Introduction The Fallenlands came about as result of needing an exotic locale for my players to explore for an ancient artifact. I didn’t want them to simply traverse the Lands of Harqual, find the artifact, and bring it back. I wanted it to be a quest and a half. The end result was an adventure I entitled “Journey to the Fallenlands.”
Little did I know at the time, how much the Fallenlands would be like two of my favorite D&D campaign settings rolled into one (slightly altered) concept. You see, for the most part, the Fallenlands is a desert continent. From the Mountains of NarsKasis to the edge of the Ong Jungle, it is basically a huge homage to Dark Sun and Al-Qadim.
The Fallenlands is a hot, humid land where the genies known as the Jann rule huge, impenetrable, stone cities. It is a land where tribes of Kenku, Throkr, and other strange humanoids, such as the Sahne, vie for dominance of the desert wastes. It is home to the City of Cyrad where isolated pale-skinned humans struggle to survive against the environment and each other. It is the homeland of a race of noble, vulture-headed humanoids, called the Nagpa, older than any race on Kulan with life spans that even outstretch the Shoyir Elves of Janardun.
This is the Fallenlands!
DM's Note: Now, some of you that have played Mystara probably perked an eyebrow up when you read "race of noble, vulture-headed humanoids, called the Nagpa" above. The reason for this is that the Nagpas of Kulan are not the cursed humans of Mystara. They are an race that evolved independently on Kulan for thousands of years and once ruled all of the Fallenlands. They would still be its rulers if one of their leaders, in ages past, hadn't struck a deal with the devil so to speak.
Artwork by Daniel Schenström
Here is a link to the map of this continent, which has been posted on my World of Kulan Maps thread for some time now.
Note that I'm not going to repeat the general "world details" on this thread. That information is already posted in the Kulan: Lands of Harqual thread.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
The History of the Fallenlands
Very little is known about the history of the Fallenlands beyond the knowledge gathered and hidden by the nagpas. For while they are a good and noble race they do have one secret, which they protect from the other races of the continent. Partly out of pride, but mostly out of shame. Linked is the story of "The Five Treasures of the Geniekind," which tells of the Fallenlands distant past.
The continent once known as Margoth-Nal, by the telling of this story has a history spanning back thousands of years. Most who have heard it beyond the Great Library of Knowledge in the City of Craloona believe the story to be an exaggeration of the Fallenlands history. The trouble is so few non-nagpas have heard the story beyond the jann, and neither of those two races are willing to go into more detail about the Fallenlands past.
Most believe the Age of the Nagpa began only over 2,000 years ago not 3,000 to 4,000 years ago, as the nagpas would have others believe. However, nagpas are an extremely long-lived race and it isn’t inconceivable that the story tells the truth.
It is for certain that the Age of the Nagpa lasted nearly 1,000 years before the first of the invading armies arrived on the eastern shores of Margoth-Nal. These armies came from the continent of Kanpur, which lies closest to the Fallenlands, across the Far Sea. They landed southeastern coast and quickly spread into the Ong Jungle and the lands surrounding the Shield. [A 500-foot high cliff face, which separates Decamwa (called the Endless Sands by the jann) from the Verdant Lands of the southeast].
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Age of Fire
Most mark the Age of Fire from the beginning of the war with the invading humanoids not after the geniekind became involved. It is believed the story of the Ma-Haukuai traveling to the Elemental Planes is a huge exaggeration of the true events surrounding the involvement of the efreet in the Ages War, as it was called. The humanoids from Kanpur were not so much invading the Fallenlands, as they were fleeing the conflicts raging across southern Kanpur at the time. These conflicts stretched across many southern lands of Kanpur including Khemit and Zakhara, as well as the region later known as the Dark Continent. It was also these conflicts which led to the downfall of the region now known as the Ruined Kingdoms.
But enough about Kanpur, that’s for another thread.
The Age of Fire is believed to have lasted nearly 200 years, as the Ages War raged across the Fallenlands consuming the great nagpa civilization. The efreet came to exact vengeance on the humanoids and they allied with the nagpa to do so. Allies of opportunity, it is said. The nagpas would have been better off fighting the humanoids on their own. The efreet betrayed the nagpas and their allies after defeating the bulk of the humanoids.
