The Origins of the Great Land under the Endless Sky
The Dragons and the Great Sundering
A Flat Earth
The Progenitor Races - Aberrants
Cosmology, the Planes and the Eldar Darks
Drow in Carolan
Pardon my laziness, but I only read the dark elves. so here is what I think of them.
I like how the "drow" are forced to worship the goddess, but I have a few questions. How does she accurately pretend to be a goddess of spring, if all her worshipers now who she is, or perhaps more accurately, why? what does "Lirris" plan to use her new slaves for, what are her motivations? Wouldn't the other gods notice a divine force as large as Lirris and take actions against it?
Why can't Lirris maintain her disguise through the Males mating frenzy? Is there some reason they can break her disguise?
Sorry, that's all I can think of for now... Glad to see you're getting stuff up her now.
EDIT: Setting is still cool, sorry if I forgot to mention that.
The Elves
Arawn
Thanks
Hooray for the name Arawn! Tis a good name, and it's use is officially sanctioned and condoned and supported by Me!
Maybe we should start some kind of fan club.
The Dragon Emperors
Demi-Heavens and Half-Hells
Eseen
The Wasting Plague
The Old Ones of the Mountains
Betesta and the Bestials
Trivolinus
The Saturnine Mysteries
Crossing the Divide â,¬' Aarakocra in Carolan
Clockwork and Steam: The Gnomes of Nalgon
Sacrilich and the Lichlyn Hills
Gabriel Damarie â,¬' The Hammer of Arvéy
The Wandererâ,¬,,¢s Homecoming
Graven Forest
Trolls and the Trollmarch
I dont usually make new monsters, however I made trolls an exception. Basically I wanted make them more like the mythological monsters of Scandinavian fairy-tale. I'm sure I've made a lot of mistakes trying stat them up. Any comments would be greatly appreciated.
Ã'°da Trolls
Medium Giant
Hit Dice: 4d8+8 (26 hp)
Initiative: +0
Speed: 30 ft.
AC: 19 (+4 chain, +5 natural)
Attacks: 2 claws +6, bite +1; or sword +6
Damage: Claws 1d4+3, bite 1d4+1; or sword 1d8+3
Face/Reach: 5 ft. by 5ft./5ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 30â,¬,,¢, regeneration, scent, SR 14, vulnerability to sunlight
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 17, Dex 10, Con 14, Int 7, Wis 12, Cha 14
Skills: Craft +7, Listen +6, Mining +6, Search -6, Spot -3
Feats: Skill focus (Craft)
Climate/Terrain: Cold and temperate forest, hill, marsh, mountains and underground
Organization: Solitary, pair, gang (2-5), clan (5-16)
Challenge Rating: 5
Treasure: Standard coins, double goods and items
Alignment: Usually neutral evil
Advancement: By character class
Trolls are mostly found in the north, in the Gethesheim Mountains, Hordland or frigid Thyrim. A few are found in Carolan to the south. Trolls come in all shapes and sizes, from that of dwarves to ogres. They also vary greatly in appearance â,¬' most are ugly but a rare few a quite beautiful; some possess tails, while others do not. Most trolls have characteristically long pointed ears and large noses. Their eyesight is generally poor, but they retain excellent senses of smell and hearing. Trolls might generally be described as rather slow and stupid, while possessing a certain feral cunning. Some, indeed, become mighty sorcerers and clerics.
Trolls live in caves, mines and warrens, far away from civilization. They spend most of their lives delving for ore to make jewelry and weapons. Indeed, the trolls of the north are the armourers of Ragnarok, equipping the frost giant hordes preparing to storm across all of Ã'°da. The Trolls yearn for the day when their world reverts back to the fire and ice of its primordial origins.
Trolls were once real beings like humans and dwarves, one of the many races who dwelled in the Great Land under the Endless Sky. However, during the Great Sundering their home world was sent spinning away from the sun and all life died upon it. While troll populations did survive on Ã'°da, each succeeding generation seemed to become less real, more fey-like, as if the destruction of their home took away their underlying reality. Trolls are now half-spirits caught between Annwn and Ã'°da, twisted parodies shaped by the myths and beliefs of the peoples around them.
