The World of Llowellen began life as a twofold project:
(1) After years of playing First and Second Edition D&D in almost every TSR Campaign Setting, I wanted to play Third Edition in my own campaign world, and
(2) once the flood gates opened and the Third Edition bubble kept growing I began to compile my own version of those rules with the belief that less is more. I didn’t want every rule possible from whichever book washed up at the table. I believe the story should come first and your Psionic Samurai PC might not fit into my carefully crafted Robin Hood-themed game.
Fast forward ten years (and then some), and here we are. This page will grow (very gradually because the story comes first and so the Forum and Adventure Log demand most of my attention) to become the Player’s Guide to Llowellen.
The World of Llowellen uses a hybrid of Monte Cook’s Arcana Evolved rules, which means if you know how to play Third Edition, 3.5 or Pathfinder then you know how to play Genesis.
These house rules do not promise any ground breaking new role-playing rules or mechanics. The point of these rules are, instead, to be a compilation of the best of the rules that already exist, tinkered and balanced to fit within The World of Llowellen.
All the necessary rules and options to consider when taking the first step toward creating your character. How strong is she? How intelligent? Is she a natural leader? Or an utter cretin? Ability scores go a long way toward defining the basic shape of any Player Character.
The races of the World of Llowellen are a diverse mix of creed, color, size, appearance and philosophies. From the diminutive faen to the imposing giants, from the elves to the dwarves and the humans and werebears – each of the races and subraces available to the players will be fully detailed here, in time. Many will be familiar faces, others less so, and a few will be entirely new.
If you are interested in playing an option that has not yet been detailed below, please bear with me (unless you have the source book, of course), I plan to update the races on an as needed basis.
Each of the races will be explained in terms of their personality, their physical description and their relationship with the other races (of course, players are free to deviate from the typical examples given here). The homeland and typical religion of each race will be briefly discussed and examples of appropriate names for both men and women will be given.
In addition to the flavor and fluff described above, game mechanics will be presented detailing all the racial traits of each race including their racial levels and evolved levels.
The races of the World of Llowellen are:
Alabast, Bugbear, Centaur, Derro, Dwarf, Elf, Ettin, Faen, Fey-Kissed, Giant, Gnoll, Gnome, Goblin, Halfling, Hobgoblin, Human, Kobold, Litorian, Lizard Folk, Locathah, Lycanthrope, Merfolk, Minotaur, Ogre, Orc, Sahuagin, Satyr, Scorpus, Sibeccai, Troglodyte, Verrik, and Walrusman.
A character’s class is perhaps her most revealing aspect beyond her race, and goes a long way toward defining her role within the game. Each character class presents a suite of abilities and options for advancement. They are presented with a sampling of archetypes designed to present the most common examples of that character class.
Those character classes not found in the original core rules are drawn from Monte Cook’s Arcana Evolved, with the exception of the Bard and the Ranger. The World of Llowellen uses the variant bard published in The Book of Eldritch Might, and the variant ranger published in The Book of Hallowed Might (both books are available from Malhavoc Press).
The core classes available for play in the World of Llowellen are:
Akashic, Barbarian, Bard, Champion, Cleric, Druid, Fighter, Greenbond, Mage Blade, Magister, Monk, Oathsworn, Paladin, Ranger, Ritual Warrior, Rogue, Runethane, Sorcerer, Totem Warrior, Unfettered, Warmain, Witch and Wizard.
How easily can your character climb the stable wall? Can she decipher the unfamiliar hieroglyphics on the wall of the mummy’s tomb? Can she jump from this rooftop to the next without falling? These are all determined by your skills. As your character advances she may learn new skills and improve upon old ones. All of the skills that your Old World character may learn, and how she’ll use them are detailed here.
Feats represent the unique skills and abilities that a person learns throughout their lifetime. Most feats are learned through practice, some are acquired after participating in an arcane ceremony. Talents are innate abilities that is one is born with, they cannot be learned.
Feats and talents go beyond the genetic abilities of Race and the generic capabilities of Class allowing a player to fine tune their character with a unique suite of abilities. The feats available to the Old World of Llowellen PC have been compiled from the best sources available and brought together into a single source.