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3E/3.5 Kulan: The Lands of Harqual


World of Kulan DM
Most of the races listed in this section are not available as player character races; however, there are a few exceptions (most notably stone giants and the vonakyndra).

The giant races of Harqual, like dragons, are more inclined towards neutrality. They are the only giants on Kulan who are so inclined; however, their societies don't revolve around the concepts of the Balance. Instead, the true giants of Harqual lean towards neutrality due to their desire for survival.

The ogres and their leaders, known as Scions, have given giants a bad reputation on Harqual. This had led to a certain degree of hostility towards giants whether deserved or not. Many giants are, therefore, isolationists by nature living in a closer harmony with nature in order to hide their true numbers from “giant haters.”

BOG GIANTS (Fiend Folio)
These 10-foot-tall giants are the most rare of the true giants of Harqual. They are most often found in deep swamplands and jungles of the Far South; although, they can be found in any swamp or marshland on the continent. They are quite common in the southern forests of Heverkent as well as in the Lilliputian Jungle on the Thenin Peninsula.

In the north they are limited to the swamplands on the coast of the Sword Gulf, known as Le Marécage de Fey, and the deepest parts of the Great Harqual Forest. Rumor has it amongst the frost giants of the Northlands that there may be several bog giant tribes living in the Horrid Marsh and along the coast of the Dragon’s Eye Reach. The truth of this is not known.

Bog giants are always neutral. They are the most likely of the true giants to live within the Tenets of the Balance. In fact, many bog giant tribes are ruled by matriarchs who worship Mirella.

The cloud giants of Harqual rarely touch the earth of the continent. They live in beautiful cloud citadels, which can be as large as many ground-dweller cities. These bands of cloud giants are often related by blood and tend to shun all other giants except for their own kind and the occasional storm giant. The cloud giants of Harqual live as humans would but on a much larger scale.

Cloud giant citadels are highly mobile and those living high above Harqual migrate south when winter comes. They settle their floating fortresses above the Heverkent Forest and the Hinderfall Mountains while in the Far South. When they migrate back north in the spring they usually settle their fortresses above the Great Harqual Forest and the Greystone Mountains.

Cloud giants, like humans, can be of any alignment, but they as a race tend towards being neutral. Cloud giants worship the deities of Harqual more often then one of the World Gods. This includes Gruumsh, Kord, Ptah, Ran, Sanh, and Vaprak. When they do chose to worship a World God then they often choose to venerate one of the giant deities such as Annam, Hiatea, or Stronmaus. Note that many cloud giants of Harqual consider Ptah not Stronmaus to be their patron deity and many of them take his teachings to heart traveling across the world and beyond.

Cloud giants aren't as insular as other giants when it comes to dealing with other non-giant races. They have a fondness for many of the avian races of Harqual including the aarakocra, giant eagles, and the race of avian elves known as the ee'aar. Cloud giant citadels are usually open to these allies as well as known spelljamming ships. Cloud giants are happy to receive such visitors as long as they are on their best behavior. Cloud giants often trade with the star gnomes of Kulanspace.

Nearly as rare as bog giants, and even more reclusive, are the firbolgs. Firbolgs tend to be peaceful but are quick to anger when nature or their kin are threatened. Firbolgs dwell in communities known as steadings and live by hunting and gathering as well as by agriculture.

Firbolgs tend to live in more northerly climes but can be found in temperate regions as well. They are often mistaken for tall, bulky humans from a distance. However, spotting one of these reclusive 10-foot-tall giants is a very rare event. They rarely leave the hills and deep forests that they call home. There are dozens of firbolg steadings scattered across the Northlands from the Sival Forest in the west to the Lands of the Nashee in the east. They are also found in the Desinon Forest and the Will o' Wisp Woods.

Firbolgs are extremely rare in the Great Harqual Forest. There is only two known firbolg steadings, and they constantly move around while avoiding both the blood elves of the Knotwood and the silver elves from the Kingdom of the Silver Leaves. Most elven scholars believe the firbolgs tend to settle in the regions known as the Wild Treelands and on the edge of the Hallowed Lands on the western edge of Great Harqual Forest.

Firbolgs are almost always neutral. They tend to worship gods with nature, strength, or some aspect of the north in their portfolios. This includes Annam, Cronn, the Daghdha, Ehlonna, Hiatea, Kord, Larea, and Uller. Firbolgs respect and revere Cronn and Daghdha before all others. Males tend towards worshiping Cronn while females more often worship the Daghdha.

The fire giants of Harqual are known for being boorish and vindictive towards their enemies. However, not all fire giants are inherently evil. Most are usually partially neutral, whether it be LN, NG, N, NE, or CN, but can be of any alignment with a tendency towards neutral evil.

Fire giants are rare on Harqual as they prefer to live near active and dormant volcanoes. In truth, there is only one truly active volcano on the continent. This is Mount Vasnae in the Thunder Mountains. This range is known for the mountain orcs of the Black Kingdom. The fire giant tribes living near Mount Vasnae have a semi-permanent alliance with the mountain orcs and are completely evil with most tending towards being lawful evil.

The only other "well-known" volcano on the continent is the dormant, unnamed volcano known for the large community that now exists in the mouth of the volcano, Cauldron. This dormant volcano is part of the Kul Moren Mountains sitting near the range's northeastern edge. Fire giants live all around the dormant volcano and there are at least four separate fire giant tribes living in the Kul Moren Mountains as the mountain range is known for its hot spots (i.e. geysers, hot springs, lava tubes & vents).

Beyond these two mountain ranges, fire giants do not exist on Harqual is great numbers. There are a few scattered tribes in the mountain ranges of the Far South as well as in the mountains of the Storm Jungle. Fire giants are more often encountered on one of the many islands surrounding the southern lands of Harqual as well as the mountain range of Teverroot Island on the outer edge of the Sword Gulf. Here, nearly half a dozen fire giant tribes constantly fight the gray dwarves of Duroko and Durgan as well as the evil followers of Xuar.

Fire giants worship Lokun, the North God of Mischief and Fire, before all others. They, like the frost giants, see Lokun as their patron deity. However, a fire giant is more likely to forgo worship of the Sky Traveler for a deity that better suits that character's alignment and lifestyle. This can include deities such as Angrboda, Apollo, Baphomet, Gruumsh, Hades, Karontor, Kord, Konkresh, Surtur, and Vaprak.

Fire giants can breed with humans and orcs, which is usually done by magical means; therefore, there are half-fire giants, called fire jovians, living anywhere that both humans and fire giants or orcs and fire giants coexist. Note that fire giants usually don't consider humans or orcs to be good choices as mates. Since fire giants are rare on Harqual, fire jovians are very rare.

This half-breed PC race is detailed in Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds (pg. 37).
The frost giants of Harqual are the favored race of Lokun. Unlike other frost giants in other parts of the world Harqual's frost giants are rarely evil. They are also less inclined towards chaos but they are almost never lawful. Most are either neutral or chaotic neutral.

Frost giants are rarely encountered south of the Greystone Mountains; however, there are a few frost giant tribes now living in the Rilous Mountains: the mountain range on the Ragik Peninsula that came to Harqual during The Transformation. These tribes migrated south to the mountains soon after The Transformation ended. Most believe that Lokun guided the tribes' Jarls to the new mountain range through dreams and omens. (Frost giant Jarls are either clerics or shamans not blackguards.)

Most frost giants live in the high, rolling hills of the Northlands in the Desinon Forest and west of the Sival Forest near (and in) the Kingdom of MaShir. These frost giants live by hunting, ranching, and raiding other giant tribes as well as other races living in the Northlands. Those living closer to MaShir are more likely to raid others while those near the Desinon Forest tend towards hunting and ranching.

Those frost giants actually living within the border of MaShir do not raid others, however. They live as the citizens of that barbaric kingdom do; although, they still lean towards chaos. Most live on the mountainous island known as Tel'Meth just off the continent's northwestern coast. They raise dire sheep and dire goats in the highlands of the island living off the land in nomadic clan groups. Tel’Meth frost giants are not as large as other frost giants being only 10 feet tall and weighing 1,860 pounds (9 HD), and are always chaotic good. (Tel'Meth frost giants will have their own monster stats and racial traits, eventually.)

Frost giants are also common throughout the islands surrounding Harqual's northern coast. This includes the Sovereign Islands of Soleil, Hougard, and the Jarl Islands. Their numbers are highest on Hougard, which is the Godly Realm of Lokun followed by the Jarl Islands — a chain of islands where frost giant Jarls go to live out their remaining years. (At least, those not in favor with the Sky Traveler.)

Frost giants rarely worship deities other than Lokun. Those that do choose to worship another god usually pick another North God such as Cronn, the Daghdha, Larea, or Sanh. There are rumors of more evilly-inclined frost giant tribes living around the Greystone Mountains and Cold Barrens that worship either Angrboda or the demon lord Kostchtchie. The Interloper God, Uller, has made it his goal to gain worshipers amongst Lokun's followers; therefore, he is attempting to sway certain frost giant tribes to worship him by offering them power and wealth.

Like fire giants, frost giants sometimes breed with humans. (They never willingly breed with orcs.) Frost jovians are more common than fire jovians as frost giants tend to have better relations with the humans living in the Northlands, especially with the citizens of the Kingdom of MaShir. (Frost jovians have been know to migrate to more southerly lands.)

This half-breed PC race is detailed in Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds (pg. 37).
The hill giants of Harqual are unchanged from the statistics and cultural information given in the D&D Monster Manual v.3.5. They often worship one of the following World or Interloper Gods: Baphomet, Erythnul, Gruumsh, Karontor, Konkresh, or Vaprak. (Hill giants are not available as a player character race on Kulan, regardless of the player character breakdown in the MM.)

ICE GIANTS (Frost & Fur)
Rarer than frost giants are ice giants. Ice giants live mainly in the great taiga forests of the Northlands but can also be found living on the tundra in areas such as the Frigid Plains and the Lashee Divide. They are also found on many of the islands of the North Sea such as Scon, Syoul, Tru, the Isles of Ice, and even the Cold Dragon Isles.

Ice giants tend towards chaos and evil in alignment but many of their kind are chaotic neutral as well, especially those living near good or neutral frost giants. However, as a race they are more like hill giants in temperament and intelligence. They solve most problems with brute force regardless of alignment and like their privacy. They have the ability to regenerate.

Ice giants are often covered with layers of ice in their thick hair & fur and in the white wilderness of the Northlands they have been known to simply lay down and hide in the snow rather than confront outsiders that might attack them. Note that some evil ice giants like to surprise opponents by using this tactic to surprise opponents.

Once in a long while, a southerner will mistake an ice giant for some sort of elemental. The barbarians of the Northlands never make this error. They have learned from past experience what to look out for when there is a possibility of encountering these unpredictable giants.

Chaotic neutral ice giants often worship Cronn or Lokun but rarely will they pay homage to any of the other North Gods. Chaotic evil ice giants worship Angrboda, Kostchtchie, or Vaprak. However, most ice giants pay homage to Uller. Unlike with frost giants ice giants see the Winter God as their patron not the Sky Traveler.

Reef giants are said to closely related to stone giants and they indeed look similar to those mountain-dwelling giants. Appearance aside, reef giants are happiest when living near coastal areas around the reefs that they call home. Reef giants are only found in the Karmine Sea off Harqual's southeastern shores. They can often be spotted fishing along the continent’s coastline with their large tridents.

Reef giants are the friendliest race of true giants, and they are more than happy to swap stories and, sometimes, trade goods with outsiders. Reef giants will warn sea captains about dangerous sea creatures and hazards, but they will let cruel pirates and the like sail into dangerous territory.

Reef giants almost never live in deep water as they have a elemental connection to the continental shelves of the Karmine Sea. This connection is so strong that reef giants have the Earth subtype. Reef giants usually spend only two-thirds of their life in the water as they love to travel inland meeting new people and seeing new places. However, a reef giant will not stay away from the sea for long as they become sullen if away from the smell and taste of their aquatic home.

Reef giants can breath both air and water normally. They do not suffer any penalties for being out of the water for long periods of time. Reef giants often worship Aegir, The Old Man in the Sea, or Ahto, the Interloper God of the Sea.

While reef giants are friendly towards many land-bound race they rarely become intimately involved with humans, and a reef giant would never consider such a relationship with an orc. However, there are reef jovians. These half-giants are half-merfolk. They are nearly unheard of anywhere inland, and an individual reef jovian is always a unique character with a unique background.

Note that I don't have racial traits for reef jovians, but once I do, they will be added here.
The stone giants of Harqual are unchanged from the cultural information given in the D&D Monster Manual v.3.5. They often worship one of the following gods: Annam, Calphas, Daghdha, Hades, Hergund, Meriadar, or Syreth.
Stone giant is available as a player character race in the Lands of Harqual with the following changes to their racial traits:
  • +8 to Strength, +2 to Dexterity, +4 to Constitution, +2 to Wisdom.
  • Automatic Languages: Barbarian and Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc, Terran.
  • +10 natural armor bonus.
Note: These changes to racial traits are only for PC characters. Standard stone giants are as presented in the D&D Monster Manual v.3.5. This change was made due to the fact that I believe that the Ability Score Adjustments provided for many of the monsters in the D&D MM v.3.5 are too high to be used as is for PCs.

Green Ronin's Bastards & Bloodlines: A Guidebook to Half-Breeds doesn't have a listing for stone jovians; however, I'm likely to create them to go along with the other jovian races. Stone jovians are more common than frost jovians but rarer than hill jovians. They rarely live outside their giant parent's community but are drawn towards adventuring. Stone jovians are always half-humans; stone giants cannot breed with orcs for some unknown reason.
One of the greatest of the true giant races are the gentle, yet immensely powerful storm giants. Storm giants, like cloud giants, prefer not to step upon the earth of the continent. Unlike cloud giants, however, most storm giants live under the warm waters of the Hallian Sea as well as the Guardian Bay, which opens up into the southern reaches of Aegir's Sea. They rarely travel north of the waters surrounding the Storm Peninsula in the west and the Varan Peninsula in the east.

