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


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Knightfall

World of Kulan DM
NarlethDrider said:
Great stuff (as usual)--gotta go do some cuttin' & pastin' now:)

I can also send you some text file versions if you want, ND?

Also, look for "The Cat Races of Harqual" coming either later tonight or tomorrow. Other races I'm going to go over:

  • Several Re-envisioned "Mythic Races" (finished)
  • The Avian Races (finished)
  • The Dragon Races (finished)
  • The Giant Races (finished)
  • The Sylvan Races (finished)
  • The Racial Miscy (finished)
  • The Human Cultures (still to be done)

After this, I'm planning to go into the different languages of Harqual. After that, I'm going to go through each major region, in depth, describing culture, locales, and major NPCs. I'm likely to diverge into discussions of major religions of certain regions and possible adventure locales.

Cheers!

KF72
 
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Knightfall

World of Kulan DM
rangerjohn said:
So how long before you'll be looking for players, for the pbp?

I wish I could say for certain. While I'd really like to begin right away, the reality is I'm 'uncertain' whether a PBP game is feasible with the amount of 'detailed' campaign development I have.

I will likely have to put together a PBP Player's Guide, at least. Mostly for world background, known history, and character options. There has been a lot of conflict on Harqual and certain things are 'key' for player's to know. (Like the tidbits about cosmology/pantheons, how certains spells work differently, and culture/society.

Hmm, stuff to think about. I definitely have some work to do first. Plus, I need players who want the same sort of campaign I do. I like a mix of things, whether it be questing, dungeon crawls, political, and good old fashion free-for-alls.

Note: I am looking for 'four' players to start, but those players will need to put in the time to learn about Harqual.

I can be a rabid poster when my creative juices are flowing but I do have pain issues. It's difficult for me to type a lot on a regular basis without hurting my left hand/wrist. (The pain is chronic, and can be very severe at times. I've seen tons of specialists and most were either confused why it hurts so much or thought I was exaggerating the pain. I'm getting good help right now but who knows if that will last.)

I guess that's one of my 'main' worries. I worry that I'll start the campaign and then the pain will spiral out of control again and I'll have to stop. That is why I hesitate. And that is why I have this thread (beyond the other reasons). To judge how much I can type before it begins to hurt too much.

Anyway, I'm going to start working on the cat races document a little tonight. (Was watching Farscape episodes on tape.)

Cheers!

KF72
 

NarlethDrider

First Post
Knightfall1972 said:
I can also send you some text file versions if you want, ND?

Also, look for "The Cat Races of Harqual" coming either later tonight or tomorrow. Other races I'm going to go over:

* Several Re-envisioned "Mythic Races"
* The Avian Races (including the kha)
* The Giant Races (including the vonakyndra)
* The Sylvan Races (incluidng the gema)
* The Racial Miscy (other humanoids, monstrous, spelljamming, Underearth, etc.)

Go ahead & send them (NarlethDrider (at) aol.com) :) , Maybe they'll finally bust the boil of creativity that seems to resist so much
 

Knightfall

World of Kulan DM
NarlethDrider said:
Go ahead & send them (NarlethDrider (at) aol.com) :) , Maybe they'll finally bust the boil of creativity that seems to resist so much

Done.
_________________________________________________​

THE CAT RACES OF HARQUAL
Harqual's racial diversity doesn't end with the demihuman races. Many races called Harqual home long before the barbarian people came across the frozen north from Kanpur, all those eras ago. The gray elves were one, while the rakasta and tabaxi were two others. However, it wasn't until after the followers of Cronn were entrenched in the Northland that the rakasta and the tabaxi began to evolve into races equal to the humans. Eventually, the kitt evolved from the close kinship of the halflings and rakasta of the south, but I'm getting ahead of myself . . .

THE RAKASTA
The rakasta of Harqual are the same as the rakasta of Janardûn or the rakasta of Kanpur. Only the unique simbasta, native to the sub-regions of Kanpur known as the Dark Continent, the Land of Fate, and the Indjiran Peninsula can be considered a different race. However, the rakasta of Harqual are vastly different than the rakasta native to other continents.

What makes Harqual prides different is the schism that exists between the rakasta of the savannas and the rakasta that have become civilized in the urban communities of the Far South. Also, the rakasta of Harqual are limited in the range of territory they inhabit. There aren't any rakasta prides north of the Great Expanse and very few of them would even venture into that desert. The reason for this is unknown but most believe it is due to the alliance forged between Cronn and the cat-god known as the Lord of the rakasta, Rel. Rel is a member of the Pantheon of the North, which confuses outlanders not native to Harqual as the rakasta have no desire to infringe upon the lands of the north.

Rakasta also have a fear of water so very few become sailors and those prides that have had relocated to, say, the Isle of Dread south of Harqual are content to live there. However, most rakasta live a nomadic existence across the savannas of the Far South, trading their wares to their allies: rockwood gnomes, southern-dwelling elves, Torin dwarves, and lightfoot halflings. Rarely, will the savanna rakasta have contact with humans or other humanoid races.

