The Kyngdoms - Campaign Setting, RPG (po angielsku)

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CAMPAIGN SETTING
By Keith Robinson
CREDITS
Author:
Keith Robinson
Layout & Design:
Keith Robinson
Editor:
Keith Robinson
Editorial Assistance:
Julian Read, Louise Robinson
Interior Artists:
Gillian Pearce, Ash Jackson
*
Cover Design:
Anne Stokes
© The Kyngdoms 2005
© The Kyngdoms 2005.
All rights reserved. Reproduction without the written permission of the
publisher is expressly forbidden. The Kyngdoms, The Kyngdoms logo and The Kyngdoms Cam-
paign Setting are trademarks of The Kyngdoms. All proper names, characters, places, items, art and
text herein are copyrighted by The Kingdoms. All rights reserved. “D20 System” and the D20 Sys-
tem logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the D20
System License version 6. A copy of this License can be found at www.wizards.com/d20. Dun-
geons and Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, Inc. in the
United States and other countries and are used with permission. The mention of or reference to any
company or product in these pages is not a challenge to the trademark or copyright concerned.
This book uses supernatural ideas and themes. All such elements are fictional and supplied here for
entertainment purposes only.
* Artwork by this artist was supplied through Image Portfolio © Louis Porter, jr. Design. For more
Visit The Kyngdoms online at
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A whole new world...
The Kyngdoms Campaign Setting
Contents
5
5
6
7
8
9
10
Elven Calendar
Gnomish Calendar
Halfling Calendar
Karnish Calendar
76
77
77
78
Uther
Vashar
Vihahn
Wamranoch
Wesdan
Xagraxsus
Yerraz
Zidodd
Domains
Abundance
Artifice
Charm
Communication
Community
Contagion
Creation
Darkness
Faith
Fellowship
Glory
Hate
Insanity
Life
Light
Love
Nausea
Peace
Repose
Scalykind
Shadow
Suffering
Undead
Violence
Weather
115
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116
116
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119
120
120
120
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120
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121
121
121
122
122
122
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122
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124
124
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124
Chapter 1: Introduction
Arrasia
Karnish
The Aslah
Starting a New Campaign
Character in The Kyngdoms
New Rules
Things to Look For
Chapter 10: Deities & Religion
Religion
The Aslah
Politic of The Aslah
Damarkan, Herophet and the
Outer Planes
The River Mothex
Arrasia
Divine Ascendancy
Death – Mortal and Divine
Faith and Religion
(Acolytes and Clerics)
Deities
Arak Kal
Aruthane
Aserdin
Azerond
Babbarax
Cirion
Concei-Japur
Crayver
Destor
Dyonicos
Emmenauth-Uthern
Erenus
Fandor
Feyzeu
Firngald
Fyfreyn
Gorazyn
Graxber
Grism
Gungorn
Gygafrak
Hal Tallfellow
Hayn
Hengar
Hith
Illsyn
Jarginnaris
Jeyru
Kavak
Ky
Laverrus
Malanon
Merrymer
Mynax
Naberru
Narag Narg
Nendagon
Ney Allond
Olgden
Omuz
Ordal
Pax
Pith
Qayoba
Ragmannon
Rougon
Sassa
Setsop
Sha Dorrain
Tannun Maruth
Tettungba
Thim
Torpeyak
Urgomond
79
79
79
80
80
81
81
82
Chapter 2: New Rules
Action Points
Character Traits
Reputation
11
12
19
82
83
85
85
86
86
87
87
88
88
89
89
90
90
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100
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102
102
103
103
104
104
105
106
106
107
107
108
108
109
110
110
111
111
112
112
113
113
114
Chapter 3: Races
Dwarves
Elves
Gnolls
Gnomes
Goblinoids
Bugbears
Goblins
Hobgoblins
Halflings
Humans
Keradinn
Kobolds
Orcs
21
25
31
32
35
35
36
37
38
40
42
43
44
Chapter 4: Classes
Prestige Classes
Orc Warrior of Ragmannon
Pirate
Plague Master of Arak Kal
Racial Paragon Classes
Dark Elf Paragon
Dwarf Paragon
Elf Paragon
Gnoll Paragon
Gnome Paragon
Goblin Paragon
Half-Dragon Paragon
Half-Elf Paragon
Half-Orc Paragon
Halfling Paragon
Hobgoblin Paragon
Human Paragon
Keradinn Paragon
Kobold Paragon
Orc Paragon
Tiefling Paragon
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60
61
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64
Chapter 11: Cosmology
The Planes
The Planes in Detail
The Outer Planes of Damarkan
The Outer Planes of Paradorn
The Outer Planes of Henipur
The Outer Planes of Wynord
The Outer Planes of Talakos
The Outer Planes of Herophet
The Outer Planes of Mulhata
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127
132
133
134
134
135
137
Chapter 12: Nations of Arrasia
The Nations
Adoria
Amman-dur
Amman-Mon
Amman-Yarad
Angor
Badathur
The Badlands
Isle of the Black Mage
