Hey all, this is my campaign, known as Kaa'dril. I haven't finished it yet, but this is as far as I've gotten. I'd really appreciate your feedback. Thanks in advance!
King
Kaaâ,¬,,¢dril
Kaaâ,¬,,¢dril is a world of dragons. Seven Great Dragons rule the world, enforcing their total dominance over the humanoids.
In Kaaâ,¬,,¢dril, psionics are more common than arcane magic. Sardior, the Ruby Dragon, is the god of psionics. The Crystal Moon is supposedly the source of all the psionic energy on Kaaâ,¬,,¢dril. Arcane magic is rare; psionics is considered the more prestigious of the two disciplines. Magic items are difficult to find, although psionic items are very common. Divine magic is as common as psionics.
Psionics
Psionics first came to Kaaâ,¬,,¢dril a thousand generations ago, when the Crystal Moon appeared in the sky. The Crystal Moon so influenced the world that some began worshipping it as a deity. These worshippers were the first of the psions. Their faith showed them of the power of the mind. As the psions began to spread their knowledge, direct worship was no longer necessary to gain psychic power. Today it is believed that Sardior, Ruby Dragon, is the ruler of the Crystal Moon.
Arcane Magic
Arcane magic is uncommon on Kaaâ,¬,,¢dril. Arcana is so different than psionics that the common people see magic as utterly strange. Sorcerers are fairly common, though less so than psionicists. Wizards are all but unknown, with the scarcity of magical lore or tomes.
Chapter 1: Races of Kaaâ,¬,,¢dril
Races of Kaaâ,¬,,¢dril
Kaaâ,¬,,¢dril has many races. Kaaâ,¬,,¢dril is an undeveloped world, having much wilderness and thus having more â,¬Å"wild racesâ,¬Â such as the catfolk and gnolls. These races donâ,¬,,¢t have much experience in cities, civilization, and the like because their cultures donâ,¬,,¢t have them to the extent that humans and other â,¬Å"advancedâ,¬Â races do. Some of the more advanced races, elves in particular, tend to look down upon the â,¬Å"savagesâ,¬Â because they seem more primitive.
In Kaaâ,¬,,¢dril, lizardfolk, kobolds, and humans are the dominant races. Lizardfolk and kobolds are the most numerous, followed closely by humans. Hobgoblins are the other major race because of their recent conquest over the orcs.
The following races are available to Player Characters:
1. Catfolk
2. Dwarf
3. Elf
4. Gnoll
5. Half-Elf
6. Halfling
7. Half-Lizardfolk
8. Half-Orc
9. Human
10. Hobgoblin
11. Kobold
12. Lizardfolk, common
13. Lizardfolk, Ilvorn
14. Orc
Catfolk
Catfolk are a race of feline humanoids. They are both extremely active at times, such as in combat, but calm and laid back at other times. They tend to laze around most of the time. However, if something catches their interest, they will do all they can to learn about, catch, or possess it. The saying, â,¬Å"curiosity killed the catâ,¬Â explains their nature fairly accurately.
Catfolk live in family groups. Several of these groups usually band together, forming a pride. Catfolk can live in almost any environment, and usually can be found anywhere except the Frostfell. Catfolk are very open concerning outsiders. Often, prides include travelers that decided to settle in the catfolk community.
Elves & Half-elves
Elves typically live in forests, away from most human settlements. They are very xenophobic, shunning outsiders. Elves tend to be haughty and seem to feel superior to other races. This racial arrogance doesnâ,¬,,¢t manifest itself in the extermination of other races, but elves usually look down on other races as being inferior due to shorter life spans or having a form that elves see as less beautiful than their own. Lizardfolk in particular are prejudiced by elves, due to their use of more primitive weaponry and armor and their nomadic lifestyle. This xenophobic view tends to be less enthusiastically embraced in smaller elven communities.
Half-elves can be found in either human or elven lands. A half-elf may take up the culture of either parent, all depending on personal choice, and the nature of whoever the half-elf was raised by. Half-elves are usually accepted, depending on just how diehard the elven superiority philosophy is in that particular community.
Racial Traits: as described in the Playerâ,¬,,¢s Handbook.
Half-Lizardfolk
Half-Lizardfolk are shorter than humans, with a more muscular build from their reptilian heritage. Although they arenâ,¬,,¢t as powerful physically as their lizardfolk relatives, they tend to be slightly more resourceful, as a result of their human blood. Half-lizardfolk can be found in either society, as there is no racial prejudice against the lizardfolk.
