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Old 12th August 2008, 04:47 PM   #1 (permalink)
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Janardûn: The Psionic Lands

Janardûn: The Psionic Lands

Introduction
Dominated by rolling plains and forests and low mountain ranges, Janardûn is best described by two words, psionic knights. These are platemail wearing psychic warriors (as per the class in the D&D Expanded Psionics Handbook), whom are part of a knightly order called the Insightful Order of the Republic. These Knights of the Mind, as they are sometimes called by the people, are the exception not the rule on Janardûn. They tend towards neutrality and law in their outlook on life.

And while the Insightful Order is important to the Republic's survival—it doesn't rule it. The Council of the House rules the continent, one councilperson from each city, with one member elected as chancellor for one five year term (and only one). The Council is appointed by the will of the knights, not by nobles or the people. Why this done is simple—tradition dictates it such and it has worked well for 3,000 years (why mess with a good thing). The knights can dissolve the Council at any time if they believe corruption has taken root. This is both a benefit and a bane to the Council's effectiveness. If the people wish something that the Council approves of but the knights do not (upsetting the Balance), then the knights will dismiss the Council.

However, this dissolving of the Council almost never happens. The people like the fact that the nobility has a lot less power and those nobles that join the knights give up all family ties and privileges. A member joins a branch of the knights that will now be his new family. In this structure, age and knowledge take precedence over strength and battle skill (although those are important if you don't want to get killed). Marriage is allowed within ones branch as long as the two members are not already related. However, marriage outside of the Insightful Order is frowned upon (the outsider would have to pledge to become a knight or the member would have to leave the Order).

As to what the knights fight against to protect the masses that, also, is describable in two words, ogre mages. This is the simple explanation, the long explanation is a lot more convoluted. Yes, ogre mages are violent, magic welding humanoids but a knight hardly ever battles one in direct combat. And those who did either died trying or were never the same afterwards. No, the true menaces of daily life are the athachs, ettins, wild dwarves, darkwings, and quicklings that call the pgre mages, masters.

The ogre mages send their minions out of the mountains, dark forests and swamps to cause as much mischief and mayhem as possible. Whether it's darkwings and quicklings terrorizing farms and rural communities or athachs and ettins laying siege to castles and cities, no one is safe. Many of the aaleear, shoyir elves, rakasta, and cyclops stand with the knights against the evil giants and their minions.

What the Dark Ones hope to gain by this continuous onslaught or what their ultimate goals are still remain a mystery.

Note: Of the races listed above, the following ones are naturally psionic: Aaleear, cyclops, ogre mages, Shoyir elves, and wild dwarves. Also the following races from the D&D Expanded Psionic Handbook and D&D Complete Psionic are found in Janardûn: Duergar, elan, githzerai, synad, and xeph. The githzerai of Janardûn are native to the Material Plane, not Limbo. Elan and xeph are not normally found anywhere else on the World of Kulan. Synads are never found anywhere else on the World of Kulan.

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Artwork by Daniel Schenström
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Last edited by Knightfall; 13th August 2008 at 06:06 AM..
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Old 12th August 2008, 05:11 PM   #2 (permalink)
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Pantheon of the Republic
While the Lands of Harqual has several pantheons and unaligned gods, Janardûn only has one "true" pantheon of deities, the Pantheon of the Republic. Several of these deities claim to rule this pantheon of gods but in truth, they constantly stuggle against each other to rule the Pantheon of the Republic, which is the name given to them by the mortals of Janardûn.

The deity Anu currently leads the pantheon but his control over the other deities is "constantly in flux." His greatest rivals are Ea, Enlil, and Shamash. Of these three, Shamash is the most likely to take control of the pantheon's leadership.

Anu
God of the Sky, The Father, The King of the Gods, The Lord of Gates

Greater Deity
Symbol: Sunburst
Home Plane:
Anu
Godly Realm: Highest Heaven
Alignment: Lawful neutral (good)
Portfolio: Beginnings, gates, doors, sky
Worshipers: Elementalists (air), dwarves, kings, nobles, planewalkers, rangers
Cleric Alignments: LN, LG, LE, N, NG
Domains: Air, Law, Knowledge, Magic, Protection, Travel
Favored Weapon: Mace

Adad
God of Strength, Prince of Clouds, Ramman, The Thunderer, The Violent

Intermediate Deity
Symbol: Stylized lightning bolt
Home Plane: Ouno
Godly Realm: The Storm Cloud
Alignment: Chaotic neutral
Portfolio: Rain, storms, strength
Worshipers: Barbarians, elementalists (air), farmers, warriors
Cleric Alignments: CN, CE, CG, N
Domains: Air, Chaos, Storm, Strength, Water
Favored Weapon: Warhammer

