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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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<blockquote data-quote="Knightfall" data-source="post: 4404191" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">THE WINTER FEY</span></strong></p><p>These unique fey dwell in the Northlands on Harqual, and they rarely interact with other types of fey creatures. The winter fey do not consider themselves subjects of Faerie or the Seelie or the Unseelie Courts. They are bound to the frozen lands of the World of Kulan whether it be the Lands of Harqual or one of the other continents (i.e. Kanpur).</p><p></p><p>Note that not all winter fey have the Cold subtype as noted on page 113 of <em><span style="color: red">D&D Frostburn: Mastering the Perils of Ice and Snow</span></em>, but they do all related to a northern climate in some fashion. (The domovoi are the best example of a winter fey without the Cold subtype.)</p><p></p><p><strong><span style="color: DarkOrange">Domovoi</span></strong> <span style="color: Red">(Frostburn)</span></p><p>Domovoi are small yet helpful fey creatures that live throughout the villages, towns, and cities of the Northlands. They are often called “hearth beards” by high dwarves and “sootfoots” by northchild halflings. Domovoi are children of the hearth and flame, and they love to watch over their charges whether it be a township of humans, a tribe of northerners, a clan of dwarves, or a band of elves or halflings.</p><p></p><p>Domovoi are common in the Kingdom of MaShir where they have equal status as citizens as well as in the Icefoot Woods of Ahalgot, the City-state of Reims, the Twilight Lands, and the Nashee Forest. They are welcome in the Archbishopric of Coldstone but hey rarely receive equal treatment in that land. They are not welcome is evil places such as the City-state of Hoarfrost and the Blighted Lands of the North.</p><p></p><p>Most communities are smart enough not to abuse a local domovoi but those that do soon regret it. Domovoi are quick to anger when mistreated and they'll either cause trouble for those who do or simply abandon the abuser taking the firewood with them. Domovoi are available as a PC race and they have all the racial traits listed on page 122 of <em><span style="color: red">D&D Frostburn: Mastering the Perils of Ice and Snow</span></em>. </p><p></p><p><strong><span style="color: DarkOrange">Ice Sprite</span></strong> <span style="color: Red">(Frost & Fur)</span></p><p>While this creature is called a sprite, it has little in common with those fey creatures. It does share the same heritage as other sprites but that is where the similarity ends. Ice sprites left the circles of Faerie ages ago and now dwell exclusively on the Material Plane. No one is sure why the ice sprites did this but most sages that are aware of the schism believe it to be based on differences in religious ideology.</p><p></p><p>Ice sprites worship Uller, the Interloper God of Hunting, Archery, and Winter, exclusively. Ice sprites devotion to The Winter God often reaches a fanatical pitch on nights when the moon is full as bands of the fey rush out into the frozen night air hunting snowshoe hares, arctic foxes, and even ice drakes. Ice sprites love the hunt and are naturally proficient with bows of all kinds. They fight with winged hunting dogs while on the hunt, which can be quite a sight as the group swoops down on their prey.</p><p></p><p>Ice sprites are found throughout the frigid plains and taiga forests of the Northlands. However, they are encountered most often near the Wisp Wood and on the Frigid Plains in the west as well as the region known as the Lashee Divide in the east. Ice sprites are often seen in the City-state of Woodend trading pelts and handmade crafts to local merchants for metal weapons and tools as well as hardtack bread and dried fruits and vegetables. Ice sprites have a taste for dried apple chips almost as much as they do for fresh meat.</p><p></p><p>Ice sprites speak Sylvan.</p><p></p><p><strong>Ice Sprite Traits</strong></p><p>Ice sprite characters benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Strength, +2 to Dexterity, +4 to Charisma.</li> <li data-xf-list-type="ul">Fey: Ice sprites are fey, and are therefore immune to spells that only affect humanoids, such as charm person. Ice sprites have the Cold Subtype.