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D&D 3E/3.5 Time of Ages | Steampunk Spelljammer (UPDATED: March 2021)

Knightfall

World of Kulan DM
GARGOYLE, HIGH
Medium Monstrous Humanoid
Hit Dice: 6d8+24 (51 hp)
Initiative: +2
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 18 (+2 Dex, +2 natural, +4 chain shirt), touch 12, flat-footed 16
Base Attack/Grapple: +6/+8
Attack: Claw +8 melee (1d4+2/x2) or longsword (1d8+2/19–20/x2)
Full Attack: 2 claws +8 melee (1d4+2/x2) and bite +6 melee (1d6+1/x2) or longsword (1d8+2/19–20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 90 ft., freeze
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 15 (+2), Dex 14 (+2), Con 18 (+4), Int 11 (+0), Wis 11 (+0), Cha 10 (+0)
Skills: Climb +5, Hide +7*, Jump +9, Listen +5, Spot +5, Survival +3
Feats: Iron Will, Multiattack, Wingover

Environment: Temperate hills and mountains
Organization: Solitary, pair, wing (5–16), or clan (10–100)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +6

While high gargoyles aren't originally native to Rielun, the race didn't have to come far to get to the world. High gargoyles originate from the world's moon, Jarad, which has its own history but is also tied to Rielun’s history.

After the time period known as the Third War, the moon of Jarad saw a huge shift in its culture towards that of a Renaissance-style world dominated by steamcraft and high magic. As more and more of the moon’s planetary surface became dominated by steam technology, races such as the high gargoyles found it increasingly hard to fit into Jarad’s culture.

The high gargoyles, or the Selrahmus, in the language of the elves of Jarad, began crossing the ether void to Rielun, where steam technology would never truly dominate, due to the protection of Jaua Ae-rielun. They had soon migrated across the entire world and the Ethma’rieluna soon recognized them as an enlightened race.

The Selrahmus’ hide varies a great deal in pigmentation, but it does tend to be darker in color. Midnight black, earth brown, and dark blue are the most common. High gargoyles have clear, piercing eyes that range in color from burnt red, to brilliant yellow, to sky blue.

Combat
A high gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Freeze (Ex): A high gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 15 Spot check to notice the high gargoyle is really alive.

Skills: High gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

High Gargoyle Society
The Selrahmus organize themselves into clans, for the most part, but smaller groups are possible as well. High gargoyles are extremely loyal to their fellow clan members, as well as any friends they make amongst the other races of the Ethma’rieluna.

High gargoyles tend to be nomadic and prefer a more rural way of life. They often dedicate themselves to protecting tracts of wilderness in high hills and mountain ranges. Rarely will they settle down in a medieval-style city and a high gargoyle living in one of the Steam Metropolises is almost unheard of.

The Selrahmus tend towards neutrality and good but many of those living in the most remote parts of the Wildlands, on the continent of Malecade, tend to be more chaotic.

High Gargoyles as Characters
High gargoyle characters possess the following racial traits.
● +2 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma. High gargoyles are strong, fast, and durable. However, they often grate against the opinions of others.
● Medium-size.
● A high gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
● Darkvision out to 90 feet.
● Racial Hit Dice: A high gargoyle begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
● Racial Skills: A high gargoyle’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier). Its class skills are Climb, Hide, Jump, Listen, Spot, and Survival. A high gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
● Racial Feats: A gargoyle’s monstrous humanoid levels give it three feats.
● +2 natural armor bonus.
● Special Qualities (see above): Freeze.
● Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran, and Tligen.
● Favored Class: Fighter.
 
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Knightfall

World of Kulan DM
MARONEL
Medium Humanoid (Goblinoid)
Hit Dice: 3d8+9 (22 hp)
Initiative: +5 (Dex, Improved Initiative)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +2 natural, +2 leather armor), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Fist +3 melee (1d3+2) or dagger +3 melee (1d4+2) or steamlock pistol +2 ranged (1d10)
Full Attack: 2 fists +3 melee (1d3+2) or dagger +3 melee (1d4+2) or steamlock pistol +2 ranged (1d10)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Ambush
Special Qualities: Darkvision 60 ft.
Saves: Fort +5, Ref +2, Will +1
Abilities: Str 15 (+2), Dex 13 (+1), Con 15 (+2), Int 12 (+1), Wis 10 (+0), Cha 8 (-1).
Skills: Hide +5, Jump +5, Move Silently +5, Spot +3, Use Steamcraft Device +5*
Feats: Exotic Weapon Proficiency (firearms) B, Improved Initiative, Improved Unarmed Strike.

