Dark World: A Good vs. Evil Campaign World

Sounds like a cool world! Did you already think of a history / why this world is as it is?

It sounds as though either the gates to the lower realms were set open, or that this world has actually been 'grabbed' and drawn into the underworld or somehow melded with the lower realms.

This could be an overarching plot / campaign goal: to undo this disaster and so make the world 'normal' again. Either the nine gates to hell and the 666 gates to the abyss must be closed (yeah... long campaign... maybe other heroes are helping out a bit...), or some ritual must be reversed. Even if this succeeds, the evil creatures currently present are not yet defeated, only now, if defeated, they are banished back to their own worlds. Now they just reincarnate / reform in this world, making defnitive victory impossible...
 

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Sounds like a cool world! Did you already think of a history / why this world is as it is?

It sounds as though either the gates to the lower realms were set open, or that this world has actually been 'grabbed' and drawn into the underworld or somehow melded with the lower realms.

This could be an overarching plot / campaign goal: to undo this disaster and so make the world 'normal' again. Either the nine gates to hell and the 666 gates to the abyss must be closed (yeah... long campaign... maybe other heroes are helping out a bit...), or some ritual must be reversed. Even if this succeeds, the evil creatures currently present are not yet defeated, only now, if defeated, they are banished back to their own worlds. Now they just reincarnate / reform in this world, making defnitive victory impossible...
No, I haven't thought of a unified history. I've only come up with the information that's on the map thread. Thanks for your ideas.

The world has come together out of two goals. The first was to create a "seed world" for a kingdom that was duplicated during a magical conjunction on the continent of Harqual on my primary v.3.5 world, Kulan. That kingdom, called Javeldos, sit on the edge of the Black Empire of Kiltann region in the far north of Maran (the name of the world and maybe the continent, as well).

Note: The name of the duplicated Javeldos kingdom on Harqual is Ahamudia. The citizens of the kingdom had one of several things happen to them during the event. Some were magically duplicated on the other world (i.e. clones), others were transported to the other world, others disappeared from existence, and a select few weren't affected by the event (not duplicated). Javeldos/Ahamudia are based on Karameikos from the D&D setting, Mystara.

Chaos ensued on both worlds as a result of this magical event, which is known a The Transformation in the Lands of Harqual on the other world. I'm not sure how much the event will affect all of Dark World, but it has created a significant magical link between the two worlds. (The citizens of Javeldos on Maran and Ahamudia on Kulan are aware of each other.)

The second goal was to expand on a one shot adventure that I ran for my friends back in the day. We created a group of "dark heroes." Evil characters in an evil world full of chaos and uncertainty. These characters didn't have any good intentions, but they hoped for a better world where life wasn't a constant threat from death and destruction.

That one shot game took place in the lands of the Hyberiae Peninsula, which was originally the name of the Dark World concept. Hyberiae is a very chaotic and decadent area with power hungry arcanists that refer to themselves as Warlocks and a powerful beholder only known as The Orb. The peninsula's map, on the map thread, has a short overview description.

The world grew out of that map. :)
 
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GOBLIN

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

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

Worg Rider (Dexterity): Goblins grow up around worgs and instictively know how to ride them. Without the need for an attribute check, goblins can saddle, mount, ride and dismount; perform simple leaps and obstacle maneuvers (no more than 2 feet in height and move around small items such as barrels); fight from a worg during combat (melee and ranged) without penalty; control the worg in combat; guide the worg with the knees; and stay in the saddle when a worg rears or bolts. When fighting from a worg trained for war, a goblin can direct the worg to attack and still make his/her attack normally.

Languages: Common, Goblinoid, and any three of the following: Draconic, Elf, Giant, Gnoll, Ogre, Orc.
Size: Small
Movement: 30 feet
Attribute Modifiers: +1 Dexterity, -1 Strength, -1 Charisma
Typical Classes: Assassin, Cleric, Fighter, Ranger, Rogue, Shaman
Assassin and Rogue Modifiers: +3 to hide, +3 move silent
Ranger Modifiers: +3 to conceal, +3 move silent

Physical Characteristics
▪ 3 to 3-1/2 feet tall
▪ 40 to 45 pounds
 
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HOBGOBLIN

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

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

Enmity (Elves): Hobgoblins hate elves and will attack them before all others. When in combat against elves, this unyielding hatred allows hobgoblins a +1 to hit elven foes. Hobgoblins have a similar distrust of half-elves. Hobgoblins find the thought of inter-breeding with elves disgusting, and their relentless antipathy towards elves negatively affects hobgoblin relations with half-elves. Hobgoblins suffer a -4 to charisma checks when interacting with half-elves and elves.

