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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 1374724" data-attributes="member: 2012"><p><strong>Elves of Harqual (cont.)</strong></p><p><strong></strong></p><p><strong><span style="color: DarkOrange">MINOR ELVEN RACES</span></strong></p><p>Beyond the major races of elves, there several distinct minor races of elves on Harqual as well: Blood elves, the Ee'aar, gray elves, the Rmoahali, and the silver 'wild' elves.</p><p></p><p><strong><span style="color: darkorange">Blood Elves</span></strong></p><p>Blood elves are the corrupted kin of the forest elves. They came into existence when an evil elven sorcerer used Several Forbidden Art spells to exert control over his enemies reshaping them into the blood elves, which have become his thralls.</p><p></p><p>The resultant blood elves became mockeries of the once proud race they were. Blood-red skin with bony spikes protruding from their bodies, pitch black eyes, and sharp vicious claws and teeth. Worse yet is that a blood elf’s spikes are always slick with poison. Blood elves always have white hair. Many blood elves also have bat-like wings, which allow them to fly.</p><p></p><p>These elves are now native outsiders who have become completely evil and are controlled by the fey’ri known as Wyrknari Vok. It was Vok, once a forest elf known as Weikir, who brought down the Elder Clans of the Knotwood in a mad push for power. Only when the tide of the battle went against him did he unleash the power of the Forbidden Art against his enemies. The resulting magical force transformed hundreds of thousands of forest elves into blood elves.</p><p></p><p>Blood elves are evil in every way, as most have forgotten their former lives. In fact, their former kin would be hard pressed to recognize them on an individual basis. The live by raiding humanoid settlements located in, or near the southern reaches of the Great Forest, which has been known as the Knotwood for thousands of years.</p><p></p><p>The deep, dark forest has become even more wild and dangerous due to the powerful dark wish spell. Only the foolhardy or ultra-brave dare enter the foreboding forests of the Blood Elf Lands, as humans are now calling it. Blood elves kill all outsiders on sight, unless the victim is an elf. What the blood elves do with captured elves is best left unsaid.</p><p></p><p><strong>Blood Elf Traits</strong></p><p>Blood elf characters benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Strength, +2 to Dexterity, +2 to Constitution, +2 Intelligence.</li> <li data-xf-list-type="ul">Medium-size. As Medium-size creatures, blood elves have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Outsider: Blood elves are outsiders, and are therefore immune to spells that only affect humanoids, such as charm person. Blood elves also have the following subtypes: Chaotic, Elf, Evil, and Native.</li> <li data-xf-list-type="ul">Weapon Proficiency: Blood elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</li> <li data-xf-list-type="ul">Speed: Base land speed is 30 feet.</li> <li data-xf-list-type="ul">Smite Good (Su): Once per day a blood elf can make a normal melee attack to deal extra damage equal to its HD against a good foe.</li> <li data-xf-list-type="ul">Flight (Ex): A blood elf has a 50% chance of having bat-like wings. Those that do can fly at a Speed of 30 feet (6 squares) with average maneuverability.</li> <li data-xf-list-type="ul">Keen Vision (Ex): Blood elves have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.</li> <li data-xf-list-type="ul">Poison (Ex): Spikes; primary and secondary 1d3 Wisdom; a Fortitude save (DC 12) negates.</li> <li data-xf-list-type="ul">Blood elves have acid, cold, electricity, and fire resistance 20.</li> <li data-xf-list-type="ul">Immunity to poison and magic sleep spells & effects, and a +2 racial saving throw bonus against Enchantment spells or effects.</li> <li data-xf-list-type="ul">+2 racial bonus to Search, Spot, and Listen checks. Blood elves do not have the elven special ability to detect secret or concealed doors.</li> <li data-xf-list-type="ul">Spell-like Abilities: 3/day – darkness. This ability is as the spell cast by a 1st-level cleric.</li> <li data-xf-list-type="ul">Automatic Languages: Abyssal and Elven. Bonus Languages: Auran, Celestial, Common, Gnoll, Ignan, and Sylvan.</li> <li data-xf-list-type="ul">Favored Class: Sorcerer. A multiclass blood elf’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +6</li> </ul><p>[ATTACH]156531[/ATTACH]</p><p></p><p><strong><span style="color: darkorange">The Ee'aar</span></strong></p><p>Ee’aar are hidden race found only on the continent of Harqual in the southern half of the Sunus Mountain range in the region known as the Eastern Shores. They fight a continuous struggle with the bugbears and other evil humanoids living in the northern half of the mountain range. These winged elves have almost no contact with the outside world tending to be isolationists to the extreme. There are exceptions though.</p><p></p><p>The ee'aar have good relations with the inhabitants of the High Forest, which lies along the northern edge of the Sunus Mountains. They also had good relations with the forest elves before the fall of the Knotwood. While still allies of the few forest elves who escaped to the High Forest, there isn't any formal relations with any of the surviving forest elven clans.</p><p></p><p>The ee'aar also have minor relations with the Barony of Liran, a human land to the south in the region known as the Thunder Lands. How they became allies with the humans remains a secret. This alliance has recently exposed the ee'aar to a race known as the kha, a race of bird-like humanoids. The kha are new to Harqual (and to Kulan) but the ee'aar have found them trustful allies.