Environment: Rielun, Jarad, and the Aether
Organization: Solitary or clan (30–100 plus 50% noncombatants plus 1 4th-level sergeant per 10 adults, 3 6th-level lieutenants, and 1 8th-level captain).
Challenge Rating: 4
Treasure: Standard
Alignment: Often neutral good
Advancement: By character class
Level Adjustment: +3
* See pages 101-102 in L&L Sorcery & Steam.

The maronel are race of high goblins that were bred to fight in the Dominance War. They are larger, tend to stand more erect and are considerably stronger than normal goblins. Their bodies are also evenly proportioned and they have a keen wit and are even-tempered.

Maronel skin is always either a dark shade of red or dark brown. Maronel have a longer lifespan than regular goblins. Those that survive to old age can live to 60, even 70 years.

Unlike regular goblins, maronel teach their young to keep themselves as clean as possible and show above average intelligence and loyalty. Facing well-armed maronels in a fight has been known to frighten even the most seasoned troops (even drow). Maronel have a complicated set of rituals in regards to disputes, based on honor and fights won.

Maronel speak Goblin and Common.

Combat
Unless a group of maronels succeeds in an ambush (see below) they will fight with daggers and steamlocks, trying to flank opponents. If caught unaware (without weapons) they will pummel opponents with their bare fists and improvise with whatever is at hand. They are known for using unconventional tactics and are expert marksmen. Once in a fight, maronel will not retreat unless a ranking officer orders them to, fighting to the death if their leader goes down.

Ambush (Ex): Maronels that make a successful spot check and remain hidden from a group of characters can set up a complicated ambush in 1d4 rounds that uses the surrounding terrain to their best advantage. PCs that fail to spot this ambush (DC 20, -1 for every maronel above 15) are in big trouble as each maronel gains an Attack of Opportunity as if they had flanked the closest character. The number of opponents limits this and whether the PCs were ready for an ambush as they approached.

Skills: Maronel has a +4 racial bonus to Move Silently and Hide checks.

Maronels as Characters
A maronel's favored class is fighter; maronel commanders tend to be multiclassed fighter/pilots. Maronel clerics rarely worship any one deity. More often they are unaligned clerics that worship Jaua Ae-rielun. Maronel often take the Spelljamming Ace or Stellar Corsair prestige classes from Spelljammer: Shadow of the Spider Moon.

Maronel Racial Traits
Maronel characters possess the following racial traits.
● +4 to Strength, +2 to Dexterity, +4 to Constitution, +2 to Intelligence, -2 to Charisma.
● Medium-size.
● A maronel’s base land speed is 30 feet.
● Darkvision out to 60 feet.
● Racial Hit Dice: A maronel begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
● Racial Skills: A maronel’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Hide, Jump, Move Silently, Spot, and Use Steamcraft Device. A maronel has a +4 racial bonus to Move Silently and Hide checks.
● Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats. Maronel gain Exotic Weapon Proficiency (firearms) as a bonus feat at 1st-level.
● +2 natural armor bonus.
● Special Attacks (see above): Ambush.
● Special Qualities: Darkvision 60 ft.
● Automatic Languages: Goblin, Common. Bonus Languages: Draconic, Elven, Giant, Gnoll, and Orc.
● Favored Class: Fighter.

Steamlock Pistol
Steamlock Pistol [Small Exotic Weapon (Firearm) - Ranged]: Cost 500 gp; Damage 1d10; Critical x3; Range 75ft.; Weight 1lb.; Type Piercing.

A steamlock pistol works a lot like a revolver pistol in the DMG v.3.5. It fires once a round maximum, but it can fire six times before it needs reloading (which requires a full-round action). Unlike a revolver, its range isn't as good and the weapon must be cleaned between each use of the weapon or it will jam or misfire. (A misfire usually means the weapon is ruined and the character using the steamlock takes 1d10 damage.)

