Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Ee’aar Clans Proper Name: The Ee’aar Clans Ruler: The High Peregrine, Aelthilon Windstorm [CG male ee’aar Rgr12] Government: Clan Structure Capital: NA Major Towns: Six town-sized mountain clan encampments. Provinces: NA Resources: Cinnabar, malachite, textiles (wool), totems, and wood (deadfall only). Coinage: NA Population: 304,786 – Ee’aar 85%, Elf (forest) 5%, Halfling (hairfoot) 4%, Human 2%, Kha 2%, Other Races 2%. Languages: Auran, Common, Denila, Elven, Sidhe. Alignments: NG, N, CG *, CN Patron God: Aerdrie. Major Religions: Brenna, Casiia, Corellon, Dionysus, Draven, Fenmarel, Heward, Rillifane, Sanh, and Tarsellis. Minor Religions: Apollo, Damh, Ehlonna, Erevan, Hendomar, Khonvum, Lokun, Mahridaar, Olidammara, and Uller. Cults: Deltum, Dy’Madra, Euphoria, Nessus, Santè, Seraph, Sialic, Thorn, Zealot, and Zell. Alliances: Tentative alliances with the Barony of Liran, the Free City of Yuln, and the City-state of Tschaja.
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Sunus Tribes Proper Name: The Tribes of the Sunus Mountains Ruler: King Brulok [CE male bugbear War14] Government: Tribal Structure Capital: NA Major Towns: These tribes mainly live underground in a network of interconnected caves; however, most of the hill giants live aboveground and tend to roan instead of settling in one place. Provinces: NA Resources: Charcoal, gems (bloodstones, mainly), mercenaries/soldiers, metals (copper and iron), and slaves. Coinage: NA Population: 150,250 – Bugbear 83%, Hill Giant 8%, Mountain Orc 6%, Other Races 3%. Languages: Abyssal, Anarchic, Common, Goblin, Infernal, Orc, Undercommon. Alignments: LE, NE, CN, CE * Patron God: None. Major Religions: Angrboda, Bel, Dispater, Druaga, Gruumsh, Hruggek, Karontor, Loviatar, Maglubiyet, Math Mathonwy, Mussin, Nether, Orcus, Vaprak, and Yeenoghu. Minor Religions: Baphomet, Battus, Belinik, Demogorgon, Erythnul, Hansa, Hergund, Hiisi, Konkresh, Kurtulmak, Lokun, Malotoch, Sulerain, Uller, and Xuar. Cults: Amand, Baalzebul, Ces, Dark God, Deltum, Emcey, Enduma, Ibrandul, Karaan, Pazuzu, Queen of Air and Darkness, Shoku, Telchur, Teve, Thera, Turaglas, Vespin, and Zealot. Alliances: The Black Kingdom of the Thunder Orcs (strained).
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Ambri Guldev, Lord of the City-state of Zafira, The Somber Lord Stats: ½m (hairfoot) / 7th level warrior, 10th level aristocrat (werebat) / neutral evil Homeland: Unknown Source: Original Personality: Vengeful, deceitful, and somber. Description: Lord Ambri Guldev has been a werebat for over 300 years and has ruled over Zafira for at least two hundred and fifty of those years.
His power in Zafira is absolute and he has learned to hide his affliction by passing down rule of the city to himself generation after generation.
He has had over 200 years to perfect this facade and the citizens of his city are unaware of his legacy – for the most part.
Lately, Lord Guldev has been considering ending his undead existence. Hundreds of years of unnatural life are starting to put him in a foul mood. His subjects have started referring to him as the Somber Lord but never to his face.
He wishes to pass down the rule of the city to someone who will keep the status quo he’s built. Someone who fits his dark mood but is mortal, so that they can better lead the people of Zafira.
Even his dark, evil nature hasn’t stopped him from admiring his subjects a little. He wants them taken care of, but taken care of his way.
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Amia Darthington, Cleric of Ramara Stats: hf / 5th level cleric (Ramara) / neutral good Homeland: The Duchy of Minar Source: Original Personality: Quiet, reflective, and confident. Description: Amia secretly wishes she had been born as an elf and dislikes most human cultures and concepts. Born in a small hamlet in the Duchy of Minar, her mother was the abusive sort and her father, a coward by heart. After one particularly incident she was thrown out of her home by her mother and has not looked back since.
Amia is carrying the unborn child of a forest elf named Bactra Redwind. She loves the adventurous wizard even though they only spent one night together. She wishes he was the sort to settle down but realized that he is drawn to wandering and the pursuit of magical study. She has it in her mind to become a powerful cleric and join him in his quests, as soon as her child is old enough.
That child will be born under the watchful eye of the silver elves of Great Forest. Originally, Amia had intended to have her child born in the Halfling village of Barrow's Field. But when the new King of Thallin declared Nether as the state god of the Kingdom of Thallin the entire village picked up and moved into the Great Forest.
Eventually, they made their way to Silverleaf where she has learned of Bactra's heritage and that Knotwood has fallen.
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Anders Carrin, Merchant Lord of Xcellian Stats: dm (Torin) / 8th level fighter, 8th level trader / lawful neutral Homeland: The City-state of Xcellian Source: Original Personality: Stubborn, knowledgeable, and auspicious. Description: Anders Carrin is the fourth son of, the now deceased, Brejan Carrin of the Carrin-Austil Mercantile House of Xcellian. Cam House as it often referred to, is the largest and most powerful trading house in Xcellian and it seemed unlikely that Anders would ever have inherited the Carrin family side of the business. (The other family is called the Austils, who have a different leader. The two families are aligned by bloodline.)
However, his three older brothers were drawn into the adventuring life at a young age. His two oldest brothers never came back, while his other elder brother came back completely mad. This left only Anders to inherit the Carrin side of the business. However, he too caught the adventuring bug and sailed off to ‘find his fate’ against the wishes of Lord Brejan.
Unlike his brothers, luck seemed to follow Anders on his travels and he soon amassed a great fortune. He sailed home to fill the coffers of Cam House, turning it into the powerhouse it is today. He put his name in for civic duty and soon rose to prominence as the de facto head of the Mercantile Collegiate.
Less than four years after returning home, the dwarven man was named Merchant Lord of Xcellian by his peers and has held that title for another 10 consecutive years. Many wish to name him Merchant King for life but he balks at such a title. He hopes to pass on the rule of Cam House to his son, Finn, as soon as the boy is old enough. Then, he will go on one last great adventure with his old traveling colleagues.
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Athrak Stats: dm (Torin) / 5th level ranger (Ptah) / lawful good Homeland: The Outer Forest of Heverkent Source: Original Personality: Single-minded and determined. Description: Athrak was taken from his family when still only a child. The perpetrators were ogres that sold him into slavery. Eventually he was taken to Zafira where he served as a slave for most of his childhood. Only when he was left for dead during a caravan attack did he escape.
Knowing only slavery and bit and pieces from his family life, Athrak found himself unable to trust others – living as a recluse for years in the Heverkent Forest. Only when he came across an old man being tortured by ogres did he find his courage. He sent the ogres to the grave in a fit of rage and saved the old mans life.
That man's name was Terr Mulbronte, a ranger who had defended the land around the Heverkent Forest and the Savannas – by battling evil humanoids all his life. Now in his twilight years, Terr found himself unable to handle the growing problem in the region. The old ranger had only his young grand niece, Shara, to pass his skills onto and she would not be of age for several years. He saw tremendous potential in Athrak as a student and soon convinced the young dwarf to learn the ways of the ranger and help Terr defend the wilderness until Shara was old enough to take Terr's place.
Athrak was a quick study and took a shining to the old man, sort as a surrogate father. However, Athrak knew it wouldn't last forever as Terr was human and the years quickly caught up with the old ranger. As Athrak stood over his mentor’s deathbed he promised to stay and train Shara until she was ready to protect Terr's protectorate. The old man died with a smile.
Already a young, strong woman, Shara excelled under Athrak's teachings and had soon outstripped the young dwarf in ability. Athrak wasn't surprised, after all she was human. Athrak had grown restless during the years after Terr's death and had come to revere the teaching of the God of Artist and Travelers, Ptah.
So the young dwarven ranger took his leave of his tall, little sister (as he was fond of referring to her) to seek his place in the world and hopefully find his clan among the Torin of the savannas, someday.
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Jace Brookwater, Duke of Minar, The Singing Monarch Stats: hm / 8th level bard, 10th level lyric thaumaturge / neutral good Homeland: The Duchy of Minar Source: Original Personality: Humorous, inspiring, and vigorous. Description: Jace is a rags-to-riches story. He was born a clockmaker’s son in the City of Vapaa. He left his homeland when he was 15 traveling extensively all over Harqual.
He became fond of the Eastern Shores for its rugged lifestyle and proceeded to settle in Minar when he was 30. He was surprised to learn that citizens could win the title of Duke and rule the country in a tournament held once ever five years.
On a lark and to entertain his friends he entered the tournament. He spent most of the tournament entertaining the crowd, not even trying to win. He won anyway. The result was that he learned the duty of true responsibility and has won the tournament every five years since.