(and the Desolate Lands)
Borodor
Eastdale
Elminn
Eppen
Farashar (North Urgolia)
The Plains of Fenoria
Fenn
Ghent
The Gold Coast
Gorind
Hagaard (Upper Urgolia)
Freecity of Hanai
Hardale
Hatham
Land of Hith
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Chapter 5: Feats
Feat Descriptions
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166
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170
172
Chapter 6: Equipment
Weapons
67
Chapter 7: Spells
Spell Descriptions
Chapter 8: Languages
Languages
Chapter 9: Dates & Calendars
A Brief History of Time
Dwarven Calendar
69
72
75
76
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3
The Kyngdoms Campaign Setting
Hithanon
Hjothdal
The Untamed Lands of HuriGhol
Istenpur
Jerad
Freecity of Kalapur
Kalder
Karnish
Magasoa
Nizhst
North Hithanon
Norvsond
Nÿgamär
Ord
League of Ordwyn
Kingdom of Orith
Ormex
Palanar
Rysor
The Savage Coast
Sorendale
Syrámä
Teschenia
Kingdom of Tharg
Urgolia
Confederation of U’Thol
Uradun
Vidor
West Hithanon
Yad-Kozluc
Yad-Jamôn
Yad-Uthet
Yam
Yarasal J’naria
Yarath
Yeod
Freecity of Yerad
Zaramal
Chapter 13: The History of the
Aslah & of Arrasia
1. Hoth and the Coming of the
Aslah
2. Early Days
3. Kiwani and the Dwarves
4. The First Sundering of
Damarkan
5. The Lords of Herophet
6. The Madness of Olmus and the
Kidnap of Aras
7. The Second Sundering of
Damarkan
8. The Tale of Onnus
9. Grism, Sarax and the First Battle
of Lima
10. Kavak and Voln
11. The Reprieve of Man and the
Coming of the Elves
12. The Fall of Gort
13. The Deceit of Man Revealed
and Man’s Challenge
14. Dyonicos, Graxber and the Fall
of Lima
15. The Rise of Men, the War of
Chaos and Dragons
16. Dyonicos, Grism, Xagraxsus
and Orcs
17. The Orc-Goblin War
18. The Tale of Adria, Huthain and
Uther
19. The First War of Damarkan and
the Fall of Themex
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184
185
185
187
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190
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198
199
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203
204
206
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209
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20. Layagat and the Elf-Dwarf War
21. Tettungba, the Great Elven
Strife and Orphus
22. The Rise of the Early
Kingdoms and Sárat
23. Uther and the Rescue of Kavak
and Adria
24. Sárat, Yad-Yamman and The
Rise of Amman
25. The First Infernal Strife
26. The Wars of the Underworld
27. First Syrámä War and the Fall
of Mandapor
28. The First Amman-Goblin War
29. The Second Infernal War and
the Defeat of Olmus
30. The Second Great Elven Strife
31. Fane and the Destruction
of the South
32. Hayn and Destor and the
Second Syrámä War
33. Northern Expansions and the
Amman Wars
34. The Rise and Fall of Abu-Taq
35. The Tale of Hakkan and Destor
36. The Great Revolt and the
Uprising of Syrámä
37. The Conquest of the South
38. The Amman-Elf Wars and the
First Eppen War
39. The Third Infernal Strife
40. The Urgolians
41. The Southern Uprisings and the
Rise of Fandor
42. The Second Eppen War and the
Great Defeat
43. The Rise of Karnish
44. The Great War
45. The Fall of Hakkan
46. Karnish
47. Fountain of the Immortals and
the Tale of Hith
48. The Hith-Karnish War and of
Hithanon
49. Of the Here and Now
242
Table 4.7: The Gnoll Paragon
Table 4.8: The Gnome Paragon
Table 4.9: The Goblin Paragon
Table 4.10: The Half-Dragon
Paragon
Table 4.11: The Half-Elf Paragon
Table 4.12: The Half-Orc Paragon
Table 4.13: The Halfling Paragon
Table 4.14: The Hobgoblin
Paragon
Table 4.15: The Human Paragon
Table 4.16: The Keradinn Paragon
Table 4.17: The Kobold Paragon
Table 4.18: The Orc Paragon
Table 4.19: The Tiefling Paragon
Table 6.1: Weapons
Table 7.1: A to Z Index of Spells
Table 7.2: Bolt of Glory Damage
Table 8.1: Human languages of
The Kingdoms
Table 9.1: The Dwarven Calendar
Table 9.1.1: Significant Dwarven
Dates
Table 9.2: The Elven Calendar
Table 9.2.1: Significant Elven
Dates
Table 9.3: The Gnomish Calendar
Table 9.3.1: Significant Gnomish
Dates
Table 9.4: The Halfling Calendar
Table 9.4.1: Significant Halfling
Dates
Table 9.5: The Karnish Calendar
Table 9.5.1: Significant Karnish
Dates
Table 10.1: Typical Worshippers
Table 10.2: The Aslah
Table 12.1: World View
Table B.1: Historic Timeline
Map of Arrasia
Arrasia
Arrasia: Section A1
Arrasia: Section B1
Arrasia: Section C1
Arrasia: Section A2
Arrasia: Section B2
Arrasia: Section C2
Arrasia: Section A3
Arrasia: Section B3
Arrasia: Section C3
Image Keys
The Kyngdoms Cosmology
Arrasia Map Key
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59
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248
