Wednesday, February 7, 2018

[Wilderlands 5E] Goblins of the Roglaras

GOBLIN SUB-RACES OF THE ROGLARAS
 
GOBLIN TRAITS 
   Creature Type. Humanoid (Goblinoid)
   Ability Score Increase. Your Dexterity score increases by 2.
   Alignment. Goblins revel in theft, murder, and inflicting pain on other creatures. Goblins are almost always evil, though various clans and tribes can be lawful, chaotic, or neutral, depending on individual traditions.
   Size. Your size is small.
   Speed. Your base walking speed is 30 feet.
   Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Nimble Escape. You can take the Disengage or Hide action as a bonus action.
   Nocturnal. You gain a +1 bonus to hit and to saving throws while in darkness (in subterranean and indoor locations, and outdoors at night, even including clear nights with a full moon).
   Stealthy. You have proficiency in the Stealth skill.
   Languages. You can speak, read, and write in Common and Goblin.
 
 
It is said that goblins are not originally native to this world. The progenitors of the goblin races were summoned here during a terrible war in some pre-historic ancient time. Goblin legends claim their ancestors were brought from the Netherworld, though by whom and from which specific locale few agree upon.
   Goblins are extremely fecund, and can crossbreed successfully with nearly any other humanoid race or living creature (of likely size and shape), creating new viable sub-races. Thus, the incredible variety found within the goblin races, and the way the goblins of one locale will resemble the other races or even beasts from their native region more than goblins from the next valley over.
   There are three major divisions of goblinoids: the small and relatively weak goblins, the medium-sized hobgoblins, and the larger, stronger bugbears. All goblinoids have at least some resemblance to humans, as the mannish races were and remain the most common worldwide.
   Goblins often exhibit numerous traits of dwarf, gnome, halfling, kobold, and often orc ancestry.
   Among hobgoblins, orcish blood is very common, while pointed ears reveal a broad substratum of elven ancestry; altogether, the hobgoblins are the most mannish-appearing of the goblinoid races.
   Bugbears are the most variable, the base being derived from human, orc, and ogre bloodlines, invariably with more questionable, bestial characteristics.
   The results of the less savory mating choices of goblin ancestors are most commonly exhibited among bugbears, the most notable being bear, wolf, gorilla, boar, wolverine, and lion bloodlines.
   There are, however, tribes of hobgoblins and goblins that also exhibit such animalistic characteristics, often featuring ape, canine, badger, goat, swine, and vulture features.
   Some goblin tribes exhibit feline, monkey, raccoon, raven, weasel, and frog features, while many goblin tribes exhibit rodent-like features. Some tribes even possess bat, vulture, or raven wings.

Goblinoids are almost exclusively carnivorous, as they cannot properly digest non-meat products, especially grains, fruits, and vegetables. Meat and meat byproducts, like milk and cheese, are edible, as are eggs, fish, and insects. Grains, fruits, and vegetables cause painful and disgusting gastro-intestinal issues, of lesser to truly heroic proportions.
   Goblins do not handle non-meat based alcohol well at all; they get drunk off it twice as quickly as other beings, makes them go into a rage when drunk, and causes them incredible, terrible hangovers.
   Goblin made their own beer, wine, ale, and cordials, all based on milk, eggs, and blood (particularly the blood of sentient beings) — these are not generally consumable by other races, if not being outright poisonous.
   Another characteristic that is “typically goblin” is the lack of iris or cornea of the eye; the entire orb of the eye of the goblin – the sclera and iris, other than the black pupil – is of a single color, though in some cases the iris is of a slightly different shade, outlined in white.
   This characteristic may partially account for the goblin dislike of bright light, as they may get a more broad-based spectrum of light, and a wider range of vision, than other races.
   The characteristics noted above are the broadest range of the three major sub-types. Each group has their own characteristics based upon the various creatures and races that have entered their bloodline over the millennia.
 
Goblin height and weight are unrelated; there are tall, spindly, emaciated goblins and short, incredibly obese goblins. Roll the height and weight modifiers separately.
 
Goblin Height and Weight
Base Height: 24”
Height Modifier: +4d6”
Base Weight: 25 lbs.
Weight Modifier: +4d8 lbs.
  
GOROGHA FOREST GOBLIN
   Ability Score Decrease. Your Intelligence score decreases by 2.
   Ability Score Increase. Your Strength score increases by 1.
   Beast-Speech. You can speak with and understand apes and monkeys.
   Brachiation. You are proficient in the Climb skill. When you have both hands, both feet, and your tail free, you can move through the branches of trees at a speed of 30 feet.
   Goblin Weapon Training. You are proficient in the use of the club, handaxe, short bow, and spear.
   Great Howl. You may cast the thunderclap cantrip [EEPG]. You may cast this cantrip a number of times equal to your Strength modifier (a minimum of once). You regain any expended uses after a long rest.
   Howl. You can howl and be heard clearly for up to three miles distant (depending on intervening hills and mountains). You can only howl in the guttural Gorogha dialect of Goblin or in Beast-Speech.
   Illiterate. You cannot read or write. You must use a skill choice to gain the ability to read and write.
   Prehensile Tail. You may use your tail as though it were an off-hand, however, it cannot be used to perform any fine motor skills or use of tools requiring the use of fingers.
 
The Gorogha goblins of Trollslore are among the most primitive of the goblinoid folk of the Roglaras. They arrived in the Roglaras from an unknown land ages ago; the population at Trollslore is the only major population of the breed in the region. They live in barbaric squalor among the ruins of the ancient city.
   Gorogha resemble a hybrid between a dwarf and a howler monkey, complete with thick fur, long beard, and prehensile tail. Hair and fur color ranges greatly, from black and brown to tan and white; the beard is often, though not always, a different color than that of the rest of the body fur. Eyes are usually red, orange, or yellow.
   Gorogha do not know the use of armor of any sort, and do not know how to work metal, using weapons of stone, such as stone axes, stone-tipped spears, and stone-tipped arrows.
   The Gorogha are lawful evil, being a relatively tightly-knit group with a strong, rigid hierarchy. They do not possess any native gods, but some of the more curious Gorogha have adopted the worship of Mokmalla, the Demon-Goddess of Lust, drawn by her blood-drenched sacrificial orgies, and have converted to her chaotic-evil cult.
   NOTE: The Gorogha goblins have in recent years come under the rule of a band of bandits, and so certain individuals have become somewhat more “civilized” by their influence; ergo, player character Gorogha.
 
