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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 1486760" data-attributes="member: 2012"><p>Busy, busy, busy! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p style="text-align: center">________________________________________________</p> <p style="text-align: center"></p> <p style="text-align: center"><span style="color: DarkOrange"><strong>THE GIANT RACES OF HARQUAL (cont.)</strong></span></p><p></p><p><span style="color: DarkOrange"><strong>PART THREE: THE OTHER GIANT RACES</strong></span></p><p>While the True Giants and Jätten are the dominant races of giant-kind on Harqual, they interact very little with the other races of the continent. (The Frost Giants of MaShir being the main exception.) Most humans, even the barbarians of the Northlands, rarely meet true giants and the jätten are merely legends amongst the commoners of the continent. Even great heroes might meet one jätten in his or her lifetime.</p><p></p><p>No, more often the denizens of Harqual must deal with the predatory nature of the ogres and the trolls. While giants in their own right, they are considered beneath true giants the way humans consider dogs beneath them. Jätten view ogres and trolls as annoying pests that need to be swatted (or dominated) from time to time. One race, of lesser giants are held in more regard by true giants — the vonakyndra. These forest-dwelling giants are related more to elves than giants, however. They are also very rare and as isolated from humans as true giants.</p><p></p><p><strong><span style="color: DarkOrange">OGRES</span></strong> <span style="color: Red">(MM)</span></p><p>The ogres of Harqual are infamous even in the islands of the Hallian Sea beyond the continent's southern shore. Twice in Harqual's past the ogres have gathered together great armies of their kind and other evil humanoids to attempt to lay waste to civilization. Known as the First and Second Ogre Wars these times feel like ages ago for the continent's populace, but in reality, the Second Ogre War started in 701 N.C. ending twelve years later (713 N.C.). The First Ogre War is indeed farther in the past than it seemed even 10 years ago. It started in 449 N.C. and ended in 551 N.C.</p><p></p><p>It is important to note that treaties between civilization and the ogres didn't end these wars. Instead, the ogres and their allies simply retreated back into the isolated strongholds or simply disbanded. Many knights and warriors tried to hunt down ogres to rid the continent of the constant threat of invasion after both conflicts ended, but they made little progress as the ogres have size, a high birth rate, and the protection of the ogre scions on their side. (This hasn't stopped many of these ogre-hunting organizations from existing to this day; although, their numbers fluctuate due to constant deaths and new recruitment.)</p><p></p><p>What are ogre scions, you say? Well, imagine a Huge-sized ogre with higher Intelligence & Wisdom and you sort of have the idea. In fact, ogre scions are a distinct race of highborn ogres that are even more evil than regular ogres. They view Harqual as belonging to them and their god, Vaprak. They constantly whip their lesser ogre cousins into a bloodthirsty frenzy and set them upon remote communities and fortresses. One could argue the Ogre Wars never ended for the ogre scions. Ogre scions are considered neutral evil in alignment and are better organized than normal ogres. However, they are still fractured enough that it takes a great leader to unite the ogre-kin and evil humanoids into a united front.</p><p></p><p>In both Ogre Wars the ogre scion who united the ogre-kin was an immortal like the jätten. The first immortal ogre scion was killed near the end of the First Ogre War while the second simply disappeared two years before the end of the Second Ogre War. Rumors abound that this immortal ogre scion has returned to Harqual or that a new ogre scion has gained immortality and is preparing to start a Third Ogre War.</p><p></p><p>Only time will tell what the continent's future holds...</p><p></p><p></p><p></p><p><strong><span style="color: DarkOrange">TROLLS</span></strong></p><p>Slightly less in numbers than the ogres and ogre scions are the races of trolls. Trolls come in a number of sub-races: standard trolls, dire trolls, forest trolls, ice trolls, and tree trolls.