Tales of Vorrelia (3.5e Sourcebook)

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Tales of Vorrelia

If anyone has ever played Corruption of Champions then they have a pretty good notion what to expect when seeing some credit of inspiration going to Fenoxo. Perversion, like many hobbies and interests, is excellent in moderation, but this doesn't mean that we want our players to become like Gollum's freakish bald gerbil wanking off in a darkened corner while breathing down our necks like PewDiePie wanting to end the souls of those in the game Happy Wheels. No, like all good games set upon a stage there needs to be some rules established to ensure that the ladies aren't running around like a rabid Lindsay Lohan licking those dry thirsty lips for fresh Butterfingers while guys are being made into the Three Stooges trying to figure out what's the politically correct way to carry out their darkest wet dreams without the spirit of Cruella De'Ville screeching after them like femi-nazi harpies.

There's an expectation (within reason you dirty savage you) to sustain some level of maturity as the Tales of Vorrelia book is designed for players to use critical thinking, and that's especially important if you don't want that two-foot meat log giving your character a surprise "hello" from your friendly olympian-built orc who happens to have drugged your pint of mead with a aphrodisiac-based sleeping drug that'll cost you your dignity, hard-earned (or mysteriously donated) money, and possibly sending you packing with an internal virus that's gonna be hard to explain to that hottie you had eyes on for a solid month. Ouch.

Now don't think by the small pieces of introduction this is just going to be another smutty world of every weeaboo's fantasy that has no depth of character development or intense plot-filled storyline that's going to drive characters into side quests to become bigger and better. On the "contraire mon frère", you couldn't be anymore mistaken as there is a deep-rooted history to the World of Aum where the races are torn by the past and the future, waiting to strike at an opportunity to get a leg up on the food chain, others wanting another chance at starting a wave of supremacy to subjugate other nations into submission, all the while some kingdoms simply wait in the midst for a chance at striking quickly and without mercy for the sweet release of vengeance they'd been waiting in the shadows so long for.

Tales of Vorrelia is all about choices, and its your choices that are going to shape the fate and destinies of the characters you create, the NPCs you interact with, and the story's progress. You could start as a heroic paladin of Lawful Good peacekeeping justice and eventually become George Carlin's narcissistic version of a Chaotic Neutral bard that preys on the weak-minded with the spell Geas/Quest to weed out stupid from proper human evolution. You could begin noble intentions as Baloo the loveable comedic druid bear that eventually turns into a barbarian sadist due to the effects of paths chosen in the story, anything can happen and that's the magic of imagination in the world of Aum.

TABLE OF CONTENTS


Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . .


Getting Started . . . . . . . . . . . . . . . . . . . . . . . . .


The Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . .


The Races . . . . . . . . . . . . . . . . . . . . . . . . . . . .


The World of Aum . . . . . . . . . . . . . . . . . . . . . . . . .


The Duroc of Orcrist Kingdom . . . . . . . . . . . . . . . . . . .


The Hissi of Draconis Kingdom . . . . . . . . . . . . . . . . . .


The Krawrk of Matango Swamp . . . . . . . . . . . . . . . . . . .


The Krawrk of Erebos Marshes . . . . . . . . . . . . . . . . . . .


The Tessai of Pindar Kingdom . . . . . . . . . . . . . . . . . . .


The Meister of Kryptos Kingdom . . . . . . . . . . . . . . . . . .


The Kyrii of Sinsaradin Kingdom . . . . . . . . . . . . . . . . .


The Nyanya of Mali’Teke Kingdom . . . . . . . . . . . . . . . . .


The Humans of Adriatic Island . . . . . . . . . . . . . . . . . .


The Gods . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


The Outer Territories. . . . . . . . . . . . . . . . . . . . . . .


The Thunderlands . . . . . . . . . . . . . . . . . . . . . . . . .


The Untamed Wilds . . . . . . . . . . . . . . . . . . . . . . . . .


Ophion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Vorrelia . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Sarpedon . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


Adriatic Island . . . . . . . . . . . . . . . . . . . . . . . . . .


The Haunted Sea . . . . . . . . . . . . . . . . . . . . . . . . . .


The Sea of Mist . . . . . . . . . . . . . . . . . . . . . . . . . .


Okeanos Ocean . . . . . . . . . . . . . . . . . . . . . . . . . . .


Slavery. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .


The Moros Guild. . . . . . . . . . . . . . . . . . . . . . . . . .

Introduction

My lovely lords and ladies, welcome to the World of Vorrelia (Vo-ray-lee-uh), a timeless masterpiece of sexual fantasies where a character’s personal growth is heavily influenced by the decisions of the lands they travel, the individuals they’ll meet, and the many cultures that will be interacted with along the way. This tabletop rpg system is in no way a game meant for underage individuals, and requires a seasoned roleplayer with an open and mature mind as there will be many quirky non-playable characters throughout the lore of this game that will test personal boundaries, moral values, and cost the player’s character in some form or fashion with a great many challenges set beyond the limits of conservative mentality.