Anshar
The Night

Lesser Deity
Symbol: Black sphere
Home Plane: Kin-Li’in
Godly Realm: City of Eternal Darkness
Alignment: Chaotic evil
Portfolio: Darkness, night
Worshipers: Ogre mages, assassins, lurks, morlocks, thieves, wild dwarves
Cleric Alignments: NE, CE, CN, N
Domains: Chaos, Darkness, Evil, Shadow
Favored Weapon: Dagger or longsword
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Last edited by Knightfall; 24th July 2009 at 01:28 AM..
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Old 12th August 2008, 05:18 PM   #3 (permalink)
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Belet-ili
Aruru, Earth Mother, Mammitum, Ninhursaga, The Lady of the Mountain

Greater Deity
Symbol: Blue-white diamond
Home Plane: Arcadia
Godly Realm: Great Mountain of the East
Alignment: Neutral good
Portfolio: Earth
Worshipers: Druids, elementalists (earth), rangers, farmers, midwives
Cleric Alignments: NG, CG, LG, N
Domains: Animal, Earth, Good, Healing, Plant
Favored Weapon: Quarterstaff

Damkina
The Mother Goddess

Greater Deity
Symbol: A woman holding a newborn child
Home Plane: Anu
Godly Realm: Fisher King’s Manor
Alignment: Neutral good
Portfolio: Mothers, marriage, nature
Worshipers: Women, mothers and wives, druids, rangers
Cleric Alignments: LG, NG, CG, N
Domains: Animal, Family, Good, Plant, Protection
Favored Weapon: Club

Ea
Enki, God of the Sweet Waters, The Fisher King

Intermediate Deity
Symbol: A fish with goat horns
Home Plane: Anu
Godly Realm: Fisher King’s Manor
Alignment: Lawful good
Portfolio: Wisdom, medicine, arts, craft, streams, fresh water
Worshipers: Artists, elementalists (water), craftsmen, fishermen, healers, psionic knights, psions, shoyir elves
Cleric Alignments: LG, NG, LN
Domains: Art, Good, Knowledge, Law, Thought, Water
Favored Weapon: Trident

Enlil
God of War, Ruler of Heaven

Intermediate Deity
Symbol: A simple crown or a pick-axe
Home Plane: Arcadia
Godly Realm: Great Mountain of the East
Alignment: Lawful neutral
Portfolio: Air, law, order, war
Worshipers: Elementalists (air), cyclops, dwarves, fighters, paladins, psionic knights, soldiers, warriors
Cleric Alignments: LN, LG, LE, N
Domains: Air, Courage, Law, Sword, War, Wrath
Favored Weapon: Pick

Ereshkigal
Irkalla

Intermediate Deity
Symbol: A clawed, four-toed foot
Home Plane: Baator
Godly Realm: The Netherworld
Alignment: Lawful evil
Portfolio: The Netherworld, the dead, ancestral wisdom
Worshipers: Blackguards, necromancers, psions, scholars
Cleric Alignments: LE, LN, NE
Domains: Death, Evil, Family, Knowledge, Law
Favored Weapon: Flail
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Last edited by Knightfall; 24th July 2009 at 01:01 AM..
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Old 12th August 2008, 05:27 PM   #4 (permalink)
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Girru
Lord of the Flame

Lesser Deity
Symbol: Axe wrapped in fire
Home Plane: Celestia
Godly Realm: The Undying Flame
Alignment: Lawful good
Portfolio: Fire
Worshipers: Elementalists (fire), paladins, good knights
Cleric Alignments: LG, LN, NG
Domains: Fire, Good, Law, Light, Magic
Favored Weapon: Battleaxe

Ki
Lion's Friend

Greater Deity
Symbol: Iris
Home Plane: Arcadia
Godly Realm: Great Mountain of the East
Alignment: True neutral
Portfolio: Nature
Worshipers: Druids, rakastas, rangers, farmers
Cleric Alignments: N, LN, NG, NE, CN
Domains: Animal, Plant, Renewal, Sun, Weather
Favored Weapon: Quarterstaff

Marduk
The General of Law, The Justice Bringer

Lesser Deity
Symbol: A dragon
Home Plane: Anu
Godly Realm: Marduk
Alignment: Lawful good
Portfolio: Cities, defense against chaos and evil
Worshipers: Builders, charioteers, councilors, dwarves, fighters, generals, paladins
Cleric Alignments: LG, LN, NG
Domains: Good, Law, Luck, Wall, War
Favored Weapon: Net