This is mainly due to the fact that his subjects adore him. Duke Brookwater takes his duties very seriously, especially with the constant danger from the Sunus Bugbear Tribe in the Sunus Mountains. He is an inspiring commander on the battlefield, as several conflicts have broken out amongst Minar and the many evil humanoids that constantly threaten the country.
His songs and good humor are a boon to his military commanders. He may not be a powerhouse one-on-one but his soldiers wouldn’t go into battle without him. He is also known to give free bardic performances to the masses at Minar City’s Amphitheater.
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Angor of the Valley, Member of the MaShir Wolves Stats: hm / 10th level barbarian / neutral good Homeland: The Twilight Valley Source: Original Personality: Superstitious, proud, and loyal. Description: Leading member of the MaShir Wolves, Angor is often called on by Captain Hilik to lead the charge in an important battle. Angor left his valley home to help increase the range of his tribes influence. He has been a Wolf member for over ten years and his tribe is now one of the most influential tribes in the Northlands.
Calvyn of MaShir, King, Bear of the North Stats: hm / 8th level warrior, 8th level cleric (Cronn) / neutral good Homeland: The Kingdom of MaShir Source: Original Personality: Brave, pious, and serious. Description: Calvyn of MaShir is in his 60th year as King and has decided that he will abdicate the throne to his son, Regald of Kyhl, within the next five years.
This is due in part to his health, as well as the fact that his son is tremendously popular with the bulk of the Kingdom’s people and soldiers. This is especially true of the MaShir Wolves, the Kingdom’s elite forces.
The King will probably retire to the Stone of the North, the main fortress dedicated to Cronn, located on the island of Tel'Meth.
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Brekk Thunderstone, High Defender of the Stone Fists Stats: dm (high) / 5th level fighter, 5th level cleric (Moradin), 10th level dwarven defender / lawful good Homeland: The Kingdom of the Greystones Source: Original Personality: Calm, quiet, and taciturn. Description: Brekk is the commander of all dwarven troops between the Stone Fists, the two tallest mountains in Greystone Mountains. This puts the dwarven city Milo and the dwarven fortress Highstone directly under his sole command.
His son, Dvalin, had been promised to the daughter of the last High Thane, Sannl Blackforge, who now rules the dwarven lands of the Greystone Mountains. Dvalin married another, which has left Brekk somewhat out of favor with Sannl.
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Carrie of Samari Stats: hf / 8th level wizard (transmuter) / lawful good Homeland: Originally – World of Samari (Enth), Now – The Duchy of Minar Source: Dungeon Magazine #45 (pg. 38) [Cora] Personality: Shy, studious, and devoted. Description: Carrie comes from an alternate Material Plane called Samari, and she speaks in a heavy, rich accent. She was completely devoted to her former mistress, Rudwilla Grumb, and was very sad after her mistress’s death at the hands of a group of gnolls.
Rudwilla saved the girl’s life after Carrie was accidentally transported to Kulan by a spell gone awry by her old master on Samari. Carrie hasn't any plans to return to her world, as her old master was a mean old brute. She finds Harqual much more to her liking, and before being transported to Kulan, had never seen snow before. She absolutely loves winter.
Carrie recently fell in love with a half-elf ranger, who is from somewhere north of Minar. He and his friends saved her from terrible creatures called adherers roughly a year ago. However, his adventuring lifestyle took him away from her before she could find out more about him, like his name.
Thus, Carrie is trying to become a powerful wizard so that when she finds him again that she will be able to stand alongside him in his struggles. The only problem is that she doesn't know where to start looking.
Carrie was able to save Rudwilla’s familiar, a fremlin named Naswig, from the gnolls. And while Naswig isn’t her familiar, the two travel together and are good friends.
Naswig, Little Rogue Stats: fremlin (m) / 5th level rogue / chaotic neutral Homeland: Unknown Source: Dungeon Magazine #45 (pg. 38) Personality: Fun loving, mischievous, and watchful. Description: Naswig is an ex-familiar who lost his mistress but survived. He was the familiar of Rudwilla Grumb before her untimely death at the hands of several marauding gnolls. And if it hadn’t been for Rudwilla’s apprentice, Carrie, he would surely have died too.
In gratitude for saving his life, Naswig has become Carrie’s best friend and protector. No longer a familiar, Naswig has had to survive by his wits and nimble fingers. However, he tries not to steal from those that would hunt him and Carrie down.
Naswig would like to become someone’s familiar again but feels too close to Carrie to become her familiar. He wouldn’t like taking orders from her, as it would put a strain on their friendship. She feels the same way.
Therefore, he bides his time until the duo comes across a likely candidate that will befriend Carrie and take on Naswig as a familiar.
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Derin Owon, Townmaster of Joerid, Rogue, Problem-Solver Stats: hm / 10th level rogue / neutral good Homeland: Originally – World of Maran (Kingdom of Javeldos); Now – The Kingdom of Ahamudia Source: Joshuan's Almanac [Devlin Yakov] Personality: Dedicated, honorable, and plainspoken. Description: Many Javeldians called Owon a great ‘hero’ on his home world of Maran. He aided those in need in the past, resolving matters that the local authorities could not. And since his transference to Kulan he has been immortalized in the eyes of the people of Ahamudia. The man dedicated himself to being a scout and saboteur for the Northern Army versus the tyranny of the Empire of Swords as he did back on Maran, against the Black Emperor of Kiltann.
Derin's bravery and courage in the war has made him not only a hero but a growing legend as well. All Javeldians admire Derin, especially the children. Young Javeldian boys are often seen playing soldier with King Kelvin as the general and Derin as his loyal scout. Seeing this for the first time made Derin seriously consider his fate and duty to the people. King Kelvin paid tribute to the young man's bravery by appointing him as Townmaster of Joerid. Derin takes his new duties very seriously and is ever vigilante against anyone who would oppose Ahamudia.
He and Ishka, a former adventuring companion, are close friends. They are not only loyal to the King but to each other as well. Their friendship has grown from traveling companions, to respected peers, to loyal friends. Some of those closest to them also believe that they might be falling in love. Only time will tell.
Ishka, Baroness of Delawyr, Priestess of the Church of Ahamudia Stats: hf / 13th level cleric (Issek) / lawful good Homeland: Originally – World of Maran (Empire of Kiltann); Now – The Kingdom of Ahamudia Source: Joshuan's Almanac [Misha Mananov] Personality: Protective, serene, and tolerant. Description: Ishka was born in the Empire of Kiltann, on Maran, and lived under the oppressive rule of the Black Emperor. She took shelter with the Church of Javeldos and later entered the order. She wandered Javeldos for a number of years, righting wrongs and helping others. Eventually, she accepted a position as priestess of Calaerik.
Ishka is one of the few Javeldians who was completely transferred to Kulan, without a simulacrum being left behind on Maran, by the Transformation. She was also one of the few people transferred who decided to stay and help protect Ahamudia. Her strength of will won her the hearts of the Javeldians during the conflict with the Sword Imperium.
Recently, she has been given the duty of ruling over the newly renamed Barony of Delawyr and is charged with protecting the western border of Ahamudia, with the region known as the Sword South.
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Inanna Cronn’s Great Love, Goddess of War, Keeper of the Flame, The Passionate Heart
Greater Deity Symbol: Shepherd's staff Home Plane: Arcadia Godly Realm: Heart of Battle Alignment: Lawful neutral Portfolio: War, love Worshipers: Bards, enforcers, fighters, lovers, paladins, soldiers Cleric Alignments: LG, LN Domains: Law, Liberation, Love, Strength, War Favored Weapon: Greatsword
Inanna is one of the Old Gods. Older than even the Olympians are the gods of the Sumerian Pantheon. However, as the North Goddess of War, she has been ‘reborn’. At least that is how the Old Gods of the Great Ring view it. She has found true love for the first time in an eon, as the husband of Lord Cronn. So much so that her alignment has shifted and so has her realm. Inanna has left the Sumerian Pantheon completely, unlike Lokun and Hades who still hold ties with their original brethren.
Inanna’s Avatar appears a large warrior maiden with long dark hair wearing Bronze Age-style armor. She carries a huge sword carved with magical runes that read “For Love and War”, a +5 flaming burst wounding greatsword. Cronn asked his dwarven friend, Moradin, to forge the blade for his wife as a gift. He gave it to her 100 years to the day from when they first agreed to marry. Inanna never goes to war without it.
Inanna’s Avatar sometimes appears riding a massive warhorse, which she calls Heartwind. The warhorse is covered in armor in the same style as its mistress. (A huge-sized heavy warhorse with the celestial template applied with maximum hit points. Heartwind always appears wearing +5 invulnerability scale barding.)
Dogma
All is fair in love and war. This phrase gave form to Inanna’s faith when she was still just a neophyte deity. Now, even as the goddess changes, it is still as true today as it was eons ago. However, ‘all is fair’ isn’t as likely to be about retribution against hated foes or humiliation of a former lover, as it is what the laws of war and courting demand. Inanna teaches controlled passion and the concept of accepting the consequences of unbridled actions of lust and mayhem. War is a dance of swords and shields. Love is a dance of hearts and souls. One should never waste a chance to fall in love or make war against evil.
