Patmos
2005-10-18, 04:06 PM
Hello, long time lurker first time post, figured I'd head in with a bang. I am running a game for the first time in 3 years, it will be my first with the 3.5 rules, and for most of my players it will be their first campaign since original AD+D, so I wanted to set up a world that was interesting to me, but still very classic in regards to traditional settings so I would leave my players familar ground to tred upon, but be able to curve ball some of it as they acclimate.
The post is pretty long I'll break it up into sections, I didn't see any rules against this, but if I am mistaken please let me know.
Its still pretty rough but I figured it will help my players find their roots in the world. tell me what you think.
Rendölan Campaign World
Player Guide to the Great Southern Continent
Races of the Great Southern Continent
Human - most common and numerous of all the races, humans can be found almost everywhere on the GSC. Many Human kingdoms exist and are the population centers for the race, but a smattering of small settlements or villages in the kingdoms of other races or out in the wild are not uncommon.
RULES: Humans abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
Although similar there are 5 major bloodlines of humans on the GSC. It is important to note which you are from, even though some players will be mixes which you may note, one bloodline is always prominent.
Human Bloodlines
Coranthian – Average height and dark haired, the most numerous of the bloodlines, usually hailing from the west. They are usually strong jawed and of solid build.
Coranthians have no special rules.
Kess – Fair in complexion and coloration but slightly shorter in height, hailing from the east. Kess usually look young for their age to other humans and races. Kessin is a land of fey and old magic, its people have been affected by this.
+2 racial saving through bonus against enchantment spells and effects
Kess only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Luhsallan – Tanned in complexion with full dark hair (baldness is almost unknown, often thought as an ill omen), generally thinner and shorter in height then other bloodlines. Usually hailing from the north east.
Luhsallans gain martial weapon proficiency with: scimitar, falchion, and the short bow (including composite shortbow).
Luhsallans only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Eskiloo – Broad in frame, dark haired with reddened skin. Eskiloo usually hail from the south east, Eskiloo have built of a resistance to harsh condition of their homeland.
Eskiloo start with both common and “Eskiloo” as their starting languages. Eskiloo get a +1 racial bonus to Fortitude.
Eskiloo only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Vush – The brown skinned foreigners known as Vush are reportedly from Islands to the west of the GSC, for unknown reasons there was a mass exodus to the GSC particularly to Coranth, about 100 years ago, most Vush alive today are 2nd or 3rd generation, and have assimilated well into society, but many long to discover the fate of their ancestral home.
Vush that get extra languages during creation may select “Vush” as one of their bonus languages; this option is only available at creation.
Vush with the ability to cast arcane spells may add a racial +1 bonus to their caster level for spells of 0-3 level.
Vush only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Human racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/18 3/18 3/18 3/18 3/18 3/18
High Elf – A common bastardization of their name for themselves “Hiehlondaine” High elves are pale skinned and dark haired often at human height with thinner frames. The most common of the Elven races, they are known for their grace and elegance. Although they seem aloof and arrogant to other races, High Elves have often come to the aid of other races in the past. High Elf society is a proud and intricate affair of courts and Heraldry. Animosity between High Elves and Mountain Dwarves has colored the relationship between these two races for longer then recorded or remembered, although tales speak of select individuals working along each other in dire situations. The magics of the High Elven are unmatched.
RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
High Elf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/18 5/20 1/16 3/18 3/18 5/18
Wild Elf – Although as civilized as their High or grey elven cousins, Wild Elves have earned their name (strangely they do not tell outsiders what the call themselves) from where they live: the wilds of the world. Forests and Jungle that seem uninhabitable to others are crafted through Elven magics to become their domains and kingdoms. More attuned to the Natural magics of the world Wild Elves are protective of their home and its surrounding lands. The entire race sports golden to coppery tanned skin with pale and light hair usually on a thin frame coming in slightly shorter then a man. Fiercely independent and private little known of Wild Elven society at large, only that it produces a number of rebellious young elves that strike out from their home seeking adventure.
RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
Life among the wilds has breed these elves for quick movement, Wild elves have a basic move of 35 feet when in a natural setting (forest, field, etc).
Sadly life in isolation has left the Wild elves more susceptible to the diseases of the outside world: increase the DC of any save against disease (magical or mundane) by +2.
PREFERRED CLASS: Ranger
Wild Elf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/18 5/20 1/16 3/18 3/18 5/18
Grey Elf – “Muesaldaine” to those that remember, Grey Elves although never found in large numbers, are not uncommon, but their lack of rarity does not reveal their mystery. For 8000 years of men (at least) the Grey Elves, of the Southern Continent have had neither kingdom nor king. They have become a wandering race constantly seeking out clues to their own past. Although easily the most personable of the Elven races it is often sought of as a bad sign or ill fortune to stumble across a large group of Grey Elves (even to themselves). Named as “grey” for it is the predominate hair color for the race, with complexions and height falling somewhere between their pale (High) and tan (Wild) cousins, the single most distinct feature of grey elves are their eyes; found in every shade and hue but always brilliant and striking from gold, to purple, azure blue, or orange. Grey Elves have developed a man-like curiosity over the years and therefore can be found almost anywhere on the GSC.
RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
PREFERRED CLASS: sorcerer
Grey Elf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
1/16 5/20 1/16 3/18 3/18 5/20
Hill Dwarf – The more common of the Dwarven races. Although they commonly live in the mountains like their cousins (see below) Hill Dwarves do have much more interaction and trade with other races then the mountainous variety. Most Hill dwarves sport hair of blacks, browns or reds (coloration and hairstyle is very important to Hill dwarves), with males ALWAYS sporting beards (long but usually shorter then Mountain dwarves’), as often as not with no moustache (common fashion). Beards (male) or hair (females) are almost always braided or knotted, and most often adorned with clasps, brooches, clips, beads and pins. Hill Dwarf society is clan based and a council of elders is created from the more prominent clans which governs all Hill Dwarves near and far, it is believed that once long ago they were ruled by kings like Mountain Dwarves, but they are reluctant and stubborn to talk about it.
RULES: Hill Dwarves follow all rules for “Dwarves” outlined in the PHB-3.5, except where noted below.
Hill Dwarf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
5/18 3/18 5/20 3/18 3/18 1/16
Mountain Dwarf – The more secretive of the Dwarven races, few Mountain Dwarves ever venture forth from their great mountain halls. Known for a dislike of Arcane magic (at least any not bound in the form of steel or Mithril) sturdy Mountain Dwarves spend there lives in the belly of the world mining and making. There once was 7 great halls and 7 great kings to the Mountain dwarves (with many lesser halls and lesser lords one would suspect), now only 3 are known. Many seem to believe that the Dwarves have simply become so enrapt with their treasures and gems they simply have forgotten to inform anyone else that they are still alive; but some reports of expeditions have noted dwarven structures filled with orcs, goblins and creatures from the dark unknown that leads many to believe that at least some have been overrun. Standing at heads (even height) with their Hill Dwarf cousins, Mountain Dwarves always have long beards and moustaches of blonde, white, or light brown, usually straight and clean (although sometimes with ringlets or a single large clasp). Although as gruff and stubborn as Hill Dwarves, Mountain Dwarves rarity tends to add a more noble presence to them.
RULES: Mountain Dwarves follow all rules for “Dwarves” outlined in the PHB-3.5, except where noted below.
Mountain Dwarf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
5/18 3/16 5/20 3/18 3/18 3/18
Note: Although Mountain Dwarves may have a Charisma of 18, no Mountain Dwarf character may begin with a Charisma above 16.
Gnome – Industrious but eccentric Gnomes of the GSC are few in number. They have several small cities and kingdoms, but usually they are in the shadow of an allied Dwarven hall. Legends speak of a vast Valley Kingdom in the mountains covered by a great Illusion, but no one has ever come back with concrete proof, and asking a Gnome will only invoke a smile or a laugh. Dwarves although tied to Gnomes by ancient pacts long ago have become ill at ease with how freely Gnomes have begun associating with Arcane magic in this current age (this has not however has not stopped them from asking Gnomes to help with the forging of great weapons of armor and magic, when they are needed).
