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Old 16th June 2004, 03:09 AM   #61 (permalink)
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Quote:
Originally Posted by Gideon
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.
Thanks for the praise, Gideon.

I have a lot of extra time to work on my world, as I am going through some stuff. Basically, I'm on income support due to medical reasons. I have done some freelance writing but nothing lately. I have to stay focused on my medical needs right now so, most often, any writing/desing I do is for World of Kulan. It helps keep me sharp.

I plan to look to get back to serious writing/design in a few months. after I've increased my physical mobility and overall health.

A lot people, who know me, would say I'm just being modest about my design skills. It's true I do spend a lot of time creating material for Kulan, as well as adapting old AD&D material and new d20 material to fit into the world.

I guess I'm just a homebrew design junkie.

Now if I could just get four players, here in Edmonton, who would be willing to put in the time to learn more about Kulan then I could get a game going. (I had considered doing an PBP campaign here on EN World but one of my physical restrictions is my left arm/hand. I can only write/type for so long before it needs rest. Thus, I wasn't willing to risk hurting it with all the typing I would need to do for a PBP.)

Right now I've done work on all of the following (within the last few months):
  • Gods of Harqual (.doc file)
  • World Gods (.doc file)
  • Gazetteer 1: Lands of Harqual (.doc file)
  • Comprehensive Kulan NPC List (.doc file)
  • Garth Tigerstorm NPC stats & description (.doc file)
  • Racial Miscy: Part One & Part Two (.txt file)
  • Numerous maps of the world (Campaign Cartographer 2)
  • Updating Divinity War (.doc file) for my Gods of Harqual Story Hour
  • Writing my Narrative Journal (.doc file) for my World of Kulan Story Hour
Lots of work but I love it!

Cheers!

KF72
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Old 17th June 2004, 09:29 AM   #62 (permalink)
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Kuil
God of Rogues and Illusion, The Lucky, The Rogue, The Spirit in All

Intermediate Deity
Symbol: Silver dagger shining through shadow
Home Plane: Elysium
Godly Realm: Duskhall
Alignment: Neutral good
Portfolio: Daring, good rogues, illusion, luck, zeal
Worshipers: Bards, halflings, illusionists, rogues, scouts, rangers, wilderness rogues, fremlins, the gema
Cleric Alignments: NG, CG, LG
Domains: Good, Illusion, Knowledge, Luck, Skullduggery
Favored Weapon: Dagger or punching dagger

Kuil is the North God of Rogues and Illusion. Kuil is the oldest child of Immotion and Jalivier. He is often referred to as The Lucky, The Rogue, and The Spirit in All. Kuil’s Avatar is rarely seen on Harqual, as he prefers to appear only in dire circumstances. However, often a bright, young rogue catches his attention. Then his Avatar will manifest as a scrawny, undisciplined street urchin who just happens to be serious trouble. If the rogue fails to help Kuil, in this guise, then he or she will likely have a couple of weeks of bad luck, at the minimum. If the rogue is friendly and helpful to Kuil then he or she will find that Kuil has smiled upon him/her.

When he does appear to devote followers, his Avatar takes the form of a large, sinewy male humanoid, most often human or half-elven, wearing the best possible gear that a rogue could hope to find. The gear is always different in its apparent application, depending on the follower’s goals. A scout would see Kuil as halfway in appearance between a rogue and a ranger, while a temple raider would see Kuil wearing subterfuge equipment. Regardless of these minor differences, Kuil’s Avatar always carries his +5 keen speed assassin-bane dagger called Shadowstealer.

Dogma
Luck is life; zeal is joy. Followers of Kuil must dare to dream of the impossible and then if the chance arises, risk everything for the experience. Kuil teaches that one must accept what luck gives you. One must remain true to the morale high ground set by the faith, even in the bad times. Kuil is the patron of good-hearted rogues who live for adventure, not for treasure but for the thrill and the chance to battle evil doers. The tenets of his faith do not allow for assassins or cutthroats and his followers must remain vigilant against such scoundrels. Yet, he embraces the concepts of the rogue and the need for stealth. Illusion magic is the cloak of his followers as much as the shadows, which protects them from the evil in the darkness. Kuil’s followers are often called upon by the faith, as well as the entire pantheon, too guard the treasures of the North Gods or steal them back from those who would defile the pantheon’s holy places.

Clerics and Temples
The clergy of Kuil includes bards, clerics, rogues, rangers, and wilderness rogues. While Kuil’s clerics may be of any good alignment, his lawful good clerics cannot multiclass as rogues. Instead, they often multiclass as cleric/rangers. However, most of his most powerful clergy members are cleric/rogues (most often NG). There aren’t any paladins dedicated to Kuil, as The Lucky lets such powerful devotion fall to the followers of the other North Gods.

Kuil has more sects than there are Interloper Gods. Most of these divisions are invisible to outsiders of the Church of Kuil. To those inside the church, the variation in how to interpret doctrine is a valued way to keep the faith from becoming stagnant. Outright conflict between the Cabals of Kuil, as referred to by the church, is not permitted. Each cabal is responsible for interpreting the tenets of the church, while remaining true to the faith’s morale high ground. The largest and most famous cabal is the Order of Lost Treasures. The Order is the main group responsible for retrieving relics lost to the Pantheon of the North. Other cabals include the Scourge of Rogue Dragons, the Warders of Law, the Outriders of Kuil, and dozens of others.

Temples dedicated to Kuil are as varied as the church’s many cabals. They either take the form of a traditional temple or that of a Thieves’ Guild. Many are affiliated with such guilds, especially those controlled by the Order of Lost Treasures. The Order can often call upon such an alliance for aid in the retrieval of lost relics and even evil artifacts that the Order deems to powerful to leave in the hands of power hungry wizards. (The Order has such an alliance with the Angle's Edge Thieves’ Guild in the Kingdom of Stonn.)

The temples controlled by the Warders of Law, the main lawful good cabal, are more like wardens in good aligned societies, working with the local watch. Warder temples often have good relations with any lawful good aligned Honorbound Companies, in the region. However, the Warders of Law are not welcome in most despotic lands, even those aligned towards law. In these lands, the Warders are more like rogues in the night with more neutral followers to fight for the people behind the scenes. It is always a balancing act, as the Warders aren’t willing to break the law and are only willing to bend it in dire circumstances.

Those controlled by the Scourge of Rogue Dragons, a major neutral good cabal, are less visible then Warder temples, as they are known for plumbing the depths of lairs of those dragons that have rejected the Tenets of the Balance, to recover stolen treasures and learn the rogue dragons’ secrets. Scourge temples are known to recruit hoardstealers and align themselves with the Knights Majestic, in the fight for the neutrality of the Balance. Thus, they remain somewhat hidden in order to protect their clergy and agents from any havoc a rogue dragon, or its minions, might wish too unleash. The Scourge is known for taking on powerful allies of rogue dragons, as well (i.e. Cult of the Dragon).

The Outriders of Kuil are a major chaotic good cabal of the Church of Kuil. They don’t have true temples, instead riding across Harqual to act as scouts for the church. Many wilderness rouges favor this cabal for its ideals of freedom and daring. They take the fight to the old evil of the Sword Gods and the growing minions of the Interloper Gods known as Gruumsh and Erythnul. The Outriders are the most visible and well-known cabal in the northern lands. They are well respected by the common man, but are considered to be little more than mercenaries and outlaws by many nations.

The most famous temple to Kuil, however, is the Warder temple known as the Heart of Zeal, in the Kingdom of Navirosov. Navirosov, long a bastion of law and good, has always worshiped Jalivier over other gods. This devotion has lead to the citizens of that country to pay homage to Jalivier’s divine wife and offspring as well. Thus, it was inevitable that Kuil’s strongest lawful good cabal would come to prominence in Navirosov. Many turn to Kuil’s Warders when disputes require a more creative solution within the boundaries of the law.

