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  1. #11
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    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.
    Last edited by Knightfall; Monday, 12th July, 2010 at 02:49 AM.
    Robert Blezard

 

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    KENKU
    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.
    Last edited by Knightfall; Monday, 12th July, 2010 at 02:49 AM.
    Robert Blezard

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    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.
    Last edited by Knightfall; Monday, 12th July, 2010 at 02:50 AM.
    Robert Blezard

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    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.
    Last edited by Knightfall; Monday, 12th July, 2010 at 02:51 AM.
    Robert Blezard

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    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.
    Last edited by Knightfall; Monday, 12th July, 2010 at 02:51 AM.
    Robert Blezard

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    More deities...

    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
    Last edited by Knightfall; Saturday, 10th July, 2010 at 08:55 AM.
    Robert Blezard

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    OTHER GODS
    While the Margoth-Nal and Cyradi Pantheons are the only two real pantheons in the Fallenlands, there are numerous other gods that are worshiped by other races. Below is a list of these deities.

    Akadi, Grumbar, Istishia, and Kossuth are the four with the most diverse number of followers amongst the various races of the Fallenlands. Ra’po is the strongest of these deities and is a favorite amongst the Jann.

    There are many Small Gods known throughout the Fallenlands as well, but they are usually not known beyond a specfic region. The mongrelfolk are known to venerate these regional gods of which many of them are actually fallen celestials or genies and displaced demons and devils.

    Akadi
    Elemental Lord of Air

    Intermediate Deity
    Symbol: White cloud on a blue background
    Home Plane: Elemental Air
    Godly Realm: Great Funnel
    Alignment: True neutral
    Portfolio: Elemental air, movement, speed, flying creatures
    Worshipers: Jann, druids, elementalists (air)
    Cleric Alignments: LN, NG, N, NE, CN
    Domains: Air, Balance, Illusion, Travel, Trickery, Weather
    Favored Weapon: Heavy flail

    Cagn
    The Insect Lord

    Lesser Deity
    Symbol: Preying mantis
    Home Plane: Material Plane
    Godly Realm: Wanders
    Alignment: Chaotic neutral
    Portfolio: Birds, insects, mischief, the throkr
    Worshipers: Diopsids, nagpas, throkr, vermin lords, druids
    Cleric Alignments: CG, CN, CE
    Domains: Air, Animal, Insect, Scalykind, Trickery
    Favored Weapon: Kukri (gythka – throkr)

    Grumbar
    Elemental Lord of Earth

    Intermediate Deity
    Symbol: Mountains on purple
    Home Plane: Elemental Earth
    Godly Realm: Great Mountain
    Alignment: True neutral
    Portfolio: Elemental earth, solidarity, changelessness, oaths
    Worshipers: Goliaths, jann, druids, elementalists (earth)
    Cleric Alignments: LN, NG, N, NE, CN
    Domains: Balance, Cavern, Earth, Metal, Seals, Time
    Favored Weapon: Warhammer

    Istishia
    Elemental Lord of Water

    Intermediate Deity
    Symbol: Cresting wave
    Home Plane: Elemental Water
    Godly Realm: Sea of Timelessness
    Alignment: True neutral
    Portfolio: Elemental water, purification, wetness, oases
    Worshipers: Hadozee, jann, rhoode, druids, elementalists (water), sailors
    Cleric Alignments: LN, NG, N, NE, CN
    Domains: Balance, Ocean, Purity, Storm, Travel, Water
    Favored Weapon: Light hammer

    Jauhar
    God of Wealth, The Gemmed, The Gem Studded

    Intermediate Deity
    Symbol: A gold coin
    Home Plane: Deluer
    Godly Realm: Gem Haven
    Alignment: Lawful neutral
    Portfolio: Wealth
    Worshipers: Jann, merchants, traders
    Cleric Alignments: LG, LN, LE
    Domains: Knowledge, Law, Luck, Wealth
    Favored Weapon: Short sword

    Kossuth
    Elemental Lord of Fire

    Intermediate Deity
    Symbol: A twining red flame
    Home Plane: Elemental Fire
    Godly Realm: Crimson Pillar
    Alignment: True neutral
    Portfolio: Elemental fire, purification through fire
    Worshipers: Firenewts, jann, druids, elementalists (fire)
    Cleric Alignments: LN, NG, N, NE, CN
    Domains: Balance, Fire, Purity, Renewal, Suffering
    Favored Weapon: Spiked chain

    Meph
    The Savant of Fire

    Lesser Deity
    Symbol: A volcano
    Home Plane: Para-Elemental Magma
    Godly Realm: Savant’s Hold
    Alignment: Chaotic neutral
    Portfolio: Fire, heat, volcanic lands
    Worshipers: Firenewts, mongrelfolk, elementalists (fire)
    Cleric Alignments: CG, CN, CE
    Domains: Chaos, Earth, Fire, Sun
    Favored Weapon: Heavy flail or light crossbow

    Ra’po
    Lord of the Desert, The Flaming Sun

    Greater Deity
    Symbol: A sun wreathed in flames
    Home Plane: Lower Outlands
    Godly Realm: Sun Hall
    Alignment: True neutral
    Portfolio: Destruction, desert, feelings, fire, light, sun
    Worshipers: Armands, jann, quissians, sahne, thasins, bards, elementalists (earth & fire), nomads, young lovers
    Cleric Alignments: LN, N, NE, CN
    Domains: Destruction, Earth, Emotion, Fire, Sun
    Favored Weapon: Scimitar or spear

