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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 1514401" data-attributes="member: 2012"><p><strong>RACIAL MISCY (cont.)</strong></p><p></p><p><strong><span style="color: DarkOrange">PART TWO: THE LIZARDFOLK</span></strong></p><p>Slightly more common than the goblinoid races are the lizardfolk. In the Lands of Harqual, there isn't as much stigma towards lizardfolk as there is towards goblins and other savage humanoids. However, humans find lizardfolk unnerving and strangely foreign. Regardless, lizardfolk are one of the oldest living races that are native to the Lands of Harqual and always have been.</p><p></p><p><strong><span style="color: DarkOrange">LIZARDFOLK</span></strong> <span style="color: Red">(MM)</span></p><p>Standard lizardfolk live almost exclusively in the southern regions of Harqual; they are found throughout the marshlands of the Far South. This includes the bog-like hedge mazes found in the deepest part of the Merewood, the fens of the inner reaches of the Heverkent Forest (near the northern edge of the Lake of the Horde), the island known as Thessalgard Island (near the Chara Coast), the Accursed Mire (on the southern shore of the Thenin Peninsula), and the Falchion Islands.</p><p></p><p>Most lizardfolk are neutral in alignment with tendencies towards good. Only those lizardfolk living in the Accursed Mire tend towards evil and worship the World God known as Laogzed. Other lizardfolk bands worship Mirella, Larea, or an aspect of Ehlonna known to them as the Swamp Princess.</p><p></p><p><strong>Lizardfolk Traits</strong></p><p>Regardless of alignment, lizardfolk have all the racial traits as per that listed on page 169 of D&D Monster Manual v.3.5, except for the following changes in languages: </p><ul> <li data-xf-list-type="ul">Automatic Languages: Aquan and Draconic. Bonus Languages: Goblin, Gnoll, Halfling, Rakasta, Suar, and T’skrang.</li> </ul><p><strong><span style="color: DarkOrange">Green Folk</span></strong> <span style="color: Red">(Bastards & Bloodlines)</span></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">T’SKRANG</span></strong> <span style="color: Red">(Earthdawn)</span></p><p>The t’skrang of Harqual are reptilian beings with a flair for the dramatic. They average 5 feet 9 inches tall, and their tails add another 6 feet of length. They weigh an average of 200 lb., of which nearly 40 lb. is the tail. Their skin color ranges from verdant green to green-yellow or green-blue, with aqua-blue and even sunset-red variants. T’skrang have cauliflower-shaped ears set into the sides of their heads. They mature physically by the age of 10, and often live 80 or more years.</p><p></p><p>The t’skrang talent for tale-telling casts doubt on their claims of a 181-year-old t’skrang, particularly because careful Torin dwarven observations place the oldest known t’skrang at a mere 115. T’skrang scholars blame this variance on faulty Torin dwarven calculations, which of course the dwarf's vigorously deny.</p><p></p><p>The t’skrang are only found in the Far South. They live exclusively near the many waterways of the region, especially along the Tulle River, also known as the River of the Dead God. T’skrang were the favored race of the, now dead North God Tulle, known as the River God or the Fisher. The t’skrang spent many centuries in isolation from the rest of the Far South, mourning the death of their patron god, and only had interaction with the rockwood gnomes of the Heverkent Forest.</p><p></p><p>Only in the last 200 years have the t’skrang once again come forth from the Heverkent Forest to trade along the banks of the waterways of the Far South. They travel from place to place selling and buying good from their mobile, tribal raft-ships. It is said that if a t’skrang can’t find an item for you then it doesn’t exist in the Far South.</p><p></p><p>T’skrang give primary loyalty to their families, though like humans, they can transfer this loyalty to tribes and city-states. Some individuals pledge their loyalty to other races’ societies, but pirate federations are the closest thing to a nation the t’skrang have built for themselves, in the past.</p><p></p><p>Females lead t’skrang society, which is matriarchal in most aspects. T’skrang prefer to live in roofed dwellings and floating tribal rafts along the Tulle River, and submerge portions of their riverside homes. T’skrang love to swim and immerse themselves in water, they become sulky and irritable if unable to do so at least once a week.