Most other temples dedicated to Kuil are found in lands with a lot of conflict and uncertainty. Major temples can be found in the Aerie Holds, Arkhangel, Crystal Cairns, the Four Cities, Izmer, Minar, Osebye, Tallawan, and the Wind Plains, as well as in Stonn, just to name a few.
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Old 25th June 2004, 01:40 AM   #63 (permalink)
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The Racial Miscy (for Harqual)

Part Three - Spacefaring Races
While Kulanspace is home to dozens of races and subraces, some well-known some not, the races listed below are most likely to visit the continent of Harqual. Other races, such as beholders and the giff, are more likely to visit the continent of Kanpur on the other side of the world.

Some of the races listed below have also been known to take up residence in some of the more 'spelljammer' savvy ports on the continent. The most visible race in this category are khaastas. Many spelljammer ports across the continent (and beyond) are home to sub-communities of khaastas. Of the other races, mercanes are most likely to take up permanent residence on Harqual.

Azers (MM)
Azers are known to many sages as a race of outsiders only native to the Elemental Plane of Fire. However, in the expanse of the multiverse, there are more exceptions to planar rules than most sages could hope to learn in a elf's lifetime. The hot, sun baked planet of Halne is one of these exceptions. Halne is the planet closest to the sun in Kulan's solar system. It is home to a civilization od Azer, who live pretty much as the Azer of the Elemental Plane of Fire do. Their society is highly regulated and every Azer has his or her place.

The Azer of Halne share their world, much to their chagrin, with several other fire-like races. Their main rivals are the serpentine race known as salamanders. Their wars are a constant scar on the barren world and the other races of Halne are little more than pawns. The conflict has lasted for longer than either race can remember and none can remember what started the conflict. What is known, is that the Azer consider the conflict a matter of honor. They refuse to give up the fight against a clerly malign race.

However, within all societies are its radicals. Many Azers have become tired of the constant war and, failing to bring peace through the proper channels of Azer hierarchy, leave Halne to find another life amongst the spacefaring societies of Kulanspace. These few Azer often leave illegally, having not fought through at least one major campaign, to find employment with isolated spelljamming crews or in spacefaring communities such as Bral.

Constantly being hunted as traitors to their race, these 'Lost Azer' move around a lot and have been known to live/hide amongst groundling communities. As they wish to remain lost from the hunters, they often choose less civilized lands to live in. Thus, how so many Azer have been known to walk amongst the natives of Harqual. Unlike other spacefaring races, these Azer usually stay far away from spelljamming ports, attempting to remain as hidden as possible.

Therefore, they usually keep to themselves and try to hide their true nature. Impossible to accomplish with mundane means, many Azer choose magic as a way of life, even going so far as to live under the guise of a polymorph spell. These Azer trust rarely and will often keep up appearances even amongst friends, in order to protect their new lives and the groundlings they have come to respect. Imperial hunting parties from Halne are not known for their mercy and are as likely to kill the Azer's friends as the target Azer.

The Azer of Halne have all the racial traits as per that listed on page 22 of D&D Monster Manual v.3.5, except as follows: +2 to Strength, +2 to Dexterity, +2 to Constitution, -2 Charisma. Azers of Halne are considered native outsiders, even on other planets of Kulanspace or the depths of wildspace. Azers of Halne often take Craft (spelljammer)* as one of their two craft skills.

Khaastas (FF)
The khasstas of Kulanspace are more related to dragons than they are lizardfolk or extraplanar khaasta. (These khaasta do not have the extraplanar subtype.) They are also more inclined towards neutrality, as is the case for many dragon and reptilian species throughout the worlds of Kulanspace. As a result, the typical alignments for these khaasta are neutral good, neutral evil, or chaotic neutral.

The khaasta tend to respect the ideals described in the Tenets of the Balance but do not always follow them. The fews of their society take precidence over the Tenets. Especially, the concept that 'might makes right' and any rules that govern khaasta ritual combat. These kaastas' view on honor are more defined and are less alien to outsiders. Treachery, betrayal, theft, and murder are less acceptable in the society of the khaasta of Kulanspace. Those methods still occur frequently, but aren't as well respected as the concepts of strength, guile, reasoning, and relations. Of course, this also depends on the alignment of a khaasta's band or tribe.

Khaastas are known throughout Kulanspace as mercenaries, pirates, slavers, freedom fighters, and, sometimes, traders. The cause/reason for their way of life is less important than the coin to be had. Khaastas relish a good fight and are always looking for their next 'rush'. They have strict guidelines regarding potential employers, and they will never hire themselves out anyone they consider weak or cowardly. The khaastas of Kulanspace are not known for being cowards.

The khaasta are a prolific race and even though their numbers are reduced each solar cycle through death, they have spread to every world of Kulan's solar system. They are a mainstay on Halne, Bral, and the asteroid fields of Trel. They are rarer on Kulan, as the world's many regional conflicts seem to small and/or unprofitable for the khaasta. However, the continent of Harqual is considered good breeding ground for the next generation of khaasta, as well as a place for old battle scarred warriors to retire.

Khaasta are so common in groundling spelljammer ports that they often have there own small 'khaasta quarter' in the city. This racial quarter is often located just outside the city near a main gate. These families of khaasta are less militant overall but see it as their civic duty to protect their city. In cities with weak rulers, the khaasta often live as freedom fighters, trying to convince the city's citizens to rise up and despose the 'weakling(s)' ruining life for the masses. Regardless of the khaastas' alignment or fervor, conflict is a mainstay in such a city's 'khaasta quarter'.

Here is a list of several major spelljammer ports on Harqual where the khaasta live in large numbers: Aarlan, Anthmoor, Arkhangel, Flamerule, Greol, Massalia, Relaini City, Sumdall, Tulsax, Waile, and Xcellian.

The khaastas of Kulanspace are as per that listed on pages 115 & 116 of D&D Fiend Folio, with the following notations: +4 to Strength, +2 to Constitution. No extraplanar subtype. Alignment: Usually NG, NE, or CN. Substitute Knowledge (wildspace)* for Knowledge (the planes) and the Freefall feat* for Point Blank Shot.

Mercanes (MotP)
To say that the mercane are a spacefaring race is a misnomer. The reality is that no one knows exactly where the mercane come from. Rarely will two people even agree on their true name. Spacefarers often refer to them as the 'arcane' while planar travelers call them the 'mercane'. In Kulanspace, they are often referred to by both names although 'arcane' is more commonly used. (I will refer to them as 'mercane' for the sake of reference to the entry in D&D Manual of the Planes.)

The mercane are known throughout the Multiverse as extraplanar merchants. They sell pretty much anything one could think of. They specialize in rare weapons, armor, and magic of all sorts. In spacefaring communities they are the ones to see to purchase spelljamming vessels and equipment. The same is true for any spelljamming port of note on Kulan (or any planet, in any system).

The mercane are a mainstay on Kulan and can be found everywhere. However, they have a fondness for the continent of Harqual as there are less restrictions for spelljammers and planar travelers on the continent. They are commonplace in the spelljamming ports of the Sword Coast and those few ports in the region known as the Bulge. They are less likely to be met in the region known as Eastern Shores or in the port cities of the Far South.

However, there are exceptions. The Far South city of Xcellian is known for its mercantile society, and the city is, as a result, a mainstay on mercane trading routes across the continent and beyond. They often stop in the Eastern Shore city of Raln, to trade for fine watersilk, as there are less restrictions on the buying and selling of watersilk there, as in Mor's End. The silk might not be as pure but the price is right and few beyond Harqual can tell the difference.

Older mercanes often settle on Harqual, in their favorite spelljammer port city, to either start up a new business venture or to go into semi-retirement. The major spelljammer ports of Anthmoor, Onaway, Mor's End, Selquin, Sumdall, and Xcellian are favored locales for these mercane who have given up the nomadic life.