This tabletop roleplaying system is designed to test a player’s creativity in developing well thought out characters, steering away from stereotypes seen in many roleplay campaigns, focusing on exploring what that player really strives to create in a personal story, and constantly putting the player’s ability to properly discern situations and subtle messages on red alert. A good story always has many highs and lows, with neutral moments being the time of reprieve a party calls “down time”, so don’t worry if you’ve got picky players, using your charm to help them adapt to the elements of your story is all part of this game’s vendetta. The game demands a great amount of cunning and intuition, as well as a good read on people and the ability to temper emotions that will definitely be tested every step of the way. If you know a player whose guilty of sticking to one race and one class commonly, don’t try to introduce them to this until they’ve ran a crash course of playing several one-off campaigns that forces new characters to be built everytime. If you know players who are obsessed with being the one-man spotlight stardom show, then run them through some extreme humble-pie one-off games that will reduce the egoism many young roleplayers develop on a loose leash.

Adaptability is vital in any good roleplay game, as well as, remaining clear-headed with emotions in check to prevent people from committing the taboo of pretending they are their characters and want to take interactions so seriously it threatens relationships outside of games. Don’t ever allow a player guilty of this to participate in this campaign, trust me when I say from experience, it will not end well and there will be a stagnant residual air of tension from all the drama. You also don’t want a player who will try to over-analyze or over-calculate situations constantly as they’re missing the basic concepts of the game, and tabletops are meant to remain unpredictable with many things being unexplainable in a logical standpoint. Despite these warnings, know that this game is from my own imagination, which I hope to spread to those that will appreciate a unique look at roleplaying with friends who are ready to take on a more assertive and interesting path in tabletops. The point of roleplaying has always been to relax with friends and friendly acquaintances in the hopes that spinning a foreign and remarkably unpredictable campaign will draw people together in fun and friendship. Stories have been implemented throughout many cultures of history to do just that, for it is man’s gift to spin great tales to inspire awe and teach lessons to those with a penchant for knowledge.

Too many times we run into campaigns where the Dungeon Master and players will be resilient to the idea of being open with their sexuality because there’s a stigma left from previous generations of upbringing and education that such topics are inappropriate. There is no shame in being perfectly happy with what pleases you and should be implemented into roleplay campaigns as intimacy is just as important in a story and in life as learning a profession or set of skills. Despite what some may say, having sexual humor and interactions allows for tensions to decrease, permitting players to being more open with their personalities through their characters, which unlocks more options in stories depending on how decisions are made. Sexual humor is a great way to start a game right, especially if the players are getting off of work or simply having a hard day, because it's a comedic relief that is daring, dashing, and worth giggling over with naughty plotting. Sexual humor and interactions is within itself, healthy for the body and mind of players, just like a doctor would say eating small bits of dark chocolate is good for the heart. Everything is good in moderation, which is why I’ve created this lovely dream to show players a moderate and exciting approach to a world where their darkest ideas are permissible!

Recommended Party Size: 3-4 players maximum

Recommended Age Limit: 18-30 years

Rated: NC-17 – Adults Only: No One 17 and Under Admitted. Clearly adult. Children are not admitted.

Note: This game will most likely implement items, rulings, and characteristics from D&D 3.5, NeverWinter Nights (BioWare), Pathfinder, but retain full customization.

Thank you to all my dear friends who’ve shared an adventure with me throughout my life, inspiring me to write worlds for others to share and enjoy; thank you for being the heroes of legend in every trial and for never failing me in my time of need.

With all my love, Kayla Lynn Allen “Cat”

Getting Started

TALES OF VORRELIA LIFEPATH

Your eyes slowly open as all around are the echoing calls of a soft hypnotic choir with the gentle chimes of bells playing in a melody amongst the darkness. Your senses snap to attention as you feel and hear the trickling motion of liquid as you realize your body has been laying submerged in water, floating in the midst of this like a lifeless object. Gasping for air instinctively, you realize that you can surprisingly breathe underwater, causing the current fear to subside as your focus begins taking in the surroundings. Slowly rising, you see small cascading beams of light coming through pockets of the darkness through large stained glass walls depicting heroes of different professions in other worlds of a forgotten time. The light through these walls scattered into scintillating specks of glimmering shimmering auras that dance around your feet which stands on top of the water above a cold stone circle slab, etched with ancient runes and cracks dating back to ages you know nothing about.


"Where Am I?"


Your mind asks almost instinctively out of confusion and wonder; examining the room you, or what this space could only seem as a chamber, you see no one to offer any guidance or answers that would explain the many questions now swimming in your mind.


"You are here...in the Celembrium, where all Souls touched by Fate come to be reborn"


Carries a soft and gentle feminine voice somewhere from amidst the shadows of the dark chamber. You have no reason to distrust this voice your heart reassures, but you're curiosity begs even more questions to become apparent as you don't even know who you are or how you've come to be in this state.


"Here...in the Celembrium...you must choose whom to be reborn as...to test the threads of Fate once more in the Wheel of Time's weave."

As the voice says this aloud, a stone pedestal appears beneath the stained glass walls depicting the heroes that you had not noticed before. As you approach your eyes catch that each hero is different, and on their pedestals is an item that represents them.