Clerics and Temples
Warrior poet is the best way to describe a clergy member of Inanna’s church. Most are bard/clerics cleric/enforcers, or cleric/fighters with only the most martial being standard clerics, paladins, or enforcers. Inanna’s church doesn’t allow evil members amongst its clergy. This is quite the change from her time amongst Old Gods of the Sumerian Pantheon.
Most of her clergy members are lawful neutral, however. So much so that a special martial arm of the church known as the Fiery Hearts of the Keeper is made up of only lawful neutral members. Many of the group’s highest-ranking members are enforcers whether multiclassed or not. Note that Inanna’s clergy are as likely to be male as they are to be female.
Inanna’s worship isn’t as widely recognized as, say Jalivier or Cull, two of the better-known law-aligned North Gods. Still, anywhere where people are passionate and martial in their outlook, you will find a temple dedicated to Inanna. Temples to the Passionate Heart are well-organized places, which seem contradictory in their nature. Dozens of guards rotate at set intervals each day, while a warrior poet wanders through the temple, seemingly at random, reciting love ballads.
The largest temple to Inanna is in the Kingdom of Stonn on the Jagged Peninsula. Here, on the peninsula’s southern shore, in city of Avere stands the War College of Inanna. Not so much a temple as a military academy and bards’ college combined into one, the War College, as a institution, is over 500 year old. It is the second oldest active temple on the continent. (The Light of Truth, a temple dedicated to Jalivier, is the oldest.) The War College is made up of a dozen buildings surrounded by a 10-foot high stone wall near the center of Avere. The main building is a four-story stone and mortar structure, which acts as the main temple and training facility. It is surrounded by a large circular grassy field, which acts as an exercise yard for initiates of the academy.
Other major temples of Inanna can be found in the Monarchy of Avion, the Kingdom of Navirosov, the Independent Sovereignty of the Qualitian Belt, the Independent Domain of Anoria, and the City-state of Anthmoor.
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Issek God of Healing and Protection, Lord of Tortured Souls, Issek of the Jug, The Suffering Healer
Intermediate Deity Symbol: Amphora Home Plane: Alternate Material Plane (Nehwon) Godly Realm: Tear of Sorrow Alignment: Lawful good Portfolio: Healing, protection, tortured souls Worshipers: Healers, monks, paladins, anyone who is suffering torture Cleric Alignments: LG, LN, NG Domains: Good, Healing, Law, Protection, Travel Favored Weapon: Light mace
Issek, or Issek of the Jug as he’s known throughout the Outer Planes, is the North God of Healing and Protection. Issek is a strange deity from an alternate Material Plane known as Nehwon. He was the first god to come from beyond the World of Kulan to join the North Gods. He has a strange alien-like control over the God Hound, Tok. At least one of his Avatars must remain in Tok’s presence at all times.
Issek's Avatar most often appears as a tall man with twisted wrists and ankles. He is sometimes accompanied by Tok but not always. Issek carries a great jug with him when he appears, which can pour out any liquid that he needs at the time. It is not intended as a weapon and is used to help any suffering souls in the area.
In some rare cases, Issek's Avatar will possess a person who is being tortured, break out of the torture device, that confines his host body, and then hunt down the person who ordered the mortal's confinement and torture. The Avatar will pick up weapons (favored any sort of mace) and recruit help as needed. After the victim is eliminated, Issek will disappear returning the body he possessed back to the person it belongs too. The body will be in perfect form and show no signs of the torture it underwent.
Dogma
Issek teaches a desire to help all those who are being oppressed or tortured. A stepdaughter being overworked by a cruel parent is as important as a paladin is fighting off hordes of undead. Healing is Issek’s gift to the followers of the Pantheon of the North. As a result, he teaches his followers that healing others is an important responsibility, which comes before everything else. Issek teaches his faithful that to protect another, even at the cost of one’s own life is paramount.
Clerics and Temples
The clergy of Issek are expected to care for others and to travel from community to community, never staying more than a month in any one place. Clergy members who have been tortured are considered blessed by the Lord of Tortured Souls. They are allowed roll 10-sided Hit Dice and receive twice the normal number of 1st and 2nd-level bonus spells. The hit dice bonus isn't retroactive to previous levels, but would be recalculated if the cleric lost levels from some sort of attack (i.e. energy drain).
As Issek’s clergy tend to wander, there aren’t any temples dedicated to the Lord of Tortured Souls. More often, his clergy shelter themselves at a temple dedicated to another North God. Temples dedicated to Hades, Hela, and Jalivier often setup space for the followers of Issek to find refuge. However, the clergy of Issek are welcome at any temple dedicated to a North God and a few Interloper Gods as well (i.e. Apollo).
Most holy places of Issek are small roadside shrines scattered across the continent. Issek is a popular god everywhere, even in the Far South. A well-known shrine of Issek stands on the southwestern shore of Lake Thallin between the town of Bourne and Eastgate Keep. Another stands near the southern shore of Lake Anoria along the Fire Road, which winds along Fire River towards Izmer. Another stands at the base of City of Greol in the center of the Paian Hills, while another lies on the edge of the Cadra Forest near the Walled Settlement of Relinar.
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The Racial Miscy (for Harqual)
Harqual is home to a very diverse base of sentient beings. The ones talked about so far are the most common and/or visible, with a few minorities. However, many other races play a part on Harqual, whether they live in isolated regions, live a nomadic existence, live deep in the Underearth, or are visitors from Kulanspace that have settled on the continent to trade or escape their former lives.
Part One - Humanoid Races
Beyond the standard humanoid races, these other humanoids live either on the continent proper or one of the major islands surrounding Harqual. Some, like bullywougs, are isolated to one region.
Bullywugs (MoF)
Bullywugs are nasty creatures, of that there is little doubt. They tend to prey on anyone who comes to close to the smaller march covered islands of the chain known as the Fachion Islands located in the Wulman Gulf. They rarely settle on the island known as Ochel, as that island is home to the populace of the city of Kaaluntor and its outlying communities.
While numerous, the bullywugs don't have the numbers to fight an entire city. Regardless, they wouldn't last long fighting a two-pronged war, for they are constantly at war with the tribes of lizardfolk that share their islands. As the lizardfolk have acheived better relations with Kaaluntor, their ability to fight the bullywugs has improved.
Only the bullywugs high birthrate keep them from being wiped out. Being aquatic has helped them evade some lizardfolk raids. The bullywugs have started to move out towards the shores of Harqual but are, as of yet, still isolated to the Wulman Gulf Region. Many sages who track bullywug movements, believe the froglike humanoids are trying to push their way inland on the Thenin Peninsula and infest the Lilliputian Jungle.
Bullywugs have the following ability score adjustments: +2 to Constitution, -2 to Intelligence, -2 to Wisdom, and -2 to Charisma. Fore more details on Bullywugs, see page 25 of D&D Monsters of Faerun.
Gnolls
Gnolls are evil humanoids with the head of either a hyena or a jackal. Hyena-headed gnolls can be found anywhere north of the Great Expanse and are the most commonly encountered gnolls on the continent. Jackal-headed gnolls live exclusively in the Great Expanse and the Far South and are more rare. There isn't very little difference between these two types of gnolls, as they are both cruel and unpredictable.
Gnolls stand roughly 7 to 8 feet in height and weigh nearly upward to 350 pounds. The jackal-headed gnoll is slightly smaller than its northern cousin is - standing 6 ½ to 7 feet in height and weighing 300 pounds.
Gnolls have shaggy dirty brown to brownish-red fur covering their entire bodies including the head. Jackal-headed gnolls aren't as heavily furred, an adaptation of the harsher climate they live in. Gnolls have blood-red eyes that allow them to see in the dark. Gnolls do have clawed toes and fingers but attack with manufactured weapons.
Gnolls of Harqual are dangerous and unpredictable in a fight, often attacking in pack-like ambushes after using their canine cry ability to sow confusion. Gnolls attack with battleaxes in melee but prefer to hit opponents from behind with short bows.
Canine Cry (Su): A gnoll can make a bark-like, laughing sound that causes opponents to panic when they hear it. This is a supernatural ability that causes confusion, as per the confusion spell cast by a 5th-level sorcerer. It is usable once per day.
Gnolls favor the ranger class. Gnolls often worship the God of Slaughter, Erythnul, or the God of Bloody Combat, Vaprak. Gnoll clerics of Erythnul can choose any two of the following domains: Chaos, Evil, Trickery, and War. Gnoll clerics of Vaprak can choose any two of the following domains: Chaos, Destruction, Evil, Retribution, and War.
Flinds
Flinds are a unique race of gnolls that are said to have ogre or giant blood. They are not like flinds found on other world.
Flinds stand roughly 14 feet in height and weigh over 2,500 lbs. They are heavily furred and are only found in the northern reaches of Harqual. Otherwise they appear exactly like a hyena-headed gnoll looks.
