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


log in or register to remove this ad

Knightfall

World of Kulan DM
RAMARA
Goddess of Love, Beauty and Joy, The Love Goddess, The Moons' Mistress

Intermediate Deity
Symbol: Silver heart between two moons
Home Plane: Arborea
Godly Realm: Moonlit Grace
Alignment: Neutral good
Portfolio: Beauty, love, Novan and Lithe (Kulan's twin moons)
Worshipers: Bards, elementalists (air, earth, fire, & water), elves, half-elves, lovers
Cleric Alignments: NG, CG, LG
Domains: Charm, Good, Joy, Love, Moon
Favored Weapon: Light mace

Ramara is the North Goddess of Love, Beauty, and Joy. She is often referred to as The Love Goddess and The Moons’ Mistress. She is the wife of Rel and is one of the goddesses that lost all her divine children during the Divinity War. Now, she and her husband have a new child, Draven, who has also become a member of the Seelie Court.

Ramara’s avatar always appears as a Medium-sized comely, redheaded female of the same race as the mortal she is appearing to. If there are many mortals present then she will choose to appear as the most abundant race in the group of mortals. Her Avatar often appears in the nude or in silk, see-through garments. Sometimes the Avatar appears in more traditional garb, especially when Ramara wishes to bless adventurers. Regardless, the Avatar’s clothing looks to be the finest and most beauteous ever made. Thus, a barbarian of the Northlands would see her Avatar as a tall, strong, attractive, and covered in the finest furs – cut to enhance her figure.

Ramara’s Avatar rarely appears wearing armor or carrying a weapon. When the Avatar does the armor is either elven or mithral chainmail of the finest quality, and she carries a +5 defending disruption light mace. Ramara is more likely to manifest on Harqual then send an Avatar, however. These manifestations come in the form of beautiful music playing nearby or the sound of the pleasure of lovers.

Dogma
Ramara’s faith teaches that love comes before everything in life, even before beauty. Beauty is as important, but one should never reject the love of another just because they aren’t as “pretty” or “handsome”. Beauty is also about what is inside, not just about outward appearances. The Moons’ Mistress’s faith also favors those that see how the moon enhances beauty, love, and life in general. The elementals are important to the faithful of Mirella as well, being the source for power and so much beauty in the natural world.

Clerics and Temples
The clergy of Ramara are made up of not only clerics but of bards and elementalists. The Church of Ramara has few holy warriors and those amongst the faithful who are called to that path are always sentinels. Druids rarely worship Ramara, as she has little to do with nature beyond Kulan’s twin moons and the four elements. Powerful bards and elementalists are more likely to gain prestige in the Church of Ramara. Ramara only accepts good-aligned individuals into the clergy, but will accept neutral followers amongst the masses.

Ramara’s flock is made up mostly of humans, especially Northerners, but almost any race can gain the embrace of The Love Goddess. Elves and half-elves are common amongst her faithful, and many other demihuman races pay homage to her as well. Members of races that tend towards evil are almost never welcomed into the Church of Ramara. Gnolls, orcs, goblinoids, and the like just don’t fit into the Ramaran way of life. There are a few half-orcs amongst the faithful, however, and many of these half-breeds fight as holy warriors in Ramara’s name.

Ramara’s faith is widespread throughout the Lands of Harqual, as she is one of the most popular deities of the Pantheon of the North. Her faith has spread as far south as countless city-states of the Far South, and, it is rumored, beyond. Her strongest presence, in the northern lands, is in the Avion Region, in the west, and the Calla Island Region, in the East. The Monarchy of Avion boasts as many as four active temples, and the lands surrounding Avion have at least one temple dedicated to Ramara. The largest is the Temple of the Two Moons in the City-state of Gillian, which even outstrips the largest temple in Avion City, known as the Sanctuary of Love.

The main temples in the Calla Island Region are found, of course, on Calla Island. There are three such temples dedicated to Ramara. Two are located in the major cities of the Kingdom of Navirosov, which dominates that island. However, the third is an independent temple located in the Calla Island mountain range near another temple dedicated to Jalivier. The Temple of the Rising Moons is considered a sister temple to the Temple of Elevated Light, which marks the passing of the sun each day. The clerics of Ramara do the same for Kulan’s twin moons, Novan and Lithe.

Ramara’s strongest presence, in the southern lands, is in the Heverkent Region. High in the Hinderfall Mountains of the Far South is the best place to see the world’s moons and the mountain range is one of the most beautiful places located anywhere in the Lands of Harqual. Shrines to Ramara are common throughout the communities of the Hinderfall Mountain and the Heverkent Forest, but the region has its temples too. The largest is the Temple of the Beauteous Moons in the mountain city of Wateredge, located on the shores of Lake Torr.