"Choose wisely"


WARNING: You have been a wandering soul for so long in the afterlife that you were summoned to the Celembrium to be reborn, a chance to become something more and make a difference in a new world. As a soul, you retain all the memories of your previous life, but once reborn, they are hidden away within your soul, slowly unlocked by events, people, items, and places that are reminiscent to your original past. When you begin the campaign, you will have led a fairly productive life gaining experiences through family, friends, events, people, places, and items that at the DM's discretion will determine how much of your previous life has merged with your current one and how this affects your overall personality.

Designing the background of a character has proven to being the hardest, as its more than just filling out a sheet and calculating math, yet many don't know how to balance their backgrounds so that they're not writing too much or too little towards the campaign's story itself. Many players are caught in a battle where they could become too analytical; writing every last crumb of detail without leaving any room for the DM to breathe any form of change of pace or excitement without the player's designed character coming up with constant conflictions that would force the DM to refine everything planned out just to suite the purposes of that personal story. Then you have some players that draw blanks, diverting to using amnesia as a scapegoat due to their lack of motivation and inspiration to write a few paragraphs of details, exhausting the DM who now has to come up with their own story idea for that character when it was the responsibility to the player to pour some imagination into their creation. There are players who try to ask as many questions outside of game to meta as much detail into their character's backgrounds, hoping to consume so much relevance in discrete manners that it will seem "miraculous" how much stardom their character has all the while leaving the other player's character feeling insignificant and unhappy with the struggle they face to gain some personal development. This is why in Tales of Vorrelia, players begin character creation with my own revised version of a Lifepath, tailored to accommodating the campaign's setting theme so that the options aren't bland but not to the point story in-game can't hold great influence as well.

OFFICIAL SITE: Tales of Vorrelia

NOTE: All rolls concerning character creation and Lifepath must be done in the presence of the DM on Roll20 or be rolled by the DM themself. This is to prevent the habit of people trying to cheat their rolls in order to get what they want in an unfair manner.


What's In A Name?

"Everywhere I go, bitches always know

That Charlie Scene has got a weenie that he loves to show, bitch

Everywhere I go, bitches always know

That Charlie Scene has got a weenie that he loves to show"

-Everywhere I Go, Hollywood Undead


Start by rolling a d12; numbers below a six means the player's character begins with a nickname, while numbers above a six means the character instead goes by their full real name when they begin the campaign. If having rolled below a six, the player then rolls a d12 to see from the options below what nicknames the starting area will know them by:


1) Studmuffin; The character will begin with a +6 charisma ability score bonus with the character flaw that they will have the lustful desire to breed with anyone and anything (They become pansexual), pulling any chauvinistic acts of sensuality to impress while using their cunning vernacular to inspire hedonism.

2) Neko-Chan; The character will begin as a social pariah seeking friendship to make up for the pacifist ideology they've had over the years while spending more time amongst nature. The character gains a +4 bonus to Knowledge Nature, Handle Animal, and Sense Motive with the flaw of having an addiction with muffins.

3) Cornholio; The character will begin with the personality traits of being self-assertive, bold, and full of self-confidence however, the negative to this is the character will be prone to coming off as brash, arrogant, and vulgar. The character gains a +6 to Intimidation and Bluff checks but also gains a -6 to Diplomacy and Sense Motive checks. Also will burp loudly at random frequent junctures.

4) Biggus Dikkus; The character will have the inability to lie, and thus come off towards others as blunt where it will be both a good and bad habit noticed in many situations as while its good to be honest with themselves in their opinions, it can come off as lacking tactful etiquette and empathy. The character gains a +6 to Sense Motive and Intimidation checks but gains a -6 in Diplomacy, Bluff, and Gather Information checks as they lack the finesse to properly communicate with people at times.

5) Butticus Maximus; The character will begin as a jack-of-all-trades in humor, taking delight in being witty and sarcastic whenever the chance opens up, poking fun teasingly to those around them in subjects that clearly annoy or fluster the target(s). The character gains a +4 bonus to Bluff, Knowledge Local, Hide, Move Silently, Sleight of Hand, Sense Motive, and Escape Artist with the flaw that the character cannot resist making puns (no matter if they're good or bad, appropriate or not) whenever a chance presents itself.

6) Lord Weebus Otaku; The character will begin as an individual with vast knowledge that will at times give insightful information as needed, or be seen as a particularly difficult and argumentative enthusiast whose a little too self-absorbed in their own intelligence. The character gains a +4 bonus to all Knowledge, but gains a -4 to Diplomacy, Bluff, and Intimidation checks as they're not the best at communicating their knowledge without coming off as an insufferable know-it-all with the Character flaw of taking personal offense to comments and situations way too easily.

7) Bare Bear; The character will begin as Large sized creature (no matter the race) with an easy-going calm disposition that prefers to keep others close to them methodically on task as the character is a rational, level-headed and practical individual who doesn't like others to trigger their more "colorful" side to them that tends to be explosive in emotions and usually results in an aggressive form of display that many see as a form of Misogyny . The character gains the supernatural ability Scent, a +4 Natural Armor bonus to AC, and Improved Grapple as a racial feat.