</li> <li data-xf-list-type="ul">Small. Ice sprites gain a +1 size bonus to AC and attack rolls and a +4 size bonus to 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 creatures.</li> <li data-xf-list-type="ul">Weapon Proficiency: Ice sprites receive the Martial Weapon Proficiency feats for the longbow (including composite longbow) and shortbow (including composite shortbow) as bonus feats.</li> <li data-xf-list-type="ul">An ice sprite's land speed is 20 feet. It also has a speed of 40 feet when using its ice meld ability.</li> <li data-xf-list-type="ul">Racial Feats: An ice sprite receives Ice Hearing as a bonus feat. This feat is described on page 71 of <em><span style="color: red">Frost & Fur: The Explorer's Guide to the Frozen Lands</span></em>.</li> <li data-xf-list-type="ul">Ice Meld (Su): As a full-round action, an ice sprite may meld with any body of ice. While within a body of ice an ice sprite may not be attacked; however, the only sense the ice sprite can use is its Ice Hearing (a silent enemy will be undetectable). The ice sprite may exit the ice as an additional full-round action. Use of this ability provokes attacks of opportunity.</li> <li data-xf-list-type="ul">Spell-like Abilities: 5/day – ray of frost (DC 14); 3/day – expeditious retreat, obscuring mist. Caster level 4th.</li> <li data-xf-list-type="ul">Damage reduction 10/cold iron.</li> <li data-xf-list-type="ul">Spell resistance 16 + class levels.</li> <li data-xf-list-type="ul">Automatic Languages: Sylvan. Bonus Languages: Auran, Barbarian, Centaur, Elven, Twilightspeak, and Waracou.</li> <li data-xf-list-type="ul">Favored Class: Ranger. A multiclass ice sprite’s ranger 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><strong><span style="color: DarkOrange">Rusalka</span></strong> <span style="color: Red">(Frostburn)</span></p><p>These aquatic-dwelling fey are to the winter fey what sirines are to the green-fey. They are the children of the waterways, but they dwell exclusively in the northern lands. Unlike sirines, rusalka never considered Tulle to be their patron deity, but many of them mourned The River God's passing. However, the waterways in the Northlands were the least affected by Tulle's death; therefore, rusalka are less likely to be crazed as some of the aquatic green-fey. Rusalka primarily worship Larea, The Hunting Princess, as their patron deity but some have been know to worship Lokun, The Sky Traveler.</p><p></p><p>Note that while rusalka are usually chaotic neutral, they aren't limited to that alignment. Rusalka are children of the Balance as much as they are children of the waterways; therefore, they can be of any neutral alignment. They consider themselves to be the protectors of the natural world in the north. They have little tolerance for those that disrupt the natural order of the wilderness, and they oppose any unchecked urbanization of the Northlands.</p><p></p><p>This unyielding viewpoint has led the rusalka dwelling in the Shining River into conflict with the citizens of the Kingdom of Jewels, a land of newcomers to the continent after the time of the The Transformation. The races of that land are less concerned with the traditions of the north and seek to exploit every resource they can in order to dominate the region around Lake Gem. As a result, the rusalka have been know to bribe vodyanoi with sexual favors in order to get them to drown the kingdom's citizens and to flood their lands.</p><p></p><p>However, rusalka aren't as intolerant towards all civilizations of mortals in the north. The Kingdom of MaShir is one of the oldest lands on the continent, and it can be argued that MaShir should be considered too urban by the rusalka. Yet the rusalka of Lake Mire and the surrounding waterways do not oppose the activities of that kingdom. This has more to do with the respect that MaShirites have for the natural world (and the Balance) than any sort of double standard. They are careful when it comes to using the resources the land gives them, and they often give back as much as they take if not more.</p><p></p><p><strong><span style="color: DarkOrange">Shatjan</span></strong> <span style="color: Red">(Creature Catalog)</span></p><p>Shatjan are the wardens of the Northlands. They protect traditional hunting grounds from those that would hunt caribou and other types of deer into extinction. They aren't fanatical about keeping hunters away from the herds, however, as the hunting tradition is important to many races throughout the Northlands. For example, the human barbarian tribes, known as northerners, rely heavily on caribou for their way of life, but they treat each kill as a sacred event and use every part of the animal. Northerners show great respect to shatjan. They consider them sacred servants of Cronn and will never kill one unless the welfare of the tribe is at stake.