Steamlocks use the same bullets as Renaissance pistols (DMG v.3.5, pg. 145) but require a special steam-propellant cartridge to fire the bullets. Steamlocks don't use gunpowder / smokepowder in their design. Rumors exist of a cabal of steam sorcerers that have developed a magical steam cartridge that doesn't need to be replaced and prevent a steamlock from jamming or misfiring.

Steam-propellant Cartridge: Cost 20gp; Damage —; Critical —; Range —; Weight 1lb.; Type —.
 

Knightfall

World of Kulan DM
TERES
Large Monstrous Humanoid (Wrought)
Hit Dice: 8d8+32 (68 hp)
Initiative: +3 (Dex)
Speed: 40 ft. (8 squares)
Armor Class: 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: +8/+16
Attack: Claw +12 melee (1d6+4) or tri-staff +12 melee (3d8+4)
Full Attack: 2 claws +12 melee (1d6+4) and bite +10 melee (1d4+2) or tri-staff +12 melee (3d8+4)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Tail Slap
Special Qualities: Camouflage, Psionics, Wild Empathy
Saves: Fort +6, Ref +9, Will +8
Abilities: Str 19 (+4), Dex 17 (+3), Con 18 (+4), Int 15 (+2), Wis 14 (+2), Cha 13 (+1)
Skills: Balance +4, Climb +4, Diplomacy +5, Handle Animal +3, Hide +2, Jump +4, Knowledge (religion) +5, Listen +3, Move Silently +3, Spot +3
Feats: Improved Unarmed Strike, Multiattack, Power Attack

Environment: Rielun, Jarad, and the Aether
Organization: Solitary
Challenge Rating: 9
Treasure: Standard
Alignment: Always neutral
Advancement: By character class
Level Adjustment: +10

The teres are the creation of Jaua Ae-Rielun, a powerful temporal being that exists through all time and space and that is linked to the world of Rielun. Magically transformed from a semi-intelligent race of monitor lizards (on a dying world), the teres are large, intelligent reptiles with dark green skin and an appearance like that of lizardfolk. The main physical difference besides size is the fin-like protrusion around the back of their necks, the fact that they stand more upright than lizardfolk, and have a smaller head with gentler features.

Combat
Teres avoid combat as a rule. Not because they aren't capable warriors, but for the exact opposite reason. They believe that physical violence is the last resort of intelligent beings when confronted with adversity. When this happens they tend to use psionic abilities first and attack second. If forced into combat, a teres is a dangerous one-on-one foe in battle using Power Attack in conjunction with powered melee weapons or Improved Unarmed Strike.

Camouflage (Sp): A teres that remains completely motionless is almost invisible in a wilderness setting. This is spell-like ability usable three times per day, which a teres activates by clearing its mind and concentrating. The effect is that the teres becomes semi-transparent and blends into the background. Thus, a teres gains a +4 bonus to their Hide skill unless their opponent can detect invisible or ethereal foes.

Psionics: All teres have rank 1 in the Concentration skill, and automatically have the Combat Manifestation feat. Concentration is considered a cross-class skill when determining advancement, regardless of character class. Non-psionic teres begin play with 3/4 their wisdom in power points, while teres psions add their wisdom modifier to their starting power points.

Tail Slap (Ex): A teres can forgo all other attacks in a round and attack an opponent with its tail for 2d8 points of damage (plus half its Strength score). The opponent must be behind the teres or the teres must turn towards the character. The attack is a move-equivalent action, as the teres must brace its legs in order for it to be able to whip its body around and bring its tail to bear upon an opponent.

Wild Empathy (Ex): A teres has wild empathy as if it was an 8th-level druid. This stacks with any druid and ranger levels the teres might have.

Teres Society
Teres travel throughout the Aether, as well as the Outer Planes, helping to preserve the Balance of the Four in the name of Jaua Ae-Rielun. They are often found settling disputes between societies and helping druids and rangers to protect the Balance of the Four on those worlds being oppressed by the Kings' Senate. Every once in while they are found in the service of a deity such as Ptah. However, most teres don't usually worship specific deities as they consider deities to be fickle creatures that are more concerned about their own glory.

