Homebrew Tarras: A Homebrewed Campaign Setting [now for 5e]
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  1. #1
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    Tarras: A Homebrewed Campaign Setting [now for 5e]

    Tarras: A Homebrewed 5E Campaign Setting
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    Quote Originally Posted by Knightfall
    So, I just recently bought the core books for 4th Edition. I had told myself I wouldn't do it, but once Dark Sun was announced, it became inevitable that I'd buy at least the PHB, DMG, and MM. (I've also bought PHB2 and MM2 as well as Manual of the Planes, The Plane Below, and Underdark.)

    Now, I haven't read them all yet, but I have started reading the PHB and looked through the MM and MM2. It's definitely a different kind of game and there are some things I've already decided to change.

    First up, each PHB and PHB II race is going to have a minus 2 racial adjustment to one stat (except humans). That change is a given (see below).

    I haven't really thought too much about how I want Tarras to be but it will definitely be a different creation than World of Kulan. The map is below. That map is the entire campaign world. I've placed terrain and some cities, ruins, and other locales. It's not much more than what you see on the map, at this point.

    More on this in the next week,

    Knightfall
    While there will be a few 4e concepts (i.e fluff) that I still use for Tarras, it is going to be designed with another RPG system in mind. However, I've already decided that this world won't be a v.3.5 or Pathfinder world. And I'm using Castles & Crusades for my Dark World setting. Tarras might go BECMI (or maybe 2e [less likely]), but I haven't decided yet. The system I use will likely be a D&D-based system, since I prefer D&D to anything else. (It's what I know. )

    UPDATE: Tarras is now being conceived with 5th Edition D&D in mind!
    Last edited by Knightfall; Sunday, 7th May, 2017 at 03:25 PM.

  2. #2
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    Standard Races

    Common Races
    Dwarf
    Hill Dwarf (subrace)
    Elf
    High Elf (subrace)
    Firbolgborn *
    Gnome, Cityfied (subrace) *
    Halfling
    Hairfoot (subrace)
    Hobgoblin [VG] (homebrewed traits have been archived)
    Human
    Aalrian (ethnicity) *
    Sholite (ethnicity) *
    Ratling [RH]
    Blackfur (subrace)

    Uncommon Races (75% chance)
    Catfolk *
    Dragonborn
    Gnome
    Halfling, Feral (subrace) [RH]
    Halfling, Stout (subrace)
    Half-Elf
    Half-Orc
    Human
    Anoccan (ethnicity) *
    Tantuscan (ethnicity) *
    Kenku, Tengu (subrace) [RH]
    Ratling, Whitefur (subrace) [RH]

    Rare Races (50% chance)
    Bullywug [RH]
    Catfolk, Ravenwild (subrace) *
    Dwarf, Mountain (subrace)
    Elf, Wood (subrace)
    Gnome, Rock (subrace)
    Half-Dwarf (subrace) [RH]
    Half-Giant [RH]
    Hill (subrace)
    Stone (subrace)
    Kenku [VG (and RH)]
    Nightcrier (subrace) [RH]
    Shinefeather (subrace) [RH]

    Very Rare Races (25% chance)
    Catfolk, Sholite (subrace) *
    Dwarf, Azerblood (subrace) [RH]
    Dwarf, Duergar (subrace) [SCAG]
    Elf, Dark (subrace)
    Firbolg [VG]
    Giant, Wood (Voadkyn) *
    Gnome, Forest (subrace)
    Half-Giant, Cloud (subrace) [RH]
    Half-Giant, Fire (subrace) [RH]
    Half-Giant, Frost (subrace) [RH]
    Last edited by Knightfall; Sunday, 7th May, 2017 at 04:57 PM.

  3. #3
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    Nonstandard Races (50% chance)

    Common Races (75% chance)
    Aarakocra [EEPC]
    Bugbear [VG]
    Gnoll *
    Goblin [VG]
    Cave (subrace) [RH]
    Forest (subrace) [RH]
    Goliath [VG]
    Grippli [RH]
    Kobold [VG]
    Dragonscale (subrace) [RH]
    Lizardfolk [VG]
    Minotaur, Tantuscan (subrace) *
    Orc, Embersworn (subrace) *