The mercane are as per that listed on pages 179 & 180 of D&D Manual of the Planes, with the following notations: +2 to Strength, +2 to Dexterity, +2 to Constitution, +6 to Intelligence, +4 to Wisdom, +2 to Charisma. Add extraplanar subtype, as per v.3.5. May have either Knowledge (the planes) or Knowledge (spelljammer) as appropriate to the mercane's backgound. A mercane's favored class is Trader (custom class). Mercane clerics, on Harqual, may worship any mercantile, magic, travel, or knowledge-based deity but most often worship Aoskar, Boccob, Hades, Math Mathonwy, Meriadar, Ptah, or Velit.

Neogis (MM II)
Neogis are nasty creatures and are never welcome in the lands of Harqual. Yet, they insist on interfering in the day to day operation of many of Harqual's kingdoms, states, and city-states. Neogis are considered a serious threat by civilization, both spacefaring and groundling. They constantly raid others for food/slaves and consider anything they can steal as their property. Even the most vile city-states on Harqual refuse to have a nest of neogis living nearby, or wose, under the city proper.

However, there is one group of madmen who welcome the presence of neogis and even encourage their spawning. The secret society known as the Lords of Pestilence are a sect of Mussin worshippers so vile that even the Church of Mussin has little to do with them. These men and women of various races work to spread the influence of plagues of rats, vermin, and monstrous creatures that spread disease and decay. They consider neogis, a favored race of the Sword God of Decay.

In truth, it is the neogis who hold the true power over the Lords and consider them, simply, more useful slaves than most. They will consume them as readily as any other slave but usually find better uses for them. Lords of Pestilence consider it an honor to be consumed by a neogi, believing that it will bring them closer to Mussin in the afterlife. The Lords will often work towards this goal by capturing others for sacrifice to grand old master neogis. They often keep slaves themselves and have been known to eat the flesh of dead, decaying humanoids.

Neogis rarely live on Harqual for more than a few months at a time. They realize the threat to their nests and constantly move back into the depths of wildspace, while another group of neogis takes the last nest's place in a similar locale (unless it's time to move). Groundling adventurers rarely encounter an adult neogi on the surface. More often they will come across the cultists protecting and feeding a great old master neogi. A few tribes of neogis, including a great old master, neogi spawn & adults, umber hulk slaves, and cultists can be found on remote islands around Harqual.

Neogi are not available as a PC race. An adult neogi should have the stats listed in D&D Monster Manual II, pages 159 & 160. This includes any unique NPCs with class levels, although ability scores can be increased through gaining levels.

A player could choose to have his or her character be an ex-member of the Lords of Pestilence, however. Such an adventurer should have 2 points less of Strength, as rolled during character creation, and will be constantly hunted by any member of the Lords of Pestilence, who knew him or her.

Star Gnomes
Star gnomes the favored race of Ptah, the Interloper God of Travelers. It is said these gnomes came into being when a clan of normal gnomes beseeched Ptah for protection just before Mussin destroyed the world of Trel in Kulanspace (during the First Era of Harqual). Ptah reshaped the gnomes bodies and life functions to allow them to survive in the depths of space and the God of Travelers shielded them form harm when Trel exploded into oblivion. The gnomes lost the need to breathe but became more alien-like in appearance (see below).

Star gnomes are sometimes encountered in isolated, groundling spelljammer ports and rarely in any major ports beyond Harqual and Kanpur. Any spelljamming port with a temple dedicated to Ptah, will have contact with star gnomes. These temples are commonplace on Harqual, thus, star gnomes tend to visit that continent more than any other. Only the region of Kanpur known as Khemit, and its surrounding lands, have more contact with star gnomes, as Ptah is part of the Khemitian Pantheon.

Star gnomes, visting Harqual, are usually just passing through. There hasn't been a recorded case of a star gnomes settling on the continent for any period longer than a few weeks. Star gnomes simply suffer from too much wanderlust to stay in one place for long. Plus, their alien-like nature tends to make groundlings uncomfortable. They rarely have contact with those outside the Church of Ptah, the silver elves of the Great Forest, the rockwood gnomes of the Heverkent Forest, and the mercantile city of Xcellian.

Below are the stats for star gnomes:

Small Monstrous Humanoid (Gnome)
Hit Dice: 1d10+4 (9 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares), freefall 40 ft. (perfect)
AC: 16 (+1 size, +1 Dex, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple: +1/-4
Attack: Short sword +2 melee (1d6-1) or light crossbow +3 ranged (1d8)
Full Attack: Short sword +2 melee (1d6-1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits, breathless, immunities, stellar
Saves: Fort +6, Ref +1, Will +2
Abilities: Str 8 (-1), Dex 12 (+1), Con 18 (+4), Int 11 (+0), Wis 15 (+2), Cha 11 (+0)
Skills: Alchemy +5, Listen +6, Spot +5
Feats: Alertness (B), Endurance (B), Weapon Focus (short sword)

Continent/Region: Kulanspace
Environment: Any wildspace or spelljamming port
Organization: Solitary, or family (2-4)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +4

A star gnome hasn't any hair and their skin is black, blue-black, or dark gray in color, rough with irregular ridges, and they have pitch black eyes without irises or pupils. They typically dress like other gnomes but the differences are obvious to anyone. Star gnomes speak Gnome. Most star gnomes who travel throughout Wildspace (as traders or adventurers) know Common.

Combat
Star gnomes can fight in almost any environment, including the depths of space. They use similar tactics as normal gnomes although they tend to be better organized and use whatever environment their fighting in to their best advantage.

They like to harass opponents with their crossbows, leading them into dealy situations like an oxygen-less environment.

Breathless (Ex): A star gnome does not breathe and is immune to gas-based attacks. It can also be buried under the earth, underwater, or survive the depths of space with no ill effect.

Immunities (Ex): A star gnome is immune to the effects of vacuum. A star gnome is also immune to damage from Cold effects. In addition a star gnome can survive on any plane without ill effect.

Racial Traits (Ex): See below.

Stellar (Ex): A star gnome suffers no penalty when fighting underwater, or in low gravity.

Star Gnome Society
Star gnome society is different from that of their land-bound cousins, due to their more lawful bent and total devotion to Ptah. They still pay their respects to the Gnomish Gods but Ptah is their true patron now. Star gnomes are natural merchants and ship captains. They have taken Ptah's teaching about travel and knowledge to heart. Many star gnomes believe that Ptah is actually a high ascension of the Gnomish God known as the Masked Leaf, Baervan. Star gnomes still live in Kulanspace and consider it their home crystal sphere. They control most of the asteroid fields of Trel, all that is left of their home world. They have adapted well to the thousands of asteroids in the belt and do not have to breathe air to survive there. However, when dealing with outsiders they always use those asteroids that they've prepared with an atmosphere to greet them.

Star Gnome Characters
Star gnomes favor the trader class. Star gnome clerics of Ptah can choose any two of the following domains: Art, Creation, Knowledge, Law, Stellar, and Travel.

Star Gnome Traits
Star gnomes benefit from a number of racial traits:
-- -2 to Strength, +2 to Constitution, +2 to Wisdom.
-- Small: Star gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
-- Speed: Base land speed is 20 feet. Star gnomes can also freefall at a speed of 40 feet with perfect maneuverability.
-- Low-light Vision. Star gnomes can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-- +4 natural bonus to armor class.
-- Breathless (Ex): As per the description under Combat.
-- Immunities (Ex): As per the description under Combat.
-- Stellar (Ex): As per the description under Combat.
-- Star gnomes gain Alertness and Endurance as bonus feats.
-- +1 racial bonus to attack rolls against kobolds and goblinoids.
-- +4 dodge bonus against giants.
-- Speak with Animals (Su): Once per day a star gnome can use speak with animals as a 1st-level druid to communicate with any mammal.
-- Spells: Star gnomes with Charisma scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level sorcerer (spell failure penalties for armor apply).
-- Save Adjustments: +2 racial bonus to saving throws against illusions.
-- Skills: Star gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell.
-- Automatic Languages: Gnome and Common. Bonus Languages: Dwarven, Elven, and Halfling.
-- Favored Class: Sorcerer. A multiclass star gnome's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.