</p><p></p><p>While shatjan do respect Cronn, they are more likely to worship other North Gods such as the Daghdha and Sanh as well as the Interloper God known as Halmyr. The more militant female shatjan have been known to worship either Dike or Inanna while the more militant male shatjan have been known to worship Cull or Hades. Shatjan never worship the Sword Gods and rarely will they pay homage to the Fey Gods. The Daghdha is the closest the shatjan have to a patron deity.</p><p></p><p>Shatjan are found throughout the Northlands as well as on the Ragik Peninsula and just south of the Greystone Mountains. They are fighting a losing battle on the peninsula but stubbornly refuse to give up the traditional migration paths there for caribou and other deer. They consider the evil souls of the Sword Lands to be interlopers and kill most Imperial soldiers on sight. They are a little less forgiving towards the common folk of those lands as they rarely have any recourse but to kill or be killed.</p><p></p><p>Shatjan get along with northchild halflings, the rmoahali of the Nashee Forest, the citizenry of the Kingdom of MaShir, the centaurs of Harqual, and the dwarves of the Kingdom of the Greystones. They are a little less enamored with the silver elves of the Kingdom of the Silver Leaves, but they rarely judge a single silver elf just by his race. They respect silver 'wilds' for their dedication to the barbaric way of life and forest elves for their dedication to the Balance. Shatjan are not fond of hunter elves as they are to inclined towards chaos and hunting for pleasure as well as food.</p><p></p><p>Shatjan consider humans (that aren't northerners) to be troublemakers at best and a scourge on the Northlands at worst. Like with elves they usually give humans a chance to prove themselves but shatjan are quick to judge, especially the more militant ones. The shatjan have become enamored with the citizenry of the Kingdom of Ahamudia and enraged by the citizenry of the Kingdom of Jewels. The Ahamudians give back to the lands while the various races of the Gem Kingdom are prone to stripping an area bare, especially the humans of that kingdom.</p><p></p><p>Shatjan are not sure what to make of the niomus. The winged race seems to have a sense of honor yet they continue to associate with races that seem to have no honor. Shatjan do not like siarrans at all; they consider them shifty double-talkers who are little more than “four-armed humans.” Shatjan are not sure how they feel about the blind race known as the illonis. It matters little as most of the illonis migrated south after being brought to the region around Lake Gem during the time of The Transformation.</p><p></p><p>Shatjan speak Sylvan and Barbarian.</p><p></p><p><strong>Shatjan Traits</strong></p><p>Shatjan characters benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Strength, +4 to Constitution, +2 to Wisdom, +2 to Charisma.</li> <li data-xf-list-type="ul">Fey: Shatjan are fey, and are therefore immune to spells that only affect humanoids, such as charm person. Shatjan have the Cold Subtype.</li> <li data-xf-list-type="ul">Medium-sized. As Medium-size creatures, shatjan have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Weapon Proficiency. Shatjan receive the Martial Weapon Proficiency feats for the shortbow (including composite shortbow) as a bonus feat.</li> <li data-xf-list-type="ul">A shatjan's land speed is 25 feet.</li> <li data-xf-list-type="ul">Racial Hit Dice: A shatjan begins with eight levels of fey, which provide 8d6 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +6, Will +6.</li> <li data-xf-list-type="ul">Racial Skills: A shatjan's fey levels give it skill points equal to 11 x (6 + Int Modifier, minimum 1). Its class skills are Diplomacy, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spot, and Survival.</li> <li data-xf-list-type="ul">Racial Feats: A shatjan's fey levels give it three feats.</li> <li data-xf-list-type="ul">+9 natural armor bonus.</li> <li data-xf-list-type="ul">Breath Weapon (Su): 5-foot line, once per round, damage 3d6 cold, Reflex negates (save DC = ½ shatjan's HD + Constitution modifier).