• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Dark World: A Good vs. Evil Campaign World

Knightfall

World of Kulan DM
DARK WORLD
A Castles & Crusades campaign that pits ultimate evil against shining good!

Introduction
On the World of Maran, whether it's drow in the dark forests, orc raiders from beyond the Sea of Terror, the Vashar of the Wretched Plateau, or the vile Jerren halflings hunting humanoids for sport across wild plains and harsh deserts, evil is everywhere. Evil wizards & sorcerers fight for control of dark, magical cities, scattered across the entire planet, from the western lands known as the Fetid Territory to the dark, eastern lands of the Black Empire of Kiltann. Orders of vicious holy warriors fight against each other for the right to spread evil across the lands of the Low Shores and beyond.

Truly “good” characters are the exception rather than the rule on Maran. Those good folk that have managed to find solace are often backed up by angels and other celestials, who have gone native in order to better protect the remaining lands of good. The region around the Great Interior Sea is one of these bastions of righteousness with dozens of human, elven, gnome, and halfling communities—protected by heroes of the Celestial Paragons. South of the Low Shores is a strange region (dominated by the lands of the Hyberiae Peninsula) that is home to dozens of opposing forces, whether they are good or evil. Warlocks, angels, merchants, vile dwarves, demihumans, celestials, and devils rule numerous cities, where dark heroes struggle to keep their independence.

Neither evil not good dominates, although evil is very much ahead. Demons and devils are everywhere and fight with each other and against the world’s natives. They rule swaths of land, with tiefling servitors, and worse, at their disposal. Some of the most powerful cities are ruled by Archdevils, paragon aberrations, or powerful, unique undead. Demons are more numerous then devils, however, which has meant that many devils have had to form alliances with powerful sorcerers, vile warlords, and in some cases, even the Celestials of Order.

All this makes Dark World a dangerous, strange, twisted place to try to live in, especially if you're a mere mortal trying to hang on to your soul.
 
Last edited:

log in or register to remove this ad

STANDARD RACES

C&C Players Handbook
Human
Half-Orc
Halfling

3e Races also in C&C Monsters and Treasure
Drow
Goblin
Hobgoblin
Kobold
Orc

Other Races [BECMI, 1e/2e, 3e/d20, 4e, etc.]
Lupin [DCv1]
Tabaxi [d20 Tome of Horrors: Revised]
Tiefling
 
Last edited:

NONSTANDARD RACES

C&C Players Handbook
Dwarf
Elf
Gnome
Half-Elf

3e Races also in C&C Monsters and Treasure
Bugbear [Large-sized, 3 HD]
Gnoll [Large-sized, 2 HD]
Lizardfolk
Minotaur [Large-sized, 7 HD]

Other Races [BECMI, 1e/2e, 3e/d20, 4e, etc.]
Aasimar
Chameleon Man
Darkwing
Hutaakan
Jerren [3e BoVD]
Mul
Vashar [3e BoVD]
 
Last edited:

STANDARD CLASSES

C&C Players Handbook
Assassin
Barbarian [cannot be lawful]
Cleric
Fighter
Knight
Rogue
Wizard

3e Classes
Adept [known as Shaman] [DMG]
- Prime Attribute: Wisdom
Witch [DMG]
- Prime Attribute: Charisma

Other Classes
Archer [Tome of Diversity] (maybe)
Psionicist [The Book of the Mind (a fan made adaptation of 2e psionics)]
Veteran [OGL Darkness & Dread] (maybe)
- Prime Attribute: Strength
 
Last edited:

NONSTANDARD CLASSES

C&C Players Handbook
Bard
Druid
Illusionist
Monk [cannot be chaotic]
Paladin
Ranger [neutral (any)]

3e Classes
Death Master [DCv1] (maybe)
- Prime Attribute: Intelligence
Mountebank [DCv1]
- Prime Attribute: Charisma

Other Classes
Alchemist [OGL Darkness & Dread] (maybe)
- Prime Attribute: Intelligence
Physician [OGL Darkness & Dread]
- Prime Attribute: Wisdom
Witch Hunter [Tome of Diversity]
 
Last edited:

DEITIES
http://walktheroad.wikispaces.com/DW_Deities

Good
Altua [3e Complete Warrior]
Bahamut
Aphulæn
Helek
Heironeous
Pelor
Sarenrae [PFRPG]
Satiria

Neutral
Aladius
Aoskar [2e On Hallowed Ground]
Celestian
Ion
Maldar
Obad-Hai
Pharasma [PFRPG]
St. Cuthbert
Vaflar
Volrai
Zyrcek

Evil
The Dark God [2e Monster Mythology]
Hextor
Karaan [3e BoVD]
Nerull
Orcus
The Patient One [3e BoVD]
Rallaster [3e BoVD]
Riath
Scahrossar [3e BoVD]
Tiamat
Vecna
The Xammux [3e BoVD]
Yeathan [3e BoVD]
 
Last edited:

NAMES AND PLACES

Major Regions
Black Empire of Kiltann
Burnt Forests of the Demon Hoarders
Great Interior Sea Region
Hyberiae Region
The Low Shores
The Treacherous Warlands
Wretched Plateau

Characters
Dominator of Yulia
The Elf Lord
Fulk Gutwretch
Heather Firewylde
Kelvar Brande
Kol the Arrogant
Madman of Hulay
The Orb
Ruck Bloodsplitter
Sayinia
Witch of Ariskal