* See the Proficiencies to Skills & Feats map at the Spelljammer: Beyond the Moons website.
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Project: Organizations
Once I've finished writing the last entry for The Racial Miscy (for Harqual) and, at least, started on putting together the details of the Human Cultures of the continent (a large project unto itself), I'll be turning my attention towards fleshing out the many different Organizations known across Harqual.

This includes but is not limited to the following:
  • Angle’s Edge Thieves’ Guild
  • Ara Guild, the
  • Arcane League of the Monarchy, the
  • Arcane Order (yes, the one from both the 2E College of Wizardry accessory and D&D Complete Arcane)
  • Arcanus Mysterium (Sorcery Guild of Eversink; borrowed and reworked from Piratecat's Spira)
  • Black Lotus, the (imported from the City-State of the Invincible Overlord d20 sourcebook)
  • Blades of the Emperor (based on the prestige class in the Path of the Sword d20 sourcebook)
  • Bleak Masters, the
  • Cabal of the Dirge (imported from the Requiem for a God d20 sourcebook)
  • Cagewrights (imported from the DUNGEON Magazine Shackled City Adventure Path)[/color]
  • College of the Twin Moons (imported, renamed, and reworked from the Player's Guide to Faerûn excerpt on WotC's website)
  • Colorless Lodge, the (imported from the If Thoughts Could Kill d20 sourcebook)
  • Companions, the
  • Cult of the Dragon, the (imported from the Forgotten Realms)
  • Disciples of the Way
  • Esoteric Order of the Mooncalf
  • Eyes of Hande Thieves' Guild
  • Fallow's Cross Adventurers (borrowed from a Forgotten Realms 2E website)
  • Fury of the Dragon
  • Halfling Syndicate, the
  • Heartless, the
  • Hounds of Cronn
  • Ironguard, the (based on the Ironbound prestige class in the Hammer & Helm: A Guidebook to Dwarves d20 sourcebook)
  • Iron Minds, the (based on the Iron Mind prestige class in D&D Races of Stone)
  • Iron Ring, the (imported from the Karameikos: Kingdom of Adventure 2E boxed set)
  • Izmer School of Magic
  • Knights Majestic, the
  • Knights of Avion
  • Knights of Izmer
  • Last Laugh Thieves Guild, the (imported from the Shackled City Adventure Path)
  • League of Soldiery
  • MaShir Wolves
  • Memento Mori (imported from the Requiem for a God d20 sourcebook)
  • Mindful, the (imported, renamed, and reworked from Class Chronicles: Psionics Across the Land on WotC's website)
  • Night's Children, the (Assassins' Guild of Eversink; borrowed and reworked from Piratecat's Spira)
  • Opposition, the
  • Order, the (imported from the Dark Sun Campaign Setting [Expanded and Revised])
  • Order of Light
  • Order of the Silver Hand
  • Purge, the (imported, renamed, and reworked from Class Chronicles: Psionics Across the Land on WotC's website)
  • Rapid Riders
  • Rogue Masters Thieves' Guild
  • Sable Company (imported from the Pathfinder Chronicles: Guide to Korvosa d20 sourcebook)
  • Shadowmind Guild (imported from D&D Complete Adventurer)
  • Sisters of the Way
  • Streugedanken (imported, renamed, and reworked from Class Chronicles: Psionics Across the Land on WotC's website)
  • Striders of the Dawn (imported and renamed from the Shackled City Adventure Path)
  • Stormcrowns, the (borrowed and reworked from Piratecat's Spira)
  • Tiger Guild, the
  • Varath's Irregulars
  • Veiled Alliance (imported from the Dark Sun Campaign Setting [Expanded and Revised])
  • Warriors of Thenin
  • Wizard's School of Nasundria
  • Yosyntya, the (The Dark Reborn)
Bolded entires are finished.

I'm also planning on doing something similar with Religious Cults but not until I've neared the completion of detailing the Gods of Harqual. (That is going to take a LONG time.) Plus, there is still going to be the open discussion to help me create the barbarian tribes of the Northlands.

Cheers!

KF72
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Last edited by Knightfall; 15th June 2008 at 09:17 AM..
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Old 30th June 2004, 10:36 PM   #65 (permalink)
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The Racial Miscy (for Harqual)

Part Four - Underearth Races
Very little is known of the deep reccesses of the Underearth. Most contact Harqual has had with the denizens of the deep earth has been through conflict with Underearth raiders looking for slaves or in the back alleys of some of the continent's seedier cities. Below are the Underearth races that are known to visit (and in some cases, live) the surface of the lands of Harqual. Note: Remember that there aren't any 'native' drow communities on Kulan.

Deep Minotaurs
Deep minotaurs are a race of Underearth-dwelling monstrous humanoids related to both standard minotaurs and the Horn minotaurs of Triadora. They live in the deepest parts of the Underearth and are to Kulan what drow are to other worlds.

Deep minotaurs rarely come to the surface for anything other than to raid surface communities for wealth, slaves, and general bloodlust. They do have some dealings with the duergar of Teverroot Island and the mountain known as The Fortress. They never work with morlocks, who they consider breeding pests, and only rarely trade for slave from the bugbears of the Sunus Mountains and the mountain orcs of the Thunder Mountains.

Deep minotaurs almost never leave their dark homes for the surface of the continent of Harqual. Minotaurs, the cured ones, are generally feared by humans, and a deep minotaur would appear to be nothing more but a more frightening version of one of those creatures to the uneducated.

A few deep minotaurs have found refuge in Nikel and the cities of Ara-Ragik. Nikel, located between the Sundered Hills and the Savage Hills, has the largest population of deep minotaurs living within its walls. Those few deep minotaurs living amongst the citizens of Ara-Ragik are more isolated from the citizens and each other.

Large Monstrous Humanoid
Hit Dice: 6d8+12 (39 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (-1 size, +5 natural), touch 9, flat-footed (see text)
Base Attack/Grapple: +6/+13
Attack: Greataxe +8 melee (3d6+4) or gore +8 melee (1d8+3)
Full Attack: Greataxe +8/+3 melee (3d6+4) and gore +3 melee (1d8+1)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Powerful charge 4d6+4, spell-like abilities
Special Qualities: Darkvision 120 ft., light sensitivity, natural cunning, scent
Saves: Fort +6, Ref +5, Will +5
Abilities: Str 17 (+3), Dex 10 (+0), Con 15 (+2), Int 9 (-1), Wis 10 (+0), Cha 8 (-1)
Skills: Intimidate +1, Hide -4*, Listen +6, Move Silently +0*, Search +6, Spot +6
Feats: Great Fortitude, Power Attack, Track

Continent/Region: Any
Environment: Any underground
Organization: Solitary, pair, or gang (3-4) plus 1-2 giant lizards
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Deep minotaurs are slightly shorter and less powerful than standard minotaurs are. They make up for this by being more intelligent then standard minotaurs, but they are dimmer than most horn minotaurs. A deep minotaur's fur is always pitch black including long manes hanging from their heads and shoulders. Their skin is blue-black in color and their eye color ranges from deep blue to pitch black.

Deep minotaurs speak Undercommon.

Combat
Deep minotaurs are savage combatants when encountered. They make up for their reduced strength by being better able to think their way across the battlefield. They are less likely to charge in against obvious superior opponents and love to fight hand-to-hand with greataxes and other two-handed weapons.

Light Sensitivity (Ex): A deep minotaur suffers a +1 circumstance penalty on attack rolls, saves, and checks made in areas of bright light or a daylight spell.

Natural Cunning (Ex): Although deep minotaurs are less intelligent then horn minotaurs, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Powerful Charge (Ex): A deep minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +8 attack bonus that deals 4d6+4 points of damage.

Spell-like Abilities: Deep minotaurs gain the ability to use expeditious retreat, ghost sound, and spider climb each once per day as a 6th-level wizard.

