[v.3.5] Fallenlands: Continent of Margoth-Nal

Knightfall

World of Kulan DM
DRAGON-KIN, FALLENLANDEN
Medium Dragon
Hit Dice:
3d10+9 (25 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares), glide 40 ft. (average)
AC: 21 (+3 Dex, +8 natural), touch 13, flat-footed 18
Base Attack/Grapple: +3/+11
Attack: Claw +11 melee (1d6+12) or greatsword +11 melee (2d6+12)
Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d6+4) and tail +6 melee (1d8+4) or greatsword +11 melee (2d6+12)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Darkvision 60 ft., glide, immunities, low-light vision
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 24 (+8), Dex 16 (+3), Con 17 (+3), Int 12 (+1), Wis 12 (+1), Cha 17 (+3)
Skills: Climb +19*, Concentration +9, Hide +9, Jump +24*, Listen +7, Move Silently +9, Spot +7
Feats: Multidexterity, Multiattack

Continent/Region: The Fallenlands
Environment: Any deserts and volcanic
Organization: Solitary, pair, or company (2–6 plus 1 3rd-level lieutenants and 1 5th-level leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +6

Fallenlanden dragon-kin were an unknown race up until the Year of Rumors (Harqual Calendar). The dragon-kin were bought as slave warriors by the genies to help free the land from a rising tide of evil. The genie lords then left the dragon-kin behind in the Fallenlands, as unwilling guardians of an ancient ruined city. Only recently were their geas duties completed. Now able to explore the rest of the continent this draconic race is becoming more common throughout the Fallenlands.

As they are an ancient race tied to the genies, dragon-kin are treated with awe and fear by many of the other races of the Fallenlands. Both kenku and nagpa are distrustful of dragon-kins, each for their own reasons. The sahne and throkr consider them to be a decent, honorable people but too bent towards law sometimes. The mongrelfolk of the Blasted Lands consider the dragon-kins to be gods and have been known to try to worship them. The jann remember the service that the dragon-kin did for the Elemental Lords during the Ages War and show them respect but also expect it in return.

The dragon-kin of the Fallenlands are descended from blue dragons taken from another part of Harqual. However, they now hardly resemble the dragons that fostered them to the genies. Fallenlanden dragon-kin have mottled scales in all the colors of the known chromatic and metallic dragons across Kulan. The have dragon-like wings that while semi-functional, only allow them to glide, not actually fly. Dragon-kin also have a long, flexible tail that is spiked on the end. They rarely wear any sort of garment, except that which allows them their modesty. Dragon-kin never wear armor. Dragon-kin are quite long, lived although no more so than, say, a silver elf from Harqual is.

Dragon-kin speak Draconic and Ignan.

Combat
Dragon-kins are the protectors of the Balance in the Fallenlands, or at least that is what they believe their role should be. The land has been ravaged throughout history and the dragon-kin have witnessed most of it. They are keen to lend their strength, magical abilities, and beliefs in justice wherever they go. This has a tendency to get them in trouble, which they are more than capable of getting themselves out of.

Dragon-kins prefer to fight to settle disputes but always in an orderly manner. They will offer have contests to the first blood using the natural weapons but will adopt weapons, especially swords, when honor fighting with other races. A dragon-kin warrior doesn’t stray to far from his sword, no matter what the occasion. If pressured into a real combat they give it their all attempting to send a message to onlookers.

Breath Weapon (Su): Line of lightning; 5 ft. high, 5 ft. wide, and 60 ft. long; once per day; damage 6d8; Reflex half DC 18.

Glide (Ex): Dragon-kin wings do not allow them to fly, but do permit gliding. This glide is voluntary, and can slow a dragon-kin’s descent up to 10 feet per round. While gliding, a dragon-kin can move at a speed of 40 feet, as if they were flying with average ability, but with no upward movement possible. Glide also helps with their Jump and Climb skills. Attacking dragon-kins often freefall for distance before beginning their glide in order to reach the ground quickly. Dragon-kins under the influence of a levitate spell are able to fly normally (40 ft., average).

Immunities: Dragon-kin are immune to electricity, sleep, and paralysis effects.

Spell-like Abilities: Dragon-kins have a number of innate spell-like abilities, which they can employ as sorcerers of a level equal to their Hit Dice (save DC 13 + spell level); 3/day—dancing lights, mage hand. 2/day—flare, shocking grasp; 1/day—color spray.

Skills: *A dragon-kin receives a +5 racial bonus to Climb checks, and a +10 racial bonus to Jump checks due to its wings (already included in statistics block).

Dragon-Kins as Characters
Dragon-kins favor the fighter class. Unaligned dragon-kin clerics can choose any two of the following domains: Air, Earth, Law, Protection, Water.
 