    Uncommon Races (50% chance)
    Centaur *
    Charger (subrace)
    Runt (subrace)
    Gnome, Chaos (subrace) [RH]
    Gnome, Xvart (subrace) [RH]
    Goblin, Snow (subrace) *
    Half-Orog [RH]
    Kor [PSZ]
    Lizardfolk, Blackscale (subrace) *
    Minotaur [UAWA (modified)]
    Orc [VG]
    Tabaxi [VG]
    Troglodyte [RH]
    Tiefling [UATOBM (variant)]
    Abyssal (subrace)

    Rare Races (25% chance)
    Aasimar [VG]
    Centaur, Roanshield (subrace) *
    Changling [UAE]
    Elf, Eladrin (subrace) [DMG]
    Glimmerfolk [RH]
    Gnome, Deep (subrace) [SCAG]
    Half-Troll [RH]
    Lizardfolk, Poison Dusk (subrace) *
    Seedling [RH]
    Tiefling, Infernal (subrace) [UATOBM (variant)]
    Troglodyte, Redscale (subrace) *
    Warforged [UAE]
    Yuan-Ti Pureblood [VG]
    Flamebrood (subrace) *

    Vary Rare Races (10% chance)
    Bladeling [RH]
    Genasi [PA (or EEPC)]
    Air (subrace)
    Earth (subrace)
    Fire (subrace)
    Water (subrace)
    Kuo-Toa [RH]
    Minotaur, Cursed (subrace) *
    Myconid [RH]
    Shifter (aka Wandel) [UAE]
    Beasthide (aka Tierfell)
    Cliffwalk (aka Felseniaufen)
    Longstride (aka Lange Schritt)
    Longtooth (Langezahn)
    Razorclaw (aka Razarklaue)
    Wildhunt (aka Vildjage)
    Stonechild [RH]
    Triton [VG]
    Vedalken [PSK]
    Yuan-Ti Halfblood (subrace) [RH]

    EEPC = Elemental Evil Player's Companion; PA = Princes of the Apocalypse; PSK = Plane Shift: Kaladesh; PSZ = Plane Shift: Zendikar; RH = Racial Handbook (DM's Guild); SCAG = Sword Coast Adventurer's Guide; UAE = Unearthed Arcana Eberron; UATOBM = Unearthed Arcana That Old Black Magic; UAWA = Unearthed Arcana Waterborne Adventures; VG = Volo's Guide to Monsters.
    * Homebrewed racial traits.
    Last edited by Knightfall; Sunday, 7th May, 2017 at 05:01 PM.

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    Classes (w/ Archetypes, Traditions, Et Al.)

    Common Class Options
    Barbarian
    Berserker
    Storm Herald [UABPP]
    Bard
    College of Lore
    College of Swords [UAKoO]
    Cleric
    Life Domain [Basic Rules] *
    Druid
    Circle of the Shepherd [UAD]
    Fighter
    Champion
    Scout [UAKoO]
    Ranger
    Hunter
    Rogue
    Swashbuckler [SCAG]
    Thief
    Sorcerer
    Sea Sorcery [UASSO]
    Shadow [UALDU]
    Storm Sorcery [SCAG]
    Warlock
    Raven Queen [UAWnW]
    Wizard
    Abjurer
    Diviner
    Enchanter

    Uncommon Class Options (75% chance)
    Barbarian
    Ancestral Guardian [UABPP]
    Battlerager (dwarves, half-dwarves, minotaurs [non-cursed]) [SCAG]
    Bard
    College of Satire [UAKoO]
    College of Valor
    Druid
    Circle of the Land
    Circle of Twilight [UAD]
    Fighter
    Knight [UAFMA]
    Sharpshooter [UAFMA]
    Monk
    Way of the Four Elements
    Way of the Sun Soul [SCAG]
    Mystic [UATMC]
    Order of the Awakened
    Order of the Nomad
    Paladin
    Oath of Conquest [UAPSO]
    Oath of Devotion
    Ranger
    Beast Master
    Horizon Walker [UARnR]
    Rogue
    Mastermind [SCAG]
    Scout [UARnR]
    Sorcerer
    Pyromancer [PSK]
    Wild Magic
    Warlock
    Archfey
    The Hexblade [UAWnW]
    Wizard
    Bladesinging (catfolk, elves, half-elves) [SCAG]
    Lore Mastery [UAWnW]
    Transmuter

