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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 1515148" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">PART THREE: THE SAVAGE RACES</span></strong></p><p>Beyond the standard humanoid races, goblinoids, and lizardfolk these other humanoids live either on the continent proper or one of the major islands surrounding Harqual. Some, like bullywugs, are isolated to one region.</p><p></p><p><strong><span style="color: DarkOrange">BULLYWUGS</span></strong> <span style="color: Red">(Monsters of Faerûn)</span></p><p>Bullywugs are nasty creatures; of that there is little doubt. They tend to prey on anyone who comes to close to the smaller march covered islands of the chain known as the Falchion Islands located in the Wulman Gulf. They rarely settle on the island known as Ochel, as that island is home to the populace of the city of Kaaluntor and its outlying communities.</p><p></p><p>While numerous, the bullywugs don't have the numbers to fight an entire city. Regardless, they wouldn't last long fighting a two-pronged war, for they are constantly at war with the tribes of lizardfolk that share their islands. As the lizardfolk have achieved better relations with Kaaluntor, their ability to fight the bullywugs has improved.</p><p></p><p>Only the bullywugs high birthrate keeps them from being wiped out. Being aquatic has helped them evade some lizardfolk raids. The bullywugs have started to move out towards the shores of Harqual but are, as of yet, still isolated to the Wulman Gulf Region. Many sages who track bullywug movements, believe the frog-like humanoids are trying to push their way inland on the Thenin Peninsula and infest the Lilliputian Jungle.</p><p></p><p>Bullywugs have the following ability score adjustments: +2 to Constitution, -2 to Intelligence, -2 to Wisdom, and -2 to Charisma. For more details on Bullywugs, see page 25 of D&D Monsters of Faerun.</p><p></p><p><strong><span style="color: DarkOrange">CENTAURS</span></strong></p><p>Centaurs live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say.</p><p></p><p>All centaurs have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands.</p><p></p><p>The origin of the centaurs is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not.</p><p></p><p>Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaur elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences.</p><p></p><p>Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery.</p><p></p><p>Centaurs often are barbarians and fighters as well and sometimes they become multiclassed ranger/druids and barbarian/druids. Centaurs worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere the Daghdha before all the other gods of the pantheon.</p><p></p><p><strong>Racial Traits for Centaurs of Harqual</strong></p><p>Centaurs of Harqual possess the following racial traits.</p><ul> <li data-xf-list-type="ul">+4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.</li> <li data-xf-list-type="ul">Large. As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.</li> <li data-xf-list-type="ul">Monstrous Humanoid: Centaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">A centaur’s base land speed is 40 feet.</li> <li data-xf-list-type="ul">Centaurs of Harqual have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and centaurs can function just fine with no light at all.</li> <li data-xf-list-type="ul">+1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.</li> <li data-xf-list-type="ul">Racial Hit Dice: A centaur of Harqual begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.</li> <li data-xf-list-type="ul">Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (agriculture), Knowledge (nature), Listen, Move Silently, Spot, and Survival. Centaurs of Harqual gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.</li> <li data-xf-list-type="ul">Racial Feats: A centaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a bonus feat.</li> <li data-xf-list-type="ul">+2 natural bonus to armor class.</li> <li data-xf-list-type="ul">Spell-like Ability: Centaurs have the ability to use ray of frost once per day as a 1st-level cleric.</li> <li data-xf-list-type="ul">Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.</li> <li data-xf-list-type="ul">Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +3</li> </ul><p>[ATTACH]156539[/ATTACH]</p><p></p><p><strong><span style="color: DarkOrange">GITHS</span></strong> <span style="color: Red">(Terrors of Athas)</span></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">GNOLLS</span></strong></p><p>Gnolls are evil humanoids with the head of either a hyena or a jackal. Hyena-headed gnolls can be found anywhere north of the Great Expanse and are the most commonly encountered gnolls on the continent. Jackal-headed gnolls live exclusively in the Great Expanse and the Far South and are more rare. There isn't very little difference between these two types of gnolls, as they are both cruel and unpredictable.