Rakasta culture is unique, somewhat mystical, and concerned primarily with battle and honor. They never betray one of their own unless the rakasta, in question, is an outcast from the society he grew up in. If rakasta do not follow these principles set down by their ancestors, they are branded and cast out of their society and have a -2 penalty to all Charisma based skills when dealing with other rakasta. The rakasta Code of Honor (on Harqual) is based on the following general principles.
  • Never betray kin.
  • Never kill for the sake of blood-lust or vengeance.
  • Never battle a lesser foe if it can be avoided.
  • Always honor the dead, even of the enemy.
  • Life before death.
  • Always defer judgment to the chosen of Rel and Cronn.
  • Honor Northerners with good hearts, with friendship.
Rakasta Traits
Rakasta benefit from a number of racial traits:
  • +4 to Dexterity, +2 to Wisdom. Rakasta are known for being strong spiritually, as well as being fleet-footed.
    Medium-sized. As Medium-size creatures, rakasta have no special bonuses or penalties due to their size.
  • Monstrous Humanoid: Rakasta are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 30 ft.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and rakasta can function just fine with no light at all.
  • Weapon Familiarity: Rakasta treat kasa as martial weapons, rather than exotic weapons.
  • Racial Hit Dice: A rakasta begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, Will +0.
  • Racial Skills: A rakasta's monstrous humanoid levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Hide, Jump, Listen, Move Silently, and Spot. Rakasta receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Rakasta also have a +2 bonus to the Listen skill (which they must still acquire normally).
  • Racial Feats: A rakasta's monstrous humanoid levels give it one feat. A rakasta receives Weapon Finesse as a bonus feat.
  • Blind-Fight: Rakasta automatically gain the Blind-Fight feat at their 1st character level.
  • Cat's Grace (Su): Rakasta have excellent balance and reflexes, taking only half damage from any fall.
  • Detect Invisible Foes (Ex): When confronted with invisible creatures, a rakasta receives a +4 bonus to any saving throws made for detection. A rakasta automatically gets a Will saving throw (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. The rakasta does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. Rakasta can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.
  • Pounce (Ex): If a rakasta leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
  • Improved Grab (Ex): To use this ability, the rakasta must hit with its claw attacks.
  • Scent (Ex): A rakasta can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
  • Because of their keen senses, rakasta must make an additional Fortitude saving throw (DC 15) against attacks based on sound (such as a banshee's wail or a harpy's song) beyond any save normally required.
  • Water Penalty: Most rakasta have an inherent fear of the water and suffer a -2 racial penalty to all skill checks and saving throws made while exposed to water deeper than 3 feet.
  • +1 natural bonus to armor class.
  • Natural Attacks: Rakasta may attack with two claws (1d3) and bite (1d6) and are always treated as being armed when using their natural attacks.
  • Automatic Languages: Rakasta. Bonus Languages: Common, Elven, Giant, Gnome, Halfling, Kitt, Orc, and Sylvan.
  • Favored Class: Fighter. A multiclass rakasta's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +4.
Rakasta.png

THE TABAXI
While the rakasta developed true sentience during the First Era with the coming of Rel to Kulan, the tabaxi didn't evolve as quickly. Not until Tu was given the power of the divine over the tabaxi (by Mirella) during the Second Era. Tu had been the first of the great tigers to walk upright and dominate his fellow kin. These anthropomorphic tigers became the tabaxi.

Those that remained loyal to Tu were granted true sentience first, and were brought into the Priesthood of Tu. The other tabaxi were eventually brought in to the expanding civilization as the need for a lower caste developed. It is true that not all tabaxi were created equal. (The most notable of these sub-races of tabaxi are known as the Warriors of Tu, a caste of warriors completely loyal to the priests of Tu. Warriors of Tu cannot be priests, however.)

The tabaxi thrived until the Divinity War broke out between the North Gods and Sword Gods. Soon after the Mortals War began, the tabaxi were pulled into the conflict like every other race on the continent. Being neutral in the conflict didn't endear them to anyone, and soon the tabaxi were hard-pressed on all sides. The only thing that saved them was the direct intervention of Tu.

Tu had always been a proud and strong but as the decades past he became convinced that his people were destined to rule all of Harqual. When the Mortals War started, the cat-god had hoped the followers of the Interlopers would destroy each other leaving the tabaxi to rule the continent. And while these followers did slaughter each other, they simply reproduced too fast to die off. Tu saw his people outnumbered and isolated.

He was furious, to say the least. He sent powerful proxies to aid his followers as well as giving a part of his essence to his high priests. Thus, were the first avatar-priests created. The tabaxi soon crushed all those living near the Storm Jungle, expanding farther north and east to challenge the Empire of Swords and the rakasta of the south.

The tabaxi threat did not go unnoticed, however. Cronn, the Lord of the North left the field during the Last Battle on the shores of Lunia to come to Harqual to battle Tu. The two gods fought through the skies of Harqual and later through the streets of the tabaxi city known as Tattenger. Cronn defeated Tu, and he asked Mirella to banish Tu and his people from Harqual. She agreed, but only for 1,001 years.

The tabaxi quickly became a forgotten race as the Divinity War ended and the Mortals War shifted to become the time of the Black Wars. 1,001 years went slowly for the tabaxi, and Tu brooded in exile taking his anger out on his people. When another tabaxi discovered the spark of divinity, Tu realized he needed to bring his fearful subjects back into the fold. He promised them the world if they fought for him when The Banishment ended.

Then in the blink of a god's eye the 1,001 years ended and the tabaxi took to conquering Harqual once again. In the south every land and kingdom is hard pressed. The Monarchy of Avion has taken the worst of it having lost valuable land and resources to the cat-men.

Tensions continue to be high.