</p><p></p><p><strong><span style="color: darkorange">Standard Trolls</span></strong></p><p>The general race of trolls as per the TROLL entry in the D&D Monster Manual v.3.5 can be found in most temperate and warm environments. They are rarely found north of the Greystone Mountains as that is the domain of the ice trolls. Surprisingly, standard trolls are rarely found in the Great Forest of Harqual. Most believe that standard trolls cannot hope to compete with their more intelligent forest troll kin. In temperate lands, trolls are most often found in mountains and swamp terrain; although, many have been encountered wandering the vast plains and untamed, open wilderness surrounding the forested lands in the west (i.e. the Wild Plains and the Nomad Lands).</p><p></p><p></p><p></p><p><strong><span style="color: darkorange">Dire Trolls</span></strong></p><p>Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile.</p><p></p><p>A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white.</p><p></p><p><strong><span style="color: darkorange">Forest Trolls</span></strong></p><p>Forest trolls stand only 6 to 6-½ feet in height and weigh 250 pounds. They have better mental ability scores than normal trolls. They hides are less rubbery and never mottled gray or putrid gray, being mainly forest or moss green in color and rarely mottled green. They have longer hair on their heads, which always has twigs and leaves braided into it. Forest trolls are less hunched over than normal trolls and exceptional version often have a high Dexterity score. Forest trolls are usually neutral or neutral evil in alignment.</p><p></p><p>Forest trolls have much in common with their larger troll cousins including fearlessness and a taste for intelligent flesh. Unlike normal trolls they are more careful about who they attack as they have a stronger sense for survival. Some forest trolls have given up their need for intelligent prey surviving by hunting and gathering but these individuals are very rare. Gangs of forest trolls will always be neutral evil in alignment and have numbers ranging from 2 to 8.</p><p></p><p>Forest trolls suffer normal damage from sonic and electricity damage not fire and acid damage, and they have fast healing instead of regeneration.</p><p></p><p>Forest trolls live exclusively in the Great Forest of Harqual. They hate silver elves completely finding them soft and too civilized (tasty too). Forest trolls and forest elves have always had a violent relationship; although, the two races respect each other more than either would admit. Forest trolls never eat forest elves they've killed. Forest trolls fear the vonakyndra believing them to be ancestral spirits of an ancient humanoid race that forest troll's say they served in ages past.</p><p></p><p><strong>Forest Troll Traits</strong></p><p>Forest trolls are available as PCs. They have the following racial traits: <ul> <li data-xf-list-type="ul">+4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma.</li> <li data-xf-list-type="ul">Giant: Forest giants are giants, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Medium-size. As Medium-size creatures, forest giants have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">A forest trolls base land speed is 30 feet, It can also climb at a speed of 20 feet.</li> <li data-xf-list-type="ul">Keen Vision (Ex): Forest trolls 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">Racial Hit Dice: A forest troll begins with three levels of giant, which provides 3d8 HD, a BAB of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.</li> <li data-xf-list-type="ul">Racial Skills: A forest troll's giant levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, Spot, and Survival. A forest troll has a +8 racial bonus on Climb checks, due to having a climb speed, and can take 10 on a Climb check, even if rushed or threatened. A forest troll’s skin allows it to blend in with its surroundings and provides a +2 racial bonus on Hide checks. This bonus increases to +4 in forest settings.</li> <li data-xf-list-type="ul">Racial Feats: A forest troll's giant levels give it 2 feats.</li> <li data-xf-list-type="ul">+3 natural armor bonus.</li> <li data-xf-list-type="ul">Natural Weapons: Claw (1d3 plus poison) and bite (1d4 plus poison).</li> <li data-xf-list-type="ul">Special Attacks (see D&D Monster Manual III, page 179): Poison.</li> <li data-xf-list-type="ul">Special Qualities: Fast healing 3, scent, sonic and electricity damage cannot be “fast healed.”</li> <li data-xf-list-type="ul">Automatic Languages: Giant. Bonus Languages: Common, Elven, Gnoll, Goblin, Orc, Sylvan, Undercommon.