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

Knightfall

World of Kulan DM
Icetooth [Old Stats]
Icetooth was the runt of his litter, or, least, that’s how they treated him. He never liked his pack mates or his liege, the frost giant Jarl named Legeröd. Thus, when Hezekiah’s fireball went off and toasted the rest of his pack mates, he decided that no amount of fealty was worth getting charred by a wizard that the winter wolf didn’t even know.

After meeting the Order of the Silver Hand, and learning that it wasn’t personally for them either, Icetooth decided that it was time for a new way of life. He quickly sided with the Order, and told them everything he knew about the Crumbling Hall, Grunhilde, Gungir, and Legeröd. He was glad to hear that they had killed Hoarfrost, who was an even bigger bully than Legeröd.

Icetooth was quite impressed with Argo Flameheart and a little afraid of Hezekiah Grofus. In fact, his experience in nearly getting fried by the arcanist has made him wary of wizards, while at the same time sparked an interest in him for understanding arcane magic. He knew stories of a powerful gema sorcerer living just east of the Cadra Forest, on the edge of the Crystal Cairns, and immediately left to find the fey sorcerer, after the PCs let him go (passing through the portal to the Hills of Antius).

He avoided several patrols from Antius and Shaule during his overland journey, and soon arrived in the Crystal Cairns. It didn’t take Icetooth long to find the gema sorcerer, and after several long weeks of proving himself Icetooth finally convinced crystalline fey spider-kin to help him unlock his hidden potential for arcane magic.

The resulting ceremony left both of them exhausted and Icetooth near death. (Icetooth became fey due to this ritual.) The gema sorcerer watched over the winter wolf as Icetooth healed and begun to explore the use of Sorcery of the Way. The winter wolf has come far in a very short period of time. He has advanced well beyond what a human could accomplish in the same amount of time. He will surpass his mentor in power, but has decided to stay with the gema sorcerer out of mutual respect.

Icetooth, Wolf Sorcerer of the Way, Male Half-Fey Winter Wolf, Sor12: CR 18; Large Fey (cold); HD 6d6+12 plus 12d4+24; 87 hp; Init +5; Spd 50 ft., fly 100 ft. (good); AC 20* (-1 size, +2 Dex, +5 natural, +4 armor), touch 11, flat-footed 18; Base Atk +12; Grp +20; Atk +15 melee (1d8+6 plus 1d6 cold, bite); Full Atk +15 melee (1d8+6 plus 1d6 cold, bite); SA breath weapon, freezing bite, trip; SQ darkvision 60 ft., immunity to cold and enchantment spells & effects, low-light vision, scent, summon familiar, vulnerability to fire; AL N; SV Fort +13, Ref +11, Will +13; Str 18 (+4), Dex 15 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 20 (+5); LA +5; ECL 21. *AC is 28 with mage armor and shield spells.

Skills and Feats: Bluff +10, Concentration +12, Diplomacy +7, Disguise +5 (+7 to act), Hide +13*, Intimidate +7, Knowledge (nature) +4, Listen +14, Move Silently +12, Search +2, Spellcraft +10, Spot +14, Survival +10*; Alertness, Combat Casting, Eschew Components B, Improved Initiative, Iron Will, Spell Focus (Cold-based Magic), Still Spell, Track.

Languages: Common, Draconic, and Giant.

Sorcerer Spells Known (cast 6/7/7/6/6/5/3; save DC = 15 + spell level; save DC = 16 + spell level against cold-based spells): 0th — arcane mark, detect magic, ghost sound, light, message, open/close, prestidigitation, ray of frost, read magic; 1st — alarm, chill touch, endure elements, mage armor, shield; 2nd — blur, fog cloud, gust of wind, protection from arrows, see invisibility; 3rd — displacement, Leomund’s tiny hut, sleet storm, wind wall; 4th — ice storm, polymorph, wall of ice; 5th — cone of cold, Leomund’s secret chest; 6th — greater dispel magic.

Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 19 half. The save DC is Constitution-based.

Freezing Bite (Su): Icetooth deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.

Spell-Like Abilities: At will — charm person; 3/day — detect law, protection from law; 1/day — enthrall, faerie fire (or glitterdust), hypnotism, suggestion (or Tasha’s hideous laughter). Caster Level: 6th; save DC = 15 + spell level.

Trip (Ex): If Icetooth hits with his bite attack, then he can attempt to trip the opponent (+8 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Icetooth.