</p><p></p><p>Ee’aar look much as silver elves do except for their dark brown or black hair and the reddish brown raptor-like wings protruding from their back. Ee’aar tend to dress light enough to allow free flowing moment while they fly but heavy enough to keep warn in the cool air of the Sunus Mountains. Ee’aar rarely wear any sort of footwear heavier then sandals with warm leg wrappings. An ee’aar in flight is a wondrous thing of beauty to behold and many a human has broken down and cried at the sight of one soaring overhead.</p><p></p><p><strong>Ee'aar Traits</strong></p><p>Ee'aar characters benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Dexterity, -2 to Constitution, +2 to Wisdom.</li> <li data-xf-list-type="ul">Medium-size. As Medium-size creatures, ee'aar have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Monstrous Humanoid: the ee'aar are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Weapon Proficiency: Ee’aar receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</li> <li data-xf-list-type="ul">Speed: Base land speed is 30 feet. Ee’aar can also fly at a speed of 50 feet with perfect maneuverability.</li> <li data-xf-list-type="ul">Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.</li> <li data-xf-list-type="ul">Low-light Vision. Ee’aar can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">+2 racial bonus to Search, Spot, and Listen checks. An ee’aar who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively searching for it.</li> <li data-xf-list-type="ul">Ee’aar gain both Dodge and Mobility as bonus feats.</li> <li data-xf-list-type="ul">Power Dive (Ex): An ee’aar with a Strength score of 15 or higher automatically has the Power Dive feat. (See D&D Savage Species, page 38.)</li> <li data-xf-list-type="ul">Automatic Languages: Elven. Bonus Languages: Auran, Kha, and Sylvan.</li> <li data-xf-list-type="ul">Favored Class: Fighter. A multiclass ee’aar’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +5.</li> </ul><p><strong><span style="color: darkorange">The Rmoahali</span></strong> <span style="color: Red">(Frost & Fur)</span></p><p>Another hidden race of elves is the rmoahali, also known as Nashee elves. This race of dark-skinned elves stands taller than other elves, and they even tower over the human barbarians of the Northlands. In ages past, the rmoahali were one of the few native races of elves to Harqual but only rarely did they venture out of their cold, hidden homes in the Nashee Forest. Rmoahali are as old as the world itself having lived on Harqual since before the time of the Second Ice Age (before Cronn walked out of the mists of the Far North and into the Northlands). Many sages and historians consider them to be the oldest living race of elves on the planet, which would make them even older than gray elves.</p><p></p><p>During the early eras of Harqual, the barbarians of the Northlands always showed respect to the mahogany-skinned elves, and some of the more primitive tribes including the Neanderthal clans worshiped the Rmoahali. They were considered to be divine servants of the North Gods by these tribes. In modern times, not even Neanderthals would make such a mistake as the rmoahali went to great lengths to quell such notions. Now, they are an isolated, slightly-xenophobic race who rarely allow anyone to have any contact with their hidden cities in the Nashee Forest. (It is rumored that the Nashee Forest is also home to other ancient races from the time before the Second Ice Age as well as a large clan of half-fey gray elves).</p><p></p><p>For nearly a millennium, the rmoahali were an unknown race in the lands south of the Northlands, but now they are slowly becoming known throughout the Northern and Southern Heartlands as well as the Ragik Peninsula. A rmoahali encountered in the lands of Far South would be unique to say the least.</p><p></p><p>Rmoahali stand up to 12 feet in height and weigh roughly 240 to 300 pounds. They always have fair-colored hair often light blond or snow white, but they do not have body hair. Their eye color ranges from pale blue or green to silver or golden. They have amazing memories, but they have trouble understanding the concepts of reasoning as they are a throwback to simpler times. Rmoahali have innate psionic powers that they manifest by tapping into the surrounding vegetation. They are one of the only races in the Lands of Harqual who can become psions. (Most other races are limited to taking the wilder class.)</p><p></p><p><strong>Rmoahali Traits</strong></p><p>Rmoahali have all the racial traits of elves, as per the D&D PHB v.3.5, modified by what is given on page 36 of Frost & Fur: The Explorer’s Guide to the Frozen Lands. However, a few changes/clarifications must been made to the elf racial traits, in addition to what is listed in that book for World of Kulan. Thus, the compiled racial stats are listed below for completeness:</p><ul> <li data-xf-list-type="ul">+2 to Wisdom, -2 to Intelligence.</li> <li data-xf-list-type="ul">Large-sized: As Large creatures, rmoahali gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.</li> <li data-xf-list-type="ul">Speed: Rmoahali base speed is 40 feet.</li> <li data-xf-list-type="ul">Immunity to magic sleep effects, and a +2 racial saving throw bonus against Enchantment spells or effects.</li> <li data-xf-list-type="ul">Low-light Vision. Rmoahali can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">Racial Hit Dice: A rmoahali begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, Will +3.</li> <li data-xf-list-type="ul">Racial Skills: A rmoahali's humanoid levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Listen, Search, and Spot. Rmoahali gain a +2 racial bonus on Listen, Search, and Spot checks.</li> <li data-xf-list-type="ul">Racial Feats: A rmoahali's humanoid levels give it one feat.</li> <li data-xf-list-type="ul">Psionics: Rmoahali with a Charisma Score of 10 or higher may manifest the following powers each once per day: far hand, psionic charm, and telepathic projection. Treat the rmoahali as a 1st-level telepath for all effects dependent on level. DCs are Charisma-based. (This replaces the Spell-like Abilities listed in Frost and Fur.)