</li> <li data-xf-list-type="ul">Lower Temperature (Su): As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack.</li> <li data-xf-list-type="ul">Damage reduction 10/cold iron.</li> <li data-xf-list-type="ul">Predict Weather (Su): Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square-mile area centered on itself. It can predict the weather up to 16 hours in advance.</li> <li data-xf-list-type="ul">Snow Move (Ex): A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain.</li> <li data-xf-list-type="ul">Speak With Animals (Sp): A shatjan can speak with animals, as the spell, at will.</li> <li data-xf-list-type="ul">Natural Attack: Shatjan may attack with a gore (1d8) and are always treated as being armed when using their natural attack.</li> <li data-xf-list-type="ul">Automatic Languages: Sylvan and Barbarian. Bonus Languages: Centaur, Druidic, Elven, Giant, Halfling, Twilightspeak, and Waracou.</li> <li data-xf-list-type="ul">Favored Class: Barbarian. A multiclass ice sprite’s barbarian class does not count when determining whether she suffers an XP penalty for multiclassing.</li> <li data-xf-list-type="ul">Level Adjustment: +5.</li> </ul><p><strong><span style="color: DarkOrange">Vodyanoi</span></strong> <span style="color: Red">(Frostburn)</span></p><p>Vodyanoi are one of the strangest fey creatures on the continent. They, like the rusalka, dwell in the rivers and lakes of the Northlands. However, they are much more moody and indifferent towards mortals and care nothing for what they do as long as mortals pay them the proper respect. Vodyanoi insist on regular sacrifices from nearby mortals; they are quick to anger if slighted and will wipe out entire villages with floods. Vodyanoi care nothing for the Balance and will only champion it if it benefits them in some way.</p><p></p><p>Their one weakness seems to be their avid lust for beautiful female fey creatures. Vodyanoi will do almost anything to win the affection of a rusalka, and they have been known to kidnap nymphs and sirines in order to slake their lust. If very desperate, they will even kidnap an female elf or particularly beautiful human woman. Some less than savory villages will sacrifice a town virgin to a vodyanoi if they are unable to provide the creature with its regular sacrifice. More often a village under the watchful eye of a vodyanoi will try to secretly hire adventurers to kill the creature.</p><p></p><p>Vodyanoi are not much for religion but they have been known to worship Uller while the more peaceful ones will worship Lokun or even Cronn, The Father of the North Gods. These devoted vodyanoi are rare to say the least.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4404191, member: 2012"] [B][COLOR="DarkOrange"]THE WINTER FEY[/COLOR][/B] These unique fey dwell in the Northlands on Harqual, and they rarely interact with other types of fey creatures. The winter fey do not consider themselves subjects of Faerie or the Seelie or the Unseelie Courts. They are bound to the frozen lands of the World of Kulan whether it be the Lands of Harqual or one of the other continents (i.e. Kanpur). Note that not all winter fey have the Cold subtype as noted on page 113 of [I][COLOR="red"]D&D Frostburn: Mastering the Perils of Ice and Snow[/COLOR][/I], but they do all related to a northern climate in some fashion. (The domovoi are the best example of a winter fey without the Cold subtype.) [B][COLOR="DarkOrange"]Domovoi[/COLOR][/B] [COLOR="Red"](Frostburn)[/COLOR] Domovoi are small yet helpful fey creatures that live throughout the villages, towns, and cities of the Northlands. They are often called “hearth beards” by high dwarves and “sootfoots” by northchild halflings. Domovoi are children of the hearth and flame, and they love to watch over their charges whether it be a township of humans, a tribe of northerners, a clan of dwarves, or a band of elves or halflings. Domovoi are common in the Kingdom of MaShir where they have equal status as citizens as well as in the Icefoot Woods of Ahalgot, the City-state of Reims, the Twilight Lands, and the Nashee Forest. They are welcome in the Archbishopric of Coldstone but hey rarely receive equal treatment in that land. They are not welcome is evil places such as the City-state of Hoarfrost and the Blighted Lands of the North. Most communities are smart enough not to abuse a local domovoi but those that do soon regret