The Kin are the people of fellowship. These people are defined by their bonds with beasts. Their companions help them in the day-to-day with tiny swallows fetching a spice off a shelf, mastiffs pulling carts, pigeons delivering messages, war hounds serving on battlefronts, and of course horses to ride, to pull, to push, to carry.
Intro: Large, gentle climbers who need help doing delicate things. The Goliaths of Kin tend to live on the edges of even the most integrated communities. Outside of mixed ancestry settlements Goliaths tend to live along cliffs or in large forests, swamps and jungles. Almost all Goliaths bond with a bird, or several birds. Despite their size advantages over their neighbors most Goliaths want to remain unseen and unheard. Goliaths are prone to fear. They have a strong connection to the least domesticated of nature.
Goliaths use whistles, songs and instruments both to communicate to the birds that surround them and to carry their emotions. Their preferred weapons are ones that can harm, but not hurt (slings, staves, nets). They will never use whips.
Physique: Even the tallest humans are small compared to Goliaths. They are 8-10 feet tall with massive frames. Both men and women grow beards which are kept quite long, as is the hair. Certain families keep their bond inside the beards. Eye color tends towards browns and greens. Their skin is a medium yellow-brown or red. Goliaths are Large creatures in the rules of DnD and require four times what a human needs for food and water. All other goods cost double. They do an extra damage die per hit.
Emotions: When a Goliath connects to people outside their tribe (knowable by their third name) the friendship is tight. But history and legend are full of tales of Goliaths having their bond held hostage to control the Goliath. When this happens the Goliaths are used for their size. Many Goliaths use music to channel their emotions.
Racial Relationships: Due to Aszel’s slave trade often targeting the “less civilized” Crinthian Goliaths almost all Goliath are suspicious of Halflings. Even Humans aren’t fully trusted. Some tribes would prefer to leave their historic lands and find Gallinor, the original land of Goliath.
Communities: Tribes of 3 to 20 families will live on the outside of human cities as a tribe. Their trained messenger birds are highly valued. Those tribes will participate in the watch as required by local law, pay tax, but generally do not wander
Why Adventure: To find a captured bond, to search for the Lost Goliaths, or on a quest for a roc. The legendary riding bird is seen as a path to freedom for the tribes. They could get away from the people that want to control them, play music and keep their flock. Or the Goliath could be sent to a far off town to convince another family to join her tribe.
Bond: Birds – there are birds that work as messengers, hunters, fishers, fetchers.
Naming Conventions: First names are given by the family. The second name is from the father or mother – this is not dependent on the sex of the individual, but cultural custom that varies. The third name is the name of the tribe. Finally, a fourth name comes from the bird with which they bond.
Example: Scoques Karrilyn Telse Heron
Population Distribution: Goliaths are most common in Telse and its surroundings, about 25% of that populace. In Aszel they are fairly common, but mostly as indentured servants or slaves. At just 15% of that population they are rarely found outside of the lowest classes. In Crinth Goliaths are the most common at only about 40% of the residents. Many people in Crinth think Goliaths are myth. In all of Mehmd, Daoud and Kirtin Goliaths are 10% or so of the populace, but they are spotty rather than evenly spread. There is a legend of the land of Goliad, an island that was solely for the Goliaths.
When creating a Goliath
Use the rules in Volo’s Guide or online at DnDBeyond. Alternatively you may use the Firbolg from Volo’s Guide as a variant ancestry. The following additions are added to those rules;
- Your bond is a bird.
- You are proficient in sling and net.
- You may choose a single cantrip from the Druid list.
- You may choose a single feat. These feats may come from the Player’s Handbook (ignoring Great Weapon Master, Sharpshooter) or from Xanathar’s Guide to Everything (any available to human, half-orc).
Intro: It’s better to be lucky than good. It’s also really handy to just slip away when your luck runs out. These tiny people and their dogs are assertive, rarely showing fear. Halfling history tells of a time when they were a forgotten and ignored people. Now a powerful, expanding and evil kingdom is ruled by a Halfling family. Even those not in Aszel take a bit of a pride in that fact, while despising the policies of that nation.