</li> <li data-xf-list-type="ul">Automatic Languages: Barbarian and Elven. Bonus Languages: Draconic, Gnoll, Goblin, Orc, Sylvan, and any one regional barbarian tribe language (i.e. Waracou).</li> <li data-xf-list-type="ul">Favored Class: Players may choose either the psion or sorcerer class as their rmoahali's favored class. Once the player has made this choice the decision cannot be changed. A multiclass rmoahali’s favored class does not count when determining whether she suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +1.</li> </ul><p><strong><span style="color: DarkOrange">Gray Elves</span></strong> <span style="color: Red">(MM)</span></p><p>The gray elves of Harqual are a dead/dying race. Once a thriving race, the gray elves fell from prominence during the time in history known as the Black Wars. A vile warlord led 5,000 mercenaries into the gray elven land of Amylinyon destroying everything in their path. The land was blackened and infested with disease. (The region, now called Caer Amylinyon, has become a twisted, haunted swamp.)</p><p></p><p>The gray elves eventually destroyed the warlord and his mercenary army, but with their lands destroyed, the gray elves were forced to scatter. Some migrated to the Kingdom of the Silver Leaves but most disappeared from the world. Most believe they either migrated south to eventually become the desert elves of the Great Expanse (not likely) or left Harqual (and maybe even Kulan) altogether.</p><p></p><p>Several families of gray elves live amongst the ee'aar of the Sunus Mountains,as well as in the Greystone Mountain range. The families living in the Greystones are extreme isolationists and do not even welcome the dwarves of the mountain range into their communities (if you can even find them). The gray elves of Harqual have the same racial traits as the gray elves listed in D&D Monster Manual v.3.5.</p><p></p><p><strong><span style="color: DarkOrange">Silver 'Wild' Elves</span></strong></p><p>Silver 'wilds' are a sub-race of silver elves who live more like the barbarians of the Northlands than the silver elves of the Great Harqual Forest. They look exactly like silver elves but dress in a similar manner to forest elves. Silver 'wilds' favor the longsword instead of the rapier.</p><p></p><p>Silver 'wilds' can be found throughout the northern reaches of Harqual from the edge of the Great Forest to the Desinon Forest on the continent's northern shore. They are steadfast allies of the barbarians of the Northlands even more so than regular silver elves.</p><p></p><p><strong>Silver 'Wild' Elf Traits</strong></p><p>Silver 'wild' elf characters benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Strength, +2 to Dexterity, -2 to Constitution, -2 to Intelligence, -2 to Charisma.</li> <li data-xf-list-type="ul">Medium-size. As Medium-size creatures, silver 'wilds' have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Weapon Proficiency: Silver ‘wilds’ receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</li> <li data-xf-list-type="ul">Silver 'wild' elf base land speed is 35 feet.</li> <li data-xf-list-type="ul">Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects.</li> <li data-xf-list-type="ul">Low-light Vision. Silver ‘wilds’ can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">Silver ‘wilds’ gain 1 extra skill point at each level (or HD) because they must constantly train themselves to stay one step ahead of the dangers that surround them. In addition, silver ‘wilds’ gain a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, silver ‘wilds’ suffer a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.</li> <li data-xf-list-type="ul">Automatic Languages: Barbarian and Elven. Bonus Languages: Centaur, Dwarven, Giant, Gnoll, Halfling, Orc, and Sylvan.</li> <li data-xf-list-type="ul">Favored Class: Ranger. A multiclass silver ‘wild’ elf’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +0.</li> </ul><p><span style="color: DarkOrange"><strong>Other Variant Elf Cultures on Harqual</strong></span></p><p>There are many other distinct cultures of elves on Harqual. Almost all of these distinct cultures are similar enough to the elves in the D&D Player's Handbook v.3.5 that the differences are negligible. The main exception are the elves of the Tyrian Valley.</p><p></p><p>A few of these distinct elven cultures came into being after The Transformation but not all of them.</p><p></p><p><strong>Aphranæn Elves</strong></p><p>This race of elves came to Harqual during The Transformation. They were transported to Kulan from the Alternate Material Plane world known as Maran. They are similar to silver elves in outlook, but they have a unique history and culture that is too long to go into here.</p><p></p><p>What is known is that they have never heard of the Elven Gods and have a different patron god who they still venerate. Slowly, the Aphranæns are being exposed to the culture of the silver elves, and the two races are becoming close allies.</p><p></p><p>Aphranæns live almost exclusively in the forests of the Kingdom of Ahamudia, the land duplicated on Kulan from Maran. A small number of Aphranæns have migrated to the Great Forest to live amongst the silver elves, however.</p><p></p><p>Aphranæn elves have the same racial traits as the elves listed in the D&D PHB v.3.5; however, they have slightly altered language choices depending on where they live. All Aphranæn elves speak two distinct elven languages from Maran — Aphranæn and Vananean. They also speak Javeldian, the common language of the citizens of Ahamudia.</p><p></p><p>Aphranæn elves living in Ahamudia may choose the following languages as bonus languages: Bitran or Nihil. Aphranæn elves refuse to speak the Maran versions of Goblin and Orc; although, many of them understand these two languages. Aphranæn elves living in the Great Forest may choose either of the following languages as bonus languages instead of Bitran or Nihil: Elven or Sylvan.