Skills: Icetooth has a +1 racial bonus on Listen, Move Silently, and Spot checks. He has a +2 racial bonus on Hide checks. *His natural coloration grants him a +7 racial bonus on Hide checks in areas of snow and ice. He has a +4 racial bonus on Survival checks when tracking by scent.

Possessions: A silver collar and a pouch, tied around his neck (while in normal form) containing 3 bloodstones (100 gp each), 10 pp, 30 gp & 100 sp. Icetooth also wears a circlet of persuasion on his head and a pair of goggles of minute seeing over his eyes. He also has a pair of bracers of armor +4 on his front legs.
 
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Knightfall

World of Kulan DM
The SCAP Striders revised!

STRIDERS OF THE DAWN:
In the Thunder Lands
The Striders of the Dawn is a loosely run organization of adventurers who watch the horizons for signs of great evil and strive to preserve the Balance in the Thunder Lands.

Years ago, with the help of some adventurers, the Striders attacked an evil cabal in the city of Caloric, but not before the cabal’s leaders called forth one of their vile masters from the prison plane of Carceri. Several Striders perished in the battle, but the fiend was eventually banished, and the surviving cabalists were routed.

The evil cabal was part of the Cagewrights cell in Caloric. The Striders didn’t know who the Cagewrights were or what they truly represented. Yet, the leaders of the Striders felt that this was something that required their attention so they sent many of their operatives out into the wilds of the Thunder Lands to keep watch for these cabalists whose symbol was the “Carcerian Eye”.

When the Order of the Silver Hand discovered the true nature of the Cagewrights then the Striders knew that it would be in the regions best interest that they throw their support behind the Order – clandestinely. And when the Order wasn’t available to battle unforeseen evils then the Striders made it their duty to watch over Cauldron.

Things got a little messy when the volcano almost erupted, however. The Striders failed to foresee the actions of the Matriarch of Mor’s End. Her actions have them baffled, as she’s always been a fair, but firm, ruler of the Domain of Anoria. They suspect that some great evil has infected her soul or taken her place.

They would investigate themselves, except that they’ve spent the last year and a half battling the Anorian soldiers and mercenaries of Flamerule that have invaded the Dominion of Cauldron. Meerthan Eliothlorn, the leader of the Striders in the Kul Moren Mountains, has been working tirelessly to keep the call for freedom ringing through the mountains, until the Order returns.

The half-elf wizard believes that only the Order can save Cauldron from permanent subjugation.

He and the other Striders of the Dawn have relocated to the Town of Redgorge, although Meerthan spends most of his time in seclusion working on new spells that will allow him to break through the telepathic powers of the duergar known as “Grey Shadow”. So far, he hasn’t had much luck. His fear of psionics is preventing him from concentrating.

Other members of the Striders living in or near Redgorge include Fario Ellegoth, Fellian Shard, Shadlor Zimmel, and Shensen Tesseril.

The Striders of the Dawn (Adventurers Guild) AL True Neutral; 15,625,000 gp resource limit; Membership 125 (40 in Cauldron area); Integrated [37% elf (any), 20% half-elf, 18% human, 10% halfling (hairfoot), 7% kitt, 5% dwarf, 3% other races (no orcs)]; Dues 10 gp per month.
Authority Figures: Meerthan Eliothlorn (male half-elf, Wiz16); the guild has several leaders, but Meerthan is the most important one in this region.
Important Characters: Fario Ellegoth (male half-elf, Rog7/Ftr7), Fellian Shard [male half-elf, Rog5/Clr9 (Brenna)], Shadlor Zimmel [male desert elf, Clr5/Rgr5 (Bast)], Shensen Tesseril [female half-elf, Mnk3/Brd3/Drd10 (the Daghdha)].
Associated Classes: Integrated (37% ranger, 20% rogue, 18% cleric, 10% scout, 7% druid, 5% barbarian, 3% other classes).
Associated Skills: Craft, Handle Animal, Heal, Knowledge (geography), Knowledge (nature), Listen, Ride, Sense Motive, Spot, Survival, and Use Rope.
Requirements: Must worship one of the North Gods, or believe in the Tenets of the Balance as a philosophy. Some exceptions may be made for followers of the good-aligned Interloper Gods (i.e. Apollo).
Favored in Guild Benefits: Travel expenses are covered when on missions for the guild, 25% reduction on services related to associated skills.
Special: This guild has a large number of elves and half-elves amongst its membership, but the guild is open to almost any race.
 
