[5E] World of Kulan: Race (Origin) Conversions

Knightfall

World of Kulan DM
HUMAN ETHNICITIES
The World of Kulan has many continents and regions with its own ethnic groups of humanity and even one that doesn't have any humans at all. Ethnicities vary a great deal and a few continents have more than what would be typical. The Lands of Harqual, in particular, has more variety of human ethnicities partly due its history and partly due to the magical event known a The Transformation. On the opposite side of the spectrum, The Fallenlands has only one human ethnic group and Triadora has none. While other human ethnicities visit those continents, they are not native to them. (The Fallenlands situation is likely to change in the future, however.)

For 5th Edition, humans of Kulan use the Variant Human Traits sidebar on p. 31 of the D&D 5E PHB. However, a 5E campaign set on the world uses Ability Score Decreases for all the races including humans. The following changes are made to the variant sidebar:

Ability Score Adjustments. Three different ability scores of your choice increases by 1 and one ability score of your choice decreases by 1.

Proficiencies and Feats. You either gain proficiency in one skill of your choice and one feat of your choice or gain proficiency in two skills of your choice and one of the following proficiency options of your choice: proficiency with one simple weapon, proficiency with one type of tool, or proficiency with one kind of vehicle (land or water).


DM'S NOTE: For 3rd Edition, humans of Kulan have all the racial traits listed on pp. 13-14 of the D&D PHB v.3.5 except for one aspect, languages. Common, as a language, only exists in the Lands of Harqual. For Kulan's other continents and island groups, humans usually know their own ethnic-based or regional language.
 
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Knightfall

World of Kulan DM
COMMON ETHNICITIES
Anorian
— Anorians are generally tall and muscular with bronzed skin and dark, straight hair, mainly black and brown. Their eyes are often dark blue, bright green, or black. They are found primarily in the lands surrounding Lake Anoria, but they can be found anyway in the Thunder Lands. Anorians also live in the Kingdom of Izmer, the Midlands, the Duchy of Minar, and the Principality of Pretensa. Their language has become the regional language of the Thunder Lands.

5th Edition: Recommended Skill Proficiencies — History and Persuasion.
3rd Edition: Skills and Feats — Suggested Skills – Diplomacy, Knowledge (history); Suggested Feats – Negotiator, Persuasive.
Avionalle — Avionalles are of medium build with fair skin and delicate features. Their hair is usually dark blonde or fiery red and their eyes are normally amber, blue, or green. They are found primarily in the lands west of Lake Nest, especially the Monarchy of Avion, the Aerie Holds, and the City-state of Gillian.

5th Edition: Recommended Skill Proficiencies — Arcana and Insight.
3rd Edition: Skills and Feats — Suggested Skills – Knowledge (arcana), Sense Motive; Suggested Feats – Iron Will, Magical Aptitude.

Belin — Belins are newcomers to the Lands of Harqual. They were brought to Kulan from their barren home-world during The Transformation. Their world had little water, and was in its death throes when the Belins were transported to the continent.

Belins are quite exotic in appearance. Their skin is always dusky or olive in color and their hair is usually dusky blonde or dark brown. Their eyes are almond-shaped and usually a light blue or deep green in color.

Belins are primarily found along the northern shores of the Nebral Peninsula. When they were brought to the world, several of their cities appeared along that coast, as well. While their numbers are low, they have adapted quickly to Harqual's lush environments.

5th Edition: Skill Proficiencies — Bonus – Survival; Recommended – Medicine and Nature.
More to be added...
3rd Edition: Skills and Feats — +2 racial bonus to Survival, which can be used untrained; Suggested Skills – Heal, Knowledge (nature); Suggested Feats – Self-Sufficient, Toughness.

+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.

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

Denilan — Denilian are a mixed people that can have deeply-tanned to stark-white skin. Their hair and eye colors vary wildly, but light brown eyes are common as is dark brown hair. One in fifty Denilans are born as an albino. Denilians are primarily found along the eastern coast of Harqual, especially in the lands known as the Eastern Shores. However, they can also be found in the Lands of the Cities of the Wind, the lands surrounding the city of Arkhangel, and on Calla Island. Denilans are considered a minority in the Kingdom of Navirosov. Their language has become the regional language of the Eastern Shores, and many scholarly positions are filled by Denilans.

5th Edition: Recommended Skill Proficiencies — History and Performance.
3rd Edition: Skills and Feats — Suggested Skills – Knowledge (history), Perform; Suggested Feats – Acrobatic, Skill Focus.

DhaonineanDhaonineans, as an ethnic group, are hard to codify. To those from outside of the Kingdom of Ahamudia, they appear to be a mixed ethnicity. All Dhaonineans are fairly short for humans. They rarely stand taller than 6 feet in height. Their builds range anywhere from light to stocky. Most have dark hair, especially black, brown and red, and blue or light brown eyes. However, there is a minority in the Kingdom of Ahamudia who can be classified as a different ethnicity. They are known as Kiltannians.

Before being transported to Kulan during The Transformation, Dhaonineans and Kiltannians lived in an uneasy peace. Kiltannians originally came from an empire called Kiltann. They came to the lands of the Dhaonineans as conquerors, but when a half-fiend known as the Ebon Emperor came to power in Kiltann, the Kiltannians in Old Javeldos turned on their former country. The armies of Kiltann invaded and all seemed lost. Heroes turned the tide and the Ebon Emperor's forces fell back.