</p><p></p><p>Aphranæn elves, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, an Aphranæn elf that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Aphranæn elf would still be considered an infant at this time.</p><p></p><p><strong>Elves of Korvosa</strong></p><p>The elves living in the City-state of Korvosa are, for the most part, a unique race of elves from another world brought to the Lands of Harqual during The Transformation as were all Korvosans. They stand taller than the native races of the continent and their ears are larger and more pointed, but besides those obvious differences, they are quite similar to the native elves of Harqual in many regards. The Elven language they speak is nearly identical to the Elven language of Harqual. For game purposes, Korvosan elves use the standard racial traits listed in the D&D PHB v.3.5; although, they have different ranges for height and weight (to be determined) and different language options: Add Taldane to and remove Common from Automatic Languages. Add Shoanti and Varisian to Bonus Languages.</p><p></p><p>The elves of Korvosa never refer to themselves as Korvosan elves. “Korvosan” is a generalized name given to them and the other demihuman races of Korvosa by native Harqualians, especially by the elves of the Far South, the Torin, and lightfoot halflings. The term is often used in a derogatory manner, which irritates all Korvosans including the city-state's human population. The elves of Korvosa refer to themselves as the Mierani, which pays tribute to their ancestry on their home world. This small group of elves has remained aloof towards the rest of the continent beyond the towns and denizens of region known as the Wild Shores.</p><p></p><p>Mierani elves, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, an Mierani elf that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Mierani elf would still be considered an infant at this time.</p><p></p><p><strong>Elves of the Far South</strong></p><p>The elves living in the region of Harqual known as the Far South have the same stats as the elves listed in the D&D PHB v.3.5, except that they exchange longsword for short sword and rapier for scimitar under Weapon Proficiency. As well, they exchange sorcerer for wizard regarding their Favored Class, and they automatically speak Suar, the common language of the Far South, instead of Common.</p><p></p><p>Elves of the Far South live in small clans made up of related family members. These clans live together in large plantations growing cotton and grapes as well as raising domesticated antelope. These “southern” elves have abandoned the traditional elven way of life. They still worship many of the Elven Gods; although, most have turned towards worshiping Interloper Gods. These elves live more like humans do in the North and are often allies to the rakasta, lightfoot halflings, and rockwood gnomes of the Far South but not always.</p><p></p><p>Note that these “southern” elves are not the dominant race in the south; they are outstripped in numbers by lightfoot halflings, rockwood gnomes, the rakasta, and the Torin. They are usually more prominent than humans in most of the city-states of the Far South. Note, however, that since The Transformation brought dozens of new human-dominated cultures to Harqual, “southern” elves have become less dominant than humans in many regions. “Southern” elves have greater numbers than kitts, most half-breed races, and the civilized goblinoid races (i.e. hobgoblins) living in the city-states of the Far South.</p><p></p><p><strong>Elves of the Tyrian Valley</strong></p><p>The elves of the Tyrian Valley are another unique elven race brought to the Lands of Harqual during The Transformation. The Tyrian Valley sits on the eastern side of the Patron Mountains within the boundaries of the Great Expanse. Its strange culture is as unique as its unusual races.</p><p></p><p>While these unusual elves from another world have been mistaken for desert elves, they are completely different in mentality than the native desert elves of the Expanse. Desert elves have a united sense of tradition and honor amongst their own kind. Tyrian elves on the other hand aren't very united as a race, and they aren't much for the ways of honor.</p><p></p><p>This has led to conflict between the two elven sub-races, and the conflicts are often bloody. What the Tyrian elves lack in numbers they make up for with ferocity. Desert elves mockingly call the elves of the Tyrian Valley “savage elves” while other native Harqualian races often refer to them as the Feral. Tyrian elves have all the racial traits of the Elf entry in Chapter 2: Races in the Dark Sun 3 PDF document, which can be downloaded from the Dark Sun Fan Website, The Burnt World of Athas.</p><p></p><p>Tyrian elves, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a Tyrian elf that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Tyrian elf would still be considered a child at this time.</p><p></p><p><strong>Island-Dwelling Elves</strong></p><p>This entry refers to those elves, which live a nomadic existence traveling the islands of the Karmine Sea. These “islander” elves are common in the Domain of Frey as well as the City-state of Shorel, and they are the dominant race of the City-state of Chanish. They are not as common in the Domain of Thyer or the Myriad Holds; although, they are a prominent race of the City of Cathafael, which is considered part of the Myriad Holds.</p><p></p><p>These “islander” elves have the same racial stats as the elves listed in the D&D PHB v.3.5, except that instead of being proficient with longswords and rapiers as well as longbows and shortbows they are proficient with scimitars, short swords, and tridents. The Swim skill is always a class skill for them, and they have a +2 racial bonus on Swim checks instead of the standard +2 racial bonus on Search checks. (Listen and Spot bonuses are unchanged. “Islander” elves don’t have the ability to detect secret or concealed doors.) Island-dwelling elves favor the ranger class instead of the wizard class and Aquan is an option under Bonus Languages.