Finally, the Dungeons and Dragons 5th Edition campaign setting
OLLIBERRON is being released!
Olliberron is a campaign setting for the Dungeons & Dragons (D&D) role-playing game, set in the ancient age of 1999 along the west coast of Spin City.
Here young adventurers must battle terrible monsters, overcome difficult challenges, explore hidden ruins beneath the city, and worse… deal with their parents, school, peer pressure and all that it means to grow up!
Times have changed. The adventurer is seen as a vandal, a thief, a fool—but take heart! The mysterious power of the skateboard is yours! With the arcane might of the trick, be it a kickflip or a grind, heroes are empowered! Each adventurer must learn to master the ‘board, for their sake…
and for the fate of Olliberron!
Tune in daily to see what our expert team of Game Designers has in store for you, our loyal fans of Dungeons and Dragons (D&D), like, love, download, link, twist, bop, subscribe for more!
Just for fun I’m gonna make the stupidest campaign setting I can think of, which is your generic fantasy setting + Tony Hawk’s Pro Skater + high school.
The catch is anyone reading this can join in, give me your sick lore about zombie hockey players, how necromancers are goth and what those sewer dwelling crocodile-men get up to.
https://m.youtube.com/watch?v=SLbE05B5W6A
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On Foot
Only bogus adults actually walk around, though an adventurer might master the art of parkour to leap, tumble and bound from place to place, turning walls and pillars into speed boosts rather than slow downs!
Skateboarding
The de facto method of movement from place to place for the upcoming hero, skateboarding is what separates adventurer from beast. Fast on the ground, getting sweet air time and grinding over obstacles can get you across town easily.
Automentals
Metal framed carriages with homely designs, each one houses a bound elemental that powers these marvels. Most families have an automental, but often adventurers are kept down by the Man, as you need to be of age to drive and have a ton of gold to buy one.
Necromobiles
Highly dangerous street racers, these slick carriages hide a bound ghost. Some can even drive themselves, their awareness and intelligence far higher than an elemental. The only legal necromobiles are used by undertakers and sanctioned death clerics, who need them to outrun evil spirits.
Subworms
The subworm tunnels, known as the subway, wind through the city, and are always on time. They’re cheap to hitch a ride on, and colour coded for their lines by the kobolds that work and live amongst them. The subworms are docile, but long ago their kind was ferocious... Let’s hope the kobolds never go on strike!
Public Transport
Buses are usually automental, but some gnomish schools still use giant frogs for cultural reasons.
Taxis range from any form of carriage, though they are most commonly the drow yellow spider cabs; a matter of pride for Spin City. They promise they can get you anywhere, provided it’s not across water. Others include slow but jolly steam elemental powered trams, old-fashioned raptor rides and dwarf shoots.
Warp Points
Rare and guarded by the elite, there are a handful of portals and teleportation artefacts around the city, almost all of them built on what is now gated communities or private manor grounds.
The Galatean
Every now and then a golem awakens as a thinking, feeling being. Occasionally some long dead civilisation figured it’d be great to have a whole army of them. The Galatean are second, or even third or fourth generation of such golems made by other awakened golems, when they finally clubbed together and figured out the process.
Age. Initially a Galatean is built at half their standard size and treated as a child. Once they have shown promise and completed their schooling their frame is refitted, allowing them to enter society as full sized adults. The maximum age for a Galatean is unknown, though without outside aid it is assumed their bodies would eventually break down with age.
Alignment. Galateans are generally good. They were built to learn and grow with a natural optimism. The older generation lean towards a lawful alignment, but they encourage their young to seek change and question the world around them.
Speed. Your base walking speed is 30 feet.
Size. The average Galatean stands a little taller than a human as weights significantly more. Your size is medium.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe. Rather than regular food, you must consume a particular diet of oils and ingots, or some elemental essence, such as electricity.
Sensory Array. Your senses are refined and difficult to fool. You have advantage on skill checks and saving throws against illusions and deception, such as someone in a disguise or a sound being mimicked.
Overload. You can spend 1 Hit Die at any time to add 3 + your Proficiency Bonus to an attack roll, damage roll, saving throw or skill check before you make the roll. On a Critical Miss, you take one level of exhaustion.
Deep Core. When you would die, you instead fall dormant. If you are mended by someone with sufficient knowledge and the right materials you spring back to life at 1 + your level in Hit Points. You only truly die if your body is destroyed.
Languages. You can speak, read and write Common, and Galat. Galat is a fast tongue of clicks, whirring and sharp whistles. Something about it tunes in to constructs, making them more likely to stop and listen, even if they’d otherwise have no ability to understand language. It’s written form is made of strict connected lines and dots.
