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.
Carl Tigerstorm, Founder and Guildmaster of the Tiger Guild Stats: hm / 10th level fighter, 10th level rogue / neutral good Homeland: The Kingdom of Thallin Source: Original Personality: Charismatic, brilliant, and meticulous. Description: One of the most powerful men in the Eastern Shores, Carl is a well-known soldier in the Kingdom of Thallin and beyond. A veteran of the Second Ogre War, Carl is considered a hero by the masses of Thallin.
He is fond of the people of Thallin and in the past had often been seen wandering through the streets of Fruen helping the less fortunate. He isn't the sort to give out alms and instead tried to clean up the streets by offering wayward youngsters a chance to join the Tiger Guild to learn whatever profession they chose. Those with obvious magical talent he sent to the College of Wizardry, where his good friend Heward Tallinson would have them tested for entry into that guild.
Carl was a long time friend and loyal servant to last King of Thallin, Travathian Dragonguard. Carl is not pleased that Travathian’s son has become King as he has witnessed firsthand the young man’s vicious nature.
His grandson and Carl's long time friend, the ogre known as Kellin One-Eye, thwarted a recent attempt on Carl's life by a former guild member, Jacob Diamondeye. Carl is positive that King Varath hired the assassin to kill him. The recent proclamation that Nether will be the new state god of the Kingdom of Thallin hasn't given him reason to think otherwise.
Carl had no choice but to relocate his life and guild operations to the City of Tian in the Duchy of Minar after King Varath had his soldiers raid the Tiger Guild in Fruen.
__________________ Robert Blezard I write; therefore, I am!
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CAULDRON CITY Small City Other Names: City of the Silver Hand Political/Religious Affiliations: The Dominion of Cauldron (capitial city); Church of Jalivier (patron deity); Church of Baervan (minor); Church of Bast (major); Church of Boccob (major); Church of Brenna (minor); Church of Calphas (minor); Church of Clangeddin (major); Church of Hades (major); Church of Hansa (cult); Church of Kord (major); Church of Mussin (cult, in hiding); Church of Sanh (minor); Church of Yondalla (major); Cult of Bharrai; Cult of Kharash; Cult of Sealtiel. Power Center: Conventional (lord mayor). Alignment: Lawful good
_____________________________________________ Population: 7,500 Demographics: Mixed (80% human, 8% halfling (hairfoot), 7% dwarf (hill), 3% elf (urbanite), 2% other races). Fortified?: Yes; the city is built inside the inner bowl of an unnamed, dormant volcano. The city is surrounded by wall of black malachite. This wall has been damaged, and isn't as strong as it use to be. Epic?: No.
_____________________________________________ GP Limit: 15,000 gp Assets: 5,625,000 gp Main Import: Armor and barding. Main Export: Textiles.
_____________________________________________ Authority Figures: Hezekiah Grofus [male human (The Archmagus, lord mayor, member of the Order of the Silver Hand)]; Shötte [male frost giant (captain of the guard, member of the Order of the Silver Hand)]. Important Characters: Amaryllis Greenbottle [female halfling (lightfoot) (member of the Order of the Silver Hand and leader of the Halfling Syndicate in Cauldron]; Argo Flameheart [male human (The Trúa, The Bloodsun, leader of the Order of the Silver Hand)]; Deven Myrzal, [male human (city guardsman)]; Fulgar Crystalmantle [male dwarf (high) (city bailiff, merchant noble)]; Jacob Taskerhill [male human (city magistrate, merchant noble)]; Jefferie “Redshirt” Knobel [male aasimar (minister of the Sun Sanctuary, member of the Disciples of the Bloodsun)]; Karr'Toomba [male human (Seggr, warden of Cauldron, member of the Order of the Silver Hand)]; Zachary Aslaxin II [male human (high priest of of the Temple of Lordly Might)]. Other Characters: Abernath Vaine [male human (rogue and wizard, member of the Order of the Silver Hand)]; Beren and Seren [male and female humans (brother and sister, personal guards (paladins) of Argo Flameheart, members of the Disciples of the Bloodsun)]; Jasper Drundlesput [male rockwood gnome (mathematician and professor)]; Jendy Aslaxin [female human (Mistress of the Temple of the Cat)]; Jeneer Everdawn [male hairfoot halfling (local gemcutter)]; Keygan Ghelve [male kitt (owner of Ghelve's Locks)]; Ophellha Knowlern [female elf (merchant noble)]; Sinclair [male half-elf (member of the Disciples of the Bloodsun)]; Skie Aldersun [female halfling (hairfoot) (proprietor of Skie's Treasury)]. Organizations: Disciples of the Bloodsun (new), Halfling Syndicate, Last Laugh Thieves' Guild (two factions, restricted), Order of the Silver Hand, Striders of the Dawn, The Chisel (guild), The Heartless (in hiding), and Warders of Law (new). Merchant / Noble Houses: Aslaxin, Crystalmantle (dwarven), Drekan (elven, new), Greenbottle (halfling), Grofus, Haljan (new), Knowlern (elven), Lathenmire, Linbak (halfling, new), Nebern (restricted), Silar (halfling, new), and Taskerhill. Adventurers Welcome?: Yes, as long as their good-aligned.