However, not all storm giants live under the sea. Some, such as those in the Wulman Gulf, live on colossal floating citadels. These floating structures are even larger than they appear. The citadels float like icebergs with the bulk of the citadel underwater. (Strangely, Harqual is the only place on the World of Kulan where storm giants live in such a manner.)

Storm giant citadels whether underwater or floating on the sea are beautifully designed constructions made from coral and/or obsidian. These citadels always have places for both air and water-breathers to visit in comfort. How the storm giants of the Wulman Gulf get their citadels to float remains a mystery to other races. The citadels do not radiate powerful magic and there isn't any signs of the magitech that would be needed for such immense structures.

Unlike other storm giants, those living in the waters around Harqual are not overly reclusive. They are great friends of the sea-dwelling races as well as the reef giants of the Karmine Sea and any good-hearted cloud giants. They have a soft spot for merfolk and shoal elves in particular. Many of these races undersea communities are located near storm giant citadels. Storm giants find humans and most other land-dwellers to be crude beings walking around clumsily. They do have respect for the rakasta who they see as graceful and down to earth.

There is a rare breed of storm giant with violet skin, blue-black hair, and silvery gray eyes. These storm giants are almost always chaotic neutral unlike green-skinned storm giants who are often chaotic or neutral good. Violet-skinned storm giants are more reclusive than their green-skinned cousins preferring to build their citadels deep under water near the edge of the continental shelf. These highly chaotic storm giants are die-hard loners shunning even other storm giants.

There are rumors of even rarer albino-skinned breed of storm giant living deep under the waters of the Hallian Sea and beyond. It is said that they are completely evil and they worship the God of Evil Depths, Yeathan (a World God). It is said these corrupt storm giants rise to the surface to sink sailing vessels and swamp small islands with their powerful spell-like abilities.

Green-skinned storm giants are often clerics or fighters while violet-skinned storm giants tend to be powerful sorcerers. Green-skinned storm giants consider Aegir to be their patron deity, while violet-skinned storm giants have turned to worshiping Ran, the Interloper Goddess of Storms, as their patron deity. In reality, most storm giants pay homage to both these deities as well as other deities with the sea and storms as part of their portfolio. This includes Ahto, Deep Sashelas, Sanh, Stronmaus, and rarely Velit, The Sea Prince.
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World of Kulan DM
Lord of the North, Father of the North Gods

Greater Deity
Symbol: Swirling snow around an axe
Home Plane: Material Plane
Godly Realm: Heart of Ice
Alignment: Chaotic Good
Portfolio: Barbarians, cold, community, family, protection, strength
Worshipers: Avengers, barbarians, dwarves, elves, half-elves, half-orcs, fighters, firbolgs, frost & ice giants, rangers
Cleric Alignments: NG, CG, CN
Domains: Chaos, Community, Family, North, Protection, Rage, Strength
Favored Weapon: Greataxe

Cronn is the North God of Barbarians and the Northlands. He is known by few titles with the most used one being Lord of the North. His Avatar always takes the form of a huge barbarian with long brown hair and a long beard, both touched by a hint of grey. His symbol is swirling snow around an axe and he wields a greataxe called North Rage.

Cronn is a good-hearted soul with a chaotic heart. He is mainly concerned with barbarians and their way of life. He concerns himself mainly with the community and family, as well as the concepts of survival. Only recently has he turned his thoughts to towards protecting all of Harqual from the rising evil in the land.

Clergy and Temples
Cronn’s followers are hardy and dedicated towards bringing the tribes of the Northlands back to their roots. They teach the concept that survival in the bitter cold of the Northlands comes first, then protecting ones family, and finally the community or tribe.

Many of Cronn’s clergy are multiclassed cleric/barbarians and shaman/barbarians. Avengers and rangers are well respected by the followers of the Lord of the North. However, most of Cronn’s clergy are simply clerics or shamans. Those that multiclass as barbarians or fighters are more likely to be a communities spiritual warriors who come to the peoples’ aid when danger threatens.

Cronn doesn’t have many physical temples in the Northlands. However, now that his faith is gaining strength south of the Greystone Mountains, more and more local shrines are being erected. His faith is strong in the lands of the west such as the Kingdom of Ahamudia, the Onan Territories and the Monarchy of Avion. In the Northlands, only the Kingdom of MaShir has a true temple to Cronn. Cronn is a popular deity amongst the frost giants of the island of Tel'Meth.

When a building is dedicated to the Father of the North Gods, it is often built as a long house with a huge table at its center. The table has a seat for every North God including those that have gone to the Twilight. These seats are never used, as they are in honor of the fallen. Elves consider Cronn an honored friend of Corellon and many elven lands in the Great Harqual Forest have forest shrines in his honor. These are usually natural groves in the northern reaches of the Great Harqual Forest.
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World of Kulan DM

Unique amongst the giant-kin of Harqual, jätten are immortal giants who serve powerful elemental patrons (or rarely, a deity). A jätten's body doesn't age once it reaches maturity as they are timeless. All jätten have a shimmering, protective aura, which surround their bodies. Normal giants recognize a jätten's favored status from elemental forces upon sight.

Not all true giants can become jätten. This usually means the rarer true giants become jätten as unique individuals and not as entire clans or families. (Jätten are basically giants with the Immortal Template from Book of Templates: Deluxe Edition by Silverthorne Games.) Jätten alignments tend towards those of their normal kin but exceptions are more likely.

Cloud giants are more likely to become jätten than any other giant race. As a result, cloud jätten see themselves as the scions of the immortal giants. However, they usually live in solitude from their normal kin and tend to be very insular.

Cloud jätten see themselves as the protectors of the sky and all its creatures. Therefore, they have no tolerance for those that pollute the air or kill avian creatures. They are more likely to have their own followers, which are usually powerful cloud giant fighters.

Cloud jätten usually have an elemental patron from the Elemental Plane of Air. These patrons are usually neutral or good as cloud jätten tend to loath evil creatures. Evil cloud giants sometimes are granted immortality by a Lightning Scion and enjoy causing chaos.

Fire giants are only granted immortality by an elemental patron from the Elemental Plane of Fire. Thus, fire jätten are more likely to be evil than good as Fire Princes of Elemental Good are rare.

Regardless of alignment, fire jätten tend to lord themselves over normal fire giants and strive to sway dragons with fiery breath weapons to turn away from the Balance. Thus, fire jätten often butt heads with powerful clerics of Mirella and the Majestic Dragons. Such incidents tend to be bloody.

Frost giants almost always gain immortality from a Ice Lord; although, certain deities with cold or north in their portfolio sometimes bestow immortality on a particularly pious frost giant. Lokun and Cronn are most likely to grant immortality to a frost giant.

As a result, frost jätten fall into one of two groups. Chaotic evil frost jätten attempting to bring about destruction and another ice age or chaotic good frost jätten who protect lesser races and oppose evil giants.

Hill jätten almost always gain their immortality from an Earth Prince of Elemental Evil. These immortal giants are vile, destructive individuals who attempt to sink communities into the earth or cause huge mudslides to bury entire villages. Hill jätten will bully their lesser kin as well as earth ogres. They gather large bands to lay waste to those that their elemental patron wish to destroy.

Stone giants are least likely to become immortals. Stone giants tend to live within the Balance and usually refuse a Stone Lords patronage. Stone giants that do take up with a Stone Lord often become evil if they weren't already.

Stone giants are more likely to become jätten in the service of Mirella or a nature deity in order to keep other powerful jätten in check. These stone jätten are usually neutral or neutral good in alignment.

Storm giants that become immortal almost always gain their power from a Lightning Scion or an Air or Water Lord. Storm giants in the service of a Lightning Scion are always chaotic evil in alignment and relish in destruction and suffering. Those few storm giants that gain their immortality from an Air Lord are chaotic good and often protect wayward ships while storm jätten that pay homage to a chaotic Water Lord are just as likely to sink a ship as save it.

Of all the other true giants, ice and reef giants are the most likely to become immortals.
  • Ice jätten are always evil and gain their power from an Evil Ice Lord. Ice jätten are greatly feared by the barbarians of the Northlands.
  • Reef jätten usually gain immortality from a good-aligned Earth of Water Lord. As these elemental beings are very rare, reef jätten are the rarest of jätten.
  • Bog giants never become jätten unless an extraordinary individual gains the favor of Mirella. However, there haven't been any reported cases of a bog giant gaining immortality in this way.
  • A firbolg has never gained immortality and none of their kind are likely to do so. Why this is remains a mystery.
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World of Kulan DM
[size]Old Man in the Sea, Old God of the Sea[/SIZE]

Intermediate Deity
Symbol: Rough ocean waves
Home Plane: Material Plane
Godly Realm: Hlesvang
Alignment: Neutral
Portfolio: Sea, storms, dying sailors, feasting
Worshipers: Elementalists (water), merfolk, reef giants, sailors, shoal elves, storm giants, anyone traveling by sea
Cleric Alignments: LN, NG, N, NE, CN
Domains: North, Ocean, Repose, Strength, Storm, Water. Clerics of Aegir can choose the domain Undersea instead of Ocean if they are an aquatic race (i.e. shoal elf).
Favored Weapon: Greatclub

Aegir is the North God of the Sea and Storms, but he is more often referred to as Old Man in the Sea. His Avatar rarely manifests beyond his realm, Hlesvang, in the sea that is named for him. When he does need to send out his Avatar, it is in the form of a powerful, gray-bearded man with bronzed skin, fierce features, and finger-like claws.

Aegir is an Old God and a member of the pantheon of gods known as the Asgard. However, he pays little attention to that pantheon’s feuds and politics on Kulan. He and Lokun, another Asgardian, are allies as members of the Pantheon of the North. Lord Cronn does not tolerate infighting between his ‘family of gods’ and Aegir respects the Lord of the North’s wishes.

Rumors abound in the Outer Planes that Aegir is distancing himself more from the Asgard and that only the presence of his wife, Ran, at Hlesvang keeps him tied to the Norse Gods. Ran is considered an Interloper God by the other Gods of Harqual, but Aegir believes it is only a matter of time before Ran is allowed to join the North Gods.

Aegir and Ran have nine daughters, each of whom represents a different type of wave. Their daughters rarely visit Harqual, preferring instead to live near northwestern Kanpur where the Norse Gods have more followers.

Aegir teaches his followers to respect and fear the sea and to ensure that those traveling the seas around Harqual pay homage to the Old Man. The old Asgardian is more lenient and loving towards his followers on and around Harqual then those in the region known as Hjemland on Kanpur. He teaches equality amongst sea-dwellers and land-dwellers, refusing to show favoritism towards his followers. His followers are often made up aquatic races, sailors, and water elementalists. The Old Man teaches that dying at sea is a noble death and that sea travelers should live like their current voyage will be their last. Aegir is known for his extensive feasts and social gathering, which his followers duplicate.

Clergy and Temples
The clerics of the Old Man in the Sea must be at least partially neutral in alignment. This is the only restriction, thus, clerics of Aegir come from all walks of life. They tend to be surly and impatient and are prone to fits of anger and ‘preaching to the choir’, so to speak. Rarely will the Old Man’s clerics cause true discord, as they wish to convert as many sailors and sea goers to the worship of their god. There are a few more militant members of Aegir’s church who follow a more traditional, hard-line doctrine. These clerics often are members of the more chaotic and/or evil cults, which exist in the wilds of the sea.

Aegir’s temples are fortified structures, which either exist on isolated islands or near major ports of call. Any place where Aegir’s Sea meets the land you are likely to find a stone fortress dedicated to the Old God of the Sea. Aegir’s temples are always magically protected from the elements, whether it be the powerful storms of the Sword Gulf or the pounding surf along the shores of the Ragik Peninsula.

Intelligent ship captains keep a shrine to Aegir on board or one of his clergy, if he or she can get one to come on permanently. Most clerics of Aegir prefer to keep moving and keep exploring their god’s vast sea.

Aegir’s temples throw massive feasts at least once a week, usually on Starday. These affairs are loud, with tons of good cheer, food, wine, and choice seafood. These feasts are open to nay follower of a North God as well as the followers of Ran and the following Interloper Gods: Apollo, Dionysus, Kord, Olidammara, Persana, and Ptah. Follower of other gods must pay to get in but no self-respecting temple to the Old Man would ever allow a follower of a Sword God attend a feast.
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World of Kulan DM

Shadow Magocracy
Proper Name: The Magocracy of Shadows
Ruler(s): The Five
Government: Magocracy
Capital: Asantyl
Major Towns: Asantyl (pop. – 4,782), Cale (pop. – 3,922), Delinar (pop. – 878), Kimbale (pop. – 477)
Provinces: NA
Resources: Books, jade, spell components, textiles (silk), and timber (illegal).
Coinage: Ritual (pp), Spell (gp), Rune (ep), Talisman (sp), Cantrip (cp).
Population: 150,809 – Human 59%, Elf (urbanite) 30%, Half-Elf 5%, Tri-Clops 3%, Other Races 3%.
Languages: Axiomatic, Common, Denila, Draconic, Dwarven, Elven, Gnoll, Maviun, Orc.
Alignments: LN, LE *, NG, N, NE
Patron God: None.
Major Religions: Alathrien, Aoskar, Boccob, Darahl, Druaga, Hades, Hel, Inanna, Math Mathonwy, Sanh, Tethrin, and Xan Yae.
Minor Religions: Afflux, Angrboda, Cull, Ehlonna, Halmyr, Immotion, Kuil, Mielikki, Naralis, Persana, Ramara, and Xuar.
Cults: Amand, Enduma, Kirith, Santè, Teve, Thorn, Thoth, and Vespin.
Alliances: Allied to the Kingdom of Stonn as a vassal state.