Tabaxi Traits
Tabaxi benefit from a number of racial traits:
  • +2 to Strength, +4 to Dexterity, +2 to Constitution, +2 to Wisdom. Tabaxi are muscular, swift, and have excellent endurance. Their devotion to their savage gods gives them a strong sense of spirit, as well.
  • Medium-sized. As Medium-size creatures, tabaxi have no special bonuses or penalties due to their size.
  • Monstrous Humanoid: Tabaxi are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 30 ft. Tabaxi can also climb at a speed of 20 feet.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tabaxi can function just fine with no light at all.
  • Racial Hit Dice: A tabaxi begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, Will +0.
  • Racial Skills: A tabaxi's monstrous humanoid levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Hide, Listen, Move Silently, Spot, and Swim. Tabaxi receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
  • Racial Feats: A tabaxi's monstrous humanoid levels gives it one feat. A tabaxi receives Improved Initiative as a bonus feat.
  • Pounce (Ex): If a tabaxi leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
  • Improved Grab (Ex): To use this ability, a tabaxi must hit with a claw or bite attack.
  • Scent (Ex): A tabaxi can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
  • Intolerance: Most tabaxi don't consider themselves racists, but the reality is that tabaxi have an over-inflated view of their race and tend to look down upon others. Tabaxi have a -3 circumstance penalty to all Charisma-based checks when dealing with other races, regardless of the situation. Tabaxi cannot buy off this disadvantage completely, but they may reduce it to -1 by spending 4 skill points any time after gaining 5 character levels.
  • +1 natural bonus to armor class.
  • Natural Attacks: Tabaxi may attack with two claws (1d6) and bite (1d8) and are always treated as being armed when using their natural attacks.
  • Automatic Languages: Tabaxi. Bonus Languages: Common, Elven, Giant, Gnome, Halfling, Kitt, Orc, and Sylvan.
  • Favored Class: Cleric. A multiclass tabaxi's cleric class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +4.
Tabaxi Warrior.png

Minor Tabaxi Races
There are, at least, two distinct sub-races of tabaxi living in the Storm Jungle. The first are the well known Warriors of Tu and the second are the lesser know Noble Tabaxi. Rumors abound about a third sub-race of tabaxi that are little more than slaves. If true, then these lesser tabaxi would be the least powerful, physically, of the tabaxi races.

Noble Tabaxi
Referring to noble tabaxi as a minor race is a bit of a misnomer. Noble tabaxi are the elite of tabaxi society. They are noble born and bred to be the cunningest warriors and most adapt priests amongst their kind.

While standard tabaxi do favor the priesthood, they are nothing compared to noble tabaxi in religious matters. Noble tabaxi can choose any class with divine spellcasting ability as their favored class, whether it be cleric, druid, favored soul, ranger, paladin, etc. Note, however, that a noble tabaxi paladin is unheard of.

Noble tabaxi can never be chaotic in alignment, and individual noble tabaxi are almost never good in alignment. Most noble tabaxi are lawful evil. They excel in all manners of aristocratic life and have all the class skills of the aristocrat NPC class for their Hit Dice.

Noble tabaxi have 5 HD, a +5 natural armor bonus, and take tabaxi intolerance to whole new level. They are genuine racists and consider all non-tabaxi to be little more than chattel to be enslaved and abused. Noble tabaxi have a -5 circumstance penalty to all Charisma-based checks when dealing with other races, regardless of the situation, and they cannot buy off this penalty.

In fact, noble tabaxi are so self-superior that they inspire awe in their comrades. All tabaxi and loyal griff soldiers within a 30-foot radius of a tabaxi noble gain a +2 circumstance bonus to any save or check that would cause their morale to falter. Also, a noble tabaxi's intolerance penalty is considered a bonus towards other tabaxi races even if the awed tabaxi isn't evil or is an outcast.

Noble tabaxi have a level adjustment of +6.

Warriors of Tu
The Warriors of Tu are religious, slave warriors devoted to the Lord of the Tabaxi. They are front-line fighters and strike fear into the hearts of the enemies of their god. They look and dress the same as normal tabaxi warriors.

Warriors of Tu have 3 HD, a +3 natural armor bonus, and radiate a 30-foot fear aura (Will save [DC 10 + ½ the warrior of Tu’s racial Hit Dice + the warrior of Tu’s Charisma modifier]). Warriors of Tu favor the fighter class and have a level adjustment of +5. There full monster statistics can be found in my Monster Compilation II Word document or here at EN World in my monster's thread.

THE KITT
Kitts are a small race of cat-like humanoids that are related to both halflings and the rakasta. They are typically gregarious creatures, but they have a tendency to also be flighty and quick to anger. They dress similar to halflings, and the two races have been known to live together in the same communities. Kitts are most often encountered away from urban sprawls as they prefer the open countryside.

The kitts living on Harqual don't have a strong racial society like those of the prides of Kanpur. They tend to wander from place to place seeking new adventures. They sometimes settle down with halflings, which gives them a better balance and understanding about family. Kitts can be found all over Harqual from the Icefoot Woods of Ahalgot in the Northlands to the savannas and city-states of the Far South.

However, kitts are somewhat rarer in the north than in the lands of the south. They are found almost nowhere else north of the Greystones besides Ahalgot and they are rarely found in the Eastern Shores. They are more common in the lands of the Sword Gulf Region and Thunder Lands, although most of these kitts live a nomadic existence.

In the south they are common in the Merewood living in harmony with nature and enjoying the company of the phanatons. Several urbanized prides live in the city of Mt. Song in the Carillon Mountains. In the Far South there are a many kitts in the Lilliputian Jungle on the Thenin Peninsula living with the lightfoots and sylvan creatures of the jungle. Kitt prides often travel and settle with the rakasta as well.

