D&D 3E/3.5 [Kulan] The Lands of Harqual (Updated: Feb 3/2022)

Knightfall

World of Kulan DM
Some new dwarven races based on published material

DWARVEN RACES OF THE TRANSFORMATION

I've added this material to my "Dwarves of Harqual" post at the beginning of this thread.

Dwarves of Korvosa
Besides humans, the most populace race in the City-state of Korvosa is dwarven. Specifically, the race of Korvosan dwarves known as the Janderhoff. This name refers to a dwarven city on the home world of the Korvosans, which was not duplicated on Harqual during the time of The Transformation. This has forced the dwarves living in Korvosa to adapt. On their home world, the dwarves of Janderhoff were relied on to provide the city with the black marble so prized in Korvosa. Now, without this resource, the dwarves have had to become proactive in finding iron, silver and stone for the city-state, and without the aid of their lost kin, they are having a tough time supplying demand.

The fact that the rockwood gnomes of the Hinderfall Mountains constantly block their attempts to mine in the mountain range hasn't helped matters either. “Korvosan” dwarves are arrested on sight within the Realm of the Little Trees or killed outright within the Inner Forest of the Heverkent. The denizens of the Outer Forest are a little more tolerant towards the Janderhoff, and many of the shadier denizens will sell gems and precious metals to them; although, they always charge Janderhoff dwarves exorbitant sums of gold for any type of goods. More often the Janderhoff must trade with the citizens of the distant city of Rhamsandron or the Domain of Fallen Trees, which has increased tensions even more between Korvosa and its other new neighbors.

The Janderhoff have roughly the same appearance as the northern dwarves of the continent. They are easy to distinguish from the Torin (whom they dislike) as they never shave their beards; although, they are known for keeping their beards trimmed short, especially in the hotter months of the year. The Janderhoff have the same racial traits as the Dwarf entry in the D&D PHB v.3.5; however, they have a slightly different set of Automatic and Bonus Languages as per the following changes: Automatic Languages – remove Common, add Taldane; Bonus Languages: add Suar. The Dwarven language of their home world is close enough to the Dwarven language of Harqual that they can understand Harqualian dwarves without any real difficulty. Note that theres is a growing movement amongst the Janderhoff dwarves to modify their racial language to distinguish themselves from the other dwarven races of Harqual.

Dwarves of the “City-State”
The city dwarves of Rhamsandron, also known as the Kazadrach, are a unique race of dwarves brought to the continent during the time of The Transformation. The Kazadrach have spread out from the “City-State” to some of the other cities and city-states of the Nebral Peninsula. They can be found in cities of the Belin Confederacy as well as the city-states of Bandontown and Livaley; although, there numbers in these cities is minimal. The Kazadrach are not welcome in Cardamere but then again so few are that aren't invited by the Breshidi. City dwarves are only welcome in Mt. Song and in Echostone if they have severed all ties with Rhamsandron. Note that city dwarves have been seen as far east as Rhid and as far north as the Chara Cities; however, they have yet to become native to those areas.

The Kazadrach are one of the few new races of the Far South that is flourishing. They tend to adapt to most areas without difficulty and their steadfast neutrality has made them popular amongst many of the native races of Harqual. Also, they tend to adapt to local customs more than say the dwarves of Korvosa or the Breshidi of Cardamere or the Jiltan of Christopherson. Some have even gone so far as to ceremonially shave off their beards in order to endear themselves to the Torin. City dwarves get along well with lightfoot halflings, southern elves, the rakasta, rockwood gnomes, half-orcs, and even some of the civilized goblinoid races of the Far South such as hobgoblins.

The details of this race can be found on page 22 of the Player's Guide to the Wilderlands. In addition to a city dwarves standard bonus languages, they can choose from the following Harqualian and Transformation languages: Common, Belin, Suar, Taldane, and Xcella. City dwarves speak Rhamsandronish instead of Common as an Automatic Language. Remember: The Common language of Harqual is unique to the continent and isn't spoken on the other continents of the World of Kulan; therefore, a Common language from another world isn't the same as the Common language of Harqual.


Dwarves of the Tyrian Valley
Humans from the Chara Coast have been known to mistake this unique race of dwarves for the Torin. However, once a Tyrian dwarf speaks there is little doubt that he or she isn't a Torin dwarf. Dwarves of the Tyrian Valley are another Transformation race brought to the World of Kulan from another world – a world the Tyrian races call Athas. This world seems to have its own unique versions of the various civilized races of Harqual including not only dwarves but elves, halflings, and humans as well.

The Tyrian Valley sits on the eastern side of the Patron Mountains within the boundaries of the Great Expanse. It has come to influence not only the desert elves of the Expanse but also the cities of the Chara Coast. It is the dwarves of the Tyrian Valley that influences the latter. Citizens of the Chara Cities often call Tyrian dwarves the Steadfast when praising them and the Unyielding when belittling them. Tyrian dwarves often outwork even the stoutest hill dwarf or Torin dwarf and once they put their mind to a task they don't stop until it's finished.

Tyrian dwarves have all the racial traits of the Dwarf entry in Chapter 2: Races in the Dark Sun 3 PDF document, which can be downloaded from the Dark Sun Fan Website, The Burnt World of Athas (see link above).
 