Skills: Deep minotaurs gain a +4 racial bonus on Search, Spot, and Listen checks. *Deep minotaurs gain a +4 circumstance bonus on Hide and Move Silently checks in underground areas because they have learned hoe to move around without being seen or heard.

Deep Minotaur Characters
Deep minotaurs favor the barbarian class. They also tend to be become fighters, rangers, clerics, and druids. Deep minotaurs often become multiclassed barbarian/druids, fighter/clerics, or ranger/druids.

Deep minotaurs usually worship Baphomet, Demon Prince of Minotaurs. However, many deep minotaurs favor to worship the raw nature of the Underearth instead of the Abyssal Lord. Deep minotaur clerics of Baphomet can choose any two of the following domains: Bestial, Chaos, Evil, War. Unaligned deep minotaur clerics can choose any two of the following domains: Cavern, Chaos, Earth, Evil, Fire, Water.

Earth Ogres
These large giant-like outsiders are an offshoot race of normal ogres that have been blessed by dark magic infused into them by Hergund. They are the Evil Elemental Prince's servants across Kulan and are completely loyal to him. It is Hergund who blesses their clerics & shamans with spells and rarely will an earth ogre worship Vaprak.

Earth ogres are not strickly an Underearth race. They can and do live anywhere underground or on the surface. On Harqual, most earth ogres live amongst bugbears, gnolls, orcs. As Hergund and Vaprak are bitter rivals, earth ogres never work/live with normal ogres. As with normal ogres, it is known that earth ogres have thier own Scions, or earth ogres that have been blessed with immortality by the Evil Elemental Prince.

Note that encounters with these native outsiders are very rare, as they tend to shy away from living aboveground in most circumstances. As their patron is a Earth Price of Evil, they have a strong affinity for all things regarding the earth and stone. They feel the strongest when surrounded by their patron's element and are quite uncomfortable in any region open to the sky.

It is rumored that some earth ogres, on Harqual, have turned away from Hergund and have begun to worship the Interloper God known as Calphas. The truth of this remains unknown, as no one has found or documented earth ogres worshipping the wallbuilder.

Large Outsider (Native)
Hit Dice: 4d8+16 (34 hp)
Initiative: -2
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft
AC: 18 (-1 size, -2 Dex, +8 natural, +3 hide armor), touch 7, flat-footed 18
Base Attack/Grapple: +3/+14
Attack: Stone war-mallet +10 melee (2d6+10)
Full Attack: Stone war-mallet +10 melee (2d6+10)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, immune to disease and earth-based effects, +4 bonus on Fortitude saves against poison
Saves: Fort +8, Ref -1, Will +1
Abilities: Str 25 (+7), Dex 6 (-2), Con 19 (+4), Int 6 (-2), Wis 10 (+0), Cha 7 (-2)
Skills: Climb +14, Concentration +7.5, Knowledge (the planes) +1.5, Listen +7, Spot +7, Survival +3.5
Feats: Toughness, Weapon Focus (stone war mallet)

Continent/Region: Any
Environment: Any land or underground
Organization: Solitary, pair, gang (3-4), or band (5-8)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +6

Earth ogres look and behave much like normal ogres do except that they are stronger then ogres and their hair & skin is always dark brown to slate black in color. Their eyes are uniformly black in color with no discernable irises or pupils.

Earth ogres speak Terran, and those specimens who boast Intelligence scores of at least 10 also speak Undercommon.

Combat
Earth ogres are incredibly strong but lack maneuverability as the magic of the Elemental Plane of Earth flows ponderously through their thick blood. Earth ogres attack with powerful stone war-mallets, which are as hard as any metal weapon. (Treat these mallets as large stone warhammers with hardness as per a metal weapon.)

Earth ogres will use their soften earth and stone spell-like ability to trap opponents and then either move in to strike with their war mallets or throw magic stones.

Spell-like Abilities: 1/day - magic stone, soften earth and stone. These abilities are as the spells cast by a 4th-level cleric.

Kuo-toas (MM)
Kuo-toas are known through many of the lands of the Southern Heartlands, as well as those of the Far South. However, they are not known for being friendly. Kuo-toas are almost never encountered inland, on Harqual, instead being known for raiding coastal communities for food and treasure. For years this was the largest threat off the shore of Avion and the city-states of the Storm Peninsula. Now with the tabaxi on the rise, kuo-toas are less of a threat. (The tabaxi don't like them, except to eat.)

As a result, open water-dwelling kuo-toas, in that region, have begun to move farther south. However, those that live underground have stayed true to their lairs and refuse to give up the fight for a region they consider rightly theirs. These underground-dwelling kuo-toas are finding themselves forced to align with other Underearth races, especially deep minotaurs. They often raid aboveground communities, along riverbanks, for slaves to sell to deep minotaurs. The rural communities of tabaxi, living along the River of Tu, have been hardest hit by these raids.

However, the kuo-toas are quickly finding that tabaxi don't make good slaves, as they are too proud and violent. Thus, the various communities struggling for survival along the River of Storms have become the kuo-toas newest targets. Even the city of Tallawan, located at the mouth of said river, has had problems with kuo-toan raiders. (The kuo-toas often attack en masse through the sewer system, dragging citizens back with them into the Underearth. This, plus the continued threat of the tabaxi makes life in Tallawan difficult, to say the least.

Kuo-toan raiders from the open sea are still a major factor along the coast of Guardian Bay, and kuo-toas are considered a major threat to the stablity of the region. Izmer, in fact, has a standing bounty of 30gp per head. While that might seem like a lot, kuo-toas are a major problem for Izmer. Not only do they raid from the sea, but dozens of kuo-toan bands and/or tribes are known to attack river communities along the length of the Fire River as far inland as Pretensa. They are a constant threat from the depths of the two major lakes in the region. (So much so that the communites around those lakes are made up of NPCs much higher in level than you'd normally find.)

In the Far South, kuo-toas are less of a problem from the sea, as the water seems to be too warm for them. Instead they are found only underground. The kuo-toas of the Far South have some dealings with the despotic communities of Siafox and Tulsax on the Varan Peninsula, as well as the many warlords who ride through the region. Kuo-toas have been spotted in the trading bazaars of such cities as Arhein, Cutte, Fialli, Fyrdin, Osebye, Quave, Rhid, Thenin, Tidad, and Varanhold. Note that not all of these communities welcome kuo-toas, forcing the fish men to conduct their dark trade in secret. The cities of Thenin and Arhein are a place where kuo-toas have, recently, been driven underground, as the Republic of the Thorn re-embraces the worship of Jalivier.

Kuo-toas are not available as PCs.

Morlocks (BnB)
Morlocks are a race of degenerate humanoids with both gnomish and troglodyte ancestry. Morlocks are quickly becoming the scourge of Kulan's Underearth, vying for dominance with such races as bugbears, deep minotuars, duergar, earth ogres, and the yuan-ti. Morlocks were magically bred too become slaves, from gnome captives, by troglodytes. The morlocks soon outstripped the troglodytes in quickness, vitality, and sneakiness. They enslaved their former masters and began conquering huge regions of the Underearth.

Morlocks look like tall gnomes with reptilian features. They have lizard-like features including a crowning frill, which ends just before the neck. This frill divides their greasy, stringy hair to the sides of their head. A morlock's eyes are usually black or yellow and look reptilian in appearance. A typical morlock stand roughly 4½ feet in height and weighs about 135 pounds.

Morlocks rarely work with other races but have found allies amongst small enclaves of pallemons or tribes of yuan-ti. They hate the duergar, but simply despise all the other races of dwarves they've encountered. They find gnomes useful as slaves or as breeding stock. Morlocks cannot breed with troglodytes or other morlocks but can breed with gnomes. It was morlocks that lead to the extinction of gnomes in the northern regions of Harqual. Now, gnomes, as described in the PHB, only exist as slaves to the Morlocks. Most of these gnome slaves wouldn't know what to do if freed.

