wild Shape, you will receive help. Another beast of the similar type as the beast form you are assuming, but at 1/2 the CR rating, will come to assist you on your next turn. This beast acts on your turn, usually taking the Help action to assist you unless you can speak with animals and give it specific orders. The beast form you assume must be of a species native to the surrounding land or you will not receive a helper.

Circle of the Natural Forces
Druids of the Circle of the Natural Forces are deeply connected with the various forces of nature: atmospherics, tectonics, hydrology, radiation (heat), and magnetism. They study, commune with, and utilize these various forces to maintain the balance. These druids realize that they cannot keep such powerful forces in check, instead they use their skills and talents to assist the inhabitants of the worlds -- both sentient and non-sentient -- survive in the face of such forces, which can include not being in the vicinity of such forces in the first place. They are also constantly on the watch for those who would abuse such forces to the detriment of the world.

'''Force Armor: at 2nd level, as an Action you can surround yourself with one of the forces of nature. This grants you 1d6 per druid level, plus your WI bonus, in temporary hit points. In addition, you are granted Advantage on certain saving throws per the following table. This effect lasts one hour or until the temporary hit points are gone, and can only be used once per long rest. You are otherwise unaffected by the armor: you can talk, move, use actions, and interact with objects normally.'''

Fighter
The fighter is the basic class in D&D 5E, and fits in with any setting, including Tanawak. Everybody needs a good, strong fighter with a good, strong weapon by their side.

There are no new fighter archetypes in Tanawak, but there are new options for the existing ones.

Fighting Styles
Tanawak has three additional fighting styles that can be taken at 1st Level
 * Bob & Weave: when in melee combat, you can use a bonus action to use reeds, thin trees, vines, and similar narrow obstacles for cover, giving disadvantage to the next melee attack by any opponent. This is common for warriors of the Blood Jungle.
 * Mounted Fighting: you gain +2 to attack rolls when fighting from a mount. This is common for warriors of the plains.
 * Spear & Shield: when using a spear and shield together in melee combat, you gain +1 to hit with the spear and +1 to your AC.

New Battlemaster Maneuvers
Tanawak has the following new battlemaster maneuvers. These maneuvers work just like standard maneuvers, except they require a specific weapon type as noted below.

Bleeding Attack: when you hit a creature, you can expend one superiority die to cause a deep, bleeding wound. Add the superiority die to the attack’s damage roll, and the victim must make a Constitution saving throw. On a failure, the victim takes that same superiority die value in damage at the beginning of your next turn as well. Weapons: any piercing or slashing weapon except blowgun.

Breathstealing Attack: You can expend your superiority die to thump a Large or smaller humanoid creature in the sternum, momentarily knocking the wind out of it. Add the value of the superiority die to the damage roll,  and the target must make a Constitution saving throw or make attacks at disadvantage until the end of your next turn. Weapons: any bludgeoning weapon.

Pain Attack: You can expend your superiority die to cause distracting pain with an attack. When you hit an opponent with an attack, add the value of the superiority die to the damage inflicted. The next attack made by the victim before the end of your next turn is at disadvantage. Weapons: any.

Pinning Attack: When you hit a creature with this weapon, you can expend one superiority die to momentarily pin them in place, by driving the weapon through something they are wearing, or even their own flesh, into the ground or a nearby object. You add the superiority die to the attack roll, and if the target is size Large or smaller, the target must make a Strength saving throw. On a failed save, the target must use its move, or its attack, on its next turn to free itself from the pin, or they can make attacks at disadvantage. If it is a melee weapon, you cannot attack with that weapon until the pin ends. The pin can only only last until the end of your next turn. Weapons: arrow (any), crossbow bolt (any), javelin, lance, pike, spear, trident.

Poison Delivery Attack: When you attack a creature with a weapon that has been coated with a poison or other substance, you can expend one superiority die to try to improve the chance that the victim will be affected by the substance. Roll a superiority die, the victim will subtract that value from the appropriate saving throw vs the substance. This maneuver must be declared before the attack roll is made, missing the attack still results in expending that maneuver. Weapons: any that have been coated with a substance.

Whip Grapple: You an expend one superiority die to try to grapple a Large or smaller creature with your whip. Add the value of the superiority die to the attack roll, if the attack hits the creature suffers the Grappled condition. This can be broken per the normal Grapple rules beginning with the victim’s next turn. Weapons: whip.

Painted Warrior
On Tanawak, eldritch knights are replaced by Painted Warriors. These are fighters who have been trained in mystic body painting techniques by a shaman, wizard, or sorceror. The abilities are the same as the eldritch knight, but instead of requiring a spellbook or a focus, the warrior requires tattooing pigments that he must prepare himself or receive from another trained painted spellcaster. See the section on Painted Spellcasting under "Wizards" below for more.

Monk
There is one Tanawak-specific monk archetype, the Way of the Atoned.

Way of the Atuned
High up in the southern peaks of the Bilokko Range sits the Sufferhold. The worst criminals from all across the western coast of Tanawak are given two choices: execution, or a sentence in the Sufferhold. After serving their time (assuming they survive their time in the aptly-named Sufferhold), these felons are released, with clean slates, and given a new mission: to cast aside all former ties (familial or otherwise), and travel the land, serving noble causes wherever they are needed. Most become simple pilgrims, walking the land and performing mundane services to any in need they find. Some, however, are trained as monks in the Way of the Atoned, and serve as defenders of the peace. The Way of the Atoned is a selfless path that subscribes to helping the helpless through non-lethal action. Lethal attacks are only acceptable in extreme cases, or against those monsters who are naturally irredeemable. ''[For players, the Sufferhold background is required to take the Way of the Atoned. See "Backgrounds" below].''

The abilities of the Way of the Atoned monks are:

Healing Vibrations: when taking the Way of the Atoned at 3rd level, you can use your ki to heal one creature, by touch, as an action. 1 ki point acts as a cure light wounds spell, each additional ki point acts as casting the spell at one level higher.

Paladin
There are new fighting styles and a new Oath for paladins in the Tanawak campaign setting.

Fighting Styles
In addition to the fighting styles defined in the PHB, these are also available to all player-character paladins.
 * Mounted Fighting: you gain +2 to attack rolls when fighting from a mount. This is common for warriors of the plains.
 * Spear & Shield: when using a spear and shield in melee combat, you gain +1 to hit with the spear and +1 to your AC.

