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

Cronus
The Patricide, Father of the Olympians

Greater Deity (Trapped)
Symbol: Sickle
Home Plane: Carceri
Godly Realm: Mount Othrys
Alignment: Lawful evil
Portfolio: Sinister ambition, captivity
Worshipers: Devils, giants, titans
Cleric Alignments: LE, NE
Domains: Diabolic, Evil, Law, Planning, Seals, Trickery
Favored Weapon: Sickle

Dy’Madra *
Patron Goddess of the Niomus

Intermediate Deity
Symbol: A bolt of lightning surrounded by storm clouds, or a cloudy mountain peak, or a silver dragon
Home Plane: Ouno
Godly Realm: Silver Mountain
Alignment: Chaotic good
Portfolio: Niomus, air, clouds, storms, wind
Worshipers: Niomus, farmers, silver dragons, some ee'aar
Cleric Alignments: CG, NG, CN
Domains: Air, Good, Luck, Storms, Weather
Favored Weapon: Dagger

Gaea
Mother Earth

Greater Deity
Symbol: Basket of fruit
Home Plane: Material Plane
Godly Realm: Unknown
Alignment: True neutral
Portfolio: Fertility, health, prophecy, earth
Worshipers: Giants, titans, mothers, schemers, children that have been imprisoned
Cleric Alignments: N, NG, NE, CN, LN
Domains: Animal, Earth, Family, Healing, Oracle, Plant
Favored Weapon: Quarterstaff

Harmakhis **
God of Death

Lesser Deity
Symbol: Skull and scythe
Home Plane: Unknown; most likely the Abyss
Godly Realm: Unknown
Alignment: Chaotic evil
Portfolio: Death, “might makes right”
Worshipers: Fighters, aristocrats, citizens of the “City State”
Cleric Alignments: CE, NE, CN
Domains: Death, Destruction, Evil, Chaos
Favored Weapon: Flail

Manannan mac Lir **
God of the Sea, Custodian of the Oceans, Lord of the Capes

Intermediate Deity
Symbol: A fish or a manta ray
Home Plane: Upper Outlands
Godly Realm: Tir fo Thuinn
Alignment: True neutral
Portfolio: Oceans & the creatures in them
Worshipers: Sailors, seafarers, shoal elves, some druids, tritons, the citizens of the “City State”
Cleric Alignments: LN, NG, N, NE, CN
Domains: Animal, Ocean, Plant, Protection, Undersea
Favored Weapon: Longsword

* Borrowed from FFG's Mythic Races.
** Borrowed from the Player's Guide to the Wilderlands. Note that my version of "Manannan" combines the Wilderlands version with the Planescape version.
 
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Nephthys *
Goddess of Wealth, Protector of the Dead, Lady of Sands

Intermediate Deity
Symbol: Horns around a lunar disk
Home Plane: Mechanus
Godly Realm: The Offering Fields
Alignment: Lawful neutral
Portfolio: Death, grief, wealth
Worshipers: Aristocrats, money-changers, rogues, the citizens of the “City State”
Cleric Alignments: LN, LE, LG
Domains: Animal, Knowledge, Law, Magic, Repose
Favored Weapon: Mace (light or heavy)

Oghma
The Binder

Lesser Deity
Symbol: A Celtic chalice
Home Plane: Upper Outlands
Godly Realm: Tir na Og (House of Knowledge)
Alignment: Neutral good
Portfolio: Knowledge, speech, writing
Worshipers: Writers, illonis, niomus, scholars, siarrans
Cleric Alignments: NG, LG, CG
Domains: Good, Knowledge, Planning, Thought
Favored Weapon: Longsword

Pegana *
Demigods of Pegana, Gods of Paradox, Gods of the Golden Triangle

Pantheon
Symbol: Golden triangle
Home Plane: Alternate Material Plane (Wilderlands)
Godly Realm: Unknown
Alignment: Any
Portfolio: The universe, paradoxes, beasts
Worshipers: Citizens of the “City State”, intelligent beasts and monsters
Cleric Alignments: Any
Domains: Animal, Death, Earth, Good or Evil, Healing, Plant, Protection, War
Favored Weapon: Mace (heavy)