The morlocks have become aware of the arrival of the Bitran on Harqual but have, as of yet, failed to capture any Bitran gnomes. The Bitran are aware of this threat and have begun too fortify all known passages around Bitran City, in preparation for any morlock assault.

Morlocks favor the rogue class. The morlocks living in the Underearth below Harqual often worship Angrboda, the Mother of Monsters. Morlock clerics of Angrboda can choose two of the following domains: Bestial, Creation, Destruction, Evil, and Ooze.

See the Green Ronin sourcebook Bastards & Bloodlines: A Guidebook to Half-breeds for more details about morlocks including racial statistics.

The Yuan-Ti (MM)
Yuan-ti aren't, by their nature, underground dwellers, instead preferring warm forests. However, the few warm forests on Harqual are dominated by other species, forcing the yuan-ti to either move off the continent proper or underground. Most choose to move underground, which enables them to constantly war against those that displaced them from their rightful homelands.

Heverkent Forest, which surrounds the Hinderfall Mountains, is the best example of this. The Mortals War drove the gnomes south, away from the expanding evil of the Empire of Swords, until they reached the Far South. Here they sought to find protection and peace in the depths of Heverkent. What they found was more conflict.

The good denizens of the forest were fighting a losing battle against the yuan-ti. Tired of running the gnomes allied with the halflings, rakasta, and fey of the south against the yuan-ti. The result was the snake men being overwhelmed by an influx of new enemies. They had little choice left, flee or die.

They chose to disappear into the earth to live to fight another day.

Heverkent quickly became known as a bastion for good-hearted creatures and nature lovers. Ancient yuan-ti idols, that stood from the time of ancient Valossa, were torn down. The evil of the yuan-ti waned until the time of the First and Second Ogre Wars. The yuan-ti had refused to be silent anymore, allying themselves with evil Underearth creatures.

They came up out of the earth in the hundreds of thousands. They had one purpose, destroy the gnomes and their allies. However, the gnomes had prepared strong defenses with the help of Heverkent's sylvan population, incluidng the treants. Still, the onslaught was too much for the small folk and the yuan-ti soon had the advantage.

Heverkent was at risk of being lost to the snake men once again.

Yet, the gnomes had an ally the yuan-ti couldn't have expected to face. The goddess Immotion, Patron of Magic, favored the gnomes of Heverkent. She increased their knowledge of magic, giving them innate abilities, as well as a closer understanding of the natural world. This gift of 'the touch of magic' tipped the scales of war in the favor of the gnomes and their allies.

The yuan-ti had no choice but to retreat into the earth once more. Here, these snake men have remained, brooding in the darkness. They often align themselves with morlocks, who hate surface gnomes as much as the yuan-ti do, as well as bugbears and, sometimes, evilly-aligned kobolds.

Note that the Far South has two other major forests where the yuan-ti once held sway - the Merewood and the Lilliputian Jungle. The former was once home to a more powerful race of yuan-ti, related to the anicents of Valossa. The Merewood still holds the many ruins of this once grand civilization's cities and monuments. The Lilliputian Jungle is home to a great nation of lighfoot halflings, who live much like elves do in the north. They have little tolerance for the yuan-ti, who share their jungle home. However, the halflings outnumber the yuan-ti here, 3 to 1.

Other places the yuan-ti are known to live, both above and below ground, are the island of Ochel (largest of the Fachion Islands), the Mallowood, the Elra Forest (which surrounds Lake Varan), the Nesin Islands, and the southern tip of the island known as Thyer.

Only yuan-ti purebloods are available as PCs. Most of these pureblood PCs are outcasts of their race, often hiding from their former masters. Yuan-ti purebloods have all the racial traits as per that listed on pages 263 & 264 of D&D Monster Manual v.3.5, except as follows: Special Qualities: no Alternate Form ability, spell resistance equal to class levels + 7. Automatic Languages: Yuan-Ti, Undercommon. Bonus Languages: Abyssal, Common, Draconic, Gnome, Halfling, and Valossan.
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ONAWAY
Small City
Other Names: The City of Tangles.
Political/Religious Affiliations: Onan Terrirtories (captial city); Church of Ptah (minor); Temple of Dionysus (major); Temple of Hela (major).
Power Center: Nonstandard (senate of elders).
Alignments: Lawful Neutral, Neutral, Chaotic Neutral.
_________________________________________________
Population: 8,200
Demographics: Isolated (95% human, 2% halfling [hairfoot], 1% dwarf [sundered], 1% half-orc, 1% other races).
City Type: City-state.
Fortified?: Yes; stone (thin), wood (thick), and the tangles. Onaway's outer walls are a patchwork of ancient, crumbling stone walls. The interior of Onaway is divided from the outer wall by old, overgrown ruins called the tangles and a strong wooden interior wall.
Epic?: No.
_________________________________________________
GP Limit: 10,000 gp
Assets: 4,100,000 gp
Main Import: Craftsmen, especially stonemasons.
Main Export: Tangleberry wine.
_________________________________________________
Authority Figures: Dalam Shallot, a Onan senator (male half-orc); Than LaMarche, Lord of the Senate and Commander in Chief of the Onan Territories (human male).
Important Characters: Beasley, a local merchant and gentleman thief (male human); Clade, local warrior and son of Lucius (male human); Claris, local wizard and ex-member of the Onan Guardsmen (female human); Connor Kassadine, an Onan nobleman and an arcanist (male human); Lucius, owner of the The Burning Fowl Tavern (male human); Rilius, owner of the The Creeping Vine Inn (male human); Sylvania, local priestess of Hela (female human); Telis the Clockmaker, owner of The Clockwork Haven (male human); Ten Balm Hillim, local hedge healer and rogue (male halfling [hairfoot]); Verga Solemnstone, an Onan noblewoman (female dwarf [sundered]); Vestin, member of the Onan Guardsmen (male human).
Organizations: The Cultivators (guild), Onan Guardsmen (city guard), Tanglewalkers (guild), and the Trappers (guild).
Adventurers Welcome?: Varies; Onans have always been a bit suspicious of outsiders, but they usually welcome anyone that can help the city; however, despite recent changes, the city's citizenry is still very suspicious of arcanists.
_________________________________________________
Notes: The City of Onaway is one of the most unique city-states in the Lands of Harqual. Onaway has been in constant state of disrepair since it was claimed (and renamed) by the Onan clan lead by Than LaMarche decades ago. The city-state has never been completely rebuilt and their are many gaps in its walls; however, the city is one of the most well defended communities of the Sword Gulf. For just within the city-state's patchwork walls is the city's most interesting means of defense, the maze of greenery known as the tangles.

The tangles are what is left of the ruins of a previous city. These ruins date back to the end of the Second Ogre War and they are used by the city-state as a maze that is difficult for outsiders to navigate on their own. The tangles are constantly patroled by a group of rangers and druids known as the Tangle Walkers. The tangles are like a dangerous garden overrun with plants and animals (almost no vermin, however). There is only one direct path through the tangles to the interior of the city-state from the outer walls and it is heavily guarded.

Many in the city-state wish to completely reclaim Onaway's exterior region but there is a great deal of support for keeping the city-state the way it is. Most of this support comes from the families that have been a part of the Tangle Walkers from the very beginning. The senate knows they would have a tough time protecting the city without these families so they keep the status quo as much as they can.
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Old 1st July 2004, 05:32 AM   #67 (permalink)
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The Races of Harqual - Compiled

Hmm, I was going to upload a compiled Word document file of my Races of Harqual entires, but the file is too big. Oh well, just go on over to my yahoo group if you want the file.

http://games.groups.yahoo.com/group/worldofkulan/

Cheers!

