D&D 3E/3.5 Time of Ages | Steampunk Spelljammer (UPDATED: March 2021)

Knightfall

World of Kulan DM
TIME OF AGES
A 3rd Edition/d20 System Campaign World set in a Steampunk Spelljammer Cosmology

Rielun.

A world of refuge or infamy (depending on who you ask) known across the Aether. It is a world of timelessness in a chaotic universe. A world protected yet abandoned by its Heart, a deity a time and space.

It suffers under the machinations of offworlders that constantly try to tame it's barbaric roots. Only the magic embedded in the soil itself prevents it from becoming just another vassal world of the Emperor-King of Anagarred or the admirals of the Elven Alliance.

The Wildlands.

An enigmatic magical "region" (some say effect) that touches every part of Rielun but that is dominant on the world's primary continent, Malecade. It prevents the technology of the Aether from dominating the world like it has so many others.

Steamcraft.

It enhances the lives of the world's people but does not control the world itself. It is balanced by power of the natural world. Steamcraft thrives in the steam metropolises but it fails in the magical regions of the Wildlands. The Children of the World endure its influence.

Ethma'rieluna.

The tigé. The trooda. The teres. And all the other races that have come to call Rielun "homeland." These are the Children of the World. They have fought wars for the world, against each other and also as allies. Now, they live together, work together, and protect the world from the politics of the Aether and forces from within that wish for Rielun to join the cosmos and end its lost god's protected isolation.

Jaua Ae-rielun.

The Heart of the World. The Ethma'rieluna wait for its return. They hope for a day when the words of the ages reaches the ears of all Aether. They wait for the rebirth of Rielun. They wait for the...

Time of Ages.

Map Thread: Time of Ages Maps (Updated: May 2020)
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This post on my Spelljammer Gone Wild blog is important enough to added here....

 
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Knightfall

World of Kulan DM
REFERENCES

Primary


TSR, Inc.

Spelljammer: Adventures in Space [boxed set]
Rock of Bral

Wizards of the Coast
D&D v.3.5 Core Rulebooks
D&D Stormwrack
Spelljammer: Shadow of the Spider Moon [Dungeon #92]

d20 System Sourcebooks
Airships [Bastion Press]
Legends & Lairs: Sorcery & Steam [Fantasy Flight Games]
Doom Striders [Bastion Press]

Secondary

d20 System Sourcebooks

Five Fingers: Port of Deceit [Privateer Press]
Legends & Lairs: Mythic Races [Fantasy Flight Games]
 
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Knightfall

World of Kulan DM
STANDARD RACES

D&D v.3.5

Dwarf
Elf
Gnome
Goblin
Half-Elf
Half-Orc
Halfling
Hobgoblin
Human
Kobold
Orc

Pre-3e D&D Races
Wallara

d20 System Races
Gnome, Steam [Bluffside: City on the Edge]

New Races
Maronel [high goblin]
Tigé (Tligen)
Trooda
 
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Knightfall

World of Kulan DM
NONSTANDARD RACES

D&D v.3.5
Aventi [3e Stormwrack]
Bugbear
Darfellan [3e Stormwrack]
Elf, Aquatic [3e Stormwrack]
Gnoll
Gnome, Wavecrest [3e Stormwrack] (maybe)
Hadozee [3e Stormwrack]
Half-Dragon [template]
Half-Giant [XPH]
Kender [DLCS]
Lizardfolk
Minotaur (based on Krynn minotaur design from DLCS)
Xeph [XPH]

Pre-3e D&D Races
Swanmay

d20 System Races
Asherake [Oathbound Wildwood]
Ooloi [Legends & Lairs Mythic Races]
Rhoode [Legends & Lairs Mythic Races]
Sel'varahn [Bluffside: City on the Edge]

New Races
Elfling
Selrahmus [high gargoyle]
Teres
Vernachae [winged drow]
 
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Knightfall

World of Kulan DM
RACES OF THE AETHER

D&D v.3.5
Bariaur [3e Planar Handbook]
Changling [3e Races of Eberron]
Diabolus [DCv1]
Dracotaur [Dracon] [MM3]
Dragonborn [of Bahamut] [3e Races of the Dragon]
Dromite [XPH]
Drow
Duergar [XPH]
Githzerai [XPH]
Goatfolk [Ibixian] [MM3]
Gnome, Tinker [DLCS]
Grimlock [3e Underdark]
Kenku [MM3]
Kuo-Toa [3e Underdark]
Kyrie [3e Bestiary of Krynn: Revised]
Loxo [3e Shining South]
Lupin [DCv1]
Naztharune Rakshasa [MM3]
Neraph [3e Planar Handbook]
Shifter [3e Races of Eberron]
Spellscale [3e Races of the Dragon]
Spiker [3e Planar Handbook]
Thri-Kreen [XPH]
Tiefling
Warforged [3e Races of Eberron]

