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

Knightfall

World of Kulan DM
The Bulge
Still to be written.

Chara Coast
Still to be written.

Chara Cities
These names are specific to the Cities of the Chara Coast, which includes the City-state of Favir, City-state of Hellekan, City-state of Sange, and City-state of Sulinon. They are also common names in the communities of Relivan, Lainge, Hainge, River Deep, and all other smaller communities spread between the Chara Cities (not shown on map). These names are rare amongst the desert tribes of the Great Expanse and the Town of Stone Shout.

Male Names
Armen, Boldizsar, Carnig, Danail, Dusan, Eznik, Ferko, Garabed, Haig, Hoven, Iordan, Izmirlian, Jirair, Jozsef, Kaloosh, Kristof, Lazar, Luben, Magar, Nishan, Oszkar, Rendor, Stoyan, Tamas, Tibor, Vidor, Zoltan.

Female Names
Anahid, Borsala, Caroun, Csilla, Desta, Erzebet, Franciska, Frici, Gadara, Gizi, Hajna, Hristina, Ilona, Julcsa, Kamella, Keran, Lucine, Malika, Marianna, Nadalia, Onella, Petia, Phyre, Rozalia, Voshki, Zigana, Zsuzsi.

Surnames
Areher, Balaros, Chaconas, Czupryna, Demonbreun, Ermalva, Feolya, Gherardini, Hoye, Ianasse, Juelich, Krasoordo, Lochridge, Minas, Moreles, Mouser, Nyageres, Ormahida, Ovall, Palazzo, Quaden, Rathbone, Stajeralota, Temagota, Tonozzi, Uhaan, Voros, Wontney, Wowen, Xorke, Yeppart, Zahtovic.
 
Last edited:

log in or register to remove this ad


Knightfall

World of Kulan DM
[The Bulge (cont.)]

Names for Deepwater (*)
These names are specific to the Free City of Deepwater and the other communities surrounding the city such as Dorhout Town and Glanskust Town. These names are unheard of anywhere south of Deepwater, although they have migrated to the islands of Hawkgard and Wyrmgard.

Male Names
Ander, Blath, Bran, Clion, Darvin, Dorn, Evendur, Frath, Geth, Gorstag, Grim, Helm, Khallos, Kharkos, Lander, Luth, Malark, Malcer, Morn, Piatran, Quallos, Randal, Stedd, Stor, Taman, Tomed, Urth

Female Names
Amafrey, Arveene, Betha, Branta, Cefrey, Cial, Edrianna, Esvele, Illia, Jeryth, Jhessail, Kerri, Kethra, Lauhren, Lureene, Mara, Miri, Nandel, Olga, Rowan, Sarya, Shandri, Silifrey, Tessele, Vhonna, Westra, Xorla.

Surnames
Aanstekenuance, Arren, Briljanthout, Buckmens, Ederick, Evenhout, Grijskasteel, Groenzone, Helder, Heremet, Hoogpodium, Hoornraaf, Ingerr, Innes, Karralo, Kolat, Kronenmens, Lanys, Manenvlieger, Myntion, Ontberenmens, Perhkes, Stergezicht, Sterrob, Stonar, Stormwinden, Stukinham, Tagon, Windenrivier, Woestijnster, Zeewinden, Zwaardal.

DM’s Note: *Deepwater is my version of the City of Waterdeep, on Harqual. The surnames are Waterdhavian in origin, but any names like Windrivver have been changed. The language changed too is "Dutch", thus, Windrivver became Windenrivier. Some of the others weren't as simple to change, so I've improvised.


Great new material KF! Love it! :cool:

I now am interested in Beyond Countless Doorways. I'm going to have to get a look at it soon.
Reply deleted in a moment of anger.
 
Last edited:

the Jester

Legend
Wow, you've got some great stuff in here KF!

I'm always amazed at the amount of work you do for Kulan- I'd love to see it all in a big book or something. ;)
 

Knightfall

World of Kulan DM
the Jester said:
Wow, you've got some great stuff in here KF!