Kitt Traits
Kitts benefit from a number of racial traits:
  • -4 to Strength, +4 to Dexterity, -4 to Intelligence, +2 to Wisdom, +2 to Charisma. Kitts are quick, charismatic and thoughtful, but they are not strong in a fight or known for their intellectual prowess.
  • Small-sized. As Small creatures, kitts gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Monstrous Humanoid: Kitts are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 20 feet. Kitt can also climb at a speed of 15 feet.
  • Darkvision 60 out to feet. Darkvision is black and white only, but it is otherwise like normal sight, and kitts can function just fine with no light at all.
  • Pounce (Ex): If a kitt leaps upon a foe as part of a charge, it can make a full attack.
  • Improved Grab (Ex): To use this ability, a kitt must hit with a claw or bite attack.
  • Scent (Ex): Kitt can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
  • Kitts gain the Weapon Finesse feat for free at 1st-level.
  • Natural Attacks: Kitts may attack with two claws (1d3) and bite (1d4) and are always treated as being armed when using their natural attacks.
  • Skills: Kitts receive a +4 racial bonus to Hide, Move Silently, and Jump checks; and a +8 racial bonus to Balance checks. They use their Dexterity modifier to Climb and Jump checks. *In area of tall grass or heavy undergrowth, the Hide bonus rises to +8. Kitts are naturally nimble and quiet.
  • Automatic Languages: Kitt and 1 regional human language. Bonus Languages: Elven, Gnome, Goblin, Halfling and Rakasta.
  • Favored Class: Rogue. A multiclass kitt's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +3.
Kitt Rogue.png
 
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the Jester

Legend
What kind of natural attacks do your tabaxi and rakasta have? And what's their base damage?

I'm guessing that each has a LA around +3.
 

Knightfall

World of Kulan DM
the Jester said:
What kind of natural attacks do your tabaxi and rakasta have? And what's their base damage?

I'm guessing that each has a LA around +3.

Taken right from my World of Kulan Monster Compilation I. (Minus manufactured weapons (except kasa for the rakasta).]

Rakasta
Attack: Claw +6 melee (1d3+1) or kasa +6 melee (1d6+1)
Full Attack: 2 claws +6 melee (1d3+1) and bite +1 melee (1d6) or kasa +6 melee (1d6+1) and claw +4 melee (1d3)

Tabaxi
Attack: Claw +4 melee (1d6+3)
Full Attack: 2 claws +4 melee (1d6+2) and bite +2 melee (1d8+1)

Sleep Time,

KF72
 

Knightfall

World of Kulan DM
THE AVIAN RACES OF HARQUAL
Besides the ee'aar, there are five main winged races on Harqual (not including dragons or half-dragons). Two of these are actually avian races, while the others are all monstrous humanoids with wings. Here they are: the aarakocra, the baklath, giant eagles, giant owls, the kha, and the niomus.

THE AARAKOCRA (Monsters of Faerûn)
While aarakocra can be found throughout the southern lands of the continent as well as , only the bird-men of the Far South have good relations with the other races that live nearby. Aarakocra live in the mountain ranges of the Far South from the Carillon Mountains on the Nebral Peninsula to the Halaian Mountains on the Varan Peninsula. They also live throughout the seacliffs of the Rumbling Archipelago. They are known for their finely crafted bone spears and javelins as strong as any metal tipped weapon, which they sell only to their allies. (The weapons are considered to be of masterwork quality.)

The aarakocra of Harqual have always had good relations with kitts, rakasta, lightfoot halflings, seacliff dwarves, and the southern-dwelling elves of the Far South. Most sages believe that Harqual's aarakocra are more benign than others of their kind on other continents due to the small number of humans that live in the southern lands. Humans are known for their need to pen things in and choke off the land, but in the southern lands very little, truly forbidden hunting land exists.

The aarakocra, thus, have had free range of the southern lands for generations. Now, with the arrival of the humans known as the Belin, brought to Harqual by the Transformation, things are changing rapidly on the Nebral Peninsula. While the Belin consider races such as the phanatons and the anaema off-limits due to fear and superstition, they have no such beliefs regarding the aarakocra. Many aarakocra warriors have been put to death for poaching near the cities of the Belin. They do not care that several of their cities now stand on sacred aarakocra hunting grounds.

As a result the aarakocra and the Belin people usually attack each other on sight. The phanatons of the Merewood aren't sure what to do. They have been long time allies of the bird-men, but they worry that if they come to the aid of their winged friends that the Belin people will turn on them. So far, the aarakocra haven't asked for anyone’s help. Their proud nature drives them to attempt to intimidate these 'men who would be prey.' Outright war between the two races seems inevitable.

Aarakocra Traits
Aarakocra benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity. Aarakocra are not as strong as other races, but their hollow bones make them fast in the air.
  • Medium-size. As Medium-size creatures, aarakocra have no special bonuses or penalties due to their size.
  • Monstrous Humanoid: Aarakocra are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Weapon Proficiency: Aarakocra receive the Martial Weapon Proficiency feats for the shortspear, spear, longspear and javelin as bonus feats. Aarakocra cannot fight with manufactured weapons from the ground unless the weapon is designed to enhance its Bite special attack (see below).
  • Speed: Base land speed is 20 feet. Fly speed is 90 feet (average).
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and aarakocra can function just fine with no light at all.
  • +1 natural bonus to armor class.
  • Natural Attacks: When fighting from the air, aarakocra may attack with two talons and are always treated as being armed when using their natural attacks. They cannot use this attack routine while grounded, however. When grounded, an aarakocra attacks with its beak, dealing 1d3 points of damage on a successful attack.
  • Automatic Languages: Auran. Bonus Languages: Dwarven, Elven, Gnome, Halfling, Kitt, Phanaton, Rakasta, and Suar.
  • Favored Class: Fighter. A multiclass aarakocra's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +2.
THE BAKLATH
While goblins and hobgoblins are rare on Harqual, these pesky goblinoids are not. In fact, baklath are native to every continent and region of the World Kulan except the Fallenlands. (And now that those lands are open to the rest of the world again, it is only a matter of time before the baklath infest that continent as well.) The baklath appear like normal goblins except that they are slightly slimmer and have black, reptilian wings.

On Harqual, baklath tend to live either amongst whoever will tolerate them or those who subjugate them. Most often the latter is a baklath's only option. Very few communities are willing to accept the flying goblinoids into their lives. Most that do, without malice, usually regret it later. Regardless, baklath can be found in almost every forest and mountain range on Harqual. They are considered pests by the dwarves of the Greystone Mountains and chattel by most evil humanoid tribes (i.e. mountain orcs).