KF72
-----------
Up next... the human cultures of Harqual and the migration paths they took to get where they are.
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Old 4th July 2004, 08:58 PM   #68 (permalink)
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More NPCs

Gwen Onbwye, Exiled Owner of ‘Fantasies in Wax’ in Fruen, Owns and Operates ‘Lights and Delights’ in Tian
Stats: hf / 6th level cleric (Bast), 6th level rogue / chaotic good
Homeland: Unknown
Source: City Book I [Gillian Olfin]
Personality: Sultry, independent, and mysterious.
Description: Gwen is (or was) the owner of one of Fruen's most well known, some would say delightful, specialty shops – Fantasies in Wax.

She specializes in delicately crafted, one-of-a-kind candles that are greatly prized by residents of Fruen and merchants as far away as Selquin in the Far South. These candles can be molded into any shape or size the buyer specifies and are always sculpted and decorated by Gwen herself.

Gwen is gorgeous woman with dark-blond hair and haunting green eyes. She loves to swim nude in the moonlight, doesn't drink anything stronger than sarsaparilla, and always goes barefoot. Her pet Siamese cat, called Shinjaru, goes with her everywhere she does.

Many have speculated over the years that she is a witch and when Varath Dragonguard ascended the throne he had her shop seized and the woman dragged off to be tortured on the same day of his coronation. Only by the intervention of Carl Tigerstorm, a long time friend and lover of hers, did she manage to escape.

And while Gwen's shop still remains in the clutches of the Mad One, she has been granted sanctuary in the city of Tian in the Duchy of Minar and has started up a new candle shop she calls Lights and Delights.


Sara Demma
Stats: hf / 5th level cleric (Bast) / neutral good
Homeland: The Kingdom of Stonn
Source: City Book I [Cera D’Mur]
Personality: Iron-willed, quiet, and regal.
Description: Sara is a tiny woman with ice-blue eyes, black hair, and pale, fine features. She is slow to take offense, and has an iron will that belies her stature.

An illegitimate child of a noble family of Aarlan, Sara was given into the Sisters care by her father to avoid scandal. The Sisters then used her to blackmail her father, but Sara objected.

With Gwen’s help, Sara escaped from the Sisters of the Way. After Gwen set up her candle shop in Fruen, she invited Sara to come and work for her.

She and Gwen haven’t made any attempt to contact Sara’s father, and unbeknown to them, he is trying to find his lost daughter.
Sara escaped with Gwen to Tian when Varath seized Fantasies in Wax. She was quite shaken by the event and is never far from her mistresses’ side.
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Cade Metalwater, Sheriff of the Village of Leverkan
Stats: ½m (lightfoot) / 6th level expert, 6th level warrior / lawful good
Homeland: Village of Leverkan
Source: Original
Personality: Personable, jovial, and tough.
Description: Cade Metalwater has lived in the village of Leverkan his entire life. This has meant having to deal with the strange denizens of Southern Harqual.

He has negotiated trade agreements with the Torin dwarves and the rakasta, fought and made peace with the desert elves of the Great Expanse, and even had minor dealings with the gnomes of Heverkent Forest.

However, he has shied away from dealing with the mysterious humanoids known as the phanatons that live deep in the forest known as the Merewood. He also tends to isolate his community from the great cities of the south believing that if his village is to survive they must remain true to their history and traditions.
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Old 7th July 2004, 10:45 AM   #70 (permalink)
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DEEPWATER
Metropolis
Other Names: Prachtenstad, The Shining City
Political/Religious Affiliations: Church of Belinik (minor); Church of Dike (major); Church of Hades (major); Church of Hansa (minor); Church of Heward (minor); Church of Immotion (major); Church of Kord (major); Church of Kuil (major); Church of Loviatar (minor); Church of Oghma (major); Church of Ramara (major); Church of Rán (minor); Church of Xan Yae (minor); Deepwater Marines (city navy); Griffon Kavallerie (flying cavalry); Stadt Wächter (city guard); the Wachposten (city watch).
Power Center: Nonstandard (oligarchy).
Alignments: All
_________________________________________________
Population: 132,661
Demographics: Mixed (human 64%, dwarf [hill] 10%, elf [urbanite] 10%, halfling [hairfoot and lightfoot] 5%, half-elf 5%, kitt 3%, half-orc 2%, other races 1%).
City Type: Free.
Fortified?: Yes; stone (thick, magically reinforced).
Epic?: No.
_________________________________________________
GP Limit: 100,000 gp
Assets: 663,300,000 gp
Main Import: Exotic goods.
Main Export: Textiles (any).
_________________________________________________
Authority Figures: Piatran Perhkes, The Open Lord (male human); Kharkos Arren, Lord Mage of Deepwater (male human); Morn the Coinmonger (human male); other Lords of the Shining City.
Important Characters: Enialis Ilphukiir, crime lord (male elf [silver]); Helm Blackheart, Elemental Master of Bergunter Mass (male dwarf [sundered]); Lauhren Stormwinden, Lady Mage of Deepwater (female human).
Organizations: Agents of De-Oog (thieves' guild), Arren Academie (arcanists' school), Deepwater Marines (city navy), Gardesoldaten (city guard), Griffon Cavalerie (flying cavalry), Observateurs (city watch), Rode Sjerpen (secret society), Schaduwen (thieves' guild), the Verborgen (criminal consortium), Watchful Order of the Tovenaars (arcanists' guild).
Noble Houses: Buckmens, Ederick, Helder, Karralo, Myntion, Tagon, Windenrivier, and Zwaardal.
Adventurers Welcome?: Yes
_________________________________________________
Notes: This is my version of Waterdeep from the Forgotten Realms campaign setting.

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Old 10th July 2004, 10:56 AM   #71 (permalink)
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New NPCs!

Inghram Crawford, Viscount
Stats: hm / 7th level fighter / lawful good
Homeland: The Duchy of Minar
Source: Dungeon Magazine #65 (pg. 53-54)
Personality: Fond of sensuous pleasure, unbiased, and saddened.
Description: Inghram is a bon vivant who enjoys good company, especially that of adventurers and other men and women of action. However, he is also an evenhanded lord of the surrounding region, and not a man whose courtesy should be abused.

Inghram spent much of his youth training to be a knight before heading off along the road in search of adventure. When news of his father’s death reached him, he returned to Crawford Manor to settle down and take on the responsibility of being a landowner – collecting taxes, protecting the citizens from bandits and monsters, etc.

He also married the daughter of a fellow knight; however, she died during the birth of their second child, Brand. Inghram loved her deeply and mourns her loss, but he finds comfort by devoting himself to their two children.


Griswell, Advisor to Viscount Crawford
Stats: hm / 6th level wizard / neutral good
Homeland: The Kingdom of Stonn
Source: Dungeon Magazine #65 (pg. 54)
Personality: See below.
Description: Griswell is a fierce-looking man, with deep black hair (graying on the sides) and a Van Dyke beard. His features are sharper still. He dresses in gray robes.

Griswell is Inghram Crawford’s distant cousin, and in their youth they adventured together. While good-natured, Griswell is a suspicious person and does not trust easily; however, he is honest, honorable, and fearful of little.