I'm always amazed at the amount of work you do for Kulan- I'd love to see it all in a big book or something. ;)
Thanks J,

I haven't been creating as much for it lately, as I have been at other times. My main focus, right now, is my ongoing Shackled City campaign set in the Lands of Harqual. I've been doing mostly NPCs and encounters to "add to" the adventure path.

Right now, the PCs are in the middle of Chapter Two: Death and Magic of the adventure Secrets of the Soul Pillars. They've just wiped out Ike Iverson and his lackeys but haven't explored beyond area W1 on the main level (which won't take long).

Regardless, I'm going to have a large contingent of the city's new half-orc guards, led by Terseon Skellerang, arrest them as they exit the Cathedral of Wee Jas. They won't be able to talk their way out of the arrest, and will end up in front of a magistrate to explain why they felt it necessary to assult the temple of Wee Jas. :p

I'm not going to send them to prision, or anything, but I think I want them to pay some sort of penalty. There will be a fine and the magistrate will likely force them to perform a service for the city, in the future. :]

Cheers!

KF72

p.s. I just posted an update in my World of Kulan Story Hour thread.


[The Bulge (cont.)]

Nomadic Names
These names are found throughout the region known as the Chara Coast. Rural folk and desert nomads mainly use these names. Urban dwellers with these names often are former nomads that have settled in the Cities of the Chara Coast.

These names are very rare on the other side of the Patron Mountains into the Great Expanse.

Male Names
Agu, Ajani, Aren, Azi, Bahram, Bem, Chitto, Daren, Ekon, Gad, Hirsch, Inteus, Jolon, Kansbar, Kaveh, Leben, Mabb, Majeed, Nasim, Odion, Pan, Rowtag, Sike, Tse, Velvel, Yas, Zindel

Female Names
Abeo, Alike, Amadi, Apara, Bayo, Celie, Elysia, Farideh, Hurit, Ishtar, Jaleh, Jumoke, Kanti, Luyu, Minau, Minah, Mirel, Monir, Namid, Oba, Pari, Rozene, Sade, Tahki, Utina, Wuti, Zaltana.

Surnames
Surnames among the nomads of the Great Expanse are rare, but sometimes a particular individual will adopt a surname from a fixed community. Thus, Aren might choose Tagon (from Deepwater) or Areher (from the Chara Cities). However, Aren is likely to choose a surname that has more to do with terrain features or adopt a town or camp’s name as his surname. Thus, he would call himself Aren Sand Song or Aren River Deep.

Surnames can also come from a character’s father or mother. These names often have an –ic or an –ir attached to them. Thus, Aren could call himself Aren Bemir (after his father) or Aren Aparaic (after his mother). Rarely, both parents names are combined like this: Aren Bemapara, and never add an –ir or an –ic after the combined surname. The father’s name is usually put first for males, while females put their mother’s name first.
 
Last edited:

Knightfall

World of Kulan DM
Ginsig, Croaker of Uller
Ginsig’s luck changed considerably after meeting the PCs, and it was all bad luck. He was the leader of his tribe and respected by the other orc and goblin tribes of the region. Now, as word of his defeat has spread, he has fallen from grace, so to speak. His only good luck was finding a suitable mount, a smilodon he has named Zeal.

He was banished from his tribe and has spent the entire winter hold up in a cold, dirty cave. Several orc tribes have put a price on his head, which has made him even more irate at the human that dishonored and embarrassed him. At least, if this cleric had killed him he would have died with his honor intact.

He wants his revenge, scratching half-baked plans onto walls of his remote cave. The snow goblin has snapped, and embraced chaos, and the worship of the Interloper God known as Uller, The Winter God. He even went so far as to carve Uller’s holy symbol into his own flesh with a shard of ice.

