By far the most ambitious of all the Species, Humans have
forged a grand empire for themselves and have left an indelible fingerprint on
the world. Pious and devoted to their patron God Valtus, Humans strive to
adhere to the tenets of nobility and chivalry. This often times leads others to
believe that Humans are arrogant and find themselves above the “Heathen”
Species that they share the realm with.
Appearance: Humans come in all shapes and sizes, with
various skin tones and hair colors. Males stand on average about 6 feet in
height and females average at about six inches shorter than males. You can
always tell the social class of a Human by their dress, as Human Nobles have
taken the art of ostentatious fashion to a whole new level, while the commoners
they rule over make use of far more simple garb.
Physiology: Rarely does a Human live beyond 100 years,
and their blood comes in a rich, deep red color.
Personality: Humans are a proud people, first and
foremost. Their empires are the vastest. Their religion the most organized.
Their culture the most refined and civilized. These admirable accomplishments
all contribute to the typical Human tendency towards arrogance. Humans believe
that they should lead by example, and that the less fortunate cultures (read:
any non-Human one) should follow their lead towards prosperity. While many
Humans are honestly well-meaning in these aims, other Species often find Human
boasting about the glorious victories of their Species to be rather tiresome.
Social Hierarchy: To your average Human, social status
and hierarchy are of utmost importance. Strong believers in their rigid social
order, Commoners defer to their Noble Lords and Ladies with utmost respect,
toiling the land and paying taxes to their landed superiors in exchange for
protection. The most valuable thing to a Human is their family name, and to
bring dishonor or shame to your family is perhaps the greatest fear a Human
could imagine. Even the lowest born of Human families has a House crest and
colors, and this source of familial pride runs deep indeed.
Religion: Valtus is the patron deity of Humankind. He is
the god of Nobility and Chivalry, and a great number of lesser Saints are
worshipped beneath him, with each Saint representing a different aspect of the
world. All Humans revere Valtus, but each Human chooses a particular Saint that
guides their life. Saint Soleece is the Saint of mercy, healing, life and
well-being, and is popular among healers, farmers and most family-orientated
Humans. Saint Luthras is the Saint of justice and noble warfare, and is most
popular among soldiers, mercenaries and generals. Saint Arel is the patron
Saint of beauty, courtly love and art, and is revered by painters,
entertainers, and artists. Numerous other Saints exist, but to list them all
would take far too much time, and the previous three are the most popular.
Ruler: Valtmoor is a Theocracy, and the ruler is granted
the title of Monarch. A Monarch is advised by a powerful council of 10 Grand
Priests. When a Monarch dies, a new Monarch is chosen from the ranks of the
Grand Priests. The current Monarch Nydrian has recently been voted into power
after the suspicious death of the last Monarch.
Homeland: Valtmoor is a bountiful and sun-drenched land
dominated by walled keeps, castles and fertile farmland. Fair weather and
idyllic conditions make Valtmoor one of the most pleasant places in all the
Realm.
Sorcery: Humans draw their magical might directly from
their patron god Valtus. Those who practice Divine magic are known as Priests
and wield the power to mend the flesh, heal the sick, and smite the sinful.
Priests are awarded great respect among Humans, and are awarded even more
respect than those of noble birth.
Human Birthrights
Speed: Humans have a Speed of 30 feet.
Adaptability: Humans are quick to acclimatize to new ideas
and concepts, and as such, Humans may ignore any and all Requirements when
purchasing Edges. Humans also begin with a free 2 levels in a Skill of their
choice.
Extended Family: Family is everything to Humans, and your
blood is always there to lend a hand when you need it. Once per adventure, a
Human can spend a point of Luck to call in a favor from one of their extended
family members. While your family will do whatever they can (for the most part)
to aid you, they won’t put their life on the line or join you in battle or
combat.
Prayer of Valtus: Every Human has an intense faith in
their patron deity, Valtus, and can evoke his name to aid in their daily lives.
Once per day, a Human can take a Half Action to utter a small prayer to Valtus
to gain Advantage on the next roll they take within one minute of uttering
their prayer.
Human Thoughts On
Others
Elves: Beware their
enchanted Glade, lest your soul be lost forever in the marvel of its beauty.
Dwarf: Their
cultured and grand cities are quite worth their rudeness to visit.
Gnome: Delightful!
In moderation, of course.