It was soon after this that The Transformation occurred. Forced to rely on each other even more, the Dhaonineans and the Kiltannians agreed to stand together against the Empire of Swords and soon renamed the land to Ahamudia. Most living in the kingdom refer to themselves as Ahamudians (or sometimes Javeldians), and the next generation is being taught to think that way by most families. However, old ethnic divisions still exist, and several Kiltannian families refuse to refer to themselves as Dhaoninean or Ahamudian.

Pure-blood Kiltannians are usually closer to six feet in height, have dark blonde to dark brown hair, and have a wider range of eye colors but mainly from light blues to black. Pure-blood Dhaonineans are quickly becoming very rare. They are short with light builds, pale complexions, brown eyes, and dark hair. Ahamudians of mixed heritage are found exclusively in the lands of the Kingdom of Ahamudia, although they often travel elsewhere on Harqual to learn more about their new world. Pure-blood Dhaonineans tend to stay in Ahamudia. Pure-blood Kiltannians are found in Ahamudia and some of the less tolerant families have migrated into the Old Sword Lands.

5th Edition: Recommended Skill Proficiencies — Ahamudian (mixed) – Insight and Religion; Pure-blood Dhaoninean – Arcana and Religion; Pure-blood Kiltannian – Deception and Insight.
3rd Edition: Skills and Feats — Ahamudian (mixed): +2 to racial bonus to Spellcraft; Suggested Skills – Knowledge (religion), Sense Motive; Suggested Feats – Magical Aptitude, Negotiator. Pure-blooded Dhaoninean: +2 to racial bonus to Profession (apothecary); Suggested Skills – Knowledge (arcana), Knowledge (religion); Suggested Feats – Iron Will, Magical Aptitude. Pure-blooded Kiltannian: +2 racial bonus to Diplomacy; Suggested Skills – Bluff, Sense Motive; Suggested Feats – Negotiator, Persuasive.
DM's Note: Dhaonineans and Kiltannians are loosely based on the Traladaran and Thyatian ethnic groups listed in Chapter III: Society on pp. 23-25 of the Explorer's Guide in the AD&D 2E Karameikos: Kingdom of Adventure boxed set.


Jov — Jovs are not originally from Kulan, but they came to the world not through the magic of The Transformation but through the depths of Wildspace. No one is sure where they came from and, as a people, they don't talk about it. They settled in the Lands of Harqual generations ago, and there are several current city-states that they founded.

Jovs are always over six feet in height and their bodies are long and lean. Jovs are known for their exotic skin colors that can vary through any of the following pigments: chartreuse yellow, olive, ocher, and mauve. Jov skin color is often mottled with light purples being dominate. Their hair color tends to be copper, silver, white, or light blonde. Their eyes are highly unique with true violet eyes being the most common. Other appropriate eyes colors for Jovs include dark red, light pink, burnt orange, and teal blue.

Jovs are primarily found in the western lands of the Jovian Alliance, the Domain of Shadows, and the various communities of the Plains of the Horse, and the Hawk Plains. However, Jovs can also be found in The Far South, especially in the lands of the Gull Coast, the Thenin Peninsula, and the Timber Coast. Jovs consider it taboo to mate with nonhuman races, so there are very few half-elves or half-orcs with Jov blood.

5th Edition: Recommended Skill Proficiencies — Deception and Intimidation.
3rd Edition: Skills and Feats — Suggested Skills – Bluff, Intimidate; Suggested Feats – Deceitful, Persuasive.

Minari (singular and plural) — The Minari bloodline shares a heritage with the Denilans of Harqual's eastern coast. In a sense, the Minari are an ethnicity that gave rise to the Denilian bloodline. However, while Denilians have become more expansive, the Minari have become more isolated. The Minari stand around six feet in height and their bodies tend to be fit and muscular. Minari skin tones vary considerably with light skin and light browns being the most common. Humans of the Minari ethnicity usually have light brown or black hair but auburn is also common. They have eyes that range from light brown to black. The Minari are almost exclusively found in the Duchy of Minar and the surrounding lands. There are Minari living in the Qualitian Belt Protectorate, the Highlands, the Midlands, the Barony of Calot, and the Hather Plains. In all but the Qualitian Belt Protectorate, they are considered a minority.

5th Edition: Recommended Skill Proficiencies — Animal Handling and Nature.
3rd Edition: Skills and Feats — Suggested Skills – Handle Animal, Knowledge (nature); Suggested Feats – Animal Affinity, Run.

Northlander (or Northerner) — Northlanders are a barbaric people that shun the civilized societies south of the Northlands. Northlanders are very tall (6 foot, 2 inches on average) with strong bodies and broad shoulders. Their skin is rough, hairy, and very pale. Their eyes tend to be amber, light blue, gray, or light green. Northlanders are always found in the frozen lands of the Northlands. They never migrate south of the Greystone Mountains or into the lands of the Ragik Peninsula. Northlanders are primarily from barbarian tribes; however, there are kingdoms and city-states that have large populations of Northlanders. Most of these Northlanders are former barbarian tribal members that either were banished from their tribe or were forced to semi-civilize themselves in order to survive (i.e. last of their tribe). Others are former adventurers that have seen too much beyond their tribal roots to ever go back.