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Knightfall

World of Kulan DM
If you want to see more details about my most current gaming group's PCs then go here. The campaign has now come to and end.
 
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Knightfall

World of Kulan DM
One of the PCs allies...

This guardinal has been assigned to watch over the Order of the Silver Hand, by the greater deities of the North Gods. It is only to protect their souls, not their lives, unless the Fate of the world in at risk.

Illiam, Protector of the Silver Hand (CR 15)
hp 171 (18d8+90)
-----------------------------------------------------
Advanced leonal guardinal (18 HD)
NG Medium outsider (extraplanar, good, guardinal)
Init +4; Senses Darkvision 60 ft., low-light vision; Listen +18, Spot +18
Aura Protective aura
Languages Celestial, Infernal, and Draconic
-----------------------------------------------------
AC 29 (+4 Dex, +14 natural, +1 insight), touch 14, flat-footed 25; DR 10/evil and silver
Immune Electricity, petrification
Resist Cold resistance 10, sonic resistance 10; PR 18 (22 against evil powers and psi-like abilities used by evil outsiders), SR 28 (32 against evil spells and spell-like abilities used by evil outsiders)
Fort +16 (+20 against poison), Ref +15, Will +13
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Speed 60 feet (12 squares)
Melee Claw +28 melee (1d6+10/x2) or
-- 2 claws +28 melee (1d6+10/x2) and
-- Bite +23 melee (1d8+6/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +18; Grp +26
Atk Options Purify Spell-Like Ability (fireball), Spring Attack, pounce, improved grab, rake 1d6+8
Special Actions Roar
Spell-like Abilities (CL 10th, save DCs are Charisma-based)
-- At will — detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day — cure critical wounds (DC 16), neutralize poison, purified fireball (DC 15), remove disease; 1/day — heal (DC 18)
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Abilities Str 27 (+8), Dex 18 (+4), Con 20 (+5), Int 14 (+2), Wis 16 (+3), Cha 15 (+2)
SA Roar, pounce, improved grab, rake, spell-like abilities
SQ Lay on hands, tongues, speak with animals
Feats Ability Focus (roar), Dodge, Exalted Spell Resistance 1, Mobility, Purify Spell-Like Ability (fireball) 1, Spring Attack, Track
Skills Balance +25, Concentration +12, Diplomacy +19, Hide +23, Intimidate +10, Jump +37, Knowledge (history) +17, Knowledge (religion) +17, Knowledge (the planes) +17, Listen +18, Move Silently +23, Search +17, Sense Motive +23, Spot +18, Survival +18 (+20 following tracks or on other planes; +22 following tracks on other planes), Tumble +19
Possessions Amulet of mighty fists +2, ioun stone (dusty rose prism, +1 insight bonus to AC), phylactery of wisdom +2 (as periapt of wisdom +2), ring of affliction 1, ring of vengeance 1, shackles of silence 1, trumpet of doom 1.
-----------------------------------------------------
Roar (Su) Illiam can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals and extra 2d6 points of sonic damage (Fort DC 20 negates). The save DC is Charisma-based.
Pounce (Ex) If Illiam charges a foe, it can make a full attack including two rake attacks.
Improved Grab (Ex) To use this ability, Illiam must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Lay on Hands (Su) As the paladin class feature, except that each day, Illiam can heal an amount of damage equal to its full normal hit points.
Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of Illiam. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (CL 18th). (The defensive benefits from the circle are not included in the stats block.) (On the Material Plane, Illiam suppresses his protective aura unless he feels someone is in great need.)
Speak with Animals (Su) This ability works like speak with animals (CL 8th) but is a free action and does not require sound.
Skills Illiam has a +4 racial bonus on Balance, Hide, and Move Silently checks.
-----------------------------------------------------
1 D&D Book of Exalted Deeds
 
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Knightfall

World of Kulan DM
ARN MYDDION
Favored Soul of Jalivier

Arn Myddion (CR 12)
Originally a member of the Alleybashers, the young man named Arn Myddion converted to the faith of Jalivier soon after meeting Argo Flameheart. He had been an important member of the Alleybashers, and soon after Arn’s conversion, the Alleybashers fell apart. The group’s guild house (#52 on the map) was uncovered and “cleaned out” through the direct testimony of Arn.

