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

Looks like we've both been crankin' out info our settings.

Good stuff. You've ginven me a lot to think about when I get to posting my Twin Suns gazetteer.
 

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MORE GAZETTEER ENTRIES

Poli
Proper Name: The Barony of Poli
Ruler: The Old Man, Lord Dagnos Cardonia, Baron Father of the Poli [NE male human Ari7/War7]
Government: Feudal Patriarchy
Capital: Scandt
Major Towns: Aille (pop. – 458), Hilet (pop. – 908), Medi (pop. – 1,724), Scandt (pop. – 4,244), Voletown (pop. – 783)
Provinces: NA
Resources: Armor and barding, dyes, metals (copper and iron), soldiers/mercenaries, and weapons.
Coinage: The citizens of Poli don’t mint their own coins; instead they usually use coins from the city-state of Nikel.
Population: 108,227 – Human 70%, Orc 10%, Goblinoid 6%, Elf (urbanite) 5%, Half-Orc 4%, Halfling (hairfoot) 3%, Other Races 2%.
Languages: Common, Elven, Gnoll, Goblin, Halfling, Onan, Orc, Undercommon.
Alignments: LN, LE, N, NE *, CN
Patron God: None.
Major Religions: Erevan, Halmyr, Hel, Konkresh, Lokun, Loviatar, Maglubiyet, Math Mathonwy, Narvi, Olidammara, Sanh, and Urogalan.
Minor Religions: Alathrien, Boccob, Brandobaris, Cull, Daghdha, Dionysus, Hansa, Meriadar, Sigyn, Uller, and Wee Jas.
Cults: Amand, Anacoro, Darahl, Deltum, Dispater, Enduma, Kurtulmak, Mahridaar, Nessus, Olaash, Seraph, Sheela, Telchur, Teve, Tulle, Vespin, and Zell.
Alliances: Althan’s Tribe (Poli pays the leader of this tribe to raid the communities of its enemies); City-state of Nikel; Lands of the Jovian Alliance (non-aggression).
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Valeny
Proper Name: The County of Valeny
Ruler: The Wealdedge Count, Renvan Oakenleaf [NG male half-elf Ari4/Ftr8]
Government: Self-Proclaimed Monarchy
Capital: Allsaun
Major Towns: Allsaun (pop. – 5,512), Fjer Town (pop. – 3,639), Maerton (pop. – 2,810), Maldelton (pop. – 1,783)
Provinces: One territory and three lordships (knight-holds).
Resources: Animals, elven fire wine, livestock (cattle/horses), timber (illegal), and wood (deadfall only).
Coinage: Gold Trade (gp), Silver Trade (sp), Copper Trade (cp).
Population: 171,800 – Human 37%, Elf (forest) 30%, Halfling (hairfoot) 14%, Half-Elf 7%, Dwarf (hill) 6%, Kitt 4%, Other Races 2%.
Languages: Anorian, Common, Dwarven, Elven, Gnoll, Halfling, Kitt, Onan, Orc.
Alignments: LG, LN, NG *, CG, CN
Patron God: None.
Major Religions: Brenna, Calphas, Casiia, Cyrrollalee, Draven, Dugmaren, Ehlonna, Hades, Hendomar, Larea, Mayela, Mielikki, Muamman, Mythrien, Naralis, Sheela, Syreth, and Tethrin.
Minor Religions: Apollo, Berronar, Corellon, Cull, Erevan, Inanna, Issek, Kharash, Kirith, Kord, Mahridaar, Moradin, Ramara, Rillifane, Solonor, Trithereon, Uller, and Yondalla.
Cults: Anacoro, Anon, Araleth, Balador, Bharrai, Darahl, Euphoria, Faerinaal, Jaeger, Melira, Santè, Sarula, Seraph, Talisid, Tarsellis, Telchur, Truce, Urogalan, and Zealot.
Alliances: The Midlands (trade alliance); Wild Treelands of the Western Forest (non-aggression).
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Map: World of Kulan Maps (Updated: Nov 22/11)
 