5th Edition: +1 to Constitution, -1 to Charisma, plus two other Ability Score Increases of the player's choice. Recommended Skill Proficiencies — Nature and Survival.
More to be added...
3rd Edition: +2 to Constitution, -2 to Charisma. Skills and Feats — +2 racial bonus to Survival; Suggested Skills – Knowledge (nature), Survival; Suggested Feats – Toughness, Track.

+1 racial bonus on saves against cold effects and a -1 racial penalty on saving throws against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.

Illiteracy: Northerners do not automatically know how to read and write. They may spend 2 skill points to gain the ability to read and write all languages he is able to speak. Unlike with the barbarian class, northerners are illiterate regardless of their character classes. Northerner barbarians do not have to spend any additional skill points, as listed under the Barbarian class. (See the PHB v.3.5 in Chapter 3: Classes).

Spell-like ability (Sp): Northerners gain the ability to cast ray of frost once per day (caster level equals northerner’s character level).

Onan — Onans roots began as nomadic peoples on the Wild Plains. Eventually, they migrated into the Redhawk Plains near the shores of the Sword Gulf. There, they reclaimed a ruined city-state that they renamed Onaway. Now, that city has become the capital of a small but growing republic known as the Onan Territories.

Onans are people of average height known for being quick on their feet. and they have strong, lean bodies. Onans tend to have olive skin, but they can also have light brown or fair skin. Onans usually have black or dark brown hair and it can be fine to course in texture. Onans have large, expressive eyes that are commonly blue, gray, or green.

Onans are found almost exclusively in the Onan Territories, as well as the other communities surrounding the Redhawk Plains (including the forested Domain of Shadows) and the City-state of Ambian. A few Onan families have migrated north to the Kingdom of Ahamudia, but they are considered a minority by the peoples of that kingdom. Their language has become the regional language of the lands and city-states located throughout the Redhawk Plains.

5th Edition: Recommended Skill Proficiencies — Acrobatics and Persuasion.
3rd Edition: Skills and Feats — Suggested Skills – Diplomacy, Tumble; Suggested Feats – Acrobatic, Negotiator.

Qualitian — Qualitians are very short with lithe bodies. Few Qualitians are more than 5 feet in height. Their skin tones are unusual for humans being mainly light green to burnt orange in color. Their hair is also often green but can also be brown or red. Their eyes are most often light blue, light green, or yellow. Many suspect that Qualitians have fey blood in them, and it is believed that they didn't originate on Kulan. Qualitians are found primarily in the lands surrounding Lake Qualitian, and there are significant numbers of these people in the Qualitian Belt Protectorate. They are also common in the Highborn Lands, the Highlands, and the Islands of Mathghamhna. They are rumored to also live in the forested lands known as the Lands of the Lochfolk and Wild Treelands. They once lived along the edge of Qualitian Lake in the forests now known as the Blood Elf Lands. When the forest fell to demons, many were killed but others fled across the lake to the Duchy of Minar where they have received sanctuary. However, they are considered a minority in that land and prefer to live in the forested regions of the duchy.

5th Edition: Recommended Skill Proficiencies — Animal Handling and Medicine.
3rd Edition: Skills and Feats — Suggested Skills – Handle Animal, Heal; Suggested Feats – Animal Affinity, Great Fortitude.

Shaulite — Shaulites are strong people that are tall, lean, and athletic. They have darker skin tones including black, bronzed, brown, and olive. Shaulites usually have dark hair, especially dark brown and black and their hair is often course. Shaulites have eye colors that include almost any variation of black, brown, gray, and hazel. Shaulites originate from the ancient tribes that once dominated the River Plains west of the Verdalf Forest, as well as in the Hills of Antius and as far away as the Rainsky Plains. Their ancestors founded the city of Shaule, and, thus, Shaulites are found primarily in the Principality of Shaule of which that city is the capital. There are also many Shaulites in the Eversinki Suzerainty, the Hawkgard Holds, the Kingdom of Izmer, the Principality of Pretensa, and the Township of Relinar. There are still Shaulite clans that live a nomadic lifestyle, but they are found primarily to the west on the Rainsky Plains and even into the Ruined Lands of Valora.

5th Edition: Recommended Skill Proficiencies — Intimidation and Religion.
3rd Edition: Skills and Feats — Suggested Skills – Intimidate, Knowledge (religion); Suggested Feats – Combat Casting, Persuasive.

Stonnish — Stonnish are almost always of medium height, and they have slender builds. Their skin is very pale or rosy. Stonnish typically have light hair including various shades of blonde, brown, red, and white. Their eyes range can be any sort of light color including light blue and light brown, as well as amber and hazel. One in ten Stonnish have true gray eyes. Stonnish are one of the oldest ethnic groups on the continent, although the name Stonnish is a new name that pays homage to the man, Gabriel Stonn, who united their people on the Jagged Peninsula. Before then, Stonnish referred to themselves as Ariagians or based on clan names: Ambras, Averes, Braggues, and Salnites being the most important of these clans. These names are now important names across the Jagged Peninsula where the Stonnish are primarily found. They live in the Kingdom of Stonn, the Principality of Ambra, and the Shadow Magocracy. There are also Stonnish living in the Kingdom of Thallin and among the inhabitants of Athien Island and the Samuanel Islands, although they are minorities in those lands. Other Stonnish families exist in the rest of the Eastern Shores and in the eastern parts of the Thunder Lands.

5th Edition: Recommended Skill Proficiencies — Arcana and Persuasion.
3rd Edition: Skills and Feats — Suggested Skills – Bluff, Knowledge (arcana); Suggested Feats – Magical Aptitude, Spell Focus.