</p><p></p><p>Gnolls stand roughly 7 to 8 feet in height and weigh nearly upward to 350 pounds. The jackal-headed gnoll is slightly smaller than its northern cousin — standing 6-½ to 7 feet in height and weighing 300 pounds. They have shaggy dirty brown to brownish-red fur covering their entire bodies including the head. Jackal-headed gnolls aren't as heavily furred, an adaptation of the harsher climate they live in. They have blood-red eyes that allow them to see in the dark. Gnolls do have clawed toes and fingers but attack with manufactured weapons.</p><p></p><p>Gnolls of Harqual are dangerous and unpredictable in a fight, often attacking in pack-like ambushes after using their canine cry ability to sow confusion. Gnolls attack with battleaxes in melee but prefer to hit opponents from behind with short bows.</p><p></p><p>Gnolls often worship the God of Slaughter, Erythnul, or the God of Bloody Combat, Vaprak.</p><p></p><p><strong>Gnoll Traits</strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p>[ATTACH]156540[/ATTACH]</p><p></p><p><strong><span style="color: DarkOrange">Other Gnoll-like Races</span></strong></p><p>There is one distinct sub-species of gnoll on Harqual — flinds. There are also half-gnolls, which can be used as a PC race.</p><p></p><p><strong>Flinds</strong></p><p>Flinds are a unique race of gnolls that are said to have ogre or giant blood. They are not like flinds found on other world. They stand roughly 14 feet in height and weigh over 2,500 lbs. They are heavily furred and are only found in the northern reaches of Harqual. Otherwise they appear exactly like a hyena-headed gnoll looks.</p><p></p><p>It is rare to encounter a flind south of the Greystone Mountains. And while they are larger and more bestial than other gnolls, they are also more intelligent and cunning. Most detractors of the 'flinds are related to ogres' theory point to this fact as to why flinds cannot possibly be related to ogres. They are too intelligent to be related to the dull-witted brutes.</p><p></p><p>Flinds are very dangerous opponents, fighting with large wooded clubs (tree limbs really) or a large, forged-metal bar known as a flindbar. This is a racial weapon for them and is designed for a flind's large clawed hands. It is a clumsy weapon in the hands of another race, unless special training is somehow acquired. Flinds sometimes attack from cover with rocks, but are just as happy to enter melee and pummel opponents. Flinds are fond of luring in their opponents and then using their special roar ability to cause fear and panic.</p><p></p><p>Female flinds often worship the Mother of Monsters, Angrboda, or the Goddess of Pain and Torture, Loviatar. Male flinds often worship the God of Bloody Combat, or form cults to dead Sword God of War, Amand. However, flinds cannot become true clerics of Amand, as they have no one to grant them their spells. These followers of the dead god are now being lured in to the church of Gruumsh. While flinds may become blackguards in service of He-Who-Never-Sleeps, they still consider themselves followers of Amand.</p><p></p><p><strong>Half-Gnolls</strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">KOBOLDS</span></strong> <span style="color: Red">(MM)</span></p><p>Kobolds are rare on Harqual. Those that do live on the continent proper, are often found serving a Majestic Dragon. The Black Sand Tribe serving Adamanditar, The Majestic Blue Dragon of Harqual, is the most famous tribe of kobolds. Like their master, they are true neutral in alignment and worship the All-Mother, Mirella.</p><p></p><p>However, most kobolds living on one of the many islands surrounding the continent are more like your typical kobold. They tend towards evil and law and rarely welcome outsiders. There exists a few neutral evil tribes that live within the Tenets of the Balance, but they are extremely rare.</p><p></p><p>One area, on the mainland, where kobolds are found in greater numbers in the mountain range known as the Kul Moren Mountains. The kobolds living there tend to live amongst dwarves, and tend to be lawful in alignment.</p><p></p><p>Regardless of alignment, kobolds have all the racial traits as per that listed on page 162 of D&D Monster Manual v.3.5.