    Rare Class Options (50% chance)
    Artificer [UAA]
    Alchemist
    Barbarian
    Totem Warrior
    Bard
    College of Whispers [UABC]
    Druid
    Circle of Dreams [UAD]
    Circle of the Moon
    Fighter
    Arcane Archer [UAFMA]
    Cavalier [UAKoO]
    Monster Hunter [UAGH]
    Monk
    Way of Shadow
    Way of the Kensai [UAMMT]
    Mystic [UATMC]
    Order of the Immortal
    Order of the Soul Knife
    Paladin
    Oath of the Crown [SCAG]
    Oath of Treachery [UAPSO]
    Ranger
    Deep Stalker [UALDU]
    Primeval Guardian [UARnR]
    Rogue
    Assassin
    Sorcerer
    Favored Soul [UASSO]
    Stone Sorcery [UASSO]
    Warlock
    Fiend
    The Undying Light [UALDU]
    Wizard
    Illusionist
    Invoker

    Vary Rare Class Options (25% chance)
    Artificer [UAA]
    Gunsmith (must worship a deity with the Forge Domain)
    Barbarian
    Zealot [UABPP]
    Bard
    College of Glamour [UABC]
    Fighter
    Battle Master
    Eldritch Knight
    Samurai [UAFMA]
    Monk
    Way of the Open Hand
    Way of Tranquility [UAMMT]
    Mystic [UATMC]
    Order of the Avatar
    Order of the Wu Jen
    Paladin
    Oath of the Ancients
    Oath of Vengeance
    Rogue
    Arcane Trickster
    Inquisitive [UAGH]
    Sorcerer
    Draconic Bloodline
    Phoenix Sorcery [UASSO]
    Warlock
    Great Old One
    Wizard
    Conjurer
    Necromancer

    PSK = Plane Shift Kaladesh; SCAG: Sword Coast Adventurer's Guide; UAA = UA Artificer; UABC = UA Bard Colleges; UABPP = UA Barbarian Primal Paths; UACDV = UA Class Design Variants; UAD = UA Druid; UAFMA = UA Fighter Martial Archetypes; UAGH = UA Gothic Heroes; UAKoO = UA Kits of Old; UALDU = UA Light, Dark, Underdark!; UAMMT = UA Monk Monastic Traditions; UAPSO = UA Paladin Sacred Oaths; UARnR = UA Ranger & Rogue; UASSO = UA Sorcerer Sorcerous Origins; UATMC = UA The Mystic Class; UAWA = UA Waterborne Adventures; UAWnW = UA Warlock & Wizard.

    * All other PC clerics are considered uncommon or rare depending on the deity chosen.



    Backgrounds

    Common
    Acolyte
    Criminal
    Entertainer
    Sailor
    Soldier

    Uncommon (75% chance)
    Charlatan
    Folk Hero
    Knight
    Pirate

    Rare (50% chance)
    Guild Artisan
    Noble
    Outlander
    Urchin

    Very Rare (25% chance)
    Gladiator
    Guild Merchant
    Hermit
    Spy
    Last edited by Knightfall; Sunday, 7th May, 2017 at 05:05 PM.

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    Deities
    The list isn't finalized yet. Regardless, there will always be an equal amount of deities in each section. I've used the Etruscan names for various Greek deities; however, I've used the "Dawn War" names for Athena and Tyche. The Etruscan names might stick or I'll come up with new names for those deities in a similar way that WotC did for the Dawn War pantheon. All of the mythology-based names might get a unique name for Tarras.

    Good
    Aengus: Nature, Trickery.
    Alpanu: Death, Life. **
    Aritimi (aka Artemis): Life, Nature. **
    Avandra (aka Tyche): Trickery.
    Bahamut: Life, War. *
    Balder: Life, Light.
    Belenus: Light.
    Lasas: Grave (UA), Life. **
    Oberon: Nature, Trickery. *
    Sif: Protection (UA), War.
    Titania: Arcana (SCAG), Life, Nature. *
    Thor: Tempest, War.
    Turan (aka Aphrodite): Life, Light. **
    Turms: Trickery. **

    Neutral
    Cel (aka Gaia): Knowledge, Nature. **
    Erathis (aka Athena): Forge (UA), Knowledge, Protection (UA). ***
    Ishtar: Arcana (SCAG), Knowledge, Life.
    Kavtha: Light. **
    Lord of Cats: Nature, Trickery. *
    Melora: Nature, Tempest.
    Nethuns: Nature, Tempest. **
    Pacha (aka Dionysus): Life. **
    Pan: Nature.
    Raven Queen (akin to Hel and/or Wee Jas): Life, Death, Grave (UA). *
    Selvans (aka Silvanus): Nature. **
    Tinia (aka Zeus): Forge (UA), Tempest. **
    Tyr: Knowledge, War.
    Uni (aka Hera): Arcana (SCAG), Trickery. **