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Knightfall

World of Kulan DM
Here is the latest PDF file detailing the various races of the Lands of Harqual. This one details the giant races of Harqual and includes the racial traits of my version of the forest troll and my homebrewed race the vonakyndra. - KF72
 

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Knightfall

World of Kulan DM
MORE FEY RACES

The Forlorn
The fey race known as the Forlorn is a offshoot of both the sidhe and the elves of the Far South. After the end of the Mortals War, a group of wicked sidhe that fought alongside the followers of the Sword Gods were left without a home. As expatriates of the Plane of Faerie, these sidhe were not welcome in the Unseelie Court and they had no choice but to settle in the Lands of Harqual.

They chose to settle on the Savanna of the Mist in the Far South and immediately came into conflict with the rakasta prides living there. Pitched battles were fought with numerous casualties on both sides. To increase their numbers, the sidhe made pacts with several bands of southern elves known for their own wicked ways. The Savanna of the Mist became a bloody battleground during the time of the Black Wars.

The sidhe and elves worked and lived together as near equals with the sidhe often taking the lead in matters of war. As time moved forward, the two races began to mate with each other in order to replenish their losses; however, the resulting children matured slowly and were useless on the battlefield. The sidhe turned to magic to solve their problem. They used powerful magic to blend their own souls to those of the southern elves.

The result was the Forlorn.

The magical process twisted the magical-crossbreeds into gaunt, albino humanoid-like fey with black hair and red eyes with no pupils. The Forlorn were able to breed faster than sidhe or elves and their numbers grew. So fast that many of the elves allied with the sidhe became frightened by the resulting crossbreed. The alliance fractured and soon the savanna became a three-pronged war of sidhe & Forlorn against the rakasta & their allies (i.e. rockwood gnomes) against the elves previously allied with the sidhe known as the Black Bands.

By the end of the Black Wars, the Forlorn soon outnumbered the sidhe, and they rebelled against their masters. The Forlorn were tired of war and sued for peace. While the Black Bands refused to stop fighting, the rakasta agreed to cease hostilities as long as their traditional hunting grounds were vacated. The Forlorn agreed asking only for the lands surrounding their main fortress, which would become the City-state of Dyhan.

The elves were eventually forced to surrender by the combined forces of the Forlorn, the rakasta, and a half-a-dozen bands of elven mercenaries (traditional enemies of the Black Bands) on the site of what would eventually become the City-state of Lauaefal, The Elfin City. (This city-state was founded by the elven mercenaries.) Tensions in the region remained high for hundreds of years and old enemies were rarely forgiven.

After the end of the Black Wars, the Forlorn retreated into their fortress and began to try to put the horrors of war behind them. They turned towards the arts and soon they were known for having the best bards and craftsmen anywhere in the region. Their art reflected their dark history and moods, however. The Forlorn City is a somber place and its citizens rarely crack a smile even when happy. The Forlorn's high birthrate has forced them to strictly control mating, which is one of the races few true pleasures.
 
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Knightfall

World of Kulan DM
Spriggans (Fiend Folio)
Spriggans are found in many of the forests and jungles of the Lands of Harqual, but they prefer to live where elves and forest gnomes don't dominate; therefore, they are rarely found in the Great Forest of Harqual or in the Heverkent Forest of the Far South. More often, they are found in the woodland areas beyond the edges of those great forest or in one of the other darker forests of the continent such as the Imperiumi Forest on the Ragik Peninsula or the Lilliputian Jungle of the Thenin Peninsula.

Spriggans prefer to live in solitude and they move around a lot, so discovering where a spriggan dwells isn't easy by any means. They prefer to lair underneath old, abandoned ruins. There burrows are dank and fetid places guarded by mean-spirited dire wolverines or worse. Spriggans have been known to form temporary alliances with each other. These packs roam the region around their wooded homes attacking any intruders from ambush. Spriggans use their unnatural stench to torture those they capture in ways best left unsaid.

Solitary spriggans living in the Far South often disguise themselves as ugly-looking rockwood gnomes and then enter the many city-states of the region to steal supplies and food. They enjoy killing gnomes and goblin-kin whenever they can, and they make sure their victim suffers before striking the killing blow. The average citizen of the city-states of the Far South won't recognize a spriggan for what it is as they are almost unheard of in tales. More often, these people will think that a spriggan is a dark one or a strange-looking of goblin.

The spriggans of the Imperiumi Forest are a real danger throughout the region. They control great swaths of the forest with hidden burrows everywhere. This is the one place where spriggans thrive. These fey were longtime allies of the Sword Imperium in ages past; however, they fell out of favor with the Empire shortly after the Second Ogre War. The spriggans allied themselves to the ogres as assassins, and the damage they did to the noble house of the Imperium is still being felt today. The Last Emperor paid 100gp per spriggan head, but after his death, this bounty was forgotten by all but the organization known as the Blades of the Emperor, which still hunts spriggans mainly for sport. However, the spriggans usually kill two Blades for every kin they lose.
 
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Knightfall

World of Kulan DM
THE FEY OF THE GREEN
There are certain types of fey that tied more directly to the Material Plane due to their strong connection to nature, which druids often call the green-fey. (This name is a bit misleading as these types of fey aren't always tied to forests. A better name would be “elemental-fey,” but in my opinion that would be confusing from a in-game perspective.)