</p><p></p><p><strong><span style="color: DarkOrange">NEANDERTHALS</span></strong> <span style="color: Red">(Frostburn)</span></p><p>Humans are widespread on Harqual and all are similar enough too fall under one racial type. Sure, humans often have different views and cultures but these differences almost never change a human's physical attributes. However, some variations do occur. The most notable race is the barbarian tribes of the Northlands who seem to thrive in the colder climates of the continent. But even they are still just human. Not so for the race of feral humans known as Neanderthals. This rare sub-race of humanity is quite unique, with a gift for surviving even the most extreme environmental conditions, whether heat or cold. Neanderthals are rare anywhere south of the Dragon’s Eye Region in the Northlands. They keep to themselves for the most part but do trade with the more advanced barbarian tribes for items they can’t make themselves. They rarely trade for manufactured goods, however, as they have a strong affinity with primitive weapons and gear. Neanderthals racial details and traits are detailed on pages 36 to 38 of D&D Frostburn: Mastering the Perils of Ice and Snow.</p><p></p><p><strong><span style="color: DarkOrange">THE ORCS</span></strong></p><p><span style="color: DeepSkyBlue">Being rewritten.</span></p><p></p><p><strong><span style="color: DarkOrange">Agrestic Orcs</span></strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p>[ATTACH]156543[/ATTACH]</p><p></p><p><strong><span style="color: DarkOrange">Standard Orcs</span></strong> <span style="color: Red">(MM)</span></p><p><strong><span style="color: rgb(243, 121, 52)">DM's Note:</span></strong> I'm completely reworking orcs for the Lands of Harqual and much of Kulan. The standard orc as per he MM are known as Warsworn orcs in the Lands of Harqual.</p><p></p><p><strong>Warsworn Orc Traits</strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">Orcs of Maran</span></strong></p><p><span style="color: DeepSkyBlue">Work in Progress</span></p><p></p><p><strong><span style="color: DarkOrange">Goblin Orcs</span> (aka Mountain Orcs)</strong></p><p><span style="color: DeepSkyBlue">Being rewritten.</span></p><p></p><p><strong>Goblin Orc Traits</strong></p><p>Goblin orcs benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+4 to Dexterity, -2 to Intelligence, -2 to Wisdom, -2 to Charisma.</li> <li data-xf-list-type="ul">Medium-size. As Medium creatures, goblinn orcs have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Goblin orc base land speed is 30 ft.</li> <li data-xf-list-type="ul">Goblin orcs have darkvision out to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblin orcs can function just fine with no light at all.</li> <li data-xf-list-type="ul">Mixed Blood: For all effects related to race, a goblin orc is considered a goblinoid and an orc. Mountain orcs, for example, are just as vulnerable to special effects that affect goblinoids or orcs as their goblinoid and orc ancestors are, and they can use magic items that are only usable by goblinoids or orcs.</li> <li data-xf-list-type="ul">+4 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.</li> <li data-xf-list-type="ul">Light Sensitivity (Ex): Goblin orcs are dazzled in bright sunlight or within the radius of a daylight spell.</li> <li data-xf-list-type="ul">Automatic Languages: Common, Orc, and Goblin. Bonus Languages: Abyssal, Dwarven, Elven, Giant, and Infernal.</li> <li data-xf-list-type="ul">Favored Class: Rogue. A multiclass goblin orc's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.</li> </ul><p>[ATTACH]156541[/ATTACH]</p><p></p><p><strong><span style="color: DarkOrange">Half-Orcs</span></strong> <span style="color: Red">(Player's Handbook)</span></p><p><span style="color: DeepSkyBlue">Being rewritten.</span></p><p></p><p>[ATTACH]156542[/ATTACH]</p><p></p><p><strong>Half-Goblin Orc</strong></p><p><span style="color: DeepSkyBlue">Being rewritten.</span></p><p></p><p><strong>Half-Goblin Orc Traits</strong></p><p>Half-goblin orcs have slightly different stats than what is listed in the D&D Player’s Handbook v.3.5:</p><ul> <li data-xf-list-type="ul">+2 to Dexterity, -2 to Wisdom, -2 to Charisma.</li> <li data-xf-list-type="ul">Speed: Base land speed is 30 ft.</li> <li data-xf-list-type="ul">Darkvision 90 ft.</li> <li data-xf-list-type="ul">Light Sensitivity (Ex): Half-goblin orcs are dazzled in bright sunlight or within the radius of a daylight spell.</li> <li data-xf-list-type="ul">Goblin Blood: For all effects related to race, a half-goblin orc is considered a goblinoid. Half-goblin orcs, for example, are just as vulnerable to special effects that affect goblinoids as their mountain orc ancestors are, and they can use magic items that are only usable by goblinoids.</li> <li data-xf-list-type="ul">Skills: +2 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.</li> <li data-xf-list-type="ul">Automatic Languages: Orc and Goblin. Bonus Languages: Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnoll, and Infernal.</li> <li data-xf-list-type="ul">Favored Class: Rogue. A multiclass half-goblin orc's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.