Rhea
Mother of the Olympians

Greater Deity
Symbol: Female face
Home Plane: Arborea
Godly Realm: Olympus (wanders)
Alignment: Neutral good
Portfolio: Fertility, motherhood, seasons
Worshipers: Mothers, druids, elves, giants, titans
Cleric Alignments: NG, CG, LG
Domains: Air, Animal, Good, Family, Plant, Weather
Favored Weapon: Club

Thoth
Lord of Books and Learning, Lord of Holy Words, The Elder, The Keeper of Knowledge

Intermediate Deity
Symbol: Ibis
Home Plane: Plane of Twilight
Godly Realm: Pyramid of Knowledge
Alignment: True neutral
Portfolio: Knowledge, learning, magic, wisdom
Worshipers: Bards, scholars, sages, sorcerers, teachers, wizards
Cleric Alignments: NG, LN, N, CN, NE
Domains: Knowledge, Luck, Magic, Travel, Thought
Favored Weapon: Quarterstaff

* Borrowed from the Player's Guide to the Wilderlands. Note that my version of Nephthys combines the Wilderlands version with the Planescape version.
 
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Toad, the *
Demigod of Amphibians, The Toad in the Swamp

Demigod
Symbol: A toad
Home Plane: Alternate Material Plane (Wilderlands)
Godly Realm: Mermist Swamp
Alignment: Lawful evil
Portfolio: Amphibians
Worshipers: Fighters, rogues, citizens of the “City State”
Cleric Alignments: LE, NE, LN
Domains: Animal, Evil, Protection
Favored Weapon: Longsword

Tyche
Fortune’s Smile

Lesser Deity
Symbol: Red pentagram
Home Plane: Arborea
Godly Realm: Olympus
Alignment: True neutral
Portfolio: Good fortune
Worshipers: Bards, gamblers, illonis, siarrans, any others wishing luck
Cleric Alignments: CN, LN, N, NE, NG
Domains: Liberation, Luck, Protection, Travel
Favored Weapon: Short sword

Untamo
The Dreamer

Lesser Deity
Symbol: Closed eyes
Home Plane: Region of Dreams
Godly Realm: The Sleeping Lands
Alignment: True neutral
Portfolio: Sleep, dreams
Worshipers: Dreamwalkers, illonis, siarrans, wilders and other psionic characters, those that love to sleep
Cleric Alignments: LN, NG, N, NE, CN
Domains: Dream, Illusion, Mind, Thought
Favored Weapon: Sap

Uranus
Father Sky

Greater Deity
Symbol: Stars
Home Plane: Unknown (assumed to be somewhere on the Plane of Twilight)
Godly Realm: Unknown
Alignment: Chaotic evil
Portfolio: Sky
Worshipers: Giants, titans, planewalkers, spelljamming travelers
Cleric Alignments: CE, NE, CN
Domains: Air, Chaos, Evil, Travel, Twilight, Weather
Favored Weapon: Any type of ranged weapon

Wotan **
One-Eye, The All-Father, The Seer

Lesser Deity
Symbol: Watching blue eye
Home Plane: Ysgard
Godly Realm: Wanders
Alignment: Chaotic good
Portfolio: Knowledge, magic, war
Worshipers: Bards, fighters, sorcerers, wizards, philosophers, sages, nobility
Cleric Alignments: CG, NG, CN
Domains: Knowledge, Magic, Travel, War
Favored Weapon: Spear

* Borrowed from the Player's Guide to the Wilderlands.
** Note that while the name Wotan is from the Wilderlands I based my version more on the Odin entry in D&D Deities and Demigods.
 
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NEW CLASS: The Elementalist!

Moved the Elementalist class to a new thread in my World of Kulan social group forum.
 
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This prestige class was built right here at EN World by multiple authors in the House Rules forum (if I remember correctly). It was a fun prestige class so I adopted it for World of Kulan. I've edited it and formatted it (slightly) for my own purposes, but it should still be useful for anyone. I've included it as a PDF file, as well. Enjoy! - KF72
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DISCIPLE OF RINCEWIND
"It's not the to that's important; it's the from."
- Rincewind the Wizzard​

Every party has one. The trembling, stuttering, weak-at-the-knees character that is terrified of everything.