8) The Madman; The character will begin as an impulsive energetic individual with witty charm and humor that can quickly go from playfulness to outright douche-baggery depending entirely on the wiles of the character. The character is a mischievous and cunning revolutionist, taking time to know its subjects better to employ more precise and accurate pranks and schemes that pander to the favor of the character's devious pleasures and goals. The character gains the supernatural ability

Insanity: Character gains a temporary +4 bonus to Intelligence and Strength and a +2 to all Will saves, but they take a -2 to AC while crazing. A fit of insanity lasts for a number of rounds equal to 2 + the character’s (newly improved) Intelligence modifier. The character may prematurely end her insanity with a Concentration check (DC is 10 plus half the character's level and how many rounds they've already been in Insanity). At the end of the Insanity, the character loses the Insanity modifiers and restrictions, becoming Staggered for 1d8 of turns.

9) Mass Debater; The character will begin as socially inept; they are a vacillatory idealist who is indecisive about every circumstance and choice, as there is a strong need to habitually evaluate and analyze every outcome before tackling a world of political incorrectness which often leaves this individual being viewed as insensitive when they actually are just unbiased and brutally honest in that they prefer a consistent and well-thought out approach to everything so they can better protect themselves and others they care for with fewer disadvantages. This leaves people overwhelmed and exhausted normally, as average people tend to simplify situations and topics rather than expel on evaluation and detail.

The character gains a +6 bonus to Diplomacy, Appraise, Knowledge Local, Knowledge History, and Gather Information as these people know how to get around, getting exactly what they need with a straightforward attitude. The downside is everytime this character tries to overthink a situation, they will suddenly get a morbidly obvious erection that will sporadically splurt spunk out at whoever is opposing the character whether that be in combat or in an argument, and that person must make a Reflex Save 25 or get hit all over with creamy torpedoes, becoming Blinded for 1d8 turns.

10) Squeaker; The character is quick to respond to any sudden movement, careful and alert at all times to the point where one might consider it a paranoia, derived from the many fears of the unknown or experiences that were extreme for such a timid and gentle nature as this one. Let that not fool the traveler though, as this character makes up for their shy flaws with a fierce determination that can cause them to be more daring and braver than most as they'll put themselves first to go scout the dangers, preventing any and all devastation to their comrades with light feet, quick maneuvering, careful planning, and a roguish talent to sneak and hide. The character gains a +8 to Hide and Move Silently, as well as a +6 to Lockpicking and Sleight of Hand; the negative is the character gains a -2 to Strength and Constitution with insane cravings for cheese products (-5 penalty on Will Saves to resist eating any cheese product).

11) Bunny Bun-Buns; The character is as sweet as the voluptuous body it was naturally born with, making it candy to those who watch from afar and a goddess to those close by, salivating with lust. This poor character is naive with the spirit of an innocent little bunny, hence the name that many will give as a doting and horrible tease to this carefree nature. All the character desires is to be helpful to those around it, doing what they can to be supportive, often taking hobbies such as cooking, sewing, and wood-crafting, but could never be compelled to practice hunting or anything pertaining with violence as the mere thought is frightening and horrific to them. The character has a particular plump posterior with a two-inch ring for a butthole that is constantly warm and leaking a hormone that acts as Charm Monster whenever someone approaches within 20 feet of the character. The character gains a +6 ability score bonus to Charisma and a +6 bonus to Heal and Handle Animal checks. The character has the negative of being heavily addicted to anything with carrots involved, and will not rest once seeing an item with such influence until having it in their grasp.

12) King Dice; The character is notorious for their compulsive gambling habits; desiring to swindle and cheat people out of their hard-earned treasures, sparing no expense in taking advantage of whatever flaw that person may have while carrying around valuables and/or pocket change. The character deeply enjoys raising the stakes in situations that are difficult and uncomfortable for most, setting high bets and dangerous standards in bargains that are irresistibly enticing if a person could succeed, but humiliatingly disastrous upon failure: always to the benefit of the character.

The problem this character has though is twofold: One is that plants that are large and opportunistic seem to be especially attracted to them in a promiscuous context, while demonic creatures always seem to pop up randomly at the character's current location with great interest. The character gains a +8 bonus to Appraise, Bluff, Sleight of Hand, and Knowledge Local checks, while taking a -6 bonus to Knowledge Nature, Knowledge Planes, Handle Animal, and Survival checks.


Gender Traits

The player decides based on their actual gender unless specified otherwise by the DM, however they still need to roll to see what type of traits they will begin with appropriate to their gender. You can only select one trait.

Roll 1d4 to determine what trait your character begins with, and if specific trait has multiple options, roll an additional d12 to determine from it's specific list.


1) Hexborn: Somewhere in your mysterious bloodline, you've grown to experiencing inborn subtle and magical supernatural abilities that you've had to maintain discreetly for fear of the reactions of those around you.

Pro: Character gains a +6 Bonus to Knowledge Arcana, Spellcraft, Use Magic Device, and Spell Resistance of 10 + 1/2 Character level.


Con: Character is born with (3) physical features from one of the following werebeasts that CANNOT be hidden:


Werebeaver; (Female Restricted) Infravision, Dire Bite (3d6 Piercing with 1/2 inch long incisor), Wood Chucking; You can hurl wood weighing 40 to 50 pounds (Small objects) with a range increment of 20 feet. The wood deals 2d6 points of damage plus your Strength modifier. Damage type is dependent on the shape and size of the wood.