</p><p></p><p>[ATTACH]156532[/ATTACH]</p><p></p><p><strong>Urban-Dwelling Elves</strong></p><p>This refers to the many elves that have migrated into the human dominated cities of the North living there instead of in their own cities or in the wilderness. These “urbanite” elves have the same statistics as the elves in the D&D PHB v.3.5. However, urban elves can choose rogue or urban ranger as their Favored Class instead of wizard but once the choice is made it cannot be changed.</p><p></p><p>Note that elves living in the southern cities of the Far South are considered Elves of the Far South not urban elves. Urban-dwelling elves are (usually) found only as far south as the Chara Coast in the west and the Barony of Liran the Free City of Yuln in the east. The elves living in or near Selquin are considered “southern” elves.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1374724, member: 2012"] [B]Elves of Harqual (cont.) [COLOR=DarkOrange]MINOR ELVEN RACES[/COLOR][/B] Beyond the major races of elves, there several distinct minor races of elves on Harqual as well: Blood elves, the Ee'aar, gray elves, the Rmoahali, and the silver 'wild' elves. [B][COLOR=darkorange]Blood Elves[/COLOR][/B] Blood elves are the corrupted kin of the forest elves. They came into existence when an evil elven sorcerer used Several Forbidden Art spells to exert control over his enemies reshaping them into the blood elves, which have become his thralls. The resultant blood elves became mockeries of the once proud race they were. Blood-red skin with bony spikes protruding from their bodies, pitch black eyes, and sharp vicious claws and teeth. Worse yet is that a blood elf’s spikes are always slick with poison. Blood elves always have white hair. Many blood elves also have bat-like wings, which allow them to fly. These elves are now native outsiders who have become completely evil and are controlled by the fey’ri known as Wyrknari Vok. It was Vok, once a forest elf known as Weikir, who brought down the Elder Clans of the Knotwood in a mad push for power. Only when the tide of the battle went against him did he unleash the power of the Forbidden Art against his enemies. The resulting magical force transformed hundreds of thousands of forest elves into blood elves. Blood elves are evil in every way, as most have forgotten their former lives. In fact, their former kin would be hard pressed to recognize them on an individual basis. The live by raiding humanoid settlements located in, or near the southern reaches of the Great Forest, which has been known as the Knotwood for thousands of years. The deep, dark forest has become even more wild and dangerous due to the powerful dark wish spell. Only the foolhardy or ultra-brave dare enter the foreboding forests of the Blood Elf Lands, as humans are now calling it. Blood elves kill all outsiders on sight, unless the victim is an elf. What the blood elves do with captured elves is best left unsaid. [B]Blood Elf Traits[/B] Blood elf characters benefit from a number of racial traits: [LIST] [*]+2 to Strength, +2 to Dexterity, +2 to Constitution, +2 Intelligence. [*]Medium-size. As Medium-size creatures, blood elves have no special bonuses or penalties due to their size. [*]Outsider: Blood elves are outsiders, and are therefore immune to spells that only affect humanoids, such as charm person. Blood elves also have the following subtypes: Chaotic, Elf, Evil, and Native. [*]Weapon Proficiency: Blood elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. [*]Speed: Base land speed is 30 feet. [*]Smite Good (Su): Once per day a blood elf can make a normal melee attack to deal extra damage equal to its HD against a good foe. [*]Flight (Ex): A blood elf has a 50% chance of having bat-like wings. Those that do can fly at a Speed of 30 feet (6 squares) with average maneuverability. [*]Keen Vision (Ex): Blood elves have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet. [*]Poison (Ex): Spikes; primary and secondary 1d3 Wisdom; a Fortitude save (DC 12) negates. [*]Blood elves have acid, cold, electricity, and fire resistance 20. [*]Immunity to poison and magic sleep spells & effects, and a +2 racial saving throw bonus against Enchantment spells or effects. [*]+2 racial bonus to Search, Spot, and Listen checks. Blood elves do not have the elven special ability to detect secret or concealed doors. [*]Spell-like Abilities: 3/day – darkness. This ability is as the spell cast by a 1st-level cleric. [*]Automatic Languages: Abyssal and Elven. Bonus Languages: Auran, Celestial, Common, Gnoll, Ignan, and Sylvan. [*]Favored Class: Sorcerer. A multiclass blood elf’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +6 [/LIST] [ATTACH]156531[/ATTACH] [B][COLOR=darkorange]The Ee'aar[/COLOR][/B] Ee’aar are hidden race found only on the continent of Harqual in the southern half of the Sunus Mountain range in the region known as the Eastern Shores. They fight a continuous struggle with the bugbears and other evil humanoids living in the northern half of the mountain range. These winged elves have almost no contact with the outside world tending to be isolationists to the extreme. There are exceptions though. The ee'aar have good relations with the inhabitants of the High Forest, which lies along the northern edge of the Sunus Mountains. They also had good relations with the forest elves before the fall of the Knotwood. While still allies of the few forest elves who escaped to the High Forest, there isn't any formal relations with any of the surviving forest elven clans. The ee'aar also have minor relations with the Barony of Liran, a human land to the south in the region known as the Thunder Lands. How they became allies with the humans remains a secret. This alliance has recently exposed