It is rare to encounter a flind south of the Greystone Mountains. And while they are larger and more bestial than other gnolls, they are also more intelligent and cunning. Most detractors of the 'flinds are related to ogres' theory point to this fact as to why flinds cannot possibly be related to ogres. They are too intelligent to be related to the dull-witted brutes.
Flinds are very dangerous opponents, fighting with large wooded clubs (tree limbs really) or a large, forged-metal bar known as a flindbar. This is a racial weapon for them and is designed for a flind's large clawed hands. It is a clumsy weapon in the hands of another race, unless special training is somehow acquired.
Flinds sometimes attack from cover with rocks, but are just as happy to enter melee and pummel opponents. Flinds are fond of luring in their opponents and then using their special roar ability to cause fear and panic.
Roar (Su): A flind can loose a terrifying, howling roar every 1d6 rounds. All creatures (except other flinds) within 120 feet must succeed at a Will save (DC 11) or be weakened with fear, losing half their current Strength scores for 1d6 rounds. Those within 60 feet become panicked for 1d6 rounds: Creatures with 3 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 11). Panicked creatures cannot be affected again by the flind's roar.
Flinds favor the barbarian class. Female flinds often worship the Mother of Monsters, Angrboda, or the Goddess of Pain and Torture, Loviatar. Flind clerics of Angrboda can choose any two of the following domains: Bestial, Creation, Destruction, Evil, and Ooze. Flind clerics of Loviatar can choose any two of the following domains: Apathy, Evil, Pain, and Suffering.
Male flinds often worship the God of Bloody Combat, or form cults to dead Sword God of War, Amand. Flind clerics of Vaprak can choose any two of the following domains: Chaos, Destruction, Evil, Retribution, and War. Flinds cannot become true clerics of Amand, as they have no one to grant them their spells. However, Amand's followers are now being lured in to the church of Gruumsh, as soldiers and blackguards. Flinds may become blackguards in service of He-Who-Never-Sleeps, but they still consider themselves followers of Amand.
Kobolds (MM)
Kobolds are rare on Harqual. Those that do live on the continent proper, are often found serving a Majestic Dragon. The Black Sand Tribe serving Adamanditar, The Majestic Blue Dragon of Harqual, are the most famous tribe of kobolds. Like their master, they are true neutral in alignment and worship the All-Mother, Mirella.
However, most kobolds living on one of the many islands surrounding the continent are more like your typical kobold. They tend towards evil and law and rarely welcome outsiders. There exists a few neutral evil tribes that live within the Tenets of the Balance, but they are extremely rare.
Regardless of alignment, kobolds have all the racial traits as per that listed on page 162 of D&D Monster Manual v.3.5.
Lizardfolk (MM)
Like bullywugs, lizardfolk only live in the southern regions of Harqual. Unlike bullywugs, they are not restricted to only the Wulman Gulf Region. Lizardfolk are found throughout the marshlands of the Far South.
This includes the bog-like hedge mazes found in the deepest part of the Merewood, the fens of the Inner Heverkent Forest (near the northern edge of the Lake of the Horde), the island known as Thessal (off the western coast parallel to the Patron Mountains), the Accursed Mire (on the southern shore of the Thenin Peninsula), and the Fachion Islands.
Most lizardfolk are neutral in alignment with tendancies towards good. Only those lizardfolk living in the Accursed Mire tend towards evil and worship the World God known as Laogzed. Other lizardfolk bands worship Mirella, Larea, or an aspect of the Interloper Ehlonna known as the Swamp Princess.
Lizardfolk clerics of Laogzed can choose any two of the following domains: Chaos, Death, Destruction, and Evil. Lizardfolk clerics of Larea can choose any two of the following domains: Air, Animal, Forest, Good, and Protection. Lizardfolk clerics of the Swamp Princess can choose any two of the following domains: Animal, Plant, Sun, Water.
Regardless of alignment, lizardfolk have all the racial traits as per that listed on page 169 of D&D Monster Manual v.3.5.
Note: All clerics of Mirella can choose any two of the following domains, in addition to those granted from their original deity: Balance, Creation, Fate, History, Magic, Mentalism, Portal, Seals, Time, Travel, and Twilight. Clerics of Mirella, regardless of race, are personally chosen by the All-Mother. One simply doesn't simply decide to become a cleric of Mirella. (This doesn't mean she restricts those who choose to worship her, they just don't become clerics or druids dedicated to her.)
The Goblinoids
True goblinoids are rare on Harqual. Most refer to orcs as goblins and goblins & hobgoblins as krugs. (Standard orcs really hate this.)
Bugbears (MM)
Bugbears are the most common type of goblinoid encountered. They live throughout the region known as the Eastern Shores, with most living in the Sunus Mountains. Bugbears are known for starting wars with other races with only a little provocation. They are found mainly in the more temperate mountain ranges including Sunus, the Kul Moren Mountians, and the few bands living in the Thunder Mountains. The mountain range surrounded by the Storm Jungle is too warm for bugbears to live there and the Greystone Mountains are too cold.
The bands living in the Sunus Mountains are the largest are mot likely to cause trouble. So much so that travel through those mountains is not recommended. The largest band in the mountain range is known as the Sunus Bugbear Tribe. It has twice the normal numbers for bugbears listed in D&D MM v.3.5, incluidng noncombatants. It used to have four to five times that number but a old military campaign against Minar many years ago left the band dwindled in size. Only now are the band's numbers reaching 'tribal' levels again.
The lands of the Eastern Shores worry that the King of the Sunus Bugbear Tribe, Brulok, is planning to unite the many bands of bugbears into an unstoppable army. That seems unlikey as different bugbear bands tend to distrust each other.
Bugbears have all the racial traits as per that listed on page 29 of D&D Monster Manual v.3.5, except as follows: +2 to Strength, +2 to Constitution, and -2 to Charisma. Favored Class: Fighter.
Goblins (MM)
The second rarest of the goblinoids are the goblins. They are considered a dying species on Harqual, as they cannot hope to compete with gnolls and orcs. The odds of a goblin PC would be 1 in a 100 (roll percentile dice). Goblins have all the racial traits as per that listed on page 134 of D&D Monster Manual v.3.5.
Less rare are the race of winged goblins described under Winged Races.
Hobgoblins (MM)
Hobgoblins are the rarest race of goblinoids on Harqual. Most in the north believe that hobgoblins are extinct on Harqual, and they would be close. The only hobgoblins that exist are those that have gone 'urban' in the Far South. They live amongst other the other races of the south and are even considered a minority in those lands.
There is no such thing as a hobgoblin band or tribe anywhere on Harqual or on any of the islands surrounding it. Most groups of hobgoblins are either gangs of theives in the worst parts of the cities of the Far South or modified warbands that act more like bandits out of the many rugged regions in the south. Most notably the Paian Hills, the foothils surrounding the Kail and Halaian Mountians.
Hobgoblins are somewhat common in the following cities and are considered full citizens with equal rights and obligations: Cutte, Deyinir, Evanes, Ferinmal, Fyrdin, Greol, Hyadin, Jyl, Rhid, Salubia, Siafox, Sulinon, Stenheuve, Tulsax, Waile, and Xcellian. In all other cities they are rare.
Hobgoblins have all the racial traits as per that listed on page 154 of D&D Monster Manual v.3.5, except as follows: Favored Class: Rogue or Wilderness Rogue.
The Orcs
While goblinoids are rare on Harqual, orcs are everywhere. They often align themselves with whatever evil race has the most power at a given time. They have been known to work with tabaxi, ogres, bugbears, and evil giants. Most orcs are neutral evil.
Standard Orcs (MM)
Standard orcs are found everywhere and most consider them a menance. They raid barbarian tribes, rural communities, and small forts alike. They've been known to attack larger settlements in conjunction with ogres and troll. The southern lands are filled with orcs. These orcs tend more towards law and many half-orcs live amongst the other races of the south. Southern orcs rarely raid large settlements and fight with rakasta for living space. The more widespread cat race usually wins these conflicts.
Standard orcs have all the racial traits as per that listed on page 204 of D&D Monster Manual v.3.5.
Mountain Orcs Based on material created by Nick Herold.