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Knightfall

World of Kulan DM
KENKU, FALLENLANDEN (Renamed to Tengu)
Medium Monstrous Humanoid
Hit Dice:
2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft. (4 squares), fly 50 ft. (average)
AC: 12 (+2 Dex), touch 12, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Claw +4 melee (1d4) or scimitar +2 melee (1d6) or shortbow +4 ranged (1d6)
Full Attack: 2 claws +4 melee (1d4) and bite +2 melee (1d6) or scimitar +2 melee (1d6) or shortbow +4 ranged (1d6)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., raven-headed kenku also have SR equal to 10 + any character levels
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)
Skills: Disguise +10, Listen +4 , Move Silently +5 *, Sense Motive +11, Spot +5 *
Feats: Desert Dweller, Multiattack B, Weapon Finesse B

Continent/Region: The Fallenlands
Environment: Temperate or warm deserts, hills, and plains
Organization: Solitary, pair, gang (3–6), or caravan (30–50 plus 10% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th – 6th-level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: Hawk and Eagle-headed +1; Raven and Owl-headed +2

Known for their ability to annoy other races to the brink of insanity, kenku are a race of bird-headed humanoids. The typical kenku looks like a humanoid hawk but other bird heads, such as eagles, ravens and owls, are possible. These humanoids have both arms and wings, which are usually folded across the back. A kenku's feathers are predominantly brown with white under-feathers and face markings. A kenku's eye color is a brilliant yellow.

A kenku's type of head doesn't affect racial abilities, beyond those listed in the statistics block above, but does dictate the kenku's favored class (see below). Kenku and nagpas are related but both races usually deny it. However, a kenku is more likely to lie and say that they are related to nagpas if it will get them out of a dangerous situation.

Most kenku wear simple clothes that help them remain cool under the desert sun of the Fallenlands. Kenku's are fond of wearing abas, cloaks, dolmans, and keffiyehs. Raven-headed kenku tend to dress in fine caftans and turban wraps. Kenku females do not wear chadors or have to hide their features, as kenku society isn't like Arabian society. They simply dress similar. Kenku's cannot wear boots or sandals.

Kulan kenku aren’t mute, having a racial language. However, most kenku won't speak it in front of other races and will instead use sign language.

Combat
Kenku tend to negotiate first, fight second. Not to make peace but to try and swindle opponents out of their possessions.

If forced to fight, hawk-headed kenku will lead the charge, while eagle and owl-headed kenku with levels in cleric and wizard respectively, will use magic from a safe distance or in the air. Opponents must also worry about being sneak attacked by raven-headed kenku with levels in rogue.

A kenku caught alone without weapons is still a dangerous opponent, however, as they can attack just as easily with their natural weapons. Raven-headed kenku wizards favor using natural attacks combined with arcane spells.

Skills: All kenku receive a +8 racial bonus to Disguise and Sense Motive checks. *Owl-headed kenku receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. **All kenku receive a +8 racial bonus to Spot checks during daylight, except for owl-headed kenku, who receive a +8 racial bonus to Spot checks in dusk and darkness conditions.

Kenku Society
Opponents exposed to the kenku society of other worlds aren’t going to have the same experience when dealing with the kenku of Kulan. The kenku of the Fallenlands are almost never encountered beyond the shores of the Fallenlands. Some wonder where they came from, as they are not a native race of the world. Yet, they have been here longer than the other races of the Fallenlands, except for the nagpa and the jann.

Kenku society is nomadic and strangely tight-knit considering their chaotic behavior towards other races. Kenku use lacertas as beasts of burden, and as food, but never ride mounts. They are content to walk or fly to wherever they happen to be going (most are happy to see them leave but not arrive).

Kenku are known for setting up around remote oasis’s of the deserts of the Fallenlands and charging for the right to use the oasis’s water. Most kenku caravans include between 30 to 50 adults and children equal to 10% of the total number of adults.

Very little is known of true kenku society beyond what is described above.

Kenku as Characters
Favored Class: Hawk-headed - Fighter, Eagle-headed - Cleric, Raven-headed - Wizard, Owl-headed - Rogue.

Kenku do not worship gods. Instead they worship forces or an aspect of nature such as the Sun, the Desert, or the Four Winds. Kenku clerics can choose any two of the following domains: Air, Chaos, Earth, Luck, Sun, and Trickery.
 
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Knightfall

World of Kulan DM
NAGPA
Medium Monstrous Humanoid
Hit Dice:
2d8 (9 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares); cannot fly
AC: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+1
Attack: Bite +1 melee (1d6-1) or light mace +1 melee (1d6-1) or light crossbow +3 ranged (1d8)
Full Attack: Bite +1 melee (1d6-1) or light mace +1 melee (1d6-1) or light crossbow +3 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spells
Special Qualities: Increasing natural armor, kariwa, low-light vision, spells
Saves: Fort +0, Ref +4, Will +6
Abilities: Str 9 (-1), Dex 13 (+1), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 9 (-1)
Skills: Balance +4, Climb +3, Concentration+3, Craft (any one) +3, Hide +3, Knowledge (any one) +3, Listen +3, Spellcraft +3, Spot +3, Survival +5
Feats: Peak Hopper

Continent/Region: The Fallenlands
Environment: Temperate or warm hills and mountains
Organization: Solitary, pair, clan (40–400 plus 50% noncombatants plus 3 3rd-level sergeants per 20 adults, 2 5th level lieutenants per 50 adults, 1 8th-level leader per 100 adults, a 10th-level wizard per 150 adults, and 1 12th-level royal leader per 200 adults)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic good or chaotic neutral
Advancement: By character class
Level Adjustment: +4

Nagpas (NAG-paas) resemble dried, withered humans with the heads of vultures. They are intelligent, magical creatures that are one of the oldest and wisest races on Kulan. Nagpas stand 5 to 6 feet tall.