the ee'aar to a race known as the kha, a race of bird-like humanoids. The kha are new to Harqual (and to Kulan) but the ee'aar have found them trustful allies. Ee’aar look much as silver elves do except for their dark brown or black hair and the reddish brown raptor-like wings protruding from their back. Ee’aar tend to dress light enough to allow free flowing moment while they fly but heavy enough to keep warn in the cool air of the Sunus Mountains. Ee’aar rarely wear any sort of footwear heavier then sandals with warm leg wrappings. An ee’aar in flight is a wondrous thing of beauty to behold and many a human has broken down and cried at the sight of one soaring overhead. [B]Ee'aar Traits[/B] Ee'aar characters benefit from a number of racial traits: [LIST] [*]+2 to Dexterity, -2 to Constitution, +2 to Wisdom. [*]Medium-size. As Medium-size creatures, ee'aar have no special bonuses or penalties due to their size. [*]Monstrous Humanoid: the ee'aar are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Weapon Proficiency: Ee’aar receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. [*]Speed: Base land speed is 30 feet. Ee’aar can also fly at a speed of 50 feet with perfect maneuverability. [*]Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects. [*]Low-light Vision. Ee’aar can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]+2 racial bonus to Search, Spot, and Listen checks. An ee’aar who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively searching for it. [*]Ee’aar gain both Dodge and Mobility as bonus feats. [*]Power Dive (Ex): An ee’aar with a Strength score of 15 or higher automatically has the Power Dive feat. (See D&D Savage Species, page 38.) [*]Automatic Languages: Elven. Bonus Languages: Auran, Kha, and Sylvan. [*]Favored Class: Fighter. A multiclass ee’aar’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +5. [/LIST] [B][COLOR=darkorange]The Rmoahali[/COLOR][/B] [COLOR=Red](Frost & Fur)[/COLOR] Another hidden race of elves is the rmoahali, also known as Nashee elves. This race of dark-skinned elves stands taller than other elves, and they even tower over the human barbarians of the Northlands. In ages past, the rmoahali were one of the few native races of elves to Harqual but only rarely did they venture out of their cold, hidden homes in the Nashee Forest. Rmoahali are as old as the world itself having lived on Harqual since before the time of the Second Ice Age (before Cronn walked out of the mists of the Far North and into the Northlands). Many sages and historians consider them to be the oldest living race of elves on the planet, which would make them even older than gray elves. During the early eras of Harqual, the barbarians of the Northlands always showed respect to the mahogany-skinned elves, and some of the more primitive tribes including the Neanderthal clans worshiped the Rmoahali. They were considered to be divine servants of the North Gods by these tribes. In modern times, not even Neanderthals would make such a mistake as the rmoahali went to great lengths to quell such notions. Now, they are an isolated, slightly-xenophobic race who rarely allow anyone to have any contact with their hidden cities in the Nashee Forest. (It is rumored that the Nashee Forest is also home to other ancient races from the time before the Second Ice Age as well as a large clan of half-fey gray elves). For nearly a millennium, the rmoahali were an unknown race in the lands south of the Northlands, but now they are slowly becoming known throughout the Northern and Southern Heartlands as well as the Ragik Peninsula. A rmoahali encountered in the lands of Far South would be unique to say the least. Rmoahali stand up to 12 feet in height and weigh roughly 240 to 300 pounds. They always have fair-colored hair often light blond or snow white, but they do not have body hair. Their eye color ranges from pale blue or green to silver or golden. They have amazing memories, but they have trouble understanding the concepts of reasoning as they are a throwback to simpler times. Rmoahali have innate psionic powers that they manifest by tapping into the surrounding vegetation. They are one of the only races in the Lands of Harqual who can become psions. (Most other races are limited to taking the wilder class.) [B]Rmoahali Traits[/B] Rmoahali have all the racial traits of elves, as per the D&D PHB v.3.5, modified by what is given on page 36 of Frost & Fur: The Explorer’s Guide to the Frozen Lands. However, a few changes/clarifications must been made to the elf racial traits, in addition to what is listed in that book for World of Kulan. Thus, the compiled racial stats are listed below for completeness: [LIST] [*]+2 to Wisdom, -2 to Intelligence. [*]Large-sized: As Large creatures, rmoahali gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters. [*]Speed: Rmoahali base speed is 40 feet. [*]Immunity to magic sleep effects, and a +2 racial saving throw bonus against Enchantment spells or effects. [*]Low-light Vision. Rmoahali can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]Racial Hit Dice: A rmoahali begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, Will +3. [*]Racial Skills: A rmoahali's humanoid levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Listen, Search, and Spot. Rmoahali gain a +2 racial bonus on Listen, Search, and Spot checks. [*]Racial Feats: A rmoahali's humanoid levels give it one feat. [*]Psionics: Rmoahali with a Charisma Score of 10 or higher may manifest the following powers each once per day: far hand, psionic charm, and telepathic projection. Treat the rmoahali as a 1st-level telepath for all effects dependent on level. DCs are Charisma-based. (This replaces the Spell-like Abilities listed in Frost and Fur.) [*]Automatic Languages: Barbarian and Elven. Bonus Languages: Draconic, Gnoll, Goblin, Orc, Sylvan, and any one regional barbarian tribe language (i.e. Waracou). [*]Favored Class: Players may choose either the psion or