ILKH’TANAR MOUNTAIN GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Goblin Skill Training. You are proficient in one set of artisan tools: Mason’s Tools, Miner’s Kit, Smith’s Tools, or Tinker’s Kit.
   Goblin Weapon Training. You are proficient in the use of battleaxe, shortsword, spear, and light crossbow.
 
The Ilkh’tanar — also known as “Demon Goblins” – are a nation of goblins, hobgoblins, and bugbears native the Majestic Mountains. The Demon Goblins are divided into numerous bands, clans, and tribes, the most powerful being those of Wenlock and Hledra. The Ilkh’tanar are the most technologically advanced goblinoid tribe of the Roglaras, capable of manufacturing scale mail and chain mail, most weapons including the crossbow, and building in stone and brick as well as digging mines and subterranean lairs.
   The Ilkh’tanar are often ruled by Demonbrood tieflings. They are great enemies of the Dwarves of Thunderhold and the Orcs of the Crimson Doom, from both of whom they steal men to sacrifice, women for the seraglio, and children for their larder. They despise the Devil Goblin clans of the western plains, with whom they compete in their western reaches.
 
 
   Ilkh’tanar facial features are orc-like in males, dwarf-like in females, plus a strong admixture of halfling and gnome, with pointed ears, pronounced canine teeth, a slight heft to the jaw, jutting brow ridge, yellow-red to rust-brown skin, and purple eyes (like all goblinoids, the entire eye). Many also have small horns and tails. Hair is black, red, or blonde, worn long and loose by both sexes; males and females can grow beards. There is little beast in their bloodline, as they consider themselves above such weaknesses (i.e., being too weak to steal humanoid mates).
   Ilkh’tanar generally wield battleaxe, shortsword, spear, and light crossbow, wear scale or chain mail, and use a shield. Helms are decorated with the skulls of their enemies, and they wear necklaces made from fingerbones. They ride worgs and dire wolves.
   The Ilkh’tanar revere demon gods, particularly Vivistat Demon-God of Dooms, Feninva Demon-Goddess of Blood, Ostyed Demon-God of Disasters, and Selyton Demon-God of Pain. The Ilkh’tanar and the Orcs of the Crimson Doom were once as brothers in chaos, but when Ancalagon the Red arrived, and the orcs chose to serve the dragon rather than the demon-gods, goblins and orcs became eternal enemies.
   When not led by a Demonbrood tiefling, a band, clan, or tribe will be led by a goblin shaman – a Demon-Blood sorcerer or Warlock in pact with a Fiend. Most Ilkh’tanar are chaotic evil.
 
JHARIBAATE STEPPE GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Goblin Skill Training. You are proficient in Animal Handling. You have proficiency in one additional skill: Acrobatics, Intimidation, Leatherworker’s Kit, Survival, or Tinkerer’s Kit.
   Goblin Weapon Training. You are proficient in the use of the goblin horsebow, lance, lariat, and scimitar.
 
The Jharibaate — also known as “Devil Goblins” – are nomadic clans and bands of goblins and hobgoblins. Their preferred home is the Plateau of Bendigroth, though being nomadic, and often losing to the human Tharbrian nomads, they travel across the plains, meadows, farmlands, and into the forests and hills of the Roglaras, Viridistan, and Antillia. At times they swarm the Battlefield Gwalion, Stonefold Plains, and Swarthlad Plains like fleas. They follow their herds of stenchkine and raid each other and anyone else they can find. They are ancient enemies of the Tharbrian nomads and the Ilkh’tanar mountain goblins.
   Jharibaate are very orc-like, with prominent brow ridge, pointed hairy ears, bulging red eyes, filed teeth, slit nostrils, thin black lips, and sharp angular chin. They use cranial deformation to shape their heads into elongated conical shapes. They wear their long black hair in dreadlocks. Their sallow-yellow or brick-orange skin is covered in ritual scars and tattoos.
    The Jharibaate goblin horsebow is a composite bow of horn, bone, and wood, reverse-engineered from the Tharbrian horsebow (a much superior design). It uses horn, bone, and sinew from stenchkine, and thus does not have as strong a pull or range as the Tharbrian equivalent. No self-respecting Tharbrian would be caught dead using a goblin horsebow, but plenty of others are happy to use the bow, which is superior to a shortbow if not as effective as a longbow.
   Jharibaate worship devil-gods, such as Margonne Devil-God of Majesty, Mururlu Devil-God of Assassins, Shindra Devil-Goddess of Beasts, and Kuvartma Devil-God of the Moon. Most Jharibaate are lawful evil, as they live in a structured clan society. They are very rarely led by non-goblinoids; usually their leader is the mightiest warrior among the clans. A band leader is a jhar, a clan leader is a dhar, a tribal leader is a zhar, and a leader of multiple tribes is a baata-zhar.
   They ride steppe ponies, goblin ponies, and axe beaks; wield horsebows, lances, lariats, and scimitars; wear studded leather armor, and carry shields. Their helms are made from the skulls of beasts, often stenchkine, axe beaks, wolves, or humans.
 
Goblin Horsebow. 50 gp, 1d8 Piercing, 2 lb., Ammunition (range 120/480), two-handed.
 
MORAN’BUKRA MOUNTAIN GOBLIN
   Ability Score Increase. Your Dexterity score increases by 1 (on top of the base racial bonus of 2).
   Beast-Speech. You can speak with and understand mustelids (weasels, badgers, otters, wolverines, etc.).
   Big Bite. You can perform a bite attack as an Action; the bite attack is a Finesse attack and deals 1d4 points of piercing damage.
   Goblin Skill Training. You have proficiency in one additional skill: Animal Handling. Leatherworker’s Kit, Smith’s Tools, or Tinkerer’s Kit.
   Goblin Weapon Training. You are proficient in the use of the light crossbow, rapier, and spear.
   Keen Hearing and Smell. You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
   Scuttle. When wearing light or no armor you can move on all fours with a speed of 40, climb at a speed of 20, and burrow through light earth with a speed of 10.
 