A Halfling tend towards professions that showcase their nimble fingers, their ability to hide or their respect for rules.
Physique: Lithe and small, their diet is primarily vegetables and fruits, so they eat frequently, but their meals are simple and often raw or dried rather than cooked. They stand only about three feet tall. Hair is generally blond or light brown and cropped short. Men tend to wear mustaches.
Emotions: Just because they are small does not mean they are afraid. A bond of canines probably corrected a more natural fear. Things tend to go well for Halflings and they take a certain joy with that. They will share that joy with the world.
Racial Relationships: Halflings integrate into human communities thoroughly. They are welcomed and are welcoming. In the South and in Telse Halflings and Goliaths are fairly comfortable together. In the North Goliaths suspect most Halflings of trying to take advantage of their strengths, through their higher intelligence, nimble nature and good fortune. Those of Aszel probably are.
Communities: Halflings are guided by the rule of law. Whether that law works for the greater good, or is used to oppress, they follow the law. Their villages are well organized. Many Halflings serve in the police or military of their locales.
Why Adventure: Evil Halflings will adventure to find slaves. Others will look for a good story to tell. If word spreads about a new breed or use of a dog, a Halfling and his friends will head out to see it on their own.
Bond: Dogs – there are riding dogs, pulling dogs, war dogs, hounds, herders, retrievers and terriers
Naming Conventions: First names are for individuals. Second names are from the father. Third names come from the mother. If the parent held a title that title will remain with that portion of the name of their offspring for several generations.
Example: Allan Sqoques Lady Harsop
Population Distribution: Halflings are most common in Aszel, where they rule. They are about 60% of the population there and 80% of the military and police forces. Aszel’s average building size makes the larger peoples of Kin uncomfortable. These halflings are more war-like for cultural reasons. In Telse they are about 25% of the population. In Crinth they are only 5% of the population and are treated with suspicion. In Kirtin the Halfling populace is a mix of Aszel-ites and non. In Daoud a Halfling with a retriever bond is highly valued, but they are only 5% of the population. In Mehmd the Halflings tend to congregate in cities and are about 15% of the population.
When creating a Halfling
Use the rules in Player’s Handbook or online at DnDBeyond. Stouts are more common in Azsel while those that have turned aside from the evil empire are more likely Lightfoots. The following additions are added to those rules;
- Your bond is a canine.
- You are proficient in sling and throwing rocks (d3, bludgeoning, thrown 10/30).
- You may choose a single cantrip from the Bard list.
- You may choose a single feat. These feats may come from the Player’s Handbook (ignoring Great Weapon Master, Sharpshooter) or from Xanathar’s Guide to Everything (any available to human, halfling or half-elf).
Intro: Humans are everywhere. They are the first peoples, or the all peoples. A human can come from parents of mixed or unmixed heritage. Their companions are varied. In goliath communities humans will bond with birds and even ride some. In halfling communities they bond with dogs. But humans are most known for bonding with horses. They will ride them to battle, use them in farming, teach them to pull carts and more. Humans bond with others animals as well. Some from the wilderness bond with bears, cats and monkeys. In settled lands some connect with sheep, cattle and goats.
Physique: They range in height from just under five feet to just over six feet tall, humans are the centrally sized people of Kin. A slight human may only be 114 pounds while larger ones weigh in at 270. Their eyes can be green, blue, grey, or brown and any mix of those. Hair can range from blonde through brown to black. Skin color can be dark tan in Daoud and Mehmd, reddish around Crinth or pale in Telse, Kirtin and Aszel. Men generally shave, though those that can grow unique goliath beards or halfling ‘staches sometimes do as a point of pride in heritage. It is rare for women to grow beards, but some with dominant goliath ancestry do.