Proper Name: The Kingdom of Stonn
Ruler: Emilia the Cane, Queen of the Kingdom of Stonn, The Silent Lady [LN female human Clr10 (Inanna)/Wiz10]
Government: Feudal Theocracy
Capital: Stonn City
Major Towns: Aarlan (pop – 7,577), Avere (pop. – 20,633), Ayrell (pop. – 2,348), Braggue (pop. – 6,452), Cardell (pop. – 4,571), Deipe (pop. – 1,949), Fawkes (pop. – 599), Mine Hold (pop. – 3,545), Orulle (pop. – 677), Point Harbor (pop. – 896), Praxis (pop. – 4,890), Randers (pop. – 403), Rollie (pop. – 4,989), Ryder (pop. – 765), Salburn (pop. – 4,331), Sentinel (pop. – 14,804), Stonn City (pop. – 26, 892), Velore (pop. – 447), Welis (pop. – 883), Wellingston (pop. – 788).
Provinces: One kingship, four principalities, a dozen duchies (three per principality), and dozens of minor noble fiefs (lords and knight-holds).
Resources: Fish, metals (gold, iron, and tin), textiles (silk and wool), timber, and wine.
Coinage: Law (pp), Judge (gp), Barrister (ep), Citizen (sp), Plaintiff (cp).
Population: 1,355,487 – Human 87%, Elf (urbanite) 5%, Dwarf (sundered) 3%, Tri-Clops 3%, Other Races 2%.
Languages: Axiomatic, Common, Denila, Dwarven, Elven, Gnoll, Maviun, Orc.
Alignments: LG, LN *, LE, NG
Patron God: Inanna.
Major Religions: Clangeddin, Cull, Dike, Hades, Halmyr, Heward, Immotion, Jalivier, Kuil, Lendys, Mayela, Naralis, Ptah, Tethrin, and Wee Jas.
Minor Religions: Ahto, Altua, Calphas, Darahl, Ehlonna, Issek, Kirith, Loviatar, Meriadar, Mielikki, Moradin, Muamman, Ramara, Sanh, Sigyn, Vali, and Velit.
Cults: Amand, Anacoro, Anon, Berronar, Cronus, Eddelis, Jaeger, Manannan mac Lir, Santè, Sialic, Teve, and Truce.
Alliances: Shadow Magocracy (is a vassal state of Stonn); trade alliance with the Principality of Ambra; Stonn is currently defending its borders from the Kingdom of Thallin.
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World of Kulan DM
the Jester said:
Wow, quite a bit in here since last time I checked in... :)
Busy, busy, busy! :D


While the True Giants and Jätten are the dominant races of giant-kind on Harqual, they interact very little with the other races of the continent. (The Frost Giants of MaShir being the main exception.) Most humans, even the barbarians of the Northlands, rarely meet true giants and the jätten are merely legends amongst the commoners of the continent. Even great heroes might meet one jätten in his or her lifetime.

No, more often the denizens of Harqual must deal with the predatory nature of the ogres and the trolls. While giants in their own right, they are considered beneath true giants the way humans consider dogs beneath them. Jätten view ogres and trolls as annoying pests that need to be swatted (or dominated) from time to time. One race, of lesser giants are held in more regard by true giants — the vonakyndra. These forest-dwelling giants are related more to elves than giants, however. They are also very rare and as isolated from humans as true giants.

The ogres of Harqual are infamous even in the islands of the Hallian Sea beyond the continent's southern shore. Twice in Harqual's past the ogres have gathered together great armies of their kind and other evil humanoids to attempt to lay waste to civilization. Known as the First and Second Ogre Wars these times feel like ages ago for the continent's populace, but in reality, the Second Ogre War started in 701 N.C. ending twelve years later (713 N.C.). The First Ogre War is indeed farther in the past than it seemed even 10 years ago. It started in 449 N.C. and ended in 551 N.C.

It is important to note that treaties between civilization and the ogres didn't end these wars. Instead, the ogres and their allies simply retreated back into the isolated strongholds or simply disbanded. Many knights and warriors tried to hunt down ogres to rid the continent of the constant threat of invasion after both conflicts ended, but they made little progress as the ogres have size, a high birth rate, and the protection of the ogre scions on their side. (This hasn't stopped many of these ogre-hunting organizations from existing to this day; although, their numbers fluctuate due to constant deaths and new recruitment.)

What are ogre scions, you say? Well, imagine a Huge-sized ogre with higher Intelligence & Wisdom and you sort of have the idea. In fact, ogre scions are a distinct race of highborn ogres that are even more evil than regular ogres. They view Harqual as belonging to them and their god, Vaprak. They constantly whip their lesser ogre cousins into a bloodthirsty frenzy and set them upon remote communities and fortresses. One could argue the Ogre Wars never ended for the ogre scions. Ogre scions are considered neutral evil in alignment and are better organized than normal ogres. However, they are still fractured enough that it takes a great leader to unite the ogre-kin and evil humanoids into a united front.

In both Ogre Wars the ogre scion who united the ogre-kin was an immortal like the jätten. The first immortal ogre scion was killed near the end of the First Ogre War while the second simply disappeared two years before the end of the Second Ogre War. Rumors abound that this immortal ogre scion has returned to Harqual or that a new ogre scion has gained immortality and is preparing to start a Third Ogre War.

Only time will tell what the continent's future holds...

DM's Note
Ogres and ogre scions are not available as PCs. However, the Half-Ogre racial entry in D&D Savage Species is available for PCs. However, such a character will have a difficult time being accepted by the general populace of the continent. Such a character will have to prove his good intentions (if he or she has any) in order to gain the trust of most NPCs. There is less stigma attached to half-breeds in the lands of Far South so that area would be best for a half-ogre character to adventure in.
Slightly less in numbers than the ogres and ogre scions are the races of trolls. Trolls come in a number of sub-races: standard trolls, dire trolls, forest trolls, ice trolls, and tree trolls.

Standard Trolls
The general race of trolls as per the TROLL entry in the D&D Monster Manual v.3.5 can be found in most temperate and warm environments. They are rarely found north of the Greystone Mountains as that is the domain of the ice trolls. Surprisingly, standard trolls are rarely found in the Great Forest of Harqual. Most believe that standard trolls cannot hope to compete with their more intelligent forest troll kin. In temperate lands, trolls are most often found in mountains and swamp terrain; although, many have been encountered wandering the vast plains and untamed, open wilderness surrounding the forested lands in the west (i.e. the Wild Plains and the Nomad Lands).

DM's Note
Trolls are not available as PC races; although, a character could be a Half-Troll as per the template in D&D Fiend Folio. This template can be added to any standard PC race (i.e. elves, dwarves, etc.) but great care should be used as to whether a player is allowed to add it to a race with a Level Adjustment above +1.
Dire Trolls
Dire trolls walk upright but hunched forward with sagging shoulders, just like normal trolls. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, dire trolls are extremely agile.

A typical adult dire troll stands 13½ feet tall and weighs 750 pounds. Males are slightly larger than females. A dire troll's rubbery hide is moss green, mottled green and putrid gray, or simply putrid gray. Their hair is usually grayish-black or dirty white.

Forest Trolls
Forest trolls stand only 6 to 6-½ feet in height and weigh 250 pounds. They have better mental ability scores than normal trolls. They hides are less rubbery and never mottled gray or putrid gray, being mainly forest or moss green in color and rarely mottled green. They have longer hair on their heads, which always has twigs and leaves braided into it. Forest trolls are less hunched over than normal trolls and exceptional version often have a high Dexterity score. Forest trolls are usually neutral or neutral evil in alignment.

Forest trolls have much in common with their larger troll cousins including fearlessness and a taste for intelligent flesh. Unlike normal trolls they are more careful about who they attack as they have a stronger sense for survival. Some forest trolls have given up their need for intelligent prey surviving by hunting and gathering but these individuals are very rare. Gangs of forest trolls will always be neutral evil in alignment and have numbers ranging from 2 to 8.

Forest trolls suffer normal damage from sonic and electricity damage not fire and acid damage, and they have fast healing instead of regeneration.

Forest trolls live exclusively in the Great Forest of Harqual. They hate silver elves completely finding them soft and too civilized (tasty too). Forest trolls and forest elves have always had a violent relationship; although, the two races respect each other more than either would admit. Forest trolls never eat forest elves they've killed. Forest trolls fear the vonakyndra believing them to be ancestral spirits of an ancient humanoid race that forest troll's say they served in ages past.

Forest Troll Traits
Forest trolls are available as PCs. They have the following racial traits:
  • +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma.
  • Giant: Forest giants are giants, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Medium-size. As Medium-size creatures, forest giants have no special bonuses or penalties due to their size.
  • A forest trolls base land speed is 30 feet, It can also climb at a speed of 20 feet.
  • Keen Vision (Ex): Forest trolls have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
  • Racial Hit Dice: A forest troll begins with three levels of giant, which provides 3d8 HD, a BAB of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
  • Racial Skills: A forest troll's giant levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, Spot, and Survival. A forest troll has a +8 racial bonus on Climb checks, due to having a climb speed, and can take 10 on a Climb check, even if rushed or threatened. A forest troll’s skin allows it to blend in with its surroundings and provides a +2 racial bonus on Hide checks. This bonus increases to +4 in forest settings.
  • Racial Feats: A forest troll's giant levels give it 2 feats.
  • +3 natural armor bonus.
  • Natural Weapons: Claw (1d3 plus poison) and bite (1d4 plus poison).
  • Special Attacks (see D&D Monster Manual III, page 179): Poison.
  • Special Qualities: Fast healing 3, scent, sonic and electricity damage cannot be “fast healed.”
  • Automatic Languages: Giant. Bonus Languages: Common, Elven, Gnoll, Goblin, Orc, Sylvan, Undercommon.
  • Favored Class: Ranger. A multiclass forest troll’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +6.
These Racial stats are based loosely on the TROLL, FOREST entry in D&D Monster Manual III; however, Harqual forest trolls have less Hit dice, the Ranger as their favored class, and a few other key differences.

Ice Trolls
Ice trolls are closely related to both normal trolls and ice giants. Barbarian legends tell of the first ice trolls being bred to act as shock troops for evil ice and frost giants. The truth of this legend is not known. What is known is that ice trolls are more numerous than ice giants and are considered a major threat by the barbarians of the Northlands and the dwarves of the Greystone Mountains.

Ice trolls normally come from the region known as the Cold Barrens but can be found anywhere in the Northlands. The taiga forests of the far north are full of them. Even frost giants consider them a danger to the north. The problem is that ice trolls reproduce faster than rabbits. Luckily, ice troll flesh is very tasty and many carnivores of the Northlands prefer them to other prey. This keeps their numbers in check.

Ice trolls are always chaotic evil in alignment but are the dim bulbs of the troll races. They rarely have an Intelligence Score above 3 and a Wisdom Score above 5. They make up for this by being quicker than normal trolls (Dex 17). However, ice trolls regenerate at a much slower rate (only 2) and take normal damage from acid and double damage from fire. They are immune to magical or mundane cold-based attacks and have the Cold Endurance feat (see page 47 of D&D Frostburn) as a bonus feat.

Mountain Trolls (MM 3)
While mountain trolls are not native to the Lands of Harqual, they have been encountered on the continent from time to time. Many sages speculate that these massive trolls often arrive on Harqual through a magical gateway from another continent or world. It is possible that they may arrive on the continent through one of the many way gates that link the various regions of Harqual as it is believed that the system of magical gates connects to other continents as well. However, the Ways are considered too hazardous to use unless you have a natural talent for magic, which means that mountain trolls using them by themselves is unlikely.

Other sages suggest that irate members of the Mountain Men, a sect of fanatical male druids and rangers, are responsible for bringing mountain trolls to the continent. It has been suggested that these evil, ireful men are so against the idea of humanoids settling in mountain ranges that they will go to any lengths to drive them out including transporting mountain trolls to Harqual from other continents, most likely Kanpur. If true, then it is just another reason to feat these half-crazed men.

The last confirmed sighting of a mountain troll was in the City of Cauldron. During a year that nearly destroyed the city a dozen times, an army of mountain orcs attacked the city in conjunction with a mountain troll. It is believe the attack was an attempt to destroy a particular adventuring group by a group of evil Carcerian cultists known as the Cagewrights. The adventuring group, known as the Order of the Silver Hand, defeated the troll and the invading army and went on to be heroes in the city and the rest of the Kul Moren Mountains.

Tree Trolls
A typical tree troll is roughly 9 feet tall, weighing around 500 pounds. These massive giants are sometimes mistaken for treants and may indeed be related to those creatures, as well as to trolls. They aren't as aggressive as other trolls although they are still carnivores by nature.

They are mainly native to the forests and mountains of the Far South. They are common throughout the Merewood and the Heverkent Forest. They are often found in the company of treants and will usually leave rockwood gnomes alone. Tree trolls are also rumored to be found in colder climates and could possibly be found in the Great Forest of Northern Harqual or even further north.

Vonakyndra are a reclusive race of forest-dwelling giant-kin related to both elves and giants. They stand roughly 10 feet in height and weigh no more than 200 to 250 lbs. They are a lean giant race but are very muscular as well.

Vonakyndra look almost as forest elves do; although, they can have facial hair and often do. Their skin ranges from bronzed to forest green and they most often have black eyes and hair. Vonakyndra never have blue eyes or blond hair. They dress in a similar fashion to forest elves if living within the confines of the Great Forest of Harqual. Those vonakyndra clans known to live further north often dress similar to the barbarians of the Northlands.

Vonakyndra may choose either fighter or sorcerer as their favored class. Vonakyndra often multiclass as either fighter/sorcerers or as fighter/clerics.

Vonakyndra consider both the Daghdha and Corellon their patron deities. Vonakyndra clerics of the Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather. Vonakyndra clerics of Corellon can choose any two of the following domains: Chaos, Good, Magic, Protection, and War.