Trolls worship their ancestors and primeval cthonic earth spirits. Troll clerics have access to any two of the following domains: Chaos, Death, Earth and Knowledge.
Combat
Spell-Like Abilities: Trolls can cast the following spells 7th level sorcerers: 3/day â,¬' mending; 1/day â,¬' clairaudience, darkness, fog cloud, invisibility and magic weapon; 1/week â,¬' transmute rock to mud; 1/month â,¬' permanent illusion (must be a stone surface)
Regeneration: Troll sorcerers are able to use earth magic to regenerate their wounds. They can replace one 2nd level spell slot for Regeneration 5. However, to utilize this ability their bare feet must be touching the earth.
Vulnerability to Sunlight: Trolls caught in direct sunlight must make a Fortitude test (DC 17) or be turned into stone. Daylight spells act as Fear spells for trolls.
Skills: Trolls gain +4 racial bonus to Craft, Listen and Mining. Due to their poor eyesight, trolls suffer a -4 penalty to Spot and Search.
The Siege of the Underworld
Travelling Mirrors
The Red Dragon of Gornt
The Slave Ring
Rise and Fall
The Titans of Leotine
wow this is huge. any chance you could upload it into a single .doc/.pdf file for easier viewing?
i love what you have done with the elves, ialways though that they were presented as a pretty shallow ravce in the standard rules. The addedd wisdom modifier actually accounts for their ancient past, unlike a bonus to dexterity.
Thanks
The Lands of Carolan
Just gets better and better! (And nice to see you on the CBG, too.)
Cheers Golem. I have'nt seen any new stuff on Kalara recently. What I read of it I really liked, and so did a lot of other people from the posts you were getting.
The Holy Suzerain of Selucia
Divine Terror
Crossing the Torchlands
The Lands of Carolan - Jehanna
Adleberries
Adleberries are fantastic! If they are squashed up and their juices placed in someone's wine, will the effects still work? You mention their use in potions - does that mean the potions have this effect, or they have an unrelated effect?
Well, if you crushed them up and put them in someone's wine not only would they suffer from the poison, maybe they would work too while having all kinds of weird side-effects! The potions I had in mind were shapechanging potions and the like, but perhaps an adleberry potion could be available which replicated the effect - only stronger. If you'd like to use them in your own campaign, then feel free to use them as you please, and then tell me what happend - I had quite a lot of fun with them.
Xelic
The Saws
The Languages of Carolan
Sacred Progeny
The Golden Valley
The Collegium - Laharn's Schools of Magic
Hollowrought
Ideas for Hollowrought
More ideas for Hollowrought
I really like this Hollowrought idea, as divergent histories are pretty awesome. As you seem to be exploring alternate styles of play, hopefully this world will help you with that.
Another thing I say is bravo on going back to an AD&D feel. With the many twists you've proposed, I expect this world to be an intriguing blend of the classics and the contemporary chaotic settings more common today.
Anyway, keep writing. If you want feedback on anything specific, I'm around.
Nice one, Natural 20,
Still more ideas for Hollowrought
Religion as Magic - Divine Spells in Hollowrought
The Tragedies of the d'Voy
The Redlands
The Daeaspos
Beginners Guide to Ã'°da - Part 1
Beginners Guide to Ã'°da - Part 2
Beginners Guide to Ã'°da - Part 3
[Beginners Guide to Ã'°da - Part 4
Beginners Guide to Eda - Part 5
Beginners Guide to Eda - Part 6
Character Classes
[spoiler]Barbarian â,¬' Human barbarians are found exclusively in tribal societies such as Njord and Gornt. Certain non-Human societies such as Elves, Visinga Dwarves and Yrch-Hai may also take the barbarian class. Some Underworld races can become barbarians as well.
