[Harqual] Cirrus: The City of Spires

What Name Would You Choose?

  • Ara

    Votes: 1 25.0%
  • Cirrus

    Votes: 3 75.0%
  • Khane (or Khanic?)

    Votes: 0 0.0%
  • Zhada (or Zhad?)

    Votes: 0 0.0%
  • Nova Voxia

    Votes: 0 0.0%
  • Qadal

    Votes: 1 25.0%
  • Sanpheneam

    Votes: 1 25.0%
  • Terrock

    Votes: 0 0.0%
  • Uxroth Kath

    Votes: 0 0.0%
  • Post Your Own Suggestion

    Votes: 1 25.0%

  • Poll closed .

Knightfall

World of Kulan DM
I've done a short tabaxi culture background for one of my games
Here is
the character
the culture
barely an intro, but I think an interesting basis for a whole race (not neccessarly tabaxi)
Cool, I'll take a look!

I recently just posted this on my Kulan Discord, but I figured I should add it to my Lands of Harqual thread too.

 

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Neurotic

I plan on living forever. Or die trying.
Here are some slavic names :) Good luck pronouncing them :devilish:
Crnsko = blackburg or black village or blackieton
Strižno brdo = Shearing hill
Grdo groblje = ugly (ungainly, dangerous) cemetery
Ovčja glava = Sheepshead (a hill, mountain top, small peninsula (cape or land projection into the sea) )
Strgani Krčag = broken mug (maybe an inn)?

Note on sounds:
ž equals J in Jacques
č equals ch in Cheap or Chernobil
lj in groblje is one sound - I cannot describe it since I've never met anyone who can speak it outside slavic nations and you have no equivalent, but try speaking ly very quickly until the sounds merge and your L sounds at the same time with Y (which should result in your tongue base being close to the roof of the mouth and connecting it with not the tip (for L), but with the middle :)

All Rs are hard (like a russian speaking it :) ) and serve as vowels in consonant string such as kRčag and stRgan bRdo gRdo cRnsko
 
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Knightfall

World of Kulan DM
CIRRUS
Proper Name(s):
The City-state of Cirrus, The City of Spires
Rulers: A council of the city’s wealthy elite, which is made up of the powerful noble and mercantile families that control the spire kinships.
Government: Plutocracy
Capital: Caloric
Major Towns: Antoinan (pop. – 220), Cirrus (pop. – 98,000), Dunargma (ruined), Lago Lindo (pop. – 50), Lavoisien (pop. – 180), Rumfeld (ruined).
Provinces: One centrally located spire kinship, four major spire kinships, eight minor spire kinships, a dozen nonaligned towers, a dozen wards in the lower city, and over two-dozen knight-holds & minor lordships surrounding the city (within 50 to 100 miles). There are many more spires in Cirrus than just the kinship spires, but these are controlled by the major religions of the city-state. Minor religions (and cults) don’t have their own spires, and have their temples scattered throughout the lower city’s wards.
Resources: Exotic animals, griffons (and other flying mounts), magic (general), refined metals, and spelljamming gear & ships.
Coinage: Spire (gp), Tower (sp), Griffon (cp). Cirrus has had other types of coin, in the past, but they never stayed in style. The three types of coins listed here are the only coins minted in the city, now, although coins from Anoria and Cauldron are accepted in the city-state.
Population: 984,500 – Human 35%, Halfling (hairfoot) 18%, Elf (urbanite) 15%, Goblinoid 10%, Dwarf (sundered) 8%, Half-Elf 6%, Elf (desert) 3%, Halfling (fire river) 2%, Half-Orc 2%, Other Races 1%.
Languages: Aethercommon, Anorian, Auran, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Kitt, Orc, and a pidgin form of Gnome among the poor and homeless.
Alignments: All, dominated by LN.
Patron God: None.
Major Religions: Alathrien, Aoskar, Apollo, Aurifar, Berronar, Boccob, Celestian, Chronepsis, Cyrrollalee, Cull, Gruumsh, Hades, Heward, Immotion, Inanna, Jalivier, Lendys, Math Mathonwy, Mayela, Meriadar, Moradin, Olidammara, Ptah, Sanh, Stronmaus, Valkar, Wee Jas, and Yondalla.
Minor Religions: Annam, Arvoreen, Astilabor, Avatea, Azul, Bast, Calphas, Clangeddin, Corellon, Darahl, Dike, Draven, Druaga, Eddelis, Erythnul, Eshebala, Girru, Halmyr, Hanali, Hiatea, Issek, Kuil, Maglubiyet, Mahridaar, Oghma, Ramara, Tethrin, Thoth, Tyche, Urogalan, Vergadain, Viccan, and Xan Yae.
Shrines and Cults: Amand, Anon, Asmodeus, Barachiel, Brandobaris, Ces, Cronus, Dispater, Domiel, Dugmaren, Erathaol, Erevan, Emcey, Enduma, Graz’zt, Hruggek, Ilsensine, Jaeger, Kurtulmak, Malcanthet, Muamman, Santè, Sathia, Shoku, Sialic, Surtur, Squerrik, Thera, Truce, Uranus, Vespin, Zell, and Zoser.
Alliances: Dominion of Cauldron (strained); Principality of Pretensa (tentative).

