User:Blackcatz20
Welcome to my profile! I'll do my best to contribute.
Learned D&D with 5e, moved on to 3.5e.
Blackcatz20, the Scythe Warrior Pokémon. A Ghost and Psychic type. It always carries around a titanium scythe. This Pokémon often sulks in libraries, writing magazine articles littered with obscure video game references. Its potential abilties are Insomnia and Intimidate. Its moves include Suspicious Accusation, Eject, Code Mod, and Write Comic. Only one specimen has been found so far, on the Isle of Man.
Likes: Vastly excessive amounts of fluff, characters who are demigods, HI3 Manga
Currently Playing[edit]
- Minecraft
- Honkai Impact 3rd
- Genshin Impact
- Generic Universal RolePlaying System, Fourth Edition
My projects so far (most of my projects are for 3.5e)[edit]
Deities[edit]
Items[edit]
Dark Neko Cult Robe, Energy Blade
Races[edit]
Space Bean (for 5e)
Creatures[edit]
Feats[edit]
Quantum Being (note: for 5e)
Spells/Powers[edit]
Classes[edit]
Misc[edit]
- Contributions to the Hyrule campaign setting for 5e
Kronoterra Project[edit]
A wide, wild world of adventure and magic. Technology levels of the Renaissance. Inhabited by hundreds of different peoples. Divided into five continents.
What's the point of this setting?: Creating an actual, huge campaign setting is an effort I'm not ready for yet. I also wanted a setting for my comics and novels to take place in, a sort of catch-all universe for it all. Kronoterra is not your basic fantasy setting. It's kind of akin to Eberron, given that magic is so common here. Kronoterra is designed for 3.5e, but if someone wants to convert it to 5e that's fine, no need to ask permission, but it would be nice if you informed me on my message wall.
What's the development level?: As I mentioned, Kronoterra has steampunk overtones and Renaissance-level tech such as smokepowder-based firearms and airships. However it can be run as science fiction if, say, the party finds a crashed starship. Kronoterra exists within a solar system along with a dozen other planets (five inhabitable), orbiting the cold star Kronos II.
Races[edit]
Humans. Surprisingly, humans are actually not that common in the world of Kronoterra. They are a young race that mainly inhabits the Second Continent of Ajatare. However, Homo sapiens have invented many traditions and technologies throughout time, including firearms, hot air balloons, and the path of the mystic theurge.
Elves. (Homo sylvanis) Also known as the First Peoples, the elves are a graceful, ancient race that first discovered magic. They are one of the oldest races in Kronoterra, and mainly inhabit the First Continent. One elf subspecies, the dark elf, is rather violent and tends to favor dwelling beneath the earth.
Dwarves. (Homo cavernsis) The dwarves are inhabitants of the Second Continent, dwelling deep underground in cavern-holds. They are exceptional crafters and the first to use divine magic. Dwarves tame various underground-dwelling creatures, including giant spiders and cave wyverns. The species was at one point nearly wiped out by mutated carp.
Halflings. (Homo minoris) The Halflings, or Small Folk, are a rare nomadic people resembling humans of short size. They get along well with the elves, but most other races find them bizarre. Kronoterra halflings see possession of items as strange, preferring to use an item as is needed then trade or sell it to someone who needs it.
Ankimos (Homo felis uncia) The Ankimo are a species resembling bipedal snow leopards. They originate from the icy Third Continent, and are the pioneers of magitek and psionics, having invented magical constructs known as golems. The Ankimo have a strange relationship with the deity Dark Neko, which they honor as the creator of their race but simultaneously fear for its viciousness. Ankimo mature as humans do, roughly, but are nigh immortal, living for millennia. However, the vast majority die at some point after their second millennium. Ankimos is the singular form, Ankimo is the plural.
Ankimo Magitek Golem. Large, artificial mithral golems, ankimos magitek golems serve as helpers and warriors for the Ankimo. They are statistically identical to Eberron warforged.
Hybrids. (Homo sapiens vulgaris/Homo sapiens sylvianis) Half-orcs and half-elves are rarer in the world of Kronoterra, thanks to the rarity of humankind. They mainly wander the continent of Ajatare as traveling merchants, salesmen, musicians, or bandits.
Monstrous Races. Many monstrous creatures inhabit Kronoterra, but a surprising number of them are accepted members of society. Given the invention of vegetal "brains" which mind flayers can consume for sustenance and various other items to make the life of monstrous races easier, monsters are not seen with as much fear or prejudice in Kronoterra as elsewhere.
Dragons. (Draco regalis pigmente, Draco regalis iris, and Draco regalis feris) Dragons are mighty reptiles that inhabit Kronoterra since it was created. They are intelligent and vary in morality and outlook. Types of dragons include chromatic dragons (which are often evil), gem dragons (which are often neutral), and metallic dragons (which are often good).
Geography[edit]
The world of Kronoterra is split into five large islands: the Continents.