The Moran’bukra — also known as the “Black Moon Goblins” – are a nation of goblins, hobgoblins, and bugbears native to the hills and mountains of the Ered Losthain in the southern Roglaras and northern Altanis. It was they, in fact, who gave the mountains their name, as they invaded the region from the eastern plains and destroyed the local dwarven kingdoms (“Lost Thane”) during the Gnoll Times.
   The Black Moon goblins are mix of human, dwarf, and orc in appearance, with a distinctly mustelid cast, notably weaselly, to facial and other features (Moran’bukra hobgoblins have badger features, and bugbears have wolverine features). Ears are round, eyes are glistening black, the snout is elongated and conical and bewhiskered, the long mouth is filled with small sharp teeth, arms and legs are short, and the entire body is long and slender (+1d6”, -2d6 lbs.) and covered in short fur. They have a tail that varies in length from quarter to half of their height; some are puffy, others sleeker in fur. Coloration is gray to red, with a pale to white underbelly.
 

   They are technologically advanced, as far as goblins go, perhaps because of their dwarven heritage. They can manufacture plate mail, crossbows, and siege weapons such as catapults.
   Moran’bukra wield light crossbow, rapier, and spear, tend to wear only studded leather (unless at war or guarding the lair, when they wear breastplate or better), and eschew the use of shields. They field no cavalry, but often keep giant weasels, giant badgers, and/or giant wolverines as pets.
   Black Moon Goblins worship a dark lord of the new moon, a demon-god of darkness known only as “The Dark One,” and are chaotic evil. Because their society is so disordered, they are easily ruled by outsiders; they prefer this, as it ensures that no one group of goblins gains more power than any other group.
 
RHADDJAK SEWER GOBLIN
   Ability Score Increase. Your Constitution score increases by 1.
   Beast-Speech. You can speak with and understand mice and rats.
   Big Bite. You can perform a bite attack as an Action; the bite attack is a Finesse attack and deals 1d4 points of piercing damage.
   Goblin Skill Training. You have proficiency with and Expertise in the use of Miner’s Tools.
   Goblin Weapon Training. You are proficient in the use of the dagger, hand crossbow, rapier, and sap.
   Keen Smell. You have advantage on Wisdom (Perception) checks that rely on smell.
   Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
   Plague Bearer. You have advantage on all saving throws against disease, and resistance to damage caused by disease. If you save against a disease with a Natural 20, you are completely unaffected by the disease, but you become a carrier of the disease.
 
The Rhaddjak are native to the Goblin Reservation of the City State of the Invincible Overlord. It was not always thus – before the coming of men to the region, they lived in the sewers of the ruins that are now hidden beneath the city. From there, they preyed upon the small settlement of halflings, By-Water, where now stands By-Water Street. Truly a golden age for goblin-kind! But then men settled here, took the goblin lands, and built a new city atop the ruins, slaughtering most of the tribe and settling the survivors on a reservation.
   Rhaddjak are excellent at digging tunnels, and given to pranks and dark humor. For both reasons they are outlawed from tunneling anywhere near the City State, save under extreme supervision. Many are employed in the City State as gong farmers, trash collectors, and sewer cleaners. They cannot be within the city walls from sundown to sunrise.
 
 
   Rhaddjak look not unlike thin halflings or gnomes with very strong rodent-like features, with tiny pointed ears, glistening black eyes, elongated snout with whiskers, sharp teeth, no chin, clawed hands and feet, long hairless tails, and soft fur over most of their body (covering the face to a greater or lesser degree). Fur coloration is black, gray, or brown; albinos, with white fur and pink eyes, are rare (most of these are sorcerers).
   Rhaddjak revere the Rat God, and are said to offer human sacrifices to the living god in the ruins beneath the city. A small cult of twisted individuals placates the Cat God. Rhaddjak are usually neutral evil; they stick together against everyone else, but when that moment for personal aggrandizement comes, they happily stab each other in the back.
 
URUGLUK FOREST GOBLIN
   Ability Score Increase. Your Strength score increases by 1.
   Beast-Speech. You can speak with and understand swine, whether wild, feral, or domestic.
   Goblin Skill Training. You have proficiency with Animal Handling.
   Goblin Weapon Training. You are proficient in the use of the lance, scimitar, shortbow, and spear.
   Relentless. If you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this ability again until you finish a long rest.
 
The Urugluk — also known as the “Boar-Skull Goblins” or “Goblin-Orcs” – are a nation of goblins, hobgoblins, and bugbears native to the Antillian Peninsula; clans and tribes have settlements as far north as the town of Dart. They originate from a merger of various goblinoid and orc clans at the end of the Orc Times. They raid far and wide, and have been encountered in the Falling Empire, the Roglaras, and Barbarian Altanis. They often hire out as mercenaries to powerful sorcerers, warlocks, and wizards.
   Boar-Skull Goblins have facial features not unlike those of a boar or warthog, with piggy little yellow eyes, large porcine snout ending in a pink nose, and tusks. They are hairless, with warty skin of a sickly green. Otherwise, physically, they strongly resemble orcs; members of some bands qualify essentially as half-orcs, so strong do the orc bloodlines remain.
   Urugluk are primitive, technologically, preferring to enslave others who can make things for them, as they believe only a warrior’s life is worth living. They enjoy enslaving dwarves, gnomes, and halflings particularly, as they also enjoy the taste of their flesh.
   They wield lance, scimitar, shortbow, and spear, usually wear leather armor (painted red in the blood of their enemies), a long black cloak, horned helms, and black shields. Their cavalry ride goblin boars and giant boars into battle.
   Boar-Skull Goblins worship “The Nameless One,” a dreadful demon-god of raw power. They are usually ruled by powerful warlocks; sometimes goblinoid, often of other races, especially Demonbrood tieflings.
   Boar-Skull Goblins are chaotic evil; when not held together by a strong and brutal leader, bands, clans, and tribes end up dissolving in internecine feuds.
   Mercenary troops are another matter; within the ranks their military training takes over, and they remain disciplined, with their aggressions focused outward toward the enemy. However, garrison life is not conducive to continued cooperation…
 