For every valiant hero who fearlessly challenges his foe, there is at least one punk in the group who will never go into battle willingly, never get within melee range of an ugly-looking monster, and will always flee after taking the slightest amount of damage.

But even among this lackluster group, there are those who excel. When it comes to an outright retreat, Disciples of Rincewind are the unchallenged masters. Nobody can run, hide, or scream quite as well as he or she can.

Disciples of Rincewind are rogues and arcanists with a distinct lack of courage. They tend to prefer social scenes and banquets to the fearsome lairs of monsters, and are experts at getting themselves out of trouble in a hurry. Whether fleeing on foot or talking his way out of danger, a Disciple of Rincewind is an artist.

Prerequisites
The following are the prerequisites for the Disciple of Rincewind Prestige Class:
Alignment: Any non-lawful.
Base Attack Bonus: +4.
Skills: Bluff – 5 ranks, Diplomacy – 5 ranks, Escape Artist – 5 ranks, Hide – 3 ranks.
Feats: Dodge, Mobility, Run.
Spells: Ability to cast 1st-level arcane spells.
Special: The character must be susceptible to fear and fear-based attacks and have run from a combat in which an ally has died.

Class Skills
The Disciple of Rincewind’s class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (local) (Int), Ride (Dex), Spellcraft (Int), Swim (Str).
Skill points at each level: 6 + Intelligence modifier​
Class Features
All of the following are the class features of the Disciple of Rincewind prestige class.

Weapon and Armor Proficiencies: The Disciple of Rincewind is proficient with all simple weapons, as well as light armor and all shields (including the tower shield).

Spells per Day: At each odd-numbered level, the Disciple of Rincewind gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (such as a bonus feat sometimes gained by a wizard), except for an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a Disciple of Rincewind, he must decide to which class he adds the new level for purposes of determining spells per day and spells known.

Lucky Bastard (Su): at 1st-level, the Disciple of Rincewind gains the power of good fortune, which is usable once per day. This extraordinary ability allows him to re-roll one dice roll that he has just made (before the DM declares whether the roll results in success or failure.) The character must take the result of the re-roll, even if it's worse than the original roll.

Panic Attack (Su): When the Disciple of Rincewind perceives that he is in danger (which happens quite often), he can temporarily boost his speed and stamina at the cost of his strength. Once per day, the character may choose to go into a panic attack, as a free action. While in a panic attack, the Disciple of Rincewind gains phenomenal speed and durability but becomes reckless and less able to fight. He temporarily gains a +4 bonus to Dexterity and Constitution, but immediately becomes shaken (-2 penalty to attack rolls, save throws, skill checks, and ability checks).

This increase in Constitution increases the Disciple of Rincewind’s hit points by 2 points per level, but these hit points go away at the end of the panic attack when his Constitution score drops back to normal. (These extra hit points are not lost the way temporary hit points are; see the Barbarian class description in the PHB for more information.) While in a panic attack, the Disciple of Rincewind cannot use any action or ability that requires patience or Concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger, or spell completion to function.

A panic attack lasts for a number of rounds equal to 3 + the character’s (newly-improved) Constitution modifier. The Disciple of Rincewind may not choose to end the panic attack prematurely; however, a remove fear spell cast on the Disciple of Rincewind will end the panic attack immediately (Will save negates). At the end of the panic attack, the Disciple of Rincewind loses the panic attack modifiers and becomes fatigued (-2 penalty to Strength and Dexterity, cannot charge or run) for the duration of the encounter.

A Disciple of Rincewind may have a panic attack only once per encounter. At 1st level, he can use his panic attack ability once per day. At 3rd level and every 2 levels thereafter, he can use it one additional time per day (to a maximum of 3 times per day at 5th level). Entering a panic attack takes no time itself, but a Disciple of Rincewind can only do it during his own action.

