Woad

A race of humans living under the guidance of their ancestral spirits and a hidden sancturay called the Field Without End, these tribal people have lived in the Dark Continent for centuries. A woad is characterized by the tribe they belong which gives them a unique feature.

A race of humans living under the guidance of their ancestral spirits and a hidden sancturay called the Field Without End, these tribal people have lived in the Dark Continent for centuries. A woad is characterized by the tribe they belong which gives them a unique feature.

The Thirteen Tribes

It is not easy to find the ever-roaming Woad, but recent events in the world have brought some of the tribes closer to the people arriving on the Dark Continent. With a little bit of research, and some expert hunting and tracking, one might find a tribe and seek passage to the Field Without End, or ask for a hand in the fight against local beasts. The quickest way to locate the tribes is by searching for the spirit-poles they leave behind during their travels. With the exception of the Owl tribe, all Woad leave spirit-poles to mark the places they have passed through.

Badger

Three tribes tend to raid villages by opening animal pens and burning their fields. This is the work of the Badger, Raven, and Wolf tribes. Of the three, the Badger tribe is the least aggressive, choosing to act as scouts and messengers for the other two tribes. Tribe members have an uncanny knack for exploring caves and underground passages. The Badger folk tend to have numerous scars and still-healing wounds all over their bodies, badges of honor earned from squeezing through spaces so small even the halflings cannot give chase.

Bear

The Bear tribe sticks close to lakes and rivers and is easily the most peaceful clan of Woad. They choose to avoid conflict rather than create it. Other tribes roaming the northern lands know that wherever there is a Bear spirit-pole, there is peace. Woad war parties in need of rest and regrouping can usually find welcome and shelter with this docile tribe. Rumors do tell, however, that when fish in the rivers and lakes run scarce, or cannot be caught because they are frozen over, the Bear tribe might hunt other kinds of game and, if desperate enough, even people.

Boar

At one point, the Boar tribe had been whittled down to a single member. The tribe wandered into the tundras, where it was hunted and harassed by the jotun until just one Woad remained. It was only through pure serendipity that the tribe was saved: the jotun sent to hunt down and kill the last Woad instead fell in love with her, and she with him. The two fled south and eventually made their way to the Field Without End where the Boar Ancestor gave its blessing for them to rebuild the tribe. The tribe is still small, growing slowly but steadily, but the tribe’s blood is now a mix of both Woad and jotun. The Boar tribe is known for their hulking, hairy bodies, and the massive wooden tusks that pierce out from their lower jaw.

Deer

The Deer tribe has made a more permanent home out of the forests in the shadow of Mount Fear. From these wooded areas, the Deer tribe ambushes travelers on the rivers. Much to the chagrin of the faeries, the tribe has begun waylaying travelers passing to and from Alfheim. Preying on mortal and immortal alike, the Deer tribe clashes often with the faeries. Few people have ever seen members of the Deer tribe, as they tend to swiftly run and disappear from anyone they do not wish to meet or fight.

Eagle

The Eagle tribe suffered the most at the hands of a powerful necromancer The undead legions invaded their lands along the Burning Vaults and tortured them to steal their spirits. When the necromancer fell and his followers fled to the wastes, the Eagle tribe gave chase, vanishing into the badlands. Eagle-shaped spirit-poles covered in blood have started appearing in the hollows of the Firepeaks. Many see this as a sign that the Eagle tribe has returned, though it is feared they have been corrupted in some vile way.

Fox

Members of the Fox tribe swap territory with the Boar tribe every two seasons or so. The southern foothills of the mountains are often the site of large beastmen raids and the two tribes see it as their responsibility to keep the foul abominations from spreading into the pristine mountains. The Fox tribe rarely mingles with settled peoples, going so far as to stop hunting anyone who flees into the villages dotting the valleys. No Woad of the Fox tribe are born without the spiritsinging abilities and many consider the Fox the most spiritual of the tribe, having never strayed once in their veneration of their spirit animal. Recently the Hare tribe’s backsliding has outraged the Fox tribe, who now plot with the Boar tribe to destroy the Hare for their “wickedness and blasphemy.”

Hare

The Hare tribe strayed furthest from the old way of life. This tribe is the largest among the thirteen, and they roam freely between the free new colonies. From afar, this tribe could easily be mistaken for humans of the west. They long ago abandoned the traditions of going without clothes, speak only the Common Tongue, and trade the pelts, furs, and hides of their kills in the cities and settlements of humankind. While all of these practices are considered offensive, this last one is considered unforgivably blasphemous by all Woad. Presently the Fox and Boar tribes are plotting to eliminate the Hare, in order to remove the shame of the tribe from the Woad heritage.

Horse

When war between the tribes broke out, the Horse tribe disappeared over the mountains and into the west, seemingly overnight. Now, what little news that filters out of the Endless Steppe usually comes from the lips of the Horse tribe. The members of this tribe are among the very few who can pass safely through the centaur-held lands, but the centaurs do not let them travel to the Field from within the steppes, believing that doing so angers their own ancestral spirits. Recent tales have surfaced that the Horse tribe has been fighting alongside the centaurs on the western coast against some new and unknown enemy.