sorcerer class as their rmoahali's favored class. Once the player has made this choice the decision cannot be changed. A multiclass rmoahali’s favored class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +1. [/LIST] [B][COLOR=DarkOrange]Gray Elves[/COLOR][/B] [COLOR=Red](MM)[/COLOR] The gray elves of Harqual are a dead/dying race. Once a thriving race, the gray elves fell from prominence during the time in history known as the Black Wars. A vile warlord led 5,000 mercenaries into the gray elven land of Amylinyon destroying everything in their path. The land was blackened and infested with disease. (The region, now called Caer Amylinyon, has become a twisted, haunted swamp.) The gray elves eventually destroyed the warlord and his mercenary army, but with their lands destroyed, the gray elves were forced to scatter. Some migrated to the Kingdom of the Silver Leaves but most disappeared from the world. Most believe they either migrated south to eventually become the desert elves of the Great Expanse (not likely) or left Harqual (and maybe even Kulan) altogether. Several families of gray elves live amongst the ee'aar of the Sunus Mountains,as well as in the Greystone Mountain range. The families living in the Greystones are extreme isolationists and do not even welcome the dwarves of the mountain range into their communities (if you can even find them). The gray elves of Harqual have the same racial traits as the gray elves listed in D&D Monster Manual v.3.5. [B][COLOR=DarkOrange]Silver 'Wild' Elves[/COLOR][/B] Silver 'wilds' are a sub-race of silver elves who live more like the barbarians of the Northlands than the silver elves of the Great Harqual Forest. They look exactly like silver elves but dress in a similar manner to forest elves. Silver 'wilds' favor the longsword instead of the rapier. Silver 'wilds' can be found throughout the northern reaches of Harqual from the edge of the Great Forest to the Desinon Forest on the continent's northern shore. They are steadfast allies of the barbarians of the Northlands even more so than regular silver elves. [B]Silver 'Wild' Elf Traits[/B] Silver 'wild' elf characters benefit from a number of racial traits: [LIST] [*]+2 to Strength, +2 to Dexterity, -2 to Constitution, -2 to Intelligence, -2 to Charisma. [*]Medium-size. As Medium-size creatures, silver 'wilds' have no special bonuses or penalties due to their size. [*]Weapon Proficiency: Silver ‘wilds’ receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. [*]Silver 'wild' elf base land speed is 35 feet. [*]Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects. [*]Low-light Vision. Silver ‘wilds’ can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]Silver ‘wilds’ gain 1 extra skill point at each level (or HD) because they must constantly train themselves to stay one step ahead of the dangers that surround them. In addition, silver ‘wilds’ gain a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, silver ‘wilds’ suffer a –2 racial penalty to Bluff, Diplomacy, and Sense Motive. [*]Automatic Languages: Barbarian and Elven. Bonus Languages: Centaur, Dwarven, Giant, Gnoll, Halfling, Orc, and Sylvan. [*]Favored Class: Ranger. A multiclass silver ‘wild’ elf’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +0. [/LIST] [COLOR=DarkOrange][B]Other Variant Elf Cultures on Harqual[/B][/COLOR] There are many other distinct cultures of elves on Harqual. Almost all of these distinct cultures are similar enough to the elves in the D&D Player's Handbook v.3.5 that the differences are negligible. The main exception are the elves of the Tyrian Valley. A few of these distinct elven cultures came into being after The Transformation but not all of them. [B]Aphranæn Elves[/B] This race of elves came to Harqual during The Transformation. They were transported to Kulan from the Alternate Material Plane world known as Maran. They are similar to silver elves in outlook, but they have a unique history and culture that is too long to go into here. What is known is that they have never heard of the Elven Gods and have a different patron god who they still venerate. Slowly, the Aphranæns are being exposed to the culture of the silver elves, and the two races are becoming close allies. Aphranæns live almost exclusively in the forests of the Kingdom of Ahamudia, the land duplicated on Kulan from Maran. A small number of Aphranæns have migrated to the Great Forest to live amongst the silver elves, however. Aphranæn elves have the same racial traits as the elves listed in the D&D PHB v.3.5; however, they have slightly altered language choices depending on where they live. All Aphranæn elves speak two distinct elven languages from Maran — Aphranæn and Vananean. They also speak Javeldian, the common language of the citizens of Ahamudia. Aphranæn elves living in Ahamudia may choose the following languages as bonus languages: Bitran or Nihil. Aphranæn elves refuse to speak the Maran versions of Goblin and Orc; although, many of them understand these two languages. Aphranæn elves living in the Great Forest may choose either of the following languages as bonus languages instead of Bitran or Nihil: Elven or Sylvan. Aphranæn elves, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, an Aphranæn elf that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Aphranæn elf would still be considered an infant at this time. [B]Elves of Korvosa[/B] The elves living in the City-state of Korvosa are, for the most part, a unique race of elves from another world brought to the Lands of Harqual during The Transformation as were all Korvosans. They stand taller than the native races of the continent and their ears are larger and more pointed, but besides those obvious differences, they are quite similar to the native elves of Harqual in many regards. The Elven language they speak is nearly identical to the Elven language of Harqual. For game purposes, Korvosan elves use the standard racial traits listed in the D&D PHB