Teres believe in the advancement of the spirit first but also understand the importance of a healthy body. After all, it is the physical that encases the spirit, which together allows the mind to expand and strengthen one’s will. Most other races tend to think the teres can be a little too Zen at times. Regardless, most technologically aware worlds in the galaxy value the teres spirit and intelligence even if they don't understand their devotion to Jaua. The teres greatest allies are the Temporalists whose devotion to the Temporal Plane and the protection of Time are admired by the teres. The teres and the Tligen are the main reason why Rielun does not associate with the Kings' Senate.

Teres as Characters
Teres favor the psion class. High-ranking teres officials tend to be multiclassed psion/sorcerers, psion/druids, or cleric/sorcerers. Teres almost never become fighters but make excellent monks of ascetic orders.

Teres are completely devoted to Jaua Ae-Rielun and their clerics are always devoted to the Heart. Other deities can be honored but not worshiped above Jaua Ae-Rielun. This is a racial imprint on the teres.
 

Knightfall

World of Kulan DM
TROODA
Medium Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: 50 ft. (10 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: Claw +5 melee (1d2/x2) or club +2 melee (1d6/x2) or shortbow +5 ranged (1d6/x3)
Full Attack: 2 claws +5 melee (1d2/x2) or club +2 melee (1d6/x2) or shortbow +5 ranged (1d6/x3) or 2 claws +5 melee (1d2/x2) and bite +0 melee (1d6/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 11 (+0), Dex 17 (+3), Con 15 (+2), Int 11 (+0), Wis 14 (+2), Cha 14 (+2)
Skills: Hide +13, Jump +18, Listen +12, Spot +12, Survival +12
Feats: Weapon Finesse

Environment: Warm forests and plains; world of Rielun
Organization: Solitary, pair, circle (3–6 1st-level druids plus 3 3rd-level druids, 1 5th-level druid, and 1 1st-level ranger per 2 druids), or enclave (20–80 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults, plus 3 5th-level sergeants, and 1 7th-level leader who is always a druid, as well as 1–10 giant lizards)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral; often partially neutral
Advancement: By character class
Level Adjustment: +3

The saurian race known as the trooda are descended from raptor-like dinosaurs that once dominated the continent of Malecade for thousands of years. While these dinosaurs are now extinct, their legacy lives on in the trooda, a race known for its cunning and speed. The trooda are the oldest intelligent race of Rielun, having existed throughout the warm forests and plains of the world long before the tligen became sentient.

A trooda is bright green along its back and legs, with a much lighter shade of the same color on its chest. The rest of the body has darker spots or stripes. Its tail, like a lizardfolk's, is used for balance and is 2 to 3 feet long. A trooda weighs about 175 pounds and is usually 5 to 6 feet tall.

The trooda speak Common and Sylvan. The trooda may learn druidic as a standard language. They don’t teach it to outsiders, in respect to actual druidic tradition. Even an evil trooda wouldn’t break this racial taboo.

Combat
The trooda are descended from powerful pack hunters and this mentality still holds true in how they approach combat. They work in teams and always try to take opponents unaware. However, the savageness of their ancestors has been tempered by time and enlightenment. The trooda are honorable warriors and always offer their enemies a chance to surrender.

A trooda prefer not to fight, if reason can be achieved, but it will fight savagely against those that defy honor and defile nature. A trooda can attack with its clawed hands, but prefers to wield manufactured weapons such as clubs, shortbows, and other nonmetal weapons. It can also deliver a powerful bite, but a trooda rarely does so, as it is considered unenlightened.

Skills: A trooda has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

Trooda Society
The trooda are an enlightened yet feral race. They never live in the urban Steam Metropolises of the world and a trooda that visited such an urban environment would feel uncomfortable the entire time it was there. Its presence there would be considered sacrilege by other trooda as the race, as a whole, considers entering a Steam Metropolis to be taboo. Interestingly enough, it isn’t considered taboo for a trooda to enter or even live within one of the more medieval-styled cities of the world, not that most trooda would ever do so willingly.

The trooda are the ultimate believers in raw nature over civilization. Their society is druidic in design and their communities are known as Enclaves. While each trooda enclave is independent, both trading and marriages occur between enclaves. Also, once a year, the druidic leaders (see below) of a particular region meet to discuss matters that affect all the region’s enclaves. This gathering is called a Circle of the Moon and is always held during the high summer during a full moon.

