Rules and Background for Karalon

Main Menu General House Rules


The following deals only with those features of my game which are specific to the world of Karalon, which includes the prior Tusk Mountain Campaign. These rules and backgrounds are largely irrelevant in other settings. To see the house rules which apply equally in all of my games, including the Karalon game click here. The general house rules should be viewed as though they were an errata whereas the details on this page are more akin to a campaign sourcebook.

Overview
The regime of King Redorf the Third, in the empire of Athalin has grown increasingly intolerant and brutal. In trying to enforce the caste system he has incarcerated thousands of dissidents to the throne. Recently the crown has decided to exile all non-loyal subjects to the distant continent of Karalon. Some of the party are among those exiled for various reasons or while others are savage residents of the new frontier willing to aid the newcomers in their plight. The party members are fighting for the survival of a community of souls though they are in conflict with a nature, starvation, hostile monsters, fellow exiles of a malevolent bent, and mysteries of this ancient land.

Calendar
The calendar used by the human nation of Athalin is similar to the ancient elven calendar. The orbit of Gaia's largest moon Lahin corresponds very closely with the planet's seasonal cycle causing sages the world over to attribute seasonal changes to the moon it's self. The calendar consists of eight months, usually 319 days in total (months have 40 days. a day is subtracted from every 9th month to keep the calendar in kilter) Generallty speaking the new moon is on the third of every month and the full moon on the 22nd

Abithom, Brenst, Collis, Durak, Eansein, Felan, Gorost, and Harkom are the eight lunar months
Abithom, Brenst are spring
Collis, Durak are summer
Eansein, Felan are fall
Gorost, and Harkom are winter
Latonin occurs on the first of Abithom it's a significant new years festival that commemorates the coming of the Phoenix

The same months are named as followed in the distant realm of Donlin
Ramenal, Ramtoril are spring
Hummon, Hurack are summer
Fensa, Felan, are fall
Desorin, and Deslan are winter

Races:
The character's place of origin is fairly significant in terms of their race and initial class selection. The natives have more varied races, but their class selection leans toward less civilized branches. The Exiles Conversely have more civilized classes but lack the bredth of races found on the coast of Karalon.

Exile Races:
Standard PHB races: Dwarf, Elf, Gnome, Half-elf, , Half-orc, Halfling, Human
Non-standard races: Half-dwarf
Exile Classes:
All save Druid, barbarian, shaman, shugena, wu jen, ninja and samurai

Native races:
Standard PHB races: Half-elf(Wood), Half-orc, Human
Non-standard races: Bugbear, Centaur, Gnoll, Goblin, Half-ogre, Hill Giant, Hobgoblin, Kobold, Lizardman, Minotaur, Ogre, Orc, Satyr, Mountain Dwarf, Wood Elf, Treant, Troglodyte, Troll
(The Half Ogre rules here presented supercede the ones in other handbooks.)
Native Classes: All save Paladin, shugena, wu jen, ninja and samurai.

NPC Drow characters treat repeating crossbows as martial rather than exotic weapons due to the increased use these weapons receive in drow culture, additionally they treat hand crossbows as simple weapons. Drow characters do not receive the ussual elven proficiencies with bows.

Paragon Classes may be used. Paragon classes are not available for any race with racial hit dice.

Classes:

Shugena, wu jen, ninja and samurai classes currently lie beyond the scope of the gaming setting and are thus currently banned.

Prestige classes are going to be monitored, be sure to ask well in advance if you would like to play a particular prestige class, do not assume that your dream class will be open. I'm always open to making custom PRCs to develop certain PC abilities.
The following prestige classes have already been built for characters in the campaign:

Shadowslayers are a sub-sect of shadowdancers who concentrate their efforts on martial prowess to a large extent and forgo much of the mystical connection with darkness sought by others of their kind, Shadowslayers are prone to see shadows merely as useful tools or even weapons to use against their enemies.

The Crippler is a master of the knife in the back. He is carefully studied the art of ambushing an opponent and ensuring that the heartbeat before retaliation is his opponents last.

The Ward of Mercy is a potent prestige class, a chosen disciple of Angelique, the God of Humanity and mercy. These characters are the champions of the cause of good and are divinely gifted in the arts of healing magic and are taught powerful sacred hymns laden with divine presence. They seek out suffering and despair in all their forms in the far corners of the world and banish them.

While some warriors bind themselves to a small selection of weapons limiting their choices the Armsmaster is a skilled master with all weapons ever conceived. Unhindered by an devotion to a given weapon and the tactics inherent to that choice these versatile warriors can shift their armament and style to suit any eventuality of battle.