</li> <li data-xf-list-type="ul">Favored Class: Ranger. A multiclass forest troll’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: +6.</li> </ul><p>These Racial stats are based loosely on the TROLL, FOREST entry in D&D Monster Manual III; however, Harqual forest trolls have less Hit dice, the Ranger as their favored class, and a few other key differences.</p><p></p><p><strong><span style="color: darkorange">Ice Trolls</span></strong></p><p>Ice trolls are closely related to both normal trolls and ice giants. Barbarian legends tell of the first ice trolls being bred to act as shock troops for evil ice and frost giants. The truth of this legend is not known. What is known is that ice trolls are more numerous than ice giants and are considered a major threat by the barbarians of the Northlands and the dwarves of the Greystone Mountains.</p><p></p><p>Ice trolls normally come from the region known as the Cold Barrens but can be found anywhere in the Northlands. The taiga forests of the far north are full of them. Even frost giants consider them a danger to the north. The problem is that ice trolls reproduce faster than rabbits. Luckily, ice troll flesh is very tasty and many carnivores of the Northlands prefer them to other prey. This keeps their numbers in check.</p><p></p><p>Ice trolls are always chaotic evil in alignment but are the dim bulbs of the troll races. They rarely have an Intelligence Score above 3 and a Wisdom Score above 5. They make up for this by being quicker than normal trolls (Dex 17). However, ice trolls regenerate at a much slower rate (only 2) and take normal damage from acid and double damage from fire. They are immune to magical or mundane cold-based attacks and have the Cold Endurance feat (see page 47 of D&D Frostburn) as a bonus feat.</p><p></p><p><strong><span style="color: darkorange">Mountain Trolls</span></strong> <span style="color: Red">(MM 3)</span></p><p>While mountain trolls are not native to the Lands of Harqual, they have been encountered on the continent from time to time. Many sages speculate that these massive trolls often arrive on Harqual through a magical gateway from another continent or world. It is possible that they may arrive on the continent through one of the many way gates that link the various regions of Harqual as it is believed that the system of magical gates connects to other continents as well. However, the Ways are considered too hazardous to use unless you have a natural talent for magic, which means that mountain trolls using them by themselves is unlikely.</p><p></p><p>Other sages suggest that irate members of the Mountain Men, a sect of fanatical male druids and rangers, are responsible for bringing mountain trolls to the continent. It has been suggested that these evil, ireful men are so against the idea of humanoids settling in mountain ranges that they will go to any lengths to drive them out including transporting mountain trolls to Harqual from other continents, most likely Kanpur. If true, then it is just another reason to feat these half-crazed men.</p><p></p><p>The last confirmed sighting of a mountain troll was in the City of Cauldron. During a year that nearly destroyed the city a dozen times, an army of mountain orcs attacked the city in conjunction with a mountain troll. It is believe the attack was an attempt to destroy a particular adventuring group by a group of evil Carcerian cultists known as the Cagewrights. The adventuring group, known as the Order of the Silver Hand, defeated the troll and the invading army and went on to be heroes in the city and the rest of the Kul Moren Mountains.</p><p></p><p><strong><span style="color: DarkOrange">Tree Trolls</span></strong></p><p>A typical tree troll is roughly 9 feet tall, weighing around 500 pounds. These massive giants are sometimes mistaken for treants and may indeed be related to those creatures, as well as to trolls. They aren't as aggressive as other trolls although they are still carnivores by nature. </p><p></p><p>They are mainly native to the forests and mountains of the Far South. They are common throughout the Merewood and the Heverkent Forest. They are often found in the company of treants and will usually leave rockwood gnomes alone. Tree trolls are also rumored to be found in colder climates and could possibly be found in the Great Forest of Northern Harqual or even further north.</p><p></p><p><span style="color: darkorange"><strong>THE VONAKYNDRA</strong></span></p><p>Vonakyndra are a reclusive race of forest-dwelling giant-kin related to both elves and giants. They stand roughly 10 feet in height and weigh no more than 200 to 250 lbs. They are a lean giant race but are very muscular as well.