Their thin, rough skin is brownish-gray and covered with short stubby, multicolored feathers. Their eyes are usually light yellow, sea blue, or dark green but other colors, such as purple, pink, or burnt red, are not unheard of. Nagpas smell like a combination of dust and dried fruit.

A nagpas wings are vestigial, thus, they cannot fly. Most often, they keep their wings tied on their back under whatever clothes they happen to be wearing.

Nagpas speak the common tongue of the Fallenlands (Ignan) as well as their own language called Nagw (pronounced NAG-au). Nagw consists of squawks, caws, and shrieks, and is definitely not a language suited for whispering or polite conversation. It’s written form consists of complex hieroglyphs and is nearly impossible for non-nagpas to learn.

Combat
Nagpas prefer to retreat from dangerous opponents that threaten them individually. However, when protecting their homes and their young, nagpas often fight to the death.

Increasing Natural Armor (Su): For every 3 levels of experience, a nagpa gains a +1 bonus to its AC (AC 14 at 3rd level, AC 15 at 6th level, etc.) to a maximum of AC 17 at 12th level.

Kariwa: Nagpas must spend at least half an hour in a reverie, known as kariwa, each morning. (For player characters, this means during the post-breakfast adventuring day, which may be inconvenient at times.) If this is not done, the nagpa must make a Will saving throw at dawn the following day against a DC of 20 – the nagpas total ECL (to a minimum of 10). Otherwise, the nagpa falls into a deep slumber for 1d4 hours and cannot be awakened. If the save is made, and the kariwa is not performed the next day as well, the nagpa must make another save at the following dawn, this time at +2 penalty to the DC, sleeping for 1d4+1 hours. These saving throw and hour of sleep penalties accumulate until either the nagpa enters the kariwa or falls asleep.

There is also a 5% (cumulative) chance each day without kariwa that the nagpa develops some form of insanity or phobia – extreme claustrophobia, fear of the dark, paranoia, etc.

Spells (Sp): Nagpa druids, sorcerers, and wizards can gain the following spell-like abilities as they advance in experience:

Code:
LEVEL    SPELL-LIKE ABILITY
2    Light 3 times per day.
4    Flare 3 times per day.
6    Ventriloquism 3 times per day
9    Minor Image once per day, for one hour per level
15    Spellcaster can summon an animal to be the PCs
    companion (similar to the spell Animal Friendship).
    If the nagpa spellcaster currently has a familiar
    or animal companion then this ability is void.
Saves: +2 racial bonus to Will saves.

Nagpa Society
Nagpas are gregarious creatures that are fond of both magic and literature. The get along well with most of the other races they have been exposed to who have similar societies and interests. They are slightly chaotic by nature as well and are fond of practical jokes and calling other races they meet by funny pet names, such as stranglings, feather-lessers, and no-beaks. These are never meant as vicious insults but as terms of endearment.

Nagpas are considered a forgotten race on Kulan due to their years of isolation on the Fallenlands. Thus they will be considered exotic or even alien by most societies they encounter. Some of the more primitive peoples might consider them demons or servants of unknown gods. They might even have to deal with being considered totem spirits or demigods. Good aligned nagpas never take advantage of such worship as it goes against the teachings of nagpa society.

The nagpas are one of the first intelligent races of Kulan. Some believe that these strange humanoids were the first race to be created on Kulan. Most nagpas simply caw in amusement and shake their heads in disbelief.

"Why does it matter who was first and who was last? Is it not better to simply thrive in the present and encourage the young ones to live for the future?"

Nagpas are native only to certain mountain ranges in the Fallenlands. Specifically, the Wyrm and Fortern Mountains. They live in isolated valleys and mostly live an agrarian lifestyle. They are scholars, intellectuals, and naturalists by trade.

Nagpas are also devoted religious warriors and natural magic-users. Some of the most powerful wizards of Kulan are nagpas. They are highly honorable and will fight to the death for their neighbors, as if they were family. Most other civilized races of the Fallenlands can petition nagpa communities for help in times of crisis. This includes both physical and intellectual aid. They abhor slavery and will go to any lengths to free sentient creatures bound into someone’s service. Even if it means violence is the only recourse.