It is for all of these qualities that Inghram appointed him as his counselor.
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Old 14th September 2004, 03:19 AM   #72 (permalink)
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INSERTED POST: Return to Mor's End

MOR'S END
Large City
Other Names: Anoria City, The Fallen City (nickname), City of Crafts (nickname)
Political/Religious Affiliations: The City-state of Flamerule (Anoria is a vassal state of Flamerule); The Fallen Domain of Anoria (capitial city); Cabal of Bel (patron); Church of Apollo (minor [outlawed], in hiding); Church of Bast (outlawed, in hiding); Church of Druaga (minor); Church of Loviatar (major), Church of Math Mathonwy (major); Church of Nether (minor); Cult of Asmodeus (major); Cult of Dispater (minor); Cult of Levistus (minor).
Power Centers: Magical (Infernal sorcerers), monstrous (devils), nonstandard (various guilds have considerable power).
Alignment: Lawful evil
_____________________________________________
Population: 13,525.
Demographics: Integrated [50% human, 15% dwarf (hill), 10% humanoid, 8% halfling (hairfoot), 6% monstrous, 4% half-orc, 3% kitt, 3% elf (urbanite), and 1% half-elf].
City Type (pop. 5,001+ only): Formerly a free city; now subjugated by the Infernals of Flamerule.
Fortified?: Yes; stone (thick, magically reinforced).
Epic?: No.
_____________________________________________
GP Limit: 20,000 gp
Assets: 13,525,000 gp
Main Import: Slaves.
Main Export: Iron.
_____________________________________________
Authority Figures: Tarsus Oliverio [male human (runs the day-to-day operations of the city for his Infernal master)].
Important Characters: Aryira Oliverio [leader of the Last Laugh].
Organizations: Brotherhood of the Infernal Pact (new), Glazers Guild (oppressed), Glittering Brotherhood (oppressed), Guild of Guards (disbanded), Last Laugh Thieves' Guild, Merchants Council (disbanded), Silkers Circle (watched closely), and Wizards Cabal (exiled).
Noble House: Colquhoun, Culder (dwarven, revoked), Drekan (elven, revoked), Gunn, Haljan (revoked), Imar (dwarven, revoked), Innes, Kelvin (founding, exiled), Kerr, Linbak (halfling, revoked), Mac Iomhair (founding, exiled), Macgillivray, Murdoch (founding, exiled), Nitstar (elven, revoked), Ogilvie, Palmora (revoked), Phal (dwarven, revoked), Rankine (founding, exiled), Rochus, Skene, Silar (halfling, revoked), and Stangus (destroyed).
Adventurers Welcome?: No.
_____________________________________________
Notes: Mor's End, the EN World City Project, was created by various members of the online D&D/d20 community known as EN World. My version of Mor's End has changed significantly from what was created during that process. The city, and all of Anoria, has been subjugated by the Infernals of the City-state of Flamerule. All of the city's demihuman nobles have been stripped of their titles and forced into bondage. In fact, most of the noble houses of Anoria have either been forced out of the city or forced to bow down to the city's new Infernal masters. All of the founding houses have left the domain entirely.

Most of Mor's End's guilds have gone through a similar fall-from-grace. Only the Silkers Circle still has any power, and even they are watched by the Infernals. Members of the guild with ties to the old noble houses were forced to severe those ties or be taken away in chains. The Glazers Guild and the Glittering Brotherhood still exist in the city, but it is almost impossible for the members of those two organizations to make a living. The Guild of Guards and the Merchants Council were forced to disband, and the Wizards Cabal has been exile. The Last Laugh Thieves' Guild, once hunted in the city, have now rose to prominence.
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Old 14th September 2004, 06:38 AM   #73 (permalink)
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Cool! Glad to see someone is still doing something with Mor's End. And I'm particularly happy to see Thora & her gang on your list. There's just not enough good witches out there. good bad witches, that is!

Do let me know if you ever get to use her. I'd love to hear how she does in a playtest...
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Old 14th September 2004, 08:46 AM   #74 (permalink)
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Quote:
Originally Posted by Conaill
Cool! Glad to see someone is still doing something with Mor's End.
Yep, now all I need to do is find the time to finish the CC2 map.

Quote:
And I'm particularly happy to see Thora & her gang on your list. There's judt not enough good witches out there. good bad witches, that is!

Do let me know if you ever get to use her. I'd love to hear how she does in a playtest...
Hmm, I might fiddle with the character a little. I have one or two witch classes and/or prestige classes available to me.

As for a playtest, unsure since I don't have a game going right now.

KF72

Note: The original Mor's End material was reposted; see post #169. I have now filled in the old post with an overview of the city.
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Old 16th September 2004, 04:04 AM   #75 (permalink)
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Hmm, must've missed Mor's End. Details?

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Old 16th September 2004, 06:25 AM   #76 (permalink)
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Quote:
Originally Posted by the Jester
Hmm, must've missed Mor's End. Details?

Mor's End was the EN World City Project that went on in the Rogues Gallery forum for many months. It sort of died after the initial push to create the city including government, guilds, locales, military, NPCs, etc.

KF72
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Old 16th September 2004, 11:52 AM   #77 (permalink)
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I just saw this thread and was like, wow, this person is putting a lot of work into this world. I wish I had enough time to spend working on my campaign/setting. Anyway, just wanted to say this thread was cool and I've already been given ideas (more general ideas really, but I gotta start somewhere). Anyway, I'm a big map person, and atm, I've only just skimmed this thread since there is so much info, but I was wondering if you were planning on working on any maps for this world.
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Old 16th September 2004, 04:30 PM   #78 (permalink)
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Quote:
Originally Posted by Dog_Moon2003
Anyway, I'm a big map person, and atm, I've only just skimmed this thread since there is so much info, but I was wondering if you were planning on working on any maps for this world.
Knightfall has a bunch of bitchin' maps in the Art Gallery forum.

Yeah, he pours more time and effort into his World of Kulan than most of us- wish I had the time for all the background development he's doing! I've said it before, but it bears repeating- fine work KF!
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Old 17th September 2004, 04:36 AM   #79 (permalink)
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Quote:
Originally Posted by Dog_Moon2003
I just saw this thread and was like, wow, this person is putting a lot of work into this world. I wish I had enough time to spend working on my campaign/setting. Anyway, just wanted to say this thread was cool and I've already been given ideas (more general ideas really, but I gotta start somewhere).
Quote:
Originally Posted by the Jester
Yeah, he pours more time and effort into his World of Kulan than most of us- wish I had the time for all the background development he's doing! I've said it before, but it bears repeating- fine work KF!
Well, not having a real job means that I've got lots of time to work on my world. Of course, more and more of that 'flood of time' is being dedicated to improving my health and doing writing projects for Silverthorne Games. Eventually I'll get back to working, then my time will be more limited.

And if you like the detail posted here, make sure you visit my Yahoo Group: http://games.groups.yahoo.com/group/worldofkulan/

Of course, the reality, of World of Kulan, is that I've been building this world for many years, incluidng the old, original hand drawn maps of Harqual, Janardun, the Fallenlands, and Triadora. (Never got around to drawing Kanpur.)

The world has grown with each passing year and I'm only, just now, fleshing out the different kingdoms, baronies, duchies, and city-states on Harqual. My inspirations came from Greyhawk, Mystara, Forgotten Realms, Dragonlance, a little Dark Sun, DRAGON/DUNGEON Magazine, Green Ronin's Freeport, and right here on EN World (i.e. Jester's Cydra, Piratecat's Spira, Sepulchrave's Wyre.)

Let me know if you have any questions. I'm always happy to clarify things, as it often send me into desing tangents.

Quote:
Originally Posted by Dog_Moon2003
Anyway, I'm a big map person, and atm, I've only just skimmed this thread since there is so much info, but I was wondering if you were planning on working on any maps for this world.
Quote:
Originally Posted by the Jester
Knightfall has a bunch of bitchin' maps in the Art Gallery forum.
Yes, I'm a big fan of maps as well. And, as Jester points out, I have a whole thread dedicated to my CC2 maps for World of Kulan. Here's the link: World of Kulan Maps (Updated: Mar 21/09)

And thanks, you two, for the praise.

Cheers!

Robert Blezard,
a.k.a. Knightfall1972
Edmonton, Alberta
Canada
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Old 22nd September 2004, 12:39 PM   #80 (permalink)
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Quote:
Originally posted by the Jester
Knightfall has a bunch of bitchin' maps in the Art Gallery forum.
Yeah, I checked those out a couple of days ago, though I'm not sure why I've waited to post this. Anyway, those maps are impressive. The amount of detail and the number of them is staggering. I don't necessarily like the program that was used to make them (though I haven't seen any map creators which meet my high expectations since I like making them by hand and squeezing in so many details-this is me, not you, so please don't take offense ).

Do you have any organizations of your world detailed? The post which talked about making them is three months old...
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