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Orc, Mountain Medium Humanoid (Orc) Hit Dice: 1d8+1 (5 hp) Initiative: +1 (Dex) Speed: 30 ft. (6 squares) AC: 14 (+1 Dex, +2 leather armor, +1 light shield), touch 11, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Scimitar +2 melee (1d6+1, 18-20x2) or shortbow +2 ranged (1d6, x3) Full Attack: Scimitar +2 melee (1d6+1, 18-20x2) or shortbow +2 ranged (1d6, x3) Space/Reach: 5 ft. / 5 ft. Special Qualities: Racial traits, light sensitivity Saves: Fort +3, Ref +1, Will -2 Abilities: Str 13 (+1), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 7 (-2), Cha 8 (-1) Skills: Climb +6, Craft (armorsmithing, trapmaking or weaponsmithing) +5, Listen +1, Spot +1 Feats: Alertness
Continent/Region: Harqual Environment: Temperate or cold mountains Organization: Gang (4–9), band (10–100 plus 75% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th to 6th-level), warband (10–24 and 1–4 trolls) or colony (40–400 plus 75% noncombatants plus 1 3rd-level sergeant per 20 adults and 1–2 lieutenants of 4th or 5th-level, 1 leader of 6th to 8th-level, 10–24 worgs and 1–4 trolls) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral evil (30% chance of being lawful evil) Advancement: By character class Level Adjustment: +0
Mountain orcs, known to some as thunder orcs, are the oldest of the orc species, and the most common. Mountain orcs are green-skinned humanoids with a flat face, a tiny flat nose, small but sharp teeth and large cat-like eyes. They walk with a slight stoop, and their fingers are long and nimble. They reproduce rapidly, and it is only their fear of sunlight and the vigilance of heroes that keeps them from overrunning Harqual.
Mountain orcs come from primarily from the Black Kingdom of the Thunder Orcs in the Thunder Mountains but can be found in any temperate and cold mountain range. They are quite common in Kul Moren Mountains, especially around the great peak known as The Fortress. They are rarer in mountain ranges of the Eastern Shores and very rare in the Greystones, as the dwarves there have hunted them to near extinction-like levels. Small pockets of mountain orcs can be found in the mountains of Farion Island, but they are unheard of in the mountains of Calla Island. They are never found anywhere south of the Great Expanse or in the mountains of the Storm Jungle, as they don't like warm climes.
A typical mountain orc stands little more than 4 feet high, and weighs about 120 pounds. Their eyes are yellow or green and almond-shaped, and excel at seeing in the dark. They have little hair, and wear it in a topknot. Most mountain orcs wear old, soiled clothing, and many of them adept at scrounging together armor and clothing from scraps left behind by their victims.
Mountain orcs speak their own language, called Goblin by most, as well as Orc and Common.
Combat
Mountain orcs will only initiate an attack if they have a drop on their foes and greater numbers, and then they can be ruthless. They favor ambushes, and are skilled at making traps to confuse, weaken and separate enemy forces to soften them up for an assault. If outnumbered, outflanked or simply outmatched, they will usually flee. There are very few orc spellcasters, and most mountain orcs fear magic.
The mountain orcs of the Thunder Mountains are better organized than those in other areas and are always lawful evil in alignment. They always attack in superior numbers but have a tendency to overlook spellcasters before assaulting their foes.
Light Sensitivity (Ex): Mountain orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Mountain Orc Society
Mountain orcs live in large bands composed of many families and their slaves. Each colony is lead by a Great Orc, the strongest male in the tribe. Fights for supremacy are both common place and vicious. Mountain orcs regard themselves as skilled craftsmen, but their skills are usually limited to clever torture devices and ugly (but deadly functional) weaponry. Most colonies of mountain orcs survive by raiding caravans and even villages for food, goods and slaves.
Mountain orcs are primarily carnivores, and they feed on creatures hunted in the dark, blind cave-fish or even their fallen slaves. Mountain orcs, like all orcs, have no taboos about eating the flesh of sentient species. Male and female mountain orcs are given equal due in their society, and are indistinguishable to all but the most educated eyes. Mountain orc young are born alive and mean, and many a baby orc has fed himself on the flesh of his siblings. Mountain orcs are incredibly fecund, and their bands and colonies have noncombatant young 75% in number to the adults.
Mountain orcs were included in the long-ago alliance between orc-kind and the worgs, but due to their cramped lifestyle, few mountain orcs exploit that alliance. Tales of orc kings riding to battle on worg steeds are, however, both commonplace and based on fact. More commonly seen among mountain orcs are trolls, who are valued for their great strength and captured as infants on orc raids.
Mountain orcs are not terribly religious, but pay lip service to a number of Sword Gods, especially Druaga and Nether, as well as to Gruumsh or Magiubiyet
Mountain Orcs as Characters
Most mountain orcs away from their lair are warriors; the information in the statistics block is for one of 1st level.
Mountain orc leaders tend to be rogues or fighter/rogues. Mountain orc clerics usually worship The Black Tyrant, Nether. Mountain orc clerics of Nether may choose from any two of the following domains: Destruction, Evil, Hatred, Pain, and Tyranny.
Mountain Orc Traits
Mountain orcs benefit from a number of racial traits:
-- +2 to Dexterity, -2 to Wisdom.
-- Medium-size. As Medium creatures, mountain orcs have no special bonuses or penalties due to their size.
-- A mountain orc’s base land speed is 30 ft.
-- Mountain orcs have darkvision out to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain orcs can function just fine with no light at all.
-- Skills: +4 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.
-- Special Qualities (see above): Light sensitivity.
-- Automatic Languages: Common Orc, and Goblin. Bonus Languages: Abyssal, Common, Dwarven, Elven, Giant, and Infernal.
-- Favored Class: Rogue. A multiclass mountain orc’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Theresa Meadowpalm, Former Sheriff of Barrow's Field, Exile in Silverleaf Stats: ½f (hairfoot) / 9th level fighter / lawful good Homeland: The Kingdom of Thallin Source: Joshuan’s Almanac [Seluna the Browneyes] Personality: Cheerful, posed, and willful. Description: The youngest sheriff in the history of Barrow’s Field, Theresa Meadowpalm is a slim, graceful beauty admired by all her halfling kin. Theresa took the position of sheriff after her father had died of Frost Fever.
It was Theresa who made the decision to abandon Barrow’s Field after King Varath came to power in Thallin. She foresaw what would become of her people if they had stayed after hearing the news of Varath’s hatred for demihumans and arcane magic users.
Now, in exile in the Kingdom of the Silver Leaves, Theresa wonders if they should have stayed and fought for their home. She also worries about her husband, Jordy, a traveling tinker and minstrel who works up and down the Eastern Shores during the warmer months.
He left Barrow’s Field roughly three months before Varath was crowed king and hasn’t been seen since. Theresa had a friendly cleric cast a sending spell to Jordy but no reply came back. She worries that Thallin soldiers have taken him prisoner. She doesn’t know what to tell her two young children, who have begun asking where ‘Papa’ is.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
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Part Two - Monstrous Races
While the following monstrous races are less inclined to control specific regions of the continent, they are by no means minor races. Several have ties to specific lands or kingdoms such as the hutaakans, the phantatons, and the griff. Others control specific city-states brought to Harqual by the Transformation (i.e. the breshidi).
Centaurs
Centaurs live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say.
All centaurs have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands.
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Centaur of Harqual Large Monstrous Humanoid Hit Dice: 4d8+12 (30 hp) Initiative: +2 (Dex) Speed: 40 ft. (8 squares) AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield), touch 11, flat-footed 13 Base Attack/Grapple: +4/+12 Attack: Greatclub +7 melee (1d10+6) or mighty composite longbow (+4) +5 ranged (1d8+4) Full Attack: Greatclub +7 melee (1d10+4) and 2 hooves +3 melee (1d6+2) or mighty composite longbow (+4) +5 ranged (1d8+4) and 2 hooves +3 melee (1d6+2) Space/Reach: 10 ft. / 5 ft. Special Attacks: Racial traits, spell-like abilities Special Qualities: Racial traits, darkvision 60 ft. Saves: Fort +7, Ref +3, Will +2 Abilities: Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 9 (-1), Wis 13 (+1), Cha 9 (-1) Skills: Hide +3, Knowledge (agriculture) +1, Knowledge (nature) +1, Listen +4, Move Silently +3, Spot +4, Survival +3 Feats: Alertness (B), Weapon Focus (hoof), Winter’s Child
Continent/Region: Harqual Environment: Cold forests and plains Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd to 5th-level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th to 9th-level) Challenge Rating: 4 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +2
Centaurs speak their own racial language and the Barbarian tongue.
Combat
Centaurs are stout warriors will defend their homes and kin without any hesitation. Of course, since they are strong allies with the barbarians of the Northlands, almost any conflict that continues for any length of time will eventually draw in their barbarian allies as well.
Centaurs use the same tactics and weapons when dealing with hostile opponents. The main difference is the terrain those opponents will have to face them on. Centaurs know how to use their homeland’s cold terrain to best help them in a fight (i.e. sinkholes, avalanches, blowing snow and freezing wind, etc.).
Racial Traits (Ex): See below.
Spell-like Abilities: Centaurs have the ability to use ray of frost once per day as a 1st-level cleric.
Centaur of Harqual Society
The origin of the centaurs is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not.
Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaur elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences.
Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery.
Centaurs of Harqual as Characters
Centaurs favor the ranger class. Centaurs often are barbarians and fighters as well and sometimes they become multiclassed ranger/druids and barbarian/druids.
Centaurs worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere the Daghdha before all the other gods of the pantheon. Centaur clerics of the Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather.
Traits for Centaurs of Harqual
Centaurs of Harqual possess the following racial traits.
-- +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
-- Large. As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
-- Monstrous Humanoid: Centaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
-- A centaur’s base land speed is 40 feet.