Racial Traits:
Medium-size
Constitution +2, Dexterity -2: Half-lizardfolk are tough, but clumsy.
Natural Armor +2: The skin of a half-lizardfolk is scaly and tough.
Low-light vision
Natural Attacks: The half-lizardfolk has a tail slam attack for 1d4 damage.
+2 on Jump and Balance checks
Languages: Common and Draconic
Bonus languages: any (except secret languages, such as Druidic), but typically Elven or Draconic.
Favored Class: Sorcerer
Humans
Humans are one of the most numerous of all the races in Kaaâ,¬,,¢dril. Only lizardfolk and kobolds are more numerous. They are undoubtedly the most easily adaptable race, pursuing every imaginable profession or calling. Humans arenâ,¬,,¢t predisposed to any alignment or deity. The most commonly worshipped deity would most likely be Arthain, though humans are accepted into the clergy of every other deity except Morvak and Ralorx.
Racial Traits: As described in the Playerâ,¬,,¢s Handbook.
Gnolls
Gnolls appear similar to a human with the head of a hyena. Their legs bend like a canineâ,¬,,¢s and fur covers their bodies. Gnolls are considered more of a primitive race from the standpoint of civilized humans and elves. Gnolls have very short tempers and tend to be chaotic more than lawful. Most gnolls are murderous, deadly creatures, but some tribes have turned from the worship of their demon prince. These â,¬Å"enlightenedâ,¬Â gnolls have learned to live at peace with other races and usually live in fairly open tribal societies.
Kobolds
Kobolds are a small race of reptilian humanoids. While typically physically weak and cowardly, kobolds are one of the most cunning, intelligent races existing in the world today. Kobolds are masters of mining and traps. Trapmaking is a sort of racial pastime for kobolds, as they use traps frequently to defend their lairs, partially to make up for their relative physical weakness.
--Racial Traits:
--Strength -2, Constitution -2, Dexterity +2, Intelligence +2
--Smallâ,¬'as small creatures, kobolds receive a +1 attack bonus, +1 AC, +4 on --Hide checks, and -4 on grapple checks.
--Darkvision 60ft.
--Natural Armor +1
--Racial skills: Kobolds receive a +2 on Craft (trapmaking) checks, on Profession (miner) checks, and on Search checks
Lizardfolk
Lizardfolk are a race of reptilian humanoids. They tend to live in environs that are warm and wet. They are very rarely found in cold environments such as the Frostfell due to their reptilian nature. A lizardfolk in cold areas tends to be much less active and more lethargic, because their scales donâ,¬,,¢t hold heat as well as the skin of most other races. There are several subspecies of lizardfolk, including the Ilvorn.
The Ilvorn are similar to common lizardfolk, though they are shorter, more slender, and generally more dexterous and physically not as strong. The biggest physical difference between the two races, however, is the ability to fly. The Ilvorn have massive wings that erupt from their shoulders. These wings resemble dragon wings, and help to reinforce the legends that seem to imply that lizardfolk were first bred from dragons. The Ilvorn are a fairly reclusive race, staying in their mountain homes for the most part. However, in light of recent world developments, the Ilvorn have begun to come out of their shell and rejoin the other races in the hope for peace and prosperity with the end of the Last Dragon Wars.
The common lizardfolk tend to be considered primitive by their main counterparts, the humans. The lizardfolk dislike the huge sprawling cities of humans, believing that only through nature can they truly accept and embrace their draconic heritage.
Orcs
In Kaaâ,¬,,¢dril, the orcs are a benevolent, friendly, if somewhat xenophobic, people. They tend to keep to themselves and live in seclusion from other races. However, a large force of orcs fought in the Last Dragon Wars, and was allied with virtuous humans and lizardfolk. These orcs were granted land to build themselves a new nation after the signing of the Pact of Dragons. Unfortunately, the hobgoblins have seized much of the land, and the orcs must fight to obtain their rightful territory. They have called on the humans and lizardfolk for aid, but at this point in time the two prominent races have barely any supplies or warriors to spare to help the orcs. The hobgoblins are clearly a superior force at this point in time, though exiled lizardfolk have proposed a treaty in which the lizardfolk and orcs would fight together and build a nation for both races, instead of just one. As it stands, the orcs must accept the treaty or face either exile or extermination at the hands of the hobgoblins. In view of their plight, some orcs have converted to the worship of Karthoz.