Arn’s immediate superior in the Alleybashers had been a man named Alberich, who was one of the rogues left behind, imprisoned, in the Kopru Ruins. When the Order of the Silver Hand went back for the scoundrels, some had escaped while most of the others had perished at the claws of the demon they called “Shylock”. Alberich’s body hadn’t been amongst the dead the Order found.

Arn moved into the Sun Sanctuary to become an acolyte under Kristof Jurgensen, and took to his new life with vigor. While he was, originally, in awe of Argo, he soon came down to earth, and found a kindred spirit with the acolyte named Mostyn Rhydderch [LN male human Clr8], who was originally from the Barony of Wolffire, to the east.

When Eddanar Westergard, the High Lightservant of the City-state of Caloric, came to Cauldron to “inspect” the Sun Sanctuary and Argo Flameheart, the high priest ordered Kristof to have Mostyn relocated to Caloric, as he felt the young man had the potential to become an inquisitor. Arn asked Eddanar to transfer him as well, so he could stay with his new friend, and Eddanar agreed, much to Kristof’s chagrin.

DM's Note: In return, the Sun Sanctuary was assigned three acolytes originally from the Temple of the Burning Sun, in Caloric – Jefferie Knobel, who became the new minister after Kristof’s death (now in exile); Carcellum Lazio [LG male half-elf Clr5]; and Olaflora Naramore [NG female human Clr5]. These three acolytes were considered “troubling” by Eddanar in the fact they didn’t share some of his more “zealous” views.

Arn has taken to life in Caloric with much zeal and he has come to respect Eddanar even more than he does Argo. And the High Lightservant has come to regard Arn as his most promising pupil, and thinks he’s almost ready to begin his indoctrination into the Inquisitors of Jalivier, formally. Mostyn wasn’t as good a student and Eddanar has relocated the young man to the temple of Jalivier in the Free City of Yuln.

Arn has been spending a great deal of time in the western lands, near the Storm Jungle, fighting the tabaxi alongside Ruphus Laro. Eddanar sent Arn to the west after receiving a request for aid from Ruphus. The young warpriest of Bast had tried to get in touch with the Order of the Silver Hand but they were on the outer planes at the time. Arn likes the west and would like to remain there after the war against the tabaxi is over, but he feels a sense of obligation to Eddanar, and won’t leave unless the High Lightservant lets him go willingly.

hp 84 (6d6+6 plus 6d10+6)
_______________________________________
Male human rogue 6 / favored soul 6 1
LN Medium humanoid (human)
Init +7; Senses Listen +10, Spot +10
Languages Anorian, Celestial, Common
_______________________________________
AC 22 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; AC 27, touch 18, flat-footed 23 with shield of faith potion; Dodge, Mobility, uncanny dodge
Resist Cold 10
Fort +10, Ref +15, Will +10; evasion
_______________________________________
Speed 30 feet (6 squares)
Melee +2 heavy pick +12 (1d6+3/x4) or
--- +2 heavy pick +12/+7 (1d6+3/x4)
Melee +1 longsword +12 (1d8+2/19-20/x2) or
--- +1 longsword +10/+5 (1d8+2/19-20/x2) and
--- Mwk silvered dagger +9 (1d4-1/19-20/x2)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) or
--- +1 composite longbow [+1 Str] +14/+9 (1d8+2/x3)
Ranged +1 composite longbow [+1 Str] +14 (1d8+2/x3) within 30 ft. or
--- +1 composite longbow [+1 Str] +14/+9 (1d8+2/x3) within 30 ft.
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +10
Atk Options Point Blank Shot, Precise Shot, Two-Weapon Fighting, sneak attack +3d6
Combat Gear Potion of cure serious wounds (x2), potion of cure light wounds, potion of hide from animals, potion of hide from undead, potion of pass without trace (x2), potion of shield of faith +5
Favored Soul Spells Known (CL 6th)
--- 3rd (3/day) — cure serious wounds, invisibility purge, remove disease
--- 2nd (5/day) — bull’s strength, deific vengeance 1, owl’s wisdom, zone of truth
--- 1st (6/day) — cure light wounds, dispel evil, magic weapon, protection from chaos, resurgence 1
--- 0th (6/day) — create water, detect magic, detect poison, guidance, light, virtue
_______________________________________
Abilities Str 12 (+1), Dex 17 (+3), Con 12 (+1), Int 14 (+2), Wis 12 (+1), Cha 15 (+2)
SA Divine spells, sneak attack
SQ Evasion, trapfinding, trap sense +2, uncanny dodge
Feats Dodge, Improved Initiative B, Mobility, Point Blank Shot, Precise Shot, Two-Weapon Fighting, Weapon Focus (longsword) B
Skills Balance +4 (+6), Bluff +10, Climb +8 (+10), Concentration +8, Craft (weaving) +8, Diplomacy +5, Disable Device +9, Disguise +4 (+6 acting), Escape Artist +9 (+11), Hide +9 (+11), Intimidate +6, Jump +3 (+5), Knowledge (arcana) +9, Knowledge (religion) +9, Listen +10, Move Silently +9 (+11), Open Lock +11, Search +10, Spellcraft +11, Spot +10, Survival +2 (+4 following tracks), Tumble +12 (+14), Use Rope +3 (+5 involving bindings)
--- (Skills with armor check penalties are listed with a set of braces that shows the skill while "unarmored")
Possessions +2 chain shirt, +2 heavy pick, +1 composite longbow [+1 Str] w/40 arrows, +1 longsword, 100 ft. of silk rope, 2 vials holy water, cloak of resistance +2, climbers kit, explorer’s outfit, Heward’s handy haversack, lesser bracers of archery, mwk silvered dagger (in boot sheath), mwk heavy steel shield, mwk thieves’ tools, periapt of Wisdom +2, silver holy symbol, and a belt pouch containing 40 gp
--- Mount Light warhorse w/ bit & bridle, riding saddle, saddlebags
_______________________________________
Age 28; Personality Zealous and practical
Description Arn Myddion is tall and wiry, with a brown shock of unkempt hair, ready smile and forgiving demeanor. He always wears his magical chain shirt over his traveling clothes. Since relocating to Caloric, he has begun wearing the trappings of a Church Inquisitor of Jalivier including a tabard he hand-made himself. (Eddanar felt it was important for Arn to learn some sort of craft, and Arn chose weaving.) The tabard is weaved with silver thread and depicts the holy symbol of Jalivier on its front and a representation of the City-state of Caloric on its back. Arn always carries his magical longsword and composite bow when protecting the High Lightservant.
Height 5 feet 10 inches; Weight 192 lbs.
_______________________________________
1 D&D Complete Divine
 