They also betrayed themselves to the dark forces of the Outer Planes. They compacted with powerful demons, using them to subjugate the races of the Fallenlands. This was the beginning of the end of their lives, as members of the races of the geniekind. They became the Ragahd and looked to spread their dark power across all of Kulan. This transformation did not go unnoticed by the Sultan of the Efreet and he swore vengeance on those who had betrayed him. It is not certain how the other races of the geniekind became involved but most point to the story and the pleadings of Ma-Haukuai.
The Age of Fire ended with the destruction of the once great land of Margoth-Nal, that name now not used by any except the nagpas. The Ragahd fought for every acre of the continent before fleeing to the Lower Planes. Now, they exist as a race of elemental demons, mainly in the Abyss although they can be found living amongst the denizens of Limbo and Pandemonium as well.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Age of Isolation
It was just before the beginning of the Age of Isolation that a group of humans arrived on the Fallenlands to explore the land for the glory of Khemit. These people soon found themselves trapped on a harsh, wind swept continent, cutoff from their homeland, and surrounded by hostile humanoids. These humans found and retreated into a deep crevasse in the earth, which is now known as Shapneka. Here they found an abandoned city underground built by an unknown race claiming it as their own. They renamed it the City of Cyrad, in honor of the man who had led them to relative safety in Shapneka.
Their society quickly degenerated as old stories of Khemit were lost and the cyradi people began worshipping the gods of the lost race who had built the city. An ancient evil was uncovered and the cyradi soon fell into madness. Now, they exist mainly in a dreamlike state, while the followers of the Fiend Worm work them to death.
The Age of Isolation began nearly 1,000 years ago around the time human barbarians first began appearing in the Northlands of Harqual, give or take a few centuries. Exact dates from this time period are not known, as the Fallenlands became next to impossible to reach by sea or by air. A huge, never ending storm appeared around the Fallenlands from its northern shores to beyond the tip of the Ong Peninsula. The most powerful of these storms thundered in the western ocean beyond the Fallenlands, which would become known as the Black Storm Sea to those living on Harqual. (Called the Endless Water by the nagpas.)
The Age of Isolation brought the rise of the jann as a major power across the Fallenlands. Their great stone cities rose out of the ashes of the remains of the once proud nagpa civilization and the mark of destruction left by the Ragahd. The jann were left to guard the Fallenlands and the locations of the Five Treasures of the Geniekind, but they have become more concerned with the former than the later. The jann are every watchful over the other races of the Fallenlands but not to protect them but to protect the world from them. The jann begrudgingly respect the nagpas and the nomadic sahne. However, they have little tolerance for the other races.
Surprisingly, while the jann are the dominant power of the Fallenlands they are not its masters. The harsh land is the master and it takes a heavy toil on those who do not respect its power. No more so is this evident then the region of the Fallenlands known as the Volcanic Lands. This highly unstable region has, until recently, in ages past been a scorched, black magma-filled region near the center of the Fallenlands. It was here where the conquering efreet built the great city known as Lafar, City of Fire.
The city still stands to this day and was the hiding places of the artifact known as the Bow of Wind. Now, that artifact has disappeared along with its guardian. It is said that a group of adventurers, from another land, entered Lafar to claim the artifact but came out with nothing for their efforts. The adventurers soon disappeared from the lands of the Fallenlands. Stranger still the powerful storms protecting the Fallenlands have faded and the lands around Lafar have become more inert. It is believed that the adventurers somehow broke the magical ward placed to keep the Ragahd from returning to Kulan. Whether or not they also took the Bow of Wind and lied about finding it remains to be seen.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
A New Age Begins
The Age of Isolation has ceased for the continent known as the Fallenlands. The seas are now open to the rest of the world and many have taken notice. In the east, explorers from Khemit and Zakhara have begun to slowly traverse across the Far Sea to the southern lands of the Ong Peninsula. While, to the north of Khemit, the great cities of Bluffside and Parma have sent their own expeditions to the New Land of the West, as they call it. Conflicts amongst these new invaders and the locales of the Fallenlands are bound to happen sooner or later.