Vonakyndra Traits
Vonakyndra benefit from a number of racial traits:
  • +6 to Strength, +2 to Constitution.
  • Giant: Vonakyndra are giants, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Large-sized: As Large creatures, vonakyndra 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.
    Weapon Proficiencies. Proficient with longsword, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
  • Vonakyndra base land speed is 40 feet.
  • Immunity to magic sleep spells and effects.
  • +2 racial bonus to Will saves against enchantment spells or effects.
  • Low-Light Vision: Vonakyndra can see three times as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Racial Hit Dice: A vonakyndra begins with two levels of giant, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, Will +0.
  • Racial Skills: A vonakyndra’s giant levels give it skill points equal to 5 x (2 + Int Modifier, minimum 1). Its class skills are Climb, Hide, Listen, Search, Spot, and Survival. Vonakyndra gain a +2 racial bonus to Search, Spot, and Listen checks. *+2 competence bonus on Survival checks to avoid becoming lost in a forest.
  • Racial Feats: A vonakyndra’s giant levels give it one feat.
  • +3 natural bonus to armor class.
  • Elven Blood: For all effects related to race, a vonakyndra is considered an elf.
  • Automatic Languages: Elven and Giant. Bonus Languages: Common and Sylvan.
  • Favored Class: Players may choose either the fighter or sorcerer class as their vonakyndra character’s favored class. Once the player has made this choice the decision cannot be changed. A multiclass vonakyndra’s favored class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +4.
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World of Kulan DM

Proper Name(s): The Duchy of Minar, The Bard's Monarchy
Ruler: Duke Jace Brookwater, The Singing Monarch [NG male human Brd18]
Government: Elective Monarchy; dukedom is competed for in a tournament every five years – competitors must be a citizen to enter the tournament.
Capital: Minar City
Major Towns: Alsenburough (pop. – 402), Bourne (pop. – 4,633), Braunfels (pop. – 108), Forestholm (pop. – 2,455), Griffondale (pop. – 2,210), Haine (pop. – 145), Harnsall (pop. – 465), Hutley Hill (pop. – 1,158), Minar City (pop. – 9,220), Sassa (pop. – 432), Severton (pop. – 501), Shanton (pop. – 98), Tian (pop. – 8,900), Wood Junction (pop. – 3,100), Yade (pop. – 389).
Provinces: One duchy, five viscounts, ten minor baronets, and a dozen minor noble fiefs (lords, mayors, and knight-holds).
Resources: Fish (lake and river), grain, metals (iron, silver, and tin), poultry and eggs, and timber.
Coinage: Watermark (pp), Lake (gp), Tarn (ep), River (sp), Rill (cp).
Population: 570,270 – Human 65%, Elf 8% (forest), Elf 7% (urbanite), Halfling (hairfoot) 6%, Dwarf (hill) 5%, Half-Elf 5%, Other Races 4%.
Languages: Anarchic, Common, Denila, Elven, Goblin, Halfling, Kitt, Tiani, Maviun.
Alignments: LG, NG *, N, CG, CN, (CE)
Patron God: None.
Major Religions: Apollo, Bast, Battus, Boccob, Cull, the Daghdha, Damh, Dionysus, Dumathoin, Ehlonna, Heward, Immotion, Issek, Jalivier, Kuil, Larea, Melira, Mielikki, Sarula, Sheela, Tethrin, Tok, and Uller.
Minor Religions: Araleth, Belinik, Casiia, Corellon, Clangeddin, Cyrrollalee, Draven, Erythnul, Hansa, Hendomar, Konkresh, Kord, Lokun, Mahridaar, Mayela, Moradin, Ramara, Rillifane, Sanh, Solonor, Valkar, and Yondalla.
Cults: Anon, Arvoreen, Ces, Emcey, Euphoria, Fenmarel, Hiisi, Jaeger, Malotoch, Nessus, Santè, Seraph, Shoku, Sialic, Tarsellis, Thorn, Truce, Tulle, Vergadain, Zealot, and Zell.
Alliances: Barony of Wolffire (military); Highlands (trade alliance); Mathghamhna (tentative); Qualitian Belt (is considered a protectorate of Minar); The Strandlands (military).

Proper Name(s): The Barony of Wolffire, The Barbarian Lands of the Fiery Wolf
Ruler: Lord Baron Recmair Hault, The Wolf Lord [NG male human Bbn15]
Government: Barbaric Monarchy
Capital: Falcûne
Major Towns: Altay (pop. – 7,341), Bayan (pop. – 723), Ejine (pop. – 452), Eirune (pop. – 635), Falcûne (pop. – 13,675), Gelon (pop. – 421), Hailer (pop. – 2,922), Hatgul (pop. – 542), Heten (pop. – 890), Hongor (pop. – 550), Huskk (pop. – 9,219), Hutag (pop. – 894), Linxe (pop. – 404), Tamsa (pop. – 2,133), Uliastay (pop. – 3,002), Usu (pop. – 1,892)
Provinces: No provinces, but does have over a dozen noble fiefs and knight-holds that answer directly to the Baron.
Resources: Cider, fish, gems (bloodstones and rubies), huntsmen, and metals (bronze and zinc).
Coinage: The citizens of Wolffire often use the same coins as Minar, but mainly they use a barter system.
Population: 703,583 – Human 65%, Halfling (hairfoot) 20%, Tri-Clops 6%, Half-Orcs 5%, Other Races 4%.
Languages: Barbarian, Common, Denila, Gnoll, Goblin, Halfling, Kitt, Maviun, Orc.
Alignments: LN, NG, N, CG *, CN
Patron God: Cronn.
Major Religions: Cull, Dionysus, Hades, Hansa, Inanna, Kord, Kuil, Larea, Mahridaar, Sanh, Sheela, Urogalan, and Valkar.
Minor Religions: Aegir, Apollo, Bast, Brandobaris, Casiia, the Daghdha, Damh, Draven, Hela, Hendomar, Immotion, Khonvum, Ramara, Tok, Uller, and Velit.
Cults: Anacoro, Caoimhin, Eadro, Eddelis, Euphoria, Konkresh, Nathair, Nessus, Persana, Puck, Rhea, Saint Hubert, Seraph, Sialic, Wotan, Zealot, and Zell.
Alliances: Duchy of Minar (military); The Strandlands (non-aggression).
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World of Kulan DM
The Cat Mother

Intermediate Deity
Symbol: Cat
Home Plane: Ysgard
Godly Realm: The Solar Barge (Mount Bakhau)
Alignment: Chaotic good
Portfolio: Cats, beauty, pleasure, protection, punishment
Worshipers: Mothers, judges, nobles, defenders, fighters, barbarians, rakasta, kitts, rangers, silver elves
Cleric Alignments: NG, CG, CN
Domains: Chaos, Feline, Pleasure, Protection, Trickery, Wrath
Favored Weapon: Kukri or war claws

Bast is best known as a member of the Pharaonic Pantheon, or the Khemitian Pantheon as they are known on Kulan. However, the Cat Mother is solidly aligned with the North Gods on Harqual. Her Avatar looks very different when she sends it to Harqual. She often appears as a tall, strong warrior woman with the head of a cat, draping her body in furs or heavy garments. To her rakasta and kit followers she appears as a female rakasta wearing minimal clothing and armor, but she wields war claws on both hands or a light shield in one hand and a kukri in the other. She also can appear in the form of any feline creature or cat-like humanoid.

As a member of the North Gods, Bast was married to Santé before his death during the early part of the Divinity War. She is also the mother of the three of the fallen Divine Children – Truce, Sialic, and Tulle. The loss of her husband and children has made Bast sorrowful, yet determined to help the North Gods wipe the Sword Gods and their worshippers out of existence. Only in the last several hundred years has she found love again, this time with Cull, the God of Strategy. They are an odd pairing but truly love each other. They have two children – Casiia and Brenna. Bast is very protective of her children, as she isn’t willing to lose them in some new conflict with the Sword Gods.

Bast isn’t known for passing down steadfast tenets to her followers. She is too chaotic for that. Mainly her faith is about the beauty in life, finding love and pleasure, anything to do with cats, protecting the faithful and the followers of her children, and punishing those that threaten the pantheon.

Cleric and Temples
The clergy of Bast must always look out for the faithful of Casiia and Brenna and punish wrongdoers. Beyond that, they are free to interpret dogma how they see fit. Most in the north are more into protecting others and making sure judgements are fair. Those in the southern lands are more into spreading love and the need for finding beauty in everyday life. All followers of Bast are fond of cats and they keep at least one pet cat in their homes. These pets are pampered as favored children of the Cat Mother. The clergy of Bast also greatly respect the rakasta, as well as their patron deity, the North God known as Rel.

Being highly chaotic, Bast has few true temples. Most of her places of worship are isolated locales near old, ruined temples of Santé, Some of Bast’s less chaotic worshippers sometimes work towards rebuilding ruined temples dedicated to the God of the Quill. This has brought them into contact with the Interloper God known as Calphas. The Wallbuilder is a great ally in the rebuilding of these crumbling temples.

Those true temples to Bast are usually located near temples of Cull. The two faiths have become strong allies. A new temple dedicated to both gods was built in Relaini City five years ago and stands as a testament to the union of the two North Gods. Up until then it was rare for Cull to have a temple so far south. It has worked out for both deities.

The most well known temple to Bast is Cat’s Paradise in the Capital City of Sumdall in the Kingdom of Izmer. It is a grand four-story building with a domed roof and minarets along the corners of the building. It stands roughly half the distance between the School of Magic and the Royal Palace. Many of Sumdall’s citizens are wizards or sorcerers, and a number of the arcane spellcasters have cat familiars. Thus, the worship of Bast caught on in the city over 500 years ago. Now, only Immotion and Boccob have more worshippers in Sumdall than Bast.
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World of Kulan DM
God of Strategy

Intermediate Deity
Symbol: Short sword lying horizontally over battle plans
Home Plane: Mechanus
Godly Realm: Stratagem
Alignment: Lawful neutral
Portfolio: Strategy, knowledge, war, fortification
Worshipers: Fighters, paladins, strategists, soldiers
Cleric Alignments: LG, LN, NG
Domains: Knowledge, Law, Planning, Wall, War
Favored Weapon: Short sword

Cull is the North God of Strategy. His Avatar appears as a huge human male armored in blue steel half-plate armor with a short sword, called Lore of Battle, in one hand and a satchel filled with battle plans and maps in the other. He is one of the few North Gods to appear clean-shaven, although his hair is long and braided down the back. A dozen hounds of war often accompany Cull, which are equivalent to 12 HD dire wolves, lawful neutral in alignment.

However, Cull’s Avatar almost never appears to mortals on Material Plane. Instead, Cull tends to manifest as a clarion call meant to call commanders and strategists to a huge tent that appears nearby. The tent is a perfect square with four flags fluttering in the wind at the corners. These flags always have the god’s symbol emblazoned on them. The inside of the tent has all the tools required to strategize an upcoming battle such as maps of the area and detailed historical accounts of the region.

Note: Anyone who attempts to make a Knowledge check, that pertains to war or strategy, while in this tent gains a, one time, +10 bonus.

Cull is the second husband of Bast and they have two children. (See under Bast for more.)

Cull’s worship is all about strategy. Whether fighting a battle or planning the construction of a fortress that will eventually see battle, dogma is all about strategy. Who has the advantage, what are the rules of war for a particular region, and what do you do when two different strategies collide on the battlefield. Do you stand firm or is their room for movement. Cull’s alignment would say you stick with the letter of the law but there is more to the God of Strategy. The tenets of Cull mesh will that of Jalivier for the most part. Cull’s belief structure is about valuing your resources and those of you allies.

Clerics and Temples
Cull’s clergy can never take levels in barbarian or have a rage or frenzy class ability and the Church of Strategy never allows such individuals to become members of faithful. It has, in the past, kept Cull’s followers apart from the more barbaric faiths of the North Gods such as Cronn, Damh, and Lokun. The division still exists but it isn’t as chilly. This was in part due to the birth of Cull’s first daughter, Casiia. The faithful learned that chaos doesn’t need to be feared, just respected from a distance. Evil is more of a threat to the followers of Cull, for evil leads to strife and true chaos.

The Church of Strategy has numerous temples, fortresses, and castles scattered across the north. Cull is popular in the Eastern Shores, especially the Duchy of Minar. There is constant threat from the bugbears of the Sunus Mountains, to the east, and the orcs of the Thunder Mountains to the southeast The greatest temple to Cull is on the other side of the continent in the City of Onaway. That city has been under constant siege since the end of the Second Ogre War from bandits, warlords and evil humanoids. Many Onans would say that the war never ended. The Lawhouse of War is a simple yet sturdy fortress built right into the eastern wall of the city. From here, the faithful of Cull and Jalivier defend the city from external threats. The city was badly ruined during the war and is only now becoming whole again. Much in thanks to Cull’s clergy.

Cull is also becoming a popular god with planar communities on several lawful planes, most notably Mechanus and Celestia. Cull was one of the gods pointed to as being pivotal to the Last Battle of the Divinity War. Thus, he is a popular deity on the first layer of that plane, Lunia. He is respected more on Mechanus for his orderly tenets. However, the Old Gods, that have their godly realms there, consider Cull a radical. Still, his realm, Stratagem, is a fascinating place to visit with its new ideas on what true law and orderliness should be

The realm is one of the most well organized places on Mechanus or anywhere else. Even the modrons are intrigued by the organizational skills of Cull’s faithful and that’s saying something. Nothing is every out of place in Stratagem, although other lawful gods often argue where the place ‘should’ be. Cull’s followers can be found either studying in the Hall of Tactics or practicing new strategies on the Field of Warfare.
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World of Kulan DM
The Daghdha, The High Druid, The Nature Lord

Greater Deity
Symbol: Celtic shield
Home Plane: Outlands
Godly Realm: Tir na Og (Mag Mell)
Alignment: True neutral
Portfolio: Agriculture, animals, earth, flora and fauna, forests, harvest, nature, weather
Worshipers: Dragons, druids, elves, firbolgs, farmers, gnomes, half-elves, halflings, rangers, anyone who lives in a rural community
Cleric Alignments: LN, NG, N, CN
Domains: Animal, Forest, Plant, Renewal, Weather
Favored Weapon: Spear

The great deity most often referred too as “the Daghdha” is the enigma of the North Gods. The Daghdha, an Old God from the Celtic Pantheon, is an odd sort who is very comical in his demeanor. He neither fits in with the more barbaric members of the pantheon or the ones that gravitate toward order and law. It’s true he is in better company with the chaotic North Gods but even they don’t understand him. His behavior suggests that he would be chaotic in alignment, yet he is true neutral. The Daghdha is a strange bird indeed but Cronn likes him so the High Druid’s place amongst the North Gods is assured.