Pre-3e D&D Races
Aperusa
Giff
Grommam
Scro

d20 System Races
Blickish (maybe) *
Dragori [Bluffside Dry Land: Empires of the Dragon Sands]
Eleti *
Faust [Oathbound Wildwood]
Frey [Oathbound Wildwood]
Hukhamet [Bluffside Dry Land: Empires of the Dragon Sands] (maybe)
Illonis *
Nevaequariani [Nevae] [Bluffside: City on the Edge]
Nightling [Oathbound Wildwood]
Niomus *
Pevishan *
Rhonians *
Siarran *
Sixam Ieuna [Bluffside: City on the Edge]
Uthuk Y'llan *
* Legends & Lairs Mythic Races

New Races
Lizardfolk, Wildspace [as per Beyond the Moons]
 
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Knightfall

World of Kulan DM
STANDARD CLASSES

D&D v.3.5
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Ranger
Rogue
Swashbuckler [3e Complete Warrior]
Thug [3e Unearthed Arcana]
Urban Ranger [3e Unearthed Arcana]
Wizard
Wilder [XPH]

d20 System Classes
Animal Lord *
Artificer *
Musketeer *
Urban Druid *
* Legends & Lairs Sorcery & Steam
 
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Knightfall

World of Kulan DM
NONSTANDARD CLASSES

D&D v.3.5
Ninja [3e Complete Adventurer]
Paladin
Psion [XPH]
Psychic Warrior [XPH]
Samurai [3e Complete Warrior]
Sorcerer
Soulknife [XPH]

d20 System Classes
Arcane Mechanik (maybe) *
Bodger *
Gun Mage *
* Iron Kingdoms Character Guide
 
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Knightfall

World of Kulan DM
WORLDS

Primary Worlds
Blackmoor
Eberron
Krynn
Oerth
Mystara
Rielun
- Bral
- Jarad (ak.a. Magiclight sub-setting)
Toril

Secondary Worlds
Anagarred
Caen [Privateer Press's Iron Kingdoms] (maybe)
Kalamar (maybe)
Scarn (maybe)
Thesalys [2e SJ Crystal Spheres]
Vodon [2e SJ Under the Dark Fist]
 

Knightfall

World of Kulan DM
DEITIES
D=Demigod; L=Lesser; I=Intermediate; G=Greater; O=Overdeity.

The Temporal God
Jaua Ae-Rielun [O]
- [Neutral] : Time, Rielun, Jarad, bridges, fate, magic, travel

Gods of Rielun
Baruon [D]
- [Lawful Evil] : Evil, corruption
Bra’ek
- [Chaotic Neutral] : Thieves, tricksters
Derja
- [Neutral] : Death
Dragos [G]
- [Neutral] : Dragons, strength
Ellai
- [Neutral Good] : Love, beauty, charm
Kelos [G]
- [Lawful Neutral] : Law, steam technology
Mardin [D]
- [Neutral Good] : The Wildlands
Nay [G]
- [Neutral] : Magic
Rilon
- [Lawful Good] : Nobility, honor
Rynne [D]
- [Lawful Good] : Knights, paladins
Sar'pa [L]
- [Chaotic Good] : Freedom, redemption
Selin [G]
- [Neutral] : Nature
Uval
- [Neutral] : Sorcery, steamcraft

Gods of Jarad
Bra’ek
Jara [G]
- [Neutral] : Jarad, magic, nature
Kelos
Nay
Sull [D]
- [Neutral] : Clockworks
Uval

Other Common Deities of the Aether
Boccob
Celestian
Eilistraee
Fharlanghn
Gond
Mask
Norebo
Oghma
Pelor
Selûne
 

Knightfall

World of Kulan DM
ELFLING
Small Fey (Wrought)
Hit Dice: 1d6-1 (2 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 natural, +1 leather), touch 11, flat-footed 13
Base Attack/Grapple: +0/-5
Attack: Short sword +3 melee (1d4-1/19-20/x2) or shortbow +4 ranged (1d4-1/x3)
Full Attack: Short sword +3 melee (1d4-1/19-20/x2) or shortbow +4 ranged (1d4-1/x3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Damage reduction cold iron/5
Saves: Fort +2, Ref +5, Will +3
Abilities: Str 9 (-1), Dex 14 (+2), Con 9 (-1), Int 11 (+0), Wis 11 (+0), Cha 15 (+2)
Skills: Climb +5, Hide +6, Jump -1, Listen +7, Move Silently +8, Search +6, Spot +6, Use Magic Device +3
Feats: Weapon Finesse

Environment: Temperate forests and plains; or urban and underground
Organization: Solitary, pair, gang (2–4), or band (6–11)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +1

Jaua Ae-Rielun has transported hundreds thousands of creatures to the world of Rielun by presenting itself in the form of a bridge that spans worlds, yet appears to only be a normal bridge. This bridge usually appears to be designed by the creature’s race in question, but sometimes the bridge is simply there, at the most convenient time, to save the creature(s).