Skittish (Ex): Disciples of Rincewind are known for their lack of bravery. The character suffers a -2 competence penalty to all save throws against fear and fear-based attacks.

Get ‘Em Off Me! (Ex): When another creature grapples a Disciple of Rincewind, the character goes into a fear-induced frenzy. By flailing his arms and legs about and screaming like a little girl, he can often improve his chances for breaking another creature’s hold. At 2nd-level, the Disciple of Rincewind gains a +4 competence bonus to all opposed grapple checks or Escape Artist checks made to prevent or escape a grapple.

Run Away! (Sp): When it comes to an outright retreat, the Disciple of Rincewind has perfected it into an art form. At 2nd-level, the character may cast expeditious retreat as a spell-like ability, as a sorcerer of equal Hit Dice. The character may use this ability a number of times per day equal to 3 + his Charisma modifier.

Slippery Retreat (Ex): The Disciple of Rincewind, through much practice, has gained the ability to duck and dodge blows when trying to escape danger. At 3rd-level, the Disciple of Rincewind gains a +4 dodge bonus to his Armor Class against attacks of opportunity made while moving through hostile opponents’ threatened areas. This dodge bonus will stack with other dodge bonuses to Armor Class (such as the +4 bonus granted by the Mobility feat).

To gain the benefit of this ability, the Disciple of Rincewind must be wearing light armor or no armor, and must not be carrying any load greater than “light.” Furthermore, the character must be trying to escape a battle or dangerous environment to the best of his ability. He may not use this ability simply to improve his position, and he may not take any other action while fleeing.

Improved Bull Rush (Ex): In combat, it often becomes necessary to push opponents out of the way to make an escape. At 4th-level, the Disciple of Rincewind gains the Improved Bull Rush feat for free as a bonus feat, regardless of whether or not he meets any of the prerequisites for the feat.

Slippery Fighter (Ex): Disciples of Rincewind trip, stumble, and fall down so many times in a day that they become quite accustomed to the prone position. At 4th-level, the Disciple of Rincewind no longer takes a -4 penalty to his Armor Class, and no longer suffers a -4 penalty to melee attacks, while in the prone position.

The Disciple of Rincewind must be wearing light armor or no armor to use this ability, and must not be carrying any load greater than “light”.

Improved Speed (Ex): As he advances in level, the Disciple of Rincewind gains phenomenal speed. The base movement rate for a 5th-level Disciple of Rincewind increases by 20 feet per round. The character must be wearing light armor or no armor to use this ability, and must not be carrying any load greater than “light”.

To receive the benefits of improved speed, the Disciple of Rincewind must be trying to escape a battle or dangerous environment to the best of his ability. He may not use this ability simply to improve his position, and he may not take any other action while fleeing.

Leave Me For Dead (Ex): Upon a successful stabilization check Disciples of Rincewind may opt to go into a comatose state that is difficult to distinguish from death. This effect will deceive an investigator unless a Heal check is made at a DC equal to 15 + the Disciples of Rincewind’s class level. The Disciple of Rincewind can choose to end this effect at any time.
 

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Ahamudia

KINGDOM OF AHAMUDIA
By Robert Blezard

The Transformation and the Kingdom of Ahamudia
“The Transformation introduces several new kingdoms and races to Kulan including the Kingdom of Ahamudia. In the chaos that follows, Ahamudia is attacked by the Sword Imperium, a conflict which goes on for several months before the new kingdom is able to push the aggressive Empire of Swords back with the help of new allies: Avion, Navirosov, Onaway, the elves of Silverleaf, and the dwarves of the Greystones.”
― Excerpt from The Mythology & History of Kulan: Part One―Harqual​

Before there was a Kingdom of Ahamudia (Ah-MOOD-ee-ah), there was a Kingdom of Javeldos. This kingdom existed on the world known as Maran, better known as my D&D campaign setting called Dark World. In that world the Kingdom of Javeldos was a small, isolated land that was one of the last bastions of good in the world. Often it was hard pressed by its neighbors, but the tough little kingdom always managed to survive.

