Xyk
2008-01-05, 04:59 PM
I am thinking about a new campaign setting. I don't write campaign settings often, I usually just make part of the area. Most of what I need is help with races.
BACKGROUND
There is one major continent called Rehk which is shared by humans, elves, dwarves, gnomes, kobolds, goblins, and orcs. No halflings. Gnomes are pretty much a myth as they keep their ridiculously small and dying community and their inventions a secret to the best of their ability.
Kobolds hold the east half of the continent (called Boldika) and are all around not nice people. Kobolds are pretty much vying for total domination and their vast numbers aids to their success.Kobolds keep a vast wall and series of underground passages being very exclusive of who they allow into the 4 gates into a whole half of the continent. Kobolds produce the most amazing craftmanship, the only exception being the gnomes obscenely mastercrafted art which is exceedingly rare.
Dwarves hold the line as a smaller nation (called Thrahnkus) adjacent to the kobolds. The two are constantly warring and the kobolds are winning so far. The dwarven nation is basically a series of fortresses which reach underground. Dwarves are world-renowned as master militants.
Elves hold a dreamlike nation furthest to the west (Mythyrrin). Similiar to the depiction of elves in lotr. They refuse to be involved with any conflict, despite their obvious expertise.
Orcs hold the Northern territory through many tribes and are all-in-all very nomadic. There is no chief tribe, and orcs make up a vast majority of barbarians, though humans are not uncommon among orcish tribes.
Goblins hold the south with a democratic environment (Fremptilla). They are mostly decieving by nature but also more accepting of other races than other nations. Goblins are very anti-kobold however, claiming to have battled the kobolds before dwarves developed as a nation. Goblins love dogs. Savage dogs intrigue them the most and Goblins see them as the perfect physical being and have been taught to use them with the goblin intellect.
The central nation ("Deronitiany" pronounced Dair-oh-nish-any) Is mostly human. It is a center where anybody is welcome. It is currently on the edge of helping with the kobolds. It is currently undecided.
RACES
Human as described in phb.
Dwarves __+2 int, -2 dex, these are in addition to ability modifiers listed in the phb.
__The attack bonuses are changed to only kobolds.
__Magical ineptitude- Dwarves' natural magic resistance hinders them in their casting attempts. Any arcane magic cast by a dwarf has a doubled or +20% added to their arcane spell failure chance.
Elves as depicted in the phb.
Gnomes __+4 int, -2 str, +2 cha.
__small size
__speed 20
__lowlight-vision
__+2 saves vs illusion
__+2 DC to all spells through generations of magical breeding.
__+2 Listen
__+4 craft skills
__Spell-like abilities as the phb gnome.
__Favored class changed to wizard
__level adjustment+1
Goblins I don't know about them, they are really weak in the monster manual. these are speculations, all replacing the monster manual
__+2 dex, -2 str,.
__Small size
__speed 20
__darkvision 60
__+2 bluff, +2 diplomacy, +2 intimidate. Goblins are nasty liars and are very manipulative
__+2 ride and handle animal when dealing with canines of all sorts.
__kobold attack bonus as dwarf
__favored class rogue.
Orcs as in the monster manual minus light sensitivity
Kobolds These must be redone. In the races of dragon, they are totally weak. These I need the most help on.
Classes will include everything normally used in dnd but no ToB.
BACKGROUND
There is one major continent called Rehk which is shared by humans, elves, dwarves, gnomes, kobolds, goblins, and orcs. No halflings. Gnomes are pretty much a myth as they keep their ridiculously small and dying community and their inventions a secret to the best of their ability.
Kobolds hold the east half of the continent (called Boldika) and are all around not nice people. Kobolds are pretty much vying for total domination and their vast numbers aids to their success.Kobolds keep a vast wall and series of underground passages being very exclusive of who they allow into the 4 gates into a whole half of the continent. Kobolds produce the most amazing craftmanship, the only exception being the gnomes obscenely mastercrafted art which is exceedingly rare.
Dwarves hold the line as a smaller nation (called Thrahnkus) adjacent to the kobolds. The two are constantly warring and the kobolds are winning so far. The dwarven nation is basically a series of fortresses which reach underground. Dwarves are world-renowned as master militants.
Elves hold a dreamlike nation furthest to the west (Mythyrrin). Similiar to the depiction of elves in lotr. They refuse to be involved with any conflict, despite their obvious expertise.
Orcs hold the Northern territory through many tribes and are all-in-all very nomadic. There is no chief tribe, and orcs make up a vast majority of barbarians, though humans are not uncommon among orcish tribes.
Goblins hold the south with a democratic environment (Fremptilla). They are mostly decieving by nature but also more accepting of other races than other nations. Goblins are very anti-kobold however, claiming to have battled the kobolds before dwarves developed as a nation. Goblins love dogs. Savage dogs intrigue them the most and Goblins see them as the perfect physical being and have been taught to use them with the goblin intellect.
The central nation ("Deronitiany" pronounced Dair-oh-nish-any) Is mostly human. It is a center where anybody is welcome. It is currently on the edge of helping with the kobolds. It is currently undecided.
RACES
Human as described in phb.
Dwarves __+2 int, -2 dex, these are in addition to ability modifiers listed in the phb.
__The attack bonuses are changed to only kobolds.
__Magical ineptitude- Dwarves' natural magic resistance hinders them in their casting attempts. Any arcane magic cast by a dwarf has a doubled or +20% added to their arcane spell failure chance.
Elves as depicted in the phb.
Gnomes __+4 int, -2 str, +2 cha.
__small size
__speed 20
__lowlight-vision
__+2 saves vs illusion
__+2 DC to all spells through generations of magical breeding.
__+2 Listen
__+4 craft skills
__Spell-like abilities as the phb gnome.
__Favored class changed to wizard
__level adjustment+1
Goblins I don't know about them, they are really weak in the monster manual. these are speculations, all replacing the monster manual
__+2 dex, -2 str,.
__Small size
__speed 20
__darkvision 60
__+2 bluff, +2 diplomacy, +2 intimidate. Goblins are nasty liars and are very manipulative
__+2 ride and handle animal when dealing with canines of all sorts.
__kobold attack bonus as dwarf
__favored class rogue.
Orcs as in the monster manual minus light sensitivity
Kobolds These must be redone. In the races of dragon, they are totally weak. These I need the most help on.
Classes will include everything normally used in dnd but no ToB.