-- Centaurs of Harqual have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and centaurs can function just fine with no light at all.
-- +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
-- Racial Hit Dice: A centaur of Harqual begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
-- Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (agriculture), Knowledge (nature), Listen, Move Silently, Spot, and Survival. Centaurs of Harqual gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.
-- Racial Feats: A centaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a bonus feat.
-- +2 natural bonus to armor class.
-- Special Attacks (see above): spell-like abilities.
-- Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
-- Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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Hutaakans
Hutaakans are a proud, hardened race ofjackal-headed monstrous humanoids that live exclusively in the Rilous Mountains enclosing the land known as the Kingdom of Ahamudia. However, they do not control that entire mountain range. The hutaakans live mainly in the western half of the range in and near the City of the Jackal, called Hutaalar.
The hutaakans, like the citizens of Ahamudia, were brought to harqual during the Transformation from the world known as Maran. On that world, the hutaakans were a dying race, hunted by the shard soldiers of the Black Emperor of Kiltann. For years, they warred alongside the other races fighting against the Kiltanni Empire.
Unlike the other races, the hutaakans were not viewed as good slave labor and those that were capture were either beheaded or sent to die in the Coliseum of the Colossus in the Imperial City of Skulai. Their numbers began to dwindle and the hutaakans were soon overwhelmed by the sheer number of shard soldiers sent to exterminate their kind.
Those that survived fled west towards the Great Interior Sea or north towards what would become the Kingdom of Javeldos. Here in the southern tip of the Great Rileanaeousi Range, did a group of hutaakans make their home. They built Hutaalar out of nothing but rock and time, until the day came when the Transformation brought them to Harqual and the World of Kulan. (All of the hutaakans living in that range were transported to Kulan.)
initially cutoff from their god, Vaflar, the jackal-headed humanoids kept to themselves and did not get involved with the war between Ahamudia and the Sword Empire. They did this because they feared that getting involved in another war would decimate their young folk and the elders were not will to take that risk.
Now, as their connection to the Lord of the Hutaakans has been re-established, they have felt comfortable enough to introduce themselves to the Javeldians now living on Harqual. (They had previously remained hidden when living on Maran.) They have signed several treaties with Ahamudia, Bitran, the citizens of the Mines of Morhan. They have remained aloof towards the other lands surrounding the Rilous Mountains.
Hutaakans are highly pious and their favored class is cleric. They aren't overly fond of war or fighting, but are not cowardly. Their patron god teaches the concepts of magic and many hutaakans are adapts, bards, wizards or sorcerers. They are rarely fighters, paladins, rangers, rogues, or warriors. They cannot be barbarians.
Hutaakan clerics of Vaflar can choose any two of the following domains: Creation, Knowledge, Magic, Protection, and Spell.
Phanatons
Phanatons are an odd, reclusive, intelligent race of bipedal anthropomorphs that look like a cross between a raccoon and a monkey. They are close to nature and live exclusively in the forests of Southern Harqual.
A phanaton has a 4-foot prehensile tail and a membrane of skin stretching from its arm to its leg. These membranes can be stretched out allowing the phanaton to glide from tree to tree.
A phanaton’s fur is colored like that of a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. There eyes range from bright green to a tawny yellow.
Phanatons are slightly smaller than halflings in height and weight.
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Phanaton Small Monstrous Humanoid Hit Dice: 1d8+1 (5 hp) Initiative: +2 (Dex) Speed: 30 ft. (6 squares), climb 30 ft., glide 15 ft. AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +1/-3 Attack: Bite +4 melee (1d4) or shortspear +4 melee (1d6) or sling +4 ranged (1d4) Full Attack: Bite +4 melee (1d4) or shortspear +4 melee (1d6) or sling +4 ranged (1d4) Space/Reach: 5 ft. / 5 ft. Special Qualities: Darkvision 60 ft., forest empathy, prehensile tail, scent Saves: Fort +3, Ref +6, Will +6 Abilities: Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 11 (+0), Wis 14 (+2), Cha 9 (-1) Skills: Balance +10, Climb +12, Hide +4, Listen +4, Move Silently +12, Sleight of Hand +2, Spot +4, Survival +2* Feats: Treefriend, Weapon Finesse (B)
Continent/Region: Harqual/Merewood and the Isle of Dread Environment: Warm forests Organization: Solitary, mated pair, band (10–20 plus 1 2nd-level n'chala), clan (30–300 plus 50% noncombatants, 1 warchief of 3rd-level and 2–12 bodyguards of 2nd-level), or tribe (300–900 plus 50% noncombatants, one 2nd-level n'chala per 10 adults, one 3rd-level warchief, and 2–12 2nd-level bodyguards per 30 adults, 1 king of 8th-level, and 4 bodyguards of 6th-level; villages may also have 1–3 dryads or a single guardian treant) Challenge Rating: 1 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: +1
These forest-dwellers speak Elven, Sylvan and their own language that consists of hoots, chatters, and clicks.
Combat
Phanatons attack opponents from the trees of their forest homes using their surprise ability to great effect. They often use small rocks or slings and shortspears when fighting from a distance. They use almost any sort of natural occurring melee weapon (made of wood or stone) when pressed into combat. Despite their small size and chaotic nature, phanatons fight bravely when cornered.
Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. Phanatons are never surprised when encountered in a forest setting.
Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on Grapple checks and Climb checks.
Skills: Phanatons use their Dexterity modifier for Climb checks, receive a +8 racial bonus to Balance and Move Silently checks, and +2 racial bonus to Sleight of Hand checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. *+2 competence bonus on Survival checks to avoid becoming lost in the forest. Note reflected in the numbers given here.
Phanatons as Characters
Phanatons favor the wilderness rogue class. Most phanaton leaders are wilderness rogues, rangers or druids. Unaligned phanaton clerics can choose any two of the following domains: Animal, Chaos, Good, Luck, and Plant.
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The Breshidi
The breshidi of the City of Cardamere are a race of blue-green skinned fey-like folk. At least, that is the rumor circulating through the cities of the Nebral Peninsula and the Far South. In truth, no one knows for sure what kind of race they are. The beings defy explanation. Some believe they are Outsiders, while other who have seen one describes them as being monstrous with wicked claws and jagged teeth. Other swear they look almost angelic with fine features and lilting voices. Most sages believe they are fey and that they often mask their appearance with illusions and polymorphing spells.
As a race, they have had almost no contact with other races, since being brought to Harqual, beyond the humans of the City of Aatente and a man from Xcellian named Randolph Baer (hm / Wiz6, Clr5 (Immotion) / LG). The story of how Baer came to gain the trust of the breshidi remains cloaked in secrecy. (It is known that he use to be a vizier for the Merchant Lord of Xcellian, Anders Carrin, but beyond that, no one really knows or is willing to tell the tale.)
The breshidi remain a mystery, as does their city. Cardamere, often called the City of Fear by those who wish to gain a foothold there for their own dark purposes, is nearly impossible to enter by any means. The city's walls are made of a strange rock-like substance, which isn't affected by spells that normally work against stone. It is impossible to scry into the city or to pass over the walls by magic. Even the most powerful teleportation magic fails. The City of the Breshidi is only open to the citizens of Aatente and those granted right of entry by Randolph Baer.
Those that visit the city never talk about the experience with those that haven't been allowed in. Those that have watched and recorded those allowed to enter the city note that almost all are followers of Immotion or another good-aligned deity dedicated to magic or knowledge.
The Griff
The griff are descended from griffons that have been magically altered by the tabaxi, who use them as a slave race. Most griff stand roughly 7¾ ft tall and look like a strange mix of griffon and humanoid.
Their hands are more like claws and their legs bend back at the knees and they have wings that allow them to glide. Griffs cannot truly fly and must start from an elevated position to become airborne.
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Griff Medium Monstrous Humanoid Hit Dice: 2d8+5 (14 hp) Initiative: +1 (Dex) Speed: 30 ft. (6 squares), glide 40 ft. AC: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (1d8+3) Full Attack: Bite +4 melee (1d8+2) and 2 claws +2 melee (1d3+1) Space/Reach: 5 ft. / 5 ft. Special Attacks: Blood frenzy, pounce Special Qualities: Darkvision 60 ft., scent Saves: Fort +1, Ref +6, Will +5 Abilities: Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 9 (-1), Wis 15 (+2), Cha 12 (+1) Skills: Jump +5, Listen +4, Spot +4* Feats: Multiattack, Toughness (B)
Continent/Region: Harqual/Storm Peninsula Environment: Temperate forests, hills, and mountains Organization: Solitary, pair, or patrol (6–10) Challenge Rating: 3 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +4
Griff cannot wear any sort of armor, as it would interfere with their wings, but can use shields.
Griff speak a rudimentary racial tongue that is nearly impossible for other races to learn.
Combat
Most opponents don’t realize that a griff is anything other than a griffon until it's too late. Griff are intense, vicious warriors that often fight to the death for their tabaxi masters. The tabaxi rarely let them use constructed weapons, as they don’t trust their slaves (or anyone else for that matter). Most griff are intensely loyal to the tabaxi, however.