Oath of the Land
Centuries ago, after the catastrophe that created the Gritty Wastes, a new paladin order was formed: the Oath of the Land. These paladins believe, and there is scholarly evidence to support, this desert was created due to a great magical catastrophe, and Oath of the Land paladins are sworn to prevent another such catastrophe from ever happening again. Oath of the Land paladins believe they are preserving the world itself from the the abuses of powerful magic, in extreme cases they may put this belief above the lives of individuals, or even entire societies. Players who choose this oath gain the following abilities at the appropriate levels:

Oath of Land Spells: Channel Divinity: at 3rd level, you gain the following two Channel Divinity options:
 * 3rd Level: detect poison & disease, purify food & drink
 * Disruption: you can use your Channel Divinity as a reaction to use the energy of the world to disrupt a spell you can see being cast within 30' of you. The caster must make a Charisma save vs your DC in order for the spell to be cast.
 * Vow of Antimagic: as a bonus action, you can use your Channel Divinity to utter a vow against a magic-using creature you can see within 20' of you. You gain advantage against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. If the target is not actually a spellcaster, the Channel Divinity is still expended, and no benefit is provided.

Ranger
Tanawak offers a new ranger archetype: the Big Game Hunter

Big Game Hunter
Big game hunters are exactly that: they are trained and experienced in hunting and combatting beasts and monstrosities larger than they are. Some hunters do this to protect settlements and trade routes from rampaging creatures, others do it purely for sport.

Big Game Expert: at 3rd level, you can add your Intelligence modifier to your damage on weapon attacks vs beasts or monstrosities of size Large or larger.

Slow the Beast: at 3rd level, if a beast or monstrosity of size Large or larger moves, you can use your reaction to make a single weapon attack. If that attack is successful, it does normal weapon damage and you manage to slow the beast's movement by 5'. This lasts until the creature is healed. The creature must be within your reach for a melee weapon, and in range for a ranged weapon.

Rogue
There are two new options for rogues in Tanawak. The Arcane Trickster can use the Painted Wizard option as described under "Wizards" below.

There is also a new archetype, the Tomb Raider

Tomb Raider
Your interest in ancient cultures, whether for intellectual curiosity or simple greed, has led you down a path that some consider blasphemous or even gruesome. The crypts and dungeons of the long dead are dangerous places, a tomb raider must not only be well-versed in traps but in history, and must have nerves of steel and the ability to always know an escape route.

As a Tomb Raider, you have the following abilities:

Historian: At 3rd level, you gain proficiency in the History skill. You also add proficiency in another language.

Escape Artist: Also at 3rd level, you can add your Intelligence bonus  to any Sleight of Hand checks to disarm a trap. In addition, your movement is not slowed by difficult terrain caused by nonmagical means.

Sorcerer
Tanawak has a campaign-specific sorcerous origin available to players: Earthcore Power.

Earthcore Power
You are especially tuned to the powerful forces of the earth itself. You are able to channel these forces to produce powerful, but occasionally uncontrollable, magical effects. Earthcore sorcerers are very rare, but scholars of dubious repute think the eruption of the Scarlands Caldera was caused by an Earthcore sorcerer who lost control of his powers.

As an Earthcore sorcerer, you have the following abilities:

Earth Sensitive: when you choose this origin at 1st level, you can add your proficiency bonus to Nature, Perception, Stealth, and Survival checks made when standing on solid rock. You are also immune to being knocked prone while standing on solid rock. You can also detect true north as long as your feet are firmly on the ground (does not have to be on rock, but can't be on water, while in a tree, on a wooden floor, etc.)

Warlock
Tanawak is a world strongly affected by elemental forces: the winds, the seas, vulcanology, tectonics. Some believe these forces are natural. Others believe these forces come from the gods. Still others believe these forces are controlled by great powers known as the Elemental Princes.

Patron: The Elemental Prince
Elemental Prince warlocks first attune themselves to their patron at great nexuses of elemental power. Air based nexuses include vast canyons or rock formations that create unique wind effects, or flatlands prone to the development of twisters or dust devils. Earth based nexuses include escarpments, buttes, hoodoos, magma extrusions, or other rock formations. Fire based landmarks include volcanos and calderas. Water based landmarks include waterfalls, whirlpools, geysers, and areas where tides are focused into narrow channels. It is in these places where warlocks can first contact their patrons, with either an prince of Air, Earth, Fire or Water.

The powers of the elemental princes are in a state of perpetual competition with each other. Your patron's primary motivation is to promote the dominance of your particular elemental force above the others. The princes can have other motivations as well, across all the alignments, and be either broad or very specific.

Expanded Spell List

The Elemental Prince allows you to choose from an expanded list of spells when you learn a warlock spell. The spells from the table below that correspond to your particular element are added to the warlock spell list for you. Some spells are flavored for your particular element, having the same effects as per the PHB, but in a form that matches your element. Elemental Protection: at 1st level, you gain have advantage on saves vs effects relating to your particular element. This can be direct (a fire warlock will have advantage on saves vs fireball ), or indirect (any saves that a water warlock might make against drowning).

Wizard
Standard wizards exist in the cities and major settlements throughout Tanawak. The less civilized, tribal areas of the continent also have wizards, but these wizards use a different way of memorizing and using spells, called Painted Spellcasting. There are also special feats related to Painted Spellcasting that can be taken during level progression like other feats.

Painted Spellcasting
In the wilder areas of Tanawak, away from the cities on the coast, the use of magic developed differently. Paper is a product of civilizations; in the interior, tribal spellcasters use special, handcrafted paints to draw mystic symbols on their skin. When the caster chooses to release that spell, they only need to brush the symbol with their fingertips, the symbol disappears, and the power of the spell is released. This can be used by Painted Wizards, or by Painted Tricksters or Painted Warriors (Tanawak's version of the Arcane Trickster and Eldritch Knight).

If you choose to be a Painted Spellcaster or Painted Warrior, your spellcasting abilities change only as follows, otherwise they are the same as the Player's Handbook:

Cantrips: you learn cantrips as per the standard PHB rules. Cantrips themselves do not need glyphs.

Glyphs: instead of a spellbook, Painted Spellcasters have a simple scroll containing the glyphs for each of their known spells. Each time you gain new spells, you are developing and transcribing the glyphs necessary for those spells. Glyphs can also be taught by other spellcasters, or can be discovered in libraries, shops, or in forgotten tombs. Only Painted Spellcasters understand these glyphs, one must be trained as a painted caster from the beginning to understand the method (but see Painted Scrolls below). You cannot convert traditional scrolls to glyphs, and vice versa, without extensive study.