    Sel’ik’ku
    The Jungle God

    Demigod
    Symbol: A water bird flying over jungle canopy
    Home Plane: Material Plane
    Godly Realm: Wanders the Ong Jungle
    Alignment: True neutral
    Portfolio: The Ong Jungle, waterfowl
    Worshipers: Banderlogs, kech, rhoode, barbarians, druids, rangers, those living in the Ong Jungle
    Cleric Alignments: LN, NG, N, NE, CN
    Domains: Air, Animal, Forest, Water
    Favored Weapon: Club

    Turuk
    God of Battle, The Warrior of Law

    Intermediate Deity
    Symbol: A turbaned warrior swing a scimitar
    Home Plane: Mechanus
    Godly Realm: Fortress of Law
    Alignment: Lawful neutral
    Portfolio: Warriors, battle
    Worshipers: Goliaths, quissians, blackguards, fighters, monks, paladins, warriors
    Cleric Alignments: LG, LN, LE
    Domains: Courage, Law, Strength, War
    Favored Weapon: Scimitar
    Last edited by Knightfall; Saturday, 10th July, 2010 at 08:55 AM.
    Robert Blezard

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    Cities of the Fallenlands

    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
    • Askinesiks (finished!)
    • Crilian (finished!)
    • Julistan
    • Ries-A-Pars
    • Sulan
    • Tilikan
    • Wulifan

    Nagpa Cities
    • Craloona

    Other Cities
    • Cyrad
    • Gaikk
    • Hwiligal
    • Khelm
    • Kipwi
    • Sholad
    • Sipwi
    • Tlirar
    Last edited by Knightfall; Saturday, 10th July, 2010 at 08:56 AM.
    Robert Blezard

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    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.
    Robert Blezard

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    STANDARD RACES AND CREATURES (cont.)

    From D20/OGL Sources [Primary]

    Races
    • Banderlog (GoD)
    • Kech (GoD)
    • Quissian (MR)
    • Rhoode (MR)
    • Sendasti (MR)
    • Tsathar (THR)

    Creatures
    • Abomination [Template] (THR)
    • Al-mi'raj (GoD)
    • Assassin Bug, Giant (TH3)
    • Axe Beak (THR)
    • Babbler (THR)
    • Beetle, Giant Saw-Toothed (TH2)
    • Beetle, Giant Slicer (THR)
    • Blood Bush (TH3)
    • Bonesnapper (GoD)
    • Brontotherium (TH3)
    • Carbuncle (THR)
    • Carrion Moth (THR)
    • Cave Fisher (THR)
    • Chain Worm (TH3)
    • Cheitan (Half-Efreeti) [Template] (TH2)
    • Cobra Flower (THR)
    • Crab, Fire (TH2)
    • Cricket, Cave (THR)
    • Dragon, Smoke (TH2)
    • Dragonfish (THR)
    • Dragonfly, Giant (THR)
    • Dust Digger (THR)
    • Eblis (GoD)
    • Elemental Construct [all] (TH3)
    • Elemental Dragon [all] (THR)
    • False Spider [both] (THR)
    • Flame-Spawned [Template] (TH3)
    • Forlarren (THR)
    • Froghemoth (THR)
    • Genie, Abasheen, Hawanar and Marid (TH3)
    • Ghoul, Dust (TH3)
    • Ghoul, Cinder (TH2)
    • Ghoul-Stirge (THR)
    • Giant, Bronze (TH3)
    • Giant, Volcano (TH2)
    • Gohl (TH3)
    • Golem, Mummy (TH3)
    • Golem, Stone Guardian (THR)
    • Gorgimera (THR)
    • Guardian Daemon (THR)
    • Hell Moth (THR)
    • Jaculi (THR)
    • Kamadan (THR)
    • Kraken, Sand (TH2)
    • Lion, Cave (TH2)
    • Lizard, Cavern (TH2)
    • Lizard, Fire (THR)
    • Lizard, Gnasher (TH3)
    • Magmoid (TH2)
    • Mantidrake (TH3)
    • Mephit, Lightning and Smoke (TH3)
    • Mihstu (THR)
    • Muckdweller (THR)
    • Mudman (THR)
    • Ooze, Magma and Mercury (THR)
    • Phantom, Fire (TH2)
    • Psiwyrm (TH3)
    • Quasi-Elemental, Lightning [all] (THR)
    • Quasi-Elemental, Obsidian [all] (TH2)
    • Rock Reptile (THR)
    • Sand Stalker (TH2)
    • Scythe Tree (THR)
    • Skeleton, Lead (THR)
    • Slime Zombie [Template] (THR)
    • Sloth, Dire (THR)
    • Snake, Fire and Marble (THR)
    • Stegocentipede (THR)
    • Stone Roper (THR)
    • Swarm, Adamantine Wasp (TH3)
    • Tazelwurm (TH2)
    • Tentamort (THR)
    • Thermite [all] (TH3)
    • Thunder Beast (THR)
    • Treant, Lightning (TH3)
    • Troll, Rock and Swamp (THR)
    • Tuatara, Giant (TH3)
    • Weird, Fungus (TH3)
    • Weird, Lava and Lightning (TH2)
    • Widow Creeper (TH3)
    • Yellowjacket, Giant (TH2)

    GoD = Glades of Death; MR = Mythic Races; THR = Tome of Horrors: Revised; TH2 = Tome of Horrors II; TH3 = Tome of Horrors III.
    Last edited by Knightfall; Sunday, 18th July, 2010 at 08:27 AM.
    Robert Blezard

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