it. Domovoi are quick to anger when mistreated and they'll either cause trouble for those who do or simply abandon the abuser taking the firewood with them. Domovoi are available as a PC race and they have all the racial traits listed on page 122 of [I][COLOR="red"]D&D Frostburn: Mastering the Perils of Ice and Snow[/COLOR][/I]. [B][COLOR="DarkOrange"]Ice Sprite[/COLOR][/B] [COLOR="Red"](Frost & Fur)[/COLOR] While this creature is called a sprite, it has little in common with those fey creatures. It does share the same heritage as other sprites but that is where the similarity ends. Ice sprites left the circles of Faerie ages ago and now dwell exclusively on the Material Plane. No one is sure why the ice sprites did this but most sages that are aware of the schism believe it to be based on differences in religious ideology. Ice sprites worship Uller, the Interloper God of Hunting, Archery, and Winter, exclusively. Ice sprites devotion to The Winter God often reaches a fanatical pitch on nights when the moon is full as bands of the fey rush out into the frozen night air hunting snowshoe hares, arctic foxes, and even ice drakes. Ice sprites love the hunt and are naturally proficient with bows of all kinds. They fight with winged hunting dogs while on the hunt, which can be quite a sight as the group swoops down on their prey. Ice sprites are found throughout the frigid plains and taiga forests of the Northlands. However, they are encountered most often near the Wisp Wood and on the Frigid Plains in the west as well as the region known as the Lashee Divide in the east. Ice sprites are often seen in the City-state of Woodend trading pelts and handmade crafts to local merchants for metal weapons and tools as well as hardtack bread and dried fruits and vegetables. Ice sprites have a taste for dried apple chips almost as much as they do for fresh meat. Ice sprites speak Sylvan. [B]Ice Sprite Traits[/B] Ice sprite characters benefit from a number of racial traits: [list][*]-2 to Strength, +2 to Dexterity, +4 to Charisma. [*]Fey: Ice sprites are fey, and are therefore immune to spells that only affect humanoids, such as charm person. Ice sprites have the Cold Subtype. [*]Small. Ice sprites gain a +1 size bonus to AC and attack rolls and a +4 size bonus to 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 creatures. [*]Weapon Proficiency: Ice sprites receive the Martial Weapon Proficiency feats for the longbow (including composite longbow) and shortbow (including composite shortbow) as bonus feats. [*]An ice sprite's land speed is 20 feet. It also has a speed of 40 feet when using its ice meld ability. [*]Racial Feats: An ice sprite receives Ice Hearing as a bonus feat. This feat is described on page 71 of [I][COLOR="red"]Frost & Fur: The Explorer's Guide to the Frozen Lands[/COLOR][/I]. [*]Ice Meld (Su): As a full-round action, an ice sprite may meld with any body of ice. While within a body of ice an ice sprite may not be attacked; however, the only sense the ice sprite can use is its Ice Hearing (a silent enemy will be undetectable). The ice sprite may exit the ice as an additional full-round action. Use of this ability provokes attacks of opportunity. [*]Spell-like Abilities: 5/day – ray of frost (DC 14); 3/day – expeditious retreat, obscuring mist. Caster level 4th. [*]Damage reduction 10/cold iron. [*]Spell resistance 16 + class levels. [*]Automatic Languages: Sylvan. Bonus Languages: Auran, Barbarian, Centaur, Elven, Twilightspeak, and Waracou. [*]Favored Class: Ranger. A multiclass ice sprite’s ranger class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +4.[/list] [B][COLOR="DarkOrange"]Rusalka[/COLOR][/B] [COLOR="Red"](Frostburn)[/COLOR] These aquatic-dwelling fey are to the winter fey what sirines are to the green-fey. They are the children of the waterways, but they dwell exclusively in the northern lands. Unlike sirines, rusalka never considered Tulle to be their patron deity, but many of them mourned The River God's passing. However, the waterways in the Northlands were the least affected by Tulle's death; therefore, rusalka are less likely to be crazed as some of the aquatic green-fey. Rusalka primarily worship Larea, The Hunting Princess, as their patron deity but some have been know to worship Lokun, The Sky Traveler. Note that while rusalka are usually chaotic neutral, they aren't limited to that alignment. Rusalka are children of the Balance as much as they are children