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

Knightfall

World of Kulan DM
JENYA URIKAS
[Former] Mistress of the Temple of the Cat

Jenya Urikas (CR 15)
Jenya Urikas is an attractive human woman in her thirties. She has long black hair with gray streaks. She wears a brown robe with gold trim, and a silver symbol of Bast around her neck.

Jenya Urikas, Female Human, Clr15 (Bast): Medium Humanoid (human); HD 15d8+15; 87 hp; Init +0; Spd 30 ft. (20 ft. in armor); AC 18 (+6 armor, +2 shield), touch 10, flat-footed 18; Base Atk +11; Grp +11; Atk +12 melee (1d4+1/18-20/x2, +1 kukri) or +12 melee (1d6+1 plus 2d6 holy damage against evil/x2, +1 holy light mace); Full Atk +12/+7/+2 melee (1d4+1/18-20/x2, +1 kukri) or +12/+7/+2 melee (1d6+1 plus 2d6 holy damage against evil/x2, +1 holy light mace); SA turn undead 5/day; SQ +2 bonus on turning checks, spontaneous casting; AL NG; SV Fort +10; Ref +6, Will +12; Str 10 (+0), Dex 10 (+0), Con 12 (+1), Int 13 (+1), Wis 17 (+3), Cha 16 (+3).

Skills and Feats *: Concentration +15, Diplomacy +14, Heal +12, Knowledge (history) +12, Knowledge (religion) +12, Listen +5, Sense Motive +5, Spellcraft +12, Spot +5; Brew Potion, Craft Magic Arms and Armor, Craft Rod, Leadership, Negotiator, Scribe Scroll, Skill Focus (Heal) B. *Receives bonus skill points and feat for being human.

Cleric Spells Prepared (cast 6/6+1/6+1/6+1/4+1/4+1/3+1/2+1/1+1; base save DC = 13 + spell level): 0th — detect magic, guidance, light, mending, purify food and drink, read magic; 1st — bless water, command, detect evil, divine favor, entropic shield, magic weapon, sanctuary *; 2nd — aid, bull’s strength, eagle’s splendor, energize potion *, lesser restoration, owl’s wisdom, shield other; 3rd — create food and water, daylight, protection from energy *, remove disease, searing light, speak with dead, water walk; 4th — air walk, dimensional anchor, dismissal, lesser planar ally, spell immunity *; 5th — commune, hallow, mass cure light wounds, spell resistance *, true seeing; 6th — banishment, heal, forbiddance, vengeance halo *; 7th — greater restoration, repulsion *, resurrection; 8th — cannot cast eighth-level spells.
*Domain Spell. Domains: Protection (protective ward 1/day), Wrath (free AoO against any opponent that damages her with a melee attack).​
Languages: Common and Dwarven.

Possessions: +2 chain shirt, +1 holy light mace (“Star of Justice”, has the ability to cast divination once/week), +1 kukri, +1 light steel shield, 2 scrolls of cure serious wounds, 2 vials of holy water, clerical vestments, elixir of truth, holy symbol of Bast, keys to temple, and rod of metal and mineral detection.

After the recent attack by the Necrocants, some new items were claimed by two of the temple’s acolytes in Jenya’s name. This included some gear for the armory and an evil dagger, once wielded by a famous assassin who lived in the Cauldron region 400 years ago. The claimed items are as follows: +2 banded mail, +1 light steel shield, dagger of venom, masterwork heavy mace, and 3 masterwork large wooden shields.
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Note: Clerics of Bast add their Dexterity Adjustment to their attack rolls, instead of their Strength Adjustment, with the following weapons: Dagger, gauntlet, kukri, punching dagger, light shield, sap, short sword, spiked gauntlet, unarmed strike, and war claws.
 
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Knightfall

World of Kulan DM
NARYA TARABORELLI
High Priest of Boccob in the Dominion of Cauldron

Narya Taraborelli (CR 9)
This is a new NPC I've added into the religious mix in Cauldron. She was originally from the City-state of Caloric and relocated to the Town of Cauldron after the Wee Jas temple was destroyed by the PCs.

The spells listed below the stats block have been borrowed from the Jester's Cydra campaign. He's got some amazing spells, updated from older additions, as well as new creations by him and his players.

Narya Taraborelli, Female Human, Clr9 (Boccob): Medium Humanoid (human); HD 9d8+21; 65 hp; Init +3; Spd 20 ft. (base 30 ft.); AC 28 (+3 Dex, +2 natural, +9 armor, +4 shield), touch 13, flat-footed 25; Base Atk +6; Grp +8; Atk +9 melee (1d8+3/x2, +1 heavy mace); Full Atk +9/+4 melee (1d8+3/x2, +1 heavy mace); SA divine spells, turn undead 6/day; SQ +2 to turn undead checks, divine spells; AL N; SV Fort +8, Ref +8, Will +10; Str 14 (+2), Dex 16 (+3), Con 14 (+2), Int 16 (+3), Wis 19 (+4), Cha 17 (+3).