Ginsig, Male Snow Goblin, War9/Adp3 (Uller): CR 11; Small Humanoid (goblinoid); HD 9d8+27 3d6+9; 95 hp; Init +4; Spd 30 ft. (6 squares), climb 20 ft.; AC 14 (+4 Dex), touch 14, flat-footed 10; BAB +10/+5; Grp +7; Atk +13 melee (1d4+2/19-20/x2, short sword) or +15 ranged (1d4/x3, shortbow); Full Atk +13/+8 melee (1d4+2/19-20/x2, short sword) or +15/+10 ranged (1d4/x3, shortbow); SQ booming voice, darkvision 60 ft., summon familiar; AL CE; SV Fort +10, Ref +8, Will +9; Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 11 (+0), Wis 13 (+1), Cha 12 (+1); LA +1; ECL 13.

Skills and Feats: Climb +11, Concentration +5, Handle Animal +6, Heal +5, Intimidate +10, Listen +3, Move Silently +8, Ride +11, Spot +3, Survival +5; Iron Will, Mounted Archery, Mounted Combat, Ride-By Attack, Self-Sufficient.

Languages: Common and Goblin.

Booming Voice (Ex): Ginsig can be heard over great distances, and his powerful voice can be quite intimidating. Ginsig has a +4 racial bonus on Intimidate checks.

Prepared Adept Spells (cast 3/3): 0th — cure minor wounds, detect magic, purify food and drink; 1st — cure light wounds, detect good, endure elements.

Skills: Ginsig has a +4 racial bonus on Move Silently checks and a +8 racial bonus on Climb checks. He can always choose to take 10 on Climb checks, even if rushed or threatened.

Possessions: Cold weather outfit, exotic military saddle, periapt of wisdom (+2), saddlebags, shortbow, short sword, smilodon (mount, see pg. 118 in D&D Frostburn), and belt pouch (20 cp, 10 sp, & 2 gp).
 
Last edited:

Knightfall

World of Kulan DM
Last Laugh Thieves' Guild assassins!

Here are a few more of the Order of the Silver Hand's latest opponents, who were sent by Lord Vhalantru to silence Dugobras before the PCs could return to the Demonskar and question the fire giant about the soulcage he created for the cagewrights.

Lyrrath Rumrill
Lyrrath grew up in the City-state of Flamerule the son of a poor blacksmith. His mother died while giving birth to his sister and his father beat him and his sister constantly. The two ran away once the girl was old enough to keep up with her brother, and they soon found themselves in Mor's End.

The two siblings fell in with a group of young thieves working the Slums near High Bridge. Eventually, Lyrrath's sister gave up stealing and turned him in to the authorities "for his own good". This turned the young man horribly bitter and after he escaped from prison Lyrrath tracked her down and killed her.

On the run from the authorities, once again, Lyrrath left Mor's End and made his way to Cauldron City. He quickly came to the attention of the Last Laugh Thieves' Guild and was "encouraged" to join the guild. Lyrrath accepted guild membership with some uneasiness, as he had become use to be betrayed by those around him.

His latest mission, to the Demonskar, was to help kill a fire giant named Dugobras and anyone protecting him. His group was also ordered to wait at Vaprak's Voice for the Order of the Silver Hand and kill them. This didn't go as planned, and Lyrrath was the first to be killed by the Order. He fell victim to a reverse gravity spell cast by Hezekiah.

Lyrrath Rumrill, Male Human, Rog6/Ftr6: CR 12; Medium Humanoid (human); HD 6d6+12 plus 6d10+12; 80 hp; Init +6; Spd 30 ft.; AC 20 (+2 Dex, +7 armor, +1 shield), touch 12, flat-footed 18; Base Atk +10/+5; Grp +10; Atk +17 melee (1d8+7/19-20/x2, +3 flail) or +15 melee (1d6+4/x3, mw handaxe) or +14 ranged (1d6+6/x3, +2 comp. shortbow); Full Atk +17/+12 melee (1d8+7/19-20/x2, +3 flail) or +15/+10 melee (1d6+4/x3, mw handaxe) or +14/+9 ranged (1d6+6/x3, +2 comp. shortbow); SA sneak attack +3d6; SQ evasion, trapfinding, trap sense +2, uncanny dodge; AL CE; SV Fort +9, Ref +9, Will +4; Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 11 (+0).