Green-fey are those fey creatures that didn't have the option to retreat to Faerie during the Divinity War. They were stuck on Harqual to deal with the aftermath of dead deities and mortals.

Dryads and nymphs are the most common of these nature-loving fey creatures; therefore, they are the green-fey that most common people have heard folktales about while sitting around campfires. However, the others listed below are just as important to the well-being of the continent's natural places.

Dryads (MM)
Dryads are the living souls of trees. In any place where trees grow, you can find a dryad. They are common in the Cadra Forest, the Great Forest, the High Forest, and the Verdalf Forest. They are rarely found north of the Greystone Mountains and nearly unheard of in the lands of the Far South. Dryads were one of the favored followers of the god named Thorn, The Tree Friend, who died during the Divinity War. That's god's death left many dryads bitter and many of them are considered to be chaotic neutral as a result. A few dryads actually fell to become Unseelie but they are very rare. These Unseelie dryads are most often found in the Imperiumi Forest on the Ragik Peninsula. There are rumors of degenerate dryads that live on Teverroot Island and that they drink the blood of humanoids.

Dryads often come into conflict with humanoids (especially humans) who cut down forests for farmland. This is a growing problem as populations continue to rise after centuries of instability and war. Dryads aren't sure which is worse, war or peace. In ages past, huge swathes of woodlands were cut down to make siege engines for war while now entire forests fall to axes so that humanoids may grow their crops. Some dryads believe war is better and have been know to manipulate orcs into attacking humans in hopes of reducing both races numbers. It is not considered a popular behavior by most of the druid enclaves and the silver elves of Kingdom of the Silver Leaves believe it is counterproductive. Other elves have been known to think it is funny.

Note that when scholars talk about dryads, they mean both dryads and the hidden fey creature known as the hamadryad (CCR, pg. 95) that also lives in the forests and jungles of the Far South as well as anywhere else on the continent. Hamadryads are common in the Heverkent Forest and the Merewood but they are less common in the Lilliputian Jungle and small forests of the Far South such as the Mallowood and the Varwood. The hamadryads of Heverkent have no tolerance for loggers, and they have been fighting a guerrilla war against the denizens of The Loglands for centuries. Hamadryads are also common in the Desinon Forest and the Nashee Forest as well as the more isolated taiga forests of the Northlands. Hamadryads can be found in the Storm Jungle but their number there are dwindling due to the depredations of the tabaxi.

Fossergrims (Fiend Folio)
In the Lands of Harqual there are many wondrous places of incredible beauty. These remote locations often display grand rivers, lakes, and water-bound spectacles, which often defy the logic of the natural world. These wonders are sometimes the result of humanoid intervention, but more often they are due to the legacy of the death of Tulle the River God. Tulle was one of the deities of the Pantheon of the North before the Divinity War erupted. The North God was one of the first of his pantheon to be killed and the resulting chaos of his death can still be felt to this day. Rivers often flow in unusual patterns all across the continent and there are the Legacies of Tulle, magical anomalies in the waterways and watersheds, which can be both wondrous and frightening to behold.

The River God's death did more than skew the flow of water; Tulle's death also brought great suffering to the green-fey that worshiped him. Many of them were either killed outright or went completely mad. Those that survived the turmoil intact struggled to come to terms with the changes happening to their beloved lakes, rivers, streams, and waterfalls. The fossergrims were some of the hardest hit of these devotees to Tulle. Rivers dried up, which left many fossergrims homeless as their waterfalls disappeared. Those that didn't die went insane or degenerated into wicked Unseelie.

Other strange rivers sprung up with unnatural features and denizens, and soon there new waterfalls to be protected; however, these new waterfalls were strange and unnatural by their very nature and the fossergrims that chose to migrate to them often were warped in esoteric ways becoming touched by the loosed divinity (*) of Tulle. For nearly a century after Tulle's death, the rivers and streams of the continent ran not only with the waters of the natural world but also with the godsblood (*) of the fallen River God.

Now, over a millennium later, the effects still linger in the bodies and souls of water-dwelling green-fey.

*See the Malhavoc Press event book Requiem for a God for more details on the rules for these terms.

Nymphs (MM)
Nymphs are directly tied to the sacred placed of the world. They are the heroines of tales of legendary beauty, but they are more often the antagonists of tales of nature's fury. Nymphs are protectors of the wild places throughout the Lands of Harqual, and they take their responsibilities very seriously. They will always help wounded animals and woe to those that did the wounding. For while nymphs are good-hearted by nature, they will kill anyone who despoils nature whether it was on purpose or not.

If the despoiler is lucky, then a enraged nymph might only blind him or her.

Nymphs have a great love for the water and often live near lakes and major rivers. While not all nymphs are directly tied to the waterways, many of them can be if a particular waterway passes through the region they protect; therefore, many nymphs were affected nearly as much as the fossergrims and sirines by Tulle's death. Only a few of them died but many of those that survived went a little mad; therefore, some nymphs are chaotic neutral instead of chaotic good and a select few are chaotic evil.

Oreads (Fiend Folio)
Oreads are to mountains what dryads are to forests and fossergrims are to waterfalls. These fey protectors are unyielding towards those who would defile their mountain homes. They despise dwarves who relentlessly dig through the heart of a mountain for gems and veins of precious metals and for high & hill dwarves the feeling is mutual. Entire dwarven clans have been wiped out by enraged oreads leading bands of evil humanoids or giants; therefore, high & hill dwarves have no love for oreads, and they hunt them relentlessly.