The Daghdha's Avatar often appears as a tall, lanky human who wears waggish outfits. He’s known for appearing arrayed in multi-colored, frayed garments one minute then in a long, well-kept robe colored in a single primary color. No one ever knows what he’ll look like next, not even his own pantheon members. The one constant is his magical spear, which he calls Little Dragon.

The Daghdha teaches respect for the earth and all its wonders. He teaches a balance between the need for agriculture and the natural world. The druids of the Daghdha help farmers with the harvest and teach them how to gather wood for their homes without cutting down tons of trees. They often help communities by predicting dangerous weather patterns and interceding if to many innocents are endangered. They protect nature from those who would abuse it or use it for evil purposes. The tenets of the Nature Lord mesh with the Tenets of the Balance passed down by the clergy of Mirella, for the most part. The Daghdha teaches respect and supplication for The All-Mother and her servants in all cases that endanger the Balance.

Clerics and Temples
The clergy of the Daghdha is made up almost entirely of druids, with a few rangers and shamans as well. The clergy of the Daghdha never accepts evil individuals into the inner circle of the faith, although they are more tolerant towards the masses; who often seek the aid of the Nature Lord. They usually dress in an unorthodox manner to draw attention to themselves and the worship of their god. The Daghdha's clergy tend to keep to themselves, gathering only for important ceremonies and/or festivals.

The Daghdha doesn’t have a strongly organized faith, thus, temples are rarely erected in his honor. More often, the clergy of the High Druid build large, stone circles and monoliths in the Daghdha’s honor. These ‘henges’ are where his clergy gather in the rare times when they do so. More often, one or two high-level druids protect a particular henge from those who would destroy it and watch over those who come to the stone edifice to pray to the High Druid.

The best known location that is a major center for the Daghdha’s faith is the region west of the Kingdom of the Silver Leaves on the edge of the Great Harqual Forest. Known as the Hallowed Lands, the region is a low valley that begins just as the tree line grows thin and the Nameless Hills come into view. The valley cuts through the hills towards the Rilous Mountains and is one of the few locations in that region that wasn’t displaced by the Transformation. The druids believe that the Daghdha saw the danger as it happened and walked the valley from one end to the other, putting a piece of his divinity into the valley so it wasn’t lost to the mists.

The Hallowed Valley is dotted with nearly a dozen henges and is one of the few places where the Nature Lord’s followers gather in greater numbers. These druids make up the largest single circle on all of Harqual. It is said that the entire valley is sacred ground and that the druids can hide the valley from outsiders. Very few have tested this rumor and those that have usually don’t come back.

The High Druid does have one temple-like structure of note. It is a solid wooden building made from deadfalls, moss, and raw stone. The High Druid’s Hall is located between Valeny and Poli in the region known as the Nomad Lands. The structure is hard for non-druids to find, however. As the building magically relocates at dusk every three nights. Only a clergy member of the Daghdha can hope to find the Hall without magical assistance. The bandits of the Lawless Camps give this structure a wide berth, fearing its potent magic and the druid, Kin-Shall (hm / Drd15 (Daghdha) / N), who protects it.
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World of Kulan DM
More Races of Harqual

Fey creatures are rare on Harqual; they most often living in the Great Forest. However, a few fey are steadfast enough to become full-time adventurers. Those with diluted-blood are more likely not to abandon traditional allies or become distracted by something new and/or fun. Fey are also slow to trust outsiders, especially dwarves, humans, rakasta, and tabaxi. However, some fey (like satyrs) are quick to form bonds with elves, the dragontouched, halflings, rockwood gnomes, kitts, and the vonakyndra. Other races are judged on a case-by-case basis.

Buckawns aren't known for being overly friendly or outgoing, so they are the least likely (of those listed here) to leave Faerie and their secluded forest homes to travel the continent of Harqual. Buckawns stand 2 to 2-½ feet in height, have pale complexions, stringy white hair, and black piercing eyes. While they are not evil, they prefer the darkness. Sunlight makes them uncomfortable; although, it doesn't actually hurt them.

A buckawn living on the Material Plane might befriend a clan of elves or family of halflings but these occurrences are extremely rare. Buckawns make solid companions once they overcome their natural xenophobia. Regardless, they will always be aloof and a little cold-hearted.

FEYTOUCHED (Fiend Folio)
Feytouched characters are the most likely to be encountered on Harqual, even more than half-fey and pipers. Feytouched are the result of a family having a fey heritage on one or even both sides. Most often, a feytouched has a humanoid parent and a half-fey parent who grew up on the Material Plane. This is more common amongst feytouched with human ancestry and less common if the character has an elven parent. Other common non-fey parents are halflings, rockwood gnomes, and kitts. Only rarely will a feytouched have a more exotic non-fey parent such as an aarakocra, dwarf, giant, or rakasta. [Those with an aarakocra parent have a chance to be able to fly (25%) or glide (50%).]

Feytouched are often rogues or bards (favored class), but those living a more rural lifestyle are often choose to become druids and/or rangers. They rarely become true clerics; although, those feytouched with a barbarian heritage are often shamans. Those few feytouched who do become clerics, often worship the Daghdha or another nature god.

For more about Feytouched, see D&D Fiend Folio, page 71.

Fremlins are tiny gremlins with fairy-like wings that are both friendly and mischievous. They are roughly a foot tall and range in color from slate gray to blue green. They tend to be plump and are known for being lazy. They make great companions to those willing to put up with their pranks. However, fremlins will leave any master or companion who mistreats it.

Fremlins are quick and agile and often work with local thieves' guilds, or they live with working class commoners and experts. They help with keeping a home tidy and work up-to-date in exchange for food and fun. A bored fremlin is not something anyone wants, so those with a fremlin living in their home go to great lengths to keep the little creature happy.

Fremlins living on the Material Plane most often do so with gnomes, halflings, elves, and humans. They rarely live with dwarves or other races strongly aligned towards law. They aren't as picky about living with evil races and have been found living amongst orcs, gnolls, and goblins.

Fremlins sometimes worship the North God of Rogues and Illusions, Kuil.

Fremlin Traits
Fremlin characters benefit from a number of racial traits:
  • -2 to Strength, +4 to Dexterity, +2 to Wisdom.
  • Tiny-sized. Fremlins gain a +2 size bonus to AC and attack rolls and a +8 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are one-halve of those of Medium-size creatures.
  • Fey: Fremlins are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
    Fremlin base land speed is 15 feet. They can also fly at a speed of 50 ft. with average maneuverability.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and fremlins can function just fine with no light at all.
  • Low-light Vision. Fremlins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Fremlins receive a +8 racial bonus to Listen checks, due to their large ears and keen hearing. Fremlins receive a +4 racial bonus to any one Craft and any one Profession skill. Fremlins may use the Profession skill untrained.
  • Sleep (Su): A fremlin has the ability to use sleep as a innate supernatural ability as per the spell cast by a 10th-level sorcerer. The fremlin can use this ability 3 times per day.
  • Automatic Languages: Common and Sylvan. Bonus Languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue. A multiclass fremlin’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +5
HALF-FEY (Fiend Folio)
Most people on Harqual understand the concept of half-elves, but, if a stranger introduced him or her self as a half-fey most would either stare blankly at the stranger or laugh their butts off. Most common people see fey creatures as either mythical creatures from Harqual's past or pure fiction. This comes from the extreme rarity of true fey creature on Harqual. Most fey actually live on the Plane of Faerie, which is coexistent with the Material Plane. Only rarely do, say spites, for example, settle on the Material Plane. More often fey simply visit during the late evening or during seasonal celestial events. However, the more nature-connected fey such as dryads, fossergrims, nymphs, oreads, and sirines are tied directly to the Material Plane. Other, darker, fey are usually outcasts of Faerie forced to live on the Material Plane (i.e. spriggan).

Thus, half-fey are rarely encountered on Harqual (as well as in the rest of the world). More often a half-fey is born in Faerie living their entire lives there. Only rarely will the sidhe, an elf-like fey race, allow a half-fey to be born and live their lives on the Material Plane. This is done when the non-fey parent is a long-lived race. Thus, half-fey are most often encountered living amongst elves, northern dwarven races, and sometimes rockwood gnomes. The non-fey parent usually goes out of his or her way to raise the child in isolation as not to be tempted by darkness. Of course, maturing half-fey tend to become fascinated by the world around them and slip away in the middle of the might to go adventuring with their more mundane friends (i.e silver and forest elves, hairfoots, hill dwarves, and sometimes half-elves).

Half-fey have a strong bond with nature and magic, and thus, many of them become bards, druids, rangers, or sorcerers. Those with a human parent are more likely to take to being a wizard than a sorcerer, however. Half-fey are treated as half-elves when it comes to whether or not they have a favored class. Half-fey clerics are very, very rare. Most would choose one of the Deities of the Seelie Court (or Unseelie Court if evil) as their patron. Damh the Fey One, a member of the Seelie Court, is also a North God and is the most likely to be worshiped.

Note: While the description of the Plane of Faerie in the D&D Manual of the Planes says that the Seelie and Unseelie Courts are found on that plane, that is not the case in my cosmology. Both the Seelie Court and Unseelie Court are planes unto themselves. The Seelie Court wanders the Outer Planes only rarely moving into the Inner Planes or Plane of Twilight. Titania, Oberon, Damh, Eachthighern, Emmantiensien, Nathair, and Verenestra are the major deities of the Seelie Court. The Unseelie Court is located on Pandemonium and the Queen of Air and Darkness is the only major deity of that godly realm. The Plane of Faerie is home to buckawns, fremlins, satyrs, sprites, and the sidhe. The gema (see below) are one of the few fey races actually native to Harqual.

Satyrs are one of the more likely creatures of Faerie to migrate to the Material Plane and live on Kulan. This is common on Harqual. Native satyrs can be found exclusively in the Great Forest and are great friends of elves, half-elves, and the vonakyndra. They are often drawn to hairfoots and humans when they first meet them. They get along famously with kitts, but they find the rakasta too proud. Satyrs don't like dwarves and half-orcs as much; although, they soon respect a dwarf’s ability to drink as much as they can. Most satyrs of the Great Forest have never had contact with the rockwood gnomes of the Far South; although, many of them have heard of the gnomes from visiting satyrs from Faerie.

Native satyrs rarely travel far from the Great Forest. Why this is, no one knows. Most are glad that they don't as they would soon spread across the entire continent. Some sages speculate that native satyrs can't reproduce outside the boundary of the Great Forest and we all know how satyrs behave.

Satyr Traits
Native satyrs have all the racial traits listed in the D&D Monster Manual v.3.5 (pg. 220) with the following changes:
  • +4 to Dexterity, +2 to Constitution, +2 to Intelligence OR +2 to Wisdom, +2 to Charisma.
  • Fey: Satyrs are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Automatic Languages: Elven, Sylvan. Bonus Languages: Common, Giant, Halfling.
  • Favored Class: Players may choose either the bard or ranger class as their satyr's favored class. Once the player has made this choice the decision cannot be changed. A multiclass satyr’s favored class does not count when determining whether she suffers an XP penalty for multiclassing.
Faerie Satyr Traits
Faerie satyrs have all the racial traits listed in the D&D Monster Manual v.3.5 (pg. 220) with the following changes:
  • +2 to Dexterity, +2 to Constitution, +2 to Intelligence OR +2 to Wisdom, +4 to Charisma.
  • Fey: Faerie satyrs are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Special Qualities: Damage reduction 10/cold iron.
  • Automatic Languages: Sidhe, Sylvan. Bonus Languages: Common, Elven.
  • Favored Class: Players may choose either the bard or sorcerer class as their faerie satyr's favored class. Once the player has made this choice the decision cannot be changed. A multiclass Faerie satyr’s favored class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +3.
Pipers (Bastards & Bloodlines)
Native satyrs often sire children with female forest elves and more rarely with a silver elf female. These half-satyrs are not born half-fey as the power of Faerie isn't as strong in the blood of a native satyr. These half-satyrs are known as pipers and can be either male or female. Also known as pucks, these humanoids are often raised by their elf parent. Rarely will the piper's satyr father raise the child in the wild; more often, they leave the child with a circle of druids.

A piper stands roughly 5 feet to 5-¼ in height and weighs as much as an elf does. Male pipers are sometimes born with cloven hoofs (20% of the time) and grow short goatees by their tenth summer. Female pipers look more elven then males with delicate features and normal feet. Both male and female pipers have sumptuous black to light brown hair and piercing deep green to sky blue eyes.

Pipers are very rare creatures beyond the boundaries of the Great Forest but have been known to adventure in the more northerly reaches of the Eastern Shores and the Wild Plains. Pipers are usually on good terms with rogues, rangers, druids, and bards. They treat sorcerers and barbarians with great respect but have trouble relating to fighters and wizards. Pipers often worship an elven deity, such as Erevan or Melira, or the Fey One.

See the Green Ronin sourcebook Bastards & Bloodlines: A Guidebook to Half-breeds for more details about pipers including racial statistics.

Verminoid fey-spiders of crystalline beauty, the gema are found only on Harqual in the Crystal Cairns near the Cadra Forest, hibernating in the summer and weaving their webs in the spring. Their fur-less bodies can pass for ice and snow to the distracted traveler.

Gema are one of the few native fey races on Harqual and none of their kind exists on Faerie. However, there are gema on the plane known as Serenity. This plane is a demiplane that can only be found by traveling to the deepest parts of the Ethereal. The plane is said to have broken off from Faerie at some points and many planar sages believe some schism between the gema and the sidhe was the reason.

Gema greatly respect the members of the Seelie Court, but they rarely worship one of the Sylvan Gods. More often they choose one of the North Gods or Interloper Gods as a patron (see below). Gema have an innate ability for magic and most are either sorcerers or druids. They also have a love for psionics and many become wilders and sometimes even psions.

A gema's favored class is sorcerer. Gema may also become bards, clerics, druids, rogues, psions, wilders, and wizards. Gema make poor fighters but have been known to become rangers. Gema cannot be barbarians, paladins, monks, or psychic warriors.