The duergar have been known to use baklath as expendable shock troops against morlocks and any other races that the gray dwarves consider their enemies. One of the few regions to allow the baklath the freedom to live amongst others is the corrupt land of the Ara-Ragik City Alliance. This loose alliance of city-states is known for its decadence and tolerance for evil humanoids. The baklath of Ara-Ragik have better lives then those living amongst the bugbears of the Sunus Mountains or those trapped in slavery amongst the mountain orcs of the Thunder Mountains.

They live in the wooded lands around Lake Ragik and one tribe of baklath lives in a fortified community known as Löwe Val. This is the largest tribe of baklath on Harqual and its members pay fealty to the City-state of Massalia, which is just south of the baklath stronghold. The baklath of Löwe Val send their children to Massalia to join the city's elite guard or militia depending on the child’s strengths and weaknesses. They must do a five-year tour in Massalia's militia before being allowed to return to Löwe Val. In return Löwe Val receives protection from Massalia including citizenship status for every baklath born in the community.

Baklath Traits
Baklath benefit from a number of racial traits:
  • -2 to Strength, +4 to Dexterity, +2 to Wisdom, -2 to Charisma.
  • Small-sized. As Small creatures, the baklath gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Monstrous Humanoid: The baklath are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 30 feet. Fly speed is 50 feet (perfect).
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and baklath can function just fine with no light at all.
  • Skills: Baklath gain a +4 racial bonus to Move Silently checks. Baklath cavalry (mounted on hippogriffs) gain a +6 bonus to Ride checks and the Mounted Combat feat.
  • Automatic Languages: Auran and Goblin. Bonus Languages: Common, Draconic, Dwarven, Giant, Gnoll, and Orc.
  • Favored Class: Rogue. A multiclass baklath's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +2.
Baklath.png

THE GIANT EAGLES
Most races on Harqual don't give giant eagles credit for being as intelligent as bipedal races. In reality, giant eagles are as intelligent as other races as well as being wiser than most. They are often allies of the elves of Great Harqual Forest and the dwarves of the Greystone Mountains. However, their greatest allies are the citizens of the Kingdom of Navirosov on Calla Island off the continent's east coast. Navirosov gives full citizenship status to giant eagles and it is the only land to do so.

Giant eagles have the ability to move amongst the other races of Harqual unnoticed. They can change shape (similar to the polymorph arcane spell), a fact that very few races beyond the silver elves and the citizens of Navirosov know. The avians do not show others this ability unless years of trust have been built. Most often they take the form of the race they are trying to blend in with. Most living in the Eastern Shores would be stunned to learn that giant eagles live secretly amongst them as equals.

However, most of these polymorphic avians are loners who are simply fascinated with observing humanoid culture. They rarely get involved in the day-to-day workings of human-based societies living on the edge of civilization pretending to be adepts or druids. More often they live alongside such people as friends and allies.

Giant Eagle Traits
Giant eagles benefit from a number of racial traits:
  • +4 to Strength, +2 to Dexterity, +2 to Wisdom. Giant eagles are strong, swift, and wise.
  • Large-sized. As Large creatures, giant eagles gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They cannot use standard manufactured weapons in their natural form, but their lifting and carrying limits are double those of Medium-size characters. If they change shape to either a Small or Medium-sized humanoid then their size adjustments shift to the new size.
  • Magical Beast: Giant eagles are magical beasts, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 10 feet. Fly speed is 80 feet (average).
  • Keen Vision (Ex): Giant eagles 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 giant eagle begins with four levels of magical beast, which provide 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, Will +1.
  • Racial Skills: A giant eagle's magical beast levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Knowledge (nature), Listen, Sense Motive, Spot, and Survival. Giant eagles have a +4 racial bonus on Spot checks.
  • Racial Feats: A giant eagle's magical beast levels give it two feats.
  • Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
  • Change Shape (Su): A giant eagle can assume any Small to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a giant eagle loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A giant eagle remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the giant eagle reverts to its natural form when killed. A true seeing spell reveals its natural form.
  • +3 natural bonus to armor class.
  • Natural Attacks: Giant eagles may attack with two claws (1d6) and bite (1d8) and are always treated as being armed when using their natural attacks in eagle form.
  • Automatic Languages: Auran and Common. Bonus Languages: Celestial, Dwarven, Elven, Giant, and Tiani.
  • Favored Class: Druid. A multiclass giant eagle's druid class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +4.
Giant eagles and elves often spend a great deal of time together, and since giant eagles can assume humanoid form, the two races often become more than friends. Romance is commonplace amongst silver elves and giant eagles and there isn't any stigma attached to such dalliances. Rarely do such relationships last, however, but when they do a half-bred child, known as an aellar (“featherborn”), is often the result. These strange children are almost always raised with the elven parent, but they usually have a strong bond with both parents. Note: Aellar don't have their giant eagle parent's ability to change shape.

This half-breed PC race is detailed in Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds (pg. 15-17).
THE GIANT OWLS
Related to the giant eagles are the wiser giant owls, another shape shifting avian race. Unlike their raptor cousins, giant owls prefer the solitude of the Great Harqual Forest. They have good relations with silver elves and forest elves. They were heartbroken by the defilement of the Knotwood, which was as much their home as the forest elves. They now stand vigil over the remaining forest elves who fled to the Kingdom of the Silver Leaves. Many have began living amongst the forest elves to provide consul to the beleaguered race.

Giant owls are friends to the druids and rangers of Harqual as well. They have a fondness for half-elves but tend to view settled humans as crude and overly civilized. On the other hand they consider most barbarian humans too wild. Most believe that giant owls simply don't like humans not that they have malice towards those they meet. They just prefer the company of elves and other forest-dwellers. While this is true, giant owls have been known to form strong bonds with good-aligned human and/or halfling rangers.

