Homebrew
Beorning
The Lands of the Bear
The region along the upper portion of the river Anduin was once home to many men, but their number dwindled as the years passed. Only recently the land around the Carrock, a stony river-island, has started to see men returning to watch the Old Ford and the road to the High Pass through the Misty Mountains. Though few in numbers, they rapidly demonstrated to trespassers that only those who are welcomed by Beorn the skin-changer can hope to cross the Great River with their lives. And Beorn does not welcome anybody with ease...
When Beorn broke his long isolation, he became a leader of men. His legendary ferocity attracted mountain-hunters and fighters without allegiance, warriors who lost their families or who forsook their clans due to their violent tempers, and needful souls drawn to his protective nature. In time, all kinds of individuals flocked to his side, giving rise to the Beornings.
Faithful to the teachings and will of their chieftain, they protect the mountain passes and the road that leaves the forest to cross the river Anduin, watching for every creature, on two legs or four, that dares defy them. Men, Elves and Dwarves still have to earn the trust of this suspicious folk, and often must pay heavy tolls for safe passage across the Beornings’ domain
Beorning Names
The Northmen inhabiting the Vales of the Anduin River speak the same language and share a common vocabulary of personal names. The Beornings and the Woodmen favour different names, but they are set apart especially by their peculiar use of bynames and nicknames. The Beornings are gradually embracing the custom of choosing names honouring their renowned chieftain, either by having a B as the first letter or containing the word for Bear (for example, Balderic, Beranald, Beormud). They further individualise their names by adding a byname, referring to their provenances or occupations, or physical or temperamental qualities (Arnulf the Old, Berangar the Eloquent). Bynames are often bestowed by an event, especially if connected to a special feat of skill or deed of renown.
Male Names:
Adalard, Ageric, Agilfrid, Agiulf, Alaric, Alberic, Amalric, Amand, Andagis, Atalaric, Atanagild, Ansegisel, Ansovald, Aregisel, Arnulf, Audovald, Avagis, Badegisel, Baldac, Balderic, Barald, Beorn, Beran, Beranald, Berangar, Bertefried, Beormud, Cilderic, Eberulf, Eboric, Ebregisel, Ebrimuth, Ediulf, Ermanaric, Euric, Eutaric, Evermud, Evoric, Frideger, Gararic, Garivald, Geberic, Gisalric, Gerold, Grimald, Grimbald, Grimbeorn, Grimfast, Gundovald, Hartgard, Hartmut, Hartnid, Hathus, Heriwulf, Hildebald, Imnachar, Ingelram, Ingund, Iwald, Iwgar, Leudast, Magneric, Malaric, Maracar, Merovech, Munderic, Odo, Odovacar, Otbert, Ragnacar, Ramnulf, Rathar, Reginar, Ricfried, Rigunth, Roderic, Sigeric, Sigibert, Sunnegisil, Theodard, Theodebert, Theodemir, Theodwin, Theudebald, Theuderic, Thorismund, Walcaud, Waleran,Widuven, Willicar, Wulferd.
Female Names:
Adosinda, Amalfrida, Amalina, Avagisa, Avina, Beranhild, Brunihild, Gailavira, Garsendis, Geleswinta, Gelvira, Grimhild, Hermesind, Heva, Hilduara, Radegund.
Bynames:
from or of a specific place (Baldac from the High Pass, Beran of the Mountains), the Bald, the Black, the Bold, the Captain, the Cloaked, the Crooked, the Eloquent, the Foresighted, the Good, the Good-sword, the Loyal, the Old, the Pugnacious, the Quick-witted, the Quiet, the Red, of the Red-shield, the Rich, the Runner, the Sad, the Sharp, the Smith, the Thin, the Trouble-maker, the Wise, the Young.
Standard of Living
The Beornings sustain themselves by breeding cattle and horses and keeping hives of great bees. Recently, Beorn is considering requesting a safe-passage toll from all travellers crossing their lands. For the moment, though, the Beorning culture ranks as Martial.
Bonus Equipment:
A brightly coloured travelling cloak, travelling gear for the current season, a backpack or saddlebags, a belt dagger, boots, 3d6 silver pennies, plus choose any one: a fine woollen blanket, an ancient dagger made from bear claws, a necklace of orc-teeth, a bundle of tasty honey-cakes.
Beorning Cultural Virtues
Brothers to Bears
"I once saw him sitting all alone on the top of the Carrock at night watching the moon sinking towards the Misty Mountains, and I heard him growl in the tongue of bears…"
Beorn has taught you to heed the call of an ancient animal heritage. When the moon is high in the sky and the world is fully revealed in an argentine glow, no sound escapes your ears, as the night speaks to you in the language of the Wild.
From now on your sight and hearing are greatly enhanced at night, and let you see or hear better than under the light of the sun, and at a greater distance. At night, you have advantage on all Wisdom (Perception) ability checks, you are considered proficient in the Perception skill and you add double your proficiency bonus to checks, instead of your normal proficiency bonus.
Great Strength
Standing near was a huge man with a thick black beard and hair, and great bare arms and legs with knotted muscles.
Increase your Strength score by 1. As long as you can move freely while fighting, you may profit from your great strength and nimbleness.
If you are using the variant encumbrance rules treat your encumbrance as one step lower. For example, if you would be heavily encumbered, you would only count as encumbered..
Night-goer
As the light faded, Bilbo thought he saw away to the right, or to the left, the shadowy form of a great bear prowling along in the same direction.
At night you can choose to slip into a dream-like state, and leave your body in spirit form to swiftly travel along the tracks made by animals across the length and breadth of Wilderland.
In this state, you can swiftly explore an area within three days of travel, until sunrise wakes you. While this will not give you every detail, you will have a very good idea of the surrounding terrain and where danger may lurk.
Your spirit form takes the appearance of a full-grown bear. It is visible to onlookers, and leaves tracks on the ground. While you are outside your body, any action you attempt is resolved using ability checks as usual, but any strenuous activity that causes a loss of hit points wakes you up.
Any harm suffered while travelling in spirit form is transferred to your body at the moment of awakening. Once you’ve used this ability, it cannot be used again until you finish a long rest.
Skin-coat
…nothing could withstand him, and no weapon seemed to bite upon him.
Tales say that a warrior’s own courage will turn steel and iron better than the smith’s hammer-work.
So long as you wear light or no armor, you have resistance to non-magical piercing damage.
Twice-baked Honey-cakes
The making of these was one of his secrets; but honey was in them, as in most of his foods…
The honey-cakes of the Beornings are legendary among travellers. You can march far by eating just a little of them, and they are much more pleasant than cram, the waybread that Dale-men make for journeys in the wild. You have been shown the secret of baking such cakes, and can prepare them for the consumption of all members of your company.
When you are on a journey, you and your fellow travelers may remove the first level of exhaustion you acquire.
Beorning Traits
Ability Score Increase, Starting Virtue, Angry
Ability Score Increase
Your Strength score increases by 1 and you may increase two ( 2 ) additional ability scores by 1
Age
Beornings don’t usually become adventurers before their 18th year of age.
Size
Most Beornings are fairly stocky and often stand 6 feet tall or more.
Speed
Your base walking speed is 30 feet.
Angry
You have proficiency in the Intimidation skill.
Starting Virtue
You gain one Beorning Cultural Virtue of your choice.
Language
You can speak the Vale of Anduin Tongue – an archaic version of the Common Speech, closely related to Dalish.
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