Norse
Racial Traits
+2 Strength, +2 Con., -2 Dexterity
Weapon Familiarity: Norse treat long swords, axes of all types, and longbows as simple weapons
Climate Tolerant: No Fortitude checks between -20* and 140*
+2 on Listen, Spot, and Survival checks
Human Blood
Illiteracy: have to spend 1 skill point to become literate
Favored Class: Fighter/Barbarian
Chapter 2: Classes and Prestige Classes
Starting Classes:
1. Barbarianâ,¬'Barbarians are warriors who use rage to increase their power in battle.
2. Bardâ,¬'Bards are performers who use minor spellcasting ability; â,¬Å"Jack-of-all-tradesâ,¬Â.
3. Druidâ,¬'Druids are spellcasters of the natural world, they gain their powers from faith in nature.
4. Clericâ,¬'Clerics are religious figures, major spellcasters, and typically serve as a party medic.
5. Rangerâ,¬'Rangers tend to be excellent trackers and warriors; they gain certain bonuses against chosen enemies.
6. Paladinâ,¬'Paladins are the iconic knights, honorable and loyal to their gods and their codes of honor.
7. Rogueâ,¬'Rogues are the typical â,¬Å"sneakyâ,¬Â characters. They can find traps, open locks, and manipulate traps and other devices. They also gain a sneak attack used in certain situations.
8. Sorcererâ,¬'Sorcerers are major spellcasters who tend to be very charismatic and likeable. They can cast spells â,¬Å"on the flyâ,¬Â without having to prepare them beforehand.
9. Wizardâ,¬'Wizards are major spellcasters who have to prepare their spells before they can cast them. They are typically scholarly and diligent in their studies.
10. Monkâ,¬'Monks are unarmed, unarmored warriors who can hold their own in a battle. They also gain certain spiritual abilities over time.
11. Fighterâ,¬'Fighters are the main warriors. They gain many abilities through feats, and they are masters of weapons and armor.
12. Scoutâ,¬'Scouts are trackers who also gain trapfinding abilities. This class is similar to a mix of the ranger and rogue classes.
13. Psionâ,¬'Psions manifest powers much like a sorcerer does, except that psionsâ,¬,,¢ powers come from mental ability rather than magic.
14. Wilderâ,¬'Wilders are much like psions, except that they can use a rage-like ability, due to their emotional nature. The rage ability is very similar to a barbarianâ,¬,,¢s rage.
15. Soulknifeâ,¬'Soulknives are warriors who use psionic powers to boost the abilities of a mindblade that they use in combat, rather than a normal weapon.
16. Hexbladeâ,¬'Hexblades are usually cynical, cruel warriors who also have limited spellcasting abilities. They can also magically curse opponents.
17. Swashbucklerâ,¬'Swashbucklers are sneaky, swift characters who gain a sneak attack similar to that of the rogue. They are more combat-oriented than rogues, but otherwise are very similar, without the trapfinding abilities.
18. Psychic Warriorâ,¬'Psychic Warriors are combat-oriented psionic characters who get a very limited manifesting ability.
19. Warlockâ,¬'Warlocks are arcane characters who are infused with magical energy. They canâ,¬,,¢t cast spells, but they manifest invocations and can attack foes with a concentrated pulse of arcane energy known as an eldritch blast.
20. Ardentâ,¬'Ardents are psionic characters who embrace certain philosophies known as mantles. These mantles dictate what powers any individual ardent has access to.
21. Lurkâ,¬'Lurks are basically rogues with more limited skills and abilities. Lurks rely on psionic powers and abilities.