</p><p></p><p>Vonakyndra look almost as forest elves do; although, they can have facial hair and often do. Their skin ranges from bronzed to forest green and they most often have black eyes and hair. Vonakyndra never have blue eyes or blond hair. They dress in a similar fashion to forest elves if living within the confines of the Great Forest of Harqual. Those vonakyndra clans known to live further north often dress similar to the barbarians of the Northlands.</p><p></p><p>Vonakyndra may choose either fighter or sorcerer as their favored class. Vonakyndra often multiclass as either fighter/sorcerers or as fighter/clerics.</p><p></p><p>Vonakyndra consider both the Daghdha and Corellon their patron deities. Vonakyndra clerics of the Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather. Vonakyndra clerics of Corellon can choose any two of the following domains: Chaos, Good, Magic, Protection, and War.</p><p></p><p><strong>Vonakyndra Traits</strong></p><p>Vonakyndra benefit from a number of racial traits: <ul> <li data-xf-list-type="ul">+6 to Strength, +2 to Constitution.</li> <li data-xf-list-type="ul">Giant: Vonakyndra are giants, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Large-sized: As Large creatures, vonakyndra 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.<br /> Weapon Proficiencies. Proficient with longsword, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.</li> <li data-xf-list-type="ul">Vonakyndra base land speed is 40 feet.</li> <li data-xf-list-type="ul">Immunity to magic sleep spells and effects.</li> <li data-xf-list-type="ul">+2 racial bonus to Will saves against enchantment spells or effects.</li> <li data-xf-list-type="ul">Low-Light Vision: Vonakyndra can see three times 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 vonakyndra begins with two levels of giant, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, Will +0.</li> <li data-xf-list-type="ul">Racial Skills: A vonakyndra’s giant levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Climb, Hide, Listen, Search, Spot, and Survival. Vonakyndra gain a +2 racial bonus to Search, Spot, and Listen checks. *+2 competence bonus on Survival checks to avoid becoming lost in a forest.</li> <li data-xf-list-type="ul">Racial Feats: A vonakyndra’s giant levels give it one feat.</li> <li data-xf-list-type="ul">+3 natural bonus to armor class.</li> <li data-xf-list-type="ul">Elven Blood: For all effects related to race, a vonakyndra is considered an elf.</li> <li data-xf-list-type="ul">Automatic Languages: Elven and Giant. Bonus Languages: Common and Sylvan.</li> <li data-xf-list-type="ul">Favored Class: Players may choose either the fighter or sorcerer class as their vonakyndra character’s favored class. Once the player has made this choice the decision cannot be changed. A multiclass vonakyndra’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: +4.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 1486760, member: 2012"] Busy, busy, busy! :D [CENTER]________________________________________________ [COLOR=DarkOrange][B]THE GIANT RACES OF HARQUAL (cont.)[/B][/COLOR][/CENTER] [COLOR=DarkOrange][B]PART THREE: THE OTHER GIANT RACES[/B][/COLOR] While the True Giants and Jätten are the dominant races of giant-kind on Harqual, they interact very little with the other races of the continent. (The Frost Giants of MaShir being the main exception.) Most humans, even the barbarians of the Northlands, rarely meet true giants and the jätten are merely legends amongst the commoners of the continent. Even great heroes might meet one jätten in his or her lifetime. No, more often the denizens of Harqual must deal with the predatory nature of the ogres and the trolls. While giants in their own right, they are considered beneath true giants the way humans consider dogs beneath them. Jätten view ogres and trolls as annoying pests that need to be swatted (or dominated) from time to time. One race, of lesser giants are held in more regard by true giants — the vonakyndra. These forest-dwelling giants are related more to elves than giants, however. They are also very rare and as isolated from humans as true giants. [B][COLOR="DarkOrange"]OGRES[/COLOR][/B] [COLOR="Red"](MM)[/COLOR] The ogres of Harqual are infamous even in the islands of the Hallian Sea beyond the continent's southern shore. Twice in Harqual's past the ogres have gathered together great armies of their kind and