A trooda enclave’s leader is always a druid, but this leader can be either male or female. For while trooda society tends to be matriarchal, the most powerful and respected member of the enclave speaks for all. This is a holdover from the race’s extinct ancestors, and it is a racial trait of the trooda to follow the strong and let the weak die. While this racial instinct is strong, the trooda admire their elders and always mourn when one dies. Trooda elders often choose to die with dignity and honor rather than waste away.

While the trooda are instinctively meat eaters they have learned to balance their diet by eating plant matter as well. They see this as a logical evolutionary path for their race. However, they still partake in a ritual hunt once every month when the moon is full. The hunt has become ceremonial, but deaths are still common, as young trooda try to prove themselves and trooda elders try to die with dignity. Outsiders are rarely allowed to participate, but members of other enclaves or honored friends from other races are often granted an exception, if they wish to participate.

The trooda always treat other members of the Ethma'rieluna races with honor, but they expect to be treated with honor in return. The trooda are especially close to the Tligen and the teres, as racial neighbors, and they also have a fondness for elves that live in the wild and other races that respect the druidic tradition. They find humans to be overly concerned with the trappings of civilization, but will give a particular human the benefit of the doubt, once.

While the trooda dislike the vicious lifestyle that the seafaring Sermath'kah, of the Sea of Pillars, have chosen they rarely get involved in battles and wars designed to wipe out the Darkness from the Sea. They, instead, would rather try to convert these wayward souls.

Trooda as Characters
Trooda favor the druid class, but most trooda encountered will either be rangers or warriors. Trooda often become multiclass bard/fighters, bard/sorcerers, druid/fighters, druid/rangers, druid/rogues, fighter/sorcerers, or rogue/sorcerers. The trooda make excellent monks, but trooda monks almost never multiclass, as they prefer to stick with one discipline. The trooda rarely take levels in any psionic class; although, rarely a trooda will become a wilder.

The trooda are completely devoted to Jaua Ae-Rielun and almost never worship other divine beings. Those rare trooda that deviate from the teachings of the Heart often choose to worship one of the other neutral deities. Dragos, Nay, and Selin are likely choices. The trooda never worship deities that include the Steam and/or Technology domains as options, regardless of alignment.

Trooda Racial Traits
Trooda characters possess the following racial traits.
● +4 to Dexterity, +2 to Constitution, +2 to Wisdom, +2 to Charisma.
● Medium-size.
● A trooda’s base land speed is 50 feet.
● Darkvision out to 60 feet and low-light vision.
● Racial Hit Dice: A trooda begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
● Racial Skills: A trooda’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Hide, Jump, Listen, Spot, and Survival. A trooda has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.
● Racial Feats: A trooda’s monstrous humanoid levels give it one feat.
● +3 natural armor bonus.
● Natural Attacks: A trooda has two claw attacks and one bite attack. Damage for the claw attacks is 1d2 per claw, while the bite attack’s damage is 1d6.
● Special Qualities (see above): Scent.
● Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Draconic, Druidic, Elven, Ignan, Terran, and Tligen.
● Favored Class: Druid.
 

Knightfall

World of Kulan DM
VERNACHAE
Vernachae, 1st-Level Warrior
Medium Monstrous Humanoid (Elf, Wrought)
Hit Dice: 1d8+2 (6 hp)
Initiative: +4 (Dex)
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
AC: 16 (+4 Dex, +1 padded armor, +1 light shield) touch 14, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Rapier +2 melee (1d6+1/18–20/x2) or hand crossbow +5 ranged (1d4/19–20/x2)
Full Attack: Rapier +2 melee (1d6+1/18–20/x2) or hand crossbow +5 ranged (1d4/19–20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Vernachae traits, spell resistance 12
Saves: Fort +1, Ref +4, Will +0*
Abilities: Str 13 (+1), Dex 19 (+4), Con 8 (-1), Int 12 (+1), Wis 11 (+0), Cha 10 (+0)
Skills: Hide +5, Listen +6, Search +6, Spot +6
Feats: Toughness