Glyph Paints: as a Painted Spellcaster, you mix special body paints for your spells. The basic ingredients of these paints are the same as for standard body paints: berries, plants, colorful minerals, or other, readily available ingredients. However, if a spell requires a specific material component, that ingredient must be ground up into the paint by the spellcaster, using specific proportions unique to each spell. Typically, travelling Painted Spellcasters carry the basic paints in separate containers than their finely ground spell components, so they can make the appropriate mixtures before preparing their spells, instead of having to commit to specific spells weeks in advance. This can be done during your downtime.

Preparing Spells: to prepare your selected spells, you use your study time to make the final mixtures, with any appropriate spell components, and paint the appropriate spell glyphs on your bare skin, focusing your magical power into them as you go. This imbues the glyphs with spell power. The glyphs have to be 1" x 1" minimum, although you can paint them larger for cosmetic reasons. Some wizards wear loose sleeves to hide their glyph-covered arms; others walk around shirtless, their body riddled with glyphs, in an attempt to intimidate the populace. Spell preparation time is the same as for regular wizards, you are basically painting glyphs on your skin instead of studying.

Ritual Spellcasting: to cast an unprepared spell as a ritual spell, you take out your glyph scroll and paint a new glyph, and then cast using that glyph. Casting time is the same as per the PHB rules on ritual spellcasting. In the case, you can paint a glyph on your skin, or recreate it on a wall, a tablet, a separate piece of paper, or the dirt at your feet.

Spellcasting Focus: the painted glyph is the spell focus. Painted casters do not need to carry a separate focus at all.

Special vulnerabilities: these spells can be removed from your body by another through washing or wiping them off. Painted spellcasting does not work underwater (although legend has it underwater races have figured out how to do so).

Armor: painted glyphs must be accessible in order to cast the spells. Therefore, painted spellcasters typically do not wear armor, or only wear armored vests (leaving their arms bare). Wearing an armored vest reduces the effectiveness of that armor by 1 (so a chain mail vest is base AC 15). Painted casters can wear traditional armor if they're not interested in casting spells while armored. Most painted spellcasters take the mage armor spell early in their career.

Casting Spells: to cast a spell, you simply touch the glyph. Glyph casting does not require verbal components, and can still be done while under the effect of magical silence, however it cannot be done while blinded. Painted spellcasting does not change the number of spell slots you have, or the ability to cast spells at a higher level. When you expend all your spell slots, the glyphs are still painted on, but have lost their potency.

Casting Time: this does not change casting time for spells. Spells that are longer to cast than one action require further use of the appropriate paints. This could require painting matching glyphs on a floor or door (for alarm, for example); an image of a creature to be summoned (for conjure elemental); or an image you might want for a particular illusion (such as for hallucinatory terrain). Spells that require concentration also require concentration for Painted Spellcasters.

Arcane Recovery: once per day, during a short rest, you can recover spell slots per the PHB (pg 115). You recover those slots by "touching up" the spent glyphs you prepared during the last long rest with the appropriate paint, this imbues them with new power. During a long rest, you can remove the paint for unwanted spells and replace them with glyphs for different spells from your glyph scroll.

Glyph Scrolls: Painted Wizards can create Glyph Scrolls. The scroll, when unfurled, creates a large version of the appropriate glyph. It is painted with the appropriate, component-infused paint; and has been imbued with power by its creator. The benefit of these scrolls is any sentient creature can use the scroll by rubbing across it with their fingers, however only Painted Wizards can actually understand what the glyph will do. Otherwise, these are similar to spell scrolls per the "Treasure" section of the DMG.

New Feat: Painted Caster Fighting
Prerequisite: Painted Spellcaster (including rogue and fighter variants)

After casting a spell, using Painted Spellcasting, that takes 1 action, you can use a bonus action to make a melee weapon attack on that same turn. You must be proficient with the weapon, and the weapon can only be used with one hand.

Backgrounds
Backgrounds in Tanawak are focused on the geography of one's homeland more than one's occupation. The standard Player's Handbook are still available, but playtesters are encouraged to try one of these out instead. As with the official backgrounds, the personality traits, ideals, bonds, and flaws listed are meant for creative inspiration; players are encouraged to make their characters their own.

Ensel Idealist
Ensel-Kanz (colloquially known as The Last Outpost) is a unique city on Tanawak. The humans of Ensel-Kanz, known as Ensels, originated on another continent, across the Dekobar Ocean. This makes Ensels outsiders in the mundane sense of the word. Ensel art and architecture is quite extravagant, and their technical prowess, in areas such as steel manufacture, is superior than the rest of the continent. As an Ensel Idealist, you are so proud of this heritage, you travel the land promoting Ensel culture and superiority. You're outgoing and friendly, hold personal honor as a highly valued trait (acting otherwise would reflect badly on Ensel culture), and have an appreciation for the arts and humanities.
 * Prerequisite: you must come from Ensel-Kanz (the Last Outpost). Ensels are human.
 * Skill Proficiencies: Insight, Persuasion
 * Tool Proficiencies: can pick two from the Artisan's Tools list (PHB pg 154); or pick one Artisan Tool and add Draconic as a language. In the case of Draconic, you can only understand it, you do not have the physiology to actually speak it.
 * Equipment: two sets of fine clothes; an artisan's toolkit of your choice; a full wineskin; and 15 gp.
 * Feature: Exotic. Outside of your own city, you are considered to be quite exotic in dress, mannerisms, and speech. You tend to attract attention to yourself, but you can turn this attention to your advantage. You can play the "pitiable traveler" card, earning discounts for lodging, meals, stabling, and transportation as merchants vie for your business. You can also receive directions to landmarks or districts or to common destinations. This does not grant any special privileges to secret societies or anything that might be considered a government, military, trade, or guild secret, but it is helpful to get the lay of the land in a new city.
 * Suggested Characteristics: Idealists are known for their gregariousness, flair, and devotion to the arts. They can also be haughty and overdramatic, especially as compared to the other, sterner races (human and otherwise) of the continent.
 * Personality Trait
 * I (sincerely/insincerely) treat all sentient creatures with the highest levels of respect and courtesy
 * I have a fondness for artistry in all things, and will lavish high praise on true excellence & creativity
 * I never pass up an opportunity to bargain
 * I cannot wait for the next new experience
 * I like to (impart/force) my wisdom upon others in their time of need
 * Nothing sets off my temper quicker than individuals being insulting to another
 * I am quite the actor: I love hamming it up for an attentive crowd
 * I never pass up the opportunity to explain how much better Ensel art, architecture, or manufacture is compared to nearly anything else.
 * Ideals
 * Art is Empathy: art, at its best, is a unifying force, allowing us to understand each other (Lawful)
 * Gregarious: always be friendly & giving by default. Wait until the actions of others suggest otherwise. (Good)
 * Free Your Mind: never allow yourself to be constrained in thought. Art, travel, thought, adventure: these are liberating endeavors. (Chaotic)
 * Playing the Fool: most people are easily distracted, leaving them open for trickery (Evil)
 * Beauty: art transcends all else. It is the pinnacle of all sentient endeavors (Neutral)
 * Promotion: spreading the cultural ideals of the Ensels is of primary importance (Any)
 * Bond
 * All I want is good conversation and a chance for adventure.
 * I am seeking the ultimate of beauty. I'll know it when I see it.
 * Since the Scarlands Caldera erupted, I've needed to find another way to earn a living.
 * I must proclaim the virtues of the Ensel way of life at every opportunity.
 * The world does not understand or appreciate art, my mission is to teach it.
 * I would prefer to be back in my homeland. I am here because I have a task to complete.
 * Flaw
 * Most of these people are beneath me.
 * I spend so much time looking at the beauty in the world, I often miss out on fundamental needs of people.
 * My braggadocio schtick gets old really fast. I can even be insulting with my tone, whether I realize it or not.
 * I can't stand not being in civilization. I hate traveling in the wild.
 * I'm so turned off by ugliness, I can miss critical opportunities.
 * When I see something beautiful, I must own it.