Prestige Classes in Kaaâ,¬,,¢dril:
* Class from Complete Psionic
^ Class from Complete Mage
# Class from Races of the Dragon
@ Class from Complete Adventurer
% Class from Complete Arcane
Abjurant Champion^
Acolyte of the Skin%
Alienist%
Anarchic Initiate*
Animal Lord@
Argent Savant%
Beastmaster@
Bloodhound@
Blood Magus%
Daggerspell Mage@
Daggerspell Shaper@
Disciple of the Eye#
Dracolexi#
Dragon Devotee#
Dragonheart Mage#
Dread Pirate@
Dungeon Delver@
Ebon Saint*
Ectopic Adept*
Effigy Master%
Eldritch Disciple ^
Eldritch Theurge^
Elemental Savant%
Enlightened Fist%
Enlightened Spirit^
Exemplar@
Fatespinner%
Fochlucan Lyrist@
Geometer%
Ghost-Faced Killer@
Green Star Adept%
Highland Stalker@
Holy Scourge^
Initiate of the Sevenfold Veil%
Flayerspawn Psychic*
Lyric Thaumaturge^
Illumine Soul*
Mage of the Arcane Order%
Master of Many Forms@
Master Specialist^
Master Transmogrifist%
Mindbender%
Nightmare Spinner^
Nightsong Enforcer@
Nightsong Infiltrator@
Ollam@
Seeker of the Song%
Shadowbane Inquisitor@
Shadowbane Stalker@
Shadowmind@
Singer of Concordance#
Soulbow*
Spymaster@
Storm Disciple*
Streetfighter@
Sublime Chord%
Suel Arcanamach%
Tempest@
Thief-Acrobat@
Ultimate Magus^
Unseen Seer^
Vigilante@
Virtuoso@
Wayfarer Guide%
Wild Mage%
Wild Plains Outrider@
Wild Soul^
Zerth Cenobite*
Deities of Kaaâ,¬,,¢dril
Morvak
Morvak is the god of the goblinoids. His clergy have the viewpoint of goblinoid superiority over all the other races. Morvak encourages genocide and the conquest of the world. His followers believe that might makes right and that they somehow deserve to enslave the rest of the world and make it bow down to their whims. Morvak is lawful evil. His favored weapon is the scimitar. His domains are Law, Evil, Destruction, and Strength.
Aoweim
Aoweim is the god of the elves. He is chaotic good, and his favored weapon is the longbow. He governs what is held highest in elven tradition, such as music, magic, arts, crafts, and war. He is most commonly worshipped by elves, half-elves, and rangers. His clericsâ,¬,,¢ domains include Chaos, Good, War, and Protection.
Karthoz
Karthoz, god of the lizardfolk, is neutral. He favors the tail blade. He teaches that neutrality is the best course, beholden to neither extreme. He encourages his followers to be independent and to do what they personally feel is right. He is not commonly worshipped by humans due to his clericsâ,¬,,¢ â,¬Å"whatever it takesâ,¬Â mentality. Usually, mostly draconic races are found in his service. However, with the end of the Last Dragon Wars, some orcs have found his teachings to be compatible with their new life of exile. His domains include Protection, Magic, War, and Healing.
Arthain
Arthain is the goddess of the sun. She is neutral good and her favored weapon is the mace. She is an adversary to all evil beings. She is the most common deity among humans, and her clerics are accepted most anywhere. Her associated domains are Good, Healing, Strength, and Sun.
Yortha
Yortha, goddess of halflings, favors the short sword. She is the creator of halflings, and she protects them vehemently. She promotes defense of the home and family above all things. Her clerics teach that family and friends are the most wondrous treasure possible. Yortha is lawful good. The domains she is associated with are Good, Law, and Protection.
Varmoth (Hextor)
Noblex (Heironeous)
Sarolda (Ehlonna)
Ralorx
Ralorx is often praised as the creator of the dwarven race. However, he is best known among the other races as the Maker. He works to build things constantly. He forged the world at the request of the Three Dragons. He made the mountains, the oceans, the skies, and the lands. The stars are said to be distant sparks thrown up from his forge. He is lawful neutral.
Tyahosz (Erythnul)
Nour (Kord)
Reynd (Fharlaghn)
Uniord (Wee Jas)
Vroz (Nerull)
Soind (Obad-Hai)
St. Amald (St. Cuthbert)
Omarin (Olidammara)
Emyselin (Illithid god)
Norvkna (Lolth)
Malinbossk
Malinbossk was once an illithid. He was a psion of incredible power, eventually reaching godhood. He is neutral evil. His worshippers include evil psionicists, illithids, and anyone intent on acquiring power. He was a mortal being more than a millennium ago, when the Crystal Moon appeared. He was one of the first illithids to discover and master the psionic powers that the Moon brought to Kaaâ,¬,,¢dril. He was a legend among his people, eventually challenging Ilsensine himself to a duel. Malinbossk killed Ilsensine and devoured the godâ,¬,,¢s brain. With this act, he cemented himself into the ranks of divinity. His greatest enemy is Emyselin, who has schemed against Malinbossk for nearly a millennium.