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Knightfall

World of Kulan DM
MORE GAZETTEER ENTRIES

Grand Fist Village
Proper Name: The Hidden Village of the Grand Fist Orc Clan
Rulers: Thal Brokentusk; Thal controls the Grand Fist Orc Clan, but must share the hidden village with the other orc clans south of Lake Anoria and in the Goblin Swamp. One of the strongest leaders of the orc clans is Gorgo Ironbone [CE male orc, Bbn6], the chief of the Red Ghost Clan.
Government: Clan Structure
Capital: Hidden Village
Major Towns: Hidden Village (pop. – unknown)
Provinces: Ten autonomous orc clans that will fight each other, as often as the citizens of Anoria, Caloric, and Izmer.
Resources: Dyes, magic (totems), slaves, swamp pickles, and vinegar.
Coinage: NA
Population *: 3,000 – Orc 83%, Half-Orc 6%, Giant-Kin 4%, Goblinoid 4%, Other Races 3%. *This is the population for all the orc clans south of Lake Anoria and in the Goblin Swamp. Including other races, the population of the region is more like 6,000.
Languages: Anorian, Common, Draconic, Giant, Gnoll, Goblin, Orc, Suar, and Undercommon.
Alignments: N, NE, CN, CE *
Patron God: None.
Major Religions: Battus, Demogorgon, Dionysus, Gruumsh, Karontor, Konkresh, Maglubiyet, Olaash, Sanh, Sulerain, Uranus, and Vaprak.
Minor Religions: Angrboda, Annam, Baphomet, Belinik, Daragor, Erythnul, Hansa, Hergund, Hruggek, Karaan, Telchur, Thoth, and Yeenoghu.
Cults: Annam, Blibdoolpoolp, Ces, Dark God, Deltum, Emcey, Enduma, Gaea, Ghaunadaur, Malotoch, Nessus, Shoku, Thera, Tok, Tulle, Turaglas, and Zell.
Alliances: None.
 