Free Cities Dock Worker
Working on the docks (as porters, teamsters, dockhands, sail menders, ropemakers, or manning the oars of pilot boats) is hard work. Hauling and toting bales and pulling oars have given you muscle memory that assists you in many laborious tasks. It also exposed you to a wide variety of creatures, cultures, products, and lore. Every day on the docks, someone or something new crossed your path, this occurred so often that few things shock you anymore. Rumors abound, the waterfront is full of tales of distant wars, fantastic beasts, and powerful artifacts, many of which are at least partially substantiated by the designs of the ships, the clothing and possessions of the passengers, or the labeling on the cargo. You've heard much and seen much.
 * Prerequisite: you must have worked in one of the coastal cities in the Free Cities region. You can be of any race
 * Skill Proficiencies: Athletics, History
 * Languages: one of your choice
 * Equipment: two sets of common clothes; a pair of leather work gloves; a work knife (1d3 piercing damage, but more of a tool than a weapon); a work hammer (1d3 bludgeoning damage, but more of a tool than a weapon); 50' of twine on a spool; and 10 gp.
 * Occupation: select or randomly roll one of the following occupations you held while you worked the docks.
 * Porter (hand-carries luggage, crates, parcels, etc.)
 * Teamster (drives a wagon or handles pack animals for moving heavier objects)
 * Dockhand (tied ships to the dock, lowered/raised planks, or worked the drydocks repairing damaged ships)
 * Sail mender
 * Rope maker
 * Rower of pilot boats, shuttles, etc.
 * Feature: One of the Commonfolk. Your demeanor and appearance mark you as one of the commonfolk, the general populace that forms the working backbone of society. You know how to blend in well amongst the locals, and can learn from them the best and cheapest places to eat, sleep, or receive various goods and services. You can also learn the areas of a city or town that are best avoided, and those taboos that can get you into the most trouble.
 * Suggested characteristics: dock workers are hard-working people, rough and rugged. They are unafraid to get their hands dirty. They also understand, all too well, the inherent class systems of all civilizations. They've seen the bottom dregs of society, homeless on the docks; and watched the upper crust travel to and fro, with their servants in tow.
 * Personality Trait
 * I always offer to do the manual labor in the group
 * I've paid my due with manual labor, it's time for others to pick up their share of the work
 * I've been insulted so many times in my life, it doesn't faze me any more.
 * I only do this job because it lets me meet fascinating people
 * I'm intolerant of people who are not adept at working with their hands
 * I need to be successful so I never have to do manual labor again
 * I resent any attempt to treat me as a lesser person
 * I'm just a regular guy trying to get by in this world
 * Ideals
 * Cog in the Machine: I must be hardworking and dependable, others are counting on me (Lawful)
 * Importance: if I don't get my job done, vital supplies or services needed elsewhere might not arrive (Good)
 * Multitasking: I can juggle my own goals with my work, no need to be single-focused on such menial tasks (Chaotic)
 * Opportunistic: menial labor puts me in a position where I can skim off the top or take advantage of a situation without notice (Evil)
 * Competence: if I am paid to do a job, I will do it to the best of my ability (Neutral)
 * Means to an End: this job earns me money so I can attain other goals (Any)
 * Bond
 * The working class people of the world are my brothers and sisters, and need my support.
 * I saw someone or something fascinating during my time on the docks, I need to find where they/it came from or where they/it went.
 * I work so I can earn money for the important things in my life
 * I heard a fascinating rumour during my time on the docks, I need to find out if it's true.
 * I caused a terrible accident due to my carelessness on the job, and have left that life behind me.
 * I want to leverage this working-class lifestyle to become independently wealthy.
 * Flaw
 * Most people can't handle hard work, and screw it up all the time. This infuriates me.
 * I can't tolerate people in authority trodding on the working class.
 * I can get by with the least amount of effort, let others take the load.
 * I only do what I am paid to do.
 * If it's gotta be done right, I'm gonna have to do it myself.
 * When in doubt, whack it with a hammer.

Jungle Denizen
Tanawak is dominated by the infamous Blood Jungle. It is vast, and dangerous, and those who are born into it are tough customers, indeed. Having grown up in such an environment, you've learned to live off the land, be aware of your surroundings, avoid unnecessary risks, and keep cool in the face of danger. You are not a fool, you know when you should retreat or hide, and are unafraid to do so. You do lack social graces, however: a saber cat doesn't care much for "please" and "thank you".
 * Prerequisite: you must have been born & raised in the Blood Jungle. You can be of any race.
 * Skill Proficiencies: Chose two: Medicine, Nature or Survival
 * Tool Proficiency: herbalism kit
 * Equipment: herbalism kit; explorer’s pack; simple clothes; one vial of antitoxin; and a pouch with 5 gp


 * Feature: Lay of the Land. It's impossible for any individual to learn everything about the Blood Jungle, however you can determine the best path to take to get out of immediate danger. You can detect the best place to hide from a threat, the best path out of quicksand, the shortest path out of a swamp, or the best path down a cliffside. This does not extend beyond 1/4 mile though, there might be dangers beyond the next thicket that you don't see.