RULES: Gnomes abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
PREFERRED CLASS: Illusionist or Bard (Gnome players may choose which is their preferred class at creation, it may not be switched)
Gnome racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/16 3/18 5/20 3/18 3/18 3/18
Halfling – The little folk of Rendölan come in two types Longfoot and Stoutfoot (although no non-Halfling has ever yet been able to tell the difference). The youth of the race is ever curious and mischievous while as the years grow long they tend to become for homebodies as well as develop a greater fondness for food and spirit (not to say that there aren’t exceptions (in fact most Halflings are nothing if not exceptions)). As a result of this many older Halflings develop a round belly in later years known as a “ponch”. No Halfling kingdoms exist on GSC, most Halflings have village communities amongst the kingdoms of Humans, Gnomes and Dwarves, but many of their youth seek adventure in the cities of these Kingdoms.
RULES: Halflings abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
There is no known Halfling language on the GSC the closeness between human and Halfling over the ages has lead to the belief that the language was absorbed in into what is now the standard common tongue. Rules: Halflings start with only common as their basic language.
Half Elf – In past ages Half elves have been looked upon with shame by most Elves and suspicion by humans, but despite this adversity Halfelven have proven to be the greatest of heroes on both sides. Times are changing though as the number of humans in the High Elven kingdom grows, so too do the number of Half- Elven. The most common is the grey half elf as they have long mingled in the human lands. Although the acceptance of Half-Elves is now largely without bias, High Elf Nobles generally will not allow any halfkin or “MUDladaine” (derogatory) to inherit titles or land if a suitable full Elven heir is found (even if younger or a bastard).
Half Orc – Orcs are few on the GSC and Half Orcs fewer still, regarded generally as brutish idiots, half orcs generally only acceptance in the seedier side of human communities, with the exception of Barbarian tribes from the Northern Jungles and the Frozen Peninsula, where they are revered for their strength. Orcs are not known to tolerate half breeds and will kill any such creature they find, usually!
The post is pretty long I'll break it up into sections, I didn't see any rules against this, but if I am mistaken please let me know.
Its still pretty rough but I figured it will help my players find their roots in the world. tell me what you think.
Rendölan Campaign World
Player Guide to the Great Southern Continent
Races of the Great Southern Continent
Human - most common and numerous of all the races, humans can be found almost everywhere on the GSC. Many Human kingdoms exist and are the population centers for the race, but a smattering of small settlements or villages in the kingdoms of other races or out in the wild are not uncommon.
RULES: Humans abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
Although similar there are 5 major bloodlines of humans on the GSC. It is important to note which you are from, even though some players will be mixes which you may note, one bloodline is always prominent.
Human Bloodlines
Coranthian – Average height and dark haired, the most numerous of the bloodlines, usually hailing from the west. They are usually strong jawed and of solid build.
Coranthians have no special rules.
Kess – Fair in complexion and coloration but slightly shorter in height, hailing from the east. Kess usually look young for their age to other humans and races. Kessin is a land of fey and old magic, its people have been affected by this.
+2 racial saving through bonus against enchantment spells and effects
Kess only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Luhsallan – Tanned in complexion with full dark hair (baldness is almost unknown, often thought as an ill omen), generally thinner and shorter in height then other bloodlines. Usually hailing from the north east.
Luhsallans gain martial weapon proficiency with: scimitar, falchion, and the short bow (including composite shortbow).
Luhsallans only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Eskiloo – Broad in frame, dark haired with reddened skin. Eskiloo usually hail from the south east, Eskiloo have built of a resistance to harsh condition of their homeland.
Eskiloo start with both common and “Eskiloo” as their starting languages. Eskiloo get a +1 racial bonus to Fortitude.
Eskiloo only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Vush – The brown skinned foreigners known as Vush are reportedly from Islands to the west of the GSC, for unknown reasons there was a mass exodus to the GSC particularly to Coranth, about 100 years ago, most Vush alive today are 2nd or 3rd generation, and have assimilated well into society, but many long to discover the fate of their ancestral home.