_____________________________________________ Notes: This is the city of the Shackled City Adventure Path from the pages of DUNGEON Magazine (modified for Harqual, of course).
__________________ Robert Blezard I write; therefore, I am!
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Knightfall1972, I'd like to apologize for the delay in getting back to you. Its been a hectic month. First off, I was unable to send you the files I intended to because my Yahoo email account is acting wacky of late. Secondly, if you are at all interested I'd like to help you get this stuff published to pdf. I have the power to do so. Please drop me an email if you are interested.
Knightfall1972, I'd like to apologize for the delay in getting back to you. Its been a hectic month. First off, I was unable to send you the files I intended to because my Yahoo email account is acting wacky of late. Secondly, if you are at all interested I'd like to help you get this stuff published to pdf. I have the power to do so. Please drop me an email if you are interested.
No worries, Reveille. And when you say published to PDF, do you mean d20 published or just converted to PDF files. If the former then that isn't going to be possible, as World of Kulan is too much a D&D World with influences from non-OGC material. It's been that way for so long, I wouldn't feel comfortable making it more generic to fit the OGL.
Now, if you mean just simple PDFs for my own use then sure I'd like to take you up on that. However, a lot of my material keeps getting tweaked, as I find old mistakes in text. I'll send you another e-mail latter on in the week.
Now on to the good stuff...
Ok, I've decided not to go with the minor race ice elves from D&D Unearthed Arcana for the Lands of Harqual. Instead, I'm replacing them with the following race:
The Rmoahali
Another hidden race of elves is the rmoahali, also known as Nashee elves. This race of dark-skinned elves stands taller than other elves, and they even tower over the human barbarians of the Northlands. In ages past, the rmoahali was one of the few native races of elves to Harqual, but only rarely did they venture out of their cold, hidden homes in the Nashee Forest. Rmoahali are as old as the world itself, having lived on Harqual since before the time of the Second Ice Age (before Cronn walked out of the mists of the Far North and into the Northlands). Many sages and historians consider them to be the oldest living race of elves on the planet, even older than the gray elves.
During the first few eras of Harqual, the barbarians of the Northlands always showed respect to the mahogany-skinned elves and some of the more primitive tribes, including a few Neanderthal clans, worshipped the Rmoahali. They were long considered to be divine servants of the North Gods, by these tribes. In modern times, not even Neanderthals would make such a mistake, as the rmoahali went to great lengths to quell such notions. Now, they are an isolated, slightly xenophobic race who only allow other races of elves and the barbarians of the Northlands to have any contact with their hidden cities in the Nashee Forest. (It is rumored that the Nashee Forest is also home to other ancient races from the time before the Second Ice Age, as well as a large clan of half-fey gray elves).
The rmoahali were an unknown race in the lands south of the Northlands, for nearly a millennia, and only now are they becoming known throughout the Northern and Southern Heartlands. A rmoahali in the lands of Far South would be unique, to say the least.
Rmoahali stand up to 12 feet in height and weigh roughly 240 to 300 pounds. They always have fair-colored hair often light blonde or snow white, but they do not have body hair. Their eye color ranges from pale blue or green to silver or golden. (Spelljammer crews from other crystal spheres often mistake them for drow.) They have amazing memories they have trouble understanding the concepts of reasoning, as they are a throwback to simpler times. Rmoahali have innate psionic powers that they manifest by tapping into the surrounding vegetation. They are one of the only races in the Lands of Harqual who can become psions. (Most other races are limited to taking the wilder class.)
Rmoahali have all the racial traits of elves, as per the D&D PHB v.3.5, modified by what is given on page 36 of Frost & Fur: The Explorer’s Guide to the Frozen Lands. However, a few changes/clarifications must been made to the elf racial traits, in addition to what is listed in that book, for World of Kulan. Thus, the compiled racial stats are listed below for completeness:
-- +2 to Wisdom, -2 to Intelligence.
-- Large-sized: As Large creatures, rmoahali 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.
-- Speed: Rmoahali base speed is 40 feet.
-- Immunity to magic sleep effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
-- Low-light Vision.
-- Rmoahali gain a +2 racial bonus on Listen, Search, and Spot checks.
-- Racial Hit Dice: A rmoahali begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
-- Racial Skills: A rmoahali's humanoid levels give it skill points equal to 2 x (2 + Int Modifier, minimum 1), times four for 1st hit die. Its class skills are Hide, Listen, Search, and Spot.
-- Racial Feats: A rmoahali's humanoid levels give it one feat.
-- Psionics: Rmoahali with a Charisma Score of 10 or higher may manifest the following powers each once per day: far hand, psionic charm, and telepathic projection. Treat the rmoahali as a 1st-level telepath for all effects dependent on level. DCs are Charisma-based. (This replaces the Spell-like Abilities listed in Frost and Fur.)