Giant Owl Traits
Giant owls benefit from a number of racial traits:
  • +2 to Strength, +2 to Dexterity, +4 to Wisdom. Giant owls are strong, swift, and very wise.
  • Large-sized. As Large creatures, giant owls gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They cannot use standard manufactured weapons in their natural form, but their lifting and carrying limits are double those of Medium-size characters. If they change shape to either a Small or Medium-sized humanoid then their size adjustments shift to the new size.
  • Speed: Base land speed is 10 feet. Fly speed is 70 feet (average).
  • Superior Keen Vision (Ex): Giant owls have low-light vision that allows them see four times as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 90 feet.
  • Racial Hit Dice: A giant owl begins with four levels of magical beast, which provide 4d10 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, Will +1.
  • Racial Skills: A giant owl's magical beast levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Knowledge (nature), Listen, Move Silently, and Spot. Giant owls have a +4 racial bonus on Spot checks.
  • Racial Feats: A giant owl's magical beast levels give it two feats.
  • Change Shape (Su): A giant owl can assume any Small to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a giant owl loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A giant owl remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the giant owl reverts to its natural form when killed. A true seeing spell reveals its natural form.
  • +3 natural bonus to armor class.
  • Natural Attacks: Giant owls may attack with two claws (1d6) and bite (1d8) and are always treated as being armed when using their natural attacks in owl form.
  • Automatic Languages: Common and Sylvan. Bonus Languages: Auran, Celestial, Dwarven, Elven, and Giant.
  • Favored Class: Druid. A multiclass giant owl's druid class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +4.
THE KHA
The kha are bird-like humanoids that stand about 6-½ feet tall and have wingspans of 10 feet. They are native to the City-state of Chaja, which was brought to Harqual during The Transformation from a planet the bird-men call Sio. The city is unlike any other city seen on Harqual before. The entire city stands on stilts at the very edge of the coastline in the region known as the Thunder Lands. Around the city is a wall of stilts with no entryways into the city. the stilts look similar to bamboo but are much thicker, and they are as hard as stone. The entire city is an engineering marvel.

When Harqualians ask the kha how they did it, the bird-men insist that they didn't build Chaja. They simply inherited it from another race so old that they can't remember what that race was called. Next the visitor asks if this forgotten race are the kha's gods. Then the kha explain that before coming to Harqual they had never conceived of the notion of gods. Next the visitor asks that if the kha have no gods, then where does magic come from on Sio. At this point, the kha state that Sio has nothing like magic and that the kha are just learning how to use it.

After this, the conversation usually becomes even harder for Harqualians.

The kha are one of the few races brought to Harqual by the Transformation that are trying to learn as much as they can about this new world. They are instinctively curious, and they love the concepts of gods, magic, and a multitude of unique races, for on Sio they were the only sentient race. Meeting other intelligent races has been a validation of life for them. For while the kha live simple lives with little need for infrastructure, they are natural engineers, sages and mathematicians. This is why they have caught on to the Art of Wizardry so fast. However, they are also great naturalists and many have learned the way of the druids and the rangers.

The kha have made several alliances with the human lands on their border. Both the Barony of Liran and the Free City of Yuln are steadfast allies of the kha, as well as the ee'aar of the Sunus Mountains. These alliances have brought the kha protection from the mountain orcs of the Thunder Mountains and the bugbears of the Sunus Mountains. The kha have just begun to explore the wide-open wastes of the Great Expanse and have had several encounters with the desert elves living there. These encounters have been tense but fruitful for both races as the kha's unique bamboo-like weapons are coveted by the desert elf tribes. They are lighter than wood, stronger than forged steel, and very resilient. (Plus, they can either cause regular or subdual damage with little effort or training.)

Note, however, that the kha wish a way to return home to Sio and to expose their kin to the wonders they've seen. Yet, all divination attempts by their allies have failed, so far.

Kha Traits
Kha benefit from a number of racial traits:
  • -2 to Strength, +2 to Constitution, +4 to Wisdom.
    The kha aren’t native to the World of Kulan; therefore, they have the Extraplanar Subtype.
  • Medium-sized. As Medium-size creatures, kha have no special bonuses or penalties due to their size. (Use half-orc height and half-elf weight. See the D&D PHB v.3.5 in Chapter 6: Description.)
  • Monstrous Humanoid: The kha are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 30 feet. Fly speed is 20 feet (poor).
  • Keen Vision (Ex): Kha 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 kha begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
  • Racial Skills: A kha's monstrous humanoid levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Heal, Listen, Spot, and Survival.
  • Racial Feats: A kha's monstrous humanoid levels give it one feat. A kha receives Weapon Focus (kukri) as a bonus feat.
  • Class Restrictions: The kha come from a world where magic doesn't exist; therefore, they are limited in the types of spellcasting classes they can take. Kha can never become bards, favored souls, hexblades, paladins & knights (or other holy warriors), clerics, or sorcerers. However, they can become druids, elementalists, rangers, and wizards, but Kha characters can only advance to 5th-level in these classes.
  • Automatic Languages: Kha. Bonus Languages: Auran, Common, Maviun, Orc, and Sylvan.
  • Favored Class: Fighter. A multiclass kha's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +0.
Kha.png

THE NIOMUS
The niomus are a winged race native to the City-state of Stonevale in the newly formed Kingdom of Jewels west of the Greystone Mountains. Stonevale sits nestled between the high hills known as the Shining Stones. The city was one of the many cities teleported to Harqual during The Transformation. Of all the Allegoricals, the niomus were the fastest to adapt.