As a result, oreads are one of the rarest of the green-fey on Harqual. They are extinct in the Greystone and Kul Moren mountain ranges. They are also rare in the Hinderfall Mountains as they often find themselves in conflict with the rockwood gnomes of the Realm of the Little Trees. However, they are found in almost every other mountain range on the continent and are quite common in the Aragar and Kaltar mountain ranges in the Northlands, the Reth Mountains on the Storm Peninsula, and the Patron Mountains of the Great Expanse.

Sirines (MM 2)
The death of Tulle was as traumatic for these fey as it was for the fossergrims. Just like many fossergrims, many sirines went mad after The River God's death. The legacy of this trauma is that sirines are greatly feared by common folk as there are hundreds of tales about these beautiful yet mad water maidens luring people to their deaths. Sailors greatly fear them and with good reason. An insane sirine takes great pleasure in luring men of all races to a watery grave.

However, it is important to note that not all sirines are insane. Many sirines managed to survive the chaos of the aftermath of Tulle's death with their minds intact, and while normal sirines by nature aren't good-hearted, they are fun-loving creatures. Sirines love to sing, dance, and drink while laughing the whole time. They often pay homage to Damh or Dionysus and they enjoy the company of mortals even if for only a short period of time.

Sirines are naturally flighty and will often abandon a new companion without any thought to that companions feelings. They aren't trying to be cruel, but for mortals, it can appear that way. Sirines enjoy the company of men (and women) of all races, but they never form lasting bonds with such paramours; however, they have been known to give small, nonmagical gifts to those that manage to charm them with only their words and companionship.

While this general information gives a good overview of the sirines of Harqual, it is important to note that there are exceptions. The best example of this are the sirines living in the waters of the Sword Gulf. These good-hearted sirines are devoted to the Peace Goddess whose essence is trapped in the waters of the gulf. Sirines devoted to Hela are one of the few creatures that can hear the words of the goddess in the waves of the sea and the pounding of the surf on the shoreline. Sirines devoted to Hela are always chaotic good.
 
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Knightfall

World of Kulan DM
My Divinity War Narrative!

Here is the zipped PDf of my Divinity War narrative as mentioned on my blog. -KF72
 

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Knightfall

World of Kulan DM
THE WINTER FEY
These unique fey dwell in the Northlands on Harqual, and they rarely interact with other types of fey creatures. The winter fey do not consider themselves subjects of Faerie or the Seelie or the Unseelie Courts. They are bound to the frozen lands of the World of Kulan whether it be the Lands of Harqual or one of the other continents (i.e. Kanpur).

Note that not all winter fey have the Cold subtype as noted on page 113 of D&D Frostburn: Mastering the Perils of Ice and Snow, but they do all related to a northern climate in some fashion. (The domovoi are the best example of a winter fey without the Cold subtype.)

Domovoi (Frostburn)
Domovoi are small yet helpful fey creatures that live throughout the villages, towns, and cities of the Northlands. They are often called “hearth beards” by high dwarves and “sootfoots” by northchild halflings. Domovoi are children of the hearth and flame, and they love to watch over their charges whether it be a township of humans, a tribe of northerners, a clan of dwarves, or a band of elves or halflings.

Domovoi are common in the Kingdom of MaShir where they have equal status as citizens as well as in the Icefoot Woods of Ahalgot, the City-state of Reims, the Twilight Lands, and the Nashee Forest. They are welcome in the Archbishopric of Coldstone but hey rarely receive equal treatment in that land. They are not welcome is evil places such as the City-state of Hoarfrost and the Blighted Lands of the North.

Most communities are smart enough not to abuse a local domovoi but those that do soon regret it. Domovoi are quick to anger when mistreated and they'll either cause trouble for those who do or simply abandon the abuser taking the firewood with them. Domovoi are available as a PC race and they have all the racial traits listed on page 122 of D&D Frostburn: Mastering the Perils of Ice and Snow.

Ice Sprite (Frost & Fur)
While this creature is called a sprite, it has little in common with those fey creatures. It does share the same heritage as other sprites but that is where the similarity ends. Ice sprites left the circles of Faerie ages ago and now dwell exclusively on the Material Plane. No one is sure why the ice sprites did this but most sages that are aware of the schism believe it to be based on differences in religious ideology.

Ice sprites worship Uller, the Interloper God of Hunting, Archery, and Winter, exclusively. Ice sprites devotion to The Winter God often reaches a fanatical pitch on nights when the moon is full as bands of the fey rush out into the frozen night air hunting snowshoe hares, arctic foxes, and even ice drakes. Ice sprites love the hunt and are naturally proficient with bows of all kinds. They fight with winged hunting dogs while on the hunt, which can be quite a sight as the group swoops down on their prey.

Ice sprites are found throughout the frigid plains and taiga forests of the Northlands. However, they are encountered most often near the Wisp Wood and on the Frigid Plains in the west as well as the region known as the Lashee Divide in the east. Ice sprites are often seen in the City-state of Woodend trading pelts and handmade crafts to local merchants for metal weapons and tools as well as hardtack bread and dried fruits and vegetables. Ice sprites have a taste for dried apple chips almost as much as they do for fresh meat.

