Ancestries, Subclasses, and Feats
Thirnavar is a setting where culture, history, and the scarcity of magic shape the lives of those who inhabit it. For this reason, player character options are curated rather than completely unrestricted. This ensures that characters arise naturally from the world rather than from an unlimited catalog of mechanical choices.
The structure used at the table is simple and consistent:
Common options are freely available. Rare options require discussion. Unlisted material may be approved if it fits the world.
Ancestries
Common Peoples: Humans, Dwarves, Elves, Kobolds, and Goblins (depending on region) are widely known throughout the central nations of Thirnavar and may normally be chosen without special approval. Their presence rarely requires explanation and they may begin play normally.
Rare or Unusual Peoples: Some ancestries exist in the world but are geographically distant, culturally isolated, or seldom encountered. Examples include the Thri‑Kreen of Cyricida, the Araq of Verkhyish, giant‑blooded peoples tied to Karakan clans, fae‑touched beings, or certain regional species such as lizardfolk. These characters require discussion before play and usually need a clear origin within the setting.
Unlisted or Third‑Party Ancestries: Material not listed in the primer may still be considered. If the concept can be integrated into Thirnavar without contradicting established lore, it may be approved. The character must ultimately belong somewhere within the world.
Subclasses
In Thirnavar, subclasses represent traditions, orders, or specialized teachings rather than automatic character upgrades. For this reason, many subclasses are acquired through the campaign’s story. Characters may discover a lost tradition, apprentice to a mentor, join a knightly order, or fulfill a cultural rite before gaining access to their subclass abilities.
Players should discuss intended subclasses early so opportunities for training, discovery, or initiation can appear during the campaign.
Feats
Feats representing skill, discipline, or specialized training are generally acceptable. However, feats that produce automatic control, unavoidable effects, or infinite mechanical loops are restricted.
For example, feats such as Sentinel may be limited or adjusted to prevent permanent battlefield lockdown or no‑save control effects. The guiding principle is that combat should remain interactive and uncertain.
Case‑by‑Case Approval
Players are encouraged to bring creative character ideas to the table. Unusual ancestries, uncommon subclasses, or third‑party content may be approved when they can logically fit within the cultures, history, and magical limits of Thirnavar.
The goal of these guidelines is not restriction, but coherence. Every character should feel like a natural part of the world’s history and cultures.