-- Automatic Languages: Barbarian and Elven. Bonus Languages: Draconic, Gnoll, Goblin, Orc, Sylvan, and any one regional barbarian tribe language (i.e. Waracou).
-- Favored Class: Players may choose either the psion or sorcerer class as their rmoahali's favored class. Once the player has made this choice the decision cannot be changed.
-- Level Adjustment: +1
__________________ Robert Blezard I write; therefore, I am!
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Lokun God of Mischief, Patron of Thieves, The Fiery North, The Sky Traveler
Greater Deity Symbol: Flame and ice Home Plane: Material Plane Godly Realm: Hougard (Winter’s Hall) Alignment: Chaotic neutral Portfolio: Mischief, fire & ice, thieves, trickery, duality of chaos Worshipers: Barbarians, elementalists (fire), para-elementalists (ice), rogues & assassins, bards, bugbears, centaurs, dwarves (glacier), fire giants, frost & ice giants, dragons with the fire or cold subtype Cleric Alignments: CN, CG, CE Domains: Chaos, Cold, Fire, Secrecy, Trickery, Wrath Favored Weapon: Dagger
Lokun is the North God of Mischief, although he is rarely referred to by that title. He is more often referred to as The Sky Traveler or as The Fiery North, in Lands of Harqual. Lokun is an alternate aspect of an Old God, an Asgardian called Loki, who is venerated in the distant lands of Hjemland on the continent of Kanpur. (Only his most devoted followers know of this alternate aspect.)
Since the end of the Divinity War, Lokun’s Norse wife, Sigyn, as well as his sons, Narvi and Vali have become known in the Northlands. (Sigyn isn’t a member of the North Gods, instead being considered Interloper Gods, while Lokun’s sons are considered the adopted divine children of the North Gods.) Lokun’s Godly Realm is located on the island known as Hougard in the icy waters of the North Sea. While the entire island is considered part of his Godly Realm, it is the structure known as Winter’s Hall, in the center of the island, that is his true Godly Realm.
Thus, mortals could find their way to the island’s edge, even if Lokun didn’t wish them to. However, they wouldn’t be able to locate Winter’s Hall, or even set foot upon Hougard, without the divine permission of The Sky Traveler.
Lokun manifests to his worshippers a lot, in many different ways. These manifestations are usually not readily apparent as being a sign from The Fiery North, as Lokun is known for playing tricks on his own followers. He only sends his Avatar in dire emergencies and his Avatar hasn’t been seen anywhere south of the Greystone Mountains in nearly 800 years.
Lokun’s Avatar is never apparent as such. Lokun always cloaks himself in secrecy and a veil of disguise. The few times his Avatar hasn’t appeared under a veil of secrecy, it takes the form of a Medium-sized human with hawk-like features and slick, black hair. His skin is the color of muted fire burning in the shadows. His dark purple garments are finely crafted and are often trimmed in a fiery pattern along the cuffs and edges. Black wolf’s fur lines the Avatar’s garments, which always look untouched by the weather. Lokun’s Avatar always carries a +5 chaotic flaming dagger and also has been seen wielding a +5 chaotic flaming burst longsword.
Note: The schism between the North God Lokun and the Asgardian Loki happened before Loki betrayed the Asgard by tricking Hod into killing Balder.
Dogma
The worshippers of Lokun are accepted throughout the Lands of Harqual. Lokun is a god suffering through duality. He is forced to endure the bound pain of Loki, but is free to roam the Multiverse as a member of the North Gods. Thus his followers are often unpredictable and bound to both the good and evil sides of chaos.
Lokun teaches a freedom of spirit, which manifests in his faithful as a need to be pranksters. Mischief is the right of all beings and it is the dual duty of the followers of Lokun to teach others to cause mayhem and yet not to cause so much mayhem that the world is undone. Stealing isn’t a crime unless you are caught, although it is discouraged against the faithful of the other North Gods.
Lokun is known as the Fiery North and, thus, his followers must live a fine line between the cold of ice and winter versus the heat of the torches’ flame and the burning of the dragon’s breath. Lokun’s followers in the Northlands teach their peers the importance of fire, while those in the Far South teach the masses that cold sustains life under the extreme heat of the sun.
All this is the dual nature of The Sky Traveler.
Clerics and Temples
Lokun’s chaotic nature means that his clergy are known for their inability to stay in one place or follow the rules while they’re there. They are seen as troublemakers by those not in the Church of Lokun, even by the followers of the other North Gods. However, they’re usually welcome in strict lawful society, just not by the rulers of said societies. They tend to shake things up, which endears them to the poor and jaded, as they are great bringers of change.
The Church of Lokun doesn’t have temples of its own, instead petitioning the churches of the other North Gods to allow them to use their temples while visiting the area. The followers of Hansa, Kuil, Narvi, Sanh, and Vali are the most likely to allow Lokun’s clergy to ‘use’ their temples. None of the lawfully-aligned churches of the North Gods allow Lokun’s clergy into their temples.
Lokun’s clergy is mainly made up of clerics, adepts, barbarian/clerics, cleric/fire elementalists, and cleric/rogues. The Church of Lokun is the only North God church to allow true assassins amongst its faithful, although they must be cleric/rogue/assassins and are not allowed to assassinate the clergy of other North Gods.
