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Kaa'dril

Started by Illithid00, January 01, 2007, 05:21:54 PM

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Illithid00

OK, I think I've got some names for the deities of Kaa'dril. Although I've changed the names, all the deities' domains, worshippers, etc. will still be the same for right now.

Morvak (Gruumsh)
Aoweim (Corellon Larethian)
Karthoz (Semuanya)
Arthain (Pelor)
Yortha (Yondala)
Varmoth (Hextor)
Noblex (Heironeous)
Saroldah (Ehlonna)
Ralorx (Moradin)
Tyahosz (Erythnul)
Nour (Kord)
Reynd (Fharlaghn)
Uniord (Wee Jas)
Vroz (Nerull)
Soind (Obad-Hai)
St. Amald (St. Cuthbert)
Omarin (Olidammara)
Dhlorm (Bahamut)
Kerzyn (Tiamat)
Sardior

King

Edit: I added in the new deity names for Bahamut and Tiamat. Sardior isn't in the Player's Handbook, so I'm leaving him alone for the most part.

Epic Meepo

Just out of curiosity, if you are renaming all of the PHB deities, why not just create your deities from scratch?
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

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Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Illithid00

I'm not creating deities from scratch because I'm just not motivated to do it. I've got ideas for the world, the races, etc. but I just can't think of new deity concepts. That, and I want it to be fairly similar to the Player's Handbook.

King

Matt Larkin (author)

While I'm thinking of it, if you want kobolds to be a PC race, you might augment them so they seem on-par with those races.  I think dropping gnomes and adding kobolds is good, but the core kobold stats are a diterent for most players.  (If you already did this, then never mind)
Latest Release: Echoes of Angels

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Epic Meepo

Quote from: Illithid00I'm not creating deities from scratch because I'm just not motivated to do it. I've got ideas for the world, the races, etc. but I just can't think of new deity concepts. That, and I want it to be fairly similar to the Player's Handbook.
Then why not just use the PHB deity names, too? I understand not being motivated to invent new dieties when cool ones already exist, but I also understand being a player and not wanting to have to remember new deity nemes for deities whose real names I already know. The flavor-related benefit of the new names is going to be outweighed by the tendency of players to just think of your deities by their "real" names anyway. Besides, Bahamut didn't get a name change, so there's already a precedent for using flavor from existing settings.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Illithid00

I want to use the deities MOSTLY straight out of the book, but I am changing things. For example, I have to make a new "Lolth" deity for the drow, Aoweim is going to get revamped, etc. I just don't want to use some straight out of the book, and some totally new. Now that I think about it, I'm going to change Tiamat and Bahamut as soon as I think of some good names. My players are brand new to the game, and I want them to feel more like I built something mostly from scratch. I want a unique world, with unique sounding deities. None of my players know who the deities in the Player's Handbook are, so they won't have to worry about knowing all those deities, PLUS the ones in Kaa'dril.

King

Edit: Note that I updated my post of the deity names to add in Bahamut and Tiamat.

Epic Meepo

Shweet. Now I see what your doin'... and I like it! Good use of existing deity resources. I look forward to seeing how those altered dieties turn out.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Illithid00

I need some ideas for a scorpion deity for drow. I want the drow to be more neutral than evil, but I still want the insectile feel of the drow society. I'm just not sure what domains I should give to the deity, etc.

King

Numinous

What existing books do you have?  I know there was an insect domain somewhere, and a madness domain if that fits what you're going for.

When do you expect players for a game in Kaa'dril?  If it's not for years, then feel free to take your time and create fully original content.  If you're starting a game immediately, I suggest a bottom-up approach to your world, where you build the immediate area around the PC's and write more as they adventure.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Illithid00

So far, the books I have are:

PHB
DMG
MM1
MM2
MM3
MM4
Complete Warrior
Complete Arcane
Complete Mage
Expanded Psionics Handbook
Unearthed Arcana
Fiend Folio
Draconomicon

King

Illithid00

I've got my list of races worked out now. I'm abandoning the insect race concept for a while.

Human
Elf
Dwarf
Halfling
Orc
Half-orc
Half-elf
Lizardfolk
Half-lizardfolk (will post stats later)
Catfolk (from Races of the Wild)
Gnoll
Kobold
Dromite (reworked to LA +0)
Alethian Dwarf (from WotC site)

King

Tybalt

Have you read Harry Harrison's "West of Eden" books? It gives some interesting depictions of how reptile/dinosaur folk could have evolved into a dominant race. You might want a totally different landscape. Dinosaurs and civilization--that might be fun.
le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733

Illithid00

OK, I've got most of the basics for Kaa'dril worked out, as far as gods and races go. I still have some stuff to do, like working out a few of the gods, and I need to rework lizardfolk and dromites so they're on par with the basic races. Let me know what you think. Thanks in advance!

 [spoiler]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.