Ice sprites speak Sylvan.

Ice Sprite Traits
Ice sprite characters benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity, +4 to Charisma.
  • Fey: Ice sprites are fey, and are therefore immune to spells that only affect humanoids, such as charm person. Ice sprites have the Cold Subtype.
  • Small. Ice sprites 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.
  • Weapon Proficiency: Ice sprites receive the Martial Weapon Proficiency feats for the longbow (including composite longbow) and shortbow (including composite shortbow) as bonus feats.
  • An ice sprite's land speed is 20 feet. It also has a speed of 40 feet when using its ice meld ability.
  • Racial Feats: An ice sprite receives Ice Hearing as a bonus feat. This feat is described on page 71 of Frost & Fur: The Explorer's Guide to the Frozen Lands.
  • Ice Meld (Su): As a full-round action, an ice sprite may meld with any body of ice. While within a body of ice an ice sprite may not be attacked; however, the only sense the ice sprite can use is its Ice Hearing (a silent enemy will be undetectable). The ice sprite may exit the ice as an additional full-round action. Use of this ability provokes attacks of opportunity.
  • Spell-like Abilities: 5/day – ray of frost (DC 14); 3/day – expeditious retreat, obscuring mist. Caster level 4th.
  • Damage reduction 10/cold iron.
  • Spell resistance 16 + class levels.
  • Automatic Languages: Sylvan. Bonus Languages: Auran, Barbarian, Centaur, Elven, Twilightspeak, and Waracou.
  • Favored Class: Ranger. A multiclass ice sprite’s ranger class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +4.
Rusalka (Frostburn)
These aquatic-dwelling fey are to the winter fey what sirines are to the green-fey. They are the children of the waterways, but they dwell exclusively in the northern lands. Unlike sirines, rusalka never considered Tulle to be their patron deity, but many of them mourned The River God's passing. However, the waterways in the Northlands were the least affected by Tulle's death; therefore, rusalka are less likely to be crazed as some of the aquatic green-fey. Rusalka primarily worship Larea, The Hunting Princess, as their patron deity but some have been know to worship Lokun, The Sky Traveler.

Note that while rusalka are usually chaotic neutral, they aren't limited to that alignment. Rusalka are children of the Balance as much as they are children of the waterways; therefore, they can be of any neutral alignment. They consider themselves to be the protectors of the natural world in the north. They have little tolerance for those that disrupt the natural order of the wilderness, and they oppose any unchecked urbanization of the Northlands.

This unyielding viewpoint has led the rusalka dwelling in the Shining River into conflict with the citizens of the Kingdom of Jewels, a land of newcomers to the continent after the time of the The Transformation. The races of that land are less concerned with the traditions of the north and seek to exploit every resource they can in order to dominate the region around Lake Gem. As a result, the rusalka have been know to bribe vodyanoi with sexual favors in order to get them to drown the kingdom's citizens and to flood their lands.

However, rusalka aren't as intolerant towards all civilizations of mortals in the north. The Kingdom of MaShir is one of the oldest lands on the continent, and it can be argued that MaShir should be considered too urban by the rusalka. Yet the rusalka of Lake Mire and the surrounding waterways do not oppose the activities of that kingdom. This has more to do with the respect that MaShirites have for the natural world (and the Balance) than any sort of double standard. They are careful when it comes to using the resources the land gives them, and they often give back as much as they take if not more.

Shatjan (Creature Catalog)
Shatjan are the wardens of the Northlands. They protect traditional hunting grounds from those that would hunt caribou and other types of deer into extinction. They aren't fanatical about keeping hunters away from the herds, however, as the hunting tradition is important to many races throughout the Northlands. For example, the human barbarian tribes, known as northerners, rely heavily on caribou for their way of life, but they treat each kill as a sacred event and use every part of the animal. Northerners show great respect to shatjan. They consider them sacred servants of Cronn and will never kill one unless the welfare of the tribe is at stake.

While shatjan do respect Cronn, they are more likely to worship other North Gods such as the Daghdha and Sanh as well as the Interloper God known as Halmyr. The more militant female shatjan have been known to worship either Dike or Inanna while the more militant male shatjan have been known to worship Cull or Hades. Shatjan never worship the Sword Gods and rarely will they pay homage to the Fey Gods. The Daghdha is the closest the shatjan have to a patron deity.

Shatjan are found throughout the Northlands as well as on the Ragik Peninsula and just south of the Greystone Mountains. They are fighting a losing battle on the peninsula but stubbornly refuse to give up the traditional migration paths there for caribou and other deer. They consider the evil souls of the Sword Lands to be interlopers and kill most Imperial soldiers on sight. They are a little less forgiving towards the common folk of those lands as they rarely have any recourse but to kill or be killed.

Shatjan get along with northchild halflings, the rmoahali of the Nashee Forest, the citizenry of the Kingdom of MaShir, the centaurs of Harqual, and the dwarves of the Kingdom of the Greystones. They are a little less enamored with the silver elves of the Kingdom of the Silver Leaves, but they rarely judge a single silver elf just by his race. They respect silver 'wilds' for their dedication to the barbaric way of life and forest elves for their dedication to the Balance. Shatjan are not fond of hunter elves as they are to inclined towards chaos and hunting for pleasure as well as food.