Urugluk Goblinoid horde and their Tiefling Sorcerer master
 

Sunday, February 4, 2018

[Wilderlands 5E] Elves of the Roglaras

ELF SUB-RACES OF THE ROGLARAS
 
ELF TRAITS  
   Ability Score Increase. Your Dexterity score increases by 2.
   Age. Although elves reach physical maturity at the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100; while elves are effectively immortal, most tire of life after 750 to 1,000 years and thereafter permanently “retire” to the Feywild.
   Alignment. Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
   Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
   Speed. Your base walking speed is 30 feet.
   Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Keen Senses. You have proficiency in the Perception skill.
   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
   Second Sight. When near places where the membrane between the Mortal World and the Feywild are thin, especially near Faerie Standing Stones though possibly near other Places of Power, you can look between the worlds and see into the Feywild. The two worlds appear superimposed on one another. This enables you to clearly see any Fey creature using any form of innate power of invisibility. Use of this ability requires Concentration, as when spellcasting. Distances vary, but in most common cases, you may use this ability within 1/5th of a mile of a Faerie Standing Stone per level of experience.
   Walk Between Worlds. When touching a Faerie Standing Stone, you may expend the use of one of your innate spells to activate its power to open a portal. Expenditure of a cantrip allows you to open a portal to any other Faerie Standing Stone the stone is connected to within the same region (i.e., Roglaras, Viridistan, Tarantis, etc.) Expending a 1st level spell enables you to open a portal to any other Faerie Standing Stone the stone is connected to within any adjacent region (i.e., Roglaras to Viridistan). Expending a 2nd level spell enables you to open a portal to any other Faerie Standing Stone on Rhadamanthia and the adjacent islands OR to the Feywild. In any case, the portal remains open for as long as you maintain Concentration, as per spellcasting.
   Wisdom of the Ages. You have advantage on History (Intelligence) checks.
   Languages. You can speak, read, and write Common, Elvish, and one nearby human tongue.
 
ALVAR NORTHERN ELF
   Ability Score Increase. Your Strength score increases by 1.
   Born to the Sea. You are proficient with Vehicles (Water).
   Elf Weapon Training. You have proficiency with the longsword, battleaxe, handaxe, and shortbow.
   Glacial Blood. You are resistant to cold damage; however, you are vulnerable to fire damage.
   Rune Magic. You know the frostbite cantrip [EEPG]. At 2nd level you can cast fylgja [see below] once with this trait and regain the ability to do so when you finish a long rest. At 4th level, you can cast invisibility once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. If you are a sorcerer, you add these spells to your memorized spells, and may cast them using your sorcerer spell slots.
 
The NORTHERN ELVES, also known as ALVAR, (OR BLUE ELVES), arrived in the Roglaras centuries ago with the second wave of Valonar Viking-Folk from the far north (they had not ranged as far south as Valon proper when the ancestors of the Skandiks sailed). They share the homeland and culture of the Valonar, and sail the Viking path.
   Northern elves do not recognize close kinship with other elves, considering all other elves to be cultural degenerates of the original breed, save perhaps the gray elves, whom they respect for their ancient ways but disdain for their peaceable lifestyle. They think nothing more of taking other elves as thralls than they do of taking humans, dwarves, or goblins as thralls.
   The Alvar live among (and sometimes lead) the Valonar, though claim but a single settlement in the Roglaras for themselves – Seasteadholm on Goodholm Haven, on the Warwik Peninsula. There the northern elves live, served by their thralls who hew their wood and carry their water. There are many other Alvar settlements in Valonaria and no few in Valon proper.
   The Alvar live in great, rambling castles of stone and crystal, all built around a great central hall, preferably upon some craggy height. The thrall-village, below the castle, is of whatever form the local conquered people may build for themselves. At the shore, large boathouses hold the kraken-prowed, blue-sailed raiding ships of the Alvar (Valonar have various prows, Sverkka have dragon-prows).
   Alvar elves long ago turned from Cilborith and took up the worship of the cold gods of the North. Aegir God of Sea and Storm is very popular, as is Hel, the Goddess of Death; so too Jormungandr the World-Serpent, and Fenris Wolf, the Glutton.
   Most Alvar are Chaotic Neutral, while many are Chaotic Evil, and some are Neutral.
   Alvar elves have glimmering pale blue skin, platinum hair, and ice-blue eyes; they stand 6'2", and weigh 160 pounds, with an angular, athletic build. Alvar elf style is such that they use cranial deformation to cause their heads to be tall and conical-shaped; they also file their teeth to sharp, shark-like points.
   Alvar elves are typically armed with longsword, battleaxe, handaxe, and shortbow, wear chainmail hauberks, and use a shield. Helms are always designed with a kraken, shark, or some other tall or long sea-monster, as the helms are tall and thin due to the elves’ cranial deformation. Clothing worn with the armor consists of furs and bright bits of woolens in red, black, blue, and purple.
 
Fylgja. Fylgja is essentially a 1st level spell that is the equivalent of the druid’s Wild Shape ability. However, the Alvar chooses a specific CR ¼ animal shape when she first gains this spell, and whenever she uses fylgja, she can only ever take that shape. The fylgja form is not limited by the ability to swim or fly, i.e., the Alvar may choose to take the form of a raven, owl, pike, bass, etc.
 
KILBORIN FAERIE ELF
   Ability Score Increase. Your Charisma score increases by 1.
   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
   Fey Magic. You know one cantrip of your choice from the sorcerer spell list. At 2nd level choose one 1st-level spell from the sorcerer spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. At 4th level choose one 2nd-level spell from the sorcerer spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. If you are a sorcerer, you add these spells to your memorized spells, and may cast them using your sorcerer spell slots.
   Fey Mien. You have advantage on Persuasion checks.
   Light Against the Darkness. As a bonus action you may cause your skin to shed a shimmering silvery-gold light, like a steady, un-flickering candle, casting bright light within 5 feet and dim light for an additional 5 feet. You may maintain this light for as long as you maintain Concentration, as per spellcasting.
 