As mentioned above, Lokun doesn’t have any temples, but there are many hidden shrines dedicated to the North God of Mischief. These shrines are always secret places and can only be found through the use of thieving skills and guile. They are often trapped with mechanical traps or magical fire or cold traps. It is said that there is a dungeon complex located somewhere under the sand and rock of the Great Expanse that is one huge, trapped sanctum dedicated to Lokun.
__________________ Robert Blezard I write; therefore, I am!
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Lesser Deity Symbol: Plain silver crown Home Plane: Celestia Godly Realm: Bastion of Righteousness Alignment: Lawful good Portfolio: Government, law, nobility, right to rule Worshipers: Judges, lawful fighters, nobles, paladins, rulers, sentinels, enforcers Cleric Alignments: LG, NG, LN Domains: Authority, Good, Knowledge, Law, Nobility Favored Weapon: Light or heavy mace
Mayela is the North Goddess of Nobility and is known as The Lady Judge throughout the Lands of Harqual. She is the daughter of Cronn and Inanna and is the only one of the original Divine Children, from the Time of the Calling, to survive the Divinity War. (While Hansa and Hela are trapped deities, they are considered fallen by the North Gods.) This is a testament to her strength or will and martial prowess.
Mayela’s Avatar usually appears as a Medium-sized human woman, with long following red hair and piercing green eyes, wearing a judge’s robe trimmed in gold and silver. She carries a book of law in one hand and her +5 holy cold iron light mace in the other. (This weapon is considered to be similar to a holy avenger, granting Mayela’s Avatar and anyone within 30 ft of the Avatar, Spell Resistance of 25, in addition to any other SR they might already have from other sources.)
Mayela’s Avatar appears differently if on a battlefield. It appears as above but she is clad in perfectly formed plated armor in the style of the most dominant lawful good culture of the region. Regardless, the armor appears to be made of mithral and Mayela’s symbol is always etched into the breastplate. The Avatar doesn’t carry a book of law, instead wielding a +5 holy cold iron heavy mace with both hands.
Manifestations from Mayela are commonly the sound of a gavel hitting a wooden surface over and over again or trumpet fanfare (on a battlefield only).
Dogma
Mayela teaches the balance between law and good throughout society. Actions by those in power must always benefit the concepts of law without harming the good in people. Her followers must always strive to change laws and government within any lawful-based society, even if that society is dominated by evil. These restrictions are loosened only slightly when dealing with neutral or chaotic-based societies. Because many of the deities of the North Gods are neutral and/or chaotic, Mayela teaches her followers tolerance before action. Mayela teach that Evil is worse than Chaos and the faithful must always work towards putting down evil for evil’s sake. Evil in the name of the Tenets of the Balance is harder for Mayela’s followers too stomach and they often clash with the faithful of Aegir, Hades, Lokun, and Narvi over ideology.
Clerics and Temples
The clergy of Mayela is made up of clerics, paladins, sentinels, monks, and any other individual dedicated to the concepts of law and good, regardless of class. A few enforcers are known in the Church of Mayela but they are rare. However, chaotic or evil people aren’t tolerated in the Church of Mayela. (Chaotic people with good hearts are grudgingly accepted as being members of society, as long as they follow the rules of law and only challenge government within the framework of those laws.)
Mayela is a favorite deity amongst the nobility and is the patron deity of many judges and rulers of lawful societies. Her followers are dominantly human but she does have followers amongst many dwarven clans as well as the race known as the luminous. Her worship is rare in other humanoid societies. However, the Church of Mayela doesn’t discriminate against race, believing that any soul can be brought into the fold. Thus it’s been known to occur, that silver elves, half-elves, hairfoot halflings, rakasta, and even rockwood gnomes have joined the church, in the past. The church also doesn’t discriminate against males, although most of Mayela’s high priests are female.
As a strongly aligned lawful deity, Mayela has temples in every land where law permeates. They are welcome in good lands and looked upon with suspicion and hate in evil ones. Rarely will the Church of Mayela be persecuted, as it’s tolerance for working within the system, for changes to the system, is highly regarded. Truly lawless lands and societies will work towards discrediting the Church of Mayela, but the faithful of The Lady Judge take this in stride, believing in the power of law and good to sway any soul, no matter how fallen from the Axioms of Mayela.
The most prominent temple to Mayela is in the Kingdom of Navirosov, on the island known as Calla. The citizens of the kingdom consider the Temple of Good Justice, in the Capital City of Magdalene, a bastion of goodness and law. While worship of the North God Jalivier is considered the state religion of Navirosov, the Church of Mayela is one of the few North Gods churches to be allowed full status in the kingdom. Its members are some of the most influential in society – nobles, judges, barons, knights, etc.