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Knightfall

World of Kulan DM
Goblin Swamp Tribes
Proper Name: The Goblinoid Tribes of the Goblin Swamp
Rulers: Each goblin tribe has its own ruler. These rulers change frequently, and often with bloody consequences.
Government: Tribal Structure
Capital: NA
Major Towns: NA
Resources: Dyes, livestock (goats/pigs), pelts/hides, swamp pickles, and watersilk (poor quality)
Coinage: NA
Population: Unknown – These tribes number change so rapidly that no one can keep track of them. Most of the population is made up of goblins, baklath, bugbears, and a few old hobgoblins.
Languages: Goblin; a few of these tribes will have members who can speak Anorian or Common, but such individuals are rare.
Alignments: LE, NE *, CN, CE
Patron God: None.
Major Religions: Angrboda, Battus, Belinik, Daragor, Hruggek, Konkresh, Maglubiyet, Mussin, and Olidammara.
Minor Religions: Demogorgon, Dionysus, Karaan, Loviatar, Queen of Air and Darkness, Squerrik, Telchur, and Vaprak.
Cults: Amand, Ces, Deltum, Demogorgon, Emcey, Enduma, Ibrandul, Juiblex, Karaan, Obox-ob, Queen of Air and Darkness, Shoku, Thera, Tulle, Vespin, and Zuggtmoy.
Alliances: None.
 
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Knightfall

World of Kulan DM
Chaja
Proper Name(s): Chaja, City of the Kha, The Feathered City
Ruler: Auwk-wa, Leader of the Kha, The Sky of Chaja [LG male kha War10]
Government: Democratic Ethnocracy (Kha)
Capital: Chaja
Major Towns: Chaja (pop. – 24,768)
Provinces: NA
Resources: Exotic animals (monkeys/ostriches), exotic feathers, fish (sea), trained hunting birds, and vegetables.
Coinage: NA; the kha use a system of barter for exchanging goods and services.
Population: 309,600 – Kha 78%, Human 9%, Elf (ee’aar) 5%, Halfling (lightfoot) 4%, Elf (urbanite) 2%, Kitt 1%, Rakasta ½-%, Other Races ½-%.
Languages: Auran, Common, Elven, Halfling, Kha, Kitt, and Rakasta.
Alignments: LG *, LN, NG, (CG)
Patron God: None.
Major Religions: Aerdrie, Cyrrollalee, Halmyr, Heward, Immotion, Inanna, Issek, Khonvum, Ptah, Ramara, Sehanine, Tamara, Trithereon, and Velit.
Minor Religions: Ahto, Altua, Araleth, Bahamut, Brenna, Cull, Jalivier, Larea, Mayela, Melira, Rel, Solonor, Syranita, Syreth, Wee Jas, and Yondalla.
Cults: Balador, Dike, Jazirian, Jaeger, Hades, Lendys, Pistis Sophia, Puck, Raziel, Rhea, Santè, Truce, Urogalan, and the Whale Mother.
Alliances: Tentative alliance with the Barony of Liran, the Ee’aar Clans of the Sunus Mountains, and the Free City of Yuln.
 
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Knightfall

World of Kulan DM
Black Kingdom
Proper Name: The Black Kingdom of the Thunder Orcs
Ruler: His Frightful Lordship, Thok Sidesplitter, Chieftain of the Thunder Orc Tribe [LE male mountain orc Clr6 (Gruumsh)/Ftr6]
Government: Tribal Structure/Dictatorship
Capital: Vish’Na’Ka
Major Towns: Vish’Na’Ka (pop. – 40,000)
Provinces: NA
Resources: Armor and barding, coal, metals (iron), slaves, and weapons.
Coinage: The Black Kingdom doesn’t mint its own coins but they will steal and use whatever type of coins they can get their hands on. The thunder orcs also use a bartering system, but it is based on deceit and murder.
Population: 571,430 – Orc 96%, Human 2%, Half-Orc 1%, Other Races 1%.
Languages: Common, Draconic, Giant, Goblin, and Orc.
Alignments: LE, N, NE *, CE, (CN)
Patron God: None.
Major Religions:Druaga, Erythnul, Falazure, Gruumsh, Ibrandul, Karontor, Laduguer, Maglubiyet, Nether, Olaash, Surtur, Tiamat, and Vaprak.
Minor Religions: Angrboda, Asmodeus, Battus, Belinik, Cronus, Demogorgon, Hel, Hergund, Karaan, Laogzed, Sulerain, Uller, and Uranus.
Cults: Amand, Ces, Dark God, Emcey, Enduma, Loviatar, Malotoch, Meriadar, Narvi, Shoku, Teve, Tharizdun, Thera, Thoth, Vespin, and Zell.
Alliances: Flamerule (military).
 
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