other evil humanoids to attempt to lay waste to civilization. Known as the First and Second Ogre Wars these times feel like ages ago for the continent's populace, but in reality, the Second Ogre War started in 701 N.C. ending twelve years later (713 N.C.). The First Ogre War is indeed farther in the past than it seemed even 10 years ago. It started in 449 N.C. and ended in 551 N.C. It is important to note that treaties between civilization and the ogres didn't end these wars. Instead, the ogres and their allies simply retreated back into the isolated strongholds or simply disbanded. Many knights and warriors tried to hunt down ogres to rid the continent of the constant threat of invasion after both conflicts ended, but they made little progress as the ogres have size, a high birth rate, and the protection of the ogre scions on their side. (This hasn't stopped many of these ogre-hunting organizations from existing to this day; although, their numbers fluctuate due to constant deaths and new recruitment.) What are ogre scions, you say? Well, imagine a Huge-sized ogre with higher Intelligence & Wisdom and you sort of have the idea. In fact, ogre scions are a distinct race of highborn ogres that are even more evil than regular ogres. They view Harqual as belonging to them and their god, Vaprak. They constantly whip their lesser ogre cousins into a bloodthirsty frenzy and set them upon remote communities and fortresses. One could argue the Ogre Wars never ended for the ogre scions. Ogre scions are considered neutral evil in alignment and are better organized than normal ogres. However, they are still fractured enough that it takes a great leader to unite the ogre-kin and evil humanoids into a united front. In both Ogre Wars the ogre scion who united the ogre-kin was an immortal like the jätten. The first immortal ogre scion was killed near the end of the First Ogre War while the second simply disappeared two years before the end of the Second Ogre War. Rumors abound that this immortal ogre scion has returned to Harqual or that a new ogre scion has gained immortality and is preparing to start a Third Ogre War. Only time will tell what the continent's future holds... [B][COLOR="DarkOrange"]TROLLS[/COLOR][/B] Slightly less in numbers than the ogres and ogre scions are the races of trolls. Trolls come in a number of sub-races: standard trolls, dire trolls, forest trolls, ice trolls, and tree trolls. [B][COLOR="darkorange"]Standard Trolls[/COLOR][/B] The general race of trolls as per the TROLL entry in the D&D Monster Manual v.3.5 can be found in most temperate and warm environments. They are rarely found north of the Greystone Mountains as that is the domain of the ice trolls. Surprisingly, standard trolls are rarely found in the Great Forest of Harqual. Most believe that standard trolls cannot hope to compete with their more intelligent forest troll kin. In temperate lands, trolls are most often found in mountains and swamp terrain; although, many have been encountered wandering the vast plains and untamed, open wilderness surrounding the forested lands in the west (i.e. the Wild Plains and the Nomad Lands). [B][COLOR="darkorange"]Dire Trolls[/COLOR][/B] Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile. A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white. [B][COLOR="darkorange"]Forest Trolls[/COLOR][/B] Forest trolls stand only 6 to 6-½ feet in height and weigh 250 pounds. They have better mental ability scores than normal trolls. They hides are less rubbery and never mottled gray or putrid gray, being mainly forest or moss green in color and rarely mottled green. They have longer hair on their heads, which always has twigs and leaves braided into it. Forest trolls are less hunched over than normal trolls and exceptional version often have a high Dexterity score. Forest trolls are usually neutral or neutral evil in alignment. Forest trolls have much in common with their larger troll cousins including fearlessness and a taste for intelligent flesh. Unlike normal trolls they are more careful about who they attack as they have a stronger sense for survival. Some forest trolls have given up their need for intelligent prey surviving by hunting and gathering but these individuals are very rare. Gangs of forest trolls will always be neutral evil in alignment and have numbers ranging from 2 to 8. Forest trolls suffer normal damage from sonic and electricity damage not fire and acid damage, and they have fast healing instead of regeneration. Forest trolls live exclusively