</li> </ul><p><strong><span style="color: DarkOrange">Phanatons</span></strong></p><p>Phanatons are an odd, reclusive, intelligent race of bipedal anthropomorphs that look like a cross between a raccoon and a monkey. They are close to nature and live exclusively in the forests of Southern Harqual.</p><p></p><p>A phanaton has a 4-foot prehensile tail and a membrane of skin stretching from its arm to its leg. These membranes can be stretched out allowing the phanaton to glide from tree to tree. A phanaton's fur is colored like that of a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. There eyes range from bright green to a tawny yellow.</p><p></p><p><strong>Phanaton Traits</strong></p><p>Phanatons benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+4 to Dexterity, +2 to Wisdom, -2 to Charisma. Phanatons are agile, and they understand the ways of the natural world; however, they prefer to be left alone so they don't interact well with other races.</li> <li data-xf-list-type="ul">Small-sized. As Small creatures, phanatons 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.</li> <li data-xf-list-type="ul">Monstrous Humanoid: Phanatons are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and phanatons can function just fine with no light at all.</li> <li data-xf-list-type="ul">A phanaton's base speed is 30 feet. Phanatons can also climb at a speed of 30 feet and glide at a speed of 15 feet.</li> <li data-xf-list-type="ul">+1 natural armor class.</li> <li data-xf-list-type="ul">A phanaton gains the Weapon Finesse feat for free at 1st-level.</li> <li data-xf-list-type="ul">Natural Attack: Phanatons may attack with a bite (1d4) and are always treated as being armed when using their bite attack.</li> <li data-xf-list-type="ul">Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. Phanatons are never surprised when encountered in a forest setting.</li> <li data-xf-list-type="ul">Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on Grapple checks and Climb checks.</li> <li data-xf-list-type="ul">A phanaton gains Scent as a special quality.</li> <li data-xf-list-type="ul">Skills: A phanaton uses her Dexterity modifier for Climb checks, receives a +8 racial bonus to Balance and Move Silently checks, and +2 racial bonus to Sleight of Hand checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A phanaton gains a +2 competence bonus on Survival checks to avoid becoming lost in a forest.</li> <li data-xf-list-type="ul">Automatic Languages: Phanaton and Sylvan. Bonus Languages: Elven, Gnome, Kitt, Rakasta. The phanatons of Harqual can also choose from the following bonus languages: T'skrang and Thersean.</li> <li data-xf-list-type="ul">Favored Class: Wilderness Rogue. A multiclass phanaton's wilderness rogue class does not count when determining whether she suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +4</li> </ul><p>[ATTACH]156545[/ATTACH]</p><p></p><p><strong><span style="color: DarkOrange">Zebranaurs</span></strong></p><p>Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the populace of the Far South.</p><p></p><p>Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of the Far South (as well as the warm savannas of Kulan's continents). How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual.</p><p></p><p>When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated on Harqual.</p><p></p><p>The closest Zebranaurs have to a patron is Mirella the All-Mother.</p><p></p><p><strong>Zebranaur Traits</strong></p><p><span style="color: DeepSkyBlue">To be revised</span></p><p></p><p>[ATTACH]156544[/ATTACH]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 1515148, member: 2012"] [B][COLOR=DarkOrange]PART THREE: THE SAVAGE RACES[/COLOR][/B] Beyond the standard humanoid races, goblinoids, and lizardfolk these other humanoids live either on the continent proper or one of the major islands surrounding Harqual. Some, like bullywugs, are isolated to one region. [B][COLOR=DarkOrange]BULLYWUGS[/COLOR][/B] [COLOR=Red](Monsters of Faerûn)[/COLOR] Bullywugs are nasty creatures; of that there is little doubt. They tend to prey on anyone who comes to close to the smaller march covered islands of the chain known as the Falchion Islands located in the Wulman Gulf. They rarely settle on the island known as Ochel, as that island is home to the populace of the city of Kaaluntor and its outlying communities. While numerous, the bullywugs don't have the numbers to fight an entire city. Regardless, they wouldn't last long fighting a two-pronged war, for they are constantly at war with the tribes of lizardfolk that share their islands. As the lizardfolk have achieved better relations with Kaaluntor, their ability to fight the bullywugs has improved. Only the bullywugs high birthrate keeps them from being wiped out. Being aquatic has helped them evade some lizardfolk raids. The bullywugs have started to move out towards the shores of Harqual but are, as of yet, still isolated to the Wulman Gulf Region. Many sages who track bullywug movements, believe the frog-like humanoids are trying to push their way inland on the Thenin Peninsula and infest the Lilliputian Jungle. Bullywugs have the following ability score adjustments: +2 to Constitution, -2 to Intelligence, -2 to Wisdom, and -2 to Charisma. For more details on Bullywugs, see page 25 of D&D Monsters of Faerun. [B][COLOR=DarkOrange]CENTAURS[/COLOR][/B] Centaurs live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say. All centaurs have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands. The origin of the centaurs is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not. Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaur elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences. Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery. Centaurs often are barbarians and fighters as well and sometimes they become multiclassed ranger/druids and barbarian/druids. Centaurs worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere the Daghdha before all the other gods of the pantheon. [B]Racial Traits for Centaurs of Harqual[/B] Centaurs of Harqual possess the following racial traits. [LIST] [*]+4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma. [*]Large. As Large creatures, centaurs of Harqual 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: Centaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person. [*]A centaur’s base land speed is 40 feet. [*]Centaurs of Harqual have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and centaurs can function just fine with no light at all. [*]+1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical. [*]Racial Hit Dice: A centaur of Harqual begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4. [*]Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (agriculture), Knowledge (nature), Listen, Move Silently, Spot, and Survival. Centaurs of Harqual gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks. [*]Racial Feats: A centaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a bonus feat. [*]+2 natural bonus to armor class. [*]Spell-like Ability: Centaurs have the ability to use ray of frost once per day as a 1st-level cleric. [*]Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc. [*]Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. [*]Level Adjustment: +3 [/LIST] [ATTACH alt="Centaur of the Northlands.png"]156539[/ATTACH] [B][COLOR=DarkOrange]GITHS[/COLOR][/B] [COLOR=Red](Terrors of Athas)[/COLOR] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]GNOLLS[/COLOR][/B] Gnolls are evil humanoids with the head of either a hyena or a jackal. Hyena-headed gnolls can be found anywhere north of the Great Expanse and are the most commonly encountered gnolls on the continent. Jackal-headed gnolls live exclusively in the Great Expanse and the Far South and are more rare. There isn't very little difference between these two types of gnolls, as they are both cruel and unpredictable. Gnolls stand roughly 7 to 8 feet in height and weigh nearly upward to 350 pounds. The jackal-headed gnoll is slightly smaller than its northern cousin — standing 6-½ to 7 feet in height and weighing 300 pounds. They have shaggy dirty brown to brownish-red fur covering their entire bodies including the head. Jackal-headed gnolls aren't as heavily furred, an adaptation of the harsher climate they live in. They have blood-red eyes that allow them to see in the dark. Gnolls do have clawed toes and fingers but attack with manufactured weapons. Gnolls of Harqual are dangerous and unpredictable in a fight, often attacking in pack-like ambushes after using their canine cry ability to sow confusion. Gnolls attack with battleaxes in melee but prefer to hit opponents from behind with short bows. Gnolls often worship the God of Slaughter, Erythnul, or the God of Bloody Combat, Vaprak. [B]Gnoll Traits[/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [ATTACH alt="Harqualian Gnoll.png"]156540[/ATTACH] [B][COLOR=DarkOrange]Other Gnoll-like Races[/COLOR][/B] There is one distinct sub-species of gnoll on Harqual — flinds. There are also half-gnolls, which can be used as a PC race. [B]Flinds[/B] Flinds are a unique race of gnolls that are said to have ogre or giant blood. They are not like flinds found on other world. They stand roughly 14 feet in height and weigh over 2,500 lbs. They are heavily furred and are only found in the northern reaches of Harqual. Otherwise they appear exactly like a hyena-headed gnoll looks. It is rare to encounter a flind south of the Greystone Mountains. And while they are larger and more bestial than other gnolls, they are also more intelligent and cunning. Most detractors of the 'flinds are related to ogres' theory point to this fact as to why flinds