Firbolg: Uncouth
and unseemly are some of the more flattering words that come to mind…
Ancient and primordial, the Elves are just recently discovering
the world beyond the mist-shrouded borders of their enchanted homeland. These
enigmatic beings express both the serene aloofness of the colder months in
their Males, as well as the beauty and fertility of the warmer months in their
females, living in absolute harmony with the natural world around them.
Appearance: The
physical appearance of an Elf depends heavily on their Gender, as male and female
Elves have vastly differing appearances. Male Elves are called Dryads, and have
brown, grooved skin that has the texture of bark. They are rather tall and
willowy (no pun intended), standing between six and seven feet in height,
having hair that comes in either green or orange or deep purple hair that has
the texture of thin, whip-like vines. Dryads have deep, low voices.
Female Elves are physically striking and supple of figure,
having skin tones that come in various greens, and hair that comes in any color
that can be found in nature. Their ears are delicately and gracefully pointed,
and their eyes come in glowing colors of blue, pink, or purple. Elven females
often wear flowers in their hair and naturally smell of sweetly pressed
flowers. Aptly named, Nymphs find clothing to be restrictive and stifling, and
normally choose to make very little use of any.
Physiology: Elves
have bright neon green blood and cease to physically age when they reach the
height of their personal beauty. Elves used to be Immortal and immune to all
disease. If an Elf was killed in some way, they would merely be reborn in their
ancestral garden where all Elves first are given life. However, the foul poison
of Hissfah has robbed them of their Immortality, and on an Elf’s 500th
birthday, they are afflicted with a horrifying illness known as The Wilting,
where, over the course of the next four seasons, the Elf’s majestic form slowly
dry up and wither, until only a fine pile of mulch remains. When the Wilting
came, the Elven population was ravaged, as immediately, any Elf over 500 years
old began showing signs of the disease.
Nymphs are not born in the typical way, but instead, actually
bloom from very rare, very large pods already fully grown. Dryads sprout from
the ground itself in a matter of seconds, like some rapidly growing tree.
Whenever one Elf dies, another, completely new Elf “sprouts” from the earth of
Thistlebloom Glade. In the Spring and Summer Months, Elven females are “born”,
and in the Autumn and Winter, Males bloom instead.
Personality: Male
Elves have strong ties to Autumn and Winter, and as such, share personality
traits relating to those seasons. Dryads are stoic and introspective, speaking
little and possessing an air of serenity that borders on melancholy about them.
Nymphs are creatures of Spring and Summer, and are vibrant, lively and
promiscuous. They like sensation and lots of it.
Social Hierarchy: Nymphs
loathe responsibility and boredom, and leave the entirety of rulership to
Dryads, who are the far more focused of the two. Dryads are wise and protective
sorts, and take positions in Elven society as guardians and law
enforcement. Generally speaking, in Elven society, as long as you don’t
go out of your way to disturb or harm others, you can live out your eternity
however you please, but arousing the ire of the protective Dryads is not a wise
decision.
Religion: The
subject of Religion is baffling to the Elven people. They live their lives to
the absolute fullest and put very little thought into what happens afterwards.
While they have no religious beliefs to speak of, they do revere nature and the
elements themselves.
Ruler: While
the Elves have no King or Queen to speak of, they are led by a massive and
ancient sentient Tree named Yeth’Nelarn, who communes with and advises the
Elven people on important matters. It is said that only those of Elven blood
can understand the words uttered by this primordial being, and no non-Elf has
ever even laid eyes upon him!
Homeland: Thistlebloom
Glade is a place of majestic and enchanted beauty, filled with dangerous living
plants, enormous mushrooms and all manner of ancient wildlife. A thick blanket
of fog makes this sprawling, enchanted forest gleam and sparkle as if it were a
setting in some exotic and foggy dream. Thistlebloom Glade is such a beautiful
place that non-Elves who visit are in danger of succumbing completely to the
enchanting effects of the place, spending an eternity simply lost in the
whimsical surroundings for the remainder of their lifetime. For this reason,
non-Elves very rarely make their way within the borders of Thistlebloom.
Sorcery: Elves
who practice Nature Magic are called Druids. Elven Druidic magic centers on
controlling and manipulating the forces of the wild, and can have extremely
dramatic effects such as controlling the weather, assuming the form of beasts,
and other impressive feats of primal magic.
Elven Birthrights
Speed: Elves
have a speed of 30 feet anywhere outside of Thistlebloom Glade. When within the
borders of their homeland, an Elf’s speed increases to 40 feet!