Environment: Any mountains or Steam Metropolis; the world of Rielun and the moon of Jarad
Organization: Solitary, pair, wing (5–8) or flight (8–16 plus 100% noncombatants plus 2 2nd-level sergeants and 1 leader of 3rd to 6th-level)
Challenge Rating: 2 (see text)
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +4

The race of winged dark elves known as the vernachi is a wrought race unique to the world of Rielun. Jaua Ae-Rielun magically altered the vernachi at some point after the first drow arrived on Rielun (after the Third War). No one knows exactly where or when this happened, but most speculate that the dark elves that were altered were already worshipers of Eilistraee, as vernachi tend to worship the Dark Maiden. And why the Heart of the World chose to change them into a winged race is baffling.

The vernachi found that they could not bear the depths of the Underdark and decided to live of the surface of the world of Rielun. They only found racial hated amongst the non-Ethma'rieluna races that migrated to Rielun, after the Third War, but found the Ethma'rieluna races to be reliable allies, for the most part. However, over time, many vernachi elves have also found solace in the upper heights of the Steam Metropolises of Rielun and Jarad.

Vernachi elves look like drow with white, feathered wings, silver or white hair, and amber, crimson, or violet eyes. They wear whatever style of clothing that will allow them to blend in with their surrounding environment. While traveling in disguise vernachi always try to hide their wings under bulky clothes and their features under dark hoods. For while it has become common knowledge that vernachi elves aren’t drow anymore, some racial hatreds still run deep, especially in the Steam Metropolises.

Vernachi elves speak Common, Elven, and Undercommon.

Combat
Vernachi elves prefer to either negotiate or fly away from opponents, as they rarely have the numbers to stand against those that would do them harm, especially drow, their most hated enemies. If forced to fight then vernachi prefer to attack from above using hand crossbows before closing to fight in melee with rapiers and other finesse weapons.

Vernachi elves still suffer from light blindness, like drow, and go to great lengths to make sure they don’t get caught out in the open during daylight hours without some form of eye protection. They will wear specially designed tinted goggles or spectacles when they can get them, but more often they are forced to wear specially designed hoods that guard their eyes but limit their vision. (-2 to attacks and any skill checks that require sight.)

The vernachae warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Challenge Rating: Vernachi elves with levels in NPC classes have a CR equal to their character level. Vernachi elves with levels in PC classes have a CR equal to their character level +1.

Vernachi Elf Society
Vernachi elves don’t have a strong racial bond, unlike drow or other elves. Their wrought heritage has made them less likely to bond with others of their kind in large groups. They prefer to live in small groups known as wings and flights. They live a migratory lifestyle, rarely staying in one place for very long, and they prefer to live simply, trading for what they need from the Ethma'rieluna and other individuals they have come to trust.

The vernachi living in the high mountains of Rielun and Jarad tend to work harder to create their own personal identities and gain the trust of other races. They try to prove their goodwill to isolated towns and villages near their mountain homes. They work hard to gain the trust of dwarves and other mountain-dwelling races, which has been a struggle. They rarely visit urban environments and prefer to live without the trappings of steam technology. In fact, they reject most of the trappings of civilization, although they often trade for needed goods such as armor, weapons, and other transportable manufactured goods.

The vernachi living in the Steam Metropolises of the two worlds are more likely to live as loners. Those living on Jarad almost never join steam society, preferring to live on the outskirts of metropolises – stealing, scavenging, and reclaiming steam technology. Those living on Rielun are more likely to join steam society due to the influence that the Ethma'rieluna races have throughout the world. They often work as guardians of important treasures and facilities that are hidden away in the highest towers of the world’s metropolises.

Vernachi elves often find common ground with other winged races such as high gargoyles and good dragons, as well as the other wrought races such as elflings and teres. They have more trouble finding acceptance amongst dwarves, elves, gnomes, and halflings even those that accept the way of the Ethma'rieluna. However, vernachi elves are more accepted by the goblinoids and orcs of the Ethma'rieluna. [Those subraces were forgiven and accepted by the first ones of Rielun (the teres, the tligen, and the trooda) after the Dominance War, and decided to join the Ethma'rieluna.]