The KILBORIN FAERIE ELVES (OR GRAY ELVES) are the closest living embodiment of the ancient elvish archetype, though even in their mighty eyes can be seen the eventual passing of their race. Gray elves are stately, contemplative, courtly, exacting beings, not taken to merriment or quick action.
   Faerie elves are very rare in the Roglaras, with the only known modern settlement of grays being in Palewood, and those are recent immigrants. Recent, that is, in their own minds – after all, less than three generations have passed since they arrived, though those generations are each nearly a thousand years long. Grays have generally “retired” from the mortal world, to live lives of quiet contemplation; as a rule, Faerie elf society is pacifistic, preferring to avoid conflict, but when forced by circumstance, still very capable in battle.
   The gray elves who decide to take a hand in modern events make history and forge legends. Ashenshaft is a gray elven half-elf/demi-elf town, as is the city of Landmarch, on Battleplain Gwalion; the elf-bloods of those settlements are descended from Palewood colonists, themselves mostly half-elves rather than elves. Faerie elf settlements are great rambling edifices of crystal and stone, with great walls, and many tall towers connected by bridges open to the sky.
   The Kilborin exclusively revere Cilborith, the God and Father of the elves; he is the Great Enchanter, the Battle-Rager, Tamer of the Griffon, Brother and Slayer of Dragons, the Orc-Foe. Every family tower has a shrine, and most public buildings are temples to Cilborith to a lesser or greater extent. The orthodox eschew all other gods, save for ancestral saints, but a few more daring and independent-minded Kilborin revere other gods of wisdom, knowledge, or power, such as Bachontoi of Red Wisdom, Dyrantril the Alchemist, or Aniu the Lord of Time.
   Most Kilborin are Lawful Good, though many lean toward Lawful Neutral or Neutral Good.
   Faerie elves possess alabaster or ivory white skin, gold or silver hair, and violet or silver eyes; they typically stand 6'2", and weigh 150, with an angular, lean build. Males and females tend toward androgynous figures; males are often beautiful, while females are handsome. Faerie elves do not scar from their wounds, nor does any blemish, mark, brand, or tattoo mar their flesh for more than a night and a day.
   Faerie elves usually do not wear arms or armor as a rule, being pacifists, but when they must gird for their defense, are typically armed with longsword, shortsword, shortbow, and longbow, wear breastplate, half-plate, or plate armor, and use a shield. Helms are tall and plated with gold, while armor is usually silvered and chased with gold trim.
 
NILBORIN WOOD ELF
   Ability Score Increase. Your Wisdom score increases by 1.
   Elf Weapon Training. You have proficiency with the longsword, shortbow, longbow, and spear.
   Forest Magic. You know one cantrip of your choice from the druid spell list. At 2nd level choose one 1st-level spell from the druid spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. At 4th level choose one 2nd-level spell from the druid spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells. If you are a druid, you add these spells to your memorized spells, and may cast them using your druid spell slots.
   Woodland Wisdom. You have proficiency in the Survival skill and know the Sylvan tongue.
 
NILBORIN WOOD ELVES or SYLVAN ELVES are the rustic cousins of the high elves, paying lip service to the concept of Alfheim, and living however they please otherwise. They prefer to live in forests and wilderness, away from other races as much as possible, though they are not as murderously xenophobic as their wild elf cousins. Their main stomping grounds are the northern Dearthwood (where they work with the Elves of Alfheim in Dearthwood), though they may be found in most fair forests and woods of the Wilderlands. They avoid cities and towns, disdaining even the villages of more civilized folk. They are at eternal odds with orcs, goblins, and trolls.
   Nilborin elves are unconcerned with the history of or future of the “greatness” of the elven race; they seek to live in the here and now, in balance with nature. Of course, individuals have their own goals, hopes, and dreams, but as a people, the Nilborin are “retired” from the rest of the world, and seek only to protect their own and the balance of nature.
   The Nilborin are generally a semi-nomadic people, following the fruitfulness of the forests and meadows. They hunt and gather; while it seems that they do not farm or tend to gardens, this is an erroneous belief on the part of humans. The wood-elves sow seeds in the wild places of the world, and use their magic to ensure rich harvests. Many a starveling human has passed through a rich wild garden of the Nilborin in the Dearthwood, none the wiser that he stumbles amidst a bounty of rich wild foods.
   The Nilborin revere Cilborith as the Father of the Elves, but reserve their worship for gods of nature, such as Beytnorn the Great Tree, Limtram of the Rich Meadows, Scodem the Hunter, and Teros Father Bear.
   Most Nilborin are Chaotic Good, though many lean toward Chaotic Neutral or Neutral Good.
   Nilborin elves have brownish or greenish skin, blonde or coppery red hair, and green or hazel eyes; they stand 5'2", and weigh 120 pounds, with a lean, angular build. Nilborin elves grow antlers or horns once they attain 5th level (species type is the choice of the elf), the larger and more magnificent the horns or antlers, the more powerful the elf.
   Nilborin elves are typically armed with longsword, shortbow, longbow, and spear, wear studded leather, and use a round wooden shield. Helms are usually made of hide and horn.
 
SILBORIN HIGH ELF
   Ability Score Increase. Your Intelligence score increases by 1.
   Arcane Magic. You know one cantrip of your choice from the wizard spell list. At 2nd level choose one 1st-level spell from the wizard spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. At 4th level choose one 2nd-level spell from the wizard spell list, you may cast this spell once with this trait and regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. If you are a wizard, you add these spells to your memorized spells, and may cast them using your wizard spell slots.
   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
   Elvish Excellence. You have two bonus tool proficiencies of your choice.
 
Most of the elves of the Roglaras are of the SILBORIN HIGH ELVEN race. Most high elven folk of the Roglaras consider their settlements to form a single, widely dispersed kingdom, known as Alfheim. Each lord of a settlement is King in his own realm, answerable only to the High King – though there has not been a High King of Alfheim in centuries.
   High elves are a merry folk amongst themselves, given to revelry and song within their hidden halls and city walls. They know that the greatness of the elven race has passed, and choose to pass from this world in style and with panache. No matter how dissipated their society may seem, however, they remain implacable enemies of orcs and goblins, continually hunting them down wherever they might be found.
   The high elves are the greatest allies of the Dunael Woods-Folk, forming a united front against the Orcs of the Purple Claw in Dearthwood. A few high elves turn from the merry ways of their brothers and strive to return to the ancient ways of war and high wizardry; such folk become the stuff of legends among humans and elves.
   High elven settlements include Adderwood, Anguikan, Benobles, and Elf-Burn, while a fair number of high elves also live in the cities and towns of the mannish races. High elves prefer a rustic town or village life, rather than the wild life of their wood-elf cousins or the cramped and stately tower life of the faerie-elves.
   Silborin revere Cilborith as the Father of the Elves, but this is considered a deeply personal and private relationship between Elf and god, and thus there are few temples (though numerous shrines) to the Elf-Father. Individual Silborin may revere other gods, typically gods of nature (see Nilborin gods, above), but the high elves are not religious as a matter of course.
   Most Silborin are Neutral Good, though many lean toward Chaotic Good or pure Neutral.
   Silborin elves have shimmering pale white skin, lustrous raven-black hair, and blue or green eyes; they typically stand 5'8", and weigh an average of 135 pounds, with a lean, angular build.
   Silborin elves are typically armed with longsword, shortsword, shortbow, and longbow, wear chainmail, and use an oval shield. Helms (of the Norman type) are always richly decorated, often with artificial bird wings if not decorated in the style of a family badge. Silborin elves proudly displays their family’s ancient coat of arms and its elements in every form possible.