First Continent (Fanreas)[edit]
Fanreas is a continent of tropical and temperate forests. Its inhabitants are the Elves, a rigurous and disciplined people with extraordinarily long lifespans. Underneath the forests of Fanreas, the Underdark, a huge underground realm, is home to the violent drow, slavers of an elf race long ago banished beneath the earth for their cruelty.
Second Continent (Ajatare)[edit]
Ajatare is one of the warmest continents, consisting mainly of plains, moors and temperate forests (in a way, it resembles Earth's Greece). Its dominant species are humans, known also as Homo sapiens, a highly inventive people with few traits of note other than adaptability.
Third Continent (Vasrun)[edit]
Vasrun is a cold continent, mainly comprised of taigas, tundras, and the rare temperate conifer forest. The intelligent Ankimo hail from Vasrun, well-adapted to the cold climate.
Tarimesa City[edit]
Also called the Jewel of the North, Tarimesa is a metropolis built by the Ankimo. Tarimesa is surrounded by the Sullen Taiga, a cold pine forest, and has access to the ocean. Tarimesa City is largely inhabited by Ankimo, but it is quite diverse and also hosts moderately sized populations of elves, dwarves, and more fantastical races. Some notable buildings are listed below. If stat blocks are not given, the DM should handle statistics.
Nikka's Inn. Nikka, a neutral female Ankimos rogue 5 (an average Seeker), runs this inn. It has thirty rooms, each with a quality bed and small private bathroom. Food is also served - common on the menu are grilled salmon, rice cakes, and pumpkin soup, but many other dishes are served. Nikka charges 10 gp for a full meal, and 15 gp per day to rent a room. The clientele at Nikka's is often exotic, as dishes from the most far-off countries are served along with Tarimesan specialty cuisine.
Kaiserin's Fortress. The country's One Kaiserin and her family live in a large fortress. The fortress is guarded by fifty Ankimos 2nd level warriors, Die Kaiserin's Guard, armed with bastard swords and heavy crossbows, wearing scale mail. The current One Kaiserin's consort is a forty-year Ankimos male named Jacques Arranlan, a neutral good eighth-level fighter with a +1 icy burst greatsword and +1 mithral plate armor. His wife, the One Kaiserin Ra-fahne, is a chaotic good fourteenth-level wizard and an experienced ex-Reaper.
Crescent Moon Tower. The old tower of the Reapers' High Kaiser, who served the One Kaiserin of Tarimesa, now uninhabited as the current High Kaiser of the Reapers is scared of heights. The party can buy it for 20 000 gp and use it as a base.
Drake's Magic Exports. Drake, a lawful evil twenty-seven year old half-drow wizard 13, runs this shop specialising in magic items. Drake specialises in enchantment, and his barred schools are illusion and conjuration. His familiar is a male tressym (from the Faerun supplements) named Anyan. Most magic items can be found for sale at Drake's.
Fourth Continent (Marues)[edit]
Marues is a hot, rocky continent with an abundance of geysers and a handful of volcanoes. It's mainly home to the three goblinoid races: goblins, hobgoblins, and bugbears. Portals to the Lower Planes are known to open here occasionally and the Fourth Continent has quite a few dragon lairs. Its largest city is Falker Peak (Falker is goblin for "sunborn").
Fifth Continent (Riseas)[edit]
History[edit]
The history of Kronoterra is complex. The campaign can be set at any point within history, though, with characters that are the heroes of the past of the pioneers of the future.
World's Start[edit]
Kronoterra was born when the long-forgotten god Moroncus shed tears upon the blank universe. This god was deadly wounded by his own brother, Morokkus, the other creature of creation. As he cried, one of his tears solidified into the planet of Kronoterra. Kronoterra formed right where Morokkus had stood, destroying him. Morokkus's blood fell upon the new world and gave rise to bloodlust. Moroncus fell down to the planet below, his own creation, perishing. His corpse became the rivers and seas.
Gods' Rise[edit]
Languages and Accents[edit]
This section will help you, the DM, bring NPCs to life, and may also be of aid to players. Research English accents before reading this section, because it may otherwise be confusing.
Terranglese[edit]
The "Common" of Kronoterra. Different peoples tend to pepper their speech with words from their native tongues, and well over a dozen accents exist. For ease of play, treat Terranglese as English when speaking, since most player races know it.
Human Accents: Humans of Kronoterra tend to speak with Greek or Italian accents. They speak rather rapidly. Humans from the eastern side of their continent tend to speak in Japanese accents.
Elven Accents: The elves have an overwhelming preference for Irish and American accents. The drow mainly use French accents but many of them also have Spanish accents.
Ankimos Accents: The Ankimo often speak in Scottish accents, but many of them have hints of Irish accent in their speech. The upper-class speak a slightly confusing mix of Scottish and non-rhotic British accents.
Dwarven Accents: Dwarves commonly use German or Russian accents. Dwarf speech tends to accentuate the 'V's and is spoken rather slowly, contrasting with humans' fast and melodious speech.
Other Accents: Other races have varying accents. Reptilian folks tend to extend the 'S's in their speech, for example, and illithids tend to gurgle their words.