Nagpa society is both a monarchy and a democracy. They rely on the democratic government to handle internal civil issues while the monarchy controls external relations and the army. All members of society that have reached their majority can vote and hold power in the democratic process. But only those with noble blood can be part of the monarchy. The term ‘monarchy’ in this instance refers to all of the following: lesser, high, and majestic. It’s important to note that anyone can be in the military at any rank. However, the king is always the commander-in-chief even though he relies highly on his generals.
Nagpas are taught to be proud of their society and ancestors and to bring enlightenment to others whenever possible. This doesn’t mean that nagpas are bigoted or consider themselves a higher race of people. In fact, they will strive to help other races achieve great knowledge and prestige and never ask for anything in return.

Nagpas as Characters
A nagpas favored class is wizard. Nagpas also tend to become fighters, druids, and rogues. Nagpas often become multiclassed fighter/wizards or fighter/rogues.

While nagpas are homebodies by nature, those that dedicate themselves to the god known as Vasos tend to wander, seeking new challenges to test their strength. Nagpa clerics of Vasos may choose from any two of the following domains: Good, Strength, and Travel.

Other nagpa clerics choose their two domains from those listed for the god they venerate. Unaligned nagpa clerics are rare. These clerics can choose from any two of the following domains: Chaos, Earth, Knowledge, Magic, and Trickery. Good unaligned clerics can also choose from Good, Healing, and Sun.
 
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Knightfall

World of Kulan DM
SAHNE
Small Humanoid (Halfling)
Hit Dice:
1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 25 ft. (5 squares)
AC: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-3
Attack: Handaxe +2 melee (1d6) or sling +2 ranged (1d4) or throwing axe +3 ranged (1d6)
Full Attack: Handaxe +2 melee (1d6) or sling +2 ranged (1d4) or throwing axe +3 ranged (1d6)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits, spell-like ability
Special Qualities: Racial traits, code of honor, speak without sound
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 9 (-1), Wis 11 (+0), Cha 9 (-1)
Skills: Climb +1, Hide +5, Jump -2, Listen +3, Move Silently +3, Spot +3, Survival +7
Feats: Desert Dweller

Continent/Region: The Fallenlands
Environment: Temperate or warm desert and plains
Organization: Company (2-4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 8–16 giant lizards)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Fallenlanden halflings, who call themselves the Sahne, are more nomadic than their distant kin on Harqual. As a result, they also tend to be stronger. Sahne shave their heads bald and are fond of tattooing their skull, face, back and arms. They tend to wear loose fitting garments and males often wear nothing above the waist.

Sahne speak their own racial tongue, which is different from other halfling languages.

Combat
Sahne prefer to fight from the backs of giant lizards, known as cilias, using axes and slings to their best advantage. Sahne believe in honor but are more likely to find fault with those from outside of their tribal structure. Such incidents are common with bakemono and the sahne have no respect for the cowardly goblinoids.

Code of Honor: Sahne have a strict code of conduct that they must follow when dealing with other sahne, as well as most outsiders. The most common tenets are as follows:
  • Never lie to a ruling member or psion.
  • Never trade with outsiders, except at the Year City.
  • Never look a tribal psionicist in the eyes, always look at his feet.
  • Never betray a fellow tribe member.
  • Honor the jann.
Speak without Sound (Su): Sahne can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The sahne can only speak and listen to one person at a time, and they must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.

Spell-like Ability (Sp): Sahne gain the ability to cast create water once per day (caster level equals sahne’s character level).

Racial Traits (Ex): See below.

Sahne Society
Sahne usually live apart from all other societies, and tend to be very self-sufficient. They are known to wander from place to place all over the Fallenlands and trade amongst themselves with a complex bartering system that others find difficult to understand. Sahne goods are some of the finest items you will find anywhere.

Sahne rarely trade goods outside of their society but there is one well-known exception. On the first day of the New Year (Nagpa Calendar), the sahne pick one city of the jann to enter and sell their goods to those that happen to be there at the time. They never tell anyone the city they plan to bless with their goods until the last 10 days of the year. This news always sends traders of other races running to collect their assets and travel to the Year City so they can get the best deals from the sahne. Many a trader has made his fortune in this way (however, most die along the way to the city by the treachery of his enemies).

Sahne society is based on tight-knit family groups within a larger tribe. The system is highly diplomatic but does rely on challenges of strength and agility for control of the tribe. One family controls the tribe and dictates its involvement with other races and alliances with other sahne tribes. Each year a tribe will hold a series of diplomatic games where different families try to convince their fellow tribe members to vote their family into power for the next year. No one is allowed to vote for their family, and the competition is fierce but non-violent. There isn't a guarantee that if a family wins every event that they will become the ruling family for the tribe. The diplomatic vote takes precedence.

Psions, psychic warriors, soulknives, and wilders are highly respected in sahne society. Most family members defer judgements to psions within the family and the ruling family of a tribe is always guided by the most powerful psion. A family without a psion isn't likely to win the vote regardless of how many events the family wins.

Sahne get along with most races they choose to have contact with. Surprisingly, they get along with both the kenku and the nagpa and are often called upon to settle disputes between the two races. Sahne also enjoy the company of thri-kreen and the jann. They don't like the bakemono but then again most races don't. They try to remain neutral whenever possible.