Skills and Feats *: Concentration +14, Diplomacy +17, Knowledge (arcana) +15, Knowledge (religion) +15, Profession +16, Sense Motive +6, Spellcraft +15, Use Magic Device +3 (+5 involving scrolls); Combat Expertise, Leadership, Lightning Reflexes, Negotiator B, Toughness. *Receives bonus skill points and feat for being human.

Cleric Spells Prepared (cast 6/5+1/5+1/4+1/3+1/1+1; base save DC = 14 + spell level): 0th – create water, detect magic, detect poison, mending, purify food and drink, read magic; 1st – analysis balance *, bless, command, entropic shield, inflict light wounds, shield of faith; 2nd – aid, align weapon, enthrall, protection from extremism *, owl’s wisdom, shatter; 3rd – dispel magic, glyph of warding, inflict serious wounds, magic circle against extremism *, searing light; 4th – death ward, dismissal *, greater magic weapon, imbue with spell ability; 5th – raise dead, spell resistance *.
*Domain Spell. Domains: Balance (CL: 10th for Balance domain spells), Magic (use scrolls, wands, and other devices with spell completion or spell trigger activation as a 4th-level wizard).​
Languages: Anorian, Common, and Draconic.

Possessions: +4 breastplate, +2 heavy steel shield, +1 heavy mace, amulet of natural armor +2, and holy symbol of Boccob.

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Analyze Balance
Divination
Level: Balance 1, Chr 1, Sor/Wiz 1
As detect evil, but instead of evil you detect how far out of balance something is. “In balance” is defined as true neutral; “moderate” is one neutral alignment component (lawful neutral, for example); and “extreme” is a completely non-neutral alignment.

Magic Circle against Extremism
Abjuration
Level: Balance 3
This spell functions like magic circle against evil, except that it functions against creatures of any extreme alignment (LG, LE, CG, CE).

Protection from Extremism
Abjuration
Level: Balance 2
This spell functions like protection from evil, except that it works against all extreme alignments (LG, LE, CG, CE) rather than any evil creatures.
 
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Knightfall

World of Kulan DM
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Sumdall at Dawn
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Izmer
Proper Name: The Kingdom of Izmer
Ruler: Beauteous Lady, Savina de Braose, Queen of Izmer, The Mithral Monarch of the Way [LN female human Ari5/Wiz5/SorW10]
Government: Hereditary Monarchy, plus governmental Chamber of representatives
Capital: Sumdall
Major Towns: Alistia (pop. – 12,740), Gonnetz Town (pop. – 4,825), Halbar (pop. – 1,055), Lelend (pop – 550), Sumdall (pop. – 34,235), Vylend (pop. – 5,590), Yurrontz Town (pop. – 2,944), Willowdale (pop. – 875).
Provinces: One kingship, three principalities, six baronies, eight lordships, and a dozen knight-holds.
Resources: Gems, general foodstuffs, lake/sea fish, magic, and timber.
Coinage: Staff (pp), Wand (gp), Spell (sp), Cantrip (cp).
Population: 837,520 – Human 86%, Dwarf (sundered) 4%, Halfling (lightfoot) 4%, Elf (urbanite) 2%, Half-Orc 2%, Halfling (hairfoot) 1%, Other Races 1%.
Languages: Common, Dwarven, Draconic, Elven, Eversinki, Gnoll, Halfling, Orc.
Alignments: All; dominant alignment is LN.
Patron God: None.
Major Religions: Alathrien, Apollo, Balador, Bast, Boccob, Brandobaris, Cull, the Daghdha, Darahl, Daragor, Dispater, Druaga, Dugmaren, Erevan, Ferrix, Heward, Immotion, Io, Issek, Kuil, Mayela, Mephistopheles, Persana, Pistis Sophia, Ramara, Thoth, Ulaa, Urogalan, Velit, Vergadain, Wee Jas, and Zaphkiel.
Minor Religions: Aasterinian, Abbathor, Aegir, Calphas, Dagon, Dike, Dionysus, Domiel, Dumathoin, Eshebala, Girru, Gruumsh, Hades, Hanali, Jalivier, Kanchelsis, Kirith, Kurtulmak, Mahridaar, Malcanthet, Math Mathonwy, Mellifleur, Oghma, Sealtiel, Squerrik, Tethrin, Xan Yae, and Xuar.
Cults: Amand, Anacoro, Annam, Asmodeus, Astilabor, Avatea, Barachiel, Caoimhin, Cronus, Dark God, Deltum, Falazure, Gaea, Graz’zt, Ilsensine, Labelas, Manannan mac Lir, Mirella, Nephthys, Olaash, Rhea, Sarula, Shoku, Surtur, Teve, Truce, Tulle, Tyche, Uranus, Urdlen, Vespin, Viccan, Yeenoghu, and Zell.
Alliances: Monarchy of Avion; Principality of Pretensa (strained); Principality of Shaule (tentative); Verdalf (non-aggression, strained).
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The Bridges of Sumdall