Tullean — The legacy of this human ethnicity lies with the follower of the dead river god, Tulle. After the gods demise during the Divinity War, his followers flocked to the place of his death. There they continued to embrace his teachings and gained a measure of his essence in them. For these Tulleans, there was no greater pledge to the dead god than to consume his dead flesh and fluids. This practice soon made them outcasts amongst the followers of the North Gods. What resulted was a new subrace of humanity that was infused with the Riverblood of the dead deity. Whatever their ethnicities had been before was subsumed. However, not all Tulleans have the same amount of essence in them. There are the Commonbloods who have only a little essence in them and there are the Halfbloods who have significantly more in them. There is a third group of Tulleans, the Purebloods, but they are no longer truly human. Instead, they are considered a planetouched race.

Tullean Commonbloods are slender with little to no body hair; their heights are considered average for humans. Commonbloods have fairly unique skin tones. Their skin often has the look of bone, charcoal, ecru, flax, or tan. However, one in a hundred Commonbloods is born with ultramarine skin, which is considered a blessing by Tulle. While Commonbloods rarely have body hair, hair does grow on their heads and faces. The most common hair color for them is blonde or light brown. The eyes of Commonbloods are often amber, gray, hazel, and any shade of blue. Commonbloods are found primarily in the lands of The Far South, especially the Tullelands and any community along the River of the Water God which stretches from Lake Therse on the Nebral Peninsula to Relaini City on the northern coast of The Far South. They can also be found in the communities of the Outer Forest along the western side of the Hinderfall Mountains and anywhere where there are humans living near bodies of fresh water. Tullean Commonbloods rarely venture into the northern lands, but it isn't unheard of.

Tullean Halfbloods are even slimmer than Commonbloods and other peoples often refer to them as looking wispy. They are significantly taller than Commonbloods and their features are exaggerated but still recognizably human, which sets them apart from Purebloods. Halfbloods have more exotic skin tones than Commonbloods. Blue-green, goldenrod, midnight blue, russet, yellow-brown, and yellow-green are common skin tones for Halfbloods. They are completely hairless. Their eyes are usually any shade of blue but shades of green and purple are also possible. Halfbloods are found primarily in the Tullelands and in any community along the River of the Water God. Halfbloods do not like to be away from water so they won't live anywhere without a significant source of water. (They hate entering the Great Expanse.) Their are many families of Tullean Halfbloods that live in the Reddew Forest, the Lilliputian Jungle, and the communities on the shores of Lake Therse, Lake Foxe, and Lake Osebye. Halfbloods won't willing leave The Far South for northern lands. Of course, there is no telling what a Tullean Halfblood adventurer will do.

5th Edition: Recommended Skill Proficiencies — Commonblood – Nature and Religion; Halfblood – Arcana and Religion.
More to be added...
3rd Edition: Skills and Feats — Commonblood: +2 racial bonus on Swim checks and Craft (shipmaking); Suggested Skills – Knowledge (nature), Knowledge (religion); Suggested Feats – Iron Will, Self-Sufficient. Halfblood: +4 racial bonus on Swim checks, +2 racial bonus on Spellcraft checks; Suggested Skills – Knowledge (arcana), Knowledge (religion); Suggested Feats – Improved Counterspell, Magical Aptitude.
More to be added...

Vindi — Vindi are a tall people with strong, robust bodies. Their men are brawny and their women are shapely. Their skin is typically very fair to light colored, although darker shades aren't unheard of. Vindi hair is often dark blonde, light brown, or fiery red. Their eyes are typically blue, brown, or gray. Vindi are found primarily in the communities of the Wind Plains southeast of the Greystone Mountains. Their people founded most of those communities but many Vindi live a nomadic existence. Vindi also live as sailors, so they can be found just about anywhere along the Eastern Shores, as well as on the many islands east of Harqual. Vindi also live in the hills surrounding the Greystones but rarelt choose to live in the Great Forest. Vindi families have been known to live as far north as the Holding of Acheos and as far south as the Free City of Selquin.

5th Edition: Recommended Skill Proficiencies — Nature and Survival.
3rd Edition: Skills and Feats — Suggested Skills – Knowledge (nature), Survival; Suggested Feats – Alertness, Self-Sufficient.

Other Common Ethnic Groups

• Charan [Calishite (Forgotten Realms)]
• Chelaxian (Pathfinder Chronicles [d20])
• Taal [Illuskan (Forgotten Realms)]
• Taldan (Pathfinder Chronicles [d20])
• Tyrian [Athasian (Dark Sun)]
• Varisian (Pathfinder Chronicles [d20])
 
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Knightfall

World of Kulan DM
UNCOMMON ETHNICITIES
Arkhangelese
― Arkhanglese are a tall, brawny people who are natural seafarers. Their skin is usually the color of bronze or copper, although they can be light in color. Their hair can be black, brown, or dark red, and Arkhangelese men always have beards. Their eye colors are usually dark brown or pitch black. Arkhanglese are found primarily living along the coastline of the Free Lands of Arkhangel. It was the Arkhangelese who founded the city that dominates/protects that republic. However, the Arkhangelese are a highly mobile people and they can be found on almost any island east of the continent. They are numerous on Blackhound, Calla Island, the Ferine Islands, Frey, Uralt, Thyer, and the Tiele Islands. Along Harqual's eastern coast, they live as far north as the City-state of Harlagren and as far south as Relaini City. They never live inland.