The Sahne as Characters
Sahne favor the psion class. Unaligned sahne clerics can choose any two of the following domains: Craft, Earth, Family, Mentalism, Trade, Travel.

Sahne Traits
Sahne benefit from a number of racial traits:
  • +2 to Dexterity, -2 to Intelligence, -2 to Charisma.
  • Small. Sahne 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 creatures.
  • A sahne’s base land speed is 25 ft.
  • +1 racial attack bonus with any thrown weapon.
  • +1 racial bonus to all saving throws and a +2 morale bonus to saving throws against fear effects. +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
  • A sahne gains 1 extra skill point at each level (or HD) because he must constantly train herself to stay one step ahead of the dangers that surround him. In addition, a sahne gains a +2 racial bonus on Listen and Spot checks and a +6 racial bonus on Survival checks.
  • Special Attacks (see above): Spell-like ability.
  • Special Qualities (see above): Code of honor, speak without sound.
  • Automatic Languages: Sahne. Bonus Languages: Bakemono, Ignan, Kenku, Kreen, and Nagw.
  • Favored Class: Psion. A multiclass sahne’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
THROKR
Large Monstrous Humanoid
Hit Dice:
4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 18 (+2 Dex, +6 natural), touch 12, flat-footed 16
Base Attack/Grapple: +4/+14
Attack: Claw +12 melee (1d6+11) or gythka +13 melee (1d8+11) or large chatkcha +12 ranged (1d8+8)
Full Attack: 4 claws +12 melee (1d6+8) and bite +7 melee (1d6+4 plus poison) or gythka +13 melee (1d8+11) or large chatkcha +12 ranged (1d8+8)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Poison, potent bite 2d4+6, +2 enhancement bonus to Strength-related attack and damage rolls
Special Qualities: Darkvision 60 ft., immunity to sleep, leap, scent, weapon familiarity (gythka), weapon familiarity (chatkcha)
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 22 (+6), Dex 15 (+2), Con 17 (+3), Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +3, Climb +7, Hide +5*, Jump +12, Listen +2, Spot +3
Feats: Deflect Arrows B, Desert Dweller, Weapon Focus (gythka)

Continent/Region: The Fallenlands/Navismar
Environment: Temperate or warm deserts and plains
Organization: Solitary, pair, or family (5–10)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

Fallenlanden thri-kreen, known as throkr, are large thri-kreen similar to the medium-size kreen living on the continent of Kanpur. While not as intelligent as the thri-kreen of Kanpur, throkr make up for this by being stronger and wiser. Throkr stand roughly 11 ½ feet tall and weigh 700 lbs.

Other than size, they look and dress the same as other kreen.

Throkr speak the same language as other kreen, which is composed of clicking and snapping sounds made with their mandibles, as well as the common tongue of The Fallenlands, Ignan.

Combat
Throkr use their natural camouflage, quick speed, and natural jumping ability, in melee, just as normal kreen do.

Note that throkr never develop psionics, like normal kreen.

Immunity to Sleep (Ex): Since throkr do not sleep, they are immune to magic sleep effects. Throkr spellcasters still requires 8 hours of rest before preparing spells.

Leap (Ex): Throkr are natural jumpers. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.

Poison (Ex): A throkr delivers its poison (Fortitude save DC 16) with a successful bite or potent bite attack. The initial and secondary damage is the same (paralysis for 2d6 minutes). A throkr produces enough poison for bite type attack per day.

Potent Bite (Ex): A throkr can deliver a more powerful bite attack that does 2d4 damage plus its adjusted Strength modifier, as well as poison. Only the bite itself is more powerful, not the poison. This is a standard action.

Scent (Ex): A throkr can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Skills: *The exoskeleton of a throkr blends in well with desert terrain, granting it a +4 racial bonus on Hide checks in sandy or arid settings. As a dire creature, throkr also gain a +1 bonus to Jump checks and a +2 bonus to Hide checks.

The Throkr as Characters
Throkr favor the ranger class. Unaligned throkr clerics can choose any two of the following domains: Chaos, Earth, Family, Plant, Travel.
 
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Knightfall

World of Kulan DM
CYRADI PANTHEON
The gods of the cyradi aren't a tight knit group of deities like the Nagpa Gods. They are known for interfering in the lifes of the cyradi people, but they rarely come to a worshipers aid unless it benefits them in a significant way.

Gorm, Madarua, Usamigaras, and Zargon are deities from The Lost City module of which the cyradi are based.