Other major kingdoms and city-states with notable temples to Ramara are as follows: City-state of Finder, City-state of Reims, the Carillon Kingship, Domain of Varan, Four Cities of the Foxe, Free City of Acquadeipe, Hallowed Lands, Highwall Plateau, Kingdom of Halaian, Kingdom of Honor, Kingdom of Jewels, Kingdom of MaShir, Lands of Xulvana, the Relaini Alliance, and Thunderwall Crater.
 
Last edited:

Knightfall

World of Kulan DM
Dragon Spiders
Here are some critters that I recently threw at my PCs. They replaced the "standard" spider encounters in the Shackled City Adventure Path module, Flood Season. (I needed it to be tougher.)

White Dragon-Spider, Small: Small Dragon (rogue); HD 1d12+1; 7 hp; Init +3; Spd 30 ft., climb 20 ft.; AC 18, touch 14, flat-footed 15; Base Atk +0; Grp -2; Atk +3 melee (1d3+2, claw); Full Atk +3 melee (1d3+2, 2 claws) and +1 melee (1d4+1 plus poison, bite); SA breath weapon, poison, web; SQ darkvision 60 ft., low-light vision, tremorsense 60 ft., immune to cold, sleep, and paralysis effects; AL CE; SV Fort +3, Ref +3, Will +0; Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 2 (-4), Wis 10 (+0), Cha 4 (-3).

Skills and Feats: Climb +12, Hide +13, Jump +4, Spot +6; Multiattack.

Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 11 half. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 11, initial damage 1d3 Str, secondary damage 1d3 Str. The save DC is Constitution-based.

White Dragon-Spider, Medium: Medium Dragon (rogue); HD 2d12+4; 17 hp; Init +3; Spd 30 ft., climb 20 ft.; AC 18, touch 13, flat-footed 15; Base Atk +1; Grp +10; Atk +5 melee (1d4+4, claw); Full Atk +5 melee (1d4+4, 2 claws) and +3 melee (1d6+2 plus poison, bite); SA breath weapon, poison, web; SQ darkvision 60 ft., low-light vision, tremorsense 60 ft., immune to cold, sleep, and paralysis effects; AL CE; SV Fort +5, Ref +3, Will +0; Str 19 (+4), Dex 17 (+3), Con 14 (+2), Int 2 (-4), Wis 10 (+0), Cha 4 (-3).

Skills and Feats: Climb +14, Hide +9, Jump +8, Spot +6; Multiattack.

Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 13 half. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based.

White Dragon-Spider, Large: Medium Dragon (rogue); HD 4d12+8; 34 hp; Init +3; Spd 30 ft., climb 20 ft., fly 60 ft. (average); AC 18, touch 12, flat-footed 15; Base Atk +3; Grp +13; Atk +8 melee (1d6+6, claw); Full Atk +8 melee (1d6+6, 2 claws) and +6 melee (1d8+3 plus poison, bite); SA breath weapon, poison, web; SQ darkvision 60 ft., low-light vision, tremorsense 60 ft., immune to cold, sleep, and paralysis effects; AL CE; SV Fort +6, Ref +4, Will +1; Str 23 (+6), Dex 17 (+3), Con 14 (+2), Int 2 (-4), Wis 10 (+0), Cha 4 (-3).

Skills and Feats: Climb +17, Hide +6, Jump +11, Spot +7; Combat Reflexes, Multiattack.

Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 14 half. The save DC is Constitution-based.

Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 1d6 Str. The save DC is Constitution-based.
 
Last edited:

Knightfall

World of Kulan DM
Bittervenom, White Dragon-Harpoon Spider: Large Dragon (rogue); HD 5d12+25; 50 hp; Init +4; Spd 40 ft., climb 20 ft., fly 80 ft. (average); AC 20, touch 13, flat-footed 16, OR AC 21, touch 14, flat-footed 17 with bracers of armor; Base Atk +3; Grp +14; Atk +9 melee (1d6+7, claw) or +6 ranged (1d4+1, fang plus harpooning); Full Atk +9 melee (1d6+7, 2 claws) and +7 melee (1d8+3, bite plus poison) or +7 ranged (1d4+1, 2 fangs plus harpooning); SA breath weapon plus see below; SQ low-light vision, immune to cold, sleep, and paralysis effects plus see below; AL CE; SV Fort +6, Ref +5, Will +5; Str 25 (+7), Dex 19 (+4), Con 20 (+5), Int 16 (+3), Wis 12 (+1), Cha 11 (+0).