Gema druids worship either the Daghdha or Ehlonna. Gema clerics usually choose one of the following deities as their patron: Calphas, the Daghdha, Damh, Ehlonna, Immotion, Kuil, Olidammara, and Xan Yae. They may also choose any dwarf or gnome deity as their patron but cannot take the Dwarf or Gnome Domains respectively.

Gema Traits
Gema characters benefit from a number of racial traits:
  • -4 to Strength, +6 to Dexterity, +2 to Intelligence, +4 to Charisma.
  • Medium-size. As Medium-size creatures, gema have no special bonuses or penalties due to their size.
  • Fey: The gema are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
    Weapon Proficiency. Gema receive the Martial Weapon Proficiency feats for the longspear and shortbow as bonus feats.
  • Speed: Base land speed is 20 feet. Gema can also climb at a speed of 10 feet.
  • Darkvision out to 60 feet.
  • Low-light Vision. Gema can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Gema are immune to sleep attacks and abilities.
  • Gema gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.
  • Racial Hit Dice: A gema begins with two levels of fey, which provide 2d6 Hit Dice, a base attack bonus of +0, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
  • Racial Skills: A gema's fey levels give it skill points equal to 5 x (6 + Int Modifier, minimum 1). Its class skills are Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival. Gema receive a +4 racial bonus to Hide and Move Silently checks when in the Crystal Cairns or in any crystal forest.
  • Racial Feats: A gema's fey levels give it one feat.
  • Reflective Carapace (Ex): A gema's shiny carapace reflects lightning bolts, and other electrical attacks, 10% of the time back at the caster; otherwise they are merely negated. Check for reflection before rolling to overcome the creature's spell resistance.
  • Stability (Ex): Gema are more stable because of their multiple legs, gaining a +4 stability bonus against trip attacks.
  • Vitrifying Poison (Su): The victim of a successful bite must make a Fortitude save (DC 11). Failure means the victim is slowed, as per the spell cast by a 3rd-level sorcerer. Failing the second save one minute later causes the victim to start vitrifying (turning into glass).
  • Web (Su): Gema can attack with its web up to three times per day. This is similar to an attack with a net but has a maximum range of 35 feet, with a range increment of 5 feet, and is effective against targets of up to Large size (see page 119 in the D&D PHB v.3.5 for details on net attacks). The web anchors the target in place allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 25) or break the crystalline web with a successful Strength check (DC 20). The web has a hardness of 1, 8 hit points and takes half damage from fire.
  • Automatic Languages: Sylvan. Bonus Languages: Centaur, Elven, Lumin, and Sidhe.
  • Favored Class: Sorcerer. A multiclass gema’s sorcerer class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +7.
Sprites are, well, sprites. This includes grigs, nixies, and pixies. These fey races very rarely leave Faerie permanently as Harqual is a dangerous place with many dangerous, violent humanoids and worse. Those that do are usually pixies who choose to live in the lands of the Kingdom of the Silver Leaves. A few grigs were known to live with the forest elves of the Knotwood before it fell into evil and darkness. Nixies rarely live on the Material Plane; however, the majority of them that do live on the Material Pane live on the other continents of the world not on Harqual. Their numbers are so few on Harqual due to the chaotic nature of the continent's lakes and rivers.

After the death of Tulle the River God, during the early part of Divinity War, the continents waterways did not have a deity to tame them. Thus, rivers started flowing in all sorts of unnatural directions. However, things are a little better now as their are enough nature deities to tame the waters, and the nixies have started to revisit Harqual but most of them will never risk the chaotic waterways permanently. The death of Tulle as well as many of the other North Gods is what drove away the sprites and why their are so few of them native to the continent.

Pixie Traits
Pixies are available as a PC race and their racial traits can be found in the D&D Monster Manual v.3.5 (pg. 236) with the following changes:
  • -2 to Strength, +4 to Dexterity, +2 to Intelligence, +2 to Wisdom, +2 to Charisma.
  • Fey: Pixies are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Automatic Languages: Elven and Sylvan. Bonus Languages: Common, Giant, Halfling.
  • Favored Class: Players may choose either the rogue or sorcerer class as their pixie's favored class. Once the player has made this choice the decision cannot be changed. A multiclass pixie’s favored class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +4; pixie PCs cannot have access to Otto's irresistible dance.
Thorns are the elite warriors of the sprites, but they are not native to the Lands of Harqual; however, often a thorn will be sent to the Material Plane to protect or rescue sprites from the big races. Thorns despise orcs and goblins and they aren't fond of humans either, but they tolerate them as long as they don't get in their way. Thorns greatly respect elves, gnomes, halflings, and the rakasta and have been known to form lasting friendships with them. Thorns consider dwarves to stoic.
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World of Kulan DM
God of Poetry, Revelry, and Songs, God of Satyrs, The Dirge of Joy, The Fey One, The Lost Heart

Lesser Deity
Symbol: Satyr's head
Home Plane: Plane of Serenity (demiplane) and Seelie Court (wanders)
Godly Realm: Wanders
Alignment: Chaotic good
Portfolio: Fey, dance, love lost, poetry, revelry, songs
Worshipers: Satyrs, pipers, & korred, bards, forest elves, the gema, gnomes, half-fey, halflings, sprites, separated lovers
Cleric Alignments: NG, CG, CN
Domains: Art, Charm, Fey, Luck, Music
Favored Weapon: Dagger

The Old God known as Damh is the Sylvan God of Satyrs and the North God of Poetry, Revelry, and Songs. He is known by many titles but his most well known one is The Fey One. Since the death of his beloved Euphoria his followers have often referred to him as the Dirge of Joy and the Lost Heart in honor of his fallen love.

Damh’s Avatar most often takes the form of a large satyr caring a flute or mandolin, as well as a bronze dagger he calls Lost Love. When appearing to his non-fey followers he appears as either a tall green-skinned forest elf or a male piper. He always dresses a bard, although the colors he wears are darker, less vibrant, than one would expect from a sylvan deity.

Damh is the patron of satyrs, pipers, and korred, thus his faith is dedicated to protecting these creatures from harm. However, Damh is much more on Harqual and his faith teaches growth through expression, especially art and dancing. Most fey who worship him are natural inclined towards having fun and celebrating, while his non-fey worshipers must work at it. Many of Damh’s faithful have begun to explore the idea of celebrating the impending death of a loved one instead of fearing and dreading it. Damh teaches to be respectful of those who are to pass on, but also to celebrate their lives with song and poetic verse. He teaches that one should always comfort those who have lost love to death or are separated from a loved one for any reason.

Clerics and Temples
The clergy of Damh are as chaotic as their god is. Thus, temples to Damh don’t exist. Instead, the followers of the Fey One often gather in a natural glade or local tavern to celebrate the glory of their god. Clerics of Damh often work with clerics of Hades to make sure a dying person’s journey to the next one isn’t filled with sadness. The clerics of Hades perform the late rite while the clerics of Damh sing songs of happiness and contentment. They are responsible for helping the living continue on by comforting distraught family members. Clerics of Damh also attend many yearly festivals and celebrations. They sing songs, dance around, and amuse the crowds in the name of The Fey One.

While there aren’t any true temples to The Lost Heart, there is always a shrine to the sylvan god near or in any major forest where satyrs and korred live. The Great Harqual Forest and the Cadra Forest are the two main regions in the north with such shrines, as fey creatures from Faerie often visit those forests.

The Great Forest is home to hundreds of native satyrs and it is there where the God of Satyrs faith is strongest. Many pristine glades are hallowed in his name, although many have been corrupted by the blood elves of the Knotwood. Those still in existence, and not in danger, are located near or within the borders of the Kingdom of the Silver Leaves or the Wild Treelands.

The Cadra Forest is connected directly to Faerie, thus almost any sort of fey, including satyrs & the sidhe, are commonplace in that forest as well. The elves that make Cadra their home are descended from Faerie and usually worship Damh before any of the other Gods of Harqual. Also, directly southeast of Cadra is the land known as the Crystal Cairns. Here, many crystalline creatures live including the gema, a race of anthropomorphic, crystal spider-like fey. They are a favored race of the Fey One and he will protect them as he would satyrs or korred. The gema do not build shrines to Damh, instead the build crystalline henges and monuments in his honor (as well as many of the other sylvan gods).

While satyrs aren’t native to the Heverkent Forest, many of the fey race known as the korred are. Thus, there are dozens of shrines dedicated to the Fey One in that southern forest. These shrines are usually also dedicated to Emmantiensien, the Sylvan God of Treants.

Shrines to Damh are very rare in human lands. Only the Monarchy of Avion, on Harqual’s west coast, and the High Forest (part of the Eastern Shores) have more than two or three shrines dedicated to The Dirge of Joy. Other known lands with at least one shrine dedicated to Damh include Acheos, the Highlands, MaShir, Minar, Shadowood, and the Verdalf Forest.
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World of Kulan DM
The Lands of Harqual are home to a very diverse base of sentient beings. The ones talked about so far are the most common and/or visible with a few minorities. However, many other races play a part on Harqual whether they live in isolated regions, live a nomadic existence, live deep underground, or are settlers from other continents and worlds who now live on Harqual.

Traditional goblinoid races are uncommon on Harqual. The other intelligent races most often refer to orcs as goblins and goblinoids as krugs. Two other minor races, usable as PC races are the bhuka from D&D Sandstorm and the snow goblins from D&D Frostburn. The baklath, while technically a goblinoid race, have little in common culturally with goblins and hobgoblins; therefore, they are listed under the Avian Races section at the beginning of this document.

Note: Krug is a name of a humanoid from the Microsoft game known as Dungeon Siege. If you’ve played that game then you can imagine how the goblinoids of my world look and behave. (Ur! Ur!)

THE BHUKA (Sandstorm)
The goblinoid race known as the bhuka can be found through the entire World of Kulan and is a well-known race on such continents as The Fallenlands and Triadora. However, on Harqual, they are a very rare race, that is completely unknown anywhere north of the southern most regions of the Great Expanse. The bhuka is unusual for a goblinoid race in that they tend towards a lawful society and most individuals tend towards good. They are also known for having a highly developed art and social-based society. Bhukas worship a World Goddess known as Kikanuti, and they are a peaceful race, for the most part.

Bhukas, on Harqual, have been, in the past, restricted to the region known as the Shuntlands. More specifically, they lived exclusively in The White Desert, which sits between the Kail and Halaian mountain ranges on the Varan Peninsula. However, pressure from the surrounding city-states has pushed the bhuka out of that region. Many have migrated west through the Relaini Bay Region to the Great Expanse. Others migrated south and west too settle in the wide-open spaces of the Savanna of the Mist while others made a much harder journey across the Karmine Sea to the island of Frey (see under Other Variant Goblinoid Cultures).

Those that found their way to the Great Expanse have been the luckiest as they have found a kindred spirit in the desert elves that dominate the Expanse. Those that migrated to the Savanna of the Mist have had troubles with both the zebranaurs and the rakasta but have found some acceptance from the Torin. Those that made the crossing to Frey were unlucky in that the city-states of the Domain of Frey are not known for being accepting of outsiders. The few bhuka bands that survived the first forays against them by the Freyans quickly moved into the harsher parts of the island where even the Freyans fear to tread.

It is important to note that the bhuka haven’t completely abandoned The White Desert and the remaining “phratries,” as they call their communities are known to be more likely to fight their enemies (LN). The White Sands is the strongest phratry in the region and they help protect the region from interlopers wishing to exploit the salt karsts of The White Desert.

The bhukas of Harqual have the same racial traits as noted for Bhukas listed in D&D Sandstorm: Mastering the Perils of Fire and Sand.

Bugbears are the most common type of goblinoid encountered in the northern parts of Harqual. They live throughout the region known as the Eastern Shores with most living in the Sunus Mountains. Bugbears are known for starting wars with other races with little provocation. They are found mainly in the more temperate mountain ranges including the Sunus, the Kul Moren Mountains, and the few bands living in the Thunder Mountains. The mountain range surrounded by the Storm Jungle is too warm for bugbears to live there and the Greystone Mountains are too cold.

The bands living in the Sunus Mountains are the largest are most likely to cause trouble – so much so that travel through those mountains without an armed escort is not recommended. The largest band in the mountain range is known as the Sunus Bugbear Tribe. It has twice the normal numbers for bugbears listed in D&D MM v.3.5, including noncombatants. It used to have three to four times that number but a recent military campaign against Minar and the Barony of Wolffire has left the band dwindled in size.

The war was fought due to the conceit of the tribe's vicious leader, King Brulok. Long has this bugbear king wished to conquer the fertile lands of Minar and enslave the humans and elves that dominate there. He would have succeeded if not for the resiliency of Minar's citizens and for the timely action of the Baron of Wolffire who came to the aid of the beleaguered Duke of Minar. The war has made the two countries strong allies, which has put severe pressure on the Sunus Bugbear Tribe. King Brulok still rules the tribe with an iron fist but some believe that his rulership might come to a violent end, and soon.

Bugbear Traits
Bugbears benefit from a number of racial traits:
  • +2 to Strength, +2 to Constitution, -2 to Intelligence, and -4 to Charisma. Bugbears are muscular and tough but they are lacking in intellect and personality.
  • Medium-size: As Medium-size creatures, bugbears have no special bonuses or penalties due to their size.
  • A bugbear's base land speed is 30 feet.
  • Darkvision out to 90 feet.
  • Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
  • Racial Skills: A bugbear's humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
  • Racial Feats: A bugbear's humanoid levels give it two feats. A bugbear gains Stealthy as a bonus feat.
  • +3 natural armor bonus.
  • +2 racial bonus on Hide and Move Silently checks.
  • Automatic Languages: Goblin and Undercommon. Bonus Languages: Common, Draconic, Elven, Giant, Gnoll, and Orc.
  • Favored Class: Fighter. A multiclass bugbear's fighter class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +1.
The rarest of the goblinoid races are the goblins, often referred to as krugs. They are considered a dying species on Harqual, as they cannot hope to compete with gnolls, orcs, and bugbears. The odds of a goblin PC would be 1 in a 100 (roll percentile dice). Goblins have all the racial traits as per that listed on page 134 of D&D Monster Manual v.3.5, except that they don't speak Common or Draconic.