 * Suggested characteristics: those who've been raised in the jungle never let their guard down, and are always on the look out for escape routes from the most dangerous of predators. They also tend to be a superstitious lot: there is an ancient power in the jungle that manifests itself in a myriad of ways, none of which should be taken lightly.
 * Personality Traits
 * I am always on the lookout for danger.
 * I am the first to retreat, that's why I've lived so long.
 * I'd rather face a swarm of terror-birds than be in a city.
 * I do not want to venture deep into the jungle unless absolutely necessary.
 * The jungle will respect you if you respect it.
 * I love telling stories of harrowing encounters.
 * I prefer eating food I've obtained myself.
 * I prefer the dark of the jungle to the light of the full sun.
 * Ideals
 * Strength in Numbers: we have a better chance of survival if we stick together (Lawful)
 * Protection: the people must be protected from the terrors of the jungle (Good)
 * Adaptability: bad habits can get one killed, always adjust to your surroundings (Chaotic)
 * Secrets: there is a hidden power in the jungle, and I will be the one to claim it (Evil)
 * Survival: our survival is paramount, other goals are only impediments to survival (Neutral)
 * Competence: I want to be the best I can possibly be at the endeavors I choose (Any)
 * Bond
 * My parent or mentor was a jungle guide, I am following in another's footsteps.
 * The ancient power, rumored to rest in the heart of the jungle, must not be disturbed.
 * People are going to come into the jungle looking for glory, they need a strong hand to keep them from getting killed.
 * My family was once saved (or harmed) by outsiders, I need to find them.
 * The jungle is a complicated ecosystem that must be protected.
 * There are great mysteries in the jungle, I can't find them on my own.
 * Flaw
 * It's kill or be killed, if a companion puts me at risk, they must be put down.
 * There is something in the jungle that terrifies me.
 * I'm really impatient with newbies who don't follow instructions.
 * People need to respect my talents.
 * Cities and towns are terrible places; nothing beats life in the jungle.
 * I can't stand those who would abuse the jungle, plundering it for their own gain (or trying to plunder it before I do).

Kelastian Rider
The Kelastian Plains are a vast stretch of grasslands in the dry, southern region of Tanawak. The unreliable rains in that part of the world are not conducive to settlements, so the people of the region are nomadic. As a Kelastian, you are adaptable, skilled in riding, and highly adaptable to your surroundings. You do prefer the open air instead of the stifling jungle or the congested city, but if you must venture in those areas, you will. Kelastians are tough and rugged and don't take kindly to insult.
 * Prerequisite: you must have been born & raised in the Plains of Kelast. You must be a Kelastian human.
 * Skill Proficiencies: Animal Handling, Survival
 * Tool Proficiency: leatherworker's tools
 * Equipment: leatherworker's tools; explorer’s pack; two sets of simple clothes; bit, bridle, and saddle for one mount; and a pouch with 10 gp


 * Feature: Animal Evaluation. You are adept at determining the healthiest animals. Normally, this is used for mounts, but you can also use it to check other animals. If you are able to select one animal from a group of three or more, you select the one with the most hit points automatically. In addition, you can figure out the best way to saddle and ride any creature large enough to act as a mount.


 * Suggested characteristics: The riders of the plains are tough, rugged people. They are not particularly attached to trivial belongings, preferring to travel light. They are somewhat xenophobic, preferring the company of their own instead of the other races (even the other human variants are not particularly trusted). This makes them arrogant and unfriendly in most situations outside of their own.
 * Personality Traits
 * I get nervous in enclosed spaces.
 * I will never leave an ally behind.
 * I must never show weakness.
 * I do not trust anyone who is not of Kelast, until they prove themselves.
 * I do not like to linger when there's danger about.
 * I love telling stories of harrowing encounters.
 * I prefer eating food I've obtained myself.
 * If you can best me in single combat, I will be your friend for life.
 * Ideals
 * Strength in Numbers: we have a better chance of survival if we stick together (Lawful)
 * Protection: we must never abandon the weak (Good)
 * Roaming: it is best if you do not get too comfortable in one place (Chaotic)
 * Dominance: we are strong, we should be the ones who lead (Evil)
 * Survival: our survival is paramount, other goals are only impediments to survival (Neutral)
 * Freedom: I love the open prairie, there is great freedom in unrestrained travel (Any)
 * Bond
 * My parent or mentor was a magnificent rider, I am following in another's footsteps.
 * I once saw a dragon flying high in the sky, I must see one up close.
 * I have heard of the lands beyond the plains, I must see thse wonders for myself.
 * My family was once saved (or harmed) by outsiders, I need to find them.
 * The Great Eruption was an omen, I must understand what it means.
 * If there are treasures or skills that will help my people survive, I must bring thrm back to my people.
 * Flaw
 * It's kill or be killed, if a companion puts me at risk, they must be put down.
 * If someting goes wrong, it is an outsider’s falt.
 * Those who can’t ride must be left behind.
 * People need to respect my talents.
 * Cities and towns are terrible places; nothing beats life on the prairie.
 * Treasure hunting is foolishness: don’t load yourself down with frivolties..

River Trader
All across Tanawak, rivers are critical for travel and commerce. As a river trader, you have worked hard, piloting river boats between the wilds of the Blood Jungle and the Kelastian Plains, and the cities along the coast. You have seen much, and observed many strange things coming from the rain forests.
 * Prerequisite: you must have worked on the rivers. Typically this is only for coastal humans or gnomes, but any race can take this background.
 * Skill Proficiencies: Athletics, Nature
 * Tool Proficiency: carpenter’s tools
 * Languages: one of your choice
 * Equipment: carpenter’s tools; explorer’s pack; simple clothes; work knife (1d3 damage, but more of a tool than a weapon); 15 gp