Far to the south past the Wakuna Sea lies Merria home to numerous seafaring kingdoms and even more pirates. Long prevented from expanding their reach by the storms protecting the Fallenlands, now the southern shores of the lost continent are open to them. No longer are Humans, Rakasta, and other notable races unknown in the ports of call of the Fallenlands, although they are still quite rare.
And in their stone cities, the jann watch and wait for the eventual return of the Ragahd to the Fallenlands and they wonder if anything can be done to stop the elemental demons.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
The Five Treasures of the Geniekind
Long ago during the Age of the Nagpa, the Fallenlands was known by a more regal name, Margoth-Nal. It was during this age that nagpas lived everywhere on this continent, from what is now known as the Sipwi Peninsula to the Ong Jungle beyond the Shield. We, the blessed of Chagnal, ruled the continent with the same grace and dignity that we now rule the Valley of NarsKasis today. During this time the land was covered with lush forests and rolling hills.
During the Age of the Nagpa, the geniekind were unknown to our people considered myths of legend. What is now called the Black Storm Sea was once known as The Endless Water. There were four great nagpa cities under the rule of a single leader known as the Ma-Haukuai with a governor of state for each city. These cities included NarsKasis in the northwest, NarsKwon in the northeast, NarsKwani in the southwest, and the capital city of Chowa in the far south. The Ma-Haukuai ruled over Margoth-Nal from his palace for over a thousand years in relative peace.
But like the scorching sands of the Fallenlands today, time eroded the Age away. A new evil appeared out of the Far Sea in the east. Huge long ships filled with hordes of evil humanoids landed on the eastern shores of Margoth-Nal. Among them were such foul creatures as the thasin, bakemono, oni and the ogre mages. They entrenched themselves in our land raiding up and down the coasts of the east and beyond. Out people fought back bravely with the help of our allies, the sahne and the hengeyokai, but the evil hordes were unstoppable.
The Ma-Haukuai pleaded to Chagnal and the other Great Ones for protection but they couldn't come to our aid. The evil gods of the humanoid hordes kept the Great Ones embroiled in a battle in the heavens. All hope seemed lost. The Ma-Haukuai became desperate in his search for an answer to save his people. He knew of the legends of the geniekind. He divined the location of the Elemental Planes in order to locate the geniekind. With only his wits and the hope of his people, the Ma-Haukuai journeyed to the palaces of the four greater races of the genies - the dao, the djinn, the marid, and the efreet.
First he asked the Kahn of the Dao in the Great Dismal Delve. “Help my people, all-powerful Kahn, and I will build you the greatest monument ever constructed out of the finest marble and gems.”
But the Khan simply laughed at him.
Then he went to the Elemental Plane of Air pleading with the Caliphs of the Djinn. “Help my people, all-powerful Lords, and I will build you the greatest airship ever known to the planes.”
But since the djinn could already fly faster than any airship the Caliphs simply ignored him.
Then he went to the Elemental Plane of Water pleading with the Padisha of the Marids. “Help my people, all-powerful Padisha, and I will give you my kingdom's greatest asset. Our Puredrop water crop for the next one thousand years.”
The Padisha hummed and hawed for several days asking all of her advisors. Then she smiled agreeing to help. The Ma-Haukuai was overjoyed. Then the chaotic Padisha simply laughed at him telling him to go away.
Heartbroken, the Ma-Haukuai went to the Elemental Plane of Fire. He had hoped that one of the other geniekind races would have agreed to help him. He had no idea what he could offer the Efreeti Sultan. As he stood trembling before the Sultan within the City of Brass all his hope seemed to slip away. “Oh great and all-powerful Sultan, I have come to you to beg for your help in defending my people from the evil that threatens us.”
“Hmm,” the Sultan glared down at the Ma-Haukuai. “And what can I expect to gain for this help little creature?”
The Ma-Haukuai fell to his knees in desperation. “I give my life over to you to do with as you want.”