in the Great Forest of Harqual. They hate silver elves completely finding them soft and too civilized (tasty too). Forest trolls and forest elves have always had a violent relationship; although, the two races respect each other more than either would admit. Forest trolls never eat forest elves they've killed. Forest trolls fear the vonakyndra believing them to be ancestral spirits of an ancient humanoid race that forest troll's say they served in ages past. [B]Forest Troll Traits[/B] Forest trolls are available as PCs. They have the following racial traits:[list][*]+4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma. [*]Giant: Forest giants are giants, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Medium-size. As Medium-size creatures, forest giants have no special bonuses or penalties due to their size. [*]A forest trolls base land speed is 30 feet, It can also climb at a speed of 20 feet. [*]Keen Vision (Ex): Forest trolls 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. [*]Racial Hit Dice: A forest troll begins with three levels of giant, which provides 3d8 HD, a BAB of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1. [*]Racial Skills: A forest troll's giant levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, Spot, and Survival. A forest troll has a +8 racial bonus on Climb checks, due to having a climb speed, and can take 10 on a Climb check, even if rushed or threatened. A forest troll’s skin allows it to blend in with its surroundings and provides a +2 racial bonus on Hide checks. This bonus increases to +4 in forest settings. [*]Racial Feats: A forest troll's giant levels give it 2 feats. [*]+3 natural armor bonus. [*]Natural Weapons: Claw (1d3 plus poison) and bite (1d4 plus poison). [*]Special Attacks (see D&D Monster Manual III, page 179): Poison. [*]Special Qualities: Fast healing 3, scent, sonic and electricity damage cannot be “fast healed.” [*]Automatic Languages: Giant. Bonus Languages: Common, Elven, Gnoll, Goblin, Orc, Sylvan, Undercommon. [*]Favored Class: Ranger. A multiclass forest troll’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +6.[/list] These Racial stats are based loosely on the TROLL, FOREST entry in D&D Monster Manual III; however, Harqual forest trolls have less Hit dice, the Ranger as their favored class, and a few other key differences. [B][COLOR="darkorange"]Ice Trolls[/COLOR][/B] Ice trolls are closely related to both normal trolls and ice giants. Barbarian legends tell of the first ice trolls being bred to act as shock troops for evil ice and frost giants. The truth of this legend is not known. What is known is that ice trolls are more numerous than ice giants and are considered a major threat by the barbarians of the Northlands and the dwarves of the Greystone Mountains. Ice trolls normally come from the region known as the Cold Barrens but can be found anywhere in the Northlands. The taiga forests of the far north are full of them. Even frost giants consider them a danger to the north. The problem is that ice trolls reproduce faster than rabbits. Luckily, ice troll flesh is very tasty and many carnivores of the Northlands prefer them to other prey. This keeps their numbers in check. Ice trolls are always chaotic evil in alignment but are the dim bulbs of the troll races. They rarely have an Intelligence Score above 3 and a Wisdom Score above 5. They make up for this by being quicker than normal trolls (Dex 17). However, ice trolls regenerate at a much slower rate (only 2) and take normal damage from acid and double damage from fire. They are immune to magical or mundane cold-based attacks and have the Cold Endurance feat (see page 47 of D&D Frostburn) as a bonus feat. [B][COLOR="darkorange"]Mountain Trolls[/COLOR][/B] [COLOR="Red"](MM 3)[/COLOR] While mountain trolls are not native to the Lands of Harqual, they have been encountered on the continent from time to time. Many sages speculate that these massive trolls often arrive on Harqual through a magical gateway from another continent or world. It is possible that they may arrive on the continent through one of the many way gates that link the various regions of Harqual as it is believed that the system of magical gates connects to other continents as well. However, the Ways are considered too hazardous to use unless you have a natural talent for magic, which means that mountain trolls using them by themselves is unlikely. Other sages suggest that irate members of the Mountain Men, a sect of fanatical male druids and rangers, are responsible