Aker
God of the Earth and Death

Lesser Deity
Symbol:
Two lions’ heads facing away from each other
Home Plane: Elysium
Godly Realm: Death’s Heart
Alignment: Neutral good
Portfolio: Death, the earth
Worshipers: Embalmers, guardians, kings
Cleric Alignments: LG, NG, CG
Domains: Earth, Good, Protection, Repose
Favored Weapon: Light hammer or longsword

Anubis
Guardian of the Dead, Judge of the Dead, The Hound of the Dead

Lesser Deity
Symbol:
Black jackal
Home Plane: Arcadia and/or Plane of Twilight
Godly Realm: Heliopolis and/or Wanders
Alignment: Lawful good
Portfolio: Judgement, death, Guardian of the Twilight
Worshipers: Embalmers, guardians, monks
Cleric Alignments: LG, LN, NG
Domains: Law, Luck, Protection, Repose, Strength
Favored Weapon: Light or heavy mace

Aten
The Sun, The Sun Disc

Lesser Deity
Symbol:
Sun disc
Home Plane: Material Plane
Godly Realm: Wanders
Alignment: True neutral
Portfolio: The sun
Worshipers: Sages, wizards
Cleric Alignments: LN, NG, N, NE, CN
Domains: Air, Bounty, Fire, Strength, Sun
Favored Weapon: Quarterstaff or longsword

Bes
Short Father

Lesser Deity
Symbol:
Image of the deity
Home Plane: Material Plane
Godly Realm: Wanders
Alignment: True neutral
Portfolio: Happiness, music, protection, war
Worshipers: Fighters, rogues, bards, gamblers, the sahne
Cleric Alignments: LN, NG, N, NE, CN
Domains: Luck, Music, Protection, Strength, War
Favored Weapon: Short sword

Geb
God of the Earth, Father under the Skies and Sands

Intermediate Deity
Symbol:
Mountain
Home Plane: Elemental Earth
Godly Realm: The Caverns under the Stars
Alignment: True neutral
Portfolio: Earth
Worshipers: Farmers, druids
Cleric Alignments: LN, NG, N, NE, CN
Domains: Earth, Plant, Protection, Strength
Favored Weapon: Quarterstaff

Gorm
God of Storms and War, The Grim Judge

Intermediate Deity
Symbol:
A blue lightning bolt
Home Plane: Deluer
Godly Realm: The Winds of Justice
Alignment: Lawful neutral
Portfolio: Justice, storms, war
Worshipers: Fighters, warriors
Cleric Alignments: LG, LN, LE
Domains: Air, Law, Storm, War
Favored Weapon: Longsword

Horus
The Avenger

Lesser Deity
Symbol:
Falcon or hawk
Home Plane: Arcadia
Godly Realm: Heliopolis
Alignment: Lawful neutral
Portfolio: Sun, revenge, war, sky
Worshipers: Soldiers, warriors, fighters, those seeking vengeance and retribution
Cleric Alignments: LG, LN, LE
Domains: Destruction, Law, Retribution, Sun, War
Favored Weapon: Longsword or lance

Isis
Goddess of Fertility and Magic, Lady of Knowledge

Greater Deity
Symbol:
Ankh and star
Home Plane: Elysium
Godly Realm: Quietude
Alignment: Neutral good
Portfolio: Fertility, magic, marriage
Worshipers: Women, wives and mothers, bards, druids, wizards, sorcerers
Cleric Alignments: LG, NG, CG
Domains: Bounty, Good, Healing, Magic
Favored Weapon: Quarterstaff

Madarua
The Warrior Maiden

Intermediate Deity
Symbol:
Sickle
Home Plane: Upper Outlands
Godly Realm: Birth of War
Alignment: True neutral
Portfolio: Birth, death, changing seasons
Worshipers: Women, mothers, druids, female warriors & fighters
Cleric Alignments: LN, NG, N, CN
Domains: Death, Healing, Protection, Weather
Favored Weapon: Longspear

Osiris
God of Fertility and the Dead, The White Crown

Intermediate Deity
Symbol:
Crown and flail
Home Plane: Celestia
Godly Realm: Memphiria
Alignment: Lawful good
Portfolio: Harvest, nature, underworld
Worshipers: Nobles, rulers, fighters, paladins, farmers, rangers, commoners
Cleric Alignments: LG, LN, NG
Domains: Good, Law, Protection, Repose
Favored Weapon: Crook or quarterstaff

Ra
God of the Sun, Pharaoh of the Gods

Greater Deity
Symbol:
A serpent wrapped around a solar disc
Home Plane: Elysium
Godly Realm: Thekele-Re
Alignment: Neutral good
Portfolio: Pharaohs, sun
Worshipers: Rulers and viziers, nobles, scholars, fighters, paladins, monks
Cleric Alignments: LG, NG, CG
Domains: Bounty, Good, Knowledge, Protection, Sun
Favored Weapon: Quarterstaff or club

Rowe
Goddess of Lust and Pain, The Widow Maker

Intermediate Deity
Symbol:
A whip
Home Plane: Gray Waste
Godly Realm: Wrath of Jealousy
Alignment: Neutral evil
Portfolio: Lust, pain, jealousy, female dominance
Worshipers: Women, female warriors & fighters, jealous lovers, sadists, those who enjoy inflicting pain
Cleric Alignments: LE, NE, CE
Domains: Evil, Magic, Pain, Seduction, Trickery
Favored Weapon: Scourge