Werebat; (Male Restricted) Echolocation, Sonic Attack, Hyperacusis (takes 2d6 damage on failed con saves vs loud sounds)


Werebear; (Male Restricted) Infravision, Rage, Trample


Werecrocodile; (Male Restricted) Tremorsense, Darkvision, Death Roll


Weredragon; (Female Restricted) Lifesense, Rage, Trample


Werefox; (Female Restricted) Scent, Pathological Liar (+8 Bluff checks vs non-religious characters; -8 penalty to Sense Motive checks vs religious characters, both at self and opposing target), Kleptomaniac.


Werehyena; (Female Restricted) Scent, Darkvision, casts Tasha’s Hideous Laughter at every joke towards/about them at will.


Werejaguar; (Female Restricted) Scent, Infravision, Trackless Step


Werelion; (Male Restricted) Scent, Rage, Leadership feat


Wererat; (Male Restricted) Scent, Darkvision, Bubonic Bite


Wereraven; (Female Restricted) Touchsight, Trap Sense, Perfect Memory: Can recall with perfect clarity an event it actually experienced.


Wereplatypus; (Male Restricted) Echolocation, Water Jet, Amphibious


Werespider; (Female Restricted) Tremorsense, Life Drain, Gaze (Charm)


Weretiger; (Female Restricted) Scent, Trap Sense, Track


Werewolf; (Male Restricted) Scent, Darkvision, Leadership feat.


Dire Wereboar; (Male Restricted) Scent, 1/2 reduced speed, Vorpal Tusks


2) Who's Laughing Now?: What seems like a blessing can also be a curse at the same time.


Pro: Character gains (4) levels in one specific class of their choice.


Con: Character gains a disease from the following list:


Hoarker: (Male Restricted) You have developed an insatiable appetite for all types of cuisine, resulting in your need to consume your weight in food three times a day otherwise gaining the effect Fatigued which requires an 8 hour rest to restore.


Milk Duds: (Female Restricted) Your private parts turn chocolate brown, leaking chocolate milk in small doses that creates a deep urge within wanting to get milked by someone. Character takes -5 penalty to resist those who offer to milk such tensions away.


Reducto: (Male Restricted) Your genitalia shrinks down by one size category, leaving you always unsatisfied in sensuality with any partner.


"Porniffles": (Female Restricted) Character develops an allergy to a specific animal or ingredient in food, and whenever around them, compulsively sneezes which causes breasts and the womb to grow by one inch per sneeze; roll 1d6 to determine amount of sneezes that will issue from character on a failed DC 25 Fortitude Saving roll.


Hangry: (Male Restricted) Whenever the character emotionally gets upset, they require to make a DC 25 Will Save otherwise be compelled to eat everything in line of site, this act leaves the character Exhausted. If there is no food in line of sight, they will direct their attention to a nearby female's chest area. If there are no females present, they will direct their attention to a nearby male's crotch.


Bendoid: (Female Restricted) If the character has fur, they will become bald in a day completely which will never grow back until disease is removed. If the character had no fur to begin with, they begin to develop metal plating over thighs, lower legs, upper and lower arms, and back; this provides a +1 Natural Armor bonus, but begins making the character less empathetic, constantly taking -5 penalty checks to all interactions that require an emotional response.


Mamushka: (Male Restricted) The character feels compelled to perform the "Cossack Dance" anytime they see a sword being drawn or when well-played music is strummed by a bard.


Alcorette Syndrome: (Female Restricted) The character will be compelled to rub their ass against someone yelling "Jiggly Butt Dance" everytime they consume an alcoholic beverage.


Whore's Delight: (Male Restricted) A mildly debilitating disease that originated from pirates who forced a captive witch to come up with a devious disease that could be carried by their young slave boys to rob unwary customers, as it saps the carrier and target's strength upon intercourse by -4 with the odd side effect of the orgasm's liquids being paralytic to the touch, requiring a DC 30 Fortitude Save or become Paralyzed for 1d4 hours. The symptoms for Whore's Delight are obvious from the beginning, as no matter the race the size will decrease by one category, and the character who is carrying the disease will always be leaking hormones so that those with the supernatural ability Scent will always be able to detect and track it. There is also the fact that those with the disease always have their genitalia thrumming with pulsations and having the area constantly hot and moist, as if always in the state of hitting puberty.


Hentai Vision: (Female Restricted) The character sees nothing but the most erotic sides of individuals around it. They take a -10 penalty on will saves to not fangirl, if they fail the will save, they must make a fortitude save at a -10 penalty. Upon failing both, the character has an explosive nosebleed that rockets them back 5 feet. This leaves them Dazed for 1d4 rounds.


Poontrition: (Male Restricted) The character takes a -10 penalty on all Will Saves meant to resist the urge of pursuing intimacy with any sentient target in their closest proximity; sexual orientation doesn't matter as the urges will overpower standards and acts as a form of madness that drives the character to aggressively assert themselves on whoever is close by, needing to inseminate them quickly which will leave the character Exhausted until recovered by a full rest. This disease is triggered only if the character can scent the hormones of those around it.