“Well,” the Sultan smiled with an evil grin. “This is most unexpected.”
“I beg your pardon, great Sultan? I do not understand.” The Ma-Haukuai was baffled.
“I have been watching you travel from one of my enemies to the next offering little baubles to them. I had expected a similar offer. You surprise me.”
The Efreeti Sultan rose from his fiery throne approaching the Ma-Haukuai. He stood there for what seemed like an eternity to the Ma-Haukuai. Then he laughed with joy. “You don't realize what it means to a genie to be offered the life of a mortal to do with as one pleases. But your life only is not enough. I wish for your servitude to me and the servitude of your ancestors after you for all of eternity!”
“I will grant you what you wish. For I haven't another choice. All I ask is to be allowed to see my people freed of tyranny before I leave them.”
“Done! What a glorious day!” The Sultan laughed for all in the City of Brass to hear.
Now the Sultan was always true to his word sending a huge army of efreet and fire elementals to Margoth-Nal to rain down fire upon the enemies of the Ma-Haukuai. However, the Sultan was also a crafty genie and the armies he sent were careless about the destruction they created during the war. In the end, nothing was left of Margoth-Nal's ancient glory. The Ma-Haukuai knew he had made a horrible mistake.
With the greatest Age in our history over there wasn't anything to stop the Sultan from claiming the continent. Thus, the Age of Fire was born. For thousands of years the efreet ruled the land but didn't preserve it. The forests burned and the lakes and rivers dried up. The efreet built a great city that they called Lafar or City of Fire. The Volcanic Lands formed around the city and the whole continent trembled at the might of the efreet.
Soon, discontent crept into the minds of the five generals that the sultan had sent to conquer Margoth-Nal. Each of them wished to become Kahn over the lands but the Sultan refused. The generals infused rebellion into the efreet of the Fallenlands. They began warring amongst themselves as well as the Sultan's loyal forces. The Sultan could do nothing to stop the warring factions simply cutting them off from the Elemental Plane of Fire in disgust.
The efreet of the Fallenlands chose a new name, the Ragahd, and started to plan to conquer the entire world. One of the generals was chosen for not Kahn but Emperor. The Sultan of the efreet looked upon his fallen people with both rage and shame.
“It was not suppose to be this way!”
The remaining races of the geniekind also looked upon the Fallenlands and were ashamed by the behavior of the fallen efreet.
“We are partly to blame,” sighed the Padisha of the Marids.
“Yes, something must be done,” barked the Kahn of the Dao.
“We must unite to stop the ragahd or they might become powerful enough to destroy us all.” The Caliphs of the Djinn shivered in fear.
Thus it was that the geniekind of the Elemental Planes united into one massive planar army – the djinn, the dao, the marid, the efreet and even the lesser jann. Each race of the geniekind sent a single champion with a treasured artifact of their people to be used in the war against the ragahd.
The djinn sent Watim with the artifact known as the Bow of Wind. The dao sent Harok with the artifact known as the Sword of the Earth. The marid sent Aqual with the artifact known as the Eye of the Storm. The efreet sent Cahn with the artifact known as the Ring of Eternal Fire. And the jann sent Pavot with the artifact known as the Circle of Truth. These five artifacts would become known as The Five Treasures of the Geniekind.
Even against these artifacts, however, the ragahd refused to surrender. They recruited the aid of the scattered remnants of the evil humanoids against the planar army of genies. The battles were fought and horribly bloody on both sides. In the end, the ragahd retreated to Abyss on the Outer Planes. The genies had won but the Fallenlands would pay the price. To keep the ragahd from reclaiming the Fallenlands, the five treasures were hidden all over Kulan to provide a powerful magical ward that would prohibit the ragahd from ever returning.
The great army of geniekind left the world vowing never again to interfere directly in the world's history ever again. Only the small number of jann left, after the war, remained behind to safeguard the continent. They helped the nagpas rebuild what they could, watching over them and the other races like protective parents. Thus began the Age of Isolation, which has continued unto today.