Psijamming
   Psijamming is a new technology that has arisen from skyships. These skyships have been plying the skies for a hundred years, but now some skyship captains have modified their vessels. These ships have been made capable of flight in the outer realms of the universe, perhaps even traveling to other worlds. This is a new technology, with only a few ships that have been modified, most of those in elven hands. However, none of these new ships have been able to travel to the Crystal Moon yet.
   Psijammers are all powered by a psijammer helm. This helm acts as a propulsion device and keeps the air in a psijammer fresh. The helm usually appears as a large throne-like object and is considered the pilotâ,¬,,¢s control station. A creature must sit in the helm and use the Pilot skill to fly a psijammer.
   Psijamming is rapidly becoming a more preferred form of transport and offers enormous potential for adventuring. Psijammer pilots are even now trying to recruit adventurers for journeys into the depths of the system. Forays to the Crystal Moon have been spoken of, as well as journeys farther from Kaaâ,¬,,¢dril.
   Note: Use the Hammership statistics from Spelljammer in Dragon Magazine on page 38 for a standard skyship.
The Last Dragon Wars
   The Last Dragon Wars were the most destructive, terrifying wars in the history of Kaaâ,¬,,¢dril. The Great Dragons waged furious war on each other because of their differing philosophies. These wars took place for more than a century, ripping the very land of Kaaâ,¬,,¢dril into pieces. Incredible magic and psionic powers were released in the goal of putting an end to the catastrophic destruction.
   The world is still recovering from the Last Dragon Wars, even five years after their end.
   At this point in time, the world is slowly rebuilding itself after the years of war. A new hobgoblin nation has just come into existence, quickly becoming a land of slavery and oppression. The Great Dragons created the Pact of Dragons, ensuring a fair, equal division of land. The lizardfolk are a people in exile, as the hobgoblins cast them out of their homelands. Orcs have also been cast out of their homelands by the hobgoblins.

Kaaâ,¬,,¢drilâ,¬,,¢s Heavenly Bodies
   Kaaâ,¬,,¢dril has three moons, the Spider Moon and the Crystal Moon. The Spider Moon is a dark, terrible place that is now the home of the drow. It is a barren landscape with scarce vegetation that doesnâ,¬,,¢t grow over two feet high. Devastating winds sweep the surface, forcing most life to survive underground. Marauding bands of ogres and orcs live on the surface in areas that are protected from the wind, eking out a squalid existence on this hellish land.
   The Crystal Moon appears as a large, glowing, colorless orb in the skies. This moon doesnâ,¬,,¢t wax or wane as the other two moons do. The Crystal Moon radiates its own illumination. Psionic characters often attribute their powers to the Crystal Moon. Indeed, psionics were unheard of before the coming of the Crystal Moon.  The Moon first appeared in the sky more than a thousand generations ago, an event which sparked intense fear and apprehension in the early civilizations. This coming may be linked to the demise of the lizardfolk empire of the time, though no one is sure of this. Not even the Great Dragons are old enough to remember the coming of the Crystal Moon.


Coming Change
The PCs are in a world of change. Though not by any means a new world, Kaaâ,¬,,¢dril is in a period of great turmoil. Psijamming is just coming into existence, and in the very near future another great war is being foretold. The Last Dragon Wars have ended, but the tenuous peace between the Great Dragons may be crumbling. Unease has fallen over the land, blanketing the world with the shadows of yet another war.
 Rumors of dragon riders amassing great armies have been heard recently. More rumors are flying from the elven kingdoms of a congregation of drow, who may be planning another war on the surface world. The world of Kaaâ,¬,,¢dril promises a wealth of adventure to those seeking it. Indeed, adventure may come to those seeking to avoid it as well in the coming yearsâ,¬Â¦

[/spoiler]

 [spoiler]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 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. The draconic races are usually 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 (Moradin)
Tyahosz (Erythnul)
Nour (Kord)
Reynd (Fharlaghn)
Uniord (Wee Jas)
Vroz (Nerull)
Soind (Obad-Hai)
St. Amald (St. Cuthbert)
Omarin (Olidammara)
Emyselin (Ilsensine)

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

[/spoiler]

 [spoiler]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.   Kobold
2.   Catfolk
3.   Lizardfolk, common
4.   Lizardfolk, Poison Dusk
5.   Human
6.   Elf
7.   Dwarf
8.   Halfling
9.   Half-Elf
10.   Half-Orc
11.   Half-Lizardfolk
12.   Hobgoblin
13.   Orc
14.   Gnoll

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.

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.