of the waterways; therefore, they can be of any neutral alignment. They consider themselves to be the protectors of the natural world in the north. They have little tolerance for those that disrupt the natural order of the wilderness, and they oppose any unchecked urbanization of the Northlands. This unyielding viewpoint has led the rusalka dwelling in the Shining River into conflict with the citizens of the Kingdom of Jewels, a land of newcomers to the continent after the time of the The Transformation. The races of that land are less concerned with the traditions of the north and seek to exploit every resource they can in order to dominate the region around Lake Gem. As a result, the rusalka have been know to bribe vodyanoi with sexual favors in order to get them to drown the kingdom's citizens and to flood their lands. However, rusalka aren't as intolerant towards all civilizations of mortals in the north. The Kingdom of MaShir is one of the oldest lands on the continent, and it can be argued that MaShir should be considered too urban by the rusalka. Yet the rusalka of Lake Mire and the surrounding waterways do not oppose the activities of that kingdom. This has more to do with the respect that MaShirites have for the natural world (and the Balance) than any sort of double standard. They are careful when it comes to using the resources the land gives them, and they often give back as much as they take if not more. [B][COLOR="DarkOrange"]Shatjan[/COLOR][/B] [COLOR="Red"](Creature Catalog)[/COLOR] Shatjan are the wardens of the Northlands. They protect traditional hunting grounds from those that would hunt caribou and other types of deer into extinction. They aren't fanatical about keeping hunters away from the herds, however, as the hunting tradition is important to many races throughout the Northlands. For example, the human barbarian tribes, known as northerners, rely heavily on caribou for their way of life, but they treat each kill as a sacred event and use every part of the animal. Northerners show great respect to shatjan. They consider them sacred servants of Cronn and will never kill one unless the welfare of the tribe is at stake. While shatjan do respect Cronn, they are more likely to worship other North Gods such as the Daghdha and Sanh as well as the Interloper God known as Halmyr. The more militant female shatjan have been known to worship either Dike or Inanna while the more militant male shatjan have been known to worship Cull or Hades. Shatjan never worship the Sword Gods and rarely will they pay homage to the Fey Gods. The Daghdha is the closest the shatjan have to a patron deity. Shatjan are found throughout the Northlands as well as on the Ragik Peninsula and just south of the Greystone Mountains. They are fighting a losing battle on the peninsula but stubbornly refuse to give up the traditional migration paths there for caribou and other deer. They consider the evil souls of the Sword Lands to be interlopers and kill most Imperial soldiers on sight. They are a little less forgiving towards the common folk of those lands as they rarely have any recourse but to kill or be killed. Shatjan get along with northchild halflings, the rmoahali of the Nashee Forest, the citizenry of the Kingdom of MaShir, the centaurs of Harqual, and the dwarves of the Kingdom of the Greystones. They are a little less enamored with the silver elves of the Kingdom of the Silver Leaves, but they rarely judge a single silver elf just by his race. They respect silver 'wilds' for their dedication to the barbaric way of life and forest elves for their dedication to the Balance. Shatjan are not fond of hunter elves as they are to inclined towards chaos and hunting for pleasure as well as food. Shatjan consider humans (that aren't northerners) to be troublemakers at best and a scourge on the Northlands at worst. Like with elves they usually give humans a chance to prove themselves but shatjan are quick to judge, especially the more militant ones. The shatjan have become enamored with the citizenry of the Kingdom of Ahamudia and enraged by the citizenry of the Kingdom of Jewels. The Ahamudians give back to the lands while the various races of the Gem Kingdom are prone to stripping an area bare, especially the humans of that kingdom. Shatjan are not sure what to make of the niomus. The winged race seems to have a sense of honor yet they continue to associate with races that seem to have no honor. Shatjan