Set
Defiler of the Dead, Lord of Evil

Greater Deity
Symbol:
Coiled cobras
Home Plane: Baator
Godly Realm: Ankhwugaht
Alignment: Lawful evil
Portfolio: Darkness, evil, night, desert storms, drought
Worshipers: Evil, power-seeking humanoids, evil monks, assassins, blackguards
Cleric Alignments: LN, LE, NE
Domains: Death, Destruction, Evil, Knowledge, Law, Scalykind
Favored Weapon: Shortspear or halfspear

Thoth
God of Knowledge and Magic

Intermediate Deity
Symbol:
Ibis
Home Plane: Plane of Twilight
Godly Realm: Pyramid of Knowledge
Alignment: True neutral
Portfolio: Knowledge, learning, magic, wisdom
Worshipers: Scholars, sages, travelers, bards, sorcerers, wizards
Cleric Alignments: LN, N, NE, CN
Domains: Knowledge, Luck, Magic, Travel, Thought
Favored Weapon: Quarterstaff

Usamigaras
God of Messengers and Thieves, The Winged Child

Intermediate Deity
Symbol:
A five-pointed, silver star
Home Plane: Ouno
Godly Realm: Usamigaras’ Hall
Alignment: Chaotic neutral
Portfolio: Healing, magic, messengers, thieves
Worshipers: Bards, messengers, rogues, healers, sorcerers, wizards
Cleric Alignments: CG, CN, CE
Domains: Healing, Magic, Secrecy, Skullduggery, Trickery
Favored Weapon: Dagger

Varmut
God of Dedication and Soldiers, The Harsh Light

Lesser Deity
Symbol:
A silver scimitar in front on a solar disc
Home Plane: Material Plane
Godly Realm: Fortress under the Sun
Alignment: Lawful neutral
Portfolio: Dedication, soldiers, sunlight
Worshipers: Soldiers, warriors, fighters, monks
Cleric Alignments: LG, LN, LE
Domains: Courage, Law, Light, Strength, Sun
Favored Weapon: Scimitar

Zargon
Fiend Worm, The Devourer in the Depths, The Forgotten God

Intermediate Deity
Symbol:
A black horn on a blood-red field
Home Plane: Baator
Godly Realm: Black Ziggurat
Alignment: Lawful evil
Portfolio: Bloody death, destruction, slime
Worshipers: Soldiers, Fallenlanden minotaurs, guards, sorcerers, wizards
Cleric Alignments: LE, LN, NE
Domains: Death, Destruction, Evil, Law, Ooze
Favored Weapon: Light flail
 
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Knightfall

World of Kulan DM
FALLENLANDEN CLASSES
A player who wants to choose a Common or Uncommon class has little restrictions on their choice, but a player who wants to choose a Rare or Very Rare class must convince the DM or roll randomly to see if their character can acquire the class.

STANDARD CLASSES (v.3.5 SRD)
Common

Barbarian
Druid
Fighter
Rogue
Wizard

Uncommon (75% chance)
Cleric
Ranger

Rare (50% chance)
Bard
Monk
Sorcerer

Very Rare (25% chance)
Paladin


CUSTOM KULAN CLASSES
Common

Trader

Uncommon (75% chance)
Elementalist
________________________________________

NONSTANDARD CLASSES (v.3.5 SRD)
Common
(75% chance)
Commoner *
Expert *
Warrior *
Wilderness Rogue

Uncommon (50% chance)
Adept
Psychic Warrior
Savage Bard
Totem Barbarian
Wilder

Rare (25% chance)
Aristocrat
Psion
Witch

Very Rare (10% chance)
Soulknife
Urban Ranger
- - -
* While rolls are not required for these NPC classes, they are included in the list for completeness.
 
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Knightfall

World of Kulan DM
ZETETIC-TOUCHED
Medium Aberration
Hit Dice:
9d8+27 (71 hp)
Initiative: +7 (Dex, Improved Initiative)
Speed: 20 feet (4 squares), fly 25 feet (average)
AC: 19 (+3 Dexterity, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +4/+9
Attack: +9 melee (1d6+5/x2, 2 morningstars)
Full Attack: +9 melee (1d6+5/x2, 2 morningstars) and +9 melee (1d6+5/x2, 2 claws) and +7 melee (1d6+2/x2, bite) and +7 melee (1d4+2/x2 plus numbing effect, tail)
Space/Reach: 5 feet/5 feet
Special Attacks: Improved grab, constrict (1d6+5), numbing effect
Special Qualities: Darkvision 30 feet, DR 5/magic, SR 12
Saves: Fort +6, Ref +8, Will +8
Abilities: Str 20 (+5), Dex 17 (+3), Con 16 (+3), Int 12 (+1), Wis 15 (+2), Cha 14 (+2)
Skills: Hide +8, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (religion) +10, Listen +7, Sense Motive +7, Spot +7, Tumble +7
Feats: Improved Initiative, Lightning Reflexes, Multiattack, Power Attack

Continent/Region: The Fallenlands
Environment: And land
Organization: Solitary, pair, or band (6–12)
Challenge Rating: ?
Treasure: Standard
Alignment: Often Lawful Neutral
Advancement: 10–18 HD (Large)
Level Adjustment: +9

Description still needed

Zetetic-touched are unnatural creations that fuse the power of the zetetic with that of a humanoid creature. No one is sure how they came into being since the zetetic are sexless. Zetetic-touched areless powerful than their progenitors but they are still highly dangerous aberrations with the same motivations and goals as true zetetic. Unlike a true zetetic, these aberrations have lower limbs that allow them to walk. They can still fly, but they are less precise in the air than a true zetetic.

