Jaua Ae-Rielun has transported hundreds thousands of creatures to the world of Rielun by presenting itself in the form of a bridge that spans worlds, yet appears to only be a normal bridge. Organization: Solitary, pair, gang (2–4), or band (6–11) Skills: Climb +5, Hide +6, Jump -1, Listen +7, Move Silently +8, Search +6, Spot +6, Use Magic Device +3Įnvironment: Temperate forests and plains or urban and underground Lizardfolk, Wildspace Īrmor Class: 14 (+1 size, +2 natural, +1 leather), touch 11, flat-footed 13Īttack: Short sword +3 melee (1d4-1/19-20/x2) or shortbow +4 ranged (1d4-1/x3)įull Attack: Short sword +3 melee (1d4-1/19-20/x2) or shortbow +4 ranged (1d4-1/x3) This post on my Spelljammer Gone Wild blog is important enough to added here.ĭragonborn ĭragori Map Thread: Time of Ages Maps (Updated: May 2020) They hope for a day when the words of the ages reaches the ears of all Aether. Now, they live together, work together, and protect the world from the politics of the Aether and forces from within that wish for Rielun to join the cosmos and end its lost god's protected isolation. They have fought wars for the world, against each other and also as allies. And all the other races that have come to call Rielun "homeland." These are the Children of the World. The Children of the World endure its influence. Steamcraft thrives in the steam metropolises but it fails in the magical regions of the Wildlands. It is balanced by power of the natural world. It enhances the lives of the world's people but does not control the world itself. It prevents the technology of the Aether from dominating the world like it has so many others. Only the magic embedded in the soil itself prevents it from becoming just another vassal world of the Emperor-King of Anagarred or the admirals of the Elven Alliance.Īn enigmatic magical "region" (some say effect) that touches every part of Rielun but that is dominant on the world's primary continent, Malecade. It suffers under the machinations of offworlders that constantly try to tame it's barbaric roots. A world protected yet abandoned by its Heart, a deity a time and space. It is a world of timelessness in a chaotic universe. One legendary vessel is the body of a brain dead god.A 3rd Edition/d20 System Campaign World set in a Steampunk Spelljammer CosmologyĪ world of refuge or infamy (depending on who you ask) known across the Aether. Some are built like trains, some like sailing ships, some like alien creatures, some like spaceships, etc. Others have propulsion systems based upon the old Spelljammer books, Eberron designs, Psionics, sledding (pulled by creatures of the Astral Sea that move fast), etc. Those vessels work on science, not magic, whether using Astral Sails, steam jet propulsion, rockets, and the newest invention that swept the verse - rail propulsion (hollow tubes launched like a rail gun towards a target and then pulled into their goal with magic). Many folks go with ships made by a confederation of dwarven smiths that have a 'moon' that orbits my equivalent of Sigil (which is also in the Astral). They've been a part of my campaign world (although rare) for decades now, and I have a variety of different ships, propulsion, etc. When Spelljammer was introduced way back when, I moved them to the Astral sea and ignored the Crystal Sphere concept.
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