Granny Goodness: (Female Restricted) The character is despised by all animals to the point it is impossible to gain a familiar/companion, and all animals must make a Will Save DC 25 to resist attacking the character on sight.



Body Types

Choose one of the following body types your character starts out with from the selection below, though note that this only serves as the base weight before applying rolls determined by character race:

Lean; (80-110 lbs) The character is proficient with bikini armor, no shields, and simple weapons; Rapiers are included with proficiency.


Slender; (110-120 lbs) The character is proficient with light armor, bucklers, and simple weapons; Rapiers are included with proficiency.


Average; (120-130 lbs) The character is proficient with medium armors, buckler/light shields, and exotic weapons.


Curvy; (130-150 lbs) The character is proficient with medium armors, all shields (except Tower Shields), and exotic weapons.


Thick; (150-180 lbs) The character is proficient with heavy armors, all shields, and martial weapons; Bastard Swords are included with proficiency.


Obese; (350 lbs and over) The character is proficient with no armors, Tower shields, and martial weapons; Bastard Swords are included with proficiency. Custom armors made for obese and morbidly obese characters cost 50% more normal price.



Complexion: Beauty Is Pain

Roll a d4 to determine what complexion type your character starts out with from the selection below, though note that this only serves as the base before applying physical descriptions determined by character race:


Fair Skin: Light skin that always burns and never tans. The veins on the insides of your wrists have a purple-bluish hue, you look best in gold jewelry and your skin tends to get a golden or honey color from sun exposure. Easily irritated skin that shows up in the form of redness, itching, burning or dryness.

(+4 Attraction with Kyrii/Meister/Synpyre/Tessai, -4 Attraction with Dirus Dominus/Duroc/Hissi)


Olive Skin: Medium skin that may burn, but tans well. The veins on the insides of your wrists have a green-bluish hue, you look best in silver jewelry and your skin tends to burn or gets a rosy color from sun exposure. Can be oily in some areas, like the T-zone, and dry in others with overly dilated pores and a shiny complexion.

(+4 Attraction with Cibola/Hissi/Human(Yzmeri)/Kubitarou, -4 Attraction with Dirus Dominus/Duroc)


Tanned Skin: Tan, reddish, light brown skin that rarely burns and tans well. It's hard to tell if the veins on the insides of your wrists appear more purple or green, gold and silver jewelry are equally complementary and you tan as well as burns from sun exposure. Allover dryness with a rough, reddish complexion, almost no visible pores, less elasticity and more visible lines.

(+4 Attraction with Dirus Dominus/Duroc/Krawrk/Nyanya, -4 Attraction with Kyrii/Meister/Synpyre/Tessai)


Dark Skin: Black, gray, brown skin that never burns and tans very well. Oily all over with enlarged pores and a thick, shiny complexion that is prone to blackheads and breakouts.

(+4 Attraction with Dirus Dominus/Duroc, -4 Attraction with Cibola/Hissi/Human(Yzmeri)/Krawrk/Kubitarou/Kyrii/Meister/Nyanya/Synpyre/Tessai)



Birthsigns

As a player, select the astrological zodiac that pertains to your actual birth date to determine what classes are available for your character to use based on your sign; if you were born on the cusp of two zodiacs, you can browse through either zodiac’s class listing to select a choice. After a player has successfully gone through one campaign with their ordained class listing, they can for future games op to instead roll a d12 to obtain their zodiac class listing in a randomized manner:


Aquarius (January 20 - February 18):

Sumo Wrestler

Entropy Champion

Drunken Fist

Exile

Martial Artist

Sadist


Pisces (February 19 - March 20):

Adventure Chef

Alchemist

Battle Chemist

Witch


Aries (March 21 - April 19):

Barbarian

Hellfire Knight

Demon Knight

Blackstone Knight

Black Knight

Empusar


Taurus (April 20 - May 20):

Gladiator, Pansaer

Snowstormer

Dragoon

Noble Warrior

Fencer

Lancer


Gemini (May 21 - June 20):

Blacksmith

Clocksmith

Mechanus Knight

Mechanist

The Gundgeoneer


Cancer (June 21 - July 22):

Vanguard

Shield Knight

Shield Warrior

Rune Master

Harper Scout


Leo (July 23 - August 22):

Paladin

Kensei

Knight, Tome

Commander

Grave Warden

Ronin


Virgo (August 23 - September 22):

Dilettante

Diplomat

Concubine

Seductress

Battle Scholar

Pegasus Knight


Libra (September 23 - October 22):

Cleric

Animist Shrine Priest/Shrine Maiden

Shaman

Chaplain

Healer

Inquisitor


Scorpio (October 23 - November 21):

Rogue

Bounty Hunter

Harlequin

Pirate, Variant 2

Pirate, Simiran

Shinobi


Sagittarius (November 22 - December 21):

Druid

Ranger

Zen Archer

Sylvan Knight

Hunter

Supernatural Hunter

Capricorn (December 22 - January 19):

Bard

Battle Dancer

Barkeeper

Card Master

Dashing Swordsman

Gambler

Zen Assassin



The Rules


Loopholes are like glory holes: funny till right up and personal in your face with a major Karma smack.


"With every action there is a reaction and your goal is to rationalize whether the cause and effect justifies the reason." -DM Kayla Lynn Allen’s famous line to her players.