Zetetic-touched speak Ignan and Jinn. They are able to learn almost any language.

Combat
Zetetic-touched are warriors first and foremost. Since they lack some of the special abilities of a true zetetic, they tend to fight with weapons and their natural attacks first. Those that do feel pulled towards the arcane tend to become sorcerers. Zetetic-touched are less likely to be loners than the zetetic, and it isn't unusual to encounter them in significant numbers. More than twice of their progenitors.

Improved Grab (Ex): To use this ability, a zetetic-touched must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can begin to constrict as well as make the grappled foe face a cumulative numbing effect (see below). The zetetic-touched can use its tail to grapple and hold foes without being considered grappling itself (it does not lose its Dexterity bonus to Armor Class.)

Constrict (Ex): When a zetetic-touched establishes a hold with its tail, it wraps the tail around its foe. The zetetic-touched inflicts 1d6+5 points of damage each round as it holds a foe, as well as automatically inflicting its numbing effect each round.

Numbing Effect (Su): Any living creature not immune to paralysis that is touched by the zetetic-touched's tail feels its muscles relax and lose strength and feeling. The result is a -1 penalty to attack and damage rolls, Strength and Dexterity checks, and Reflex saves. This numbness lasts for 3 rounds. If the tail strikes a creature more than once, the numbing effect is cumulative. Thus, a character struck twice suffers a -2 penalty, and one struck three times suffers a -3 penalty. Characters grappled by the tail suffer the cumulative penalty each round they remain grabbed.

Skills (Ex): All zetetic-touched gain a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills.

Zetetic-touched Racial Traits
• +3 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom, +2 Charisma.
• Medium-size. As a Medium-size creature, a zetetic-touched character has no special bonuses or penalties due to its size.
• Aberration: A zetetic-touched is an aberration, and is therefore immune to spells that only affect humanoids, such as charm person.
• A zetetic-touched’s base speed is 20 feet. It also has a fly speed of 25 feet with Average maneuverability.
• Racial Hit Dice: A zetetic-touched character begins with nine levels of aberration, which provide 9d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +3, Ref +3, Will +6.
• Racial Skills: A zetetic-touched's aberration levels give it skill points equal to 12 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (geography), Knowledge (history), Knowledge (religion), Listen, Sense Motive, Spot, and Tumble. A zetetic-touched character gains a +5 racial bonus to the Knowledge (geography), Knowledge (history), and Knowledge (religion) skills.
• Racial Feats: A zetetic-touched's aberration levels give it four feats.
• A zetetic-touched has a +6 natural armor bonus.
• Natural Attacks: A zetetic-touched character may attack with a two claws (1d6) a bite (1d6), and a tail (1d4 plus numbing effect) as a full-round action. It is always treated as being armed when using its natural attacks.
• Weapon and Armor Proficiency: A zetetic-touched character is proficient with all simple weapons, as well as light and medium armor.
• Special Attacks (see above): Improved grab, constrict (1d6 + Strength bonus), and numbing effect.
• Special Qualities: Darkvision 30 feet and DR 5/magic.
• A zetetic-touched has spell resistance of 12 + its character levels.
• Automatic Languages: Ignan and Jinn. Bonus Languages: Any Fallenlanden languages.
• Favored Class: Fighter. A multiclass zetetic-touched character’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
• Level Adjustment: +9; ECL 18.

[Based on the Zetetic monster from the Arcana Unearthed sourcebook called Legacy of the Dragons.]
 
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Knightfall

World of Kulan DM
I just finished updating my list of common races and creatures for the Fallenlands. (See post #9.) I am planning on creating a secondary list, which will list common races and creatures from d20 sources instead of official D&D sources or my own creations.

EDIT: All of my racial origins are in the process of being revised.
 
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Knightfall

World of Kulan DM
PROJECT: Cities of the Northwest
My first real project for this thread is to detail the various cities of the Northwest Region of the continent. I will start with the cities closest to the Mountains of NarsKasis and then go from there. This project will follow the progress of the mapping of the continent, which you can follow on my World of Kulan Maps thread. (See here.)

Jann City-States
Nagpa Cities
  • Craloona
Other Cities
  • Cyrad
  • Gaikk
  • Hwiligal
  • Khelm
  • Kipwi
  • Sholad
  • Sipwi
  • Tlirar
 
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