 * Feature: Repairs on the Fly. River travel is full of hazards. Experienced rafters have to think quick to avoid catastrophe, and you have learned how to make quick repairs to an item, structure, vehicle, or mechanism. By spending time making a quick repair, you can make an item on the verge of failure last a length of time equal to five times the amount spent jury-rigging. Spend one minute splicing a fraying rope, it will last five more minutes. Spend 10 minutes making a quick patch to a leaky hull, it will last another 50 minutes. Unlike mending, there is no size limit, part of this feature is the ability to head straight to the point where the time spent is most effective. Unfortunately, this can only be done once per damaged item.
 * Suggested Characteristics: river traders enjoy their down time, but when they are working, they are attentive and serious. Some of them take customer service seriously, making friends and keeping customers happy, whereas others will forego such niceties in order to ensure safe travels.
 * Personality Traits
 * I have no time for dawdling
 * I can be very focused when things get rough
 * I can't stand novices who get in the way when there's work to be done
 * Working the rapids taught me how to make quick decisions
 * I love learning about the adventures of fellow travelers
 * I love telling stories of harrowing trips
 * The stories of the Blood Jungle both fascinate and/or terrify me
 * I've grown fascinated with the cultures I've seen & heard on the river
 * Ideals
 * Timeliness: it's important to be on time, a slip can affect things down the line (Lawful)
 * Reliability: people depend on the goods transported on these rivers, it's important to be reliable (Good)
 * Open Rivers: travel frees one from the constraints of a boring, structured life (Chaotic)
 * Control: my boat, my rules, my price, my profit (Evil)
 * Efficiency: time is money (Neutral)
 * Competence: I want to be the best I can possibly be at the endeavors I choose (Any)
 * Bond
 * The camaraderie amongst the river dwellers is important to me.
 * These people count on me to get through difficult travels successfully.
 * I once wrecked a boat on the rapids, and have been striving to avoid the same mistakes ever since.
 * I owe my original river master a great debt for forging me into the person I am today.
 * The rivers are complicated ecosystems that must be protected.
 * It's important to pass along knowledge to a new generation.
 * Flaw
 * Anything that might make us late needs to be dropped. Timeliness is everything.
 * There's a lot of crime on the river, no one is to be trusted.
 * I'm really impatient with newbies who don't follow instructions.
 * People need to respect my skills.
 * Cities and towns are terrible places; nothing beats life on the river.
 * I can't stand those who would abuse the river, either ecologically or by blocking travel.

Sandsedge Craftsperson
The dwarves of Sandedge take the trades very seriously. Children are brought up in a system of schools that enforces perfection through repetition of skills from basic through advanced to expert; rewards technical and artistic expertise; and teaches that the best deserve the highest praise. This make the Sandedge dwarven artisands highly sought outside of their own city, but it also makes them incredibly arrogant, and meticulous to the point of frustration for those who have to work with them. Sandedge dwarves love to find and point out flaws of others' works. They definitely lack the interpersonal skills of those with the standard Guild Artisan background.
 * Prerequisites: you must be a mountain dwarf.
 * Skill Proficiencies: Perception, Sleight of Hand
 * Tool Proficiencies: two types of artisan's tools
 * Equipment: two types of artisan's tools; a certificate of expertise from a Sandedge crafts guild; a set of standard clothes; a set of protective gear appropriate to your skills (a smith's heavy gloves and leather apron, for example); and a pouch containing 15 gold.
 * Trade: refer to the "guild business" table on PHB page 132 to choose two trades. You are skilled in both those trades, your choices should match the artisan's tools you select
 * Feature: Resident Artist. By showing your certificate of expertise, and perhaps showing off your skills in some manner, you can use the facilities of another craftsperson (a smithy, a carpenter's shop, a potter's kiln, etc.). You will not be charged to use the facilities, and will gain a 20% discount on raw materials (if they are available in the shop), however you also agree to teach others (perhaps the shop owner's apprentices) your trade. This doubles the length of time it would normally take you to make an item or perform a task.
 * Suggested Characteristics: Sandsedge dwarves are very arrogant. They believe their skills are better than anyone else's, and never miss an opportunity to self-promote.
 * Personality Trait
 * I believe that anything worth doing is worth doing right
 * I'm a snob who looks down on those who can't appreciate fine craftsmanship
 * I want to make sure I understand how the things I encounter actually function and the design choices that went into their manufacture
 * I often describe things in terms that I would use in my trade, even if they're unrelated to my trade
 * I'm intolerant of people who are not adept at working with their hands
 * I like to talk at length about my trade
 * I am very protective of my trade secrets
 * I'm well known for my work, and am often taken aback when people haven't heard of me
 * Ideals
 * Usefulness: my work needs to be usable by the most people and have the broadest appeal (Lawful)
 * Quality of Life: my work should be helpful in improving the lives of others, perhaps by making work easier, reducing injuries, or enhancing leisure time (Good)
 * Innovation: my work should revolutionize my field, perhaps even disrupting it so that a new field of endeavor can develop (Chaotic)
 * Monopolization: I want to dominate this field totally, no one could think of this field or task without thinking of me (Evil)
 * Competence: if I am paid to do a job, I will do it to the best of my ability (Neutral)
 * Expertise: I want to be the best I can possibly be at this endeavor (Any)
 * Bond
 * The workshop where I learned my trade is the most important place in the world to me.
 * I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
 * I once did a poor job on one of my projects. I've been working hard to compensate ever since.
 * I owe my sponsor a great debt for forging me into the person I am today.
 * I am inspired to succeed in my craft because of a loss I suffered in my youth.
 * I've witnessed a tragedy that was caused by poor craftsmanship.
 * Flaw
 * I will drop anything to take on a project that will bring me great fame.
 * I'm always suspicious that someone is trying to steal my ideas or copy my technique
 * I've plagiarized works others have done, and will never admit it
 * People need to respect my skills
 * I am constantly critical of other, lesser works in my field
 * I am so meticulous in practicing my trade, people are usually frustrated with me

Savannah Dweller
The savannah is a vast place. Novices like to think the savannah is peaceful, and tamer than the harsh jungle, but the Bontobo is anything but safe. The high grass hides any number of predators; great herds of herbivores are prone to panic and stampede; and plenty of flying creatures, even including dragons, prey on the denizens of the savannah. Dwellers of the savannha are attentive, quick, spry, and learned to dwell in the trees, high out of danger and with the best vantage points. They also have grown adept at using a variety of specialty ranged weapons. There is aanother drawback to life on the savannah, though: it can be boring. Those who live in the savannah tend to be welcoming of travelers, just to break up the monotony.
 * Prerequisite: you must have been born & raised in the Bontobo Savannah. You can be human (Kelastian) or halfling.
 * Skill Proficiencies: Acrobatics, Perception
 * Tool Proficiency: herbalism kit
 * Weapon Proficiency: choose one: blowgun, sling, Bontobo throwing knife
 * Equipment: herbalism kit; explorer’s pack; two sets of simple clothes; bit, bridle, and saddle for one mount; one of either blowgun, short bow, or rungu; and a pouch with 10 gp


 * Feature: Climbing. You are adept at climbing. You can make climbing checks at advantage, and can climb with a penalty of only 1/2 that of normal (a person with 30' movement can normally climb at 15' rate, but a savannah dweller can climb at a rate of 23').