The niomus were vital in the formation of the alliance of races, which led to the Kingdom of Jewels. They are also the main voice in favor of not naming a human as King. They pushed for Alithion to be the new land’s capital and would like to see a member of that city's main race, the siarrans, become High King. The siarran city-state already has a king and the niomus believe he is the best choice. The niomus, as a race, are not the ruling type but they definitely don't want to see a human crowned as High King.

Unfortunately, the siarrans do not have as strong a view towards the matter. They would be happy to see their king named High King of the Jewels but believe each city has the right to honor its own traditions.

The niomus secretly wonder if they made a mistake allying with other races and are considering pulling out of the alliance. This would be devastating for the new land as the City-state of Stonevale controls the valley pass through the Shining Stones.

Outsiders believe war is the only possible outcome in the region if the Niomus City secedes or, worse yet, it allies with the Principality of the Shining Stones.

Niomus have all the racial traits listed on page 83 of L&L Mythic Races with the following addition:
  • Niomus aren’t native to the World of Kulan; therefore, they have the Extraplanar Subtype. Niomus also have the Mythic Subtype to denote them as an Allegorical race.
Niomus.png

The Allegoricals
Four races collectively known as the Allegoricals were brought to the Lands of Harqual during the time of The Transformation – the anaema, the illonis, the niomus, and the siarrans. They are considered enigmatic and mystical by their very nature and are considered almost fey-like by many that have encountered them. These four races seemed to be linked in some strange manner even though they don't all come from the same Material Plane. Members of these races seem to know about each other's race even though they may never have met before.
 
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Knightfall

World of Kulan DM
THE DRAGON RACES OF HARQUAL
Four main draconic races call Harqual home. One — the dracovarans — characters won't likely meet or adventure with until they are near the end of their careers. Another — the dragonnes — are a shape changing variant of a beast with the same name found on Kanpur. The final two are races descended from dragons: the dragontouched and half-dragons.

THE DRACOVARANS (Epic Race)
Dracovarans are tauric creatures related to both dragons and lizardfolk. They are the servants of Mirella, The World Goddess; they are allies of druids, rangers, and the Knights Majestic. They travel the world protecting the Balance wherever they go. They have little tolerance for despoilers and braggarts.

Dracovarans are rare on Harqual as they tend to shun civilized nations for the wild, unspoiled wastelands of the continent. Dracovarans always live alone and those few living on Harqual can be found mainly in the Great Expanse. There, they are allies of the desert elves, dragonnes, and the few blue dragons that call that desert home. However, they are also found in the White Desert on the Varan Peninsula and the sandy, desert-like island of Frey in the Karmine Sea.

Dracovarans love the desert and are almost never found anywhere else. Most believe they are descended from blue dragons as they share many of the same abilities. Dracovarans have been known to visit the deserted wasteland of the Cold Barrens in the Northlands, but they are not native to that area. Why they make the pilgrimage there is unknown.

Dracovaran Traits
Dracovarans benefit from a number of racial traits:
  • +6 to Strength, -2 to Dexterity, +4 to Constitution, -2 to Intelligence.
  • Large-sized: As Large creatures, dracovarans 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.
  • Monstrous Humanoid: Dracovarans are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 50 feet. Dracovarans can also burrow at a speed of 30 feet and fly at a speed of 160 feet.
  • Blindsense (Ex): Dracovarans can pinpoint creatures within a distance of 80 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
  • Keen Senses (Ex): A dracovaran sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 160 feet.
  • Racial Hit Dice: A non-epic dracovaran begins with twenty levels of monstrous humanoid, which provide 20d8 Hit Dice, a base attack bonus of +20, and base saving throw bonuses of Fort +6, Ref +12, Will +12.
  • Racial Skills: A non-epic dracovaran's monstrous humanoid levels give it skill points equal to 23 x (2 + Int Modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Escape Artist, Hide, Intimidate, Jump, Knowledge (any), Listen, Search, Sense Motive, Spellcraft, Spot, Swim, and Use Magic Device. Dracovarans gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.
  • Racial Feats: A non-epic dracovaran's monstrous humanoid levels give it seven feats.
  • Breath Weapon (Su): An 80-ft. line of lightning; 8d6 damage; reflex save for half (DC 28), can be used every 1d4 rounds.
  • Create/Destroy Water (Sp): A dracovaran can use this ability three times per day. It works like the create water spell except that the dracovaran can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed on a Will save (DC 24) or be ruined. This ability is the equivalent of the 1st-level spell.
  • Dragon Blood: For all effects related to race, a dracovaran is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons.
  • Immunities (Ex): Immune to sleep effects, paralysis effects, and electricity.
  • Natural Attacks: Dracovarans may attack with two claws, two forelegs, and two wings and are always treated as being armed when using their natural attacks.
  • +15 natural bonus to armor class.
  • Automatic Languages: Draconic. Bonus Languages: Auran, Common, Druidic, and Terran.
  • Favored Class: Druid. A multiclass dracovaran's druid class does not count when determining whether he suffers an XP penalty for multiclassing. (Any player who chooses to play a dracovaran character must start adding class levels as a epic character. It is also possible that I would allow a player to build a dracovaran monster class based on these traits.)
  • Level Adjustment: +10.
THE DRAGONNES (Epic Race)
Most races — beyond those living near the Great Expanse — believe that dragonnes of Harqual aren't any different than those found in other regions of the world. This is not so. The dragonnes of Harqual are shape-changing, magical beast that often take the form of medium or large-sized humanoids (most often as desert elves).

While dragonnes are mainly solitary by nature, once in a while a young dragonne will take a humanoid shape and travel to the communities near the Great Expanse in search of excitement. Often they end up traveling with desert elves, lightfoots, or the rakasta, while hiding their true nature until they have come to trust their companions. Once the secret is revealed, most adventuring groups will readily accept a dragonne as their friend and their ally.