Nature’s Allure (Nymphs only): All
female Elves are physically attractive, and begin play with the Sex Appeal Edge
for free at character creation. In order to play a Nymph, you must have a
Presence score of at least 6. Nymphs are lovely and demure, but not very
physically strong, and they have a maximum Vigor score of 6.
Oaken Flesh (Dryads only): Male
Elves have flesh that has the consistency and strength of warm, living bark
that grants them the Thick Skin Edge for free at character creation. When
within the borders of Thistlebloom Glade, they gain the benefit of having the
Thick Skin Edge x2. If a Dryad already has the Thick Skin Edge at x2, then they
gain an extra +3 Armor Bonus while in their native home, for a total Armor
Bonus of +9 in Thistlebloom, and an Armor Bonus of +6 outside of Thistlebloom!
Wild Kin: The
Elven people are closely tied to natural beasts, and can communicate verbally
with any natural forest animal of at least nominal intelligence. This does not
include aquatic wildlife or vermin. Keep in mind that every animal has a
different disposition, and just because you can communicate with an animal doesn’t
mean that they will be inclined to aid you for free. All elves begin play with
a free 2 levels in the Primal Skill. Lastly, due to their general distrust of
non-natural things, Elves may never purchase the Tech Training Edge.
Primordial Step: Elves leave
no trace of their passing in the wild, and are impossible to track by
Non-Elves. However, an Elf can pick up the subtle signs of their kin, and an
Elf can attempt to track another Elf normally.
Dryad Thoughts On Others
Humans: This god of theirs concerns me…
Dwarves: Cold, calculating and consumed with their own
brilliance.
Gnomes: How can they be so jovial with no home to call their
own?
Firbolgs: Mix fire, leaf and wood, and you will never see a
harmonious outcome.
Nymph Thoughts On Others
Humans: The peasant toils and the Lords and Ladies dance.
Personally, I’ll dance.
Dwarves: A life spent bickering and scribbling in the dark?
Forgive me if I pass.
Gnomes: Their story is a tragic one. I weep for the wanderer
shackled to a destination.
Firbolgs: They are feverish and passionate, and so, I understand
them…to a point.
Obsessive thinkers and reclusive, eccentric minds,
Dwarves are a cerebral people who excel at all things intellectual, creative
and artistic. Their obsession with privacy and study has resigned them to deep
underground mountain libraries, studios, workshops and hidden kingdoms where
they can delve into whatever creative or analytical passion drives them. No
other civilization boasts the level of technology that the Dwarves enjoy due to
their famed inventors and brilliant minds.
Appearance: Dwarves have skin tones that come in any
shade of gray, much like the stone places that they call home. Their hair comes
in shades of black, orange, red or white, and fully grown Dwarves stand between four and a half and 5 feet in height, having broad, compact builds. Male Dwarves grow
their facial hair thick and often strangely styled. All Dwarves have pure white
eyes that lend them a strange, unblinking stare that can easily seem unsettling
to non-Dwarves.
Physiology: Dwarven blood is black and makes a perfect
sort of ink that does not smudge. Many Dwarves bottle the stuff to sell for
that very purpose, and “Dwarf Ink” is quite in demand to scholars and scribes
the world over. Dwarves are long lived and can live well beyond 500 years of
age. A Dwarf is considered adolescent until their one hundredth birthday.
Personality: Dwarves are creative, erudite and scholarly.
They do not tolerate fools or the ignorant kindly, and have a well-deserved
reputation as being impatient or stodgy in their social interactions. While Dwarves
do not try naturally to be rude, they harbor distaste for flattery, lies, and
wasting time with overt social niceties. All Dwarves prefer to get to the point
of the matter and skip the flowery words in the process. Fervent creators, most
Dwarves have eccentric personalities and can be difficult to deal with from
others who don’t share their creative spark.
Social Hierarchy: To a Dwarf, merit is all. Your place in
Dwarven society is directly related to your contributions to whatever field of art
or academia that you practice. Dwarves value intellect, creativity and
ingenuity above all, and those who display sound reasoning, logic and
inspiration in their studies are awarded great respect among their peers. During
character creation, a Dwarf player should choose at least one sort of study or
art that they devote themselves fully to.