Languages: Common, Goblinoid, and any three of the following: Draconic, Dwarf, Infernal, Giant, Ogre, Orc.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Dexterity, +1 Constitution, -1 Charisma
Typical Classes: Assassin, Cleric, Death Master, Fighter, Monk, Ranger, Rogue, Shaman, Wizard
Assassin and Rogue Modifiers: +3 to move silent
Ranger Modifiers: +3 to conceal

Physical Characteristics
▪ 6 to 7 feet tall
▪ 160 to 250 pounds
 
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KOBOLD

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

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

Light Sensitivity: Kobolds suffer a -1 penalty to all attacks made in bright light.

Scaly: Kobolds have a +1 natural Armor Class bonus.

Languages: Common, Draconic, and Undercommon.
Size: Small
Movement: 30 feet
Attribute Modifiers: +1 Dexterity, -2 Strength, -1 Constitution
Typical Classes: Fighter, Illusionist, Rogue, Shaman, Witch
Assassin and Rogue Modifiers: +2 to hide, +3 to find traps
Ranger Modifiers: +2 to conceal, +3 to find traps

Physical Characteristics
▪ 2 to 2-1/2 feet
▪ 35 to 45 pounds
 

ORC

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

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

Enhanced Sense of Smell: As per the Half-Orc entry on pg. 39 of the C&C Players Handbook.

Enmity (Elves): Orcs hate elves and will attack them before all others. When in combat against elves, this unyielding hatred allows orcs a +1 to hit elven foes. Orcs have a similar distrust of half-elves. Orcs find the thought of inter-breeding with elves disgusting, and their relentless antipathy towards elves negatively affects orcs relations with half-elves. Orcs suffer a -4 to charisma checks when interacting with half-elves and elves.

Light Sensitivity: Orcs suffer a -1 penalty to all attacks made in bright light.

Resistant to Disease: Orcs receive a +2 bonus to all disease saving throws.

Languages: Goblin, Orc, and one of the following: Common, Elf, Giant.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +2 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom, -2 Charisma
Typical Classes: Assassin, Barbarian, Cleric, Fighter, Ranger, Rogue

Physical Characteristics
▪ 6 to 6-1/2 feet tall
▪ 190 to 220 pounds
 

TABAXI

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

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

Enhanced Sense of Smell: As per the Half-Orc entry on pg. 39 of the C&C Players Handbook.

Grappler: A tabaxi grapples with opponents as if he/she is a Large creature and has Strength as his/her prime attribute, which sets a tabaxi's grapple AC to 18. A tabaxi also gains a +2 bonus when attempting to grab and hold a defender.

Hit Dice Bonus: A tabaxi character doubles his/her first two Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a female tabaxi fighter with a Constitution score of 16 rolls 1d10, multiplies the results by 2, and adds +2 to determine her hit points. If her roll is 4 for 1st-level, she starts play with 10 hit point (4 x 2 = 8 + 2 = 10). After gaining enough XP to reach 2nd-level, she would double her hit point roll and add her Constitution modifier again. After that she gains hit points normally.

Natural Weapons: If fighting without weapons, a tabaxi can make two claw attacks and one bite attack every round (1d4x2, 1d3 damage). If using a weapon, he/she can strike with the weapon and apply a bite in the same round. Multiple attacks allowed by higher levels only apply to weapons.

Rake: If a tabaxi hits on a successful charge, he/she can make two rake attacks with its leg's claws. These attacks have an additional +3 bonus to hit, and inflict 1d4 points of damage each.

Tough Hide: A tabaxi has a +1 natural Armor Class bonus.