cannot possibly be related to ogres. They are too intelligent to be related to the dull-witted brutes. Flinds are very dangerous opponents, fighting with large wooded clubs (tree limbs really) or a large, forged-metal bar known as a flindbar. This is a racial weapon for them and is designed for a flind's large clawed hands. It is a clumsy weapon in the hands of another race, unless special training is somehow acquired. Flinds sometimes attack from cover with rocks, but are just as happy to enter melee and pummel opponents. Flinds are fond of luring in their opponents and then using their special roar ability to cause fear and panic. Female flinds often worship the Mother of Monsters, Angrboda, or the Goddess of Pain and Torture, Loviatar. Male flinds often worship the God of Bloody Combat, or form cults to dead Sword God of War, Amand. However, flinds cannot become true clerics of Amand, as they have no one to grant them their spells. These followers of the dead god are now being lured in to the church of Gruumsh. While flinds may become blackguards in service of He-Who-Never-Sleeps, they still consider themselves followers of Amand. [B]Half-Gnolls[/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]KOBOLDS[/COLOR][/B] [COLOR=Red](MM)[/COLOR] Kobolds are rare on Harqual. Those that do live on the continent proper, are often found serving a Majestic Dragon. The Black Sand Tribe serving Adamanditar, The Majestic Blue Dragon of Harqual, is the most famous tribe of kobolds. Like their master, they are true neutral in alignment and worship the All-Mother, Mirella. However, most kobolds living on one of the many islands surrounding the continent are more like your typical kobold. They tend towards evil and law and rarely welcome outsiders. There exists a few neutral evil tribes that live within the Tenets of the Balance, but they are extremely rare. One area, on the mainland, where kobolds are found in greater numbers in the mountain range known as the Kul Moren Mountains. The kobolds living there tend to live amongst dwarves, and tend to be lawful in alignment. Regardless of alignment, kobolds have all the racial traits as per that listed on page 162 of D&D Monster Manual v.3.5. [B][COLOR=DarkOrange]NEANDERTHALS[/COLOR][/B] [COLOR=Red](Frostburn)[/COLOR] Humans are widespread on Harqual and all are similar enough too fall under one racial type. Sure, humans often have different views and cultures but these differences almost never change a human's physical attributes. However, some variations do occur. The most notable race is the barbarian tribes of the Northlands who seem to thrive in the colder climates of the continent. But even they are still just human. Not so for the race of feral humans known as Neanderthals. This rare sub-race of humanity is quite unique, with a gift for surviving even the most extreme environmental conditions, whether heat or cold. Neanderthals are rare anywhere south of the Dragon’s Eye Region in the Northlands. They keep to themselves for the most part but do trade with the more advanced barbarian tribes for items they can’t make themselves. They rarely trade for manufactured goods, however, as they have a strong affinity with primitive weapons and gear. Neanderthals racial details and traits are detailed on pages 36 to 38 of D&D Frostburn: Mastering the Perils of Ice and Snow. [B][COLOR=DarkOrange]THE ORCS[/COLOR][/B] [COLOR=DeepSkyBlue]Being rewritten.[/COLOR] [B][COLOR=DarkOrange]Agrestic Orcs[/COLOR][/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [ATTACH alt="Orc Farmer.png"]156543[/ATTACH] [B][COLOR=DarkOrange]Standard Orcs[/COLOR][/B] [COLOR=Red](MM)[/COLOR] [B][COLOR=rgb(243, 121, 52)]DM's Note:[/COLOR][/B] I'm completely reworking orcs for the Lands of Harqual and much of Kulan. The standard orc as per he MM are known as Warsworn orcs in the Lands of Harqual. [B]Warsworn Orc Traits[/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]Orcs of Maran[/COLOR][/B] [COLOR=DeepSkyBlue]Work in Progress[/COLOR] [B][COLOR=DarkOrange]Goblin Orcs[/COLOR] (aka Mountain Orcs)[/B] [COLOR=DeepSkyBlue]Being rewritten.[/COLOR] [B]Goblin Orc Traits[/B] Goblin orcs benefit from a number of racial traits: [LIST] [*]+4 to Dexterity, -2 to Intelligence, -2 to Wisdom, -2 to Charisma. [*]Medium-size. As Medium creatures, goblinn orcs have no special bonuses or penalties due to their size. [*]Goblin orc base land speed is 30 ft. [*]Goblin orcs have darkvision out to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblin orcs can function just fine with no light at all. [*]Mixed Blood: For all effects related to race, a goblin orc is considered a goblinoid and an orc. Mountain orcs, for example, are just as vulnerable to special effects that affect goblinoids or orcs as their goblinoid and orc ancestors are, and they can use magic items that are only usable by goblinoids or orcs. [*]+4 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks. [*]Light Sensitivity (Ex): Goblin orcs are dazzled in bright sunlight or within the radius of a daylight spell. [*]Automatic Languages: Common, Orc, and Goblin. Bonus Languages: Abyssal, Dwarven, Elven, Giant, and Infernal. [*]Favored Class: Rogue. A multiclass goblin orc's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. [/LIST] [ATTACH alt="Goblin Orc.png"]156541[/ATTACH] [B][COLOR=DarkOrange]Half-Orcs[/COLOR][/B] [COLOR=Red](Player's Handbook)[/COLOR] [COLOR=DeepSkyBlue]Being rewritten.