Skills and Feats: Balance +12, Climb +12, Escape Artist +10, Hide +10, Intimidate +9, Jump +14, Listen +11, Move Silently +10, Ride +11, Spot +11, Tumble +12, Use Rope +2 (+4 involving bindings); Alertness, Cleave, Dodge, Great Cleave, Improved Critical (flail), Improved Initiative, Mobility, Power Attack, Spring Attack.

Languages: Common.

Possessions: +3 chain shirt, +3 flail, +2 composite shortbow [+4 Str] w/20 arrows, masterwork handaxe, masterwork light steel shield, a potion of cure moderate wounds, traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a belt pouch containing 4 gems (50 gp each), 200 gp, and 160 sp.


Zoth Arktaros
Zoth Arktaros was born in the Town of Hollowsky, just northeast of the Cauldron City. From an early age, the young half-elf was an outcast in his own community. His mother had an affair with an elven minstrel, and his eventually birth enraged his mother's husband. The man killed Zoth's mother and threw the infant out into the snow.

That would have been the end of Zoth, if a young childless couple hadn't witnessed the man discard the infant. They took the child to their meager farm and quietly raised the half-elven boy as their own. No one ever made the connection, as the husband was found out and sentenced to hang for killing Zoth's mother, and for supposedly killing Zoth.

Zoth grew up a happy, young boy, although he was a little wild. His adoptive parents were always trying to rein in the boy's enthusiasm for the more dangerous aspects of nature. He would bring home young bear cubs, which would soon be followed by the cubs enraged mother. He would stand out in powerful thunderstorms laughing at the sky.

Eventually, his parents couldn't take it anymore and told Zoth that he should find his own way in the world, as his actions were endangering the farm. They told him of his birth, which took some of the fun out of the boy's soul. He left them without any smiles or prolonged goodbyes.

Zoth wandered for several years, learning the ways of nature from whoever would teach him. This included an evil ranger dedicated to Konkresh who nurtured Zoth's love for the savage side of nature. Zoth took to the teachings of Konkresh to heart and soon outstripped his mentor in ability, becoming a druid, as well.

Eventually, Zoth found association with the Last Laugh Thieves' Guild, helping them run protection rackets throughout the rural communities of the Dominion of Cauldron. He also specializes in helping the Last Laugh assassinate Monstrous Humanoids and Fey creatures. Thus, he was handpicked to go to the Demonskar to help deal with the feytouched green hags living there.

During the battle with the PCs, Zoth found himself overwhelmed by superior opponents. Both he and his animal companion, Scar, were knocked unconscious by Argo and Toryn. Karr-Toomba looked after Scar, while the PCs interrogated Zoth. Once Argo determined that Zoth wasn't evil, he didn't feel the need to put the man to the sword. Zoth told them all that he knew in order to save his hide.

Zoth Arktaros, Male Half-Elf, Rgr6/Drd6 (Konkresh): CR 12; Medium Humanoid (elf, human); HD 12d8+24; 81 hp; Init +6; Spd 30 ft.; AC 20 (+2 Dex, +4 natural, +4 armor), touch 12, flat-footed 18; Base Atk +10/+5; Grp +11; Atk +13 melee (1d6+3/16-20/x2, +2 keen scimitar) or +15 melee (1d4+3 plus 1d6 cold/x2, +3 frost sling); Full Atk +11/+6 melee (1d6+3/16-20/x2, +2 keen scimitar) or +11 melee (1d6+1/x2, mw sickle) or +15/+10 melee (1d4+3 plus 1d6 cold/x2, +3 frost sling); SA combat style (two-weapon), favored enemies (see below), spells; SQ +2 bonus to wild empathy checks, animal companion (dire wolf), half-elf traits, link & share spells w/ Scar, nature sense, resist nature’s lure, trackless step, wild empathy (+13), wild shape 2/day, woodland stride; AL CN; SV Fort +12, Ref +9, Will +12; Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 11 (+0), Wis 16 (+3), Cha 12 (+1).