 * Suggested characteristics: The people of the Bontobo tend to be watchful and wary. They have been taught to keep one eye open for hidden dangers. But, with other people, they are outgoing and friendly. It can be lonely on the plains, so company is almost always welcome. They do like a good party.
 * Personality Traits
 * I get nervous in enclosed spaces.
 * I love meeting new people or seeing new places.
 * I will always go for the high ground, even when resting.
 * I always keep an eye out for the best hiding places.
 * I do not like to linger when there's danger about.
 * I love telling stories of harrowing encounters.
 * I prefer eating food I've obtained myself.
 * If you can best me in single combat, I will be your friend for life.
 * Ideals
 * Strength in Numbers: we have a better chance of survival if we stick together (Lawful)
 * Protection: we must never abandon the weak (Good)
 * Enjoy the Expanse: clear vistas are much more preferable than closed rooms (Chaotic)
 * Survival of the Fastest: you only have to outrun the slowest to survive (Evil)
 * Preservation: the savannah is our home and must be preserved (Neutral)
 * Freedom: I love the open prairie, there is great freedom in unrestrained travel (Any)
 * Bond
 * A friend or loved one was caught out in the open and paid the price. That has forever affected my decision-making.
 * I once saw a dragon flying high in the sky, I must see one for myself.
 * I accidentally learned that my hiding skills are very effective in the cities. Now it's my stock-in-trade.
 * My family was once saved (or harmed) by visitors to our village. I need to find them.
 * A childhood friend left the village and never returned. I want to find out what happened.
 * That big horizon beckons me to travel and adventure.
 * Flaw
 * If you sneak up on me, I want to stab you, even if just a little.
 * I have rabid claustrophobia.
 * It's completely OK to hide when others are in danger.
 * So many shiny objects, so little time to purloin them all.
 * Cities and towns are terrible places; nothing beats life on the savannah.
 * Travelers are ripe for the picking of the pockets.

Scarlands Refugee
The explosion of the Scarlands Caldera rocked Tanawak in many ways. There was the immediate aftermath, namely the destruction of the dragonborn homeland. The ash and rock rained down on the island chain known as The Fandals, ending the elven civilization. Marine travel along the eastern shore was disrupted for a month, and then came the Year of No Summer, when the sky was perpetually overcast. Agriculture became difficult, some civilizations almost reverted to a feral state until the skies finally cleared and the land returned to normal. Some effects are still being felt. Some residents of that area, traveling abroad at the time, lost their homes, their neighbors, their families, everything. Since that time, some of those refugees found new lives, new homes, new purposes, but have been forever altered by those events.

Scarlands refugees tend to be educated or skilled, having been competent and talented enough to travel the world. They have developed awarenesses for differing cultures, and try to blend in as much as they can. This can be difficult, however: some cultures consider the Scarlands refugees to be cursed.
 * Prerequisite: you must have been born & raised, or be a child of someone who was born & raised, in the area of the Scarlands affected by the eruption. You must be dragonborn.
 * Skill Proficiencies: History, Survival
 * Tool Proficiency: pick one tool kit
 * Languages: one of your choice
 * Equipment: one toolkit of your choice, to match the proficiency selected above; a journal or scrapbook containing stories, memories, or artwork precious to your family; a set of traveler's clothes; and a pouch containing 15 gp


 * Feature: Find Safe Havens: either you, or fellow refugees you have met in your travels, have heard bits and pieces about the settlements of civilized world. You have a good idea for which settlements are generally safe and welcoming, which ones have opportunities to ply your trade, and which settlements are unwelcome and even dangerous. In the larger cities, this can be narrowed down to neighborhoods.


 * Suggested characteristics: The explosion of the Scarlands Caldera, and the destruction of many different homeland, affected the surviving members of those civilizations differently. Some found new homes and settled down; others roamed from city to city, village to village, never finding solace anywhere. Still others became recluses, sheltering themselves and shunning the world. Nearly all, however, are affected by the trauma of losing their family, friends, and culture to such an apocalyptic event.
 * Personality Traits
 * I never form solid relationship, life is too tenuous for connections.
 * I am prone to mood swings as a result of past trauma.
 * I hate loud blasts, explosions, plumes of smoke, or the smell of things burning.
 * I've been studying tectonics, vulcanism, and the forces of elemental magic or beings.
 * I turn on the charm whenever I enter a new settlement or meet new people.
 * I never talk about the past, what is gone cannot come back.
 * I am immensely superstitious, and see omens in everything.
 * The events in the Scarlands have renewed my faith in the divine.
 * Ideals
 * Reunion: all the refugees need to unite and build a new homeland together (Lawful)
 * Safety: preventing the next massive disaster is paramount (Good)
 * Civilization is Pointless: building large cities or nations is pointless is the greater scheme of things (Chaotic)
 * My People First: I'll do anything to see my people restored back to their rightful place (Evil)
 * Opportunity: being severed from my past is surprisingly liberating (Neutral)
 * Survival: anything that helps me and my family survive is important (Any)
 * Bond
 * Finding and preserving anything about my culture is very important to me.
 * The cataclysm separated me from a loved one or mentor. Any lead as to their whereabouts must be pursued.
 * The people in my new home have been very kind to me, and earned my loyalty.
 * I must go back someday, to see if anything can be recovered.
 * I suspect the eruption was caused by evil forces who must be stopped before they cause another catastrophe.
 * The explosion at the caldera was a sign, and has made me a devotee of a cosmic power.
 * Flaw
 * I put me, my family, and my race or civilization above any others.
 * When stressed, I can't control my emotions.
 * I will retreat or even panic from loud noises, explosions, fire, etc.
 * I've seen so many people take advantage of refugees, I don't trust any act of kindness.
 * I cannot tolerate anyone belittling my race or civilization, the explosion was not our fault.
 * I am outrageously superstitious.

Sufferhold Reformed
Criminals who performed the most heinous of crimes in the Free Cities region are given two choices: death, or a rehabilitative sentence in the Sufferhold. Sufferhold is not lightly named: those who are sentenced to Sufferhold are subjected to monastic living; sparse accommodations; hard work; stern discipline; mental exercises; and extensive training in the humanities, agriculture, medical arts, and, if one chooses, martial arts. Time spent in Sufferhold -- assuming one survives -- has the effect of retraining the individual. Former lives are cast aside, old connections are forgotten, all prior entanglements are purged from the mind as poison should be from the body. Those who leave Sufferhold are known as The Reformed, beginning new lives: traveling the land, performing charitable acts for the dispossessed, the disenfranchised, and the weak. Sufferhold effects aren't magical, however: there are still vestiges of the Reformed's original life, for the past can never truly be erased.
 * Prerequisites: none, you can be of any race and come from any region
 * Reason for Sentencing: determine the reason for your original sentencing to Sufferhold by selecting, rolling randomly, or using this table for inspiration to create your own:
 * Murder: premeditated, fit-of-rage, resulting from another crime, or accidental
 * Heresy: worshipping evil gods, trying to overthrow an established church, raising undead, summoning demons or devils
 * Abomination: depravity, serial killing, magical experimentation on sentient beings, practicing slavery
 * Life of Crime: membership or leadership in a criminal enterprise, chronic criminal behavior,
 * Political: planned or participated in attempted overthrow of a ruler, or being part of the ruling strata who was overthrown themselves, or being a potential challenger to a harsh ruler
 * False Accusation: you were convicted of one of the above, but it was a case of mistaken identity, frame-up, prejudice, or someone trying to get rid of you for other reasons