[/COLOR] [ATTACH alt="Half-Orc Warrior Bard.png"]156542[/ATTACH] [B]Half-Goblin Orc[/B] [COLOR=DeepSkyBlue]Being rewritten.[/COLOR] [B]Half-Goblin Orc Traits[/B] Half-goblin orcs have slightly different stats than what is listed in the D&D Player’s Handbook v.3.5: [LIST] [*]+2 to Dexterity, -2 to Wisdom, -2 to Charisma. [*]Speed: Base land speed is 30 ft. [*]Darkvision 90 ft. [*]Light Sensitivity (Ex): Half-goblin orcs are dazzled in bright sunlight or within the radius of a daylight spell. [*]Goblin Blood: For all effects related to race, a half-goblin orc is considered a goblinoid. Half-goblin orcs, for example, are just as vulnerable to special effects that affect goblinoids as their mountain orc ancestors are, and they can use magic items that are only usable by goblinoids. [*]Skills: +2 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks. [*]Automatic Languages: Orc and Goblin. Bonus Languages: Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnoll, and Infernal. [*]Favored Class: Rogue. A multiclass half-goblin orc's rogue class does not count when determining whether he suffers an XP penalty for multiclassing. [/LIST] [B][COLOR=DarkOrange]Phanatons[/COLOR][/B] Phanatons are an odd, reclusive, intelligent race of bipedal anthropomorphs that look like a cross between a raccoon and a monkey. They are close to nature and live exclusively in the forests of Southern Harqual. A phanaton has a 4-foot prehensile tail and a membrane of skin stretching from its arm to its leg. These membranes can be stretched out allowing the phanaton to glide from tree to tree. A phanaton's fur is colored like that of a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. There eyes range from bright green to a tawny yellow. [B]Phanaton Traits[/B] Phanatons benefit from a number of racial traits: [LIST] [*]+4 to Dexterity, +2 to Wisdom, -2 to Charisma. Phanatons are agile, and they understand the ways of the natural world; however, they prefer to be left alone so they don't interact well with other races. [*]Small-sized. As Small creatures, phanatons 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: Phanatons are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and phanatons can function just fine with no light at all. [*]A phanaton's base speed is 30 feet. Phanatons can also climb at a speed of 30 feet and glide at a speed of 15 feet. [*]+1 natural armor class. [*]A phanaton gains the Weapon Finesse feat for free at 1st-level. [*]Natural Attack: Phanatons may attack with a bite (1d4) and are always treated as being armed when using their bite attack. [*]Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. Phanatons are never surprised when encountered in a forest setting. [*]Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on Grapple checks and Climb checks. [*]A phanaton gains Scent as a special quality. [*]Skills: A phanaton uses her Dexterity modifier for Climb checks, receives a +8 racial bonus to Balance and Move Silently checks, and +2 racial bonus to Sleight of Hand checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A phanaton gains a +2 competence bonus on Survival checks to avoid becoming lost in a forest. [*]Automatic Languages: Phanaton and Sylvan. Bonus Languages: Elven, Gnome, Kitt, Rakasta. The phanatons of Harqual can also choose from the following bonus languages: T'skrang and Thersean. [*]Favored Class: Wilderness Rogue. A multiclass phanaton's wilderness rogue class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +4 [/LIST] [ATTACH alt="Phanaton.png"]156545[/ATTACH] [B][COLOR=DarkOrange]Zebranaurs[/COLOR][/B] Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the populace of the Far South. Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of the Far South (as well as the warm savannas of Kulan's continents). How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual. When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated on Harqual. The closest Zebranaurs have to a patron is Mirella the All-Mother. [B]Zebranaur Traits[/B] [COLOR=DeepSkyBlue]To be revised[/COLOR] [ATTACH alt="Zebranaur.png"]156544[/ATTACH] [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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