Skills and Feats: Concentration +8, Diplomacy +3, Gather Information +3, Handle Animal +10, Heal +9, Knowledge (dungeoneering) +9, Knowledge (nature) +10, Listen +13, Move Silently +11, Ride +4, Search +1, Spellcraft +6, Spot +13, Survival +14 (+16 while underground); Diehard, Endurance B, Improved Initiative, Improved Two-Weapon Fighting B, Iron Will, Natural Spell, Track B, Two-Weapon Fighting B, Weapon Finesse.

Wild Shape Form (dog): As per humanoid form, except for the following changes: Small Humanoid (elf, human); Spd 40 ft.; AC 19 (+1 size, +3 Dex, +1 natural, +4 armor), touch 14, flat-footed 16; Atk +14 melee (1d4+1, bite); Full Atk +14 melee (1d4+1, bite); SQ add: regain 12 hp after shifting to dog form; SV Ref +10; Str 13 (+1), Dex 17 (+3), Con 15 (+2).

Druid Spells Prepared (cast 5/4/4/2; base save DC = 13 + spell level): 0th – create water, cure minor wounds, detect poison, guidance, know direction; 1st – cure light wounds, detect snares and pits, longstrider, obscuring mist; 2nd – bear’s endurance, cat’s grace, heat metal, gust of wind; 3rd – call lightning, meld into stone.

Languages: Common and Elven.

Animal Companion (Ex): Scar, Male Dire Wolf: CR --; Large Magical Beast (augmented animal); HD 8d8+24; 60 hp; Init +3; Spd 50 ft.; AC 17 (-1 size, +3 Dex, +5 natural), touch 12, flat-footed 14; Base Atk +4; Grp +16; Atk +12 melee (1d8+12, bite); Full Atk +12 melee (1d8+12, bite); SA trip; SQ evasion, low-light vision, scent; AL N; SV Fort +8, Ref +8, Will +6; Str 26 (+8), Dex 16 (+3), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 10 (+0).
-- Skills and Feats: Hide +11, Listen +7, Move Silently +5, Spot +7, Survival +2*; Alertness, Run, Track B, Weapon Focus (bite). *Scar gains a +4 racial bonus on Survival checks when tracking by scent.

Favored Enemies (Ex): Monstrous Humanoid +4, Fey +2.

Skills: Zoth gains a +1 racial bonus on Listen, Search, and Spot checks, as well as a +2 racial bonus on Diplomacy and Gather Information checks. As a druid, Zoth gains a +2 bonus on Knowledge (nature) and Survival checks.

Possessions: +3 frost sling w/10 bullets, +2 keen scimitar, +2 wild leather armor, amulet of natural armor (+4), a divine scroll with magic fang, hold animal, and remove disease (CL: 5th), masterwork sickle, a potion of protection from elements (electricity), symbol of Konkresh, traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a belt pouch containing 6 gems (10 gp each), 150 gp, 100 sp, and 50 cp.
 
Last edited:

Knightfall

World of Kulan DM
Last Laugh Thieves' Guild assassins! (cont.)

Kimball Wagenaer
Kimball Wagenaer is the illigitimate son of a noblewoman of Mor's End who was seduced by a pleasure devil. The noblewoman gave birth to Kimball in secret, and had the boy raised by one of her handmaidens. The boy matured quickly and wa taken into confidence by his other mother. (Pleasure devils look female, normally, but can assume male form, as well.)