Religion: Dwarves believe that an afterlife is not
granted, but earned through hard work and inspiration. To be remembered and
respected for your art (whether you are a mathematician, academic, alchemist,
inventor, or even a mortician) by your peers is the ultimate form of
immortality, and a Dwarf believes that the creative spirit can inspire others,
therefore granting particularly inspired Dwarves true immortality.
Ruler: Dwarves love to argue and debate, and they are led
by a large assembly of brilliant minds and capable orators known as the Council
of Reasoners. The Council acts as a sort of collective Senate for the Dwarven
Species, using logic and pragmatism to lead the race as a whole.
Homeland: Mount Gorgarodd is the largest mountain in the
known world. Within this massive mount lies an immaculately carved kingdom that
acts as the ancestral home for the Dwarven people. This technological marvel is
the most cultured place in the world, housing the finest works of art, grandest
architecture and bleeding edge technological advancements that have ever been
unearthed. Dwarves are cautious of who they admit into their legendary city,
however, and the deeper a non-Dwarf wishes to travel into the city, the harder
an IQ test they must pass to proceed.
Sorcery: Dwarves do not court such childish nonsense as
Sorcery, but the Dwarven equivalent is their miraculous Inventors, who can
create some truly magnificent technological marvels with a handful of spare
parts and some inspiration.
Dwarven
Birthrights
Speed: Dwarves have a speed of 25 feet due to their
short, stocky legs. While underground or on mountainous terrain, they have a
speed of 30 feet.
Darkvision: Due to their natural predilection for living
underground, Dwarves can see perfectly in pitch darkness. However, they see in
black and white and are unable to see colors. For this reason, most Dwarven
cities are at least moderately well lit.
Expansive Mind: All Dwarves are quite intelligent and in
order to play a Dwarf, you must have a Smarts score of at least 6. The Dwarven
tendency towards solitude and disregard for flowery prose means that they can
be rather limited in their charms, however, and have a maximum Presence score
of 6. Dwarves also begin play with a free 2 levels in the Tinker Skill as well as the Tech Training Edge for free at Character Creation.
Learning Curve: Dwarves get the absolute most out of
their experiences, and at the end of every Adventure, a Dwarf player rolls a Smarts (Lore) check at difficulty 20. A success indicates that they immediately gain an
extra Experience point for the adventure.
Dwarven Thoughts
On Others
Human: They rely on
their god while they should be relying on themselves. Unfortunate.
Elf: Frolic in the
trees for all eternity, for all I care!
Gnome: If they
could sit still for five minutes, they might just learn something.
Firbolg: Pointless!
Your average Gnome simply cannot sit still for very long,
and the Species as a whole suffers from an insatiable wanderlust that finds
Gnomes at the forefront of anything adventurous and exciting. Lovers of travel,
epic and heroic stories of high adventure and far off places, Gnomes are
naturally drawn to exploration and discovery.
Appearance: Gnomes are all slight and sure-footed,
standing between four and four and a half feet in height. Their skin comes in tones of dusky
brown, and their hair is always a pure snow white color. Gnomish eyes can come
in any color, but the right and left eye are always different colors. Gnomish
fashion tends to be comfortable and ideally suited for travel, employing
bright, flashy colors and impressive designs. Gnomes have a great love of shiny
things, and often sport copious amounts of charms, trinkets and jewelry.
Physiology: Gnomes have bright pink blood, and can live
to be up to 300 years of age. Gnomes are considered adults at age 16.
Personality: Gnomes are friendly, curious, and interested
in just about everything. They have a great love of grand, heroic stories,
games of chance, and have a very difficult time declining dares. Many Gnomish
legends entail two Gnomes trying to outdo the other, accomplishing wild feats
that the other dares their foe to attempt.
Social Hierarchy: The Gnomish people respect experience,
and those who have seen many places and spoken many tongues are awarded great
respect among Gnomes. Of all the Species, Gnomes don’t care much for Species or
social pecking orders. They are simply polite and friendly to everyone until
given a reason to not be. Gnomes rarely settle in one place for long, and are
always on the move. Sometimes Gnomes congregate in large traveling bands
comprised of wagons known as caravans.
Religion: While Humans are the only Species in the Known
World with an organized religion and Deity, Gnomes do revere capricious, fickle
forces known as The Fates. The Fates are the embodiment of pure, dumb luck and
chance, and do not require worship.
Ruler: The Gnomish people love personal freedom and
rarely take mantles of power or leadership. The Gnomes impose no laws on
anyone, and follow no unified voice as a person, proving to be too fractured
and sparse to form any sort of organized governance.