Many large gnome communities employ units of dire badger riders to defend their borders. Gnome Badger Knights are the elite of such orders, trained with lightning ferocity fitting for their volatile steeds. Their mounts are second to none, carefully bred from the finest of dire badger stock. The knight's training incorporates burrowing tactics to launch stunning ambushes from beneath the earth.

The Visionary Savant is a skilled arcane caster whose mastery of divination magic is unmatched.

Orginizations:
The Mages Guild of Karalon is the centralized power of the exile people.

The Church of Angelique is a world spanning orginization with great influence.

The Monarchy of Athalin ruled by King Redorf is a tyranical regime which cast out the Exiles.

The Silent Monks are an enigmatic order allied with the mandragon Shimin.

Feats:
New Feats:
Spellcaller
Through careful focus you can draw spell power from the spell pool more readily.
Prerequisite: Spellpool ability
Benefit: You can concentrate on your focus as a move action, spells so drawn can be used imediatelly however the open unused spellslot which the spell fills must be one level higher than the spells actual level, additionally the spell counts as one level higher for the purposes of total number of called spells per day.
Normal: Concentrating on a focus takes a guildmage a full round action and the spell becomes available at the beginning of the next turn.
(see pp. 49 of Complete Arcane for more info)

Description:
There are a small number of religious practices in the campaign:
NameRankRoleAlignment DomainsFavoured WeaponPlanar Realm
ValaliqueMajorPatron of HumanityNGGood, Protection, HealingWarhammerMount Celestia
MoradinMajorPatron of DwarvesLGLaw, Earth, Protection, GoodGreataxeArcadia
Ondalla IntermediatePatron of HalflingsNG Good, Trickery, ProtectionSlingElysium
Corellon Larethian MajorPatron of ElvesCGChaos, Good, War, ProtectionLongsword Arborea
GoloasIntermediateGod of Battle CNWar, Strength, Destruction Greatsword Ysgard
Ogham IntermediatePatron of nature N Priests are druids, no domains Club The Outlands
Mechlas Minor JudicatorLNLaw, Strength, Protection Heavy Mace Mechanus
Ludimar MinorThe Reaper LN Death, Travel, Law Scythe Arcadia
Ellest MinorEnchanterN Magic, Luck, Knowledge Quarterstaff The Outlands
LaduguerIntermediatePatron of DuegarLELaw, Evil, Earth, Fire, War Battleaxe Ba'ator
LolthIntermediatePatron of Drow CEEvil, ChaosWhipThe Abyss
ShadowMajorUnknownNE Evil, Destruction, WarScytheGehenna

In the world of Karalon characters do not gain bonus intelligence or charisma for aging, wisdom rises as normal. Elven characters are effectively immortal and suffer no penalties for advanced age and have no maximum age. Likewise creatures that do not die of natural causes (eg Liches) do not suffer physical aging effect.

Equipment:
New exotic weapon: Shaeloth, slashing, 10 lbs 1d8 medium damage (18-20/X2 crit) This weapon bears a resemblance to both a claymore and a scimitar it's elegant curved blade carries less power than that of a falchion but it light enough to be wielded in one hand by a specifically trained swordsman. Almost unheard of on the surface, some of the most skilled drow swordsmen wield this deadly blade. Anyone may employ a shaeloth as a two handed martial weapon but the exotic weapon proficiency is required to use it in a single hand.

Pistols, Bombs, Muskets and Smoke Bombs may be purchased from Dwarven and gnomish artisans in areas such as the Deepinghome. These weapons may be masterwork but may not be enchanted. Amunition must be made of lead and similarly cannot be enchanted. Pistols and Muskets with their formidable armor piercing abilities halve the armor, shield and natural armor bonuses of any target they are used upon. (Round down only if final ac is a fraction)

Spells:

Purchasing new spells:
Wizards and other similar arcane casters may wish to purchase spells from similar casters, eg Erboto from Voxaminer's guild, Each spells costs double the cost of getting the spell cast by and NPC + 100 gp per page (one page per level) for the actual inscription thus total costs for aquiring and inscribing spells are here summarized:
  • 1st 120 gp
  • 2nd 320 gp
  • 3rd 600 gp
  • 4th 960 gp
  • 5th 1400 gp
  • 6th 1920 gp
  • 7th 2520 gp
  • 8th 3200 gp
  • 9th 3960 gp
These rules are existent in the Core DMG/PHB, this chart just calculates various spell using existing methods.
Assuming the spell need only be aquired without payment for inscription (eg with a bocob's blessed book) then the prices are as follows:
  • 1st 20 gp
  • 2nd 120 gp
  • 3rd 300 gp
  • 4th 560 gp
  • 5th 900 gp
  • 6th 1320 gp
  • 7th 1820 gp
  • 8th 2400 gp
  • 9th 3060 gp

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