Nanshe
Goddess of Water and Fertility, Interpreter of Dreams

Intermediate Deity
Symbol: A vessel of water with a fish in it
Home Plane: Region of Dreams
Godly Realm: The Pit of Nanshe
Alignment: True neutral
Portfolio: Oneiromancy, water, fertility
Worshipers: Aaleear, dream weavers, druids, elementalists (water), prophets, psionic knights, psions, seers
Cleric Alignments: Any
Domains: Animal, Forest, Knowledge, Plant, Water
Favored Weapon: Quarterstaff

Nergal
Errakal, Father of Vermin, The God of Plague

Lesser Deity
Symbol: White locust or a lion's head
Home Plane: Gray Waste
Godly Realm: Nergaltos
Alignment: (Chaotic) Neutral evil
Portfolio: Death, destruction, disease, pestilence
Worshipers: Warlords, plague priests, cultists, vermin lords
Cleric Alignments: NE, CE, CN, LE
Domains: Air, Destruction, Evil, Insect, War
Favored Weapon: Mace
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Old 12th August 2008, 05:39 PM   #5 (permalink)
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Ninurta
Lord Plough

Lesser Deity
Symbol: Four feathered wings in a circle
Home Plane: Anu
Godly Realm: Fisher King’s Manor
Alignment: Neutral good
Portfolio: Agriculture, youth, athletics, hunting
Worshipers: Athletes, druids, farmers, hunters, psychic warriors, rangers, teachers, trainers
Cleric Alignments: NG, N, CG, LG
Domains: Good, Plant, Strength, Travel
Favored Weapon: Shortbow

Shamash
Greater than his Father, The Sun, Utu

Greater Deity
Symbol: Sun disc
Home Plane: Anu
Godly Realm: The Absorbing Light
Alignment: Lawful good
Portfolio: Sun, justice, travelers
Worshipers: Councilors, dwarves, fighters, judges, psionic knights, psions
Cleric Alignments: LG, LN, NG
Domains: Good, Knowledge, Law, Sun, Travel
Favored Weapon: Scimitar

Silili
Mother of all Horses, The Divine Mare

Demigod
Symbol: A celestial horse
Home Plane: Material Plane
Godly Realm: Wanders
Alignment: Neutral good
Portfolio: Horses
Worshipers: Druids, farmers, female rangers, horse maidens, mounted soldiers, shoyir elves
Cleric Alignments: LG, NG, CG, N
Domains: Animal, Good, Plant, Water
Favored Weapon: Lance

Sin
Nanna, Night’s Light, The Moon Mother

Intermediate Deity
Symbol: Gray crescent moon
Home Plane: Plane of Unseen Infinity
Godly Realm: Wanders
Alignment: True neutral
Portfolio: The moons, time, fertility, defense
Worshipers: Bards, chronomancers, cyclops, druids, lurks, psions, rangers, rogues, spelljamming captains, shoyir elves
Cleric Alignments: N, NG, CN, LN, NE
Domains: Animal, Knowledge, Plant, Protection, Moon
Favored Weapon: Spear

Tiamat
The Chromatic Dragon, Patron of Evil Dragonkind

Archdevil
Symbol: Five-headed dragon
Home Plane: Baator (formerly); Ten Courts (now)
Diabolic Realm: The Chromatic Warren (The Sixth Court)
Alignment: Lawful evil
Portfolio: Evil dragons, conquest
Servants: Devils, evil dragons, chromatic dracoliches
Cultist Alignments: NE, LE
Domains: Destruction, Dragon, Evil, Law, Trickery
Favored Weapon: Heavy pick (bite)
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Last edited by Knightfall; 24th July 2009 at 01:11 AM..
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Old 12th August 2008, 09:29 PM   #6 (permalink)
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Races and Monsters
Here are some of the major races and monsters for Janardûn.