    Evil
    Arawn: Life, Death.
    Cilens: Nature, Trickery. * / **
    Laran (aka Ares): Forge (UA), War. **
    Leinth: Arcana (SCAG), Death. **
    Loki: Arcana (SCAG), Trickery.
    Morrigan: War.
    Nemain: Death, War. *
    Queen of Air and Darkness: Arcana (SCAG), Death, Nature. *
    Surtur: War. *
    Thrym: War. *
    Tiamat: Trickery. *
    Torog: Death. *
    Tuchulcha: Death, Grave (UA). * / **
    Zehir (aka Set): Trickery, Death.

    * PC clerics of these deities are considered rare. All other PC clerics are considered uncommon, unless the player chooses to play an unaligned cleric. Unaligned clerics use the Basic Rules cleric but cannot be evil.
    ** Etruscan deity.
    *** Also known as Menrva.
    Last edited by Knightfall; Sunday, 7th May, 2017 at 05:08 PM.

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    Tantus
    Tantus is the name I've given to a city that will be central to human civilization on Tarsis. It will be the largest human city and will be to Tarras what Waterdeep is to the Realms or Greyhawk City is to Greyhawk.

    I haven't really given much thought to what Tantus will be about, but it will be a city full of decadence and strife hidden behind a veil of civility. There will be "haves" and "have nots," and the "have nots" will out number the "haves" by at least 250* to 1. (*Or maybe 300.)

    Tantus will be a sprawling metropolis on the coast and will likely be near the equator; however, I haven't decided 100% yet. It likely will be European in theme.

    Tantus will have a king, but the King is known to be nothing but a figurehead (by everyone who cares). The real power of the city lies elsewhere. I still haven't figured out who or what will be the true power behind the city.

    The King is always male and becoming the next king is a death sentence. Assassination of Royals is commonplace in Tantus, which means that the Royal Family can be considered a "have" and "have not." Tantus used to have powerful kings, in previous eras, but after "the event" happened that all changed.

    What's the event? I don't know yet. War? Maybe, but that's overdone. A invasion from the Outer Planes? Hmm... that could be interesting. The death of a King-God? Could be interesting. A bloody coup. Unsure. Or perhaps the event is a mystery. A secret lost to time.

    Anyway, more about Tantus, later.
    Last edited by Knightfall; Monday, 6th March, 2017 at 06:28 AM.

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    Cat Races

    Catfolk
    "I have always had a love for catlike races. The rakasta from the Mystara campaign setting. The tabaxi, as well. Anyone who has studied my Kulan campaign world knows that I'm a bit obsessed with the various catmen of D&D. One of those races, the catfolk, isn't as prominent in that world, so I figured I'd use that generic race as the lone catlike race for Tarras." - RPB

    The catfolk are an enigma on Tarras. In the opinion of scholars, the race's history doesn't truly exist. The catfolk just are. They've been around for centuries but no one can say where they came from. The catfolk don't even know. Their oral legends speak of an "otherworld" where their divine master created them. This Lord of Cats is a mysterious figure and its demesne is an unknown star on an unknown plane.

    What is known is that the catfolk are everywhere. The race is prolific and highly adaptable. Yes, they are more comfortable in the world's warmer regions but that hasn't stopped them from living all across Tarras. They are drawn to both rural and urban environments equally and tend to be excellent rangers and rogues. They excel with ranged weapons and their best warriors can shoot arrow for arrow when challenged by humans (and sometimes elves).

    Catfolk are as common as half-elves and half-orcs, and they often receive similar treatment as those two half-bred races do by humans and savage humanoids such as gnolls and hobgoblins. Elves treat them with dignity but rarely do they form strong bonds with the short-lived catfolk. Dwarves consider them flighty while halflings consider them almost kindred.

    Catfolk tend to get into trouble, a lot. They are very curious, which often leads to misunderstandings. If it wasn't for their uncanny luck, they'd have died out long ago. Having a catfolk companion always leads to new, and often dangerous, adventures. For their part, catfolk tend to leap before they look and see a new obstacle as a challenge to overcome. And they're more than willing to drag their closest friends along for the ride, willing or not.