</p><p></p><p>T’skrang get along fine with rockwood gnomes, rakasta, elves, and some humans. They admire Torin dwarves for their finely crafted goods but don’t find them a kindred spirit due to them originating from under the earth. They consider halflings (and to a lesser extent, kitts) to be kindred spirits and will often stop and chat with one of them just for the pleasure of conversation.</p><p></p><p><strong>T'skrang Traits</strong></p><p>T’skrang benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Wisdom, +2 to Charisma. T’skrang are always flamboyant and outgoing, but they tend to leap into the water without looking.</li> <li data-xf-list-type="ul">T'skrang have both the Reptilian and Aquatic subtypes.</li> <li data-xf-list-type="ul">Medium-size: As Medium-size creatures, t’skrang have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Speed: Base speed is 30 feet. They also swim at a speed of 30 feet.</li> <li data-xf-list-type="ul">Low-light vision (limited). T'skrang can see twice as far as a human can, but only while underwater.</li> <li data-xf-list-type="ul">T'skrang may hold their breath for a number of minutes equal to their Constitution times 2.</li> <li data-xf-list-type="ul">Natural Attacks: T'skrang can attack with their claws for 1d4 points of damage. They may also use their tail as a natural weapon. In combat, some t’skrang will strap weapons to their tail as to increase the damage done (small weapons only). A t’skrang's tail does 1d3 points of damage plus ½ Strength damage. They may choose it as the weapon for any weapon related feats.</li> <li data-xf-list-type="ul">Skills: T’skrang gains a +2 racial bonus to Bluff and Diplomacy. T’skrang are master storytellers, fast talkers and love to gossip. They also gain a +4 racial bonus to Jump and Balance checks due to their tails. They also gain a +8 racial bonus to all Swim checks.</li> <li data-xf-list-type="ul">Automatic Languages: Aquan and T'skrang. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Kitt, and Rakasta.</li> <li data-xf-list-type="ul">Favored Class: Bard. A multiclass t'skrang's bard class does not count when determining whether she suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +1</li> </ul><p><strong><span style="color: DarkOrange">OTHER LIZARDFOLK RACES</span></strong></p><p>There are several distinct sub-races of lizardfolk on Harqual. These other lizardfolk are found throughout the World of Kulan much like standard lizardfolk.</p><p></p><p><strong><span style="color: DarkOrange">The Blackscale</span></strong> <span style="color: Red">(MM 3)</span></p><p>Blackscale lizardfolk are the rarest of the lizardfolk races. They are found exclusively in the region known as the Thunder Lands on Harqual. They are known in the Verdalf Forest and are allies of the hunter elves. Others live in the Forests of Liran but are not allies of that human Kingdom. They have no love for the mountain orcs of the Black Kingdom, however, and “the enemy of my enemy is my friend” is a phrase often used to describe the relations between the Blackscale and the citizens of Liran.</p><p></p><p>The Blackscale of Harqual are exactly like those living on other continents on the World of Kulan, except for the gods they worship. Blackscale tend to worship nature or weather gods such as Ehlonna, Larea, or Sanh. Blackscale lizardfolk are almost always neutral in alignment, with an equal chance of being neutral good or neutral evil if the lizardfolk is so inclined. Blackscale lizardfolk are described on page 95 of D&D Monster Manual III.</p><p></p><p>Blackscale lizardfolk are not generally available as a PC race.</p><p></p><p><strong><span style="color: DarkOrange">Cliffborn</span></strong> <span style="color: Red">(Classic Monsters Revisited)</span></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">The Poison Dusk</span></strong> <span style="color: Red">(MM 3)</span></p><p><span style="color: Red"></span>Poison Dusk lizardfolk are found throughout the temperate marshes of the World of Kulan. On Harqual this includes the Helguar Swamp near Mor’s End, in the Kingdom of Anoria; the large marsh near the city of Ambian known as Le Marécage de Fey; the fen known as the Mistwater surrounding the city of Eversink; and the desolate swamplands of Caer Amylinyon on the eastern edge of the Great Forest.</p><p></p><p>Poison Dusk lizardfolk, also known as Gidameru Lizardfolk on Harqual, always live within the Tenets of the Balance and always worship a deity that insists that its followers do so. This includes, but is not limited to, Larea, the Daghdha, and Sanh. They often worship Mirella as their patron goddess but rarely does she choose a poison dusk lizardfolk to become one of her chosen clerics.</p><p></p><p>Poison dusk lizardfolk have all the racial traits listed on page 96 of D&D Monster Manual III. They are available as a PC race and are the race of lizardfolk most likely to become adventurers.</p><p></p><p><strong><span style="color: DarkOrange">Sandfolk</span></strong> <span style="color: Red">(Classic Monsters Revisited)</span></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p></blockquote><p></p>