v.3.5; although, they have different ranges for height and weight (to be determined) and different language options: Add Taldane to and remove Common from Automatic Languages. Add Shoanti and Varisian to Bonus Languages. The elves of Korvosa never refer to themselves as Korvosan elves. “Korvosan” is a generalized name given to them and the other demihuman races of Korvosa by native Harqualians, especially by the elves of the Far South, the Torin, and lightfoot halflings. The term is often used in a derogatory manner, which irritates all Korvosans including the city-state's human population. The elves of Korvosa refer to themselves as the Mierani, which pays tribute to their ancestry on their home world. This small group of elves has remained aloof towards the rest of the continent beyond the towns and denizens of region known as the Wild Shores. Mierani elves, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, an Mierani elf that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Mierani elf would still be considered an infant at this time. [B]Elves of the Far South[/B] The elves living in the region of Harqual known as the Far South have the same stats as the elves listed in the D&D PHB v.3.5, except that they exchange longsword for short sword and rapier for scimitar under Weapon Proficiency. As well, they exchange sorcerer for wizard regarding their Favored Class, and they automatically speak Suar, the common language of the Far South, instead of Common. Elves of the Far South live in small clans made up of related family members. These clans live together in large plantations growing cotton and grapes as well as raising domesticated antelope. These “southern” elves have abandoned the traditional elven way of life. They still worship many of the Elven Gods; although, most have turned towards worshiping Interloper Gods. These elves live more like humans do in the North and are often allies to the rakasta, lightfoot halflings, and rockwood gnomes of the Far South but not always. Note that these “southern” elves are not the dominant race in the south; they are outstripped in numbers by lightfoot halflings, rockwood gnomes, the rakasta, and the Torin. They are usually more prominent than humans in most of the city-states of the Far South. Note, however, that since The Transformation brought dozens of new human-dominated cultures to Harqual, “southern” elves have become less dominant than humans in many regions. “Southern” elves have greater numbers than kitts, most half-breed races, and the civilized goblinoid races (i.e. hobgoblins) living in the city-states of the Far South. [B]Elves of the Tyrian Valley[/B] The elves of the Tyrian Valley are another unique elven race brought to the Lands of Harqual during The Transformation. The Tyrian Valley sits on the eastern side of the Patron Mountains within the boundaries of the Great Expanse. Its strange culture is as unique as its unusual races. While these unusual elves from another world have been mistaken for desert elves, they are completely different in mentality than the native desert elves of the Expanse. Desert elves have a united sense of tradition and honor amongst their own kind. Tyrian elves on the other hand aren't very united as a race, and they aren't much for the ways of honor. This has led to conflict between the two elven sub-races, and the conflicts are often bloody. What the Tyrian elves lack in numbers they make up for with ferocity. Desert elves mockingly call the elves of the Tyrian Valley “savage elves” while other native Harqualian races often refer to them as the Feral. Tyrian elves have all the racial traits of the Elf entry in Chapter 2: Races in the Dark Sun 3 PDF document, which can be downloaded from the Dark Sun Fan Website, The Burnt World of Athas. Tyrian elves, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a Tyrian elf that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Tyrian elf would still be considered a child at this time. [B]Island-Dwelling Elves[/B] This entry refers to those elves, which live a nomadic existence traveling the islands of the Karmine Sea. These “islander” elves are common in the Domain of Frey as well as the City-state of Shorel, and they are the dominant race of the City-state of Chanish. They are not as common in the Domain of Thyer or the Myriad Holds; although, they are a prominent race of the City of Cathafael, which is considered part of the Myriad Holds. These “islander” elves have the same racial stats as the elves listed in the D&D PHB v.3.5, except that instead of being proficient with longswords and rapiers as well as longbows and shortbows they are proficient with scimitars, short swords, and tridents. The Swim skill is always a class skill for them, and they have a +2 racial bonus on Swim checks instead of the standard +2 racial bonus on Search checks. (Listen and Spot bonuses are unchanged. “Islander” elves don’t have the ability to detect secret or concealed doors.) Island-dwelling elves favor the ranger class instead of the wizard class and Aquan is an option under Bonus Languages. [ATTACH]156532[/ATTACH] [B]Urban-Dwelling Elves[/B] This refers to the many elves that have migrated into the human dominated cities of the North living there instead of in their own cities or in the wilderness. These “urbanite” elves have the same statistics as the elves in the D&D PHB v.3.5. However, urban elves can choose rogue or urban ranger as their Favored Class instead of wizard but once the choice is made it cannot be changed. Note that elves living in the southern cities of the Far South are considered Elves of the Far South not urban elves. Urban-dwelling elves are (usually) found only as far south as the Chara Coast in the west and the Barony of Liran the Free City of Yuln in the east. The elves living in or near Selquin are considered “southern” elves. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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