Other major kingdoms and city-states with powerful temples to Mayela are as follows: the Principality of Ambra, the Kingdom of Stonn, the City-state of Reims, the Monarchy of Avion, the Principality of Shaule, the Kingdom of Izmer, the Independent Domain of Anoria, the Sword Protectorate, the Kingdom of the Greystones, the Mines of Morhan, the City-state of Amdrall, the Four Cities of Foxe, the Republic of the Thorn, and the Kingdom of Halaian.
Of these, the most notable is the Temple of the Lady Judge located in the city of Shaule. There, the Church of Mayela is the state religion and her followers govern all facets of law throughout the city and the few outlying communities aligned to the Principality. The ruler of the city, His Eminence, Prince Winston Hallet (½e / Ari8/Clr8 (Mayela) / LN), is also the leader of temple and Lord Judge of the city’s courts. His dedication to law is absolute, while his dedication to good could use some help. He is one of the few rulers in the Lands of Harqual who makes use of enforcers (LN holy warriors) as leaders of a Royal Guard and is a follower of Mayela.
__________________ 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
__________________ 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
Hi all, I haven't updated this thread in a while. Been going through an emotional downturn the last couple of months. I seem to be coming it out of it now, slowly.
Anyway, I've just updated my post (#101) detailing my custom domains. I've been "lisiting" a Forest domain for several of my deities but just realized that I fogot to "create" it.
Oh well, no time like the present.
KF72
__________________ Robert Blezard I write; therefore, I am!
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Just checked in on this thread- I haven't in a while- and as always, I'm frankly amazed at the amount of stuff you put together! Then again, I guess people say the same about me... heh.
Good to see those domains- hey, there's that Forest domain! I guess you decided the animal empathy wasn't too bad, eh?
Just checked in on this thread- I haven't in a while- and as always, I'm frankly amazed at the amount of stuff you put together! Then again, I guess people say the same about me... heh.
Yeah, I'm one of those people too. You have lots of great custom material. Especially the classes, feats, prestige classes, domains, and spells. It works out well though. I'm not much for feat or spell design so i "borrow" a lot of your stuff.
I, of course, lean more towards custom races, deities, locales, organizations, and domains, as well as maps. Can't forget my maps. And while I haven't posted a lot of new maps on that other thread, that doesn't mean I haven't been making new ones. I've discovered a whole new level of detail in my maps by going in even closer. (I did post a, still incomplete, revised version of my Mor's End city map. That one needed (will need) a lot of work.)
As for this thread, I'm getting close to the end of detailing the "original" deities for the Pantheon of the North. I'm working on Ramara right now and then comes Rel, Sanh, and Tok. After I'm done those I'm going to go back add do the "new" divine children, born after the end of the Divinity War: Brenna, Casiia, and Draven. Also, Lokun's Norse sons, Narvi and Vali, are now officially members of the North Gods as well. after I'm done all that I'm going on to the Sword Gods, which includes Mussin, Angrboda, Battus, Belinik, Druaga, Hiisi, Math Mathonwy, Nether, and Xuar. After that will come the Interloper Gods, the Deities of Twilight, the Tabaxi Deiites, and the Pantheon of Ahamudia.
Plus, as the mood strikes me (as well as need) I will continue to work on and post my Harqual organizations. I'm not sure when I'll re-begin work on the Races of Kanpur, as I don't have a huge need for that material right now. More likely I'll work on my Fallenlands.doc, which does for The Fallenlands what my Harqual.doc did for the Lands of Harqual.
Cheers!
KF72
__________________ Robert Blezard I write; therefore, I am!
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Oh well, such is life. almost all of it is backed up on my PC.
__________________ 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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Ramara Goddess of Love, Beauty and Joy, The Love Goddess, The Moons' Mistress
Intermediate Deity Symbol: Silver heart between two moons Home Plane: Arborea Godly Realm: Moonlit Grace Alignment: Neutral good Portfolio: Beauty, love, Novan and Lithe (Kulan's twin moons) Worshipers: Bards, elementalists (air, earth, fire, & water), elves, half-elves, lovers Cleric Alignments: NG, CG, LG Domains: Charm, Good, Joy, Love, Moon Favored Weapon: Light mace
Ramara is the North Goddess of Love, Beauty, and Joy. She is often referred to as The Love Goddess and The Moons’ Mistress. She is the wife of Rel and is one of the goddesses that lost all her divine children during the Divinity War. Now, she and her husband have a new child, Draven, who has also become a member of the Seelie Court.
Ramara’s avatar always appears as a Medium-sized comely, redheaded female of the same race as the mortal she is appearing to. If there are many mortals present then she will choose to appear as the most abundant race in the group of mortals. Her Avatar often appears in the nude or in silk, see-through garments. Sometimes the Avatar appears in more traditional garb, especially when Ramara wishes to bless adventurers. Regardless, the Avatar’s clothing looks to be the finest and most beauteous ever made. Thus, a barbarian of the Northlands would see her Avatar as a tall, strong, attractive, and covered in the finest furs – cut to enhance her figure.
Ramara’s Avatar rarely appears wearing armor or carrying a weapon. When the Avatar does the armor is either elven or mithral chainmail of the finest quality, and she carries a +5 defending disruption light mace. Ramara is more likely to manifest on Harqual then send an Avatar, however. These manifestations come in the form of beautiful music playing nearby or the sound of the pleasure of lovers.