Cities and Towns
Aguacidade
Ariskal
Belthi
Blackhope
Fellridge
Ferilian
Fort Shore
Fort Sand
Hulay
Jodimal City
Kavavaros
Maradorso
Mirlo
Mosca Vila
Parch
Sharis
Telay
Ubaay
Yulia

Castles and Keeps
--

Ruins
Astinian
Flama Breach
Raslataen
Senadust

Other
Asastil Peninsula
Darkland Mountains
Gray Desert
Great Interior Sea
Hyberiae Peninsula
Jodimal Island
The Kilnpeaks
Raenhills
Sea of Terror
Smoking Mountains
The Spikes of the Fallen
The Steaming Pits
Turill Gorge
 
Last edited:

MUL

Description:

Personality:

Racial Affinities:


Environment:

RACIAL TRAITS AND ABILITIES
▪ By Chuck Morris (a.k.a Rigon) [link]
▪ Modified for Dark World by Knightfall


Tireless: Because of their amazing level of endurance, muls can work harder and for longer periods of time before needing rest than most other races. A mul’s Constitution score is added to the type of labor, which results in the total number of hours (or days) he can work before he must rest. Regardless of the type or length of exertion, eight hours of undisturbed sleep allows a mul to awaken fully rested and ready to begin work again.

▪ 24+Con (hours) Heavy labor (stone construction, quarry work, running)
▪ 36+Con (hours) Medium labor (light construction, mining, jogging)
▪ 48+Con (hours) Light labor (combat training, walking encumbered)
▪ Con (days) Normal activity (walking, conversation)

Languages: Common, Dwarf, and three of the following: Elf, Giant, Gnome, Goblinoid, Halfling, Ogre, Troll.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +2 Strength, +1 Constitution, -1 Intelligence, -2 Charisma
Typical Classes: Barbarian, Cleric, Druid, Fighter, Psionicist, Rogue, Shaman
Ranger Modifiers: +2 to move silent
Rogue and Assassin Modifiers: +2 to move silent, +2 to climb

Physical Characteristics
▪ 6 to 7 feet tall
▪ 220 to 320 pounds
 
Last edited:

TIEFLING

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Darkness: Tieflings have an innate ability to cast the darkness spell once per day as a 1st-level caster. This innate spell is in addition to any spells available to tieflings of spellcasting classes.

Darkvision: Tieflings can see in complete darkness for up to 60 feet.

Resist Elements: Tieflings receive a +2 bonus to saving throws against cold, electricity, and fire attacks.

Languages: Common, Infernal, and any three of the following: Draconic, Dwarf, Elf, Gnome, Goblinoid, Halfling, Orc.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Dexterity, +1 Intelligence, -1 Charisma
Typical Classes: Assassin, Death Master, Fighter, Illusionist, Mountebank, Rogue, Witch, Wizard
Assassin Modifiers: +2 to hide, +2 to disguise
Illusionist Modifiers: +2 to disguise
Ranger Modifiers: +2 to conceal
Rogue Modifiers: +2 to hide

Physical Characteristics
▪ 5-1/2 to 6-1/2 feet tall
▪ 140 to 230 pounds
 
Last edited:

DROW

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Animosity (Elves): The division between elves and drow elves is well documented. A shared bloodline only make this f-elves distrust stronger. As a result, drow elves suffer a -2 penalty to charisma checks when dealing with elves and half-elves to whom they are not closely associated.

Deepvision: Drow elves can see in complete darkness for up to 120 feet.

Enhanced Senses: As per the Elf entry on pg. 36 of the C&C Players Handbook.

Light Blindness: Drow elves are blinded for 1 round when suddenly exposed to bright light (such as sunlight). A drow elf suffers a -10 penalty to attack when blind and attackers gain a +5 situational bonus against a blind drow elf as per pg. 131 of the C&C Players Handbook.

Poison: As per the Drow Elf subsection on pg. 33 of C&C Monsters & Treasure.

Spells: Drow elves have an innate ability to cast the following spells once per day as a 1st-level caster: dancing lights, darkness, and faerie fire. These innate spells are in addition to any spells available to drow elves of spellcasting classes. (Based on 3e drow elf.)

Spell Resistance: Drow elves have a spell resistance of 3. Drow elves also receive a +2 bonus to saving throws against all spells and spell-like abilities. However, when making saving throws against spells and spell-like abilities that charm or unnaturally cause sleep, drow elves receive a +10 bonus instead of their standard bonus. (The bonuses do not stack.) Drow elf spell resistance allows a saving throw against Sleep, even though Sleep normally does not have a saving throw.

Spot Hidden Doors (Wisdom): As per the Elf entry on pg. 36 of the C&C Players Handbook.

Weapon Training: Drow elves begin play with a +1 bonus to hit with one of the following weapons: hand crossbow, rapier, or short sword.

Languages: Common, Elven, Undercommon and any three of the following: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblinoid, and Kuo-Toan.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Dexterity, +1 Intelligence, -1 Constitution, -1 Charisma
Typical Classes: Assassin, Cleric, Death Master, Fighter, Psionicist, Ranger, Rogue, Wizard
Assassin Modifiers: +2 to find traps, +2 to listen, +2 to poison
Ranger Modifiers: +2 to delay poison, +2 to find traps
Rogue Modifiers: +2 to find traps, +2 to listen

Physical Characteristics
▪ 4-1/2 to 5-1/2 feet tall
▪ 85 to 130 pounds
 
Last edited:

Into the Woods

Remove ads

Top