Vush that get extra languages during creation may select “Vush” as one of their bonus languages; this option is only available at creation.
Vush with the ability to cast arcane spells may add a racial +1 bonus to their caster level for spells of 0-3 level.
Vush only gain 1 extra skill point at first level instead of 4 (they still receive the 1 extra skill point each additional level.
Human racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/18 3/18 3/18 3/18 3/18 3/18
High Elf – A common bastardization of their name for themselves “Hiehlondaine” High elves are pale skinned and dark haired often at human height with thinner frames. The most common of the Elven races, they are known for their grace and elegance. Although they seem aloof and arrogant to other races, High Elves have often come to the aid of other races in the past. High Elf society is a proud and intricate affair of courts and Heraldry. Animosity between High Elves and Mountain Dwarves has colored the relationship between these two races for longer then recorded or remembered, although tales speak of select individuals working along each other in dire situations. The magics of the High Elven are unmatched.
RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
High Elf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/18 5/20 1/16 3/18 3/18 5/18
Wild Elf – Although as civilized as their High or grey elven cousins, Wild Elves have earned their name (strangely they do not tell outsiders what the call themselves) from where they live: the wilds of the world. Forests and Jungle that seem uninhabitable to others are crafted through Elven magics to become their domains and kingdoms. More attuned to the Natural magics of the world Wild Elves are protective of their home and its surrounding lands. The entire race sports golden to coppery tanned skin with pale and light hair usually on a thin frame coming in slightly shorter then a man. Fiercely independent and private little known of Wild Elven society at large, only that it produces a number of rebellious young elves that strike out from their home seeking adventure.
RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
Life among the wilds has breed these elves for quick movement, Wild elves have a basic move of 35 feet when in a natural setting (forest, field, etc).
Sadly life in isolation has left the Wild elves more susceptible to the diseases of the outside world: increase the DC of any save against disease (magical or mundane) by +2.
PREFERRED CLASS: Ranger
Wild Elf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/18 5/20 1/16 3/18 3/18 5/18
Grey Elf – “Muesaldaine” to those that remember, Grey Elves although never found in large numbers, are not uncommon, but their lack of rarity does not reveal their mystery. For 8000 years of men (at least) the Grey Elves, of the Southern Continent have had neither kingdom nor king. They have become a wandering race constantly seeking out clues to their own past. Although easily the most personable of the Elven races it is often sought of as a bad sign or ill fortune to stumble across a large group of Grey Elves (even to themselves). Named as “grey” for it is the predominate hair color for the race, with complexions and height falling somewhere between their pale (High) and tan (Wild) cousins, the single most distinct feature of grey elves are their eyes; found in every shade and hue but always brilliant and striking from gold, to purple, azure blue, or orange. Grey Elves have developed a man-like curiosity over the years and therefore can be found almost anywhere on the GSC.
RULES: Elves abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
PREFERRED CLASS: sorcerer
Grey Elf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
1/16 5/20 1/16 3/18 3/18 5/20
Hill Dwarf – The more common of the Dwarven races. Although they commonly live in the mountains like their cousins (see below) Hill Dwarves do have much more interaction and trade with other races then the mountainous variety. Most Hill dwarves sport hair of blacks, browns or reds (coloration and hairstyle is very important to Hill dwarves), with males ALWAYS sporting beards (long but usually shorter then Mountain dwarves’), as often as not with no moustache (common fashion). Beards (male) or hair (females) are almost always braided or knotted, and most often adorned with clasps, brooches, clips, beads and pins. Hill Dwarf society is clan based and a council of elders is created from the more prominent clans which governs all Hill Dwarves near and far, it is believed that once long ago they were ruled by kings like Mountain Dwarves, but they are reluctant and stubborn to talk about it.
RULES: Hill Dwarves follow all rules for “Dwarves” outlined in the PHB-3.5, except where noted below.
