Firbolgs
FIRBOLGS
Firbolgs are a forest-dwelling race native to the Greying
Wildlands, particularly the mysterious Savalirwood.
Their bodies are covered with thick fur ranging from
tones of earthen brown and ruddy red to cool grays
and blues, and even to wild hues of pink and green.
Their bodies are bovine or camelid in appearance, with
floppy, pointed ears and broad, pink noses, but they are
bipedal and have hands that can manipulate weapons
and objects.
Most firbolgs live in extended family units, and it is
unusual to find one living alone. However, they are in-
troverted to the point where they seldom engage with
other firbolgs outside the family unit, and firbolgs rarely
form their own cities, villages, or even large tribes.
Despite this, many firbolgs enjoy visiting other nations'
settlements for a short time for trade, sightseeing, and
to visit friends.
FIRBOLGS IN THE
DWENDALIAN EMPIRE
Most imperial citizens have never even heard of firbolgs.
Stories involving these folk are rare, and typically liken
them to the giants, depicting firbolgs as hulking hu-
manoid warriors rather than fur-covered nature lovers.
People living in the great crossroads city of Zadash
might be familiar with one firbolg in particular: the jolly,
eccentric enchanter known as Pumat Sol. This familiar-
ity means that many warm quickly to new firbolgs, albeit
after some initial surprise.
FIRBOLGS ON THE
MENAGERIE C OAST
Since firbolgs are neither prone to travel nor native
to the Menagerie Coast, their numbers along Wilde-
mount's western shores are vanishingly small. The peo-
ple of the Clovis Concord share the same folk tales of
giant-like humanoid firbolgs as the folk of the Dwenda-
lian Empire, and are likewise surprised by their gentle
nature when they meet them.
FIRBOLGS IN XHORHAS
Firbolgs who travel southeast from the Greying Wild-
lands and cross the Dunrock Mountains might find
themselves wandering the wastes of Xhorhas. The ter-
ritorial monsters that prowl the wastes show no pity to
unprepared wanderers, and most firbolg families know
better than to undertake such a dangerous journey.
With northern Xhorhas firmly under the control of the
Kryn Dynasty, the dark elves have saved a number of
firbolg travelers from monsters over the years. Enough
of those have remained in the wastes for small firbolg
communities to develop in Rosohna and other major
Kryn cities.
FIRBOLG C LASSES
Most firbolgs are druids, rangers, or fighters. Among
their kind, these vocations are passed down from one
generation to the next. The firbolgs' magical heritage
also expresses itself in other ways; those who become
bards preserve the clan's lore, and firbolg sorcerers
defend their communities. Firbolg wizards arise when a
clan becomes friendly with elves.
Firbolg rogues are typically scouts tasked with spying
on neighboring folk to determine their intentions. They
are most common among firbolgs whose homes border
human settlements.
Firbolg barbarians are rare except among clans
that face constant threats from evil humanoids and
other invaders.
Firbolg clerics and paladins are usually dedicated to
nature gods, enforcing their will.
Firbolg warlocks are rare, but some clans forge alli-
ances and arcane pacts with powerful fey beings.
Firbolg monks are almost entirely unheard of, though
a monastery might take in the young survivors of a dev-
astated firbolg clan.
FIRBOLG NAMES
Firbolg adopt elven names when they must deal with
outsiders, although the concept of names strikes them
as strange. They know the animals and plants of the for-
est without formal names, and instead identify the for-
est's children by their deeds, habits, and other actions.
By the same token, their clan names merely refer to
their homes. When dealing with other races, firbolgs re-
fer to their lands by whatever name the surrounding folk
use, as a matter of tact and hospitality, but among their
own kind they simply call it "home."
Sometimes firbolgs adopt the nicknames or titles out-
siders give them under the assumption that those who
need names can call them whatever they wish.
FIRBOLG TRAITS ---
A firbolg character has the following racial traits.
Ability Score Increase. Your Wisdom score increases
by 2, and your Strength score increases by 1.
Age. As humanoids related to the fey, firbolg have long
lifespans. A firbolg reaches adulthood around 30, and
the oldest of them can live for 500 years.
Alignment. As people who follow the rhythm of na-
ture and see themselves as its caretakers, firbolg are
typically neutral good. Evil firbolg are rare and are usu-
ally the sworn enemies of the rest of their kind.
Size. Firbolg stand between 7 and 8 feet tall and
weigh between 240 and 300 pounds. Your size is Me-
dium. Here's how to determine your height and weight
randomly, starting with rolling a size modifier:
Size modifier = 2dl2
Height = 6 feet + 2 inches + your size modifier in i nches
Weight in pounds = 1 75 + (2d6 x your size modifier)
Speed. Your base walking speed is 30 feet.
Firbolg Magic. You can cast detect magic and disguise
self with this trait, using Wisdom as your spellcasting
ability for them. Once you cast either spell, you can't
cast it again with this trait until you finish a short or
long rest. When you use this version of disguise self, you
can seem up to 3 feet shorter than normal, allowing you
to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically
turn invisible until the start of your next turn or until
you attack, make a damage roll, or force someone to
make a saving throw. Once you use this trait, you can't
use it again until you finish a short or long rest.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you
can push, drag, or lift.
Speech of Beast and Leaf. You have the ability to
communicate in a limited manner with beasts and
plants. They can understand the meaning of your words,
though you have no special ability to understand them in
return. You have advantage on all Charisma checks you
make to influence them.
Languages. You can speak, read, and write Common,
Elvish, and Giant.
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