Map: http://www.enworld.org/showpost.php?p=3023387&postcount=142
 

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Knightfall

World of Kulan DM
MaShir
Proper Name: The Kingdom of MaShir
Ruler: His Savage Majesty, King Calvyn, Bear of the North [NG male human Ftr8/Clr7 (Cronn)]
Government: Barbaric monarchy
Capital: Chestyr
Major Towns: Aerhsten (pop. – 3,119), Chestyr (pop. – 10,342), Cöldsten (pop. – 3,296), Dolsten (pop. – 4,972), Dyrhyr (pop. – 1,568), Eirhyr (pop. – 4,365), Eisdor (pop. – 3,870), Fuhlsten (pop. – 2,570), Hiirtyr (pop. – 4,169), Kyhl (pop. – 8,310), Nethyl (pop. – 6,891), Norstad (pop. – 3,445), Ryhnsten (pop. – 994), Selahyr (pop. – 905), Sethyr (pop. – 2,931), Teldsten (pop. – 4,931), Uhalsten (pop. – 3,944), Weyr (pop. – 1,273)
Provinces: One kingship, two principalities, and eight lordships (knight-holds).
Resources: Exotic meat (caribou/seal), gems (moonstones/onyxes), livestock (oxen/sheep), metals (electrum/iron), and textiles (cotton/wool).
Coinage: Balta (gp), Kakas (ep), Szivattyúkar (sp), Tõr (cp).
Population: 845,824 – Human 89%, Halfling (icefoot) 4%, Dwarf (Northlands) 3%, Elf (silver ‘wild’) 2%, Other Races 2%.
Languages: Barbarian, Centaur, Common, Dwarven, Elven, Giant, Halfling.
Alignments: LG, NG *, N, CG, CN
Patron God: Cronn.
Major Religions: Aegir, Berronar, Fenmarel, Hansa, Jalivier, Kord, Larea, Lokun, Mayela, Mirella, Moradin, Naralis, Ramara, Rillifane, Sanh, Sehanine, Sheela, and Yondalla.
Minor Religions: Arvoreen, Brenna, Casiia, Corellon, Cyrrollalee, Draven, Dumathoin, Hendomar, Immotion, Konkresh, Kuil, Mahridaar, Muamman, Rellavar, Solonor, Tok, Valkar, and Xan Yae.
Cults: Aerdrie, Anon, Brandobaris, Euphoria, Jaeger, Nessus, Santè, Seraph, Sialic, Tarsellis, Telchur, Vergadain, Zealot, and Zell.
Alliances: The barbarian tribes of the Twilight Lands, the City-state of Reims.
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Map: World of Kulan Maps (Updated: Nov 22/11)
 
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Knightfall

World of Kulan DM
Minor Artifact: Bow of Wind

Bow of Wind
This artifact weapon is a +2 composite longbow of distance, normally; it is a +3 thundering weapon versus any giant without the Air subtype (and its critical is x4, instead of x3).

This artifact cannot damage air elementals or the djinn, as it was created by the djinn.

The bow automatically aligns itself to the user’s Strength bonus, up to a maximum of +5. The bow is immune to sundering and all magical damage except earth effects.

Strong evocation [air]; CL 20th; Weight 2 lbs.
 
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Knightfall

World of Kulan DM
Just finished this one...

Dragon’s Eye Reach
Proper Name(s): Dragon’s Eye Reach, The Reach of the Dragon’s Eye
Ruler: The Frost Lord, Nioclás Drakkën, The Keeper’s Dragonsoldier (LN male half-dragon (white) Efr15 (Inanna)]
Government: Feudal Patriarchy
Capital: Fort Boreal
Major Towns: Fort Boreal (pop. – 20,405), plus a dozen small, walled townships up and down the reach.
Provinces: One patriarchy, six lordships, and twelve knight-holds.
Resources: Fish (sea), gems (almost any), iron, mercenaries, and metal (gold/silver).
Coinage: Dragon’s Coin (gp), Frost Coin (sp), and Fish Coin (cp).
Population: 472,562 – Human 89%, Dwarf (hill) 5%, Halfling (icefoot) 3%, Centaur 2%, Giant 1%, Other Races 1%.
Languages: Barbarian, Centaur, Common, Dwarven, Giant, Halfling.
Alignments: LN *, NG, N, NE, CN
Patron God: None.
Major Religions: Aegir, Annam, Brandobaris, Cull, Dike, Druaga, Dugmaren, Hades, Hansa, Inanna, Lokun, Mahridaar, Muamman, Ptah, Rán, Sanh, and Uller.
Minor Religions: Abbathor, Angrboda, Brenna, Daghdha, Ehlonna, Heward, Hiatea, Konkresh, Kuil, Larea, Narvi, Ramara, Urogalan, Vali, Vergadain, and Wee Jas.
Cults: Deltum, Enduma, Karontor, Meriadar, Nessus, Nether, Seraph, Telchur, Vespin, Zealot, and Zell.
Alliances: Fort Tundra.
 