Emotions: Humans can be flightly. They are passionate about many things. Their bond is as valuable as their mate and children.
Racial Relationships: Humans have a minor distrust of halflings and look to goliaths as aloof loners.
Communities: Humans gather in communities large and small. Few choose to live in the small tribes as goliaths, preferring instead to make fellowship with larger groups.
Why Adventure: To search for a parent. To make their own name.
Bond: Most commonly horses, but can bond with a wide variety of animals.
Naming Conventions: Vary by kingdom. In Telse their first name is given at birth and they take the family name of the father. Their middle name is the first name of their mother. A few families invert that tradition.
Example: Kir Jenna Raith
Population Distribution: Daoud, Mehmd and Kirtin are all more than 70% human. Azsel is the only Kingdom where humans are not a majority.
When creating a Human
Use the variant human rules in Player’s Handbook. The following additions are added to those rules;
- Your bond can be any animal limited only by your influence.
- You are proficient in martial weapon of your choice.
- You may choose a single cantrip from any list.
- You may choose a single feat. These feats may come from the Player’s Handbook (ignoring Great Weapon Master, Sharpshooter) or from Xanathar’s Guide to Everything (any available to human, halfling, half-orc, or half-elf).
Peoples of KON
The Kon are the people of knowledge and technology. Pre-steampunk the nation and peoples of Kon use springs, coils, gears, waterwheels, and tar-seed trees. Each of the three peoples are part of a single family. The gobkon generally rule and are represented by the goblins in Volo’s Guide to monsters, but they are the best inventors and rule the society. Gobkons give birth but do not raise the children. The hobkon are less prone to invention They are responsible for farming and protection. Mulkon are neuter and responsible for the heavy lifting and child-rearing.
All three peoples are new to the continent of Kin, confined to New Sheljar and nearby regions where New Sheljar’s influence is strongest. All are from the families that formed from the crashed ships in the bog-city and partnered with Samul’s visionary kingdom.
When creating a Gobkon
Use the goblin rules in Volo’s Guide. The following additions are added to those rules;
- You gain +1 to Intelligence.
- You are proficient in all crossbows.
- You gain the rock gnome ability Tinker.
- You may choose a single feat. These feats may come from the Player’s Handbook (ignoring Great Weapon Master, Sharpshooter) or Prodigy from Xanathar’s Guide.
When creating a Hobkon
Use the hobgoblin rules in Volo’s Guide. The following additions are added to those rules;
- You gain +1 to Strength and lose the bonus to Intelligence.
- You are proficient in all crossbows.
- You gain the rock gnome ability Tinker.
- You may choose a single feat. These feats may come from the Player’s Handbook or from Xanathar’s Guide you may choose any available to (human or half-orc).
When creating a Mulkon
Use the orc rules in Volo’s Guide. The following additions are added to those rules;
- You gain either of the following half-orc traits — Relentless Endurance or Savage Attack.
- You are proficient in all crossbows.
- You gain one tool proficiency (may not be Thieves, Disguise, or Poison).
- You may choose a single feat. These feats may come from the Player’s Handbook (ignoring Great Weapon Master, Sharpshooter) or from Xanathar’s Guide to Everything (any available to human or half-orc).
Peoples of KEN
The Ken are the people of magic. These are the fey, the elves, the dwarves, the forest gnomes, the dragons. Now present in the Western Wildes they occupy the Glass Tower and its surroundings. All cast spells, not mere cantrips. They serve the Proctors of Grace and in the past controlled the Scholars. Their goal is to punish the Kin for re-opening magic to a world unready. None my be player characters yet.
Peoples of KAN
The Kun are the people of Chorl’s creation. The last Tranmuter used powerful magics to corrupt the bonds and their peoples. Chorl combined the two forms and souls. Centaurs, Minotaurs, Aarakocra and others now roam a bit of the lands of southern Crinth and the Western Wildes. They live in fear and cause fear as these are not just the people of myth (such as the Kon and Ken), but something entirely new and unnatural.