Skills and Feats: Balance +12, Climb +28*, Hide +8, Intimidate +4, Jump +27, Listen +5, Search +7, Spot +9, Tumble +12; Combat Reflexes, Improved Trip B, Multiattack.
* Includes +5 bonus from ring of climbing.

Breath Weapon (Su): 30-foot cone, once per day, damage 6d8 cold, Reflex DC 17 half. The save DC is Constitution-based.

Special Attacks: Harpooning and poison (DC 17 Fort save). See pg. 80 of D&D Monster Manual III for these special attacks.

Special Qualities: Darkvision 120 ft., evasion, spines (DC 16 Reflex save), and web movement. See pg. 80 of D&D Monster Manual III for these special qualities.

Skills: Bittervenom has a +8 racial bonus on Climb and Jump checks, and it can always choose to take 10 on a Climb check, even if rushed or threatened.

Languages: Common, Undercommon.

Bittervenom has been living the good life, for a rogue dragon, since aligning with the cultist known as Skaven. However, his loyalty is fleeting, and Skaven knows it, the rogue dragon will try to escape if the PCs seriously threaten him. He will warn Skaven if he gets the chance and if Skaven retreats from the PCs to this location Bittervenom will stay and fight with the cultist of Mussin. However, if Skaven dies then Bittervenom will flee the PCs and the Kopru Ruins. If the strange harpoon dragon-spider escapes then he will seek vengeance against them.
 
Last edited:

Knightfall

World of Kulan DM
Names for the Lands of Harqual

Note about the List of Names
This project helped me decide campaign flavor for many regions of Harqual. However, naming conventions won't straitjacket me when it comes to creating new locales for the continent. The Lands of Harqual is quite the barbaric place, so while the lands around my version of Eversink uses a unique language, that doesn't mean that the region around the city-state is some sort of pseudo-Italian setting.

Plus, when it comes to naming conventions for non-humans, I tend to use other ideas. Dwarves, elves, gnomes, half-elves, half-orcs, halflings, kitts, rellastans, and other humanoid races don't often use the regional naming conventions, although there are exceptions. Half-elves and half-orcs, for example, sometimes have a regional human first name and an elven or orcish surname. Hairfoot halflings often use regional names, but lightfoot halflings never do.

Rellastans and other non-standard PCs races will have their own list of names. Kitts, for example, will often have unique names or halfling names, and sometimes will have more than one name. Orcs, gnolls, and the like will be the last races to have a list of names created for them.
 
Last edited:

Knightfall

World of Kulan DM
The Northlands
General Names

Still to be written.

Male Names
Aengus, Breandan, Bressal, Cahal, Coinneach, Dyfed, Eburscon, Ewyn, Ferghus, Finnobarr, Gorsedd, Henbeddestr, Inness, Irven, Kayne, Keaghan, Kilian, Maccus, Moryn, Murtagh, Niallan, Orin, Owyn, Raghnall, Uchdryd, Vonn, Vychan.

Female Names
Annwn, Beatha, Bedelia, Caoilfhinnn, Cinnia, Erea, Eveline, Fianna, Ginessa, Gwynn, Idelle, Isolde, Jennyver, Kennocha, Maeveen, Marvina, Moina, Morgance, Moyna, Nareene, Neued, Oilell, Ove, Phiala, Vanora, Winnifred, Wyn.
 
Last edited:

Knightfall

World of Kulan DM
[Northlands (cont.)]

Cold Barrens
Still to be written.

Male Names
Adalwolf, Bartholomeus, Chadrick, Deryk, Eustatius, Falk, Garritt, Godewyn, Gottfried, Hansen, Herold, Issac, Jansen, Karel, Koenraad, Krisoijn, Loris, Mogens, Nicolaas, Orbert, Pippin, Rainey, Stefan, Tanner, Ulmer, Wolfgang, Zelig.

Female Names
Adelheide, Bemadette, Clotilda, Dael, Elfrida, Francisca, Gnishilda, Grietje, Grishilde, Gusta, Hendrika, Ilyse, Josefa, Karlee, Klarissa, Lise, Maddalyn, Marien, Marysa, Nadja, Odiana, Rae, Senta, Trula, Vala, Wanda, Zelda.

Surnames
Astorr, Austerzaal, Bakker, Barculo, Buckhout, Courtlandt, De Fise, Devenpeck, Dorland, Janssen, Eberstark, Groesbeck, Grün, Hammerstein, Heilbronner, Hitzig, Kahn, Kantor, Kohn, Kuldenlitz, Levi, Meijer, Mencken, Oudekirk, Reimstein, Rihenthal, Schoonhoven, Smit, Spreckels, Van Dijk, Van Keuren, Visser.
 
