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  1. Mythea
  2. Lore

The Fellborn

The Monstrous Peoples of Mythea

Throughout the kingdoms of Mythea, countless stories are told of the Fellborn.

The term is used by the civilized races to describe the monstrous peoples who dwell beyond the borders of law, kingdom, and civilization. It encompasses many races whose cultures, territories, and ambitions lie outside the influence of the great nations.

The Fellborn are not a single race.

They are not a unified nation.

They answer to no king, emperor, or council.

Instead, they exist as countless tribes, clans, warbands, lairs, and strongholds scattered throughout the wild places of the world.

Some seek conquest.

Some seek survival.

Some desire only to be left alone.

Yet all are viewed with caution by the civilized realms.


The Peoples of the Fellborn

The term "Fellborn" commonly includes:

  • Goblins

  • Hobgoblins

  • Bugbears

  • Orcs

  • Gnolls

  • Trolls

  • Ogres

  • Giants

  • Kobolds

  • Harpies

  • Minotaurs

  • Lizardfolk

  • Beastfolk tribes

  • Other monstrous races

While many outsiders lump them together, the truth is far more complicated.

Every tribe possesses its own customs, beliefs, traditions, and ambitions.

Some tribes raid settlements.

Others trade peacefully with travelers.

Some worship ancient powers.

Others follow tribal chiefs, shamans, warlords, or beast gods.

No two tribes are exactly alike.


The Dusklands

The greatest concentration of Fellborn settlements exists within the Dusklands.

The region's harsh terrain, dangerous wilderness, and lack of centralized authority make it an ideal refuge for those unwelcome elsewhere.

Entire tribal kingdoms have risen and fallen within the Dusklands without ever appearing on a map.

New warlords emerge regularly.

Old empires collapse.

The frontier is constantly changing.


A World Without Borders

Unlike the nations of Mythea, the Fellborn rarely maintain permanent borders.

A goblin tribe may occupy a valley for a generation before abandoning it.

An orc warlord may unite dozens of clans into a mighty horde only for it to fracture upon their death.

Gnoll packs migrate across vast territories.

Troll clans vanish into wilderness regions for decades at a time.

As a result, no map can accurately track the Fellborn for long.

Their settlements rise and fall with remarkable speed.


Relations with Civilization

Most kingdoms regard the Fellborn as dangerous and unpredictable.

Centuries of warfare, raids, and territorial conflicts have created deep mistrust between the Fellborn and the civilized races.

Yet reality is rarely so simple.

Trade agreements exist.

Mercenaries are hired.

Treaties are signed.

Alliances are occasionally forged.

Many tribes seek only survival.

Others dream of conquest.

Every encounter must be judged on its own merits.


The Civilized View

To many citizens of Mythea, the word "Fellborn" inspires fear.

Parents use stories of Fellborn raiders to frighten children.

Merchants fear attacks along isolated roads.

Villages build walls against the possibility of tribal incursions.

Many people assume all Fellborn are monsters.

The truth is often more complicated.

But few common folk care to learn the difference.


What the Fellborn Call Themselves

Interestingly, very few Fellborn use the term at all.

Most identify themselves by:

  • Tribe

  • Clan

  • Warband

  • Family

  • Race

An orc calls himself an orc.

A goblin identifies with her tribe.

A gnoll follows her pack.

The term "Fellborn" is largely an invention of civilization—a convenient label for peoples they do not fully understand.

Some tribes embrace the title.

Many resent it.


Adventurers and the Fellborn

The ever-changing nature of the Fellborn creates endless opportunities for adventurers.

Common encounters include:

  • Newly discovered goblin camps

  • Orc warbands

  • Gnoll hunting packs

  • Troll lairs

  • Hobgoblin fortresses

  • Tribal kingdoms

  • Frontier disputes

  • Monster incursions

  • Diplomatic negotiations

  • Ancient ruins claimed by tribes

Every frontier road may reveal a new threat—or a new ally.


The Endless Frontier

No scholar has ever successfully cataloged every Fellborn tribe.

Every year:

  • New chiefs rise.

  • New tribes form.

  • New territories are claimed.

  • Old kingdoms disappear.

  • Ancient lairs are rediscovered.

  • Alliances shift.

  • Conflicts erupt.

The Fellborn are a living part of Mythea's frontier.

They are not static enemies waiting in predetermined locations.

They are peoples, cultures, and civilizations in constant motion.


Common Saying

Among frontier settlements, one warning remains famous:

"The map ends. The Fellborn begin."

For beyond the safety of roads and walls lies a world where tribes rise overnight, warbands roam untamed lands, and adventure waits beyond every horizon.