Empire of the Hyena-Races of the Empire

There are a number of different races that exist in the Empire of the Fang, the races below are playable as PCs in the Empire of the Hyena campaign.

Please note:

The races listed below are the only ones available as PCs in this campaign. Humans, Dwarves, Halflings, Gnomes, Elves, Tieflings, Dragonborn, etc do not exist in this setting.

Gnolls

Gnolls are the most numerous race in the civilised world and are believed to trace their line of descent directly back to the four primeval shaman who were blessed by the ancient gods in a time long ago. There are ancient scrolls that speak of a time before the coming of the great shaman, which portrays Gnolls as an evil race of demon worshipping savages, these heretical texts are brutally suppressed by the Noble Clans of the Fang Empire who deem it unthinkable that their race could ever have strayed so far from the principles of honour and the Heavenly Virtues.

Gnoll Traits

Ability Score Increase. Your Strength score increases by 2 and your Dexterity score increases by 1.
Age. Gnolls reach adulthood by the age of 5 and live to around 30.
Alignment. Gnolls in the Fang Empire are usually lawful or neutral in alignment, though there are exceptions.
Size. Most gnolls are over 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bite. You are proficient with your bite attack, which is a melee weapon that deals 1d6 piercing damage plus your strength modifier.
Rampage. When you reduce a creature to 0 hit points with a melee attack on your turn, you may use a bonus action to move up to half your speed and make a bite attack.
Languages. You can speak, read, and write Common(Imperial) and Gnoll.

Firbolg

Firbolgs are a race of giant humanoids who hold an honoured place in the Fang Empire since it was a Firbolg who helped restore knowledge of the Small Gods, many of the Clans in the Empire count Firbolgs amongst their member, however, most of their race are content simply to spend their time surrounded by nature, helping the land in any way they can. Firbolgs can be extremely dangerous though if the land is despoiled and they are roused to anger.

Firbolg Traits

Ability Score Increase. Your Strength score increases by 1 and your Wisdom score increases by 2.
Age. Firbolgs have long lifespans, reaching adulthood at 30 and living for about 500 years.
Alignment. As a people who follow the cycles of nature Firbolgs are normally Neutral Good, evil Firbolgs are rare but have been known, they tend to be hated enemies of their own kind.
Size. Most Firbolgs are between 7 and 8 feet tall and weigh between 240 and 300 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Firbolg Magic. You can cast detct magic and disguise self with this trait, using Wisdom as the spell-casting characteristic. Once you have cast either spell, you can’t cast it again with this trait until you have had a short or long rest. When you use this version of disguise self you can seem up to three feet shorter than normal, allowing you to blend in with smaller races.
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 trai you can’t use it again until you finish a short or long rest.
Powerful Build. You count as one size category larger when determining carrying capacity and the amount you can lift, push or drag.
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 any Charisma checks you make to influence them.
Languages. You can speak, read, and write Common(Imperial) and Giant.

Goliath

As the Firbolg are to the forest and lowland places of the world, Goliaths are the stewards of the mountains and the inaccessible, hostile places of the world. Honed by eons of existence in some of the most inhospitable climes in the world, the Goliaths seek to prune any signs of weakness from themselves and from their society. Goliath Tribes seldom leave their mountainside homes, however those who have some weakness or failed some ritual test are normally banished from their homes.

Playing an Outcast

If you are playing a Goliath then your character is an outcast from their tribe, Goliaths are rare in the Fang Empire although they are much valued for their strength and their Lawful outlook on life, a number of these outcasts have adopted the Heavenly Virtues and achieved renown in the Empire. Whilst it is unlikely you will meet many of your people, and those you do meet will be outcasts like yourself, the fact that you are forbidden from returning to your home should colour your roleplay.

Goliath Traits

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. They enter adulthood in their late teens and usually live less than a century.
Alignment. Goliath society, with its clear roles and tasks, has a strong lawful bent. The goliath sense of fairness, balanced with an emphasis on self- sufficiency and personal accountability, pushes them toward neutrality.
Size. Goliaths are between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After 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.
Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.
Languages. You can speak, read, and write Common(Imperial) and Giant.

Half-Orcs

When the despised Gargoyles stole a spark of the Flame of Creation in order to create life in their own image, the brutish and violent Orcs were the result, for years they were a constant threat to the fledgling Fang Empire, barbarians at the borders of creation seeking to tear it down in the service of their dark masters. After years of mistreatment by the Gargoyles, a number of Orc Tribes began to settle down and live something resembling a civilised life, over time these Half-Orcs (as they came to be known) were integrated into the Fang Empire and most of the Clans now count Half-Orcs amongst their number.

Half-Orc Traits

Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Age. Half-orcs, reach adulthood around age 14. They age noticeably faster and rarely live longer than 75 years.
Alignment. Half-orcs inherit a tendency toward chaos from their orc parents and are not strongly inclined toward good. Half-orcs raised among orcs and willing to live out their lives among them are usually evil. Many Half-orcs in the Fang Empire struggle with this, many becoming Lawful Neutral, adhering to the Heavenly Virtues with stern inflexibility, seeing it as a protection from the evil of their bloodline.
Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of gray.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Languages. You can speak, read, and write Common(Imperial) and Orc. Orc is a harsh, grating language with hard consonants, it is considered a terribly faux-pas to speak it in civilised society. It has no written version.