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Lawless Camps
Proper Name: The Lawless Camps
Ruler: NA
Government: Clan structure/Anarchy
Capital: NA
Major Towns: NA
Provinces: NA
Resources: Armor and barding, pelts/hides, slaves, soldiers/mercenaries, and weapons.
Coinage: NA; the denizens of the Lawless Camps will trade for and steal coins from anyone.
Population: Unknown. The exact numbers living amongst the Lawless Camps has never been determined. However, each of the three camps has at least 1,000 to 2,000 permanent “citizens”. Around 1,000 to 3,000 transient individuals also consider themselves part of the Lawless Camps.
Languages: Anarchic, Common, Giant, Goblin, Gnoll, Ignan, Onan, Orc, Undercommon.
Alignments: NE, (CG), CN *, CE
Patron God: None.
Major Religions: Baphomet, Battus, Belinik, Demogorgon, Erythnul, Gruumsh, Karaan, Karontor, Konkresh, Mussin, Nether, Olaash, Telchur, Uller, and Vaprak.
Minor Religions: Angrboda, Druaga, Hiisi, Hruggek, Kord, Maglubiyet, Malotoch, Olidammara, Pazuzu, Uranus, Valkar, Wotan, and Yeenoghu.
Cults: Ces, Balador, Daragor, Dark God, Deltum, Draven, Emcey, Enduma, Karontor, Thera, Vespin, and Zealot.
Alliances: None.
 
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Ruined March
Proper Name: The Ruined March
Ruler: NA
Government: Anarchy
Capital: NA
Major Towns: NA
Provinces: NA
Resources: Animals, huntsmen, livestock (horses, wild), pelts/hides, and timber.
Coinage: NA
Population: Unknown. The region is dominated by bands of humanoids and giants.
Languages: Elven, Giant, Gnoll, Goblin, Onan, Orc, Terran.
Alignments: LE, NE, CN *, CE
Patron God: None.
Major Religions: Angrboda, Baphomet, Belinik, Demogorgon, Erythnul, Gruumsh, Hruggek, Karaan, Laduguer, Loviatar, Maglubiyet, Mussin, Olaash, Olidammara, and Vaprak.
Minor Religions: Abbathor, Azul, Baalzebul, Battus, Daragor, Dionysus, Fenmarel, Hansa, Konkresh, Karontor, Lokun, Malotoch, Surtur, Telchur, Uller, Uranus, Xuar, and Yeenoghu.
Cults: Amand, Bel, Ces, Cronus, Dark God, Deltum, Dispater, Emcey, Enduma, Falazure, Kurtulmak, Laogzed, Seraph, Shoku, Squerrik, Sulerain, Tarsellis, Teve, Thera, Vespin, and Zealot.
Alliances: None.
 
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Another PDF List

The attached (zipped) PDF lists all the clerical domains I use for World of Kulan (and my Mirrored Cosmology). An added bonus is that the custom domains that I use are included in their entirity.

Many of these were created by me, but some were created by others like the Jester and Piratecat. Note that the list doesn't include any of the custom spells used for the domains.

Cheers!

KF72
 

Attachments


Okay, so I spent this evening updating the following gazetteer entries: Caloric (post #210), Grand Fist Village (post #257), Goblin Swamp Tribes (post #258), Chaja (post #259), Black Kingdom (post #260), Strandlands (post #261), Liran (post #262), Yuln (post #263), Cauldron (post #281), Kul Moren (post #282), Anoria (post #283), and Flamerule (post #284).

All of them needed the religion sections updated as well as few other minor changes.
 
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Hello,

After I decided to move my Non-Deities list to my Mirrored Cosmology thread, I needed to fill in the blank posts left behind. So, I finished up some gazetteer entries and posted them. Several of these entries were on this thread once before, but I needed to update them.

Here's the list: Calot and the Midlands (post #191), Knotwood (post #192), Aerie Holds and Avion (post #193), Ambian and Gillian (post #194), and Althan's Tribe (post #195).

There are still several blank posts after these entries, but I'll soon have more revised gazetteer entries to fill in those posts.

Cheers!

KF72
 
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I've now filled in the remaining empty posts with the following gazetteer entries: Cadra (post #196), Eversinki (post #197), Gallo's Band (post #198), Relinar (post #199), and Valora (post #200).

Here's a link to the first entry.

Cheers!