The pleasure devil taught Kimball the ways of Baator, including the worship of the Archdevil known as Baalzebul. He was instructed to use his abilities to gain power in his mother's noble family, as well as Mor's End criminal underworld. He quickly took control of his mortal mother's holdings and secretly sold them to the Last Laugh Thieves' Guild.

Kimball has become a valued member of the Last Laugh in both Anoria and Cauldron. He uses his fiendish abilities to undermine governmental agents such as barristers and magistrates. He sends his fiendish mother to seduce the heads of good-aligned temples and military organizations.

Note that the members of the Last Laugh don't know that Kimball is a servent of Baalzebul, or that he is born of a creature of the Nine Hells. He feigns worship of the Laughing Rogue in order to fit in better with his fellow guild members. He hopes to take over the guild and rededicate it to Baalzebul.

However, his plans have been threatened by having to lead a group of assassins to the Demonskar to deal with a threat to the guild and its allies, the Cagewrights. Once there, he and his fellow guild members were overwhelmed by the Order of the Silver Hand. His life is now in there hands, which likely means he won't survive. He did manage to summon an osyluth before being held and knocked unconscious. (It turned out that one of the PCs performed a coup de grace on Kimball after he fell.)

Kimball Wagenaer, Male Half-Fiend, Rog7/Disciple of Baalzebul5: CR 15; Medium Outsider (native); HD 12d6+36; 80 hp; Init +5; Spd 30 ft., fly 30 ft. (average); AC 29 (+5 Dex, +2 natural, +8 armor, +2 shield, +2 deflection), touch 17, flat-footed 24; Base Atk +8/+3; Grp +12; Atk +14 melee (1d8+6/19-20/x2, blackguard’s blade) or +12 melee (1d4+4 plus poison/19-20/x2, poisoned dagger) or +12 melee (1d4+4/x2, claw); Full Atk +14/+9 melee (1d8+6/19-20/x2, blackguard’s blade) or +12/+7 melee (1d4+4 plus poison/19-20/x2, poisoned dagger) or +12 melee (1d4+4/x2, 2 claws) and +7 melee (1d6+2/x2, bite); SA smite good 1/day, sneak attack +6d6, spell-like abilities, suggestion, summon osyluth; SQ darkvision 60 ft., DR 10/magic, evasion, immunity to poison, resistance to acid 10, cold 10, electricity 10, and fire 10, SR 24, tongue of the devil, trap finding, trap sense +2, uncanny dodge; AL LE; SV Fort +7, Ref +14, Will +7; Str 18 (+4), Dex 20 (+5), Con 16 (+3), Int 18 (+4), Wis 12 (+1), Cha 14 (+2); LA +4; ECL 16.

Skills and Feats: Balance +16, Bluff +17, Climb +13, Decipher Script +14, Diplomacy +21, Disable Device +19, Disguise +2 (+4 to act), Escape Artist +14, Gather Information +17, Intimidate +4, Jump +15, Listen +11, Open Lock +20, Sense Motive +16, Spot +11, Tumble +16, Use Rope +5 (+7 involving bindings); Disciple of Darkness (Baalzebul) BoVD, Dodge, Improved Natural Armor, Mobility, Mortalbane BoVD.

Languages: Anorian, Common, Draconic, Infernal, and Orc.

Smith Good (Su): Once per day, Kimball can make a normal melee attack to deal 22 points of extra damage against a good foe.

Spell-like Abilities: 3/day – darkness, poison (DC 16); 1/day – blasphemy (DC 19), contagion (DC 16), desecrate, unholy blight (DC 15). Caster Level: 12th. The save DCs are Charisma-based.

Possessions: +4 chain shirt, +1 arrow deflection light metal shield (emblazoned with the face of a wolf biting a shaft of an arrow), blackguard’s blade (+2 longsword, +10 to damage dealt with smite good ability), a large pouch containing 11 pieces of amber (100 gp each), a potion of cure serious wounds, a poisoned dagger (shadow essence; 1 Str drain/2d6 Str drain; Fort DC 17), ring of protection +2, traveler’s outfit (cloak has the symbol of the Last Laugh Thieves’ Guild on it), and a sack containing 10 gems (100 gp each), 750 pp, 1,100 gp, & 273 sp.
 