Vernachi Elves as Characters
Vernachi elves favor the ranger class. But most vernachi elves encountered are warriors. Wilderness-dwelling vernachi elves often multiclass as bard/clerics, bard/rangers, cleric/fighters, cleric/rangers, cleric/rogues, druid/rangers, druid/rogues, fighter/rogues, or fighter/psions. Steam Metropolis-dwelling vernachi elves often multiclass as cleric/urban rangers, cleric/fighters, fighter/soulknives, fighter/wilders, fighter/stalkers, fighter/urban druids, or urban druid/urban rangers.

Vernachi elves are known for their religious devotion and they still consider Eilistraee to be their patron deity. A vernachae will almost never worship an evil deity but neutral deities are considered okay to venerate. Other common deities that vernachi elves worship are Ellai, Mardin, Sar’pa, Selin, and Uval. The vernachi elves of Jarad also worship Jara and Sull. Only rarely will a vernachae elf choose to worship Jaua Ae-rielun even though many vernachi respect that deity and the Ethma'rieluna.

Vernachi Elves Racial Traits
Vernachi elves possess the following racial traits:
● +8 to Dexterity, -4 to Constitution, +2 to Intelligence, +2 to Wisdom, +2 to Charisma.
● Blindsight out to 80 feet and low-light vision.
● Spell resistance equal to 11 + class levels.
● Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
● +2 racial bonus on Will saves against spells and spell-like abilities.
● Spell-Like Abilities: Vernachi elves can use the following spell-like abilities once per day: dancing lights, faerie fire, sleep. Caster level equals the vernachae’s class levels.
● Weapon Proficiencies: A vernachae is automatically proficient with the hand crossbow, the rapier, and the short sword.
● +2 racial bonus on Listen, Search, and Spot checks. A vernachae who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
● Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds vernachi elves for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
● Automatic Languages: Common, Elven, and Auran. Bonus Languages: Aquan, Celestial, Draconic, Drow Sign Language, Gnome, and Goblin.
● Favored Class: Ranger or urban ranger.
 

Knightfall

World of Kulan DM
NAMES AND PLACES

Landmasses

Continents

Argethon (southern pole)
Biarr [hidden from most of the world]
Heuveon (northern pole)
Malecade
Trasunia

Major Islands
Biacc
Dragon Island
Nogard
Noteleks
Redheart
Sevle [hidden from most of the world]
Sibil
Yetta

Steam Metropolises
Corsuva
Da'aphet
Dragon City
Eld
Éomund
Eondor
Éowyre
Forester
Gravenhague
Heath's City
Longrock
Mathere
Realm City
Shuvane
Sulacost
Vanguard
Vecar

Medieval-style Cities
Acegnov
Asdor
Attral
Bulur
Berol
Bluerock
Ca'aphur
Cheri
Corkner
Darkstone
Divar
Damuth
Etare
Evere Bay
Kalidar
Kilhan
Lyancenos
Mason
Montarey
Naluth
Nurwur
Procule
Rames
Rikera
Righud
Ruhne
Sain
Sonlan
Stane
Temeport
Théoden
Torc
Tu'ulnar
Westhaven
Vu'uthmay

Major Castles and Keeps
Brass Keep
Chabel
Rulor
Sorcerer's Hold, the
Sunset Skymountain
Whiteburn

Major Ruins
Ceode
Citnow [steam metropolis]
Delvir Shrine [holy site]
Lastthe
Nahl
Perc [steam metropolis]
Toothe

Other
Bays, Gulfs, and Seas

Bay of Lions
Bay of Mathere
Bay of the Eldan
Bay of Wine
Gulf of Steam
Ide Bay
Islet Bay
Percian Gulf
Rames Bay
Sea of Honor
Sea of Pillars
Sea of the Lost
Steam Dragon Bay
The Dragons' Sea
The Shadow Sea
Vecar Bay

Mountain Ranges
Ranquist Mountains
Skyforge Mountains
The Hellpeaks
The Lionmounts
 
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Knightfall

World of Kulan DM
I did just add the new Hex Map version for the world onto the map's thread, but the setting is more likely to stay a D&D v.3.5 setting or be use with AD&D 2E than ever go 5E. I do like 5E, but I have other campaign ideas for that ruleset.
 

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