Why the Heart of the World does this is often unknown, but sometime Jaua Ae-rielun makes its reasoning known, as is the case with the teres. The race known as the elflings were one of former, but like the teres they are a magically augmented creation. Jaua Ae-rielun wrought them out of a group of elves and halflings who were retreating from an orc horde, on an unknown world.

The Heart of the World appeared to them, and then wrought them into one race. The wrought fey found themselves on Rielun with no idea how they came to be. Only through trial and error did they survive long enough to discover the magical Wildlands and learn of the Heart of the World, from the tligen. The tligen taught them the ways of the Ethma'rieluna, but as the fey race have grown in numbers many elflings have left the Wildlands to explore the rest of Rielun.

Elflings appear to be particularly short elves (or tall halflings, depending on who you ask) and are both lithe and alluring in appearance. Elflings stand about 4 feet tall and weigh between 63 to 85 pounds. They have brown, black, deep blue, or green eyes. Elflings tend to have a lighter skin tone and dark hair. Elfling men sometimes have short sideburns, but otherwise they don’t grow facial hair. Elflings prefer, simple, comfortable, yet colorful clothing – usually greens, reds, and browns. Elflings reach adulthood in their mid-sixties and generally live into the first quarter of their fourth century.

Elflings speak Elf, Halfling, and Sylvan.

Combat
Elflings often use tactics similar to a mixed group of elves and halflings, although they have a preference towards attacking with swords and bows. They rarely throw rocks but are fond of using slings and other simple ranged weapons. Elflings are more likely to fight fiercely for what they believe in, as they know that weapons not made of cold iron cannot severely hurt them. If pressed, elflings will retreat, as they also understand that strength of arms is not their forte.

Elfling Society
Elflings don’t have a strong racial bond like the elves and halflings they were wrought from. Instead, Jaua Ae-rielun gifted them with a need for independence and wanderlust. They will come together in small bands, but more often they will live as gangs of individuals whether in the tracts of the Wildlands or the winding streets of a Steam Metropolis (or medieval-style city). Being fey, they tend towards chaos being both mischievous and flighty. However, their personal magnetism usually gets them out of most difficulties.

Elfling bands and gangs, dwelling in urban environments, often function like thieves’ guilds or bard enclaves. Those dwelling in the Wildlands prefer to live like other fey creatures such as satyrs and sprites. However, elflings prefer to live along or with a mate and rarely put down roots for long. Elfling gangs also tend to wander from place to place, while elfling bands are more likely to stay in one place longer, especially if the environment is know for its open lifestyle. Elfling adventurers are commonplace and take to the open road with zeal.

Elflings get along with most humanoid races including elves, gnomes, halflings, kender, and the tligen. They love to annoy dwarves, half-orcs, hobgoblins, humans, and other tall, stuffy races. They feel a strange kinship with other wrought races like the teres and the vernachae. They don’t relate well to high gargoyles, minotaurs, ogres, orcs, ormyrrs, and the trooda, due to their monstrous appearances.

Elflings as Characters
Elflings favor the rogue class. Elflings often become multiclass cleric/rogues, druid/rangers, rogue/sorcerers, or urban druid/rogues. Elflings tend to worship chaotic or neutral deities but tend to find solace in the faiths of Bra’ek, Nay, Sar’pa, and Selin, first and foremost. Elflings strongly allied to the tligen and the teres tend to choose Jaua Ae-Rielun as their patron deity. Urban-dwelling elflings often take the Arcane Performer, Pilot, or Street Runner prestige classes from L&L Sorcery & Steam. Wildlands-dwelling elflings often take the Nature’s Warrior, Spymaster, Thief-Acrobat, Virtuoso, or Wild Plains Outrider prestige classes.

Elfling Racial Traits
Elflings possess the following racial traits:
● –2 to Strength, +4 to Dexterity, –2 to Constitution, +4 to Charisma.
● Small. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
● An elfling’s base land speed is 20 feet.
● Low-light vision.
● Armor Proficiencies: Elflings are automatically proficient with leather and studded leather armor.
● Weapon Proficiencies: Elflings are automatically proficient with all simple weapons, as well as the short sword, rapier, longbow, and shortbow, but not composite bows.
● +2 racial bonus on Climb, Jump, Move Silently, Search, and Spot checks.
● +1 racial bonus on all saving throws.
● +1 racial bonus on attack rolls with longbows and shortbows, but not composite bows.
● +4 racial bonus on Listen checks.
● +2 natural armor bonus.
● Special Qualities: DR cold iron/5.
● Automatic Languages: Elf, Halfling, and Sylvan. Bonus Languages: Common, Draconic, Elven, Gnoll, Gnome, Goblin, and Tligen.
● Favored Class: Rogue.
 
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