Last edited:

Knightfall

World of Kulan DM
Ouryn Gorgoran, Cleric of Loviatar
Ouryn Gorgoran was born and raised in Cauldron City, and her parents are a middle-class merchants. Her family deals in rare woods and the furnishings created with them. Her family works almost exclusively for the Taskerhill Family.

Ouryn was raised to be a gentleman's wife, but she never took to her teachings with any enthusiam. As a child and teenager, she was a bored sycophant towards her matron. Then one day Ouryn found several implements of torture locked away in her dead grandmother's old room.

These implements were "sanctified" in Loviatar's name.

Ouryn took to torture like a duckling to water. She used her charms to seduce rich men of Cauldron City and Mor's End and then turned the screws on them. She advanced as a cleric of Loviatar very quickly and is now one of the most powerful Painmaidens of Loviatar in the Dominion of Cauldron and the Independent Domain of Anoria.

Ouryn was recently contacted by Lord Orbius Vhalantru, a noble that she has worked for before. The beholder bribed the Painmaiden to accompany the assassins to the Demonskar. She also used planar ally to call an assassin devil to aid the assassins kill Dugobras the fire giant.

The Order of the Silver Hand have yet to encounter her, and she has heard their battle with the assassins of the Last Laugh Thieves' Guild. She has summoned four hell hounds and three bearded devils to aid her against the PCs.

Ouryn Gorgoran, Painmaiden of Loviatar, Female Human, Clr12 (Loviatar): CR 12; Medium Humanoid (human); HD 12d8+12; 69 hp (93 with bear’s endurance); Init +0; Spd 20 ft. (base 30 ft.); AC 21 (+7 armor, +2 shield, +2 deflection), touch 12, flat-footed 21; Base Atk +9/+4; Grp +10; Atk +13 melee (1d8+4/x2, +3 unholy morningstar); Full Atk +13/+8 melee (1d8+4/x2, +3 unholy morningstar); SA rebuke undead 5/day, spells; SQ +2 to checks to rebuke undead, spontaneous casting (inflict); AL LE; SV Fort +9, Ref +6, Will +12; Str 12 (+1), Dex 10 (+0), Con 12 (+1), Int 12 (+1), Wis 18 (+4), Cha 14 (+2).

Skills and Feats: Concentration +16, Knowledge (arcana) +11, Knowledge (religion) +11, Knowledge (the planes) +11, Listen +5, Spellcraft +14, Spot +5; Augment Summoning, Combat Casting, Lightning Reflexes B, Persistent Refusal FC2, Spell Focus (Conjuration), Spell Focus (Enchantment).

Cleric Spells Prepared (cast 6/6+1/5+1/5+1/4+1/3+1/2+1; base save DC = 14 + spell level, or 15 + spell level for Conjuration and Enchantment spells): 0th — detect magic, guidance, read magic, resistance (x2), virtue; 1st — angry ache *, bane, command, detect good, doom, protection from good, shield of faith; 2nd — bear’s endurance, cure moderate wounds, enthrall, hold person, owl’s wisdom, undetectable alignment *; 3rd — contagion, deeper darkness, glyph of warding, protection from energy, summon monster III, wrack *; 4th — confusion *, cure critical wounds, death ward, greater magic weapon, summon monster IV; 5th — flame strike, greater command, mind fog *, slay living; 6th — pox *, planar ally, summon monster VI.
*Domain spell. Domains: Apathy (see below), Pain (damage conversion, see BoVD, pg. 81). Pain domain spells are in Book of Vile Darkness.​
Languages: Common and Infernal.