Shatjan consider humans (that aren't northerners) to be troublemakers at best and a scourge on the Northlands at worst. Like with elves they usually give humans a chance to prove themselves but shatjan are quick to judge, especially the more militant ones. The shatjan have become enamored with the citizenry of the Kingdom of Ahamudia and enraged by the citizenry of the Kingdom of Jewels. The Ahamudians give back to the lands while the various races of the Gem Kingdom are prone to stripping an area bare, especially the humans of that kingdom.

Shatjan are not sure what to make of the niomus. The winged race seems to have a sense of honor yet they continue to associate with races that seem to have no honor. Shatjan do not like siarrans at all; they consider them shifty double-talkers who are little more than “four-armed humans.” Shatjan are not sure how they feel about the blind race known as the illonis. It matters little as most of the illonis migrated south after being brought to the region around Lake Gem during the time of The Transformation.

Shatjan speak Sylvan and Barbarian.

Shatjan Traits
Shatjan characters benefit from a number of racial traits:
  • +2 to Strength, +4 to Constitution, +2 to Wisdom, +2 to Charisma.
  • Fey: Shatjan are fey, and are therefore immune to spells that only affect humanoids, such as charm person. Shatjan have the Cold Subtype.
  • Medium-sized. As Medium-size creatures, shatjan have no special bonuses or penalties due to their size.
  • Weapon Proficiency. Shatjan receive the Martial Weapon Proficiency feats for the shortbow (including composite shortbow) as a bonus feat.
  • A shatjan's land speed is 25 feet.
  • Racial Hit Dice: A shatjan begins with eight levels of fey, which provide 8d6 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +6, Will +6.
  • Racial Skills: A shatjan's fey levels give it skill points equal to 11 x (6 + Int Modifier, minimum 1). Its class skills are Diplomacy, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spot, and Survival.
  • Racial Feats: A shatjan's fey levels give it three feats.
  • +9 natural armor bonus.
  • Breath Weapon (Su): 5-foot line, once per round, damage 3d6 cold, Reflex negates (save DC = ½ shatjan's HD + Constitution modifier).
  • Lower Temperature (Su): As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack.
  • Damage reduction 10/cold iron.
  • Predict Weather (Su): Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square-mile area centered on itself. It can predict the weather up to 16 hours in advance.
  • Snow Move (Ex): A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain.
  • Speak With Animals (Sp): A shatjan can speak with animals, as the spell, at will.
  • Natural Attack: Shatjan may attack with a gore (1d8) and are always treated as being armed when using their natural attack.
  • Automatic Languages: Sylvan and Barbarian. Bonus Languages: Centaur, Druidic, Elven, Giant, Halfling, Twilightspeak, and Waracou.
  • Favored Class: Barbarian. A multiclass ice sprite’s barbarian class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +5.
Vodyanoi (Frostburn)
Vodyanoi are one of the strangest fey creatures on the continent. They, like the rusalka, dwell in the rivers and lakes of the Northlands. However, they are much more moody and indifferent towards mortals and care nothing for what they do as long as mortals pay them the proper respect. Vodyanoi insist on regular sacrifices from nearby mortals; they are quick to anger if slighted and will wipe out entire villages with floods. Vodyanoi care nothing for the Balance and will only champion it if it benefits them in some way.

Their one weakness seems to be their avid lust for beautiful female fey creatures. Vodyanoi will do almost anything to win the affection of a rusalka, and they have been known to kidnap nymphs and sirines in order to slake their lust. If very desperate, they will even kidnap an female elf or particularly beautiful human woman. Some less than savory villages will sacrifice a town virgin to a vodyanoi if they are unable to provide the creature with its regular sacrifice. More often a village under the watchful eye of a vodyanoi will try to secretly hire adventurers to kill the creature.

Vodyanoi are not much for religion but they have been known to worship Uller while the more peaceful ones will worship Lokun or even Cronn, The Father of the North Gods. These devoted vodyanoi are rare to say the least.
 
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Knightfall

World of Kulan DM
I've created a World of Kulan social group in case anyone is interested.

http: // www . enworld . org / forum / group.php?groupid=23
 
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Knightfall

World of Kulan DM
Additional Giants for Harqual

This is a section I've added to my Races of Harqual document. The other giant sections can be found near the beginning of this thread. -KF72

OTHER TYPES OF GIANTS ON HARQUAL
There are a few other distinct types of giants on Harqual that don't fall into any of the previous categories. These giants aren't considered true giants, and they are considered rare throughout the continent.

A few of these distinct types of giants came into being after The Transformation but not all of them.

Colossi of the Chain
While the Jiltan are the dominant race of the City-state of Christopherson, they share their home city with several other ex-slave races. (For more on the Jiltan see Part Two: Monstrous Races under The Racial Miscy section.) The most visible of these races from beyond the walls of the city-state is the giant race known as the colossi of the chain. These massive giants were bred by the former masters of the city-state to act as slave laborers.

They are responsible for operating the chain elevators, which allows visitors to ascend to the top of Christopherson's massive Fatestone walls. The chains elevators were designed to work like a block & pulley but on much more massive scale. The colossi operate this simple yet dangerous system through sheer strength. Fatestone repels magic, which makes it impossible to magically fly over the city-state's wall or use passwall to pass through.