5th Edition: Recommended Skill Proficiencies — Athletics, Sleight of Hand.
3rd Edition: Skills and Feats — Suggested Skills – Profession (sailor), Use Rope; Suggested Feats – Agile, Athletic.

Blaiddtân ― Blaiddtâns are very tall and their bodies are athletic without being bulky. These people have a wide variety of skin colors but are more often light. They tan easily. Their hair is usually a dark blonde or light brown but there are Blaiddtâns with feiry red hair as well as auburn or golden blonde. Their eyes can be blue, brown, green, and hazel. Blaiddtâns are the barbaric peoples of the Barony of Wolffire, which controls all the lands west of the Sunus Mountain to the eastern shores of the continent, as well as the entirety of Farion Island. The island is their traditional homeland and its people still live a barbaric lifestyle. Blaiddtâns who live on the continent are more civilized, but they continue to honor their traditions. Blaiddtâns are excellent sailors. This means there are Blaiddtâns living on other islands off the eastern coastlines of Harqual. While they rarely settle permanently in other lands, there are Blaiddtân families that live in exile. Most exiles live away from civilization, but civilized Blaiddtân families have been encountered in the Duchy of Minar, the Strandlands, the Cities of the Wind, Uraltia City, the Myriad Holds, and the Island Realm of Frey.

5th Edition: Recommended Skill Proficiencies — Sleight of Hand, Survival.
3rd Edition: Skills and Feats — Suggested Skills – Profession (sailor), Survival; Suggested Feats – Athletic, Deft Hands.

Dalenmann (or Twilight Valley Barbarian) ― Dalenmanns are one the oldest human ethnicities on Harqual. Their roots go back all the way to the creation of the North Gods by Cronn. In the distant past, the bulk of the barbarian tribes of the Northlands were made up of Dalenmanns. After the end of the Divinity War, many tribes of Dalenmanns relocated to the Twilight Valley to be closer to the buried North God, Hansa. Soon a thriving community grew up on the edge of Lake Vesper, which has grown into the city of Highhorn. The Dalenmanns of the Lands of Twilight are no longer nomadic, although tribal groups have evolved into strong clans. Compared to the Northlanders who now dominate the Northlands, Dalenmanns are settled. In a sense, the Dalenmanns of the valley live more like the silver elves of the Kingdom of the Silver Leaves located south of the valley, and there are many silver 'wilds' who live amongst them.

Dalenmanns are a tall, rugged people with strong, primal features. While they don't stand as tall as Northlanders, they are one of the tallest Harqualian human ethnic groups. There skin colors are throwbacks to an ancient time when the North Gods first formed them from the four elements. Their skin color is usually blue-green, charcoal, dark brown, golden brown, jet black, onyx, and reddish-brown in color. One in twenty Dalenmanns has midnight blue skin. Dalenmanns have hair that ranges from the ordinary such as light brown, black, or dark blonde to the unusual such as moss green, mustard-colored, or even peach-colored. Eye colors, like hair colors, can be either ordinary — blue, brown or green — or they can be exotic — Mountbatten pink, pumpkin-colored, or red-violet. One in fifty Dalenmanns have ivory-colored eyes.

Dalenmanns are found primarily in the Twilight Valley located just north of the Great Forest. It is considered their homeland and Dalenmanns who leave it tend to be either adventurers or outcasts. However, it isn'r unheard of for Dalenmanns to live in nearby human or elven lands. They can be found living amongst the silver elves of the Great Forest, and the two peoples close kinship has produced many half-elves. Dalenmann families have been found living as far away as the City-state of Reims but more often found living closer to the valley such as the Archbishopric of Coldstone, the Kingdom of the Greystones, the Town of Fade Hill, and the Township of Kimsbridge. The worst of the exiles often take refuge with the Broken Clans or the Verge Tribes. There have been a few truly wicked Dalenmann families that exiled themselves to the Old Sword Lands on the Ragik Peninsula but none within the last 200 years. The Dalenmanns of the Twilight Valley don't consider exiles to be true Dalenmanns anymore.

5th Edition: Recommended Skill Proficiencies — Nature, Survival.
3rd Edition: Skills and Feats — Suggested Skills – Knowledge (nature), Survival; Suggested Feats – Endurance, Toughness.

Ervenik ― Erveniks are the result of centuries of warfare in the western lands during the Mortals' War and the Black Wars that followed. The Empire of Swords once dominated the western half of the continent, as far south as the Kingdom of Izmer. Doing so forced many of the existing human populations into slavery, which lead to a merging of bloodlines. Erveniks were one of the strongest bloodlines to emerge from forced breeding. They quickly rose out of slavery due to their intelligence and charm. The Sword Emperors used these people as spies and assassin but also as soldiers. When the empire fell into decadence after the end of the Mortals' War, the Erveniks found themselves free to chart their own course. Many became warlords of the worst kind while others thought to the future. It would be an band of Erveniks who would found the community that would eventually become the city known as Eversink.

Erveniks are a robust people who often vary in height and weight. They aren't typical very tall, but it isn't unheard of for an Ervenik to grow up to (or just over) six feet in height. While they tend to be lean and fit people, Erveniks are prone to obesity, if they let themselves go. Erveniks have a wide range of skin tones from light skin to olive skin to black skin. Their hair colors are typically darker shades of brown and blonde but they can also have dark red or black hair. One in a hundred Erveniks will have golden blonde or fiery red hair. Their hair is usually straight and soft. Their eye colors can be of any color, but most Erveniks have brown or dark blue eyes. Their language is spoken not just in the Eversinki Suzerainty, but also in the communities of the Storm Peninsula, the Kingdom of Izmer, and the Principality of Pretensa.