Otter

This tribe slinks stealthily about mangroves and creeks, upending fishing boats and slaughtering the fishermen flailing about. The fiercest of the Woad, the Otter tribe viciously resist all who intrude into their lands, although they seem to be unconcerned with beastmen that are doing so, suggesting the unspeakable idea they might actually be conspiring with the monstrous humanoids. When hunting on land, the Otter cover their sleek, hairy bodies from head to toe in mud, and roll themselves in dried tallgrass. Any who enter their lands are brutally attacked, tortured, and mutilated, and then left to die as a warning, in much the same fashion as the first Woad once did.

Owl

When the other Woad tribes hid from conflict to bolster their numbers and rebuild, the Owl tribe stayed, fought bravely, and thrived. This tribe does not roam in any one confine of the world, choosing instead to take advantage of their inherent ability to travel to and from the Field Without End, jumping from battle to battle. The Owl tribe members sew sheets of feathers from many different birds to their skin, and tattoo large yellow circles around their eyes. Only the bones of their enemies are left behind, and these fearsome Woad find enemies wherever they land.

Raven

Along with the Wolf and Badger tribes, the Raven tribe has recently moved closer to the colonies. The three tribes seek to expel the halflings from the low hills, so that all Woad might roam and hunt freely there. The Raven tribe however, will not venture into the villages, instead stalking those foolish enough to leave the safety of their villages. Silently, from the trees and high rocks, Raven warriors drop onto their enemies. The Woad do not wish to kill them, seeking only to drive them away, so they instead scare them and sometimes beat their victims. The sight of these large people, painted black from head to toe and falling from the sky sends terror into the hearts of all they encounter.

Snake

The entire Snake tribe is made of many smaller sub-tribes that roam the wide eastern expanse on the interior of the mountains. They are the most easily recognizable tribe, as every inch of their bodies is covered in tattoos of solid, vibrant colors. As they move about the hills in a single-file line, they writhe and zigzag in serpent-like fashion, creating the illusion of a giant snake. Members of the Snake tribe carry their long snake-shaped spirit-poles with them, which double as spears whose blades are always kept smeared with venom.

Wolf

The Wolf tribe is actually two tribes divided by age and role. The first tribe is the Pack, young adults in the prime of their lives capable of roaming and warring. The second is the Den, made up of elders and those young ones who have chosen, or have been chosen, to breed. Once a member of the Pack reaches “old age,” usually 35 to 40 years old, they are sent to join the Den by way of a dangerous journey intended to vet those who are weak and therefore unworthy. Upon reaching the Den alive, they become elders, giving advice, telling stories, and helping to raise the young ones. The elders receive the protection of the tribe for the rest of their days, until they pass to the Field Without End. Most recently, the Pack has been wandering with the Raven and Badger tribes into the colonies. As the Wolf are the younger, fiercer clan, they choose to plunge directly into the villages to raze buildings, burn crops, and free all the work animals.

Creating a Woad

Level 4 Woad

Woad Tribe

Badger Tribe


Delver You can move through openings large enough to permit the passage of Size 1/4 or larger creatures, treating such openings as difficult terrain.

Escapist You make attack rolls to escape, as well as challenge rolls to slip free from bonds, with 1 boon.

Bear Tribe


Healer’s Gift When you use an action to stabilize a creature and the total of your roll is 20 or higher, the target also heals damage equal to its healing rate.

Shield Other You can use an action, or a triggered action on your turn, to protect a creature within your reach. For as long as the target remains within your reach, you impose 2 banes on the attack rolls of any creature you can see that attacks the protected creature.

Boar Tribe


Attributes Increase Strength by 1

Characteristics Health +4

Deer Tribe


Characteristics Speed +2

Stealthy You make challenge rolls to hide and sneak with 1 boon.

Eagle Tribe


Characteristics Gain 1 Corruption.

Vicious You gain a +2 bonus to weapon damage rolls against injured creatures.

Fox Tribe


Languages You know how to speak two additional languages of your choice Song

Magic You discover the Song tradition.

Hare Tribe


Attributes Increase Intellect by 1

Languages You can read and write the Common Tongue and you know how to speak another language.

Negotiator You make attack rolls in social situations to deceive or persuade with 1 boon.

Horse Tribe


Languages You can speak Centauri.

Fast as the Wind When you use an action to rush, you gain a +4 bonus to Speed.

Otter Tribe


Expert Swimmer You ignore difficult terrain imposed by swimming and you make challenge rolls to swim with 1 boon.

Aggression Once per round, when you take damage, you make attack rolls with 1 boon until the end of the round.

Owl Tribe


Slow Fall When you would take damage from a fall, you halve the damage.

Spirit Step You can use an action to teleport to an open space within short range. You can use this talent a number of times equal to 3 + your Power. You regain expended uses when you complete a rest.

Raven Tribe


Skilled Climber You make challenge rolls to climb with 1 boon.

Hidden Threat When you attack a creature from which you are hidden, your attack deals 1d6 extra damage.

Snake Tribe


Nimble Stride Creatures making free attacks against you make their attack rolls with 1 bane.

Robust Constitution You take half damage from poison. In addition, you make challenge rolls to avoid or remove the poisoned affliction with 1 boon.

Wolf Tribe


Characteristics Increase Perception by 1.

Pack Attack When you attack a creature within the reach of at least one creature friendly to you, you make the attack roll with 1 boon.