Cirrus is a powerful plutocracy, and those with power are very rich, while those without power, must survive on the streets of the wards of the Lower City. Those living the high life" in the city-state's many spires rarely visit the Lower City, but the faithful of the North Gods are the exception, as they work to help the downtrodden and hunt undead.

The Lower City is controlled by a powerful thieves' guild, which can be both benign and malign, depending on who the guild members are dealing with. Woe to any uptight rich flop who goes slumming in the Lower City. Death will be the least of his/her problem. Slavery and undeath is outlawed throughout the spires and towers, but it runs rampant through the Lower City.

This city-state is also one of the only places in the Thunder Lands, along with the Diabolic Enclaves, where the followers of the Sword Gods aren't attacked on site. Several temples to the Sword Gods exist in Cirrus, with the Spire of the Miser, dedicated to Math fab Mathonwy, being the largest. A temple dedicated to Druaga also stands, unhindered, in the worst part of the Lower City.

The temples dedicated to the North Gods are always working towards ejecting the followers of the Sword Gods from the city-state. This has led to a running street war between the faithful of the North Gods (including, most prominently, the churches of Bast and Kuil) vs. the evil priests of Druaga and their summoned, fiendish allies. The thieves' guild doesn't take sides in this religious, street war, preferring to hang onto its own holdings.

DM’s Note: Previously named Caloric, the City-state of Cirrus became a major campaign locale for my Order of the Silver Hand/Shackled City campaign. The city was inspired by the “idea of Sharn,” but without that city's intense Eberron background. (I eventually added Sharn to the World of Kulan but placed in on the other side of the world.) It also pays homage to spelljammer and the idea of airships, as this city-state has quickly grown into the major spelljamming and airship port in the region known as the Thunder Lands.
 
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Knightfall

World of Kulan DM
Idonea Tame, Member of the Halfling Syndicate
Stats:
½f (hairfoot) / 6th level rogue / neutral good
Homeland: Dominion of Cindermount
Source: Homebrewed
Personality: Evasive, self-preserving, and resolute.

Description: Idonea Tame is a middle-aged female halfling rogue that was born in Cindermount. She grew up a bit of a street rat and used her rogue skills to get by. Now, she works for the Halfling Syndicate, a group of good aligned rogues that protects halflings and kitts in many communities throughout the Thunder Lands.

Idonea moved to the City-state of Cirrus shortly after Anoria and Flamerule invaded the Dominion of Cindermount. She decided to stay there even after Cindermount was freed by the Order of the Silver Hand. She is the Halfling Syndicate’s highest-ranking member in Cirrus.
 
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Knightfall

World of Kulan DM
Teryss, The Rat Piper, The Resourceful, The Screech
Stats:
em (urbanite) / 5th level bard / chaotic good
Homeland: The City-state of Cirrus
Source: D&D 2nd Edition 1992 Trading Card #236, D&D 2nd Edition Rogues’ Gallery
Personality: Imaginative, distinctive, and perplexing.

Description: Teryss has always had a taste for city life appreciating its baser elements. By night, he uses his pipes of sounding to create a complex cacophony that only a few appreciate.

By day, he clears the same establishments of vermin leading them into traps with his pipes of the sewer. He’s still waiting for his “big break.”

Teryss_Hero Forge.png
 
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Knightfall

World of Kulan DM
Tygot Mispas, Antiquity Dealer, Member of the Halfling Syndicate
Stats:
½m (hairfoot) / 3rd level rogue, 3rd level expert / neutral
Homeland: The Dominion of Cauldron
Source: Dungeon Magazine, Shackled City Adventure Path
Personality: Friendly and content, but is a little greedy.