Erveniks are found primarily in the Eversinki Suzerainty and in the various communities of the Storm Peninsula where humans are commonplace. Erveniks also live in the Kingdom of Izmer and the Principality of Pretensa where they are one of the most common human ethnic groups. Erveniks can also be found living in the Hills of Antius, but they are rare there. Erveniks who choose to live in the Principality of Shaule are considered minorities in the land. Other lands where Ervenik families can be found include the following: the Aerie Holds, the Free City of Deepwater, the Hawkgard Holds, the Owelga Dominion, the Township of Relinar, and the Wyrmgard Holds. Erveniks who live elsewhere than the Eversinki Suzerainty do not consider that land to be their homeland.

5th Edition: Recommended Skill Proficiencies — Deception, Persuasion.
3rd Edition: Skills and Feats — Suggested Skills – Bluff, Diplomacy; Suggested Feats – Deceitful, Negotiator.

Kieli ― The Kieli are the most dominate human ethnicity of the Ragik Peninsula. They are the backbone of the populations of the Old Sword Lands; however, they are rarely allowed positions of power. Kieli are almost exclusively middle- to lower-class. They are ruled over by an elite who prefer to keep their bloodlines pure. These Meai, as they call themselves, are a dying breed, and they often kidnap the purest-looking Kieli for breeding stock. The Kieli slaves are bred with the strongest remaining Meai to create the next generation of Meai. The Kieli parent is usually killed. These breeding programs are a legacy left by the decadent Empire of Swords. Since the occupation of the Sword Protectorate after the Ahamudian-Imperiumi War, these practices have been abolished in the Protectorate. However, the Protectorate is only one region, and the Meai aristocracy refuse to give up their Right of Bloodline.

The Kieli are a downtrodden people and this is reflected in their appearance. Since the best people are taken from them, what is left are short people with slim builds and little physical strength. Kieli are often four-and-a-half feet to five-and-a-half feet tall. Their skin is always pale and they burn easily. Their hair colors are muted browns and dirty blondes. One in two-hundred with have dark red hair. Their eyes are primarily light brown or dark blue. One in three-hundred Kieli will have green eyes. Their language is the regional language of the all the Old Sword Lands on the Ragik Peninsula. The Kieli are never taught Meai and in many of the Old Sword Lands, it is considered a crime for them to speak a single Meai word. One in fifty Kieli born are sterile.

Meai, or Meains, are taller than the Kieli but they are still short. They are roughly from five feet tall to just under five feet, nine inches tall. Their bodies, despite their breeding programs, are slim, yet they are a bit stronger than the Kieli. Their skin tones are either pale or light and they burn easier than the Kieli. One in twenty Meai are born as albinos. Their hair colors range from light blonde to dark brown for the most part. One in a hundred will be born with fiery red hair. Meai have beautiful eye colors including amber, blue, green, hazel, and true gray. One in a hundred will have true black eyes, which is considered by the Meai as a gift from the Sword Gods. DM's Note: The Meai have bred themselves so that they cannot breed with elves or other demihumans. However, there are many half-fiends, half-orcs, and even a few half-trolls amongst the highest ranks of Meain aristocratic families. One in five pureblooded Meai are born sterile. One is twenty-five Meai with Kieli blood are born sterile.

The Kieli are found primarily in the Old Sword Lands on the Ragik Peninsula. The governments that control former Sword Imperium work very hard to keep the Kieli from migrating to lands beyond the Ragik Peninsula. In the Protectorate, Kieli are allowed to leave on ships to move elsewhere, but ships are often lost due to privateers working for those who insist that the status quo is maintained. Kieli have better luck finding asylum in the Kingdom of Ahamudia if they are able to get past the patrols that guard the borders of the Iron Lands. Many also brave crossing the Rilous Mountains, but that way is considerably more dangerous. Kieli living in the Sword East and the Sword South have the toughest time running away since they have to cross miles of hostile terrain to lands that will take them in. The Kieli living in the Ara-Ragik City Alliance rarely get the chance to free themselves since their masters often subvert their wills with powerful enchantments. However, there have been a few successes and the aristocracy of Ara-Ragik are less likely to hunt escaped slaves. Kieli who do manage to get away rarely stay in the region, and it's very rare for whole families to make it out of the Old Sword Lands. However, there are Kieli families living in the City-state of Reims, the Goldensoul Monarchy, and the Morass Holdings, which are all considered just beyond the reach of the despots of the Ragik Peninsula.

The Meai are found exclusively in the Old Sword Lands including the Ara-Ragik City Alliance, the County of Mistria, the Eulayan Territory, the Järir Autarchic, the Lands of the Miekka, the Märii Divide, the Soreney Domain, the Sword East, the Sword South, and Toraa Bagul. When Meains do enter other lands, it is to act as spies or to hunt escaped Kieli. Of the dozen or so Meai who have intentionally left the Old Sword Lands to find another life, only a handful have made a name for themselves and usually they become infamous.