Hobgoblins are another race of goblinoids on Harqual, and are often referred to as high krugs or hobkrugs. Most in the North believe that hobgoblins are extinct on Harqual, and while that's a myth, hobgoblins are indeed rare on Harqual (but nowhere near as rare as goblins). Hobgoblins only exist in great numbers in the Far South. They live amongst the other races having gone urban, and they are even considered somewhat civilized by the other races of the southern lands.

Note that there is no such thing as a hobgoblin band or tribe anywhere on Harqual or on any of the islands surrounding it. Most groups of hobgoblins in the Far South are either gangs of thieves in the worst parts of the cities or tactical war bands that act more like mercenaries throughout the more rugged terrains of the region — most notably in the Paian Hills and the foothills surrounding the Kail and Halaian mountain ranges.

Hobgoblins are somewhat common in the following cities and are considered full citizens with equal rights and obligations: Cutte, Deyinir, Evanes, Ferinmal, Fyrdin, Greol, Hyadin, Jyl, Rhid, Salubia, Siafox, Sulinon, Stenheuve, Tulsax, Waile, and Xcellian. In all other cities they are uncommon or rare.

Hobgoblin Traits
Hobgoblins benefit from a number of racial traits:
  • +2 to Dexterity, +2 to Constitution, -2 to Charisma. Hobgoblins have a natural agility and resiliency but they are lacking in social graces.
  • Medium-size: As Medium-size creatures, hobgoblins have no special bonuses or penalties due to their size.
  • Darkvision out to 60 feet.
  • Low-light Vision. Hobgoblins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • A hobgoblin gains Stealthy as a bonus feat.
  • +2 racial bonus on Hide and Move Silently checks.
  • Automatic Languages: Goblin and Suar. Bonus Languages: Axiomatic, Draconic, Dwarven, Giant, Orc, and Rakasta.
  • Favored Class: Scout. A multiclass hobgoblin's scout class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +1.
Half-Hobgoblins (Bastards & Bloodlines)
Since hobgoblins are more common than humans in the Far South, it should come as no surprise that there are more half-hobgoblins than half-elves, half-orcs, or other half-breeds throughout the region. These half-krugs, as they are often called, result from having a dwarven parent and a hobgoblin parent. Such couplings are often violent but sometimes love (or lust) can produce half-hobgoblin children, especially when Torin dwarf and a hobgoblin adventure together (a common occurrence in the Far South).

In most cases, a half-hobgoblin is raised by its hobgoblin parent, if possible, or is abandoned on the doorstep of an orphanage. A half-hobgoblin child's early life is usually hard. For while hobgoblins are generally accepted as citizens in many places, half-hobgoblins are not. Hobgoblins are surprisingly tolerant towards half-hobgoblins since their race's population is in danger of becoming “endangered.” Torin dwarves are known for their tolerance toward other races so half-krugs often find kinship amongst the dwarves of the Far South.

Note that it is possible for half-hobgoblins to result from the coupling of a hobgoblin with a human, as well. However, there have only been a handful of known half-human hobgoblins ever born. Humans tend to react violently towards half-human hobgoblins, especially those from the northern lands.

Half-Hobgoblin Traits
Half-hobgoblins have all the racial traits listed on page 30 of Bastards & Bloodlines: A Guidebook to Half-Breeds except for the changes noted below:
  • +2 to Dexterity, +4 to Constitution, -4 to Charisma. (Half-human hobgoblins have the following ability score adjustments: +2 to Constitution, -2 to Charisma.)
  • Darkvision out to 60 feet. (Half-human hobgoblins have darkvision out to 30 feet.)
  • Low-light Vision. Half-hobgoblins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. (Half-human hobgoblins don't have this ability.)
  • Half-hobgoblins have Survival as a class skill, regardless of their class, and gain a +4 racial bonus on Survival checks made to discern direction.
  • Automatic Languages: Dwarven and Goblin. Bonus Languages: Axiomatic, Draconic, Giant, Orc, Rakasta, and Suar.
  • Level Adjustment: +1. (Half-human hobgoblins: +0.)
SNOW GOBLINS (Frostburn)
Snow goblins, or 'froggies' as they're sometimes called, are only found in the northern lands of Harqual. There they have out-competed goblins and bugbears for living space since they are more adaptable to Harqual's cold climate. The northern lands of Harqual are known for having harsh winters, which is the perfect environment for snow goblins.

In fact, if left unchecked, this race would likely spread everywhere in the north.

The elves and dwarves of the northern lands will never let this happen. They consider snow goblins to be a menace almost as bad as orcs and gnolls. The dwarves of the Greystone Mountains spend a great deal of time and energy exterminating snow goblins from the hills surrounding the mountain range, which tends to drive the snow goblins into the Northlands where they come into conflict with the barbarian tribes. (The snow goblins know better than to travel south into the forested lands of the silver elves.)

Regardless, new snow goblin troupes are always popping up somewhere, and these goblinoids can be found as far north as The Blighted Lands of the North, as far west as the Old Sword Lands, as far east as the Jagged Peninsula, and as far south as the Thunder Lands. Actual snow goblin tribes are usually limited to the areas around the Greystone and Rilous mountain ranges; however, it is rumored that one huge snow goblin tribe lives in the eastern hills of the Aragar Mountains near the western shore of Lake Desinon.

Snow goblins have all the racial traits listed on page 137 of D&D Frostburn: Mastering the Perils of Ice and Snow except that they don't speak Common or Draconic and may speak Barbarian, Dwarven, and Elven as bonus languages.

There are a few other distinct cultures of goblinoids on Harqual. These distinct cultures are similar enough to one of the goblinoid races detailed in the D&D Monster Manual v.3.5 or the bhuka from D&D Sandstorm that the differences are negligible. The main exception to this are the Goblins of Maran.

A few of these distinct cultures came into being after The Transformation but not all of them.

Black Head Krugs
Work in Progress

Goblins of Maran
Work in Progress

Old Salts
Work in Progress

Sandbar Krugs
Work in Progress
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World of Kulan DM
Lord of the Dead, The Dark Merchant, The Underworld of the Olympians

Greater Deity
Symbol: Black ram
Home Plane: Gray Waste
Godly Realm: Hade’s Underrealm
Alignment: Lawful neutral
Portfolio: Death and the underworld, commerce, earth, wealth
Worshipers: Elementalists (earth), merchants & traders, rogues
Cleric Alignments: LG, LN, LE
Domains: Earth, Law, Repose, Trade, Wealth
Favored Weapon: Longsword

The Olympian Hades is known throughout the Great Ring and many worlds of the Material Plane. Few view the Lord of the Dead a god dedicated to his followers and to the betterment of the living. But then few beyond those living on Harqual have seen Hades ‘lighter’ side. True, he is still a dark and some would say foreboding deity whose name bears both fear and respect. However, on Harqual, Hades is a North God first, an Olympian second. (He is worshipped as an Olympian in the lands known as Aegis on Kanpur.) The North Gods consider him ‘family’, and he has Cronn’s respect and gratitude. It was Hades who helped lay to rest the souls trapped in undeath by the ravages of Tok’s initial madness. For this, he will always be one of them.

Hades acts as the North God of Death and Wealth, as he does for the Olympians. However, he is more often referred to as the Lord of the Dead or The Dark Merchant, by the citizens of the continent. His Avatar appears much as he would as an Olympian – a large, powerful man with grayish skin. However, his North God Avatar appears with long dark brown beard and braided hair (i.e. dreadlocks), as well as silver eyes. He wears some jewelry, which is less exotic in appearance, which pays homage to the simpler beginnings of the North Gods. He appears draped in dark, martial-like robes of cured animal hides and trimmed in white fur. He carries a simple longsword in the style of the barbarians of the Northlands. (The sword functions as that listed for his Avatar in D&D Deities & Demigods, page 117. He calls it Death’s Grace.)

Hades teaches that death is not something to be feared, but something that is inevitable to all living things. Even the gods can die. He teaches his followers to respect the dead, especially the Divine Children that died during the Divinity War. Death is not to be avoided as Necromancy perverts true death, and one should not try to cheat death by becoming one of the undead. As a God of Wealth, he teaches fairness in trade and that one should know the rules of mercantilism if one is going to make a living at it. Cheats should be punished harshly whether one is cheating death or a customer and/or a rival.

Clerics and Temples
Hades is a popular deity on Harqual and his clerics are accepted almost everywhere where law prevails. His clergy are dark somber people but once in a while a cleric of Hades will show his or her dry wit. After all, life is to be lived to the fullest before the inevitability of death comes to take you to Hade’s Underrealm. Clerics of Hades are almost always a given at funerals. A clergyman will often give a somber sermon of the deceased’s life, while acolytes pass around a collection plate for the deceased’s family.

Wealth is to be shared and treasured, even in the afterlife. A token amount of a deceased person’s wealth is buried with him or her while the rest is divided amongst the members of the deceased’s family. If the person was family rich and wealth poor, the Church of Hades will donate a Stipend of Life to the deceased’s relatives, as well as an amount to be buried with the deceased.

A family that asks the clergy of Hades to attend a dead love one’s funeral has obligations, though. They must swear to obey the laws of burial set down by the Church of Hades. The main two points of these laws are that the body be buried on holy ground and that it is protected from the risks of rising as undead. Also, the family must promise not to try and have the deceased brought back to life by magic if the family member didn’t die from natural causes. The Church of Hades is very strict about this. (Those buried under the watch of the Pantheon of the North must not be affected by evil Necromantic spells, as it is the North Gods highest law.)

The clergy of Hades often function as moneylenders to those in need (i.e. wishing to start a business). They charge a ‘fair’ return in interest, as the law dictates in the land a particular church is built. Rarely, if the client is a foreigner, they will charge interest per his or her land of origin, as long as a local authority figure vouches for them (i.e. a barrister).

Due to the fact that the Church of Hades is so well known for its work as Minister’s of the Dead and as moneylenders, every lawfully aligned land has at least one temple dedicated to the Lord of the Dead. These temples are quiet, somber places where the old go to die in peace (if they don’ t have any living relatives). A temple of Hades rarely has the resources to help adventurers and the clergy of the Dark Merchant often are heard to say ‘such a life is full of danger, you should accept death as a possible consequence’. There are exceptions however. If a dying character was fighting in the service of the North Gods for an important cause then the clergy might consider it. This ‘healing’ always comes in the form of potions or scrolls acquired from the Churches of Issek or Jalivier in trade. (Usually for potions or scrolls related to the Repose Domain.)

The largest temple dedicated to Hades is the Retreat of the Dying in the Kingdom of Stonn. Located in the capital city, also known as Stonn, or Stonn City, the Retreat is a grand two-story building with a central temple and four wings that spread out from the center. Two wings are for clergy members and acolytes, while the other two wing act a home for the old and terminally ill. The world has many natural and magical diseases that resist the healing powers of the clergy of Issek and Jalivier. It is here that one comes when all hope is lost. The clerics of Hades make their charges as comfortable as possible and make sure family members visit on a regular basis. (The dying should not be left alone as they travel to Hade’s Underrealm.)

Sidebar: All followers of the North Gods pass through Hade’s Underrealm in the Grey Waste before being allowed to continue on to their home planes as petitioners. Those that are lacking in their faith are given penance, to perform, for as long as the Lord of the Dead demands. Followers of the Sword, Interloper, and World Gods are not judged in this way regardless of where they live on Harqual. Also note that clerics of the North Gods cannot cast evilly aligned Necromancy spells, as well as those Necromancy spells designated as ‘gray’, with one or two exceptions (see below).

Thus, the above clerics can cast the only following Necromancy spells from the PHB v.3.5: astral projection, death ward, disrupt undead, gentle repose, halt undead, hide from undead, horrid wilting (Water Domain clerics only), mark of justice, speak with dead, and undeath to death.

Clerics of Hades can also cast the following ‘gray’ Necromancy spells from the PHB v.3.5: blindness/deafness, cause fear, deathwatch, destruction, doom, slay living, and wail of the banshee. Clerics of Aegir can also cast the spells above that are part of the Repose Domain but not the others.

Druids dedicated to a North God may cast death ward, blight, and poison but not contagion or finger of death.
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World of Kulan DM
God of Soldiers, God of Tremors, The Buried Soldier, The Tabaxi Hunter

Demigod (Trapped)
Symbol: Longsword and flint spear crisscrossed
Home Plane: Material Plane
Godly Realm: Not applicable
Alignment: Chaotic neutral
Portfolio: Combat, earthquakes, soldiers, the earth
Worshipers: Avengers, barbarians, druids, dwarves, elementalists (earth), fighters, half-elves, militiamen, soldiers, warriors
Cleric Alignments: CG, CN, N
Domains: Chaos, Courage, Earth, War
Favored Weapon: Longsword

Hansa is most often referred to as the North God of Soldiers. Near the end of the Divinity War, Tu knocked Hansa from the sky over Harqual, causing the North God to slam into the ground so hard it left a huge crater near the northern wastes known as the Cold Barrens, buying him. Hansa has been trapped under the earth, ever since, for over a thousand years.

After initially being trapped, he tried to escape his earthen tomb for several centuries. Through the years, the barbarians of the Northlands and the dwarves of the Greystone Mountains began referring to Hansa as the God of Tremors. This new addition to his divine portfolio has kept him alive, and he has become content to wait until he gains back enough strength before attempting to break free. The North God tends to shift around, deep under the earth, causing earthquake and tremors, which can now be felt as far away as the Kingdom of the Silver Leaves and the cities of Ciros and Baermos in the Wind Plains.

Unfortunately, thousand of years of isolation have been hard on Hansa’s mind and he has shifted to chaotic neutral. Cronn worries that Hansa might still perish or go insane. Countless times over the centuries, one or more of the North Gods has tried to free Hansa, without success. Something more powerful than any of the Gods of Harqual keeps him trapped there. Because of the nature of his entombment, Hansa is only able to manifest, by causing small, controlled quakes or by causing the shouting of many soldiers to be heard to the listener. He cannot form a godly realm in his current state.