Thursday, February 1, 2018

[WOHA Maps] Hex 01-2723 Dungeons of the Dragon-Lords CONTEST

Wilderlands of High Adventure
Campaign Map 1 Roglaras
Hex 01-2723: Dungeons of the Dragon-Lords
 
Those of you who look very closely at the arrangements of the ruins that make up the Dungeons of the Dragon-Lords may realize what existing adventure module I am using for the dungeons. I should note that as usual, I am not necessarily using everything in the adventure module, though I am using the maps and select elements, combined with select elements of the original adventure that inspired the published adventure.
 
That should be enough for someone to figure out the locale being used as the Dungeons of the Dragon-Lords...
 
A CONTEST!
 
The first person to correctly post in the comments the name of the published adventure module being used wins a free 5-mile hex map of your choice. You can choose one of the Wilderlands hexes from any region or even draw up your own for your own game, complete with ideas and/or details of what you want to see in the hex, and I will create a map for it in Hexographer.
 
Good luck!
 

Click to embiggen

Monday, January 29, 2018

[Wilderlands 5E] Player Character Races of the Roglaras

Here is my Mostly Complete List of Player Character Races and Cultures of the Roglaras for 5e D&D.
 
Not all of the various races from the Necromancer Games edition are native to the Roglaras; I figured there were already more than enough native races and cultures that I did not need to bring in even more! If players want to play a different race, they must first find out if such a race exists, or at least rumors of such, then go find where the race can be found... and only then will they be able to play that race.
 
Interestingly, ogres are few and far between in the Roglaras (probably too many trolls). Also, I opted out of allowing most of the various amphibious races that were merely aquatic equivalents of surface races (merfolk, mer-elves, tritons, etc.). Of the others from Volo's, the Firbolg are thought extinct in the region, the Kenku are found to the east in Tarantis, the Tabaxi are found to the far south in Ghinor, the Tritons are reserved for NPCs, and the Yuan-Ti are found in southern Karak, on the Telanghata Peninsula... or so legends and rumors say...

The Roglaras

PLAYER’S HANDBOOK

DRAGONBORN
Avalonian Metallic Dragon-Bloods
Avalonian Metallic Dragonborn
Orichalan Chromatic Dragon-Bloods
Orichalan Chromatic Dragonborn
Sverkka Valonar Dragon-Bloods

DWARF
Kazadaran Mountain Dwarves
Kazadrach City Dwarves
Kazadrax Elixer Dwarves
Kazadurul Hill Dwarves

ELF
Alvar Northern Elves
Kilborin Faerie Elves
Nilborin Wood Elves
Silborin High Elves

GNOME
Beboste Forest Gnomes
Kabouter Eastern Gnomes (“Lightelf Gnomes”)
Prutsiyer Tinker Gnomes
Schiyen Phantasmal Gnomes

HALF-ELF
Alvar Northern Half-Elves
Dunael Half-Elves
Half-Elves of the City-State
Kilborin Faerie Half-Elves
Nilborin Wood Half-Elves
Silborin High Half-Elves

HALFLING
Lightfoot Halflings of the Roglaras
Hairfoot Halflings of Atwainshire
Tallfellow Halflings of Wildshire
Stout Halflings of Bulwarkshire

HALF-ORC
Goblin-Men of the City-State
Half-Orcs of the City-State
Half-Orcs of the Crimson Doom (Majestic Mountains)
Half-Orcs of the Green Hand (Ered Losthain)
Half-Orcs of the Purple Claw (Dearthwood)

HUMAN
Altanians [Barsoomian Cimmerians]
Amazons [Frazetta and Vallejo Warrior Women]
Antillians [Gorean-Sicilian Mafiosi]
Avalonians [Arthurian Romano-British]
Chaelo [Monty Python Peasants]
Dunael [DĂșnedain]
Moonraker Moor-Folk [Picts]
Orichalans [Greco-Romans]
Roglarans [Anglo-British]
Roglo River-Folk [Riverine Gypsies]
Skandiks [Anglo-Saxons]
Tharbeo Wain-Riders [Irish Travelers]
Tharbriana [Irish and Welsh]
Tharbrians [Scottish Highlander Mongolians]
Valonar, Markka [Danes]
Valonar, Norkka [Norse]
Valonar, Sverkka [Melnibonéans]
Viridians, Common [Anglo-Greek-French]
Viridians, High [Greek-French]

TIEFLING
Alu-Demons/Cambions [“Noble-Blood”]
Demonbrood Anaks [Male Only]
Demonbrood Balor-Bloods
Demonbrood Glabrezu-Bloods
Demonbrood Hezrou-Bloods
Demonbrood Houris [Female Only]
Demonbrood Marilith-Bloods
Demonbrood Mixed-Bloods
Demonbrood Nalfeshnee-Bloods
Demonbrood Vrock-Bloods

VOLO’S GUIDE

AASIMAR
Demi-Gods
Empyreans, Fallen
Empyreans, Protector
Empyreans, Scourge

BUGBEAR
Ilkh’tanar Mountain Bugbears (Majestic Mountains)
Moran’bukra Mountain Bugbears (Ered Losthain)
Thrullark Forest Bugbears (Moonraker Forest)
Urugluk Forest Bugbears (Antillian Peninsula)

GOBLIN
Gorogha Forest Goblins (Trollslore)
Ilkh’tanar Mountain Goblins (Majestic Mountains)
Jharibaate Steppe Goblins (Plateau of Bendigroth)
Moran’bukra Mountain Goblins (Ered Losthain)
Rhaddjak Sewer Goblins (City State)
Urugluk Forest Goblins (Antillian Peninsula)

GOLIATH
Fayeriz Fire Goliaths (Cloudwall Mountains)
Hoykshpitz Stone Goliaths (Severn Tors)
Imhariz Storm Goliaths (Uther Pentwegern Sea)
Mazekhut Frost Goliaths (Harridrim Spur)
Shteynklor Hill Goliaths (Stonefolk Plain and Hills)
Teynbergl Hill Goliaths (Ered Losthain)
Volknriz Cloud Goliaths (Majestic Mountains)

HOBGOBLIN
Ilkh’tanar Mountain Hobgoblins (Majestic Mountains)
Jharibaate Steppe Hobgoblins (Plateau of Bendigroth)
Moran’bukra Mountain Hobgoblins (Ered Losthain)
Urugluk Forest Hobgoblins (Antillian Peninsula)