Hill Dwarf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
5/18 3/18 5/20 3/18 3/18 1/16
Mountain Dwarf – The more secretive of the Dwarven races, few Mountain Dwarves ever venture forth from their great mountain halls. Known for a dislike of Arcane magic (at least any not bound in the form of steel or Mithril) sturdy Mountain Dwarves spend there lives in the belly of the world mining and making. There once was 7 great halls and 7 great kings to the Mountain dwarves (with many lesser halls and lesser lords one would suspect), now only 3 are known. Many seem to believe that the Dwarves have simply become so enrapt with their treasures and gems they simply have forgotten to inform anyone else that they are still alive; but some reports of expeditions have noted dwarven structures filled with orcs, goblins and creatures from the dark unknown that leads many to believe that at least some have been overrun. Standing at heads (even height) with their Hill Dwarf cousins, Mountain Dwarves always have long beards and moustaches of blonde, white, or light brown, usually straight and clean (although sometimes with ringlets or a single large clasp). Although as gruff and stubborn as Hill Dwarves, Mountain Dwarves rarity tends to add a more noble presence to them.
RULES: Mountain Dwarves follow all rules for “Dwarves” outlined in the PHB-3.5, except where noted below.
Mountain Dwarf racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
5/18 3/16 5/20 3/18 3/18 3/18
Note: Although Mountain Dwarves may have a Charisma of 18, no Mountain Dwarf character may begin with a Charisma above 16.
Gnome – Industrious but eccentric Gnomes of the GSC are few in number. They have several small cities and kingdoms, but usually they are in the shadow of an allied Dwarven hall. Legends speak of a vast Valley Kingdom in the mountains covered by a great Illusion, but no one has ever come back with concrete proof, and asking a Gnome will only invoke a smile or a laugh. Dwarves although tied to Gnomes by ancient pacts long ago have become ill at ease with how freely Gnomes have begun associating with Arcane magic in this current age (this has not however has not stopped them from asking Gnomes to help with the forging of great weapons of armor and magic, when they are needed).
RULES: Gnomes abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
PREFERRED CLASS: Illusionist or Bard (Gnome players may choose which is their preferred class at creation, it may not be switched)
Gnome racial min/max
STRENGTH DEXTERITY CONSTITUTION INTELLEGENCE WISDOM CHARISMA
3/16 3/18 5/20 3/18 3/18 3/18
Halfling – The little folk of Rendölan come in two types Longfoot and Stoutfoot (although no non-Halfling has ever yet been able to tell the difference). The youth of the race is ever curious and mischievous while as the years grow long they tend to become for homebodies as well as develop a greater fondness for food and spirit (not to say that there aren’t exceptions (in fact most Halflings are nothing if not exceptions)). As a result of this many older Halflings develop a round belly in later years known as a “ponch”. No Halfling kingdoms exist on GSC, most Halflings have village communities amongst the kingdoms of Humans, Gnomes and Dwarves, but many of their youth seek adventure in the cities of these Kingdoms.
RULES: Halflings abide by the rules set out for them in the 3.5 Player’s Handbook, unless marked below.
There is no known Halfling language on the GSC the closeness between human and Halfling over the ages has lead to the belief that the language was absorbed in into what is now the standard common tongue. Rules: Halflings start with only common as their basic language.
Half Elf – In past ages Half elves have been looked upon with shame by most Elves and suspicion by humans, but despite this adversity Halfelven have proven to be the greatest of heroes on both sides. Times are changing though as the number of humans in the High Elven kingdom grows, so too do the number of Half- Elven. The most common is the grey half elf as they have long mingled in the human lands. Although the acceptance of Half-Elves is now largely without bias, High Elf Nobles generally will not allow any halfkin or “MUDladaine” (derogatory) to inherit titles or land if a suitable full Elven heir is found (even if younger or a bastard).
Half Orc – Orcs are few on the GSC and Half Orcs fewer still, regarded generally as brutish idiots, half orcs generally only acceptance in the seedier side of human communities, with the exception of Barbarian tribes from the Northern Jungles and the Frozen Peninsula, where they are revered for their strength. Orcs are not known to tolerate half breeds and will kill any such creature they find, usually!