Combining the logistics of Pathfinder and D&D 3.5, Tales of Vorrelia follows a set of House Rules that has been customized to accommodate the setting of the campaign and the nature of the World of Aum which lies deep within Krynnspace. There will always be a time when a player disagrees with rulings, an important factor that the DM must prevent from interfering mid-game until after the campaign session as it’s all too easy for heated debates to occur that will last for considerable lengths of time, robbing everyone of what could’ve been a fantasy-filled experience. Even if something is happening in session that requires an immediate reaction, it is important to follow suit normally and then allow discussions over the subject after session to avoid players getting upset and falling into bickering tangents. The House Rules set in place for Tales of Vorrelia is meant to serve as a guide so that the spirit of the campaign’s design doesn’t get derailed by complications in D&D 3.5 and Pathfinder’s systems, giving a bit of breathing room that would allow DMs to implement homebrews while still being balanced.

1) Ability Scores: Normally a player starts by generating character’s ability scores rolling four six-sided dice, with the classic method for determining ability scores being to drop the lowest number; so, if you roll a 3, 7, 1, and 1, you would drop the 1 and add the rest together, giving you a 11. You would do this six times and then arrange the numbers however you like among the six ability scores, however in my variation when rolling for ability scores you do indeed roll four six-sided dice, but you reroll ALL 1s and 2s, and then add the numbers together. The players get to roll two different sets, compare, and then take the better out of the two ability score sets to plug into their characters.


2) Multiclassing & Gestalting: There have been plenty of campaigns where DMs like myself have allowed players to gestalt, but over time the Dungeon Master has also experienced players who will "mid-max" and blend homebrew classes in that sometimes DMs just don't have the patience to thoroughly look over every crumb of detail, often missing that "one thing" that the player is eager to make themselves overpowered with, thus forcing the DM to be the asshole that has to upscale everything due to that one player trying to spotlight steal and rob the other players of having relevancy or gameplay. Therefore for Tales of Vorrelia, Gestalting classes will NOT be allowed, however with multi-classing, classes that only go up to ten levels will be allowed to pair up with another class of equal proportions to maintain balance for the character.


3) Feats: While it is expected for the Dungeon Master to follow suit with normal feat progression with classes, the feat progression is set to follow the odd number path, so players start with one feat at level 1 and then gain an additional feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th levels. As for Bonus Feats, the DM must inform the players that any classes with them listed in their build will not be given Bonus Feats for that particular class, as the reason to this is Bonus Feats will instead be awarded to players in-game for enacting extraordinary acts with the addition of awarding the player a Hero Point which can be used to reroll a failed dice roll at any point in the campaign.


4) Hit Points: Hit Points are what determines the player's survivability with their character besides being able to utilize critical thinking and skills, because at the end of the day you can have all the smarts in the world, but that's not always going to save you from a level 30 Ancient Black Dracolich that is wearing Armor of Greater Deflection with a legion of Cyric anti-paladins coming after you. Therefore in Tales of Vorrelia all characters will be given maxed health for the sake of giving the players some slack due to the numerous amounts of rapey monsters and challenges they are sure to come across.


5) Resurrection: Many DMs are guilty of becoming hesitant in permitting character death due to the fear of upstart players rage quitting from the table or players throwing hissy fits at the logistics even though it is a fantasy campaign where not everything can be explained realistically, resulting in players contesting the intelligence and forthrightness of the DM to where hostilities escalate to levels where sometimes campaigns just don't recover. Death is a natural occurrence in life and should be treated the same way in a campaign, but while character death is slowly being nurtured back into in-depth storylines, DMs still try to hold player's hands and cripple them with the handicap of making spells over-abundant to where characters are so self-assured that consequences will never truly ever be so severe of no return, that it leads to boredom and the lack of appreciation towards magic's actual power, as well as, the importance of well thought out decision-making as it effects everyone around besides you. It only makes sense then for Tales of Vorrelia that the Spells Resurrection, True Resurrection, and Miracle not only be unavailable to caster-classes but also unavailable to most of Tales of Vorrelia's deities as well. Limiting the ability to return characters forces players to really deeply consider their character's actions and the path they want to take.


6) Professions: While I like how classes offer certain rates of income and equipment based on their specialization, I personally believe that in Tales of Vorrelia, income and equipment should be based on the profession players select for their characters as everyone is going to need a job starting out to give a little flavor to their backstory and utilize their skill sets a bit better. It makes the character more immersive with the World of Aum, allowing for more opportunities for some creative rpg-like interactions. A character is limited to taking up to two professions, taking the maximum income of the first profession, rolling for the second, and obtaining the items of both professions.