Dhlorm
Dhlorm is known as the Platinum Dragon. He is the creator of the metallic dragons, and is worshipped by good dragons and draconic beings. His favored weapon is his claws. His archenemy is Kelzyn, who has hated Dhlorm with all her might for millennia. Dhlorm advocates advancing the causes of good vehemently and his clergy often serve as advisors to leaders in times of war. He is neutral good and his associated domains are Good, Air, War, and Dragon.
Kelzyn (Tiamat)
Sardior
Allowed Cleric Domains
Air
Animal
Chaos
Cold
Creation
Death
Destruction
Dragon
Earth
Evil
Fire
Force
Glory
Good
Healing
Knowledge
Law
Luck
Magic
Madness
Mind
Plant
Protection
Purification
Strength
Summoner
Sun
Travel
Trickery
War
Water
Weather
Chapter IV
Nations
Vornuil: A Continent of Civilization
Quallin
Quallin has been the homeland of the elves since the raceâ,¬,,¢s beginnings. The abundant forests and fairly temperate climate appeal to the fragile elves. As it is mostly forested, Quallin is the primary exporter of lumber and, surprisingly enough, fish. The millions of acres of woodlands hold a surprising number of lakes and rivers. The fish from these waters are some of the most flavorful in the world, leading the wealthy from all nations to pay sometimes extravagant prices on them. More â,¬Å"utilitarianâ,¬Â fish also live in Quallin, so that even the poorer citizens from other countries can purchase them.
Xylâ,¬,,¢Aed: Secretive Wilderness
Ilvornum
Ilvornum is the land of the Ilvorn lizardfolk. These winged lizardfolk have built their cities high in the mountainous jungles. Their cliff dwellings, though primitive appearing, shelter perhaps the most advanced civilization currently living on Kaaâ,¬,,¢dril.
Politics
The Good Guys
The lizardfolk are a people of exile, and they are intent on winning their homelands back from the goblinoids. They are sickened by the destruction of their once beautiful lands and rainforests. The hobgoblins have started a process of incredible deforestation in order to have the war materiel to launch a war against the orcs. Several lizardfolk clans are openly rebelling against the hobgoblins, launching guerilla attacks in the night to demoralize the goblinoids and destroy/capture important outposts. The hobgoblins have begun reinforcing these outposts with bugbear slaves and more heavily patrolling their borders. Though they are allied with most humans, several lizardfolk bands have taken to raiding human settlements out of starvation or provocation.
The catfolk are in the midst of negotiations with the orcs for an alliance against the inevitable goblinoid attack. Some catfolk feel that if the hobgoblins defeat the orcs, they will go after catfolk territory next. Already, catfolk warbands have begun integrating themselves in the orc army to defend themselves and their orcish allies.
The elven nation Quallin is currently vehemently opposed to aiding the orcs due to the long standing racial prejudice between the two peoples. However, Quallinâ,¬,,¢s citizens are watching the hobgoblins closely to determine if an attack on Quallin territory is forthcoming. Unfortunately, one of the nobles in Quallinâ,¬,,¢s government sympathizes with the hobgoblins, understanding their feeling of superiority to other races. This noble is quite secretive and works subtly behind the scenes. No one really knows his feelings pertaining to the hobgoblin expansion, nor do they know about his involvement in the Last Dragon Wars.
The Ilvorn lizardfolk live far from most other races, living deep in the mountains and jungles. Though generally seen as a reclusive, aloof race, the Ilvorn have recently begun to explore and integrate themselves into other cultures and environs. Since the end of the Last Dragon Wars, the Ilvorn have become less and less detached. Though still rather remote, they try to accept other races and hope to be accepted by the other races. The Ilvorn lizardfolk are somewhat put off by gnolls and hobgoblins for their more controlling, dominating natures. They are currently allied with the catfolk and hope to ally themselves with the orcs to put down and defeat the hobgoblins. Ilvorn vehemently despise the hobgoblins for their destruction of the environment and the great forests that once stood where goblinoid war camps now stand.