Frame Materials
Roll 3d12 or select 3 materials from the list below that you are primarily made of; you are made of many intricate working parts that include minor materials besides these.
1. Clay
2. Wood
3. Copper
3. Steel
4. Plastic
5. Glass
6. Gold
7. Jade
8. Marble
9. Obsidian
10. Bronze
11. Gemstone
12. Tin
Face Plate
Every Galatean has a unique face lovingly crafted by their parents, but they tend to fall into eight categories. Roll 1d8 or choose one from the list below.
1. Hard, reminiscent of a golem
2. Beautiful, elven or aasimaric
3. Human, dwarf, or halfling-like
4. Ornate, spiked, tusked or crested
5. Exaggerated, goblinoid or a rarer race
6. Insectile, with many optics and sensors
7. Frightening, a skull or devil
8. An image of power, a lion or dragon
Be sure to check back for updates from our crack team of dice rolling Game Designer extraordinaries for more Olliberron, the best campaign setting for the best system ever made!
During the elven Year of the Red Deer (1980), the once shattered elves finalised an accord at Point Rock that brought all the races of elvenkind back into one people.
It’s tenious, fragile, but blooming. The majority of teenage elves are mixed of dark, high, wood and every other clan that has returned from their self imposed exiles at the far corners of the world. There are many theories why their is a higher birthrate amongst mixed families, but they simply see it as a blessing from the gods.
These new elves vary in appearance, but their skin tends to have a smooth gradient effect between their parent’s own skin. Some, subbed “neo primals” by magazines exhibit bright green or soft golden skin thought to be similar to the original elves long before the mythical sundering of elves. Likewise their hair and eyes tend to be an even mix dependant on their parentage.
New elves are lost folk, but excitable and inquisitive. They’re stuck between expected tradition, succumbing to their decadent inclinations and figuring out what it really means to be an elf, beyond the thousands of years of separation.
I have the perfect character in mind....
Roller skates and blades are not in fashion, and cannot be enchanted to the extent a skateboard can be.
Overall these things are not in the Olliberron setting, but work with your DM to see what is viable at your table because this is 5th Edition, baby, so I’m taking no responsibility at all.
Gnarly Domain
Gnarly is going all out, taking it to the extreme, putting yourself in harms way to achieve something amazing, and all the better if you’re the first to try it.
The gnarly gods seek entertainment, the new and the shocking. In return they reward such efforts, and never shun those who fail in their attempts—so long as it’s spectacular.
1st — shield of faith, cure wounds
3rd — calm emotions, warding bond
5th — beacon of hope, revivify
7th — aura of life, guardian of faith
9th — flame strike, mass cure wounds
Bonus Proficiency
At 1st level, you gain resistance to falling damage, and need only expend 5 feet of movement to stand from being prone.
Blessing of the Drop
At 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Acrobatics) checks. This blessing lasts for 1 hour or until you use this feature again.
Channel Divinity: Dude Aura
At 2nd level, you can use your Channel Divinity to enhance your bombastic yet chill vibe. When you make an ability check, or saving throw using Wisdom, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
Scarred Knees
At 6th level, your wild stunts grant you special abilities:
The first damage you receive after a short or long rest is reduced by 1d6 + your Constitution modifier.
You have one additional Death Saving Throw.
Self Sacrifice
At 8th level, when you cast a healing spell on an ally, you can roll 1d8, 2d8, or 3d8. You take that much in damage and increase your ally’s hit points by the same + your Wisdom modifier. If this would reduce you to 0 hit points, you instead retain 1 hit point.
Cracked Cranium
At 17th level, whenever you are under half your maximum Hit Points, you have +2 to all saving throws.
Today we’re going to take a brief look at skateboarding!
Heroes have a rolling speed of 30 feet whilst on their board. After a turn of doing nothing but move, their speed is 45 feet until the end of their next turn.
All heroes have a basic understanding of the ‘board, but must pass a Dexterity save at a minimum of 13 DC over difficult terrain to remain rolling. On a failed save, they’ll drop and the ‘board will travel a further 10 feet.
Skateboards are inherently magical, acting as natural conduits for the bodacious forces of the universe. That said, this can only be expressed through awesome deck art. Many deck artists can craft their art to bind a certain spell to the board, but even without a focus some effect will take hold regardless.
To cast the spell of your ‘board you must perform a sick trick combo. Your spellcasting ability is Dexterity for this spell.
Here is an example:
Booming Board
You can cast the Booming Blade cantrip while you ride this board.
By expending one Hit Die you gain resistance to thunder damage until you next take a short or long rest.