Architect: 3d6 × 10 gp, Artisan Tools

Baker: 2d6 × 10 gp, Chefs' Tools

Brewer: 2d6 × 10 gp

Butcher: 2d6 × 10 gp, Chefs' Tools

Clerk: 4d6 × 10 gp, Merchant's Scale

Cook: 2d6 × 10 gp, Chefs' Tools

Courtesan: 3d6 × 10 gp, Thieves' Tools

Diplomat: 4d6 × 10 gp,Full Scholar's Kit

Driver: 2d6 × 10 gp, Deluxe Wilderness Kit

Engineer: 2d6 × 10 gp, Climber's Kit

Executioner: 5d6 × 10 gp, Thieves Tools, Masterwork

Farmer: 2d6 × 10 gp, Basic Wilderness Kit

Fisherman: 2d6 × 10 gp, Full Wilderness Kit

Gambler: 1d6 × 10 gp, Forgery Kit

Gardener: 1d6 × 10 gp

Guard: 5d6 × 10 gp, Investigator's Kit

Herbalist: 2d6 × 10 gp, Alchemist's Lab

Innkeeper: 3d6 × 10 gp, Cold Weather Kit

Lawyer: 5d6 × 10 gp, Deluxe Scholar's Kit

Librarian: 4d6 × 10 gp, Basic Scholar's Kit

Maid: 1d6 × 10 gp

Mercenary: 3d6 × 10 gp, Disguise Kit

Merchant: 3d6 × 10 gp, Merchant's Scale

Minstrel: 1d6 × 10 gp, Musical instrument, common

Miller: 2d6 × 10 gp, Full Wilderness Kit

Miner: 2d6 × 10 gp, Full Dungeoneering Kit

Priest/Priestess: 4d6 × 10 gp, Healer's Kit

Prince: 6d6 × 10 gp

Princess: 6d6 × 10 gp

Sailor: 3d6 × 10 gp, Water Clock

Scribe: 4d6 × 10 gp, Hourglass, Magnifying Glass

Shepherd: 2d6 × 10 gp, Full Wilderness Kit

Slave: No Wages

Slaver: 3d6 × 10 gp, Thieves Tools, Masterwork

Stable Master: 2d6 × 10 gp, Basic Mount Gear

Soldier: 5d6 × 10 gp, Full Mount Gear

Tanner: 2d6 × 10 gp, Full Wilderness Kit

Torturer: 5d6 × 10 gp, Torturer's Lab

Trapper: 2d6 × 10 gp, Full Wilderness Kit

Woodcutter: 2d6 × 10 gp, Full Wilderness Kit

Credit for Kits: D&D Wiki and Thomas Keene - The Kobold's Keep Blog


Races

The Peacekeepers of Phlegethon Desert: Cibola

The Werelords of Witchwood: Dirus Dominus

The Duroc of Orcrist Kingdom: Duroc

The Hissi of Draconis Kingdom: Hissi

The Humans of Adriatic Island: Human, Yzmeri

The Krawrk of Matango Swamp & Erebos Marshes: Krawrk

The Kubitarou of Gods' Mountain: Kubitarou

The Kyrii of Sinsaradin Kingdom: Kyrii

The Meister of Kryptos Kingdom: Meister

The Nyanya of Mali’Teke Kingdom: Nyanya

The Synpyre of Elysium: Synpyre

The Tessai of Pindar Kingdom: Tessai


The World of Aum

The Planet "Aum" in Krynnspace of D&D 3.5 by Kayla Lynn Allen. Even the most remote and foulest regions cannot be completely hidden by the magic fog of the oceans.

Tales of Vorrelia: Aum Economics

Credits

DESIGNERS: Kayla Lynn Allen, Vince Jaycen Snyder

EDITOR: Kayla Lynn Allen

MANAGING EDITOR: Christopher Bellamy

DESIGN MANAGER: Kayla Lynn Allen

DEVELOPMENT MANAGER: Dominick Aaron Williams

DIRECTOR OF RPG R&D: Christopher Bellamy

PRODUCTION MANAGERS: Kayla Lynn Allen

ART DIRECTOR: Kayla Lynn Allen, Vince Jaycen Snyder

COVER ARTIST: Kayla Lynn Allen

INTERIOR ARTISTS: Kayla Lynn Allen, Vince Jaycen Snyder, Dominick Aaron Williams, Christopher Bellamy, and Megan Feller

GRAPHIC DESIGNER: Vince Jaycen Snyder, Kayla Lynn Allen

CARTOGRAPHER: Kayla Lynn Allen, Vince Jaycen Snyder, Dominick Aaron Williams

GRAPHIC PRODUCTION SPECIALIST: Kayla Lynn Allen

SPECIAL THANKS: Joseph Castello “Pineapple”, Fozzze “Mr. Dickle Pickle”, Ein “DarkOrderLord”, Mitchell Becker “Mitchie-moo”, Kevin “Studmuffin”, Kris Beene “Krissie-Chan”, Glenn Scalf “Envy-Sama”, Dameon Walrath, Nathan “Fatone”, Troy Morris “The Asshole”, Tara Elaine Newcombe Gann “Tara Sinab”, Allen Swain, Roy Struyk “Fonzy”, Christina Ann Dodd “Kitty”, Kyle Stanton, and Ami

PLAYTESTERS: All the above, and many poor sods to come.

Inspiration of work belongs to:

Corruption of Champions by Fenoxo

Book of Erotic Fantasy by Gwendolyn F.M. Kestrel

NWNWiki by Bastions of War owner, Alec Usticke

Pathfinder Roleplaying Game by Paizo Publishing

D&D Wiki by Green Dragon


Back to Main Page 3.5e Homebrew Sourcebooks

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