If left on their own, griff usually revert back to a more feral state. They attack by pouncing on their opponents, either gliding into melee or leaping from above.
Blood Frenzy (Su): If a griff comes within 30 feet of wounded livestock such as horses or cows they automatically go into a blood frenzy similar to a barbarian's rage ability (the griffs HD is equivalent to an equal amount of barbarian levels). The griff will not be able to discern the difference between friend and foe while in this state and is as much a danger to his allies as he is his foes. The griff will remain in this state until he has been physically removed from the vicinity of the wounded animal (more than 30 feet away).
Griff with character class levels can spend 2 skill points anytime after gaining 3 levels to reduce the range to 15 feet and can eliminate the disadvantage altogether after gaining an additional 2 character class levels. If the griff is a barbarian, and has bought off the penalty, it can then spend an additional 5 skill points at the next character level, which will allow the griff to harness the blood frenzy and stack the griffs Hit Dice with his barbarian levels. At this point the blood frenzy is now considered an advantage. However, this must be done once the griff has gained six character levels of barbarian and can not be held in reserve. The griff cannot have any other character classes for this to work (i.e. HD plus 6th-level barbarian only).
Pounce (Ex): If a griff dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skills: Griffs receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight.
The Griff as Character
Griff favor the fighter class. Good griff clerics worship the tabaxi god known as Sa the Tolerant, while evil griff clerics worship Erythnul. Griff clerics of Sa can choose any of the following two domains: Animal, Community, Knowledge, and Protection. Griff clerics of Erythnul can choose any two of the following domains: Animal, Evil, Trickery, and War.
Note: Griff clerics are either killed by the tabaxi or exist in hiding throughout the Storm Peninsula.
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The Jiltan
The City of Christopherson, located on the southern coast of the Far South, is home to the odd red-skinned, four-armed humanoids called the jiltan. Unlike the breshidi of the City of Cardamere, the jiltan are an outgoing race of warriors who are glad to have been brought to Harqual by the Transformation.
On they world they lived, the jiltan were a slave race under the command of, what they call, the Tyranny of the Triumvirate States. Three lands of evil humans, dark elves, and humanoids. These lands existed in a pie-shaped area of control around Christopherson, which was at the regions center. Here they would breed the jiltan as slave warriors to use in their battle against their enemies and sometimes against each other.
The city was controlled by a council of powerful, evil wizards and clerics. These councilors rarely entered the city itself, instead dominating the jiltan from dozens of towers surrounding the city. The life of a jiltan was considered meaningless to the councilors. They would kill one as calmly as one would swat a fly.
Thus, when the City of Christopherson was transported to Harqual, the jiltan were ecstatic. The dark towers of the councilors didn't make the trip. The jiltan awoke to find themselves free for the first time. The small underground movement, that worked against the councilors, quickly took control of the situation and began looking for ways to make sure that the councilors didn't find a way to bring Christopherson back.
As a result, they have been open to negotiation with just about everyone. As former slaves, they are wary of those who would use them, however. They don't trust spellcasters, but realize that if they are going to protect themselves in this new world then they will have to have access to powerful magic, one way or the other. They have begun hiring themselves out to the other races of the Far South as mercenaries and guards, and their prices are high. (Often includes one magical item per contract.) Their skill as soldiers is worth the price.
Almost all jiltan are warriors, with a large minority being fighters. Those with access to new tutors are quick to take to the ways of rangers, paladins, and marshals. Of all the spellcasting classes, jiltan only become bards and sorcerers. They don't trust book-magic and are not devoted to any deity. However, a new underground movement has formed in Christopherson, which is dedicated towards learning how to cast spells as the councilors did. Only then will the city stand a chance when the councilors discover where the jiltan have been transported.
As for Christopherson itself, the city is a dark, forboding place designed like a maze with steel cell-like houses and narrow, black clobblestoned streets. There is not such thing as privacy in the city, as the dwellings have bars instead of walls and roofs. However, stealing is a major offense and outsiders who steal are put to death. Most buildings are one story, although those near the center are often two story structures. The jiltan have begun to buy and hang large blankets and rugs over the bars of the dwellings on the major roadways of the city. This is done to make the place seem more hospitable to outsiders, as they travel along the roads, buying finely crafted weapons and hiring mercenaries.
In the center of the city is a tall spire where the councilors would look down upon the city when they did visit it. No jiltan would willingly enter that structure, although they have allowed non-spellcasters from outside the city to attempt to enter and destroy any evil that exists within it. No one has ever come back.
The city's wall is made of a dark, blacked metal-like material that the jiltan call fatestone. It is thought to be indestructable. The city doesn't have any gates, as the citizens were meant to leave. To enter the city, one must pay a toll at one of the many block and pully 'elevators' that have been built by the jiltan. You must pay 100 gp to ascend and then descend the makeshift stairs built on the inside or one minor magical item (i.e. a potion). Once inside, there are no other costs besides paying for weapons or hiring mercenaries.
The Luminous (MR)
The luminous of Harqual are descendants of the gray elves of Amylinyon who were beset by an evil warlord during the time known as the Black Wars. Most of the gray elves were either killed or taken as slaves by the warlord and the elven traitor that helped him.
A small few refused to surrender, willing to sacrifice themselves to protect their ancient homeland. Long believers in the power of righteousness and good, the elves that would become the luminous would surely have been wiped out if not for the intervention of the god Jalivier, known as the Defender of the Light.
He had long watched them and felt a kinship with the besieged elves of Amylinyon, who had long ago begun to worship him and the Interloper God known as Apollo. Jalivier knew that if any were to survive, he would have to intervene. Thus, Jalivier, with Apollo's help, transform the gray elves of Amylinyon into the Luminous. And while Amylinyon was lost, now known as the Ruins of the Gray, the luminous continue to live on Harqual as native Outsiders.
The luminous appear to be humanoid-like in appearance and have heights and weights similar to elves. However, the only feature that gives away their former elven heritage are the pointed luminescent ears on their head. A luminous' body is made up of pure positive energy, which is disturbing to behold. A luminous has semitransparent skin, no body or facial hair, and no physical features like other creatures do. However, a luminous' body has just enough features to distinguish between males and females.
The luminous have become solitary creatures since the destruction of Amylinyon and rarely associate with other races. They do still feel a kinship with the elves of Harqual, and have also been known to live amongst humans, especially in the lawfully aligned Kingdom of Navirosov and Monarchy of Avion.
Luminous Characters
The luminous favor the paladin class. The luminous of Harqual almost always worship either Jalivier or Apollo. Luminous clerics of Jalivier can choose two of the following domains: Earth, Good, Healing, Law, Light, Sun, and War. Luminous clerics of Apollo can choose two of the following domains: Good, Healing, Knowledge, Light, Magic, and Sun.
See the FFG sourcebook Mythic Races for more details about the luminous including racial statistics.
Zebranaurs
Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.
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Zebranaur Large Monstrous Humanoid Hit Dice: 4d8+8 (26 hp) Initiative: +2 (Dex) Speed: 45 ft. (9 squares) AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11 Base Attack/Grapple: +4/+13 Attack: Longspear +9 melee (1d8+5) or composite longbow +6 ranged (1d8) Full Attack: Longspear +9 melee (1d8+5) and 2 hooves +7 melee (1d6+2) or composite longbow +6 ranged (1d8) Space/Reach: 10 ft. / 5 ft. Special Attacks: Racial traits Special Qualities: Racial traits Saves: Fort +3, Ref +6, Will +5 Abilities: Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1) Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7 Feats: Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)
Continent/Region: Any except the Fallenlands Environment: Warm forests and plains Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: +2
Zebranaurs speak Centaur.
Combat
Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.
Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.
Racial Traits (Ex): See below.
Zebranaur Society
Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents. How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual.
When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.
Zebranaur Characters
Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is Mirella, the All-Mother. Zebranaur clerics of Mirella can choose any two of the following domains: Balance, Creation, Fate, Magic, Mentalism, Portal, Seals, Time, and Travel. Unaligned zebranaur clerics can choose any two of the following domains: Animal, Chaos, Good, Moon, Trade, and Weather.
Zebranaur Traits
Zebranaurs possess the following racial traits.
-- +4 to Strength, +2 to Dexterity, +2 to Constitution, -2 to Intelligence.
-- Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
-- +1 racial bonus to attack rolls made with any sort of spear or a javelin.
-- Base land speed is 45 feet.
-- Darkvision 60 ft.
-- +2 natural bonus to armor class.
-- Zebranaurs gain Alertness as a bonus feat.
-- Skills: A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. In addition, a zebranaur gains a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.
-- Automatic Languages: Centaur. Bonus Languages: Varies.