An alliance between every military--barring the hobgoblins--stands, similar to the United Nations of Earth. This alliance is extremely limited. Some nations, such as Quallin, lend little to no support of the organization because of outside politics. The main purpose of this organization is to act as a military liaison between the nations. However, this organization operates several elite, â,¬Å"spec-opsâ,¬Â units around the globe, outside of normal military echelons. These elites include the PCs, and are very leniently supervised. The organization may send the PCs out on special missions every few months, but outside of those several missions, the PCs are completely free to do as they wish.
Foes
Dragonkin and Dracotaurs
The main foes of the lizardfolk are the dracotaurs and dragonkin. These races look down upon the lizardfolk as inferior and too removed from their original draconic heritage. Dragonkin in particular attack lizardfolk on sight, because they believe that inferior draconic races must be eliminated to prevent draconic blood from becoming too diluted. This hatred extends to all races that exhibit draconic heritage, including troglodytes and kobolds. The only lizardfolk that the dragonkin wonâ,¬,,¢t kill immediately on sight are the Ilvorn lizardfolk, due to their physical similarities. The Ilvorn lizardfolk are smaller than dragonkin, and physically weaker, but the two races look incredibly similar.
Dragonkin are reverent of true dragons, accepting any assignment given them by a true dragon, although they tend to follow chromatic dragons far more easily than metallic or gem dragons. Because of their chaotic evil outlook, dragonkin revere chromatic dragons more than any other type of dragon, which prevents them from doing any real good as a race.
Dracotaurs feel the same way about lizardfolk, troglodytes, and kobolds as the dragonkin, but they are much more likely to enslave these races than kill them outright. They also despise the yuan-ti, who they regularly fight over territory. Jungle-dwelling lizardfolk clash with dracotaurs often, because both share the same preferred territory.
Drow
The drow were banished to the Scorpion Moon during the end of the last Dragon War. The drow tried to take advantage of the turmoil of war, and attempted to destroy the surface elves. They failed miserably. The surface elves came very close to completely annihilating the drow. Instead of extermination, they opted for a different punishment. Using the emerging psijamming technology, the elves gathered every ship they could and banished the drow to the Scorpion Moon. Unfortunately for the rest of the world, the elves neglected to return most of the psijammers they had taken possession of, leaving them with most of the psijamming power in Kaaâ,¬,,¢dril.
Secretly, the hobgoblins have made contact with the drow. The dark elves have allied themselves with the goblinoids in order to acquire the opportunity to finally destroy their hated foes, the elves. The hobgoblins have promised them psijamming technology in return for their aid in the upcoming wars. Blue hobgoblins have already begun supervising the construction of the massive psijammers destined to carry drow strike teams from the Scorpion Moon to Kaaâ,¬,,¢dril. The day is fast approaching when the drow are seen on Kaaâ,¬,,¢dril again.
Drow society revolves around their dark, scorpion-associated goddess, Norvkna. Only females are allowed in Norvknaâ,¬,,¢s clergy, with drow males considered little better than surface elves. Only truly exceptional male drow rise to the higher ranks of drow society.
Hobgoblins
The hobgoblin race has established a new nation in the chaos surrounding the end of the Last Dragon Wars. This nation embraces such concepts as slavery, torture, and is generally an undesirable place to live. The hobgoblins are undoubtedly the supreme rulers of this new nation, and they have completely enslaved their cousins, the goblins. Bugbears are virtually unknown within the boundaries of the hobgoblin realm, as the hobgoblins undertook a campaign of genocide against the bugbears. This racial purging was extremely successful, with only a few remaining bugbears that are either brave or dumb enough to continue to live in the backlands of the hobgoblins.
This nation was carved out of the realms of the lizardfolk and orcs immediately after the Last Dragon Wars. The lizardfolk and orcs were able to flee for the most part, leaving the hobgoblins a land more pristine than it would have been otherwise. Unfortunately for the other sentient races of the continent, the new realm of hobgoblins is a rather large chunk of land that holds valuable resources. So far, the hobgoblins have managed to keep the country under their control, rather than allow it to be taken over by a dragon, but that may soon change. Atothterax the Black has had his eye on the territory for several months, and may soon make his move.