Therefore, visitors who cannot naturally fly must pay the 100 gp toll to enter Christopherson. One their home world, the colossi of the chain were nothing but slaves to the evil Councilors who controlled the city from the Forbidden Spire. Now they are valuable members of a freed community and they along with the Jiltan share in the wealth that comes from the toll. This has made many of them very wealthy, very fast. Unfortunately, the colossi are not very bright, so they tend to waste their gold as quickly as they earn it. The more intelligent colossi let a trusted Jiltan friend guard their money for them.

Colossi of the chain look similar to stone giants in coloration and physical features; although, they are much larger. A colossus of the chain stands as tall as a cloud or storm giant and it is as wide as a fire giant. They rarely wear clothing as their skin is naturally resistant to the elements. A colossus's hands are calloused from decades of hard work; their skin is as hard as stone, and they are hairless. Their eyes are the color of flickering fire, and their teeth are the color of polished Mithral.

Colossi of the chain have a very low birthrate, so they almost never leave their city-state home. They believe they are too important to the welfare of Christopherson's citizens to simply leave to explore the “New World” as they call the Lands of Harqual.

Death Giants (MM 3)
Death giants are only native to Teverroot Island, which is the base-of-power on the Material Plane of the evil deity they sold their souls to in ages past. The followers of Xuar the Jealous Arcane control most of that island, and it was there that the death giants were forced to relocate to after giving themselves to Xuar. With their souls permanently tied to the evil Sword God's realm, Dark Rite, on the Gray Wast, the death giants find themselves slaves to the necromancers and undead priests of The Betrayer.

Originally, these giants were peaceful and followers of the North Gods when Xuar was still a North God. He tricked them into his service before betraying his godly kin, which doomed the death giants to evil and eternal servitude. Now, death giants are used by Xuar's followers as shock troops and assassins against any faith that opposes The Necromancer.

One might think that the death giants might be bitter, but the reality is that they are now so wholly evil that they enjoy killing Xuar's enemies. However, they do believe that they should be the masters and not the slaves. They believe that only they can crush the Churches of the North Gods and that they are the favored children of The Jealous Arcane. Regardless, they must suffer in bondage, for now.

Note: Death giants are not considered true giants for this campaign world even though they are presented as such in D&D Monster Manual III. Death giants won't likely be found anywhere else on the world as I want to restrict them in the campaign. I considers them almost too powerful, and they are to be the vilest of villains for the Lands of Harqual.

Ettins (MM)
Ettins are two-head brutes that make ogres look civilized. They are rarely encountered beyond the frigid hills and highlands of the Northlands, and they are considered to be a menace when they do roam down into the lowlands. Ettins can be found primarily in the hills surrounding the Aragar and Kaltar Mountains as well as the highlands surrounding the Cold Barrens.

Ettins rarely range into the hills surrounding the Twilight Valley as the barbarians of the valley and the nearby dwarves will kill them on sight. However, there are a few troupes of ettins that brave the hills surrounding the Verge Mountains as they often find allies amongst the orcs of the Verge Tribes. Ettins sometimes hire themselves out to larger orc tribes as mercenaries.

Ettins hate ogres and the feeling is mutual. No one is sure why this is but ettins will attack ogres on sight even if they are outnumbered. As a result, ettins are great ogre hunters and once in a while a desperate tribe of northerners will offer an ettin a deal if it will try to kill a group of nearby ogres. An ettin is likely to make such a bargain but that doesn't mean it won't betray them to a group of orcs at a later date.

Note that ettins greatly fear ogre scions, so if they learn that one is nearby, they will leave that area and not return for generations.

While ettins are not known for their intellect, they do have some instinct for the natural world. They cannot rival the wisdom of druids or rangers, but they get by on their own without the need for companionship. Many sages believe that ettins are insane as an ettin's heads will often converse with each other, but they are, in truth, naturally gifted when conversing with themselves or others of their kind.

These conversations rarely make sense to non-ettins.

Giants of the Tyrian Valley
After the time of The Transformation, many new creatures brought to the Lands of Harqual have slowly spread out into the surrounding wilderness from the point they arrived on the continent. The Tyrian Valley is one of the best examples of this as an entire valley has more creatures living in it than just humanoids. The new creatures from this transformed area includes such unique beasts of burden as the erdlu, the kank, and the mekillot as well as the savage giants of Tyr's home world. While very few of these giants were teleported to Kulan, those that were brought to the Lands of Harqual have adapted very quickly.

Most of these giants seem be drawn to the deserts of the Great Expanse and are extremely territorial. Others have migrated into the lands of the Chara Coast, but rarely will they approach the sea. They seem to fear the sight of so much water. Rumors abound of strange beast-headed giants now living in the Patron Mountains near the City-state of Tyr and that these strange giants have psionic power like many of the citizens of Tyr. The truth is likely more mundane than the rumors but it is true that the denizens of the Tyrian Valley do have psionic powers including many of creatures that call the valley home.