5th Edition: Recommended Skill Proficiencies — Kieli: Insight, Stealth; Meai: Deception, Intimidation.
3rd Edition: Skills and Feats — Kieli: Suggested Skills – Hide, Sense Motive; Suggested Feats – Run, Stealthy. Meai: Suggested Skills – Bluff, Intimidate; Suggested Feats – Deceitful, Skill Focus.

Lochfolk ― Lochfolk are another strange human ethnicity. Their origins are mysterious. They take their name from a large lake in Great Forest called Lake Loch, yet it is believed that they come from elsewhere. Most scholars believe they are the descendants of a strange fey race that came to the World of Kulan from the Plain of Faerie. However, they qualify as human, so if their origins are from that plane of existence, their ancestors must have either been human originally or interbred with humans so much that they eventually bred themselves out of existence. While Lochfolk are completely human, they have a strong connection to the natural world — almost as strong as elves do. One in 500 Lochfolk are born with a stronger connection to the natural world (i.e. the Half-Fey template, as per 3E).

Lochfolk are tall and lithe. Six feet in height is usually the lower limit for them. Their bodies are unnaturally beautiful and they are very quick on their feet. Their skin tones are much like that of elves but with more darker skin tones possible, especially browns and reddish-browns. One in fifty Lochfolk is born with dark green or burnt orange skin. Their hair ranges from light blonde to dark brown; however, they also can have hair that changes color with the season — light brown in spring, dark green in summer, reddish-orange in fall, and white in winter. Roughly one in 100 Lochfolk have hair that changes color with the seasons; they are usually moody and often become druids. Lochfolk usually have the following eye colors: amber, black, light brown, light green, or hazel.

Lochfolk are found primarily in the Lands of the Lochfolk, which stretches from the western shores of Lake Loch to the eastern shores of Lake Silverleaf. The eastern side of Lake Loch is wilder and more dangerous since it lies so close to Caer Amylinyon, so only the hardiest of the Lochfolk live there. Lochfolk can also be found in the Wild Treelands and living a nomadic existence alongside silver 'wilds' on the Sacred Plains. There are a few Lochfolk families living in the Kingdom of the Silver Leaves, but they are considered a minority — with little prejudice — there. Lochfolk once lived in the Knotwood, but after that forested realm was destroyed, they either were killed or fled to parts unknown. It is rumored that some may have taken refuge in the Highborn Lands east of Lake Thallin. If Lochfolk still exist in the Blood Elf Lands, they are likely slaves to the blood elves and their demon masters.

5th Edition: Lochfolk must choose Dexterity and Charisma for two of their three Ability Score Increases and Intelligence for their Ability Score Decrease. Recommended Skill Proficiencies — Nature, Survival.
3rd Edition: +2 racial bonus to Dexterity, +2 racial bonus to Charisma, -2 racial penalty to Intelligence; +2 racial bonus to Will saves vs. all Enchantment spells or charm-based effects. Skills and Feats — Lochfolk don't gain bonus skill points for being human. Suggested Skills – Knowledge (nature), Survival; Suggested Feats – Alertness, Stealthy.

Ruelian ― The name Ruelian comes from the distant past of the Lands of Harqual. The City-state of Ruel once stood as a great power on the Wild Plains, but it was destroyed near the beginning of the Black Wars. Many of its people were killed. Others escaped its destruction and their descendants would go on to continue their lives throughout the region known as the Nomad Lands. New communities would rise up out of the ashes of Ruel, yet many of the Ruelian people would remain nomadic — competing for resources with the Onan Wildmen and gnoll & orc tribes, as well as the forest elves of the Knotwood (before it fell). Now, Ruelians fight for their territories against all that would shatter what they've built — still remembering the fate of Ruel.

The Ruelian people of today are quite different looking than their ancestors. Ruelians have become a mixed ethnicity with other bloodlines added into the fold. Ancient Ruelians were fairly pale and of medium height, but modern Ruelians are significantly more robust and a bit taller. Heights over six feet are common but Ruelians are rarely over six feet, 2 inches tall. Ruelian skin tones vary from light skinned to nearly black in color. A light brown is the most common skin tone. Ruelians never have exotic skin tones (blue, green, purple, etc.) but their skin has a tendency to look quite beauteous, regardless. On sunny days, a Ruelian's skin almost shimmers. Their hair tends to be dark blonde or light brown, but it can also be black. Their hair can be fine or course. One in 100 Ruelians has red hair. Ruelians tend to have light brown or dark blue eye colors. Rarely, they will have amber eyes.

Ruelians can be found in any of the lands on or surrounding the Wild Plains. They are found primarily in the Barony of Poli and the County of Valeny. Ruelians living in the Barony of Poli consider themselves to be the purest blooded Ruelians left on the continent. Ruelians also make up the bulk of the humans in the nomads of the Lawless Camps. Other Ruelian tribes can be found on the Wild Plains, as well as River Plains to the south. However, the bulk of their people live a more civilized lifestyle. Ruelians can also be found in the City-state of Halandra, in the Domain of Shadows, and, rarely, in the Forest Domain of Cadra. Ruelian families can also be found in the Aerie Holds and the Eversinki Suzerainty, but they are considered a minority in those lands.

5th Edition: Recommended Skill Proficiencies — Acrobatics, Survival.
3rd Edition: Skills and Feats — Suggested Skills – Ride, Survival; Suggested Feats – Mounted Combat, Self-Sufficient.