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 live in the plentiful jungles of the world, as well as the many marshes and swamps. Most of the time, the 5 races of lizardfolk can live together in harmony. However, there are always exceptions, and the most likely race to eschew the company of the other races of lizardfolk is the Blackscale. The 5 races of lizardfolk are as follows: common, Blackscale, Poison Dusk, Quanak, and Eklathar.
   The lizardfolk of this era are but a shadow of their former selves. What great cataclysm forced them to release their grip on the world is a mystery shrouded by more than a thousand generations of lost history. Perhaps the coming of the Crystal Moon had something to do with it; perhaps it was something else, such as the arrival of dragonkin or dracotaurs.
   The common lizardfolk are the most plentiful of the 5 races. They live a simple life, usually living in the wilderness of the swamps and jungles. They enjoy the hunt for food and the peacefulness of the natural world. In a typical tribe, the commons will outnumber the other races. While other races see the lizardfolk as primitive due to their lifestyle, lizardfolk are far from primitive. They choose to live the life that they have, and they are more than capable of greater things.
   The Eklathar lizardfolk are almost as plentiful as the common lizardfolk. They tend to live similar lives to the Poison Dusk lizardfolk. They are physically weaker than other lizardfolk, but they bring an important ability to the tribe: flight. An Eklathar lizardfolk typically acts as a scout in a warband. Eklathar lizardfolk work in pairs; one scanning the ground ahead of the band, the other scanning the skies for true dragons and other creatures that would endanger the band.
   The Blackscale lizardfolk tend to think of themselves as better than other lizardfolk on account of their great strength and physical abilities. They are sometimes much less cunning than their smaller brethren, considering subtlety and trickery to be beneath them. In a fight they tend to take the most direct, violent route to victory, sometimes being so reckless that they put themselves in great danger unnecessarily.  In a typical tribe, the Blackscales are the leading element of a straight forward attack.
   The Quanak lizardfolk are the most likely to hold positions of power in a tribe of lizardfolk. They use their psionic abilities to gain acceptance in the tribe, sometimes even using their powers to manipulate other lizardfolk. The Quanak is the least plentiful of all the lizardfolk races.
   The Poison Dusk lizardfolk are the most technically advanced of the lizardfolk. Although the Quanak have their psionic powers, they still tend to use primitive equipment, such as spears and blowguns. The Poison Dusk have, alone of the lizardfolk, adopted the use of swords and bows. They also frequently use bolas and nets.

Common Lizardfolk
+2 Strength, +2 Constitution, -2 Wisdom, -2 Dexterity
Medium Size
Base Speed 30 feet
+4 bonus on Balance, Jump, and Swim checks
Proficient with simple weapons and shields
+2 Natural Armor
Hold Breath: can hold breath for a number of rounds equal to 4 times its Constitution score before it risks drowning
Natural Weapons: 2 claws (1d4), tail slam (1d6)

Poison Dusk Lizardfolk Racial Traits
+2 Dexterity, -2 Strength
Small Size--+1 AC, +1 attack rolls, +4 Hide checks, -4 on Grapple checks, lifting/carrying limits Ã,¾ of Medium size creature
Base Speed 30 feet
Racial bonus of +4 on Balance, Jump, and Swim checks
Chameleon skin--+5 bonus on Hide checks
Poison Useâ,¬'Poison Dusk Lizardfolk can apply poison to a weapon with no chance of poisoning themselves
+1 Natural Armor bonus
Natural Weapons: 2 claws (1d3), tail slam (1d4)
Low-light vision
Hold Breath: can hold breath for a number of rounds equal to 4 times its Constitution score before it risks drowning
Favored Class: Ranger

Level Adjustment:
   Races with a +1 level adjustment start play as a 0-level character, using the base race stats from the Monster Manual/Monster Manual II. The player may roll for ability scores and may choose skills from whatever class the PC will take upon reaching 2nd level. These races would be one level lower than others in the party, but they will still be at the same power level due to their inherent racial ability. Any racial modifiers to skills, ability scores, feats, HD, etc. will be applied at this point. Upon reaching the number of XP to reach 2nd level, these characters will reach 1st level. This is to help balance the power to ensure that no one character is more powerful than another character due to choice of race.

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 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.

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.


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 Eklathar lizardfolk, due to their physical similarities. The Eklathar 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 Spider Moon during the end of the last Dragon War. The drow tried to take advantage of the turmoil, 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 brand new psijamming technology, the elves gathered every ship they could and banished the drow to the Spider 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.

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 began 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 immediately after the Last Dragon Wars. The lizardfolk were able to flee for the most part, leaving the hobgoblins a land more pristine than it would have been otherwise.
[/spoiler]

 [spoiler]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.
[/spoiler]

King

Edit: I finally decided that the main villians in my campaign is going to be a cult of yuan-ti. The cult will be obsessed with the idea of becoming dragons and tends to have a lot of dragon grafts (from Draconomicon). The leader will be a yuan-ti anathema (Fiend Folio) that happens to be half dragon. I'm going to incorporate the idea of dragonborn, but I'll change it to an actual race rather than an applied "template" type race. Tell me what you think. Thanks in advance!

Illithid00

I'm thinking of inserting a Norse-type culture in my campaign. This culture would be in the extreme south, mostly apart from other cultures and races. I've decided to put the Norse with dwarves and maybe with some ogre or hobgoblin cultures nearby to facilitate "aggressive negotiations". Any ideas or expansions on this idea?

King

~Kalin~

Wow 14 player races to choose from, exactly how big is your world?
Lurking on the CBG boards since May 24 2006.


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