For countless centuries before his entombment, Hansa was only known as the God of Soldiers. He taught his followers the righteousness of combat and what it meant to be a soldier in the service of the North Gods. As he was chaotic good, his faith was less about structure and more about the unpredictability of the battlefield. Since the end of the Divinity War, his followers have more become more bent towards chaos and the thrill of combat. They are less concerned with good and righteousness, although the church still doesn’t refuses to accept the evil side of chaos amongst their ranks. Since his entombment, his faith has adjusted to track and warn others about the dangers of earthquakes and respect for the earth that holds the god steadfast.

Clerics and Temples
The clergy of Hansa are a loose group of clerics, druids, and multiclassed earth elementalist/clerics. Hansa’s faith is now less structured than it was an era ago. More and more the druids that worship his earth aspect of worship are gaining strength amongst the faithful. Many clerics either became disillusioned or became avengers in Hansa’s name. These chaotic holy warriors protect the area around the Crater of Hansa, as it now called.

With the return of the tabaxi to Harqual, many of them have traveled southwest to the Storm Peninsula to battle the followers of the cat god who buried their patron. Clerics and druids of Hansa are common amongst the barbarian tribes living in and near the Cold Barrens. They often make pilgrimages to the Crater and throw trinkets and coins into it, sacrifices to the Buried Solider. (Anyone who tires to enter the Crater and take these sacrifices don’t live long. Even if they escape, an avenger will hunt them relentlessly.

Since his entombment in the Crater, several castles and temples in his honor have been built on the edge of it. These structures rarely survive the earthquakes caused by his shifting, yet his worshippers refuse to give up on building monuments and places of worship in his honor. The oldest standing temple in the region, the Rock of the Buried Soldier, was built 75 years ago and is the only permanent structure to withstand the most recent quakes caused by the shifting deity.

Many shrines and temples are springing up in the lands of Avion and Nasundria, as well as the lands surrounding the Storm Jungle. The City of Ilasi in the Monarchy of Avion has the largest temple dedicated to Hansa. The Hall of the Tabaxi Hunter is a simple stone and earth building that stands two stories tall. It is always a constant buzz of activity, as avengers prepare to make excursions into the Storm Jungle to ‘give the tabaxi some payback’. The City of Nasundria has several shrines dedicated to Hansa within its walls, as do Anthmoor, Hutmallia and Eversink. The only other temple to Hansa is in the City of Tallawan. He is considered one of that city’s patron deities.
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World of Kulan DM
Goddess of Peace and Healing, The Flowing Peacebringer

Demigod (Trapped)
Symbol: Dove over the rolling sea
Home Plane: Material Plane
Godly Realm: Not applicable
Alignment: Chaotic good
Portfolio: Healing, peace, the Sword Gulf
Worshipers: Druids, elementalists (water), good swashbucklers & sailors, healers, merfolk, monks, pacifists, shoal elves
Cleric Alignments: NG, CG
Domains: Chaos, Healing, Ocean, Peace
Favored Weapon: Net

Hela is the North Goddess of Peace and Healing. However, sailors and the aquatic races living near the Sword Gulf often refer her to as the Flowing Peacebringer. Near the end of the Divinity War, Thera separated Hela’s godsoul from her divine form and bound her to the waters of the Sword Gulf. Hela’s consciousness and morality remains intact, if not her original alignment (NG). She has given up the idea of escaping her watery tomb and has come to love the denizens of the Gulf.

Hela is able to manifest herself as a wispy, watery woman walking along the shore of the Sword Gulf or on the rolling sea as a dove, flying close over the waves. She is only able to manifest over waters of the Sword Gulf, in this way, and cannot form a true Avatar. The watery woman on the shore cannot speak but she can gesture and/or flow with the water to provide clues to her faithful.

Hela teaches her followers that peace will bring true joy to their lives. She does this by example. It would have been easy for her too have become violent and wicked after being trapped, but she prevailed in her own morality. She teaches that even the roughest pirate can be swayed towards the healing process of peace. She teaches respect for those living in and on the waters of the Sword Coast and the need to bring the healing arts to such individuals.

Clerics and Temples
Hela’s aquatic clergy and cultist bring the concept of peace and the healing arts to the merfolk, shoal elves, and any other aquatic race that accepts them. Her land born clergy have adapted to a sailing way of life in order to be closer to her essence. They try to bring her love for peace to rough living sailors of the Sword Gulf, which has been hard, to say the least, but not impossible. After a thousands years of living by example, they have won over many converts. Even a few roguish swashbucklers have been swayed by her faith’s influence.

As with her brother, Hansa, Hela’s faith has changed to include druids as well. Surprisingly, the Flowing Peacebringer attracts many monks into her faith, who live by and teach a form of martial arts that uses non-violent movements to overcome ones foes without hurting them. This martial art is called Dove Hands over Water and has become quite popular amongst the citizens of the Monarchy of Avion and, more recently, the Kingdom of Ahamudia.

Temples to Hela are quite common through those lands that are on the coastline of the Sword Gulf. These temples are always against the shoreline, just above where the tide comes in, built on solid islands out at sea, or floating on the waters of the Sword Gulf. These temples often act as lighthouses as well for sailors to find their ways. However, the floating temples are different in that they are mobile platforms that travel from place to place. Under the waves, many natural caves and coral reefs have been hallowed in Hela’s name and are gathering places for her peaceful aquatic followers.

The most famous temple of Hela is the Lighthouse of the Peacebringer. It sit along the coastline near the City of Gillian, also known as the City of Sailors. The city can be a hard place at time but the clergy of the Goddess of Peace and Healing have nothing to fear from the rough and tumble sailors. Indeed, the populace of Gillian considers it good luck to have a peace cleric on board any ship putting out from port. As a result, Hela’s clergy are often protected from those not in the know by ‘a sort of man whom you wouldn’t expect it’. A citizen of Gillian would never hurt a cleric of Hela, ever!
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World of Kulan DM
Patron of Magic, Goddess of Purity and Cleansing

Intermediate Deity
Symbol: Crossed longsword and staff surrounded with blue aura
Home Plane: Elysium
Godly Realm: Soul of Magic
Alignment: Neutral good
Portfolio: Cleansing, magic, purity, rune magic, spellcasters, spells
Worshipers: Bards, elementalists, monks, paladins, sorcerers, warmages, wizards, the gema, any good or neutral arcane spellcaster
Cleric Alignments: LG, NG, CG
Domains: Good, Magic, Purity, Rune, Spell
Favored Weapon: Longsword or quarterstaff

Immotion is the North Goddess of Purity and Cleansing and the Patron of Magic. She is wife of Jalivier, North God of the Sun. Her brother Xuar, known as the Jealous Arcane, stole some of her arcane power by attacking her with his spear and drinking some of her blood. It was Jalivier who saved her by raising the Greystone Mountains up to the sky and by using the power of the sun to heal her.

Immotion’s Avatar always appears in one of two forms. Either as a huge human female cleric/paladin dressed in silver plate armor wielding a huge +5 spell storing disruption holy longsword or as a medium-sized human or elven wizard/sorcerer wielding a +5 staff of power (no charges required). In either form she is both beautiful and fierce to behold, with long hair, shimmering both golden and fiery red, and silver skin.

An aura of radiant blue light surrounds her at all times and her Avatar cannot hide its divine nature from mortals. If Immotion chooses to manifest on the Material Plane it is in the form of either a floating longsword with a blue aura or the audible effect of any well-known spell.

Immotion teaches her followers the tenets of purity, magic, and cleaning rituals. Purity of heart is more important than the power of magic. One shouldn’t use magic for evil or destruction even when fighting evil. Purity of body is also important and her clerics must remain chaste until after marriage. Magic is to be protected from those who would use it for evil. She teaches the concept of crusading to capture and destroy evil artifacts, especially those of Xuar. Evil magic is forbidden. [Immotion’s followers may only use the Necromantic spells listed in the Sidebar after the Hades entry (see above), regardless of class or specialty.] Cleansing rituals often involve water but it isn’t required. Cleansing of ones’ magical aura is important in order to keep the magic pure. (Natural running water is best.)

Clerics and Temples
Spellcasters of all sorts including both divine and arcane spell-casters worship Immotion. Her clergy is made up mostly of cleric/sorcerers and cleric/wizards. Almost any type of spellcaster can join her church and be considered members of the clergy. Thus, good-aligned adapts, bards, elementalists, paladins, warmages, and most specialty wizards can all be considered ‘clergy’ if members of her faith. However, assassins, blackguards, hexblades, necromancers, and all other evil spellcasters are excluded from her faith, as most of these types of spellcasters worship her dark brother or an Interloper God.

Most of her arcane followers are sorcerers and elementalists, as wizards tend to worship the Interloper known as Boccob. Many monks also join her faith, as masters of the cleansing and purity aspects of her portfolio. Immotion has many Paladin Orders across Harqual that pay tribute to her, as well, but these Orders only accept female members. However, most are on good terms with her more mainstream church members and, generally, the Paladin Orders of Jalivier.

Immotion is a popular deity in the region known as the Eastern Shores. She has many temples in the lands of Minar, Stonn, the Highlands, Shadowood, Ambra Coast, and the Wind Plains. However, recent changes in the Kingdom of Thallin have brought about the persecution of her followers in that land. (As well as the followers of the other North Gods.) Her temples have either been destroyed or striped of all their wealth and adornments. The new king of Thallin hates arcane spellcasters and is quite mad. He is a devote follower of Nether, the Sword God of Hate and Tyranny.

As a result, many of her followers have been killed or managed to escape to one of the other lands in the region. The lucky ones escaped to Minar where good magic is welcomed. (The ruler is a bard.) Near that land, on a remote island of Lake Qualitian, the College of Wizardry, formerly of Fruen, has relocated by magical means. (Fruen is the Kingdom of Thallin’s capital city.) The main structure, known as Mathghamhna, is both a school and temple to Immotion. It is the most famous structure dedicated to her.

Japheth Arcane (hm / Wiz9, Guildmage10 / CG) is Mathghamhna’s headmaster and the Chancellor of the Arcane Order. He refused to let Mathghamhna be captured or destroyed by the Mad One of Thallin. Thus, he had the man known as The Sorcerer, Heward Tallinson (hm / Sor10, Wiz 10 / LN), help move the structure to its present location. It is said that Mathghamhna is directly linked to the realm of the goddess.

Her realm, the Soul of Magic, is located on Eronia, the second layer of Elysium. It appears different to each mortal that beholds it. To an arcane spellcaster, it is a colossal wizard’s tower made of pure silver and etched with magical runes. To a divine spellcaster, it is a colossal temple also of made of silver and etched with runes. To a monk, it is a beautiful, yet peaceful monastery made out of pure, simple material with dozens of rivers and waterfalls surrounding it. Those that do not worship her or at least pay her homage cannot see nor enter her realm.

There are dozens of other unique temples and/or magical schools dedicated to Immotion. However, only a few of these are dedicated solely to her. Most are temples dedicated to more than one magic god or to one type of magic specialty. Regardless, the Church of Immotion never allows its faith to be located in the same place as that of Xuar or Math Mathonwy. The church is less strict about mixing its faith with that of the Elven Gods and the following deities: Apollo, Baravar, Garl, Heward, and Mirella.

Temples dedicated both to Immotion and to her son, Kuil, are quite common throughout the lands of Harqual. The largest of these temples is the one that is least known about. The Hall of Magic and Illusion is said to exist somewhere north of the City of Arkhangel, near Calla Island, on the northeastern side of the continent. Those that know of its existence, outside the faith, say it is somewhere between Arkhangel and the Holding of Acheos.

Immotion’s church is strong on Calla Island, as well. The Kingdom of Navirosov controls the entire island and the fortress known as Meira Castle, on the western side of the island, has the largest temple dedicated to both the Patron of Magic and, her husband, Jalivier. The castle is the headquarters to an Order of knights known as The Shining Swords of Light and Magic. Many of these knights are paladin/sorcerers, as well as Sky Riders of Navirosov (prestige class).

Sidebar: The name of this goddess and the purity and cleansing part of her portfolio originally come from the AD&D Accessory, College of Wizardry by Bruce Cordell. I have adapted and expanded what is presented in the book (a few lines) to fit Immotion into my World of Kulan campaign setting.
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World of Kulan DM
A long time friend of mine, Daniel Schenström, did several images for my campaign world including the this one. He even did the nifty border. I added the text in photoshop. Hmm, now if I could just get somebody to color it. Heh.




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World of Kulan DM

Proper Name(s): The Principality of Ambra, The Ambra Coast
Ruler: Princess Ionela Sandulescu [LN female human Ftr10]
Government: Principality
Capital: Sunwater
Major Towns: Ambratown (pop. – 856), Burchfield (pop. – 675), Sunwater (pop. – 10,539), Tamra (pop. – 4,379).
Provinces: One principality and three lordships (knight-holds).
Resources: Amber, fish, sailors, stonework, and timber.
Coinage: Sunwater (gp), Moonsilver (sp), Fisherman (cp). The citizens of Ambra must also accept the coins of Stonn, at twice value, as per the trade alliance between the two lands.
Population: 234,986 – Human 87%, Halfling (hairfoot) 7%, Elf (urbanite) 4%, Other Races 2%.
Languages: Axiomatic, Common, Denila, Elven, Maviun, Halfling.
Alignments: LN *, NG, N, NE, CG
Patron God: None.
Major Religions: Ahto, Bast, Boccob, Cull, Dike, Hades, Inanna, Kuil, Math Mathonwy, Persana, Ptah, Sanh, and Wee Jas.
Minor Religions: Apollo, Brenna, Draven, Druaga, Halmyr, Heward, Immotion, Mussin, Narvi, Ramara, and Valkar.
Cults: Aerdrie, Enduma, Euphoria, Manannan mac Lir, Nessus, Santè, Thorn, Urogalan, Velit, Vespin, Yeathan, and Zell.
Alliances: Trade alliance with the Kingdom of Stonn.
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