Homeland: Unlike the other Species of the Known World,
the Gnomes trace their lineage to no known place of origin or capital city. To
a Gnome, their only home is the road, and the Species has never taken the time,
nor felt the urge to settle down and make a kingdom all their own. They are
more than happy to enjoy those of others more suited to the task. Everyone
knows that the Gnomes appeared through a great roiling blanket of white fog
that blanketed Nezdriodel some time ago, but when asked about where they came
from before then, a Gnome will most likely change the subject…
Sorcery: Gnomes practice Fatecraft, a Sorcery that
focuses on the powers or fortune and gaining the attention of The Fates to
benefit yourself or hinder foes. Fatecrafters are awarded great respect among
Gnomes, and many of their abilities can aid greatly in travel.
Gnomish
Birthrights
Speed: Gnomes have a Speed of 30 feet despite their
demure size.
Chosen of the Fates: Whenever a Gnome spends a point of
Luck, they gain Advantage on their re-roll. If a Gnome spends a point of Luck
to re-roll any roll made against them, that roll suffers Disadvantage.
Stunted: Because of their short stature and general
fleetness of foot, Gnomes gain a +2 Bonus Modifier to their Defense. If you
want to play a Gnome, you must have an Agility score of at least 6. Gnomes have
limited muscle mass and can have a maximum Vigor score of 6. Gnomes cannot use
Heavy weapons under any circumstances. All Gnomes gain a free 2 levels in the
Stealth Skill.
World Traveler: Gnomes can never sleep in the same place
twice, nor can they own property. All Gnomes instinctively know which way
North, East, West and South is relative to their position, and they act as
living compasses. Once a Gnome physically travels somewhere, they can always
find their way back to that location. Gnomes know all manner of shortcuts, and
cut all travel times in half. Lastly, all Gnomes know how to communicate
basically with any Species with a written alphabet, and gain the Linguist Edge
for free at character creation.
Gnome Thoughts On
Others
Humans: Their
Nobles have such impressive trinkets! Think I’ll borrow some…
Elves: Oh, the
things that must go on in their forbidden Glade! If only I could find a way in.
Dwarves: Their
books and stories have far too much math in them for my taste.
Firbolgs: If you
choose to travel with these folks, be sure not to wear your good clothes.
Rowdy and hot-tempered, Firbolgs are by far the most chaotic
Species in the realm. They enjoy chaos, fighting, and pretty much anything that
promises a good, loud time. While they have a well-earned reputation as uncouth
and primitive, they are a ferocious force on the battlefield.
Appearance: Firbolgs
are…interesting looking people, and have skin tones that come in any shade of
yellow, orange or red. Their eyes (Firbolgs can have between one cyclops-like
eye, two normally placed eyes, or three eyes, with one eye placed at the
forehead) also come in any of these colors, and burn bright as if their gaze is
filled with lava. Male Firbolgs are big and bulky, standing at around 7 feet
tall, with females being slighter, standing at around 6 feet in height. Firbolg
hair is always black, and they dress simply, making use of primitive forms of
dress and adornment. The Firbolg people are not very attractive, and often have
tusks jutting from the sides of their mouths, warts, and other similarly
impressive features. Firbolgs love to fight, and rarely wear numerous scars
from previous battles.
Physiology: Firbolgs
have glowing orange blood that is very warm to the touch, much like lava.
Firbolgs are the shortest lived Species in the Known World, and ritually end
their lives when they reach the vaunted age of 66, though many a Firbolg dies
on the battlefield far before this time. When a Firbolg breathes, wisps of grey
smoke can be seen drifting from their nostrils. Firbolgs mature to adulthood at
the age of 9. Firbolgs are not born in a traditional way, and instead, are
hatched from large molten eggs that are “burped” seemingly at random from one
of the many volcanoes that dot the landscape of their homeland. Once a Firbolg
is hatched, they instinctively wander towards the nearest Firbolg settlement, where
they are raised by the community.
Personality: Firbolgs
are loud, boisterous, and love a good time. To them, life is short, and they
want to enjoy every single second of it drinking, fighting, and doing other
things that start with “F”.
Social Hierarchy: The
goal of every Firbolg is to be bigger, meaner, and tougher than everyone else.
Reputation is of grand importance to the Firbolg people, and the more people
that you’ve beaten up, intimidated and left bruised and battered, the more
upstanding a citizen you are among your peers and the more respect you warrant.