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Appendix A: Bestiary
Keradinn
Khoqqix
Solasti
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276
Appendix B: History Timeline
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231
284
233
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Appendix C: Map of Arrasia
126
284
Index
295
Legal Appendix
9
11
13
20
21
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235
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List of Numbered Tables
Table 1.1: Racial Changes
Table 2.1: Adding to a Roll
Table 2,2: Character Traits
Table 2.3: Reputation Scores
Table 3.1: Races of Arrasia
Table 4.1: The Orc Warrior of
Ragmannon
Table 4.2: The Pirate
Table 4.3: The Plague Master of
Arak Kal
Table 4.4: The Dark Elf Paragon
Table 4.5: The Dwarf paragon
Table 4.6: The Elf Paragon
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4
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The Kyngdoms Campaign Setting
INTRODUCTION
new and vibrant setting designed for fun and
high adventure. The details of The Kyngdoms
are set out in the following pages, which include all the
information necessary for you to run your own cam-
paign. We wish you good fortune on your journey
through these, as yet, unexplored and unknown places,
and hope you will enjoy what is offered herein. Look
for further product releases by The Kyngdoms aimed at
enhancing your experience of this setting.
forces that overlap here, that no single one of them can
dominate over the other for long and the equilibrium of
Arrasia is thus maintained. Should this ever change, it is
likely that Arrasia and all those that live there would be
destroyed.
All of the lands of Arrasia are populated in some
manner or another, though the degree of population var-
ies dramatically. Towards the center, the civilized na-
tions (both good and evil) have emerged. Within their
borders can still be found evil and anarchy (for no na-
tion, even the greatest, is free from the creatures that
populate the world), but they offer some protection
from the greater chaos that surrounds them. Here, too,
the lands are at their most fertile and habitable, so it is
no wonder that great cities have grown along the coast-
lines and heavily trod routes of Arrasia.
On the fringes of civilization lie the wild lands,
where those that live there are tough and hardy and
where foul and terrible beasts dwell in freedom. These
wild and inhospitable lands are sparsely populated and
those that dwell there are nomadic, or live in the moun-
tains, hills and forests. Settlements found in such places
are not plotted on any map, for they have little or no
contact with the rest of the world and will unlikely last
for long before they perish, destroyed by the wild deni-
zens that are drawn to them. Only the hardiest come
here, or the mad.
ARRASIA
Arrasia stands at the heart of all creation, where the
elements and energies converge in a perpetual struggle.
It is populated by all manner of beasts, both good and
bad, where lands and ideals are fought for and where
the gods themselves look for dominion and reverence.
At the heart of Arrasia are the civilized kingdoms of
men, elves and dwarves, whose histories are long and
deep and whose cultures are complex and rich. Around
them (and amongst them) are great evils - wild lands
filled with those that would tear down the civilized
world and replace it with anarchy, hate and destruction.
And like reflections of the very substance of the world
in which they live, they vie amongst themselves for
dominance and control and the balance of their power is
ever shifting and the struggle never-ending.
Arrasia represents the material world in The Kyng-
doms, where it is expected that the majority of game
play will occur. It is a round planet, which sits the very
center of everything. It is here that the four elemental
and two energy planes overlap and clash in a violent
struggle that cause calm seas to stir into great storms
and the earth to shake and expel great rivers of lava
from its bowels. However, such is the balance of the
KARNISH
It is the year 275 of the Age of Karnish and Karnish
now stands as the greatest of the nations of men. Good
and lawful, it has emerged after the fall of the great evil
empire, Amman, whose reign stood for nearly one thou-
sand years and whose long and cold reach touched
nearly every corner of the civilized world and beyond.
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5
CHAPTER 1
W
elcome to The Kyngdoms campaign setting, a
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