Last edited:

Knightfall

World of Kulan DM
[Northlands (cont.)]

Near North
Still to be written.

Male Names
Alois, Armin, August, Benjamin, Benni, Clemenz, Dietmar, Franz, Gernot, Guenther, Hannes, Heinrich, Helmuth, Hilarius, Josef, Ludwig, Manfred, Oktav, Patrick, Pauli, Rainer, Riso, Roland, Stefan, Thomas, Veit, Werner.

Female Names
Anita, Brigitta, Claudia, Eike, Elfi, Elfriede, Gretel, Hedy, Hilde, Ingrid, Irmgard, Käthe, Klera, Liane, Liesl, Maria, Marta, Meinrad, Michael, Monika, Olga, Petra, Renate, Romy, Sabine, Theresa, Zala.

Sunames
Aehrenthal, Babbel, Buchleitner, Cerny, Drasche, Eckhel, Feiersinger, Gaul, Hanl, Herzog, Horngacher, Janosi, Kiesl, Koretnaar, Lischka, Mihail, Nestroy, Obermoser, Peithner, Quinl, Rainmayr, Roga, Salvenmoser, Schilchegger, Schottel, Seipel, Stangassinger, Thaler, Von Croy, Wachter, Wollf, Zedlacher.
 
Last edited:

Knightfall

World of Kulan DM
[Northlands (cont.)]

Gem Kingdom
The region around the Gem Kingdom is a hodgepodge of different names, as the region changed dramatically after The Transformation. As noted below, there are many pre-Transformation first names still in use in the region, and the new denizens brought to Harqual, by the magical conjunction, have various naming traditions. These traditions tend to push against one another, and tempers have already flared in the region just due to mispronunciations and language barriers. Magical assistance has helped some deal with having new neighbours that they can’t understand.

And these problems are just based on the human languages. It doesn’t even take into account the racial languages of the native dwarven, elven, and halfling populations or the unique languages of the Niomus and Siarrans. The nonnative race known as the Illonis seem to be the one race that can translate native and nonnative languages back and forth at will. The blind humanoids are highly sought after in the Kingdom of Jewels as translators, but they rarely prefer to take such positions. They are wanderers of the Multiverse, and since The Transformation brought numerous Illonis to the Lands of Harqual, they plan to explore the entire continent and beyond.

And while the Illonis are leaving the Near North in droves, the surrounding native communities have begun to explore these new city-states that have claimed what was once virgin wilderness. Merchants from Arkhangel and the Wind Cities, dwarf miners from the Greystones, elves from Olvmer, barbarians from the Lashee Divide, and soldiers from the Shining Principality have all taken notice of the newcomers. And not all of them are happy about the changes wrought around the once placid Lake Gem. The newcomers have been quick to begin fishing Lake Gem, tilling the soil, cutting down the Olvemwood, and mining the hills south of the city-states of Halle and Vull.

All this activity means that alliances will change, conflict will be the norm, and almost any person, whether native or nonnative, can be encountered in the Lake Gem Region. And almost any naming tradition, from the surrounding lands, is possible in this region. PCs are just as likely to meet a cleric of Hades named Bartholomeus Hammerstein, from the Coldstone Region who is crusading in the region, as they are to meet a newcomer named Ozan Vidagath, who is trying to start up a new farm.

General Names
These names are post-Transformation names for the human denizens of the Kingdom of Jewels. This includes the following communities: Dalyvar, Feldor, Felyer, Golyir, Halle, Vull, and Welitor. Nonhumans rarely use these names, although there are a few nonhuman families that use the first names (i.e. sundered dwarves and other nonnative demihumans). Whether or not these names spread beyond the Kingdom of Jewels remains to be seen.

Male Names
Altan, Bedros, Carsten, Dominik, Erol, Fester, Gadar, Hakan, Ilker, Jochim, Koray, Levent, Metin, Norbert, Ozan, Poldi, Radulf, Rein, Savas, Sigmund, Temel, Umut, Volkan, Walther, Wolfram, Yavuz, Zeki.

Female Names
Anina, Ayla, Banu, Canan, Dilara, Elmas, Fidan, Gonca, Havva, Imma, Ivonne, Jutta, Kelebek, Liesel, Maral, Nuray, Ottolie, Pembe, Raimunde, Ria, Siran, Taline, Ute, Vosgi, Walburga, Yonca, Zabel.