The dragonnes of Harqual are the favored children of the Interloper God known as Chaeon, Lord of the Expanse. The desert elves and dragonnes believe it was this god that gave the dragonnes their shape-changing ability. Dragonnes are very pious and pray to the Lord of the Expanse at dawn each day, facing in the direction of the Patron Mountains in the Great Expanse regardless of where they have traveled too. Dragonnes are naturally curious as well and many have taken to traveling through the islands of the Karmine Sea and beyond looking for their next great adventure.

Dragonne Traits
Dragonnes of Harqual benefit from a number of racial traits:
  • +6 to Strength, +2 to Dexterity, +4 to Constitution, -2 Intelligence, +2 Charisma.
  • Large-sized. As Large creatures, dragonnes gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349 – 699 pounds, and a heavy load, 700 – 1,050 pounds, when in its natural form.
  • Dragon: Dragonnes are dragons, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 40 feet. Dragonnes can also fly at a speed of 30 feet.
  • Keen Vision (Ex): Dragonnes 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 dragonne begins with nine levels of dragon, which provide 9d10 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, Will +6.
  • Racial Skills: A dragonne's dragon levels give it skill points equal to 12 x (6 + Int Modifier, minimum 1). Its class skills are Concentration, Intimidate, Listen, Search, Spot, and Survival. Dragonnes have a +4 racial bonus on Listen and Spot checks.
  • Racial Feats: A dragonne's dragon levels give it four feats. A dragonne of Harqual may choose any feat from D&D Sandstorm. Recommended feats include Heat Endurance, improved Heat Endurance, Sand Camouflage, and Sandskimmer.
  • Change Shape (Su): A dragonne can assume any Medium to Large-sized humanoid form, or revert to its own form, as a standard action. In humanoid form, a dragonne loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A dragonne remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the dragonne reverts to its natural form when killed. A true seeing spell reveals its natural form.
  • Immunities (Ex): Dragonnes are immune to sleep and paralysis effects.
  • Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.
  • Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a Will save (DC 16) or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.
  • Natural Attacks: Dragonnes may attack with two claws and bite and are always treated as being armed when using their natural attacks, when in their natural form.
  • Automatic Languages: Draconic. Bonus Languages: Common, Elven, and Terran. Because of their limited contact with the world beyond the Great Expanse, dragonnes have fewer bonus languages to learn from.
  • Favored Class: Sorcerer. A multiclass dragonne's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +7.
THE DRAGONTOUCHED (Draconomicon)
The dragontouched of the Lands of Harqual are a unique race descended from both draconic and human bloodlines. They are not actually dragons, but they have enough draconic heritage in them to be distinguished from humans. Many mistake them for half-dragons, but they are farther removed from their draconic ancestry than half-dragons. The dragontouched usually are the result of an ancient druidic lineage that pays respect to Mirella or one of the Dragon Gods.

Regardless of their draconic bloodline, the dragontouched are as varied as humans are, and they fit into almost any culture. Most of the dragontouched living on Harqual live in the region known as The Bulge, which includes the Great Expanse and all of the communities in or near that desert. They are also found living in the eastern ranges of the Hinderfall Mountains. Specifically, in the secluded mountain cities of Highwall and Thunderwall.

Dragontouched are also common throughout the many islands of the Sea of the Sun and the Karmine Sea. They are rarer the further north you travel until you pass the Greystone Mountains. There, while still uncommon, they live amongst the barbarians of the Northlands as equals as well as in the desert known as the Cold Barrens. Dragontouched are nearly unheard of in the Eastern Shore or in the Sword Gulf Region. They are very rare on the Ragik Peninsula as the Empire of Swords was known for its oppression of non-human races.

Dragontouched Traits
Dragontouched characters benefit from a number of racial traits:
  • +2 to Strength, -2 to Wisdom, +2 to Charisma.
  • Medium. As Medium creatures, dragontouched characters have no special bonuses or penalties due to their size.
  • Speed: Base land speed is 30 feet.
  • Keen Vision (Ex): Dragontouched 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.
  • 1 extra feat at 1st-level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Dragon Blood: For all effects related to race, a dragontouched is considered a dragon. For example, they are just as vulnerable to special effects that affect dragons as their dragon ancestors are, and they can use magic items that are only usable by dragons.
  • Natural Attacks: Dragontouched characters may attack with two claws (1d3) and are always treated as being armed when using their natural attacks.
  • Saves: A dragontouched character has a +4 racial bonus on saves against magic sleep effects and paralysis.
  • Skills: +2 racial bonus to Intimidate and Spot checks.
  • Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Sorcerer. A multiclass dragontouched character's sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +1.
HALF-DRAGONS (Draconomicon/MM)
Half-dragons are rarer on Harqual than the dragontouched. This mainly has to do with the more strict rules passed down by Mirella and the Dragon Gods to the dragons living on Harqual. In eras past, dragons often mated with a variety of humanoid races, and it was considered a blessing from the World Goddess to have a half-dragon as a member of your family. However, half-dragons are not true dragons, and it was soon discovered they were more likely to go Rogue against the Tenets of the Balance, which all dragons must follow.

Thus, less half-dragons have been sired in the last few hundred years than previously . It is still considered a great honor to have a half-dragon in ones family, but those half-dragons born recently are often taken from their humanoid parents and raised amongst druids or followers of Mirella; therefore, a half-dragon character born on Harqual can also choose druid as their favored class as well as any favored class listed for their humanoid parent's race. Many of these half-dragon druids are just coming into their own and most are completely devoted to Mirella and the Tenets of the Balance.

Note that the dragons of Kulan that follow the Tenets of the Balance never mate with unintelligent monsters. Only rogue dragons do this; therefore, any half-dragon with an unintelligent monstrous parent is always considered a rogue. See the D&D Monster Manual v.3.5 and D&D Draconomicon: The Book of Dragons for how to create a half-dragon.
 
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