KF72
 

Pretensa
Proper Name: The Principality of Pretensa
Rulers: His Fair Lordship, Tiberiu Cojocaru, High Prince of Pretensa [NG male human Ari9/Rog5]; Flora Cheverell, High Magister of Immotion [NG female human Clr15 (Immotion)]
Government: Self-Proclaimed Monarchy / Theocracy
Capital: Pretensa
Major Towns: Beral (pop. – 900), Haulia (pop. – 3,093), Mirara (pop. – 2,354), Pretensa (pop. 8,685), Schafer (pop. – 3,861), Wellin (pop. – 2,091).
Provinces: One principality, three baronies, six lordships, and a dozen knight-holds.
Resources: General foodstuffs, lake fish, magic, stonework, and wood (deadfall only).
Coinage: Uses the minted coins from both the Kingdom of Izmer and the Dominion of Cauldron.
Population: 419,680 – Human 80%, Dwarf (sundered) 5%, Halfling (lightfoot) 5%, Elf (urbanite) 3%, Halfling (hairfoot) 2%, Half-Orc 2%, Dragontouched 1%, Kitt 1%, Other Races 1%.
Languages: Common, Dwarven, Draconic, Elven, Gnome, Halfling, Kitt, Orc.
Alignments: LG, LN, NG *, N, (NE), CG
Patron God: Immotion.
Major Religions: Araleth, Aurifar, Berronar, Cyrrollalee, the Daghdha, Dugmaren, Girru, Hades, Hak, Hendomar, Jalivier, Kord, Kuil, Mayela, Nephthys, Oghma, Sanh, Sehanine, Syreth, Tamara, Trithereon, Urogalan, and Valkar.
Minor Religions: Altua, Apollo, Azul, Balador, Bast, Calphas, Corellon, Cull, Ehlonna, Ferrix, Gaea, Heward, Inanna, Larea, Lendys, Manath, Moradin, Muamman, Naralis, Ramara, Rhea, Sheela, Sulerain, Thoth, Wotan, Yondalla, and Zelloran.
Cults: Abbathor, Anacoro, Angrboda, Arvoreen, Barachiel, Caoimhin, Dark God, Dike, Druaga, Enduma, Erathaol, Euphoria, Garl, Halmyr, Io, Issek, Jaeger, Karontor, Kirith, Khonvum, Meriadar, Mielikki, Mussin, Rel, Tethrin, Truce, Tyche, Vespin, Xan Yae, Zaphkiel, and Zell.
Alliances: City-state of Caloric (tentative); Dominion of Cauldron; Dwarven Holds of Kul Moren; Kingdom of Izmer (strained); Verdalf (non-aggression).
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Verdalf
Proper Name(s): The Hunter Elf Lands of Verdalf, The Verdalf Forest
Ruler: Halvarth, The Hunter Elf King [CN male hunter elf Clr11 (Fenmarel)/SorW11]
Government: Clan Structure
Capital: Verdalf City
Major Towns: Aaelmath (pop. - 1,055), Corather (pop. - 777), Firathean (pop. - 740), Gelmaar (pop. - 2,368), Ilaith (pop. - 238), Lamdul (pop. - 450), Onhaur (pop. – 1,980), Thyne (pop. - 832), Verdalf City (pop. - 5,800), Yurthean (pop. - 992).
Provinces: NA
Resources: Crafts (elven), herbs, songbirds, spices (caraway and ginger) and wine.
Coinage: NA
Population: 380,800 – Elf (hunter) 86%, Docrae 5%, Elf (forest) 3%, Centaur 2%, Kitt 2%, Other Races 2%.
Languages: Auran, Centaur, Docrae, Elven, Goblin, Halfling, Kitt, Orc, Sidhe, Sylvan, and Treant.
Alignments: NG, N, (NE), CG *, CN
Patron God: None.
Major Religions: Annam, Araleth, Corellon, Damh, Ehlonna, Emmantiensien, Faunus, Ferrix, Khonvum, Larea, Mahridaar, Ordana, Puck, Sanh, Sehanine, Sheela, Solonor, Sylvian, and Telchur.
Minor Religions: Brandobaris, Dionysus, Eilistraee, Fenmarel, Hak, Hendomar, Hiatea, Karontor, Mielikki, Muamman, Nathair, Rel, Rillifane, Talisid, Tarsellis, Tilla, Titania, Tudsara, and Utu.
Cults: Baervan, Balador, Bast, Bharrai, Brenna, Casiia, Deltum, Draven, Eachthighern, Enduma, Euphoria, Gaerdal, Garl, Heward, Kharash, Morwel, Nessus, Oberon, Segojan, Seraph, Sulerain, Tethrin, Thorn, Tudsara, Tyche, Uller, and Xan Yae.
Alliances: Dominion of Cauldron (tentative); Kingdom of Izmer (non-aggression, strained); Principality of Pretensa (non-aggression).
_________________________________________________​

Map: World of Kulan Maps (Updated: Nov 22/11)
 
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Some new elven races based on published material

ELVEN RACES OF THE TRANSFORMATION

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

Aphranæn Elves (Revised)
This race of elves came to Harqual during The Transformation. They were transported to Kulan from the Alternate Material Plane world known as Maran (i.e. Dark World). They are similar to silver elves in outlook, but they have a unique history and culture that is too long to go into here.