Most hobgoblins in true positions of power are known as the blues. These blue hobgoblins are hobgoblins with strange blue skin and psionic ability. Similar to regular hobgoblins, they are antagonistic, intelligent, and savagely aggressive. Blues tend to be smarter than normal hobgoblins and are commonly psions or ardents. The blues are responsible for the alliance of hobgoblin war tribes and the subsequent conquest of the lizardfolk and orcs. Through the bluesâ,¬,,¢ power, the hobgoblins have defeated every obstacle in their path thus far, and blues are the masterminds behind the war plans to finally exterminate the orcs on their way to annihilate the hated lizardfolk. The only statistical difference between blues and normal hobgoblins is that the blues receive Wild Talent as a bonus feat and the racial trait: Naturally psionic. This trait is described in the racial traits section for dromites in the Expanded Psionics Handbook.
Yuan-Ti
Most yuan-ti inhabit the deep jungles of Xylâ,¬,,¢Aed, where they have lived for millennia. However, with the end of the Last Dragon Wars, they have begun looking for ways to expand their territory. Unorganized and somewhat insane, the yuan-ti believe that they will eventually rule the world, as they did at one point in the past.
Chapter V
Xylâ,¬,,¢Aed
Xylâ,¬,,¢Aed
Xylâ,¬,,¢Aed is a jungle continent. It is the larger, more eastern continent that has been discovered on Kaaâ,¬,,¢dril. Xylâ,¬,,¢Aed is mostly heavy rainforest, with the extreme southern region of the continent mountainous and cold. The Ilvorn lizardfolk live on the northern end of the continent, taking advantage of the untapped resource that is the jungle. Xylâ,¬,,¢Aed is the less populous continent, the terrain being mostly rainforest.
Xalaara
Xalaara is a region in Xylâ,¬,,¢Aed that has so far been unexplored by most races. The Norse have begun venturing into the southern reaches, but the climate is mostly too warm for them to comfortably exist without making drastic cultural changes. The yuan-ti are the major inhabitants of Xalaara, though even they donâ,¬,,¢t venture too far into the interior of the jungle. Somewhere in the vast expanse of tropical forest lies the Ring of Thunder. The Ring of Thunder is a perpetual thunderstorm that lies over the jungle. What exactly the Ring of Thunder was created to do, and who created it, are lost in the vast annals of time.
Ilvornum
Ilvornum lies to the north of Xalaara, far from the Ring of Thunder. Ilvornum is primarily covered in jungle, though a small number of the highest mountain tops may have snow during the winter months of the year. The most prominent inhabitants of Ilvornum are the Ilvorn lizardfolk, who dominate the region. Though Ilvornum is by far the most technologically advanced of the lizardfolk realms, the Ilvorn are also incredibly xenophobic.
Chapter VI
Vornuil
Vornuil
Vornuil is the continent of civilization. In sharp contrast to Xylâ,¬,,¢Aed, Vornuil is home to most intelligent races, including the surface elves and humans. Lizardfolk, though they live on both continents, are more plentiful in Vornuil, having carved out a niche in which to live from the vast rainforests of the midlands.
That's a lot of information there. Looks like you've got a lot of stuff already planned out.
When you say about one of your gods that "So-and-so God is the God of Elves" (etc), does that mean the deity is simply the patron of said race, but anyone can worship him, or that deity only exists in elven (or whatever race) religion?
Also, I would like to hear about some of the traditional races, and how you're going to differentiate them between yours, and everyone else's? Meaning, how will your elves be unique and different from Tolkien's elves, Forgotten Realms elves, Eberron elves, etc? And how do the traditional races relate with one another? You mentioned a few relationships up above, but mostly for non-traditionals, such as lizardfolk and catfolk. Do dwarves and elves have the same relationship status in your world that they do in "typical" D&D worlds, and the same question goes for your other races as well.
Also, how large is this world? You only mention two continents (or is it just one continent, and then a particular location on that continent?).
Looking forward to reading more.
Well, my elves tend to be xenophobic and superior. They look down on the more savage races, such as lizardfolk. They see those races as less civilized and more brutal. Their alignment is usually closer to neutral than in other campaign worlds. My elves are openly racist and they try to stay away from other races since they tend to look down on them.
Humans occupy their normal niche in the world, and dwarves are less xenophobic and enjoy the company of other races more than in most other worlds. Gnomes simply don't exist.
The racial gods can be worshipped by anyone, if they allow it, but they are particularly fond of and usually the creators of that race.
I have a map, but it's not finished yet. There are 4 continents, with two major continents and two smaller ones.
King