 * Skill Proficiencies: Insight, Medicine


 * Old Life: Select a background that represents your life before you were sentenced to Sufferhold, this can be from these Tanawak lists or from the PHB. Pick only one of the following from that background, and add it to your character sheet: one skill, the language bonus, or one tool proficiency.
 * Equipment: a set of traveler's clothes; a traveler's pack (backpack, bedroll, mess kit, tinderbox, 10 days rations, waterskin); a book of calming meditation techniques ; a quarterstaff; and a pouch containing 5 gold.
 * Feature: Your good works earn you support and help. Whenever you perform kind & charitable acts, you will earn commensurate rewards. Because you typically serve the poor and downtrodden, usually these rewards are a hot meal, a night's simple lodging (a barn, a loft, a root cellar), some information on the local area, or something similarly pedestrian.
 * Suggested Characteristics: being in the Sufferhold has a tendency to deaden one's personality. The Reformed are normally stoic and do not engage in pleasantries or parties. They tend to be studious and prone to meditation, and if they do engage with others, it's to impart their wisdom (whether it is requested or not).
 * Personality Trait
 * I took the teachings of the Sufferhold to heart. My charity and kindness are genuine.
 * I believe my current travels are part of my punishment. I do what I must to continue to atone.
 * I impart the teachings of the Sufferhold philosophers to any who will listen ... and to those who don't.
 * At least I get to travel, meet fascinating people and see fascinating places.
 * The simplicity of the monastic life is the best part. Being free of materialistic entanglements is liberating.
 * I miss the family and friends of my former life. I hope to meet them all again someday.
 * I resent every step of this godforsaken "kindness quest".
 * I am only biding my time until I can get back to my former life, and pick up where I left off.
 * Ideals
 * Community: societies work when everyone cooperates and treats each other fairly (Lawful)
 * Charity: my work should right wrongs and improve the lives of others (Good)
 * Freedom: oppression of the weak is the worst crime one can commit (Chaotic)
 * Opportunistic: this is a good cover to bide my time until I can get back to business (Evil)
 * Atonement: taking responsibility for your misdeeds is a way to good health & long life (Neutral)
 * Sincerity: the teachings of Sufferhold are true and must be followed (Any)
 * Bond
 * I've done a terrible wrong to a certain group of people, I will make extra effort to atone if I ever encounter them, or a similar group, again.
 * I am now engaged in a spiritual quest to purge my soul of all the wrong I have done in my life.
 * I hope I can earn the respect and love of my family the next time I see them.
 * Those who are responsible for my imprisonment will eventually pay for what they have done.
 * I was jailed for a crime I didn't commit. Clearing my true name is paramount.
 * I greatly fear those who led me into this life of crime. I must avoid them at all costs.
 * Flaw
 * I will submit to the face of authority, I've learned my lesson.
 * People won't like it if they try to take advantage of my commitment to charitable works.
 * There is something that happened during my time in Sufferhold that has scarred me. If I encounter a similar situation in my travels, I'll probably freak out.
 * My time in Sufferhold has made me, well, insufferable. I'm definitely not pleasant company.
 * If I see enemies from my former life, I'll focus my efforts on avoiding them as quickly as possible.
 * If I see enemies from my former life, I'll focus my efforts on tracking them down.

Armor, Weapons & Equipment
There are a few differences in equipment, especially for armor, and some new weapons available in Tanawak.

Armor
Because of the hot climate of Tanawak, heavy armor is very uncomfortable, rather unpopular, and therefore hard to find. Wearing heavy armor while doing any activity besides simple, non-pacing guard duty or riding in a wagon requires an exhaustion (Constitution) check every hour. The initial DC = 10, but that increases by 1 for every subsequent hour. Failing such a check adds one level of Exhaustion per the PHB. In addition, any other circumstances that require an Exhaustion check are rolled at disadvantage while wearing heavy armor. Because of this, most warriors will either use medium or light armor, or carry their heavier armor and only don it whenever serious battle is expected.

Padded armor would also cause the same exhaustion, being essentially heavy clothing. Nobody even bothers to make it. The halflings of the Bontobo do make armor woven out of strong reeds (known as “irongrass”) that grows in their native land. This armor has the same statistics as leather armor, but only weighs 8 lbs. The weaving techniques make it surprisingly pliable, hence it does not cause disadvantage on Stealth checks.

Weapons
In addition to the weapons listed in the Player’s Handbook, some of the cultures of Tanawak have their own signature weapons. Assegai are wide-bladed spears used by the Kelastian warriors. The width of the blade gives a bonus to damage above standard spears.

Finger knives are thimbles with small, hooked knives attached to the tips, attacked to a bracelet worn around the wrist. They are worn like a glove. Finger knives originated in ancestral human cultures as tools, but evolved into weapons favored by rogues and assassins in the Free Cities and elsewhere. The wielder can choose to jab (piercing damage) or rake (slashing damage). One can be worn on each hand for two-weapon fighting per the rules in the Player’s Handbook.

Knobkerrie are quarterstaffs made from young trees. The roots of the trees are retained, pruned, and shaped, forming a hardened ball on the end. These are used all across Tanawak, from the jungle to the plateau.

Mambele are nasty, multi-pronged swords that can be used in melee combat or thrown. When thrown, they spin, bringing all the edges to bear on the target, hence the thrown damage is higher than the melee damage. Mambele are favored by the tribes of the Blood Jungle and environs.

Rungus are wooden clubs made in a similar fashion as the knobkerrie. The gnarled wood of the root ball itself make these very painful when hit. They are also shaped to enable use as a thrown weapon. They are favored by Kelastian warriors and the halflings of Bontobo, and are useful in hunting when the meat being harvested must be unspoiled by bladed weapons.

Sjamboks are heavy leather whips made from the animal hide. They are 3-5’ long, and unlike traditional whips, they entire length is a single flexible piece. They are typically used for driving herd animals or for non-lethal crowd control.