Dogma
Ramara’s faith teaches that love comes before everything in life, even before beauty. Beauty is as important, but one should never reject the love of another just because they aren’t as “pretty” or “handsome”. Beauty is also about what is inside, not just about outward appearances. The Moons’ Mistress’s faith also favors those that see how the moon enhances beauty, love, and life in general. The elementals are important to the faithful of Mirella as well, being the source for power and so much beauty in the natural world.
Clerics and Temples
The clergy of Ramara are made up of not only clerics but of bards and elementalists. The Church of Ramara has few holy warriors and those amongst the faithful who are called to that path are always sentinels. Druids rarely worship Ramara, as she has little to do with nature beyond Kulan’s twin moons and the four elements. Powerful bards and elementalists are more likely to gain prestige in the Church of Ramara. Ramara only accepts good-aligned individuals into the clergy, but will accept neutral followers amongst the masses.
Ramara’s flock is made up mostly of humans, especially Northerners, but almost any race can gain the embrace of The Love Goddess. Elves and half-elves are common amongst her faithful, and many other demihuman races pay homage to her as well. Members of races that tend towards evil are almost never welcomed into the Church of Ramara. Gnolls, orcs, goblinoids, and the like just don’t fit into the Ramaran way of life. There are a few half-orcs amongst the faithful, however, and many of these half-breeds fight as holy warriors in Ramara’s name.
Ramara’s faith is widespread throughout the Lands of Harqual, as she is one of the most popular deities of the Pantheon of the North. Her faith has spread as far south as countless city-states of the Far South, and, it is rumored, beyond. Her strongest presence, in the northern lands, is in the Avion Region, in the west, and the Calla Island Region, in the East. The Monarchy of Avion boasts as many as four active temples, and the lands surrounding Avion have at least one temple dedicated to Ramara. The largest is the Temple of the Two Moons in the City-state of Gillian, which even outstrips the largest temple in Avion City, known as the Sanctuary of Love.
The main temples in the Calla Island Region are found, of course, on Calla Island. There are three such temples dedicated to Ramara. Two are located in the major cities of the Kingdom of Navirosov, which dominates that island. However, the third is an independent temple located in the Calla Island mountain range near another temple dedicated to Jalivier. The Temple of the Rising Moons is considered a sister temple to the Temple of Elevated Light, which marks the passing of the sun each day. The clerics of Ramara do the same for Kulan’s twin moons, Novan and Lithe.
Ramara’s strongest presence, in the southern lands, is in the Heverkent Region. High in the Hinderfall Mountains of the Far South is the best place to see the world’s moons and the mountain range is one of the most beautiful places located anywhere in the Lands of Harqual. Shrines to Ramara are common throughout the communities of the Hinderfall Mountain and the Heverkent Forest, but the region has its temples too. The largest is the Temple of the Beauteous Moons in the mountain city of Wateredge, located on the shores of Lake Torr.
Other major kingdoms and city-states with notable temples to Ramara are as follows: City-state of Finder, City-state of Reims, the Carillon Kingship, Domain of Varan, Four Cities of the Foxe, Free City of Acquadeipe, Hallowed Lands, Highwall Plateau, Kingdom of Halaian, Kingdom of Honor, Kingdom of Jewels, Kingdom of MaShir, Lands of Xulvana, the Relaini Alliance, and Thunderwall Crater.
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Revised from an earlier post, now with racial traits. - KF72
T’skrang (Earthdawn)
The t’skrang of Harqual are reptilian beings with a flair for the dramatic. They average 5 feet 9 inches tall, and their tails add another 6 feet of length. They weigh an average of 200 lb., of which nearly 40 lb. is the tail. Their skin color ranges from verdant green to green-yellow or green-blue, with aqua-blue and even sunset-red variants. T’skrang have cauliflower-shaped ears set into the sides of their heads. They mature physically by the age of 10, and often live 80 or more years.
The t’skrang talent for tale-telling casts doubt on their claims of a 181-year-old t’skrang, particularly because careful Torin dwarven observations place the oldest known t’skrang at a mere 115. T’skrang scholars blame this variance on faulty Torin dwarven calculations, which of course the dwarf's vigorously deny.
The t’skrang are only found in the Far South. They live exclusively near the many waterways of the region, especially along the Tulle River, also known as the River of the Dead God. T’skrang were the favored race of the, now dead North God Tulle, known as the River God or the Fisher. The t’skrang spent many centuries in isolation from the rest of the Far South, mourning the death of their patron god, and only had interaction with the rockwood gnomes of the Heverkent Forest.
Only in the last 200 years have the t’skrang once again come forth from the Heverkent Forest to trade along the banks of the waterways of the Far South. They travel from place to place selling and buying good from their mobile, tribal raft-ships. It is said that if a t’skrang can’t find an item for you then it doesn’t exist in the Far South.
T’skrang give primary loyalty to their families, though like humans, they can transfer this loyalty to tribes and city-states. Some individuals pledge their loyalty to other races’ societies, but pirate federations are the closest thing to a nation the t’skrang have built for themselves, in the past.