It should also be noted that there is a unique race of jovians living amongst the other races of the City-state of Tyr. These half-giants seem to be a race all to their own and breed true amongst each other. They have a tendency towards savagery but that is true of all the races of the Tyrian Valley. They make great warriors and in recent years have been seen in the Chara Cities working as bodyguards and as gladiators. This race isn't an actual giant race, but they refuse to refer to themselves as jovians. Half-giants have all the racial traits of the Half-Giant entry in Chapter 2: Races in the Dark Sun 3 PDF document, which can be downloaded from the Dark Sun Fan Website, The Burnt World of Athas.

Half-giants, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a half-giant that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native half-giant would still be considered a child at this time.

Stick Giants (CCR)
Anyone who has encountered one of these colossal creatures never forgets it, ever. Stick giants appear to be plants rather than giants, but they are undeniably giants. Standing over 65 feet in height, stick giants are almost always found in the heart of the Great Forest of Harqual where they can blend in with the tallest trees. However there a few “runts” living in the Cadra and Verdalf Forests as well as the mountain ranges of the Northern Heartlands. Rumors abound of stick giants living in the Far South but these sightings are more likely to be treant elders.

It is believed that stick giants are throwbacks to an early era even before the time of the rise of the North Gods. They seems to revere the Balance as a being rather than a philosophy, and they have great respect for Mirella the World Goddess. Druids give stick giants the same respect they give to the Majestic Dragons. The death of a stick giant is rare but has been known to happen. These giants live a long time and some of them fall into a deep melancholy after centuries of life. These depressed stick giants often commit suicide-by-adventurers.

Note that truly good or evil stick giants are extremely rare and most of them are True Neutral. It is whispered that there is a evil family of stick giants living in the Storm Jungle, which isn't too far fetched as storm trees grow as tall as 70 to 75 feet in height. Many sailors from the seaport of Gillian claim that they have encountered strange aquatic versions of these giants, which they call “driftwood giants” but this is unlikely as stick giants are naturally buoyant. No, the rumors of stick giants in the Heverkent Forest in the Far South are more likely to be true.

It is believed that the tallest stick giant ever known to live was 90 feet tall and lived in the heart of the Great Forest near the northern edge of the Hidden Hills, which lies just south of the Lands of the Loch Folk. It is not known whether or not this stick giant still lives but if it does then it would have the powers of an Epic druid.

Sword Giants
Sword giants prove that not all giants are born or bred, some giants are made. Sword giants were created by the followers of the Sword Gods during the time of the Divinity and Mortals Wars. They are a race of awaken constructs created from carefully wrought stone. The priests of the now deceased god known as Amand were responsible for unleashing this evil race of giants on the world, and the effects of the creation can still be felt throughout the Old Sword Lands to this day.

Sword giants look like stone golems from a distance, but once a person comes face-to-face with these beasts, their true nature becomes unnervingly all to clear. Sword giants were molded with the symbols of the Sword Gods etched on to their bodies and once awakened, these symbols appear as deep, unnatural-looking scars. Sword giants have no hair on their bodies and they only were clothes when it is too cold to go naked. Sword giants are slave warriors to the followers of the Sword Gods; although, there are a few that have left that region.

Sword giants were crafted without reproductive organs; therefore, they cannot reproduce on their own. They must be crafted and then awakened by those who know how the process works. Luckily this process is known to very few and the sword giants themselves cannot duplicate the process. Only a few high-ranking members of the Dark Reborn know how this process works, and they rarely have the resources to create new sword giants. Still, sword giants are commonplace throughout the Old Sword Lands and entire regiments of them can be found in the Järir Autarchic in the service of The Autarch, Halvor Ødegård.

Most sword giants are completely loyal to the fallen Dark Children of Hiisi, and it is their wish to raise their creator god, Amand, from the dead as well as Teve. They are fanatical and ruthless in this desire and will betray other mortals in any attempt to revive the Sword God of War. Others unwillingly serve the Black Cult of Hiisi who they hate as well as the Church of Battus, the Sword God of Violent Death, which they grudgingly respect. Others hire themselves out to the whoever will pay them the most and allow them to kill followers of the North Gods. Sword giants are always evil and most of them are Lawful Evil.
 
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Knightfall

World of Kulan DM
Mountain Trolls (MM 3)
While mountain trolls are not native to the Lands of Harqual, they have been encountered on the continent from time to time. Many sages speculate that these massive trolls often arrive on Harqual through a magical gateway from another continent or world. It is possible that they may arrive on the continent through one of the many way gates that link the various regions of Harqual as it is believed that the system of magical gates connects to other continents as well. However, the Ways are considered too hazardous to use unless you have a natural talent for magic, which means that mountain trolls using them by themselves is unlikely.

Other sages suggest that irate members of the Mountain Men, a sect of fanatical male druids and rangers, are responsible for bringing mountain trolls to the continent. It has been suggested that these evil, ireful men are so against the idea of humanoids settling in mountain ranges that they will go to any lengths to drive them out including transporting mountain trolls to Harqual from other continents, most likely Kanpur. If true, then it is just another reason to feat these half-crazed men.

The last confirmed sighting of a mountain troll was in the City of Cauldron. During a year that nearly destroyed the city a dozen times, an army of mountain orcs attacked the city in conjunction with a mountain troll. It is believe the attack was an attempt to destroy a particular adventuring group by a group of evil Carcerian cultists known as the Cagewrights. The adventuring group, known as the Order of the Silver Hand, defeated the troll and the invading army and went on to be heroes in the city and the rest of the Kul Moren Mountains.
 
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