    Catfolk Traits
    Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.
    Age. Catfolk are fast to mature typically reaching adulthood at the age of 16. Mental maturity often takes longer. Regardless, Catfolk youngsters often leave their parents protection before the age of 18. Catfolk can live to be 70 to 90 years old.
    Alignment. Catfolk are chaotic in the extreme but they also tend towards the moral path of good deeds. However, a catfolk's sense of right and wrong is often at odds with the ideals of other races, especially those of dwarves.
    Size. Catfolk range from under 5 to over 6 feet tall and have builds similar to humans and half-elves. Females tend to be more lithe. Your size is Medium.
    Speed. Your base walking speed is 35 feet.
    Darkvision. Accustomed to night on dusky plains, you have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
    Keen Senses. You have proficiency in the Perception skill.
    Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
    Stealthy. You have proficiency in the Stealth skill.
    Languages. You can speak, read, and write Common and Feline. Catfolk use the Feline language amongst their own kind, but they are quick to converse with other races in Common or some other language. Feline is an abrupt language full of growling and hissing sounds. Catfolk don't like long-winded conversations. The catfolk word for 'debate' is the same as for 'bored'. Catfolk that choose to learn other languages other than Common often choose the languages of gnolls and halflings.

    Patron Deity: Lord of Cats

    "Heroism is good but danger is more fun." - a catfolk proverb/joke

    Subraces
    • Catfolk, Ravenwild
    • Catfolk, Sholite



    Alternate Catfolk racial traits: Supreme Slayer's Racial Handbook (p. 2).



    Tabaxi [VG]
    Description still to be written.

    Patron Deity: Lord of Cats
    Last edited by Knightfall; Sunday, 7th May, 2017 at 04:03 PM.

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    Dwarf
    Dwarves value strength and skill. They live for resiliency and stoicism. They are also known for being gruff and a bit unpleasant; and while this is true when dwarves adventure with other races, they tend to be more gregarious amongst their own people. An adventuring companion that witnesses such a display is often unnerved.

    Dwarves feel a kinship towards gnomes, but they rarely admire them. They find elves to be puffed up and flighty; however, they respect their fighting abilities. Dwarves admire the ability of humans to be able to adapt and strive for greatness, but they realize that humans, as a race, rarely honor such achievements beyond one or two generations. Dwarves admire halflings just for being halflings.

    Like elves, dwarves have little tolerance for goblinoids and orcs, but they will give half-orcs the benefit of the doubt, once. Dwarves have an ingrained racial hatred for giants including hill giants, ogres, and trolls. Wars between dwarven clans and ogre tribes are often legendary.

    Dwarves believe strongly in a Lawful society as long as that society looks towards the Good for its people. This belief is what usually causes friction between dwarves and elves. Dwarves want order while elves want freedom.

    Patron Deity: Tinia.

    "I like to see what I kill." - The response from a dwarven ally to the spoken bravado of his elven ally's well placed bow shot

    Subraces
    • Azerblood (RH, 2)
    • Duergar (SCAG, p. 104)
    • Dwarf, Hill (5E PHB, p. 20)
    • Dwarf, Mountain (5E PHB, p. 20)
    • Half-Dwarf (RH, p. 2)

    Azerblood
    Description still to be written.

    Patron Deity: TBD

    Duergar [SCAG]
    The Duergar, or gray dwarves, are a race of dwarves that live entirely underground. This makes them rare on Tarras since the world's underdark is sparse when it comes to areas that aren't underwater. Duergar males are completely bald while their females usually have long, thin hair that is kept braided off to one side. (The rest is usually shaved off.) Grays take dwarven unpleasantness to the extreme, and they like to think their way out of bad situations.

    The Duergar do not get along with other races. They hate other dwarves with a passion, and they despise dark elves, as rivals for the underdark. In truth, Duergar don't associate with other races unles they are either enslaving or warring with them. They do respect races that fight back with vigor (like dragonborn and minotaurs) but that won't stop them from killing these foes with malice. Thus, any Duergar that chooses to become an adventurer and willingly associate with other races is considered a pariah (unless the gray is secretly spying on his 'so-called' companions).