Bard â,¬' As standard D&D character class. Divine Bards (UA) can come from Elven, Gorn and Njord societies.
Cleric â,¬' There are numerous deities and cults in Carolan. Generally, Clerics are considered to worship the celestial or 'high' gods rather than the more earthly spirits. A clericâ,¬,,¢s â,¬Ëspellsâ,¬,,¢ come from the god not the cleric, therefore the cleric must follow their patronâ,¬,,¢s path, must make the proper sacrifices and are entirely subject to their patronâ,¬,,¢s whims. On the plus side all clerical spells are considered spontaneous.
Druid â,¬' While druids come exclusively from Gornt, animists from other pantheons use the Druid template. Essentially druids worship the spirits rather than the celestial gods. A druidâ,¬,,¢s â,¬Ëspellsâ,¬,,¢ come from the god not the druid, therefore the druid must follow their patronâ,¬,,¢s precepts, must make the proper sacrifices and are entirely subject to their patronâ,¬,,¢s whims. On the plus side, all druidic spells are spontaneous.
Fighter â,¬' As standard D&D character class.
Monk â,¬' Prohibited as a class in Carolan. However there are monastic clerics of the Essenean Church.
Paladin â,¬' Must be monotheistic worshippers of either Eseus, Elial, El or Bahamet. Deserper/Deshet commands apostates (Blackguards) and death knights.
Ranger â,¬' Carolan rangers use 3.5 rules. Considered to be wilderness types (hunters, scouts, foresters etc.) who have gained the favour of the spirits.
Rogue - As standard D&D character class
Sorcerer â,¬' Unlike Standard D&D the sorcerer is a practitioner of the wild magic of the Otherworld. Elves and spirit-worshipping societies (i.e. Yrch-Hai, Gornt or Njord) favour sorcery over thaumaturgy (wizardry).
Wizard â,¬' D&D wizardry represents practitioners of the draconian science of thaumaturgy. In the distant past the Dragon Emperors tamed the primordial Wild Magic by formulating the Laws of Creation. â,¬ËWizardâ,¬,,¢ is a title rarely used in Carolan. The terms â,¬Ëmageâ,¬,,¢ or more properly â,¬Ëthaumaturgeâ,¬,,¢ are generally employed instead.
[/spoiler]
Slough Trough
1
1
1
Gunpowder Weapons in Eda
20th level Lawful Evil Wizard
The
The
The Natural Rights Movement
I like that you've put up a beginner's guide. It makes it easy for people like me (who are really just too lazy to read everything from the beginning), but maybe you should post them in a new post, and link to them in your first post? That way, it's easier to find them. I mean, it kinda takes away from them being a beginer's guide if they don't show up until the end of the thread :)
Quote from: IshmaylI like that you've put up a beginner's guide. It makes it easy for people like me (who are really just too lazy to read everything from the beginning), but maybe you should post them in a new post, and link to them in your first post? That way, it's easier to find them. I mean, it kinda takes away from them being a beginer's guide if they don't show up until the end of the thread :)
That's a great idea, Ishmayl, but how do I do it? I'm completely computer illiterate except for WordProcessing and Digital Mapping.
Well, What I would do is start another threat, titled something like "Beginner's Guide to Eda and Carolan" and post in separate thread, everything you just did for the past few posts. Then, go to your very first post in this thread, click the "Edit" button, and create a link to the other thread. If you don't know how to do links, I'll tell you how to later. After that, if you want, I can just delete all the extraneous posts here that would essentially be copies of your new Beginner's Guide thread.
Why not just edit the first post on this thread? Copy everything you just put up in the last few beginner's guide posts, then go back to the first post and insert it there. Then you wouldn't even need to start and link a new thread.
P.S. I like the Beginner's Guide idea. I just may have to pay more attention to this thread now.
Yeah, that's a good idea too, and you could spoiler each section so that it wouldn't take up too much space.
The Ã'°daen Age
[
Gods of Hollowrought
Lands of Carolan
The
Dwarven Myths and Belief â,¬' Part 1