KOBOLD
Buluugan Blue-scale Kobolds (Gnarith Hills and Forest)
Dhigaaran Red-scale Kobolds (Cloudwall Mountains and Ered Cantref)
Kagaaran Green-scale Kobolds (Hunwood Forest and Prydon Plain)

LIZARDFOLK
Deynabka River Lizardfolk (Antillian Peninsula)
Nkushdeyli Sea Lizardfolk (Wine-Dark Sea)
Ntsuabtuag Marsh Lizardfolk (Mermist Marshes)
Vaytsuvpoy Roglaroon Lizardfolk (River Roglaroon)

ORC
Orcs of the City-State
Orcs of the Crimson Doom (Majestic Mountains)
Orcs of the Green Hand (Ered Losthain)
Orcs of the Purple Claw (Dearthwood)

OTHERS

GNOLL
Deadroot Marsh Gnolls (Warwik Peninsula and northern and northeastern Roglaras)
Lyoophiath Hill Gnolls (Lyoophiath and western Roglaras)
Shedezar Jungle Gnolls (Altanis and southeastern Roglaras)
Skaney Forest Gnolls (Antillian Peninsula and southwestern Roglaras)

HALF-GNOLL (GNOLE)
Deadroot Marsh Gnoles (Warwik Peninsula and northern and northeastern Roglaras)
Gnoles of the City-State
Lyoophiath Hill Gnoles (Lyoophiath and western Roglaras)
Shedezar Jungle Gnoles (Altanis and southeastern Roglaras)
Skaney Forest Gnoles (Antillian Peninsula and southwestern Roglaras)

TROLLKIN
Heuvelju Hill Trondfolk [Great-Troll Half-Blood] (Howling Hills)
Noardliker Mountain Troldfolk [Troll Dwarf] (Harridrim Spur)
Pekelju Sea Trowfolk [Troll-Men] (Warwik Peninsula)
Swerting Troll-Bloods (Swarthlad Plain and Howling Hills)
Woestenvolk Moor Trowfolk [Troll-Men] (Moonraker Moors)
Zeefuegel Sea Trondfolk [Great-Troll Half-Blood] (Warwik Peninsula)
Zuidliker Mountain Troldfolk [Troll Dwarf] (Ered Losthain)

Friday, January 12, 2018

[Wilderlands 5E] Dwarves of the Roglaras

DWARF SUB-RACES OF THE ROGLARAS
 
DWARF TRAITS
   Ability Score Increase. Your Constitution score increases by 2.
   Age. Dwarves mature at the same rate as humans, but they are not considered adults by society until they reach the age of 50. On average, they live about 350 years.
   Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.
   Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
   Dwarven Resilience. You have Advantage on saving throws against Poison, and you have Resistance against Poison damage.
   Dwarven Toughness. Your hit-point maximum increases by 1, and it increases by 1 every time you gain a level.
   Stonecunning. You have Advantage on Intelligence (History) checks related to the origin of stonework.
   Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.
 
KAZADARAN MOUNTAIN DWARF
   Ability Score Increase. Your Strength score increases by 1.
   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Dwarven Skill or Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: Jeweler’s Tools, Mason’s Tools, or Smith’s Tools.
   Dwarven Combat Training. You have proficiency with the light hammer and warhammer, and with light and medium armor.
 
The KAZADARAN, the Mountain Dwarves of Thunderhold, are the most ordered and hide-bound of a very stubborn race. Their society emphasizes honor and obedience to social superiors. They pay very close attention to ritual and precedence; every mountain dwarf has his own position in the social order, and knows exactly where he stands in respect to everyone else. Mountain dwarf women are rare (only 1 in 10 are female), and so are kept secreted from the rest of the world, as they are considered the most precious of treasures.
   The Kazadaran have tan or ruddy pink skin, fiery orange or flaming red hair, and blue or gray eyes; they stand an average of 4'5", weigh 165 pounds, with a stocky build.
   Mountain dwarf men are very proud of their beards, and let them grow throughout their entire lives, braiding them and decorating them with gems and jewels. Women grow beards just like their men, though they are not as vain about them as their men folk.
   Mountain dwarves are typically armed with war hammers and armored in breastplate or plate mail.
   Mountain dwarves revere Kazadarum, but also worship Goibhniu the Divine Smith, Dunatis of the Mountain Peaks, Rosmerta the Bountiful, and Odin the All-Father.
 
KAZADRACH CITY DWARF                            
   Ability Score Increase. Your Charisma score increases by 1.
   Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Dwarven Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: Brewer’s Supplies, Jeweler’s Tools, or Smith’s Tools.
   Urban Survivalist. You have advantage on Wisdom (Perception) and Wisdom (Survival) checks in any city or town, and Intelligence (History) in tour hometown.
 
The KAZADRACH, or City Dwarves of the City State, are the most commonly encountered dwarves in the cities and towns, having given up their insular ways for the ways of trade and craft among other races millennia ago. They are a garrulous people, as opposed to their cousins, and are friendly with most humans and demi-human races, though they still dislike humanoids.
   The Kazadrach have pale white to tan skin, red or blonde hair, and blue or green eyes; they stand 4'3", weigh 160 pounds, with a portly build.
   City dwarf men trim their beards short and neat, or simply wear large, flowing moustaches. Women do not grow facial hair.
   Most city dwarves are typically brewers, jewelers, or smiths, with a strong Artisan Guild tradition.
   City dwarves wield a variety of arms and armor.
   City dwarves are usually polytheistic, like their human neighbors.
 
KAZADRAX ELIXER DWARF           
   Ability Score Increase. Your Intelligence score increases by 1.
   Arcane Resilience. You have Advantage on saving throws against one energy type of your choice: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, or Thunder.
   Darkvision. You can see in dim light within 30 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Dwarven Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: Alchemist’s Supplies, Calligrapher’s Supplies, Glassblower’s Tools, Herbalism Kit, or Poisoner’s Kit.
 