    The Duergar are more likely to associate with goblinoids or giants than the standard races of Tarras. But when they do so, it isn't an association that is equal. Goblins and kobolds make good slaves while hobgoblins make tolerable 'temporary' partners (but not always). Gray dwarves respect the strength and warlike nature of hobgoblins, but they never truly trust them, especially hobgoblins who choose to live in human-dominated cities such as Tantus.

    The Duergar are highly Lawful, almost to fanaticism. They are also inherently Evil as a society. Gray dwarves that choose to become adventurers tend to be more Neutral in their outlook, but a gray dwarf who isn't lawful is considered odd. Good gray dwarves are considered an aberration and are usually hunted by their kin.

    Archived Homebrewed Traits
    Ability Score Increase. Your Strength score increases by 1, and your Intelligence score increases by 1.
    Superior Darkvision. Your darkvision has a radius of 120 feet.
    Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the targets of your attack, or whatever you are trying to perceive is in direct sunlight.
    Silent Watcher. You have proficiency with both the Perception skill and the Stealth skill.
    Duergar Resilience. You have advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed. (This replaces the standard Dwarven Resilience trait on p. 20 of the 5E PHB.)
    Duergar Magic. When you reach 5th level, you can cast the invisibility spell once per day. When you reach 7th level, you can also cast the enlarge spell once per day. Intelligence is your spellcasting ability for these spells.
    Duergar Weapon Training. You have proficiency with javelins and war picks.
    Languages. You can speak, read, and write Dwarvish, Common, and Undercommon.
    Patron Deities: Cilens and Laran.

    "Do not shield your eyes from the surface world, my child, only the glare of the sun." - A duergar parent's words of warning to his son setting off for adventure.

    Half-Dwarf
    Description still to be written.

    Patron Deity: n/a; or same as dwarf parent.

    "My blood belongs to me and no one else." - Half-dwarf's challenge to a slaver.
    Last edited by Knightfall; Sunday, 7th May, 2017 at 05:17 PM.

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    Elves

    Elf
    Elves are beautiful. Elves are vain. Elves are arrogant. Elves think they're Godlike. The other races of the world have a variety of opinions about elves. And, usually, only about one in four of them are flattering. Regardless, elves rarely worry about the opinions of other races and look towards the (very) long term. In the early centuries of human evolution, elves decided to wait out the fecund upstarts. Their leaders are still waiting.

    Elves aren't much for civilization... well, at least not the civilizations of other races. They respect dwarves for their strength in battle, but they can't abide the need of the stout-folk to disturb nature in order to build their grand cities. They have a fondness for halflings but don't consider them truly civilized. The same can be said for gnomes although there is a common bond between them...

    Magic.

    Elves love magic in all its forms. They make great wizards and even better sorcerers. Magic lives in their blood almost as much as nature does. This often leads them to practice druidism while a few of their more unruly kinfolk become pyromancers. Necromancy is shunned by most elves, however, and an elf who becomes a necromancer is likely an outcast. Warlocks are nearly as rare but not as likely to be pariahs.

    Elves hate goblins and most other savage races with a tendency towards evil. They rarely give members of such races the benefit of the doubt, which means that war is common between elven clans and goblinoid tribes. They have an intense hatred for orcs (and half-orcs); the two races are blood enemies and vendettas are commonplace.

    Elves tend towards Chaos and are strong supporters of Good; however, they tend to shift their opinions more towards Neutrality as they age.

    Patron Deity: Selvans.

    "Elves? What are they good for? Roasting! Ha!" - An orc joke, sort of

    Subraces
    • Eladrin (5E DMG, p. 286)
    • Elf, Dark (5E PHB, p. 24)
    • Elf, High (5E PHB, pp. 23-24)
    • Elf, Wood (5E PHB, p. 24)



    Half-Elf [PHB]
    Description still to be written.

    Patron Deity: n/a

    "You aren't an elf and even less than human." - An eladrin insults a half-elf.
    Last edited by Knightfall; Monday, 6th March, 2017 at 08:11 AM.

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    I updated the main map; plus, here's a closeup of the smaller continent.

    Shol
    Most of the changes I made to the main map were on this continent. I felt the continent needed more location; plus, I added in some rivers.

    Tantus will be on the other continent; however, the primary city on Shol (a large city) will be an important trade city. (It doesn't have a name yet.) The other cities on Shol won't be as large and the continent will be more rustic/backwater.
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    Last edited by Knightfall; Monday, 6th March, 2017 at 06:31 AM.

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