Races
  • Aaleear
  • Buckawn
  • Duergar (XPH)
  • Dwarf (PHB)
  • Elan (XPH)
  • Elf, Shoyir
  • Fremlin
  • Githzerai [XPH] (not extraplanar)
  • Rakasta
  • Synad (Complete Psionic)
  • Xeph (XPH)
Monsters
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Old 12th August 2008, 09:35 PM   #7 (permalink)
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Kerrn
Tiny Fey
Hit Dice: ½ d6+2 (3 hp)
Initiative: +6 (Dex)
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
AC: 19 (+2 size, +6 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +0/-9
Attack: Bite +1 melee (1d3-1)
Full Attack: Bite +1 melee (1d3-1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Glamour magic
Special Qualities: Low-light vision, scent
Saves *: Fort +3, Ref +7, Will +1
Abilities: Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Skills: Bluff, +3, Concentration +3, Jump +2, Listen +5, Sense Motive +3, Spot +5, Swim +2, Survival +7 **
Feats: Alertness, Track (B)

Continent/Region: Janardûn
Environment: Any hills, mountains, and forests
Organization: Solitary, pair, or pack (5–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2

Kerrn are fey creatures that look like tiny dogs with translucent, multicolored fairy-like wings, which allow them to dart around like hummingbirds. Kerrn fur is as varied as dogs but may also have shades that range from blue to green in color for those living in forested regions. Regardless of fur color, kerrn always have purple eyes that shine in the dark.

Kerrn are intelligent and speak both Common and Sylvan.

Combat
Kerrn aren't much for fighting, preferring to play pranks on opponents using their glamour magic ability. If severely threatened, they flee as fast they can by air.

Glamour Magic (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.

Low-Light Vision (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions.

Scent (Ex): A kerrn 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.

Saves: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.

Skills: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent.

The Kerrn as Characters
Kerrn favor the rogue class. Kerrn either worship Ishkur, The Storm and Sky, or the Halfling Deity Mahridaar. Kerrn clerics of Ishkur can take any two of the following domains: Air, Chaos, Destruction, and Water. Kerrn clerics of Mahridaar can take any two of the following domains: Air, Chaos, Magic, and Trickery.
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Old 12th August 2008, 10:00 PM   #8 (permalink)
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Ogre Mage of Janardûn
Large Giant (Psionic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft. (8 squares), fly 40 ft. (good)
AC: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: +3/+13
Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
Full Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Spell-like abilities, psi-like abilities
Special Qualities: Darkvision 90 ft., low-light vision, power resistance 19, regeneration 5, spell resistance 19, telepathy
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3)
Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats: Combat Expertise, Improved Initiative

Continent/Region: Janardûn
Environment: Cold or temperate hills, mountains, forests, and islands
Organization: Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +8

The ogre mages of Janardûn are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardûn have developed psionics and, in fact, their distant kin cannot even develop psionic potential.

Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardûn. However, unlike these other races, the ogre mages of Janardûn always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardûn.

The ogre mages of Janardûn stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardûn favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks.

Ogre mages speak Ogren and Morian.

Combat
Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardûn a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it.

Spell-Like Abilities: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Psi-Like Abilities: At will — body adjustment, concussion blast, ego whip (DC 15), id insinuation (DC 15), mental barrier, psionic dominate (DC 17), tower of iron will. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting. Manifester level: 9th. The save DCs are Charisma-based.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Telepathy (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner.

The Society of Ogre Mages of Janardûn
The ogre mages of Janardûn are the masters of the highlands of Janardûn, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order.

Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardûn. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardûn. The clans rarely work together and often war amongst each other.

This is the only thing that has saved the Republic through 3,000 years of history.

The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers.

There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent.

The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens.

Surprisingly, the ogre mages of Janardûn are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however.

Ogre Mages as Characters
Ogre mages of Janardûn favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters.

Ogre mages of Janardûn are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardûn.

The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, Evil, and Shadow. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection.
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Old 17th August 2008, 08:32 AM   #9 (permalink)
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I just added my cyclops race for Janardûn to my Monster Compilations thread. -KF72
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Old 24th July 2009, 01:26 AM   #10 (permalink)
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Other Gods of Janardûn
I've divided the Gods of Janardûn into two groups. The first group remains the most important set of deities for the continent, the Pantheon of the Republic (see above).

The second group is simply known as the Other Gods, 10 deities that also hold sway on Janardûn. These deities provide some "divine diversity" on the continent. Some were originally part of the Republic pantheon, but now that I've expanded that pantheon, these deities stand better on their own.

I've borrowed several Birthright deities for Janardûn as well as few Greyhawk deities.