Surnames
Agaal, Athamaar, Banmarrath, Calimalad, Coughenour, Damarper, Dasil, Eberhaart, Falkenkave, Gidias, Gunnikuur, Hochstatter, Inverternos, Jaiel, Kaleben, Kennemer, Lamshadune, Marannare, Naarmune, Ondarion, Parthemer, Quaar, Rornhad, Shadmaciir, Tarasbaar, Tuul, Urimoone, Vidagath, Wulfbaar, Yserradane, Zolavaar, Zumas.


Names in Alithton
There are only a handful of human families living in the City-state of Alithton, which has been named the temporary Capital City of the Kingdom of Jewels. And most of these humans are natives of Harqual that became refugees after mists of The Transformation reshaped this region. These names are also used in the communities of Julietown and Lord’s Crossing, two pre-Transformation communities that survived the warping magicks of the supernatural fogs that engulfed the region.

These names were the common names of this region, pre-Transformation. They are now considered very rare, although they are still used by some of the barbarian tribes of the Lashee Divide. These humans don’t use surnames; instead they use their father or mother’s name as per the following: Quidel, Son of Wayra or Itzel, Daughter of Sayen. Those that have migrated into Alithton have begun to use unique surnames, often taken from nature such as the following: Quidel Northwind or Itzel Morningsun.

Male Names
Antiman, Aucaman, Bernat, Cadeyrn, Donat, Ean, Guacra, Hemi, Ilkin, Kai, Kale, Maquinna, Nahuel, Otikoro, Pau, Phirun, Quando, Quidel, Raru, Rongo, Shikoba, Tane, Tural, Uenuku, Vibol, Wayra, Zolton.

Female Names
Aylen, Boudicca, Carme, Dara, Emere, Haukea, Hine, Inguill, Itzel, Kalena, Lani, Llora, Maiara, Malinal, Naira, Neus, Nuka, Omaka, Paaie, Paora, Rayen, Sayen, Tamaya, Te Pura, Wayna, Whina, Zyanya.


Names in Stonevale
The human families living in, and now near, the City-state of Stonevale have different naming traditions than those in the rest of the Kingdom of Jewels. This is due to the fact that the denizens of Stonevale, like Alithton, came from a different Alternate Material Plane than the rest of the post-Transformation communities of the Kingdom of Jewels. Plus, Stonevale is dominated by the Niomus, so the humans from that city reflect Nioman naming traditions, but more “Common” sounding, so to speak.

Male Names
Aaron, Aras, Baldo, Camrin, Disan, Doran, Edin, Elijah, Fletcher, Gabe, Haiden, Indigo, Jorr, Kameron, Ladd, Michael, Niles, Orrell, Pakton, Ranald, Rowan, Slovis, Trace, Uland, Varr, Winsorr, Zubin.

Female Names
Asia, Batel, Celesta, Diana, Earleen, Ferne, Georgene, Hepsie, Iantha, Ivah, Jacklin, Katalin, Lara, Linn, Maddison, Naomi, Nerissa, Ottoline, Paige, Romaine, Sala, Senina, Tiana, Ulissa, Vivian, Willow, Zowie.

Surnames
Ainirr, Aulbush, Bagirr, Bazovirr, Cidouon, Dinalen, Emmash, Fais, Feikirk, Gan, Hites, Iltris, Iturash, Jorllise, Kisovirr, Larardon, Liruash, Mahale, Neikirk, Odiren, Pancellise, Reikirk, Salte, Thrain, Timmarr, Unmirr, Urumgirr, Venorr, Waddise, Wircirr, Zarburr, Zeikirk.
 
Last edited:

Knightfall

World of Kulan DM
[Northlands (cont.)]

Quaran Coast
Still to be written.

Kingdom of MaShir and Tel’Mėth Island
Male Names
Aevar, Baug, Bodvar, Canute, Dag, Dikibyr, Erek, Esbjorn, Fasolt, Fjall, Gardar, Geirleif, Gymir, Halvdan, Herryk, Hord, Ingharr, Ingjald, Isleif, Jorund, Keldan, Kjarr, Kolgrim, Magnor, Njal, Oddleif, Osvif.

Female Names
Aegileif, Borghilda, Borgny, Brynja, Dalr, Frida, Frikka, Fulla, Groa, Gunhilda, Hallfrid, Helja, Hlif, Hrodny, Idona, Ingemar, Ingrida, Jorunn, Keki, Kriemhilda, Magna, Menglad, Mildri, Mista, Noss, Oddfrid, Osk.
 
Last edited:

Remove ads

Top