for bringing mountain trolls to the continent. It has been suggested that these evil, ireful men are so against the idea of humanoids settling in mountain ranges that they will go to any lengths to drive them out including transporting mountain trolls to Harqual from other continents, most likely Kanpur. If true, then it is just another reason to feat these half-crazed men. The last confirmed sighting of a mountain troll was in the City of Cauldron. During a year that nearly destroyed the city a dozen times, an army of mountain orcs attacked the city in conjunction with a mountain troll. It is believe the attack was an attempt to destroy a particular adventuring group by a group of evil Carcerian cultists known as the Cagewrights. The adventuring group, known as the Order of the Silver Hand, defeated the troll and the invading army and went on to be heroes in the city and the rest of the Kul Moren Mountains. [B][COLOR="DarkOrange"]Tree Trolls[/COLOR][/B] A typical tree troll is roughly 9 feet tall, weighing around 500 pounds. These massive giants are sometimes mistaken for treants and may indeed be related to those creatures, as well as to trolls. They aren't as aggressive as other trolls although they are still carnivores by nature. They are mainly native to the forests and mountains of the Far South. They are common throughout the Merewood and the Heverkent Forest. They are often found in the company of treants and will usually leave rockwood gnomes alone. Tree trolls are also rumored to be found in colder climates and could possibly be found in the Great Forest of Northern Harqual or even further north. [COLOR="darkorange"][B]THE VONAKYNDRA[/B][/COLOR] Vonakyndra are a reclusive race of forest-dwelling giant-kin related to both elves and giants. They stand roughly 10 feet in height and weigh no more than 200 to 250 lbs. They are a lean giant race but are very muscular as well. Vonakyndra look almost as forest elves do; although, they can have facial hair and often do. Their skin ranges from bronzed to forest green and they most often have black eyes and hair. Vonakyndra never have blue eyes or blond hair. They dress in a similar fashion to forest elves if living within the confines of the Great Forest of Harqual. Those vonakyndra clans known to live further north often dress similar to the barbarians of the Northlands. Vonakyndra may choose either fighter or sorcerer as their favored class. Vonakyndra often multiclass as either fighter/sorcerers or as fighter/clerics. Vonakyndra consider both the Daghdha and Corellon their patron deities. Vonakyndra clerics of the Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather. Vonakyndra clerics of Corellon can choose any two of the following domains: Chaos, Good, Magic, Protection, and War. [B]Vonakyndra Traits[/B] Vonakyndra benefit from a number of racial traits:[list][*]+6 to Strength, +2 to Constitution. [*]Giant: Vonakyndra are giants, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Large-sized: As Large creatures, vonakyndra 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. Weapon Proficiencies. Proficient with longsword, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class. [*]Vonakyndra base land speed is 40 feet. [*]Immunity to magic sleep spells and effects. [*]+2 racial bonus to Will saves against enchantment spells or effects. [*]Low-Light Vision: Vonakyndra can see three times as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]Racial Hit Dice: A vonakyndra begins with two levels of giant, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, Will +0. [*]Racial Skills: A vonakyndra’s giant levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Climb, Hide, Listen, Search, Spot, and Survival. Vonakyndra gain a +2 racial bonus to Search, Spot, and Listen checks. *+2 competence bonus on Survival checks to avoid becoming lost in a forest. [*]Racial Feats: A vonakyndra’s giant levels give it one feat. [*]+3 natural bonus to armor class. [*]Elven Blood: For all effects related to race, a vonakyndra is considered an elf. [*]Automatic Languages: Elven and Giant. Bonus Languages: Common and Sylvan. [*]Favored Class: Players may choose either the fighter or sorcerer class as their vonakyndra character’s favored class. Once the player has made this choice the decision cannot be changed. A multiclass vonakyndra’s favored class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +4.[/list] [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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