Firbolgs do everything big, whether it be drinking, fighting, eating, or the
like. Those who gain great respect among their fellows earn the lofty Firbolg
title “Boss” in front of their name. Firbolgs congregate in large communal
family’s known as “Gangs”, which are led by a Boss.
While all Firbolgs were most likely part of one Gang or another at
some point in their lives, a few Firbolgs seek their fortunes alone. Gangless
Firbolgs are tough enough to stand on their own, and command respect for their
decision to do so. In order to leave a Gang, you have to prove that you are
tough enough to do so by ritually rumbling with the entire gang for ten
minutes. If you can hold your own against such odds, then you have proven that
you have what it takes to go out on your own and perhaps even start your own
Gang someday. Firbolg adventurers and members of the Order of the Stone Weasel
are examples of gangless Firbolgs.
Religion: The
hot-blooded Firbolgs don’t have any god or religion in particular, but they do
revere a massive and ancient Ubersaurus named Hextoon that roams their brutal
homeland and is widely regarded as one of the most fearsome beings in all of
creation. While Firbolgs do not worship or pray to Hextoon, they do widely
respect mean, tough things, and the Ubersaurus is truly one who warrants that
respect. The only “religious” ritual a Firbolg undergoes happens if they reach
their 66th birthday.
On that time, a Firbolg ventures to their ancestral home and challenges the
Ubersaurus to glorious battle. Thus far, the Ubersaurus is undefeated in the
many centuries that this tradition has been observed. There is no shame in
falling in battle before the Ubersaurus, however, and those that have shown the
guts to face this ancient creature in battle are awarded great respect (when
remembered by their allies).
Ruler: Firbolgs once were unified under the
massive Fire Giant known as Big Chief Gabbergut. While the Big Chief was much
more of an idol than a true ruler, he did give the Firbolg people a focus and
united them under one common banner. After the death of Gabbergut due to
Hissfah’s dreaded poison, the Firbolg people have been split into an endless
mob of Gangs. Each community (Gang) of Firbolgs has among it one “Boss” that
“leads” the Gang independently. While Gangs clash all the time for various
reasons (sometimes simple boredom can count as a perfectly acceptable reason to
encroach upon another Gang’s turf and start a rumble), there have been rare
cases where Gangs will unite to accomplish some grand purpose or task, but such
unity among Firbolgs is certainly the exception rather than the rule.
Homeland: Frak’naz
is truly one of the most inhospitable places in all creation. This prehistoric,
volcanic place is littered with streams of boiling lava and filled to the brim
with dinosaurs, mammoths, and dangerous saber tooth tigers.
Sorcery: Firbolg
magic is a dangerous and volatile art called Lavacalling. Lavacallers have
“mastered” the chaotic element of fire, and can rain down explosive rains of
burning pitch, or choke their foes with great and thick clouds of choking
smoke.
Firbolg Birthrights
Speed: Firbolgs
have a Speed of 30 feet.
Thermal Vision: Firbolgs
can see Heat patterns in addition to viewing things normally. This allows them
to see beings that would normally be invisible as long as they radiate body
heat (or cold).
Brawny: In
order to play a Firbolg, you must have a Vigor score of at least 6. Due to
their large size and hardiness, Firbolgs gain 11 Hit Points per point of Vigor
they have at Character Creation instead of the normal 10. Firbolgs have smaller
brains than most other Species, and can only have a maximum Smarts score of 6.
Firbolgs love to fight stuff, and begin play with a free 2 levels in the Close
Combat Skill.
Inferno Born: Due to
their Volcanic origins, Firbolgs are completely immune to damage from heat,
fire or lava. In fact, they find such things refreshing and comforting. Taking
long, boiling hot lava baths is a favored method of relaxation and healing for
Firbolgs. Bathing in Lava or fire for 1 hour while having at least 1 Hit Point
will immediately heal any Firbolg to full health. Amazingly, a Firbolg’s hair
is also resistant to flame.
Firbolg Thoughts On Others
Humans: Boorrrrrrrrring…
Elves: Nymphs know how to party, but those Dryads are such
sticks in the mud. GET IT?
Dwarves: Hey, I came from a mountain, too! Kinda.
Gnomes: These little runts tell some pretty tall tales, don’t
they? Just cuz I listen to ‘em don’t mean I believe ‘em.
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