Apathy Granted Power: 1/day Ouryn may attempt to affect a single target with a gaze of uncaring. This works like a gaze attack, except that Ouryn must use a standard action to use it. If the target fails a Will save (DC 18), she will not react to actions that would normally draw the target’s attention for 1d4 rounds as long as those actions do not harm or endanger her directly. The gaze of uncaring has a range of 60 ft. and is a mind-affecting compulsion.

Possessions: +3 unholy morningstar, heavy wooden shield, masterwork half-plate, ring of protection +2, unholy symbol of Loviatar, a wand of cure serious wounds (15 charges), a potion of cat’s grace, and a potion of cure serious wounds.
-------------------
Hell Hound, Summoned (4): CR ---; Medium Outsider (Evil, Extraplanar, Fire, Lawful); HD 4d8+12; 30 hp each; Init +5; Spd 40 ft.; AC 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +7; Atk +7 melee (1d8+4 plus 1d6 fire, bite); Full Atk +7 melee (1d8+4 plus 1d6 fire, bite); SA breath weapon, fiery bite; SQ darkvision 60 ft., immunity to fire, scent, vulnerability to cold; AL LE; SV Fort +7, Ref +5, Will +4; Str 17 (+3), Dex 13 (+1), Con 17 (+3), Int 6 (-2), Wis 10 (+0), Cha 6 (-2).

Skills and Feats: Hide +13, Jump +14, Listen +7, Move Silently +13, Spot +7, Survival +7*; Improved Initiative, Run, Track B.

Languages: Hellhounds understand Infernal, but do not speak it.

Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 15 half. The save DC is Constitution-based.

Skills: Hellhounds have a +5 racial bonus on Hide and Move Silently checks. *They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

Bearded Devil, Summoned (3): CR ---; Medium Outsider (baatezu, evil, extraplanar, lawful); HD 6d8+30; 57 hp each; Init +6; Spd 40 ft.; AC 19 (+2 Dex, +7 natural), touch 12, flat-footed 17; Base Atk +6/+1; Grp +10; Atk +11 melee (1d10+6 plus infernal wound, glaive) or +10 melee (1d6+4, claw); Full Atk +11/+6 melee (1d10+6 plus infernal wound, glaive) or +10 melee (1d6+4, 2 claws); SA infernal wound (DC 18), beard (DC 18), battle frenzy; SQ DR 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.; AL LE; SV Fort +10, Ref +7, Will +5; Str 19 (+4), Dex 15 (+2), Con 21 (+5), Int 6 (-2), Wis 10 (+0), Cha 10 (+0).

Skills and Feats: Climb +13, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9; Improved Initiative, Power Attack, Weapon Focus (glaive).
Languages: Infernal, Celestial, and Draconic.

Notes: See pg. 52 of Monster Manual v.3.5 for details on the bearded devil’s special attacks and special qualities.
 
Last edited:

Knightfall

World of Kulan DM
Caloric
Proper Name(s): The City-state of Caloric, The City of Spires, The Border City
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: Caloric (pop. – 98,450)
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 Caloric 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), Verge (cp). Caloric 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: 1,230,625 – Human 35%, Halfling (hairfoot) 18%, Elf (urbanite) 15%, Goblinoid 10%, Dwarf (sundered) 8%, Half-Elf 6%, Elf (desert) 3%, Halfling (lightfoot) 2%, Half-Orc 2%, Other Races 1%.
Languages: Anorian, Auran, Common, Draconic, Dwarven, Elven, Goblin, Halfling, Kitt, Orc, and a pidgin form of Gnome amongst 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.
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).
_________________________________________________​

This city-state has become 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 Eberron baggage. 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.

The city-state 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, although the faithful of the North Gods are an exception to this.

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 City-state of Flamerule, where the followers of the Sword Gods aren't attacked on site. Several temples to the Sword Gods exist in Caloric, with the Spire of the Miser, dedicated to Math 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 prominantly, the churches of Bast & Kuil) vs. the evil proests 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.
 
Last edited:

Remove ads

Top