Languages: Tabaxi, Common, and any two of the following: Elf, Goblinoid, Gnome, Orc.
Size: Medium
Movement: 30 feet
Attribute Modifiers: +1 Strength, +2 Dexterity, +1 Constitution, +1 Wisdom, -3 Charisma
Typical Classes: Barbarian, Cleric, Druid, Fighter, Ranger, Rogue, Shaman, Witch
Assassin and Rogue Modifiers: +4 to climb, +2 to hide, +2 to move silent
Ranger Modifiers: +4 to scale, +2 to conceal, +2 to move silent

Physical Characteristics
▪ 5-1/2 to 6-1/2 feet tall
▪ 140 to 160 pounds
 
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MINOTAUR

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

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

Enhanced Sense of Smell: As per the Half-Orc entry on pg. 39 of the C&C Players Handbook.

Hit Dice Bonus: A minotaur character doubles his/her first seven Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male minotaur barbarian with a Constitution score of 18 rolls 1d12, multiplies the results by 2, and adds +3 to determine his hit points. If his roll is 6 for 1st-level, he starts play with 15 hit point (6 x 2 = 12 + 3 = 15). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again and continue to do so until he has gained his 7th barbarian level. After that he gains hit points normally.

Natural Cunning: As per the Minotaur entry on pg. 60 of C&C Monsters & Treasure.

Natural Weapons: If fighting without weapons, a minotaur can make one head butt and one bite attack every round (2d4, 1d4 damage). If using a weapon, he/she can strike with the weapon and apply his/her natural attacks in the same round. Multiple attacks allowed by higher levels only apply to weapons.

Oversized: All personal items, such as clothing, armor, weapons, and food, cost double for minotaur characters. Transportation and lodging (when available) are also considerably more expensive. Most things aren’t built to support the weight of a minotaur.

Powerful Charge: As per the Minotaur entry on pg. 60 of C&C Monsters & Treasure, except the character uses the BtH of his/her class for the gore attack and the damage is 4d6 plus the character's Strength modifier.

Tough Hide: A minotaur has a +4 natural Armor Class bonus.

Weapon Expert: A minotaur always gains a +2 to attack and damage rolls when using a manufactured weapon.

Languages: Common and Giant.
Size: Large
Movement: 30 feet
Attribute Modifiers: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Typical Classes: Barbarian, Druid, Fighter, Ranger, Rogue
Assassin and Rogue Modifiers: +2 to find traps, +2 to listen, -2 to hide
Ranger Modifiers: +6 to track, +2 to find traps, -2 to conceal

Physical Characteristics
▪ 7 to 8-1/2 feet tall
▪ 650 to 800 pounds
 
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LIZARDFOLK

Description:

Personality:

Racial Affinities:

Environment:

RACIAL TRAITS AND ABILITIES

Hit Dice Bonus: A lizardfolk character doubles his/her first two Hit Die rolls, no matter his/her chosen character class to simulate his/her racial Hit Dice. Add any bonuses for high Constitution scores after doubling the roll of the die. For example, a male lizardfolk druid with a Constitution score of 14 rolls 1d8, multiplies the results by 2, and adds +1 to determine his hit points. If his roll is 5 for 1st-level, he starts play with 11 hit point (5 x 2 = 10 + 1 = 11). After gaining enough XP to reach 2nd-level, he would double his hit point roll and add his Constitution modifier again. After that he gains hit points normally.

Hold Breath: As per the Lizardfolk entry on pg. 55 of C&C Monsters and Treasure.

Natural Weapons: If fighting without weapons, a lizardfolk can make two claw attacks and one bite attack every round (1d4x2, 1d4 damage). If using a weapon, he/she can strike with the weapon and apply a bite in the same round. Multiple attacks allowed by higher levels only apply to weapons.

Scaly: A lizardfolk has a +4 natural Armor Class bonus.

Languages: Common, Draconic, and any two of the following: Goblinoid, Gnoll, Orc.
Size: Medium
Movement: 30 feet; lizardfolk are amphibious, which allows them to swim at movement of 20 ft.
Attribute Modifiers: +1 Strength, +1 Constitution, -1 Intelligence
Typical Classes: Barbarian, Druid, Fighter, Ranger, Rogue, Shaman
Assassin and Rogue Modifiers: +3 to climb
Druid Modifiers: +2 to nature lore
Ranger Modifiers: +3 to scale

Physical Characteristics
▪ 6 to 7 feet tall with a 3 to 4 foot tail
▪ 200 to 250 pounds
 


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