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Knightfall

World of Kulan DM
MORE NPCs

Ysera Jacquem, Military Advisor and Captain of the Sword Arm of the Arcane Order
Stats: hf / 15th level sentinel (Immotion) / neutral good
Homeland: The Kingdom of Stonn
Source: 2E College of Wizardry [Shardea]
Personality: Motivated, dutiful, and contemplative.
Description: Ysera is a strongly motivated woman of great strength and willpower, who grew up in the Kingdom of Stonn under the tutelage of the clergy of Immotion. Her stern adherence to the dogma of Immotion has made her a bulwark of the Patron of Magic’s faith.

Several years ago Ysera proved her mettle in the grueling adventures she participated in as a member of the Company of the Blue Griffon, her faith in Immotion and her friendship with Japheth Arcane saw her through many tight spots.

As the Captain of the Sword Arm of the Arcane Order, it is her duty to see to it that the Domain of the Arcane Alliance remains militarily capable of defending itself should the need arise.

Between duties and being on the road Ysera spends much of her free time in meditations and sword practice. Mathghamhna just recently committed to help the Duchy of Minar against the Sunus Bugbear Tribe, which has come down out of the mountains and begun to ransack the communities of Minar. As a result, Ysera has been spending more and more time in the City of Tian, helping coordinate with the forces of Minar.
 
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Knightfall

World of Kulan DM
Note that I just went back to page 2 of this thread and modified/updated many of the posts detailing the various NPCs. Some are changed/expanded, while others have been deleted (for now) and I've added a few new ones on that page.

New NPCs will be posted at the end of the thread, like the two above, and the ones I've deleted will reappear once they have a more detailed description.

KF72
 

Knightfall

World of Kulan DM
Erin Camur, Countess, The Ice Princess of Mistrial
Stats: hf / 12th level wizard (enchantress) / neutral evil
Homeland: The Eastern Domain of the Sword
Source: Dungeon Magazine #45 (pg. 68) [Irinia]
Personality: Arrogant, deceptive, and intelligent.
Description: Erin Camur was born a baron's daughter in the city of Merrik in the former Empire of Swords. Her upbringing and heritage afforded the very best in learning, both mundane and magical. It was this prestige that allowed her to gain a place as an apprentice to a famous enchanter from south of the Great Forest, named Alain Hendl.

Erin was Alain's brightest pupil. From her first lesson she had been quick to grasp the arcane lore of magic. Alain was proud of his student, and delighted by the skill she showed. After years of study, Erin left to seek her own fortune. She traveled widely and gained more power and experience.

As a young girl, she had been raised to rule her father's barony. When she returned home from her studies and travels, she found that her father had grown weak and ill, and had badly misruled the lands she was to inherit. The spoiled princess inside Erin resurfaced, and she seized power from her aging father and tried to set things right.

Erin was never a person to take advice from anyone, and she soon alienated the few loyal retainers who had remained with her. The people grew more and more suspicious of the “Ice Princess”, as she was called. In turn, Erin grew angrier with the citizens who resented her rule. She resorted to the use of powerful enchantments to force her subjects to lover her, but her powers were not strong enough to win the loyalty of an entire barony.

In desperation, she searched for more power and attempted to summon and bind Outsiders from the outer planes. A demon named Kaxathros, responded and appeared regularly, in the guise of a handsome young man, luring her into deeper and darker acts of evil with hints of even greater power.

In time the people revolted against her rule. Erin fled Merrik but vowed to herself that she would return and rule as she was born to. The demon fueled her thirst for vengeance and convinced her that she needed more power to restore herself to the throne of Merrik. She thought of Alain and his floating castle, Wind Keep. She wormed her way back into his life and, with the demon's help, took the floating fortress from its true master.

The enchantress still controls Wind Keep to this day, which she has renamed Mistria, although after a small battle with a group of adventurers, Kaxathros true form and intentions became known to her and she banished him from the Material Plane. The cunning demon plots revenge against her and the adventurers that thwarted his plans to take over her barony for himself.

Erin is currently obsessed with finding a young man who fled from her service and stole several important magical items, which she of course stole from her former master. This young man is Danal Blackeagle, but Erin only knows his first name.
 
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