Description: Tygot is a dealer in antiquities from all over the Thunder Lands. Originally from Cauldron City, Tygot relocated to the City-state of Cirrus after Cauldron was nearly destroyed in the volcanic eruption set off by the Cagewrights.

He has no intention of returning to Cauldron City, and has moved his shop, known as Tygot’s Old Things, completely to Cirrus. He is still a full member of the Halfling Syndicate, and is good friends with Maple, a fellow halfling who also moved to Cirrus from Cauldron City.

However, Tygot’s best friend is an old blink dog named Lepook.
 

Knightfall

World of Kulan DM
Arn Myddion:
Favored Soul of Jalivier

Arn Myddion (CR 12)
Originally a member of the Alleybashers, the young man named Arn Myddion converted to the faith of Jalivier soon after meeting Argo Flameheart. He had been an important member of the Alleybashers, and soon after Arn’s conversion, the Alleybashers fell apart. The group’s guild house was uncovered and “cleaned out” through the direct testimony of Arn.

Arn’s immediate superior in the Alleybashers had been a man named Alberich, who was one of the rogues left behind, imprisoned, in the Kopru Ruins. When the Order of the Silver Hand went back for the scoundrels, some had escaped while most of the others had perished at the claws of the demon they called “Shylock.” Alberich’s body hadn’t been amongst the dead the Order found.

Arn moved into the Sun Sanctuary to become an acolyte under Kristof Jurgensen, and took to his new life with vigor. While he was, originally, in awe of Argo, he soon came down to earth, and found a kindred spirit with the acolyte named Mostyn Rhydderch [LN male human Clr8], who was originally from the Barony of Wolffire, to the east.

When Eddanar Westergard, the High Lightservant of the City-state of Cirrus, came to Cauldron to “inspect” the Sun Sanctuary and Argo Flameheart, the high priest ordered Kristof to have Mostyn relocated to Cirrus, as he felt the young man had the potential to become an inquisitor. Arn asked Eddanar to transfer him as well, so he could stay with his new friend, and Eddanar agreed, much to Kristof’s chagrin.

Note: In return, the Sun Sanctuary was assigned three acolytes originally from the Temple of the Burning Sun, in Cirrus — Jefferie Knobel, who became the new minister after Kristof’s death; Carcellum Lazio [LG male half-elf Clr5]; and Olaflora Naramore [NG female human Clr5]. These three acolytes were considered “troubling” by Eddanar in the fact they didn’t share some of his more “zealous” views.​

Arn has taken to life in Cirrus with much zeal and he has come to respect Eddanar even more than he does Argo. And the High Lightservant has come to regard Arn as his most promising pupil, and thinks he’s almost ready to begin his indoctrination into the Inquisitors of Jalivier, formally. Mostyn wasn’t as good a student and Eddanar has relocated the young man to the temple of Jalivier in the Free City of Yuln.

Arn has been spending a great deal of time in the western lands, near the Storm Jungle, fighting the tabaxi alongside Ruphus Laro. Eddanar sent Arn to the west after receiving a request for aid from Ruphus. The young warpriest of Bast had tried to get in touch with the Order of the Silver Hand but they were on the outer planes at the time. Arn likes the west and would like to remain there after the war against the tabaxi is over, but he feels a sense of obligation to Eddanar, and won’t leave unless the High Lightservant lets him go willingly.

hp 84 (6d6+6 plus 6d10+6)
Male Human Rogue 6 / Favored Soul 6
LN Medium humanoid (human)
Init +7; Senses Listen +10, Smell +1, Spot +10, Taste +1
Languages Anorian, Celestial, Common
AC 22 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; AC 27, touch 18, flat-footed 23 with shield of faith potion
Resist Cold 10
Fort +10, Ref +15, Will +10
Speed 30 feet (6 squares)
Melee +2 heavy pick +12 (1d6+3/x4) or
+2 heavy pick +12/+7 (1d6+3/x4)
Melee +1 longsword +12 (1d8+2/19-20/x2) or
+1 longsword +10/+5 (1d8+2/19-20/x2) and
Mwk silvered dagger +9 (1d4-1/19-20/x2)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) or
+1 composite longbow [+1 Str] +14/+9 (1d8+2/x3)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) within 30 ft. or
+1 composite longbow [+1 Str] +14/+9 (1d8+2/x3) within 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Point Blank Shot, Precise Shot, Two-Weapon Fighting, sneak attack +3d6
Combat Gear Potion of cure serious wounds (x2), potion of cure light wounds, potion of hide from animals, potion of hide from undead, potion of pass without trace (x2), potion of shield of faith +5
Favored Soul Spells Known (CL 6th)
3rd (3/day) — cure serious wounds, invisibility purge, remove disease
2nd (5/day) — bull’s strength, deific vengeance, owl’s wisdom, zone of truth
1st (6/day) — cure light wounds, dispel evil, magic weapon, protection from chaos, resurgence
0th (6/day) — create water, detect magic, detect poison, guidance, light, virtue


Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
SA Divine spells, sneak attack
SQ Evasion, trapfinding, trap sense +2, uncanny dodge
Feats Dodge, Improved Initiative, Mobility, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus (longsword)
Skills Balance +4 (+6), Bluff +10, Climb +8 (+10), Concentration +8, Craft (weaving) +8, Diplomacy +5, Disable Device +9, Disguise +4 (+6 acting), Escape Artist +9 (+11), Hide +9 (+11), Intimidate +6, Jump +3 (+5), Knowledge (arcana) +9, Knowledge (religion) +9, Listen +10, Move Silently +9 (+11), Open Lock +11, Search +10, Spellcraft +11, Spot +10, Survival +2 (+4 following tracks), Tumble +12 (+14), Use Rope +3 (+5 involving bindings)
(Skills with armor check penalties are listed with a set of braces that shows the skill while "unarmored")
Possessions +2 chain shirt, +2 heavy pick, +1 composite longbow [+1 Str] w/40 arrows, +1 longsword, 100 ft. of silk rope, 2 vials holy water, cloak of resistance +2, climbers kit, explorer’s outfit, Heward’s handy haversack, lesser bracers of archery, mwk silvered dagger (in boot sheath), mwk heavy steel shield, mwk thieves’ tools, periapt of Wisdom +2, silver holy symbol, and a belt pouch containing 40 gp
Mount Light warhorse w/ bit & bridle, riding saddle, saddlebags.​


Age 28 (at the end of the SCAP); Personality Zealous and practical
Description Arn Myddion is tall and wiry, with a brown shock of unkempt hair, ready smile and forgiving demeanor. He always wears his magical chain shirt over his traveling clothes. Since relocating to Cirrus, he has begun wearing the trappings of a Church Inquisitor of Jalivier including a tabard he hand-made himself. (Eddanar felt it was important for Arn to learn some sort of craft, and Arn chose weaving.) The tabard is weaved with silver thread and depicts the holy symbol of Jalivier on its front and a representation of the City-state of Cirrus on its back. Arn always carries his magical longsword and composite bow when protecting the High Lightservant.
Height 5 feet 10 inches; Weight 192 lbs.
 
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Knightfall

World of Kulan DM
The High Lightservant, Eddanar Westergard, Lord High Inquisitor of Jalivier
Stats:
hm (Anorian) / 10th-level cleric (Jalivier) / 10th-level church inquisitor 10
Homeland: The City-state of Cirrus
Source: Original
Personality: Pertinacious, stringent, and zealous.

Description: Eddanar Westergard has been the High Priest of the Temple of the Burning Sun, in the City-state of Cirrus, for the last 30 years. He is also the highest-ranking Church Inquisitor anywhere in the Thunder Lands, as is attested to by his title of High Lightservant, which was granted to him by the Angel of Truth, Amitiel. As a result, Eddanar is unwavering in his desire to cleanse any sort of corruption that has crept into the Church of Jalivier. He is also resolute in the fight against undead and the followers of Xuar, the Betrayer, as they are the worst offenders in regards to the use of necromancy and undeath.

He hasn’t any patience for nonbelievers and considers other gods of the sun to be interlopers that must be purged from the world, regardless of said deity’s alignment. In his mind, there is only one God of the Sun. All others are pretenders, even the Interloper God known as Apollo. This has made him unpopular among the more open-minded members of the church, but many of the more orthodox members of Jalivier’s faith consider him an icon.
 

Knightfall

World of Kulan DM
The plan for developing the City-state of Cirrus is that 35% of the city's population lives in the spires of the upper city while the rest of the population lives in the lower city. This means there are 34,300 citizens in the upper city and 54,700 citizens in the lower city. Both sections of the city are considered to be metropolises that have their own demographics and power centers, but the Kinship Council rules over all of Cirrus.

I'm going to do the Upper City first.
 

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