Then the magical conjunction, called The Transformation on Harqual, occurred and everything changed. The Royals of Javeldos were all teleported to another world except for the youngest son, Waldo. Left on his own with little help the kingdom quickly descended into chaos. More than sixty-five percent of the kingdom's population was teleported to the Lands of Harqual, while many of Javeldos other citizens were lost to the mists that engulfed the forested kingdom.

This mist also duplicated many Javeldians as clones both on Kulan and on Maran; many of these clones were only pale magical copies of the original people — known as simulacrum — but others were full-fledge clones ready to begin a new existence. Interesting enough, none of The Royals were duplicated; however, many Javeldians were duplicated as simulacrum and as clones. The simulacrum are not to hard to discover, but the clones can be impossible to tell from the real person.

For example, Alexandra Solahan exists on both worlds. On Maran she is a clone, while the Alexandra Solahan on Kulan is the original. The most famous clone in the Lands of Harqual is the woman known as Martina Luisa. The original version of this woman, on Maran, has now returned to her native homeland, the Principality of Carinthian. The two women know about each other and neither one cares to meet the other.
 
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The Royal Family of Javeldos (Pre-Transformation)
King Khalen Javeldos
Queen Orpah Javeldos
Princess Ahdina Javeldos-Khilman
Lord Dann Khilman
Prince Lucas Khilman
Princess Alli Khilman
Lord Joshua Javeldos
Prince Waldo Javeldos
Lord Alexander Kane
Óengus the Tall
Lady Donella Halloran
Lady Ailsa Halloran
Lennox Halloran

The Royal Family of Ahamudia (Post-Transformation)
King Loghan Halonnan
Queen Ahdina Halonnan
Prince Lucas Khilman
Princess Alli Khilman
Lord Joshua Javeldos
Lady Ailsa Halloran

The Transformation left some gaps amongst the people and noble families of the Kingdom of Javeldos on Maran when it duplicated the kingdom on World of Kulan. This was true of The Royals as well. Prince Waldo and Miles Kane were not teleported (or duplicated) to the Lands of Harqual. Waldo was wiped from the minds of the people including his family by the deity known as Helek. The god did this as an act of kindness so that his family, mainly his mother, wouldn't despair over his disappearance. (Ha, where's Waldo?) The boy known as Miles wasn't teleported because during the time of The Transformation he was in his homeland (where The Royals were originally from) begging his parents to let him return there.

Note that while Lord Dann Khilman was teleported to Harqual, he was killed while defending Ahamudia from the machinations of the Empire of Swords. This sent Princess Ahdina into a state of melancholy, which, initially, forced King Khalen to name Lord Justin as his heir. This change changed again after Princess Ahdina fell in love (and married) Loghan Halonnan during the final conflict with the Sword Imperium.

Lady Ailsa Halloran is sort of a surrogate child of the Royals. Her mother, Donella Halloran, and father, Óengus the Tall, had come to Eberel to visit Ailsa's cousins. This happened just before The Transformation, and they were transported to Harqual by the magical conjunction. Ailsa's father swore fealty to King Khalen, but died during the war against the Imperials. Ailsa's mother renounced her own nobility and settled in Edan. After the war was over, Donella begged Ahdina and Loghan to take in her daughter and raise her as proper lady. Thus, Ailsa is considered one of The New Royals of Ahamudia but her mother is not. Donella of Edan, as she prefers to be called now, is the new Town Mistress of Edan.

Note: Donella is the sister of Lennox Halloran (an evil wizard who betrayed King Khalen) who wasn't teleported to the Lands of Harqual. (You cannot transport a man who was not there.)

Eventually, Cronn returned the memory of Waldo to the people of Ahamudia. The North God became very popular in Ahamudia after the war and some have begun to think he should be the patron deity of the new kingdom. And now that King Khalen and Queen Orpah have returned to Maran, the new king and queen of Ahamudia, Ahdina and Loghan Halonnan, have officially begun this religious reform. (Note that Ahdina and Loghan rule the Kingdom of Ahamudia as equals.) Ahdina's brother Joshua decided to stay on this new world and he is the new Seneschal of the Royal Estate.
 