What is known is that they have never heard of the Elven Gods and have a different patron god who they still venerate. Slowly, the Aphranæns are being exposed to the culture of the silver elves, and the two races are becoming close allies.

Aphranæns live almost exclusively in the forests of the Kingdom of Ahamudia, the land duplicated on Kulan from Maran. A small number of Aphranæns have migrated to the Great Forest to live amongst the silver elves, however.

Aphranæn elves have the same racial traits as the elves listed in the D&D PHB v.3.5; however, they have slightly altered language choices depending on where they live. All Aphranæn elves speak two distinct elven languages from Maran — Aphranæn and Vananean. They also speak Javeldian, the common language of the citizens of Ahamudia.

Aphranæn elves living in Ahamudia may choose the following languages as bonus languages: Bitran or Hin. Aphranæn elves refuse to speak the Maran versions of Goblin and Orc; although, many of them understand these two languages. Aphranæn elves living in the Great Forest may choose either of the following languages as bonus languages instead of Bitran or Hin: Elven or Sylvan.

Elves of Korvosa
The elves living in the City-state of Korvosa are, for the most part, a unique race of elves from another world brought to the Lands of Harqual during The Transformation as were all Korvosans. They stand taller than the native races of the continent and their ears are larger and more pointed, but besides those obvious differences, they are quite similar to the native elves of Harqual in many regards. The Elven language they speak is nearly identical to the Elven language of Harqual. For game purposes, Korvosan elves use the standard racial traits listed in the D&D PHB v.3.5; although, they have different ranges for height and weight (to be determined) and different bonus languages: add Shoanti, Taldane, and Varisian.

The elves of Korvosa never refer to themselves as Korvosan elves. “Korvosan” is a generalized name given to them and the other demihuman races of Korvosa by native Harqualians, especially by the elves of the Far South, the Torin, and lightfoot halflings. The term is often used in a derogatory manner, which irritates all Korvosans including the city-state's human population. The elves of Korvosa refer to themselves as the Mierani, which pays tribute to their ancestry on their home world. This small group of elves has remained aloof towards the rest of the continent beyond the towns and denizens of region known as the Wild Shores.

Elves of the “City-State”
The elves living in the City-state of Rhamsandron are as unique from each other as silver elves are from southern elves; although, one would be hard pressed to tell the difference between the cultural variations that exist between the various distinct elven races of Rhamsandron. In the “City-State,” elves are simply elves to its other citizens as are dwarves, halflings, gnomes, etc. Only when Rhamsandroni elves come into conflict with each other does the apparent differences in race and culture come into play.

Most elves of the City-State refer to themselves as either high elves or simply just as elves. There are many other names of unique elven sub-races such as gray, northern, southern, wild, and wood but so many of these names are similar to one of the native Harqualian races of elves that most humans outside of Rhamsandron don't really know the difference. In truth, besides the High elves of the City-State, only a few of these unique races were duplicated on the World of Kulan during the time of The Transformation.

From an in-game perspective, standard elves from the city-state of Rhamsandron have the standard racial traits of elves listed in the D&D PHB v.3.5. High Elves are a unique sub-race described in the Player's Guide to the Wilderlands and can be found on page 24 of that d20 system sourcebook. Language isn't usually a barrier between the elves of the City-State and native Harqualian elves; although, conversations aren't perfectly uniform as there are many variations. As time progresses, communication between these new elves and native elves will become easier.


Elves of the Tyrian Valley
The elves of the Tyrian Valley are another unique elven race brought to the Lands of Harqual during The Transformation. The Tyrian Valley sits on the eastern side of the Patron Mountains within the boundaries of the Great Expanse. Its strange culture is as unique as its unusual races.

While these unusual elves from another world have been mistaken for desert elves, they are completely different in mentality than the native desert elves of the Expanse. Desert elves have a united sense of tradition and honor amongst their own kind. Tyrian elves on the other hand aren't very united as a race, and they aren't much for the ways of honor.

This has led to conflict between the two elven sub-races, and the conflicts are often bloody. What the Tyrian elves lack in numbers they make up for with ferocity. Desert elves mockingly call the elves of the Tyrian Valley “savage elves” while other native Harqualian races often refer to them as the Feral. Tyrian elves have all the racial traits of the Elf entry in Chapter 2: Races in the Dark Sun 3 PDF document, which can be downloaded from the Dark Sun Fan Website, The Burnt World of Athas.

DM's Note: The languages of Athas are considered quite different than the languages for this world. Therefore, Tyrian elves do not understand how to interpret the Elven language of Harqual. This is one of the reasons that desert elves and Tyrian elves don't like each other.
 
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