-- Favored Class: Cleric. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Jalivier Defender of the Light, God of the Sun, The Soldier of Light, The Star over the Mountain, The Sun’s Champion
Intermediate Deity Symbol: Sun rising over a mountain range Home Plane: Celestia Godly Realm: Citadel of Light Alignment: Lawful good Portfolio: Healing, light, mountains, stars, sun, war Worshipers: Dwarves, elementalists (earth), fighters, healers, monks, paladins, soldiers of light, some druids, any good citizen of Kulanspace Cleric Alignments: LG, LN, NG Domains: Earth, Good, Healing, Light, Stellar, Sun, War Favored Weapon: Longsword
Jalivier, Defender of the Light, is best known as the North God of the Sun. He is one of the few North Gods to have followers native to the Outer Planes. It is believed that within a few centuries he will become as well known and revered in other lands as he is on Harqual. Already, he is known throughout the many islands surrounding Harqual, even as far south as the Isle of Dread. However, the Soldier of Light has his heart firmly entrenched in the lands of Harqual, no matter how popular he has become.
Jalivier’s Avatar appears as a large bronze skinned man wearing field plate armor, which shines with the power of a permanent enlarged daylight spell. The armor appears to be made of a rare metal. Which rare metal depends upon the viewer. His Avatar’s armor appears to be made from adamantine to his ground-dwelling worshippers, while to his spacefaring worshippers it appears to be made from fired steel.
Jalivier’s Avatar always appears wearing a open-faced helm and a long cloak made, which appears to be made from well cured animal hide. His other garments appear similar in design with fur trimmed edges on his boot and tabard, which has his holy symbol etched into it. He keeps these barbaric adornments to honor his barbarian heritage. His Avatar wields a large +5 flaming burst holy defending longsword.
Dogma
Jalivier teaches his followers to defend the light in the name of goodness. He teaches that the power of the sun and the stars can be great weapons against the darkness of evil. Followers of Jalivier are expected to make war against evil and to be as solid as the mountain in their defense of the innocent. All mountains are part of the open sky that leads to the stars. Jalivier teaches his faithful that they are guardians of the sun and stars. For Jalivier is not “The Sun”; he is, in fact, The Sun’s Champion in the name of all that is good and righteousness.
Clerics and Temples
The clergy of Jalivier includes cleric, paladins, monks, and a few powerful adapts. Also, many druids pay homage to Jalivier in his aspect of North God of the Sun, while earth elementalists and dwarves revere him for his connection with the mountains of Harqual. However, druids and elementalists are rarely included in the core clergy of the Church of Jalivier. They, more often, band together as part of one the many sects dedicated to the Defender of the Light, with the most famous being the Faithful of the Mountain Lord.
The clergy of Jalivier dress in much the same manner as their deity. Gleaming field plate, an open-faced helm, a long cloak and sturdy boots, a tabard bearing the symbol of their god, and a longsword. However, the material used for such garments and equipment varies widely. For example, the church of Jalivier is the state religion of the Kingdom of Navirosov and, as such, it is typical for the country’s clergy to wear a wide range of armor types and to include Jalivier’s symbol with the heraldry of the country’s many orders. However, in the Barony of Wolffire, the clergy of Jalivier only wear the traditional garments of the Church.
Every good land, no matter how big or how small, has a temple dedicated to Jalivier. As well, most lands where evil is powerful often have large, hidden shrines dedicated to the Sun’s Champion. The Church of Jalivier is the strongest in the following lands: Navirosov, Monarchy of Avion, Principality of Ambra, the Free City of Yuln and the Honored Islands of the Light. They also strongly influence every mountain range on the continent. From the Greystones, in the north, to the Hinderfall Mountains, in the Far South, dozens of strong, stone temples and citadels protect the highest places on Harqual.
Many of Jalivier’s temples share space and resources with other deities, especially the Light-Bringer, Apollo, and the North Goddess of Nobility, Mayela. By far, the most famous temple dedicated to Jalivier is The Light of Truth, located near the western edge of the Kingdom of Stonn. This ‘temple’ is more like a large town made of the followers of the Defender of the Light. It is famous for its order of monks, The Fists of the Defender. A high, stone wall surrounds the Light of Truth and a great citadel stands at its heart. The temple fortress has never been breached, even during the time of the Ogre Wars.
Another great fortress, this one in the Monarchy of Avion, acts as the center of worship Church of Jalivier for that country and the entire region. Nidbor Keep is a large, elevated fortress, which is defended primarily by followers of Jalivier. Many of these soldiers are mid to high level clerics and paladins. However, most of the keep’s protectors are low to mid level warriors with a few devoted fighters as sergeants. It isn’t a requirement to be a follower of Jalivier in order to serve at the keep but it doesn’t hurt. The ‘actual’ temple in Nidbor Keep is called Mountain on the Plain.
In the Free City of Yuln there stands the Monastery of Jalivier on the corner of Temple Row and Free Street. Here, the most pious of the Church’s monks live by and teach the Way of the Defending Light. The order of monks is strictly lawful good in alignment and many of the order are clerics as well. It is possible for the monks of the Monastery of Jalivier to multiclass as monk/paladins, although the strictures they must follow are extreme, to say the least.
The cities of Avion, Magdalene, and Sunwater all have a major temple dedicated to Jalivier. The temple in Magdalene, called the House of the Sun, is the largest known ‘city’ temple dedicated to Jalivier. The temple in Sunwater, called the Solar Retreat of the Champion, is the second largest ‘city’ temple. The temple in Avion City, called the Stone of Stars, is the third largest ‘city’ temple. There are many more but is would take forever to list them all.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
NIKEL Large City Other Names: City of Shadows Political/Religious Affiliations: Domain of Shadows (Nikel is the captial), Church of Battus (minor), Church of Dike (major), Church of Velit (major), Cult of the Sun, Shrine of Ehlonna (minor), Temple of Dumathoin (major), Temple of Nether (minor), Temple of Ptah (minor). Power Center: Nonstandard (oligarchy). Alignment: Lawful Neutral
GP Limit: 25,000 gp Assets: 15,125,000 gp Main Import: Foodstuffs (mostly grain). Main Export: Metals.
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Authority Figures: Odiatr Seagraves, High Oligarch of Nikel (missing, presumed dead); Rute-Dores Galiñáns, High Lady of Nikel (female human); Corla Timbs, Oligarch (female human); Famas Oppel, Captain-General of the Watchmen and Oligarch (female human); Gravgath Timbs, General Commander of the Army (male human); Kyra Wylde, Marshall of Cavalry (female half-elf); Shadular Miskan, Oligarch (male human); Tarras Dannard, Oligarch (male human); Veit Ungart, Head of Clan Ungart and Oligarch (male dwarf [hill]); Yshan, Chief Wizard (male human). Important Characters: Aryradas, preeminent sage (male human); Kyraos, high father of the Sun (male human); Philon Dorenum, merchant-lord (male human); Radimas, high priest of Velit (male human); Selira Miskan, high priestess of Dike (female half-elf); Torgga, Jeweled Heart of Dumathoin (female dwarf [hill]). Organizations: City Watchmen, Order of the Sword (fraternity of blademasters), and the Society of the Vigil (masked vigilantes). Noble Houses: Since the end of the Second Ogre War, the nobility in Nikel has been in flux. There are many that claim to be nobles, but in truth, it is hard to tell who is truly highborn and who is just on the grift. Ther following are a list of confirmed noble house based on which families are members of the Oligarchy: Dannard, Miskan, Oppel, Seagraves, Timbs, and Ungart. Adventurers Welcome?: Varies; the citizens of Nikel aren't known for their hospitality towards adventurers, but they will call upon adventurers when a crisis threatens to tear down the city-state's walls. Usually, when such a crisis is over, the citizens will thank the adventurers, pay them whatever is required, and then tell them to be on their way. Any adventurer born and bred in Nikel is given more repect but not much.
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Notes: Nikel is my version of Istivin from the World of Greyhawk, and I have based the information above from Greg A. Vaughan & Erik Mona's article "Istivin: City of Shadows" in DUNGEON Magazine #117. However, my version will be very different as the Domain of Shadows is nowhere near as large as Sterich and is located in hill and forest terrain without any mountains nearby. Also, since their aren't any drow on my world, that part of the city's history must be completely changed. The names of the NPCs from the article have been change to protect the innocent. Heh.
Nikel is a city-state and it pays homage to no one; however, there are several communities nearby that are vassels to Nikel — Anhaur, Gurreton, Sorrow, and Volik. These communities are nowhere near as large as Nikel and rely on the city-state for protection from nearby enemies. Nikel's greatest rivial in the Onan-Savage Hills Region are the City-state of Halandra, the Onan Territories, and the Town of Heth Hold. Nikel has few true allies but it does have some dealings with the Barony of Poli, a fact that doesn't help relations with its rivals.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Dude- every time I look in on this thread you've added an incredible amount of new stuff!
Damn fine work!
Thanks man! It's good to know I've got an audience for this thread. Anyone else who is reading this, speak up and let me know what you like about Kulan.
Cheers!
KF72
================ Coming up next... Kuil, North God of Rogues and Illusion, as well as Part Three of the Racial Miscy.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
I'm ridiculously amazed by the amount and quality of stuff here. I barely get a map and 5 names down before I walk away. Your dedication and your design skill are pretty impressive. At least to me, ADD boy.