— As told by Nethander the Master, nagpa sage
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
The Margoth-Nal Pantheon
As described under the story of the "Five Treasures of the Geniekind," the Nagpa Gods were unable to come to the aid of their people due to the war being fought in the heavens with the evil gods of the invading humanoids. This is the simple explanation.
The complex explanation is that the Margoth-Nal Pantheon, in ages past, was a very small group of gods known mainly for their creative and knowledge-based portfolios: Chagnal, Kaawal, Qual-Rin, and Tesporaii. Kaawal, The Feathered Mother, is the Goddess of Home and Hearth. She venerated by families and friends amongst the nagpa, which includes all but the most isolated souls. Qual-Rin, The Writing Claw, is the God of Scholars. Writers, scholars, librarians, and bookmakers mainly venerate Qual-Rin. Tesporaii, the least scholarly of these deities, is Mistress of the Land and the closest thing the nagpa had to a martial god, as she is also the Goddess of Mining and Conservation. Her followers did the best they could against the invading humanoids but were not true soldiers.
Even the greater deity Chagnal was little more than the God of Knowledge and Creation during this time period. Eventually he would be revered as the Lord of Magic by the nagpa as well but not until much later. The truth was that there wasn’t a war in the heavens because the Nagpa Gods knew they’d be defeated.
This knowledge didn’t stop them from caring about their people and they moved to ensure that some would survive. They chose the nagpas of NarsKasis to be the bastion of hope for their people, ordering their most powerful clerics to gather all the knowledge they could and bring it to the Great Library of Knowledge in Craloona. Here the nagpa isolated their people from the worst of the war ravaging the Fallenlands.
They provided aid to the genies when they came but regretted the decision soon afterwards. After that the nagpa people did not move or breathe without the consent of their gods. So much had been lost and The Great Father Bird was unwilling to risk his peoples very existence by opposing the ragahd. He waited for the Invader’s War to be over, teaching his people the power of magic and knowledge combined. He gave them the secret of Jecrite, a powerful magic-induced stone, which could be fashioned into weapons and defenses.
However, not all nagpas were willing to just stand by and wait for salvation. One, named Vasos, took the fight to the humanoids and the ragahd. He and his followers threw themselves at the invading armies. They met with little success but did hold the line against the darkness engulfing the continent. They sacrificed themselves time and time again to allow thousands of retreating nagpas to escape into NarsKasis. Vasos, himself, stood at the Grand Gate of NarsKasis near the end of the Invader’s War, dying, single-handedly defending those retreating into the gate.
So great was Vasos’ sacrifice that Chagnal took him into the heavens and elevated him to the status of God of Courage and Strength. Many young nagpas flocked to the banner of Vasos, to help protect NarsKasis during the dark times to come. The most devoted of these would be Sanian. Sanian, The True, devote his life to The Courageous One and the defense of his people from the evil humanoids now preying upon the lands after the end of the Invader’s War. Sanian died a Saint to his people and was raised up into the heavens by Chagnal to join his Lord, Vasos, as the God of Truth and Honor.
The Age of Isolation came and the war was soon put behind the beleaguered nagpas of NarsKasis. However, suffering still too many and all felt the nagpa people, as a society was lost. This pain and suffering did not go unnoticed, however. Chagnal beseeched the Sultan of the Efreet to return Ma-Haukuai to his people to show them that suffering and sacrifice are not in vain. Surprisingly, the Sultan agreed to the god’s request, possibly feeling some responsibility for the decline of the nagpa as a race. With this agreement Ma-Haukuai is returned to the nagpa as the God of Loss and Sacrifice. His body is still burnt and broken, thus, he is also revered as the Lord of Death and the Flames.