Avani
Goddess of the Sun, Lady of Reason, Mistress of Dusk

Greater Deity
Symbol: Setting sun
Home Plane: Mechanus
Godly Realm: The Gleaming Spire
Alignment: Lawful neutral
Portfolio: Sun, dusk, reason, magic
Worshipers: Elementalists (fire), lurks, psions, rogues, scholars, sorcerers, wizards
Cleric Alignments: LN, LG, LE, N
Domains: Law, Magic, Mentalism, Shadow, Sun, Thought
Favored Weapon: Quarterstaff or short sword

Bebhionn
Goddess of Death and the Underearth, Patron of Pleasure

Intermediate Deity
Symbol: A bedstead
Home Plane: Material Plane
Godly Realm: Palace of Pleasure
Alignment: Chaotic neutral
Portfolio: Death, the Underearth, pleasure
Worshipers: Dwarves, morlocks, houris, pleasure seekers
Cleric Alignments: CG, CN, CE, N
Domains: Death, Luck, Pleasure, Seduction, Trickery
Favored Weapon: Short sword

Beltar
Goddess of Caves and Pits, Goddess of Malice

Demigoddess
Symbol: A set of monstrous fangs closing to bite
Home Plane: The Abyss
Godly Realm: Pit of Fangs
Alignment: Chaotic evil (neutral)
Portfolio: Malice, caves, pits
Worshipers: Evil barbarians, hags, half-fiends, ogre mages, slaves, snake cultists, wild dwarves
Cleric Alignments: CE, CN, NE
Domains: Chaos or Evil, Earth, War
Favored Weapon: Unarmed strike or spiked gauntlet

Laerme
Goddess of the Arts, The Burning Passion

Lesser Deity
Symbol: Silver harp against a red flame
Home Plane: Arborea
Godly Realm: Songsheight
Alignment: Chaotic good
Portfolio: Fire, love, art
Worshipers: Aaleear, artists, lovers, fire elementalists, bards, rogues
Cleric Alignments: CG, NG, CN
Domains: Art, Chaos, Charm, Fire, Good
Favored Weapon: Shortbow

Lasa, the
Guardians of Graves

Lesser Deities
Symbol: Mirrors or wreaths
Home Plane: Plane of Graves
Godly Realm: Wanders
Alignment: True neutral
Portfolio: Guardianship, graves
Worshipers: Druids, incarnates, psychic warriors, rangers
Cleric Alignments: N, NE, NG, LN, CN
Domains: Death, Earth, Plant, Protection
Favored Weapon: Quarterstaff
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Old 24th July 2009, 01:34 AM   #11 (permalink)
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Llyr
God of Seas

Intermediate Deity
Symbol: Surf pounding the shore
Home Plane: Elemental Water
Godly Realm: Tir fo Thuinn
Alignment: True neutral
Portfolio: Seas, aquatic creatures
Worshipers: Locathahs, pirates of Sera, merfolk, sel’varahn, shoal elves
Cleric Alignments: Any
Domains: Air, Animal, Ocean, Undersea, Water
Favored Weapon: Trident

Ralishaz
God of Ill Luck and Misfortune, The Insane Master

Lesser Deity
Symbol: Three sticks of bone, derived from divination and gambling tools
Home Plane: Limbo
Godly Realm: The Kiss of Luck
Alignment: Chaotic neutral (evil)
Portfolio: Chance, ill luck, misfortune, insanity
Worshipers: Assassins, beggars, gamblers, lurks, rogues, the insane
Cleric Alignments: CN, CE, CG, N
Domains: Chaos, Destruction, Luck, Madness
Favored Weapon: Quarterstaff (or any wooden weapon)

Sera
Lady of Fortune

Intermediate Deity
Symbol: Scales
Home Plane: Upper Outlands
Godly Realm: The House of Resolve
Alignment: True neutral
Portfolio: Wealth, luck
Worshipers: Bards, lurks, rogues, traders (and other merchants), gamblers
Cleric Alignments: N, LN, NG, CN, NE
Domains: Chaos, Luck, Trade, Trickery, Wealth
Favored Weapon: Short sword

Turan
Goddess of Love, Health, and Fertility

Intermediate Deity
Symbol: Black swan
Home Plane: Arborea
Godly Realm: Prolific Heart
Alignment: Chaotic good
Portfolio: Love, health, fertility
Worshipers: Aaleear, bards, daughters, healers, lovers, mothers
Cleric Alignments: NG, CG, CN
Domains: Chaos, Charm, Good, Healing, Love
Favored Weapon: Rapier or sap

Zuoken
Master of the Physical and Mind

Lesser Deity
Symbol: A striking fist
Home Plane: Spirelands
Godly Realm: Soulknife
Alignment: True neutral
Portfolio: Physical and mental mastery, monks
Worshipers: Maenads, synads, xephs, monks, psions, wilders, psychic warriors, soulknives, psionic knights
Cleric Alignments: Any
Domains: Knowledge, Mentalism, Strength, War
Favored Weapon: Unarmed strike or any monk weapon (must choose a specific weapon)
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