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The Court Major: The Ministers
Lord Ualan Yaremich: Minister of State
General Alexandra Solahan: Minister of War
Lord Lachlan Tiernan: Minister of Finance
Lady Primitiva of Silvinæn: Minister of Trade
Lord Mage Maksimilian of Eberal: Minister of Magic

Neither Lord Callum, the former Minister of Trade, nor Taskill, the former Minister of Magic, were teleported to the World of Kulan. Lord Tam Zirik was teleported to Harqual, but his treasonous behavior was discovered, and he was executed. Lord Lachlan was an easy choice for Minister of Finance as was Lord Mage Maksimilian for Minister of Magic. The hard part, for the new king and queen, was convincing Lady Primitiva to take the position of Minister of Trade. She finally agreed, but not until The New Royals made several key concessions to the citizens of Silvinæn.

The Clergy
Lord Sholto Liddane: Patriarch of the Church of Ahamudia
Maura: Assistant to the Patriarch in Eberal
Alister Nerisyan: Patriarch of the Church of Javeldos in Eberal
Seaghdh: Patriarch of the Church of Helek

The clergy of Javeldos were the hardest hit by The Transformation, and some outside the churches consider it a blessing in disguise. Both Lord Niven and Lord Alpin were not teleported to the World of Kulan. If Lord Sholto had not stepped in when he did, then chaos would have ensued. He relinquished his barony to his daughter Aileen in order to stabilize the churches.

The other two orders did not lose their leaders, but dozens of loyal clerics and laymen were lost, not only to The Transformation but also to the war against the Empire of Swords. Also, since the deities of the Pantheon of Ahamudia are not as powerful on Harqual, many clerics of the churches have lost their faith in them.

The true power in the Kingdom of Ahamudia comes from the worship of the New Gods, as the Ahamudians refer to the North Gods and several Interloper Gods. King Loghan Halonnan is considered to be the Patriarch of the New Gods.
 
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City of Eberal
Allan Davoren: Head of the Clan Davoren
Steafan Davoren: Allan's Rival
Eimhir Rurin: Head of the Clan Rurin
Lindsey Shesterkin: Town Master of Eberal and Tavern Keeper of the Black-Heart Lily
“Lord” Dougal: Prince of Beggars
Lady Mage Martina Luisa: Headmistress of the Ahamudian College of the Craft
Lord Mage Toirdhealbhach: Head of Magicians' Guild

Many people, both noble and common born, were left behind during the time of The Transformation. Most notable were many of the scheming nobles and rogues of Eberal. The thief-king known as Seona the Firespark was not teleported to Harqual, and her Kingdom of Thieves soon came apart at the seams. Boyd Davoren was left behind on Maran (but, unfortunately, not his nephew, Allan) as well as Ailill Rurin. Clan Rurin is now lead by Eimhir Rurin who has distanced the clan's way of life from his grandfather's tyranny.

Here is a list of the some other key citizens of Eberal that were not teleported to Harqual:
  • Evander the Great: Thespian
  • Ronalda of Zirik: Entertainer
  • Clan Davoren: Seumas, Graeme (and his wife), Africa, Gilroy, Moira, Peigi, and Kirsteen (and her husband.)
  • Clan Rurin: Treasa (wife of Ailill), Robena and Wallace (and their sons), and Aindrea.
The Most interesting change in the city was the duplication of the former ambassador of the Principality of Carinthian. Lady Mage Martina Luisa was one of the only powerful spellcasters in the kingdom at the time of The Transformation. As a clone of the original Martina Luisa there was nothing for her to go back on Maran. She has embraced the worship of the North Goddess, Immotion, and believes she is vital to the future of Ahamudia. She has taken over as the Headmistress of the Ahamudian College of the Craft.

Martina and the new Town Mistress of Edan have become great friends, and they often have mint tea together. The Lady Mage is currently wooing Lindsey Shesterkin just for the fun of it. Lindsey has been forced to become the Town Master of Eberal and is slightly overworked. The work is doing the man's health good, but he's still not much to look at (Charisma 10.)
 
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