Females lead t’skrang society, which is matriarchal in most aspects. T’skrang prefer to live in roofed dwellings and floating tribal rafts along the Tulle River, and submerge portions of their riverside homes. T’skrang love to swim and immerse themselves in water, they become sulky and irritable if unable to do so at least once a week.
T’skrang get along fine with rockwood gnomes, rakasta, elves, and some humans. They admire Torin dwarves for their finely crafted goods but don’t find them a kindred spirit due to them originating from under the earth. They consider halflings (and to a lesser extent, kitts) to be kindred spirits and will often stop and chat with one of them just for the pleasure of conversation.
T’skrang possess the following racial traits:
— -2 to Wisdom, +2 to Charisma. T’skrang are always flamboyant and outgoing, but they tend to leap into the water without looking.
— T'skrang have both the Reptilian and Aquatic subtypes.
— Medium-size: As Medium-size creatures, t’skrang have no special bonuses or penalties due to their size.
— Speed: Base speed is 30 feet. They also swim at a speed of 30 feet.
— Low-light vision (limited). T'skrang can see twice as far as a human can, but only while underwater.
— T'skrang may hold their breath for a number of minutes equal to their Constitution X 2.
— Natural Attacks: T'skrang can attack with their claws for 1d4 points of damage. They may also use their tail as a natural weapon. In combat, some t’skrang will strap weapons to their tail as to increase the damage done (small weapons only). A t’skrang's tail does 1d3 points of damage plus 1/2 Strength damage. They may choose it as the weapon for any weapon related feats.
— Skills: T’skrang gains a +2 racial bonus to Bluff and Diplomacy. T’skrang are master storytellers, fast talkers and love to gossip. They also gain a +4 racial bonus to Jump and Balance checks due to their tails. They also gain a +8 racial bonus to all Swim checks.
— Automatic Languages: Aquan and T'skrang. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Kitt, and Rakasta.
— Favored Class: Bard. A multiclass t'skrang's bard class does not count when determining whether she suffers an XP penalty for multiclassing.
— Level Adjustment: +1
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Dragon Spiders
Here are some critters that I recently threw at my PCs. They replaced the "standard" spider encounters in the Shackled City Adventure Path module, Flood Season. (I needed it to be tougher.)
White Dragon-Spider, Small: Small Dragon (rogue); HD 1d12+1; 7 hp; Init +3; Spd 30 ft., climb 20 ft.; AC 18, touch 14, flat-footed 15; Base Atk +0; Grp -2; Atk +3 melee (1d3+2, claw); Full Atk +3 melee (1d3+2, 2 claws) and +1 melee (1d4+1 plus poison, bite); SA breath weapon, poison, web; SQ darkvision 60 ft., low-light vision, tremorsense 60 ft., immune to cold, sleep, and paralysis effects; AL CE; SV Fort +3, Ref +3, Will +0; Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 2 (-4), Wis 10 (+0), Cha 4 (-3).
Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 13 half. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.
White Dragon-Spider, Large: Medium Dragon (rogue); HD 4d12+8; 34 hp; Init +3; Spd 30 ft., climb 20 ft., fly 60 ft. (average); AC 18, touch 12, flat-footed 15; Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +6 melee (1d8+3 plus poison, bite); SA breath weapon, poison, web; SQ darkvision 60 ft., low-light vision, tremorsense 60 ft., immune to cold, sleep, and paralysis effects; AL CE; SV Fort +6, Ref +4, Will +1; Str 23 (+6), Dex 17 (+3), Con 14 (+2), Int 2 (-4), Wis 10 (+0), Cha 4 (-3).
Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 14 half. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Constitution-based.
Bittervenom, White Dragon-Harpoon Spider: Large Dragon (rogue); HD 5d12+25; 50 hp; Init +4; Spd 40 ft., climb 20 ft., fly 80 ft. (average); AC 20, touch 13, flat-footed 16, OR AC 21, touch 14, flat-footed 17 with bracers of armor; Base Atk +3; Grp +14; Atk +9 melee (1d6+7, claw) or +6 ranged (1d4+1, fang plus harpooning); Full Atk +9 melee (1d6+7, 2 claws) and +7 melee (1d8+3, bite plus poison) or +7 ranged (1d4+1, 2 fangs plus harpooning); SA breath weapon plus see below; SQ low-light vision, immune to cold, sleep, and paralysis effects plus see below; AL CE; SV Fort +6, Ref +5, Will +5; Str 25 (+7), Dex 19 (+4), Con 20 (+5), Int 16 (+3), Wis 12 (+1), Cha 11 (+0).
Skills and Feats: Balance +12, Climb +28*, Hide +8, Intimidate +4, Jump +27, Listen +5, Search +7, Spot +9, Tumble +12; Combat Reflexes, Improved Trip B, Multiattack.
* Includes +5 bonus from ring of climbing.
Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 17 half. The save DC is Constitution-based.
Special Attacks: Harpooning and poison (DC 17 Fort save). See pg. 80 of D&D Monster Manual III for these special attacks.