Trelian (or Descendant of Trel) ― Trelians have a tragic history. The Trelians of the World of Kulan are the descendants of the humans who once inhabited the world known as Trel. The world was one of Kulan's sister worlds in Kulanspace before the dark god Mussin and his evil divine followers enacted a purge that destroyed the world rather than lose it to the champions of light. The world exploded and Mussin and his minions were flung through wildspace. They would come down to the Lands of Harqual as fiery divine asteroids and Mussin would eventually rise to control the Sword Gods after Hiisi, the Lord of Darkness, was imprisoned in Carceri by the North Gods. When Mussin destoryed Trel, he had hoped that all its people would die. Yet, many of them knew the end was coming and they escaped the world on spelljammers or through planar magics. The bulk of the peoples of Trel died that day, however. The human of Trel had become an endangered species. Old ethnic rivals had to be let go in the face of extinction. Eventually, the remaining ethnic groups merged into one mixed ethnicity, and they spread throughout Kulanspace. Trelians can be found not only on Kulan but also on the other world of the solar system. They can even be found living in floating city-ships throughout the asteroid field of what was once their world. On Kulan, Trelians can be found primarily in the Lands of Harqual, but they can be found just about anywhere there are humans.

Trelians have become a mixed people who are slightly taller than an average human, and their body types can be slender, robust, or anywhere in between. They tend to be healthy, regardless. Trelians have unusually thick skin, which often gives away their heritage. Their dominate skin tones are either a reddish-brown or a light tan in color. Other typical skin tones include black, light brown, dark brown, or a chestnut-like color. One in a 1,000 Trelians has dark green skin, which is a throwback to their origins on Trel. Trelians have primarily black or dark brown hair, although light brown or dark blonde hair is possible. Trelians always have thick, flowing hair, and they often wear their hair in ponytails or in braids. Trelians won't cut their hair unless its length becomes too unmanageable and even then they will never cut it shorter than the middle of the back. Trelians on Harqual often dye their hair with dark blue pigments when going into battle. Trelians can grow facial hair but prefer to appear clean shaven. Trelian eye colors are fairly common such a blue, brown, green, and, rarely, hazel. One in twenty Trelians has true gray eyes.

In the Lands of Harqual, Trelians are primarily found in the city-states and kingdoms of the Thunder Lands. There are a significant number of them living in the City-state of Caloric, in the Domain of Anoria, and in the Dominion of Cauldron. They have also migrated into the Barony of Calot and the Barony of Liran, but they are considered minorities in those lands. Trelians can also now be found in the Kingdom of Pretensa after many were forced to flee there after Anoria fell to the Diabolic Enclaves of Flamerule. These refugees found solace amongst the accepting peoples of Pretensa, and they have chosen to settle there rather than try to get their homes in Anoria back. Trelians are quite pragmatic about change. After all, they are refugees of a dead world, so they never look back. Trelian families can be found in a wide array of lands across Harqual. They live in places that have a strong affinity for spelljamming (like the City-state of Caloric) such as the Aerie Holds, the Ferinmal Homeland, the Free City of Selquin, the Free Lands of Arkhangel, the Kingdom of Izmer, and the Onan Territories, as well as a few of the spelljammer ports in The Far South with significant human populations. Most of these widespread families tend to keep to themselves, however. Trelians have trouble trusting people because many on Harqual associate their ethnic group with Mussin. In truth, they hate the god more than Harqualians could ever imagine. Even Tralians who turn towards evil will help heroes destroy the deity's followers and temples.

5th Edition: Recommended Skill Proficiencies — Arcana, Deception.
3rd Edition: +1 natural bonus to Armor Class. Skills and Feats — +2 racial bonus to Balance checks, player can opt out of bonus skill points for a +4 racial bonus to two skills of his/her choice; one bonus language of the player's choice; Suggested Skills – Bluff, Knowledge (the planes); Suggested Feats – Lightning Reflexes, Stealthy.

Other Uncommon Ethnicities
• Akratian [Arkaiun (Forgotten Realms)]
• Freiian [Durpari (Forgotten Realms)]
• Kirsch (L&L Seafarer's Handbook [d20])
• Kunnian [Honorbound (Honor & Corruption [d20])]
• Nethrin (L&L Seafarer's Handbook [d20])
• Rethanthi [Chondathan (Forgotten Realms)]
• Tahrannuti [Tarnishborn (Honor & Corruption [d20])]
 
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Knightfall

World of Kulan DM
Quick mention to [MENTION=2]Piratecat[/MENTION], so he can enjoy reading (in the post above) about the Ervenik ethnicity I created for my version of Eversink (borrowed from his Defenders of Daybreak story hour) :p
 


Knightfall

World of Kulan DM
I love how this is going! Also, in one post you've done more world-building than I seem to have done in years. :D
I'll be doing a lot of Kulan world-building for the foreseeable future. I'm not taking night classes classes this year, and I'm still on long-term disability. No job means lots of free time to create and write. I am considering doing some freelance work, however, as well as try my hand at some volunteering.

I've always wanted to detail the human ethnic groups for the Lands of Harqual. The release of 5E has simply pushed me to do it.
 



Knightfall

World of Kulan DM
I got bogged down with the human ethnic groups, so I'm going to move past them and concentrate on the other races that need more work. -KF
 

Knightfall

World of Kulan DM
Unlike with Tarras, the 5E races I come up with for Kulan will continue to have ability score decreases. My design idea is that standard Small and Medium races will have one ability score decrease of 1 while Large races will have either one ability score decrease of 2 or two ability score decreases of 1.
 
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