The KAZADRAX, or Elixer Dwarves of the Town of Elixer, are descended from dwarven alchemists, sorcerers, warlocks, and wizards who were exiled from the Majestic Fastness millennia ago during a religious schism. Long centuries of arcane and magical research transformed the Elixer dwarves into something very different from their forefathers. While they are suspicious of clerics and other religious types, they are otherwise quite friendly with anyone who wishes to buy their magical wares.
   Kazadrax have highly variable skin, depending on the energy resistance they posses (see table below). Hair and eyes are of a glittering color contrasting with the color of their skin. They stand 4’3”, weigh 130 pounds, and have an average or thin build.
   Kazadrax men and women wear metal skullcaps based on their social class (lower class copper, middle class silver, upper class gold, and nobles wear platinum). When outdoors, men wear hats atop the skullcap, again the higher the social class, the larger and more ornate the hat. Kazadrax women outdoors wear wigs, the higher their class, the larger and more ornate the wig.
   Most Kazadrax either are alchemists, sorcerers, warlocks, or wizards, or work for these leader-types in some capacity as assistants or scribes.
   Elixer dwarves generally live in towers of stone, with comfortable subterranean complexes below.
   Elixer dwarves are typically armed with daggers, quarterstaffs, and light crossbows.
   Elixer dwarves worship gods of magic and power, usually Dyrantril the Alchemist, Bachontoi of the Red Wisdom, and Hercon the Sorceress Supreme.
 
KAZADRAX SKIN COLORS
Energy Type:  Skin Color
Acid:  Mottled Green
Cold:  Ice Blue
Fire:  Flame Red
Force:  Glimmering Black
Lightning:  Sparkling Yellow
Necrotic:  Wormy White
Psychic:  Glittering Purple
Radiant:  Scintillating Rainbow
Thunder:  Writhing Gray
 
KAZADURUL HILL DWARF                             
   Ability Score Increase. Your Wisdom score increases by 1.
   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
   Dwarven Combat Training. You have proficiency with the battleaxe and handaxe and with light and medium armor.
   Dwarven Tool Proficiency. You gain proficiency with the artisan’s tools of your choice: Miner’s Tools, Tinker’s Tools, or Woodcarver’s Tools.
 
The KAZADURUL, the Hill Dwarves of Gaehill, are a coarse, insular warrior race, and consider their mountain cousins to be high-falutin snobs. Clan warriors often work together in mercenary troops, fighting for one or more of the human lords, though they will never fight another dwarf troop in such a manner. Kazadurul females are equal to males, as the birth rates are more equal among the hill clans; some even become warriors.
   Kazadurul have bronze skin, brown to blonde hair, and green eyes; they stand 4'1", weigh 150 pounds, with a burly, stocky build.
   Hill dwarf men grow beards, but not as ostentatious as the mountain dwarves. Women do not grow beards, but often grow moustaches and sideburns.
   Kazadurul are as likely to work with wood as stone and metal, and most of their villages are above ground, with buildings of stone and wood.
   Hill dwarves are typically armed with battleaxes and handaxes and armored in scale or chainmail.
   Hill dwarves worship Kazadarum with zealous exclusivity, and consider mountain and city dwarves to be heretical for their polytheism.
 

Wednesday, January 10, 2018

[Wilderlands 5E] Goliaths of the Wilderlands

So the Wilderlands campaign is finally going to start... soon. We have our Session Zero planned for the 21st; hopefully all goes well.
 
One change is that we will be playing using Dungeons & Dragons 5th Edition rather than Labyrinth Lord. All the players are familiar with 5E, and prefer it to LL.
 
So I have been busy adapting the 5E races to the Wilderlands. One of the players likes Goliaths, which fit in nicely with the Demi-Giants of the West. I haven't worked up full cultural details of the Demi-Giants yet, but they are essentially Norse/Germanic giants in culture, a bit more Anglo-Saxon than Norse, especially in the Wilderlands proper, where they are found in small groups, in hidden forests and mountain valleys.
 
The material below is based on Differing Parentage: Goliath Sub-Races, by MattForceFields, available on Dungeon Masters Guild. I found it unfortunately did not quite meet my needs, but it did give me a basic outline on where to start. It might be more to your liking, for a base-line D&D campaign.
 
GOLIATH SUB-RACES OF THE WILDERLANDS
GOLIATH TRAITS                                                              
Ability Score Improvement. Your Strength score increases by 2.
Age. Goliaths have lifespans comparable to dwarves. They mature quickly, entering adulthood in their late teens, and usually live up to 400 years.
Alignment. Goliath society, being a mix of lawful influences from fire goliaths and chaotic influences from hill, frost, and storm goliaths, is balanced by the strong neutral influence of stone giants, such that goliath society tends to be neutral.
Size. Your size is Medium. All goliaths are taller than even the tallest human, with the shortest goliath standing just under 7 feet tall.
Speed. Your base walking speed is 30 feet.
Natural Athlete. You have proficiency in the Athletics skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read, and write Common and Giant.
 
CLOUD GOLIATH                                                              
Ability Score Improvement. Your Charisma increases by 1.
Keen Smell. You have advantage on all Wisdom (Perception) checks that involve smell.
Head in the Clouds. You know the gust cantrip [EEPG]. You can cast fog cloud as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast warding wind [EEPG] as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
 
 
 
FIRE GOLIATH                                                   
Ability Score Improvement. Your Wisdom score increases by 1.
Hot Blooded. Fire is in your blood. You have resistance to fire damage.
Flame Heart. You know the produce flame cantrip. You can cast burning hands as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast pyrotechnics [EEPG] as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability for these spells.
 
 
FROST GOLIATH                                               
Ability Score Improvement. Your Charisma score increases by 1.
Cold Heart. You are resistant to cold damage.
Ice in the Veins. You know the frostbite cantrip ([EEPG]. You can cast ice knife [EEPG] as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast Snilloc’s snowball swarm [EEPG] as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
 
 
 
 
 
HILL GOLIATH                                                   
Ability Score Improvement. Your Constitution score increases by 1.
Insatiable Appetite. You can eat your fill of anything. You are immune to ingested Poison damage and the Poisoned condition caused by ingested poison.
Intimidating Presence. Your sheer size is enough to intimidate those around you. You have advantage on all Intimidation checks.
Thick Skin. Your AC increases by 1, with or without armor.
 
 
 
 
 
STONE GOLIATH                                                              
Ability Score Improvement. Your Constitution score increases by 1.
Stone’s Endurance. You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Mountain Born. You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates.
Stone Skin. Your AC increases by 1, with or without armor.
 
STORM GOLIATH                                                             
Ability Score Improvement. Your Charisma score increases by 1.
Storm Heart. You are resistant to lightning and thunder damage.
Lightning Caller. You know the shocking grasp cantrip. You can cast thunderwave as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 3rd level, you can cast levitate as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Amphibious. You can breathe both air and water.