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.