Special Qualities: Darkvision 120 ft., evasion, spines (DC 16 Reflex save), and web movement. See pg. 80 of D&D Monster Manual III for these special qualities.
Skills: Bittervenom has a +8 racial bonus on Climb and Jump checks, and it can always choose to take 10 on a Climb check, even if rushed or threatened.
Languages: Common, Undercommon.
Bittervenom has been living the good life, for a rogue dragon, since aligning with the cultist known as Skaven. However, his loyalty is fleeting, and Skaven knows it, the rogue dragon will try to escape if the PCs seriously threaten him. He will warn Skaven if he gets the chance and if Skaven retreats from the PCs to this location Bittervenom will stay and fight with the cultist of Mussin. However, if Skaven dies then Bittervenom will flee the PCs and the Kopru Ruins. If the strange harpoon dragon-spider escapes then he will seek vengeance against them.
__________________ Robert Blezard I write; therefore, I am!
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__________________ 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
__________________ 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
__________________ 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
__________________ 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
__________________ Robert Blezard I write; therefore, I am!
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Surnames
When it is necessary to distinguish individuals with the same Eversinki name, most often the name of the father is added – Giovanni son of Valente, which is shortened to Giovanni di Valente or Giovanni Valenti. In the place of the father's name, especially if the community does not know the father since the individual comes from another place, a toponymic surname can be used, as in Giovanni Velarese or di Rulano, or the job, as Mastro Giovanni.
There is a great variety of surnames throughout the Storm Gulf because of different dialects; variations such as Valento/Valenti (singular and plural), and the presence of derivatives consisting of a final suffix, "smaller" as in surnames ending in -ello, -etto, -ino; "bigger" (-one) or "bad" (- accio, - azzo). The following are the main classes of surnames:
1. Patronymics – The widest category identified a person by his connection with another person, usually his father, more rarely his mother: the father's name with "son" immediately after it in Common (“English”), or "van", "von" "di" "de" in other Harqual languages, example: Di Geovanni, Liamson; most of these Eversinki (“Italian”) surnames end in -o (masculine name) or in -i derived from a Onan (“Latin”) masculine genitive (example: Biaiardi means "of Biaiardo"). The same origin appears in the preposition "de" or "di" as in De Lazaro, D'Aldo, Di Flavio. In case of a double name it is possible that the second identifies the grandfather, as in Coloeanni meaning son of Niccolo (Colo), grandson of Geovanni (Eanni).
2. Toponymics – To identify where a person or family lives or comes from, example Faldarese, Halloway, Helenson, Montagna, and Tallawani.
Local area: the surname is associated to a place well known to the community, as for example Fontana, Della Valle, La Porta, and Montagna (from the fountain, the valley, the door, mountain).
Geographical origin: this is applied as a consequence of the migrations of people; the place has to be known to the community that applies the toponymic, therefore if the individual comes from near villages, the name of the village is used; if he comes from a more remote city, region or country, a more general name is used, like Tallawani, di Valora, Solitano, Shaulo, Jalmurese, and Orgnarese.
3. Occupational names – The job, especially an artisan's job in a small village, is possibly held by only one person or family, so that the profession is added to the Eversinki name, example Fabbri, Carpenter, and Smith. The activity is often also shown with a typical object or animal connected to the profession, as Farina or Forni for a baker, Zappa for a farmer, Tenaglia or Martelli for a carpenter or smith.
4. Nicknames – Some features of the personality or appearance, at times ironical, identifies an individual and his descendants, example Piccoli, Short, Selvaggi, Savage. The nickname is often associated to the color or form of the hair (some of the most common surnames have this origin) as in Rossi, Morelli, Ricci, size, like Corti, Grossi, Testa; more creatively, the (often ironical) nickname is made with a verb and an object indicating an action typical of the individual as in Pappalardo (that who eats lard). Other surnames may have come from moral features, as Selvaggio or Allegretti. Names of animals could serve to the same purpose, so there is Mosca (someone small or annoying), Cavallo (someone big, noisy or with large front teeth), Gatto, Grillo, Lepore, and Volpe. Finally a nickname may have come from some feature in the coats-of-arm of the family, like De Argento, Mazzei, D'Arco.
5. Surnames of Foundlings – This kind of surnames is chosen by religious institutions; they vary according to places and traditions, so that we have Esposito in Valora, Proietti in Eversink, Trovato in Tallawan, Casadio in Dragonhold.
*While the names of this region are based on Eversinki, it isn’t the dominant language of all the lands of the Storm Gulf. It is, however, a strong regional language and influences cities as far away as Anthmoor and Dragonhold. Eversinki is the dominant language of the Eversink Suzerainty and the City of Storms, Tallawan. It was also a dominant language in what is now Caer Valora (ruined). As the years pass, the language has migrated down the shoreline of the Storm Peninsula, and most scholars believe it will become the dominant language of the Storm Domain in less than 100 years. The language doesn’t exist, in the east, much past the Kingdom of Izmer and it is considered a foreign language there.
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