These are the gods of the nagpa as the new age begins…
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Chagnal God of Knowledge and Creation, Lord of Magic, The Great Father Bird
Greater Deity Symbol: A feathered staff made from Jecrite Home Plane: Arcadia Godly Realm: The Feathered Past Alignment: Lawful neutral Portfolio: Creation, history, legends, magic Worshipers: Nagpas; bards, historians, sages, sorcerers, wizards Cleric Alignments: LG, LN, LE Domains: Good, History, Knowledge, Law, Magic, Sun Favored Weapon: Quarterstaff
Kaawal Goddess of Home and Hearth, The Feathered Mother
Lesser Deity Symbol: A clay hut Home Plane: Elysium Godly Realm: The Home of Rest Alignment: Neutral good Portfolio: Family, friends, home, hearth Worshipers: Nagpas; druids, all those who believe in family and having friends Cleric Alignments: LG, NG, CG Domains: Community, Family, Good, Protection Favored Weapon: Sap
Ma-Haukuai God of Loss and Sacrifice, Lord of Death and the Flames
Intermediate Deity Symbol: A nagpa crying fiery tears Home Plane: Material Plane Godly Realm: The Fiery Underearth Alignment: Lawful neutral Portfolio: Sacrifice, loss, death, fire Worshipers: Nagpas; elementalists (fire), monks, the dying, anyone who has lost or sacrificed something meaningful Cleric Alignments: LG, LN, LE Domains: Death, Fire, Healing, Law, War Favored Weapon: Dagger
Qual-Rin God of Scholars, The Writing Claw
Demigod Symbol: The stacks in a library Home Plane: Celestia Godly Realm: The Claw’s Library Alignment: Lawful good Portfolio: Writers, bookbinding, scholars Worshipers: Nagpas; bards, bookbinders, scholars, wizards, writers Cleric Alignments: LG, LN, NG Domains: Good, Knowledge, Law, Thought Favored Weapon: Quarterstaff
Sanian God of Truth and Honor, The Pure Heart, The True
Intermediate Deity Symbol: A white, five-pointed star shining above the desert Home Plane: Elysium Godly Realm: Honor’s Oasis Alignment: Neutral good Portfolio: Honor, purity, truth Worshipers: Nagpas; monks, paladins, other sacred warriors Cleric Alignments: LG, NG, CG Domains: Good, Healing, Knowledge, Protection, Purity Favored Weapon: Short sword
Tesporaii Goddess of Mining and Conservation, Mistress of the Land
Intermediate Deity Symbol: A miner’s pick crossed with a druid’s staff Home Plane: Elemental Earth Godly Realm: The Miners’ Cavern Alignment: True neutral Portfolio: Mining, conservation, the land Worshipers: Nagpas; druids, elementalists (earth), miners, rangers Cleric Alignments: LN, NG, N, NE, CN Domains: Earth, Knowledge, Mining, Plant, Water Favored Weapon: Light pick or quarterstaff
Vasos God of Courage and Strength, The Courageous One, The Traveler
Intermediate Deity Symbol: A road through the mountains Home Plane: Material Plane Godly Realm: Wanders Alignment: Neutral good Portfolio: Courage, guards, strength, wanderers Worshipers: Nagpas; fighters, guards, monks, paladins, rangers, travelers Cleric Alignments: LG, NG, CG Domains: Courage, Good, Protection, Strength, Travel Favored Weapon: Katana
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Bakemono, Fallenlanden Medium Monstrous Humanoid (Goblinoid) Hit Dice: 3d8+6 (19 hp) Initiative: +1 (Dex) Speed: 30 ft. (6 squares) AC: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11 Base Attack/Grapple: +3/+5 Attack: Claw +5 melee (1d6+5) or dagger +5 melee (1d4+4) or small rock +4 ranged (1d3+4) Full Attack: 2 claws +5 melee (1d6+5) or dagger +5 melee (1d4+4) or small rock +4 ranged (1d3+4) Space/Reach: 5 ft. / 5 ft. Special Attacks: Tusk 2d4+2, +2 enhancement bonus to Strength-related attack and damage rolls Special Qualities: Darkvision 60 ft., scent Saves: Fort +3, Ref +5, Will +3 Abilities: Str 14 (+2), Dex 13 (+1), Con 15 (+2), Int 8 (-1), Wis 11 (+0), Cha 8 (-1) Skills: Gather Information -1*, Hide +4, Jump +4, Listen +3, Move Silently +6, Spot +3, Urban Lore +5 Feats: Alertness, Port Savvy
Continent/Region: The Fallenlands Environment: Any land and underground Organization: Solitary or gang (4–9) Challenge Rating: 1 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Level Adjustment: +1
These Bakemono have more in common with the goblins of Harqual than the eastern goblins that share their name. Fallenlanden bakemono stand around 5 ½ to 6 feet in height and weigh as much as a human. Their skin is dark green in color and their eyes are either red or yellow. Fallenlanden bakemono have no hair of any kind, long, sharp claws and two noticeable tusks protruding from their bottom lip.