[QUOTE="Knightfall, post: 1514401, member: 2012"] [b]RACIAL MISCY (cont.)[/b] [B][COLOR="DarkOrange"]PART TWO: THE LIZARDFOLK[/COLOR][/B] Slightly more common than the goblinoid races are the lizardfolk. In the Lands of Harqual, there isn't as much stigma towards lizardfolk as there is towards goblins and other savage humanoids. However, humans find lizardfolk unnerving and strangely foreign. Regardless, lizardfolk are one of the oldest living races that are native to the Lands of Harqual and always have been. [B][COLOR="DarkOrange"]LIZARDFOLK[/COLOR][/B] [COLOR="Red"](MM)[/COLOR] Standard lizardfolk live almost exclusively in the southern regions of Harqual; they are found throughout the marshlands of the Far South. This includes the bog-like hedge mazes found in the deepest part of the Merewood, the fens of the inner reaches of the Heverkent Forest (near the northern edge of the Lake of the Horde), the island known as Thessalgard Island (near the Chara Coast), the Accursed Mire (on the southern shore of the Thenin Peninsula), and the Falchion Islands. Most lizardfolk are neutral in alignment with tendencies towards good. Only those lizardfolk living in the Accursed Mire tend towards evil and worship the World God known as Laogzed. Other lizardfolk bands worship Mirella, Larea, or an aspect of Ehlonna known to them as the Swamp Princess. [B]Lizardfolk Traits[/B] Regardless of alignment, lizardfolk have all the racial traits as per that listed on page 169 of D&D Monster Manual v.3.5, except for the following changes in languages: [list][*]Automatic Languages: Aquan and Draconic. Bonus Languages: Goblin, Gnoll, Halfling, Rakasta, Suar, and T’skrang.[/list] [B][COLOR="DarkOrange"]Green Folk[/COLOR][/B] [COLOR="Red"](Bastards & Bloodlines)[/COLOR] [COLOR="DeepSkyBlue"]Work in Progress[/COLOR] [B][COLOR="DarkOrange"]T’SKRANG[/COLOR][/B] [COLOR="Red"](Earthdawn)[/COLOR] The t’skrang of Harqual are reptilian beings with a flair for the dramatic. They average 5 feet 9 inches tall, and their tails add another 6 feet of length. They weigh an average of 200 lb., of which nearly 40 lb. is the tail. Their skin color ranges from verdant green to green-yellow or green-blue, with aqua-blue and even sunset-red variants. T’skrang have cauliflower-shaped ears set into the sides of their heads. They mature physically by the age of 10, and often live 80 or more years. The t’skrang talent for tale-telling casts doubt on their claims of a 181-year-old t’skrang, particularly because careful Torin dwarven observations place the oldest known t’skrang at a mere 115. T’skrang scholars blame this variance on faulty Torin dwarven calculations, which of course the dwarf's vigorously deny. The t’skrang are only found in the Far South. They live exclusively near the many waterways of the region, especially along the Tulle River, also known as the River of the Dead God. T’skrang were the favored race of the, now dead North God Tulle, known as the River God or the Fisher. The t’skrang spent many centuries in isolation from the rest of the Far South, mourning the death of their patron god, and only had interaction with the rockwood gnomes of the Heverkent Forest. Only in the last 200 years have the t’skrang once again come forth from the Heverkent Forest to trade along the banks of the waterways of the Far South. They travel from place to place selling and buying good from their mobile, tribal raft-ships. It is said that if a t’skrang can’t find an item for you then it doesn’t exist in the Far South. T’skrang give primary loyalty to their families, though like humans, they can transfer this loyalty to tribes and city-states. Some individuals pledge their loyalty to other races’ societies, but pirate federations are the closest thing to a nation the t’skrang have built for themselves, in the past. Females lead t’skrang society, which is matriarchal in most aspects. T’skrang prefer to live in roofed dwellings and floating tribal rafts along the Tulle River, and submerge portions of their riverside homes. T’skrang love to swim and immerse themselves in water, they become sulky and irritable if unable to do so at least once a week. T’skrang get along