Diminutive rat-folk with an inherent psionic gift

Felbraug Heritage Traits

Average Height: 91 – 137cm (3’6″ – 4’6″)
Average Weight: 27 – 36kg (60 – 80lb.)

Ability Scores: +2 Wisdom, +2 Dexterity or Intelligence
Size: Small
Speed: 7 squares
Vision: Normal

Languages: Fel and Common, plus any one
Skill Bonuses: +2 History

Memory of the Weave: You gain a +2 to all Knowledge skills, and can make checks with Knowledge skills untrained.

Psionic Endowment: You gain one power point, which you can use to augment psionic powers and feats with the augmentable keyword, as if you had the psionic augmentation class feature. You are considered to have the psionic augmentation class feature for the sake of feats, paragon paths and other requirements.

Threads of Fate: You have the threads of fate heritage power.

Threads of FateFelbraug Heritage Power
In a brief flash of psychic insight, you see the ideal point to strike down your foe.
Encounter • Psionic, Augmentable
Free Action • Personal
Trigger: You would make an attack roll.
Effect: You make the attack roll twice and choose one.
Augment 1:
Effect: You make the attack roll twice and choose one. If both attack rolls hit, the target takes extra psychic damage equal to 1d8 + your Wisdom modifier.
Level 11: 2d8 + your Wisdom modifier.
Level 21: 3d8 + your Wisdom modifier.

Diminutive, rodent-like creatures who share a psionic gift, felbraug were stumbled upon by humans when the newcomers colonised Independence. In the layers of ancient buildings below the island’s surface, these mysterious creatures had survived for countless generations in the ruins of what had come before. The felbraug brought with them stories of a “precursor” civilisation from the dawn of time, psions who once harnessed untold forces with their tremendous mental might. Then, some terrible tragedy wiped them from the world, leaving only the felbraug to recall them.

The story is considered apocryphal by most other folk, but Alm’s scattered ruins of advanced civilisation, older even than the fey races can recall, lend some veracity to the claim. In any case, the felbraug were greatly excited by the humans’ coming, and eager to work with them as they found their place in Alm. It is whispered in the deepest tunnels that humans and felbraug are kin, their fates forever interwoven on the loom of souls—and that, in time, they will open the way for the precursors to return to Alm.

Play a felbraug if you want…

  • to be a small, speedy combatant.
  • to share your memory and experiences with other members of your kind.
  • to come from the oldest culture in Alm.

Physical Qualities

Felbraug share many physical traits with rats, though they are humanoid in general shape. Short and delicately built, they seem quite frail, often weighing less than a human child; however, they are as durable as any human adult. As a rule, the sex of a felbraug is all but impossible for non-felbraug to distinguish.

Felbraug sport a single long tail extending from the coccyx, and also a series of very fine tails growing from the scalp, forming what appears to be tight braids of hair. Their hands and feet are particularly delicate, with tiny pin-sharp claws.

Felbraug faces are human-like but childish, with a slightly extended muzzle and soft fur up the bridge of the nose. Like rats, felbraug have prominent front teeth on both jaws, which are barely visible when the mouth is closed. Their ears appear long and thin, similar to elven ears; in fact, they are a rubbery membrane stretched between fine bones, which splays into a fan shape when alert.

Felbraug live only slightly longer than humans. However, their appearance and serene attitude—born of their collective racial memory—give them a certain ageless quality, which has led to the myth that they are much longer-lived.

Playing a Felbraug

Felbraug are mysterious, patient creatures who spend a great deal of time observing their surroundings. Although the depths of their tunnels keep ages-old secrets, they are both inquisitive and open-minded. They are always seeking to learn new things—especially since that means sharing such knowledge with their kin. Although they are careful in choosing quests and companions, they are typically eager to pursue new experiences. However, they are often bemused by the social constructs of other races, such as gender and caste, which seem bizarre to their thinking.

As psionic beings, felbraug make no distinction between the concepts of mind and soul; what are either, if not the sum of one’s every experience, emotion and dream? In turn, they view the presence of consciousness as more important than physical form. A “country” to a felbraug is not a place where one lives, but rather the community of people who live there.

The felbraug race has its own philosophy on life and death. To them, the world is a never-ending ebb and flow, where souls die in one life to begin anew in another. They call this cycle “the weave” or “the pattern”, likening the universe itself to a great loom where endless threads are woven into one cloth. Felbraug share a sort of collective memory, a pool of knowledge from which they can all occasionally draw; they claim that this too comes from the weave, a place where an open mind eye can briefly glimpse the pattern that describes all truths.

Felbraug are perceived as… Thoughtful, introspective, perceptive, wise, exotic, philosophical, curious, patient, mysterious.

Names: Archer, Brewer, Caller, Carter, Hunter, Mender, Runner, Seeker, Smith, Speaker, Trapper, Wayfinder, Weaver, Wright.

Fel names are unpronounceable to non-psionic beings, so they typically adopt the name of their job when dealing with other races.

Significant Revisions

1.0—Legacy version
  • 16 years ago Update Original version published for D&D 3.5e
2.0—Initial 4e version
  • 12 years ago Update Game mechanics overhauled for 4e. First 4e version published to gamebrief.wikidot.com
  • 5 years ago Update Published to original Skies of Escarnum website.
  • 5 years ago Update Replaced "Combat Prescience" power with "Threads of Fate" power.
2.1—Current 4e version
  • 4 years ago Update Moved to current Skies of Escarnum website. Various language changes; no significant rules changes
Last updated: December 17, 2021
First added: April 27, 2019