Fallenlanden bakemono are the scavengers and miscreants of the many urban sprawls that dot the Fallenlands. From the jann cities of the plains and steppes to the mud and rock underground cities of the Ong Jungle these bakemono can be found just about anywhere. Most other races consider them pests and the one place you won’t find these bakemono is in the mountain hideaways of the nagpa, who consider them one step below the kenku.
Regardless of how they are treated, these bakemono go out of their way to behave favorably towards other races, not out of hoping to change their detractors minds, but because they are always looking for their next mark.
Fallenlanden bakemono speak their own racial language.
Combat
Fallenlanden bakemono shy away from combat in order to seem harmless to those few which don’t know of the races reputation. Often they will hire themselves out as guides through the urban sprawls of jann cities leading adventurers and unwary nobles into dead alleys where the rest of their gang awaits.
Fallenlanden bakemono will attack with whatever is at hand – weapons, rocks, or even the most unlikely things. They have been known to throw rotting produce mixed in blood at their opponents.
Scent (Ex): A Fallenlanden bakemono 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.
Tusk (Ex): A Fallenlanden bakemono can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action.
Skills: Fallenlanden bakemono gain a +4 racial bonus to Move Silently and Urban Lore checks. They also gain a +1 bonus to Jump attacks and +2 bonus to Hide checks. *Urban Lore gives +2 synergy bonus to Gather Information checks once per use of the Gather Information skill. **+4 bonus on all Gather Information checks when used in a seaside port city.
Fallenlanden Bakemono as Characters
Fallenlanden bakemono favor the rogue class. Unaligned Fallenlanden bakemono can choose any two of the following domains: Earth, Evil, Fire, Travel, Trickery.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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 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.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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.
Favored Class: Psion. A multiclass sahne’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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
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
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
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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
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
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
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 I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia
Common d20 races and creatures for the Fallenlands
D20 Races of the Fallenlands
Kech (GoD)
Quissian (MR)
Rhoode (MR)
Sendasti (MR)
D20 Creatures of the Fallenlands
Al-mi'raj (GoD)
Baboonwere (GGN)
Banderlog (GoD)
Berserker Wasp (CCR)
Blade Hood (CCR)
Bonesnapper (GoD)
Cyclops, Desert (CCF)
Denizens of Ong (AKM)
Desert Falcon (CCR)
Dragon, Mock (CCR)
Dream Cactus (MFF)
Eblis (GoD)
Ekimmu (AKM)
Fire Falcon (CCF)
Froghemoth (AKM)
Giant, Stick (CCR)
Hapnet-Ra (GGN)
Hookwing (CCR)
Iron Mummy (GGN)
Ka (CCF)
Mephit, Ash and Smoke (CCF)
Night Tyrant (CCR)
Obsidian Minotaur (CCR)
Orangutan (CCF)
Sand Cat (CCF)
Sand Elemental [all] (GGN)
Scorpion-Snake (GGN)
Sea Hermit (CCF)
Setcha (GGN)
Spider, Ebon (MFF)
Spider-Eye Goblin (CCR)
Tanglefiend (MFF)
Tyrg (CCF)
Uintatherium (CCF)
AKM = Ancient Kingdoms: Mesopotamia; CCF = Creature Catalog Forum; CCR = Creature Collection: Revised; GGN = Gary Gygax's Necropolis; GoD = Glades of Death; MFF = Minions: Fearsome Foes; MR = Mythic Races.
__________________ Robert Blezard I write; therefore, I am!
D&D v.3.5, d20 Modern, OSRIC, Pathfinder, True20... OGL Forever! Walk the Road
Avatar by Sialia