do not like siarrans at all; they consider them shifty double-talkers who are little more than “four-armed humans.” Shatjan are not sure how they feel about the blind race known as the illonis. It matters little as most of the illonis migrated south after being brought to the region around Lake Gem during the time of The Transformation. Shatjan speak Sylvan and Barbarian. [B]Shatjan Traits[/B] Shatjan characters benefit from a number of racial traits: [list][*]+2 to Strength, +4 to Constitution, +2 to Wisdom, +2 to Charisma. [*]Fey: Shatjan are fey, and are therefore immune to spells that only affect humanoids, such as charm person. Shatjan have the Cold Subtype. [*]Medium-sized. As Medium-size creatures, shatjan have no special bonuses or penalties due to their size. [*]Weapon Proficiency. Shatjan receive the Martial Weapon Proficiency feats for the shortbow (including composite shortbow) as a bonus feat. [*]A shatjan's land speed is 25 feet. [*]Racial Hit Dice: A shatjan begins with eight levels of fey, which provide 8d6 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +6, Will +6. [*]Racial Skills: A shatjan's fey levels give it skill points equal to 11 x (6 + Int Modifier, minimum 1). Its class skills are Diplomacy, Handle Animal, Hide, Knowledge (nature), Listen, Move Silently, Ride, Sense Motive, Spot, and Survival. [*]Racial Feats: A shatjan's fey levels give it three feats. [*]+9 natural armor bonus. [*]Breath Weapon (Su): 5-foot line, once per round, damage 3d6 cold, Reflex negates (save DC = ½ shatjan's HD + Constitution modifier). [*]Lower Temperature (Su): As a free action, once per round, the shatjan can lower the temperature by 10 degrees in a 10-foot radius centered on the shatjan. All normal effects for cold weather apply. When the shatjan chooses to end this effect, the temperature returns to normal at a rate of 10 degrees per round. If the shatjan uses this ability again, the effects stack. [*]Damage reduction 10/cold iron. [*]Predict Weather (Su): Twice per day, a shatjan can determine with 100% accuracy the weather conditions (sky, temperature, precipitation) in a nine square-mile area centered on itself. It can predict the weather up to 16 hours in advance. [*]Snow Move (Ex): A shatjan can walk on top of deep snow and suffers no penalties when moving through snowy or icy terrain. [*]Speak With Animals (Sp): A shatjan can speak with animals, as the spell, at will. [*]Natural Attack: Shatjan may attack with a gore (1d8) and are always treated as being armed when using their natural attack. [*]Automatic Languages: Sylvan and Barbarian. Bonus Languages: Centaur, Druidic, Elven, Giant, Halfling, Twilightspeak, and Waracou. [*]Favored Class: Barbarian. A multiclass ice sprite’s barbarian class does not count when determining whether she suffers an XP penalty for multiclassing. [*]Level Adjustment: +5.[/list] [B][COLOR="DarkOrange"]Vodyanoi[/COLOR][/B] [COLOR="Red"](Frostburn)[/COLOR] Vodyanoi are one of the strangest fey creatures on the continent. They, like the rusalka, dwell in the rivers and lakes of the Northlands. However, they are much more moody and indifferent towards mortals and care nothing for what they do as long as mortals pay them the proper respect. Vodyanoi insist on regular sacrifices from nearby mortals; they are quick to anger if slighted and will wipe out entire villages with floods. Vodyanoi care nothing for the Balance and will only champion it if it benefits them in some way. Their one weakness seems to be their avid lust for beautiful female fey creatures. Vodyanoi will do almost anything to win the affection of a rusalka, and they have been known to kidnap nymphs and sirines in order to slake their lust. If very desperate, they will even kidnap an female elf or particularly beautiful human woman. Some less than savory villages will sacrifice a town virgin to a vodyanoi if they are unable to provide the creature with its regular sacrifice. More often a village under the watchful eye of a vodyanoi will try to secretly hire adventurers to kill the creature. Vodyanoi are not much for religion but they have been known to worship Uller while the more peaceful ones will worship Lokun or even Cronn, The Father of the North Gods. These devoted vodyanoi are rare to say the least. [/QUOTE]
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[Kulan] The Lands of Harqual (Updated: Feb 3/2022)
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