fine with rockwood gnomes, rakasta, elves, and some humans. They admire Torin dwarves for their finely crafted goods but don’t find them a kindred spirit due to them originating from under the earth. They consider halflings (and to a lesser extent, kitts) to be kindred spirits and will often stop and chat with one of them just for the pleasure of conversation. [B]T'skrang Traits[/B] T’skrang benefit from a number of racial traits: [list][*]-2 to Wisdom, +2 to Charisma. T’skrang are always flamboyant and outgoing, but they tend to leap into the water without looking. [*]T'skrang have both the Reptilian and Aquatic subtypes. [*]Medium-size: As Medium-size creatures, t’skrang have no special bonuses or penalties due to their size. [*]Speed: Base speed is 30 feet. They also swim at a speed of 30 feet. [*]Low-light vision (limited). T'skrang can see twice as far as a human can, but only while underwater. [*]T'skrang may hold their breath for a number of minutes equal to their Constitution times 2. [*]Natural Attacks: T'skrang can attack with their claws for 1d4 points of damage. They may also use their tail as a natural weapon. In combat, some t’skrang will strap weapons to their tail as to increase the damage done (small weapons only). A t’skrang's tail does 1d3 points of damage plus ½ Strength damage. They may choose it as the weapon for any weapon related feats. [*]Skills: T’skrang gains a +2 racial bonus to Bluff and Diplomacy. T’skrang are master storytellers, fast talkers and love to gossip. They also gain a +4 racial bonus to Jump and Balance checks due to their tails. They also gain a +8 racial bonus to all Swim checks. [*]Automatic Languages: Aquan and T'skrang. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Kitt, and Rakasta. [*]Favored Class: Bard. A multiclass t'skrang's bard class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +1[/list] [B][COLOR="DarkOrange"]OTHER LIZARDFOLK RACES[/COLOR][/B] There are several distinct sub-races of lizardfolk on Harqual. These other lizardfolk are found throughout the World of Kulan much like standard lizardfolk. [B][COLOR="DarkOrange"]The Blackscale[/COLOR][/B] [COLOR="Red"](MM 3)[/COLOR] Blackscale lizardfolk are the rarest of the lizardfolk races. They are found exclusively in the region known as the Thunder Lands on Harqual. They are known in the Verdalf Forest and are allies of the hunter elves. Others live in the Forests of Liran but are not allies of that human Kingdom. They have no love for the mountain orcs of the Black Kingdom, however, and “the enemy of my enemy is my friend” is a phrase often used to describe the relations between the Blackscale and the citizens of Liran. The Blackscale of Harqual are exactly like those living on other continents on the World of Kulan, except for the gods they worship. Blackscale tend to worship nature or weather gods such as Ehlonna, Larea, or Sanh. Blackscale lizardfolk are almost always neutral in alignment, with an equal chance of being neutral good or neutral evil if the lizardfolk is so inclined. Blackscale lizardfolk are described on page 95 of D&D Monster Manual III. Blackscale lizardfolk are not generally available as a PC race. [B][COLOR="DarkOrange"]Cliffborn[/COLOR][/B] [COLOR="Red"](Classic Monsters Revisited)[/COLOR] [COLOR="DeepSkyBlue"]Work in Progress[/COLOR] [B][COLOR="DarkOrange"]The Poison Dusk[/COLOR][/B] [COLOR="Red"](MM 3) [/COLOR]Poison Dusk lizardfolk are found throughout the temperate marshes of the World of Kulan. On Harqual this includes the Helguar Swamp near Mor’s End, in the Kingdom of Anoria; the large marsh near the city of Ambian known as Le Marécage de Fey; the fen known as the Mistwater surrounding the city of Eversink; and the desolate swamplands of Caer Amylinyon on the eastern edge of the Great Forest. Poison Dusk lizardfolk, also known as Gidameru Lizardfolk on Harqual, always live within the Tenets of the Balance and always worship a deity that insists that its followers do so. This includes, but is not limited to, Larea, the Daghdha, and Sanh. They often worship Mirella as their patron goddess but rarely does she choose a poison dusk lizardfolk to become one of her chosen clerics. Poison dusk lizardfolk have all the racial traits listed on page 96 of D&D Monster Manual III. They are available as a PC race and are the race of lizardfolk most likely to become adventurers. [B][COLOR="DarkOrange"]Sandfolk[/COLOR][/B] [COLOR="Red"](Classic Monsters Revisited)[/COLOR] [COLOR="DeepSkyBlue"]Work in Progress[/COLOR] [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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