The elders said that it was as if the whole world were a storm. Rocks and stones battled against the air, water doused small flames or was boiled away by raging fires, all while lightning scorched everything within sight. That any of their kind lived through it is a miracle, proof that their brave people belong in this world. It was this legend that the warrior thought about to summon up courage as she skulked toward the fire that the giants were crowded around, her talon-like toes arched to make as little noise as possible. Several paces away on either side she could see the feathers and scales of her kin hiding behind boulders, their weapons poised and at the ready to flank the creature she’s about to lure away. With perfect cadence, her voice impossibly resonant and low, she calls out the word they all agreed was likely one of the giant’s names-in response a hulking figure stands up, turning towards her as she dashes away further into the darkness. In a few moments he follows and disappears into the night, reducing their quarry to only two…

Virtually all mongrelfolk are extremely hostile. Not all remain there however (it is without doubt a deathtrap) and upon discovering a comparative paradise beyond the blasted landscape they adopt a far more accepting attitude, enthusiastically ready to experience whatever the world has to offer. They’re hardy and clever, doing well no matter where they journey across the planet, and in addition to the animalistic traits that their limbs take they also embody the primal, resilient spirit of beasts.

Unnatural Forms It’s said that no two mongrelfolk are the same. When they are changed by exposure to raw mana the primal forces of nature overwhelm their bodies in bizarre and unsettling ways-growing wings onto arms, bending legs backwards, morphing eye sockets into protruding many-faceted orbs, replacing feet with arched talons, and a thousand other variations. There is no known way to predict how a body will transform, but once the madness overtakes a creature it becomes inevitable.

Outcasts While they might be very accepting, the physical appearances of mongrelfolk inspire fear and revulsion and they are rarely welcomed in turn.

So it is that they tend to be self-reliant and focused on the obstacles ahead, always 47 prepared to take on new challenges. When a genuinely worthwhile ally is found they are treated as kin, loved and trusted as a sibling, and-having come from a place where death constantly hovers nearby- are all too ready to die in order to save a companion. It does not help that wherever they travel the hybridpeople draw attention, passerby nearly always far more interested in gawking and jeering than offering help or engaging in trade.

Grelclaves Most of the mongrefolk that have escaped the Kavalaiyaip group together in grelclaves, villages that are predominantly home to hybridpeople- aasimar, centaurs, genasi, minotaurs, mongrelfolk, tieflings-although they typically allow anyone with earnest need to settle amongst them as well. The only requirement is that every villager of mature age (usually adults) be active in the settlement’s defense by working a shift on patrol, taking up arms when they are attacked, and quick to offer help to neighbors when nature turns against them.


While the newly transformed tend to try and hold onto their original identities for as long as possible, most eventually change and adopt a moniker they feel is emblematic of who and what they are now. The rare few newborn mongrelfolk are named for the emotions most strongly felt by their parents when the (painful and often gruesome) birth is complete.

Names: Chinyama, Eläin, Hiwan, Holhlona, Inisisa, Jaanavar, Kafshë, Kewan, Mhuka, Pa?u, Rsiaj, Zhivo


Your mongrelfolk character has an assortment of abilities granted by unnatural talents of raw magic.

Ability Score Increase. Your Strength, Constitution, and Wisdom scores increase by 1.

Age. Natural born mongrelfolk-few as they are-quickly grow to maturity in a matter of only 3 to 4 years. Their lives usually end violently (whether from the Kavailaiyip’s dangers or the malice of a fearful mob) but mongrelfolk hermits have been said to live surprisingly long, some lasting for a few centuries before dying of old age.

Alignment. Entropy runs through the hearts, minds, and souls of mongrelfolk, their tendency to act on impulse and instinct growing stronger the older they get. Few are lawful and those who do not indulge upon their chaotic whims strive instead to maintain the balance of neutrality.

Size. You are between 5 and 7 feet tall upon reaching adulthood, weighing from 150 to 250 pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Arcane and divine energies spark within your eyes, granting you 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 color in darkness, only shades of gray.

Mimicry. You can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check (DC 8 + your proficiency bonus + your Wisdom modifier).

Mongrel Limbs. Your body is a mishmash of animal parts that make you ungainly, but two of your limbs work in powerful symmetry. Choose either your arms or your legs.

  • Mongrel Arms: Your reach increases by 5 feet, although the additional weight at your sides reduces your speed to 25 feet.
  • Mongrel Legs: Your speed increases by 5 feet.

Mongrelfolk Weapon Training. You have proficiency with the light hammer, maul, warhammer, and war pick.

Languages. You can speak, read, and write Common and Undercommon.

Section 15: Copyright Notice

Vast Kaviya Campaign Setting © 2019 Mike Myler, published under license by Legendary Games; Authors Mike Myler, Andrew Engelbrite, Will Gawned, Alec Kaknes, Anthony Alipio, Sharene Gilchrist, Matteo Piovanelli, Jesse Jordan, GM Lent, Brian Istenes, and Jeremy Esch.

This is not the complete section 15 entry - see the full license for this page