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3E/3.5 Kulan: The Lands of Harqual


World of Kulan DM

Ee’aar Clans
Proper Name: The Ee’aar Clans
Ruler: The High Peregrine, Aelthilon Windstorm [CG male ee’aar Rgr12]
Government: Clan Structure
Capital: NA
Major Towns: Six town-sized mountain clan encampments.
Provinces: NA
Resources: Cinnabar, malachite, textiles (wool), totems, and wood (deadfall only).
Coinage: NA
Population: 304,786 – Ee’aar 85%, Elf (forest) 5%, Halfling (hairfoot) 4%, Human 2%, Kha 2%, Other Races 2%.
Languages: Auran, Common, Denila, Elven, Sidhe.
Alignments: NG, N, CG *, CN
Patron God: Aerdrie.
Major Religions: Brenna, Casiia, Corellon, Dionysus, Draven, Fenmarel, Heward, Rillifane, Sanh, and Tarsellis.
Minor Religions: Apollo, Damh, Ehlonna, Erevan, Hendomar, Khonvum, Lokun, Mahridaar, Olidammara, and Uller.
Cults: Deltum, Dy’Madra, Euphoria, Nessus, Santè, Seraph, Sialic, Thorn, Zealot, and Zell.
Alliances: Tentative alliances with the Barony of Liran, the Free City of Yuln, and the City-state of Tschaja.

Sunus Tribes
Proper Name: The Tribes of the Sunus Mountains
Ruler: King Brulok [CE male bugbear War14]
Government: Tribal Structure
Capital: NA
Major Towns: These tribes mainly live underground in a network of interconnected caves; however, most of the hill giants live aboveground and tend to roan instead of settling in one place.
Provinces: NA
Resources: Charcoal, gems (bloodstones, mainly), mercenaries/soldiers, metals (copper and iron), and slaves.
Coinage: NA
Population: 150,250 – Bugbear 83%, Hill Giant 8%, Mountain Orc 6%, Other Races 3%.
Languages: Abyssal, Anarchic, Common, Goblin, Infernal, Orc, Undercommon.
Alignments: LE, NE, CN, CE *
Patron God: None.
Major Religions: Angrboda, Bel, Dispater, Druaga, Gruumsh, Hruggek, Karontor, Loviatar, Maglubiyet, Math Mathonwy, Mussin, Nether, Orcus, Vaprak, and Yeenoghu.
Minor Religions: Baphomet, Battus, Belinik, Demogorgon, Erythnul, Hansa, Hergund, Hiisi, Konkresh, Kurtulmak, Lokun, Malotoch, Sulerain, Uller, and Xuar.
Cults: Amand, Baalzebul, Ces, Dark God, Deltum, Emcey, Enduma, Ibrandul, Karaan, Pazuzu, Queen of Air and Darkness, Shoku, Telchur, Teve, Thera, Turaglas, Vespin, and Zealot.
Alliances: The Black Kingdom of the Thunder Orcs (strained).
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World of Kulan DM

Ambri Guldev, Lord of the City-state of Zafira, The Somber Lord
Stats: ½m (hairfoot) / 7th level warrior, 10th level aristocrat (werebat) / neutral evil
Homeland: Unknown
Source: Original
Personality: Vengeful, deceitful, and somber.
Description: Lord Ambri Guldev has been a werebat for over 300 years and has ruled over Zafira for at least two hundred and fifty of those years.

His power in Zafira is absolute and he has learned to hide his affliction by passing down rule of the city to himself generation after generation.

He has had over 200 years to perfect this facade and the citizens of his city are unaware of his legacy – for the most part.

Lately, Lord Guldev has been considering ending his undead existence. Hundreds of years of unnatural life are starting to put him in a foul mood. His subjects have started referring to him as the Somber Lord but never to his face.

He wishes to pass down the rule of the city to someone who will keep the status quo he’s built. Someone who fits his dark mood but is mortal, so that they can better lead the people of Zafira.
Even his dark, evil nature hasn’t stopped him from admiring his subjects a little. He wants them taken care of, but taken care of his way.
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World of Kulan DM
Amia Darthington, Cleric of Ramara
Stats: hf / 5th level cleric (Ramara) / neutral good
Homeland: The Duchy of Minar
Source: Original
Personality: Quiet, reflective, and confident.
Description: Amia secretly wishes she had been born as an elf and dislikes most human cultures and concepts. Born in a small hamlet in the Duchy of Minar, her mother was the abusive sort and her father, a coward by heart. After one particularly incident she was thrown out of her home by her mother and has not looked back since.

Amia is carrying the unborn child of a forest elf named Bactra Redwind. She loves the adventurous wizard even though they only spent one night together. She wishes he was the sort to settle down but realized that he is drawn to wandering and the pursuit of magical study. She has it in her mind to become a powerful cleric and join him in his quests, as soon as her child is old enough.

That child will be born under the watchful eye of the silver elves of Great Forest. Originally, Amia had intended to have her child born in the Halfling village of Barrow's Field. But when the new King of Thallin declared Nether as the state god of the Kingdom of Thallin the entire village picked up and moved into the Great Forest.

Eventually, they made their way to Silverleaf where she has learned of Bactra's heritage and that Knotwood has fallen.

Theresa Meadowpalm, Former Sheriff of Barrow's Field, Exile in Silverleaf
Stats: ½f (hairfoot) / 9th level fighter / lawful good
Homeland: The Kingdom of Thallin
Source: Joshuan’s Almanac [Seluna the Browneyes]
Personality: Cheerful, posed, and willful.
Description: The youngest sheriff in the history of Barrow’s Field, Theresa Meadowpalm is a slim, graceful beauty admired by all her halfling kin. Theresa took the position of sheriff after her father had died of Frost Fever.

It was Theresa who made the decision to abandon Barrow’s Field after King Varath came to power in Thallin. She foresaw what would become of her people if they had stayed after hearing the news of Varath’s hatred for demihumans and arcane magic users.

Now, in exile in the Kingdom of the Silver Leaves, Theresa wonders if they should have stayed and fought for their home. She also worries about her husband, Jordy, a traveling tinker and minstrel who works up and down the Eastern Shores during the warmer months.

He left Barrow’s Field roughly three months before Varath was crowed king and hasn’t been seen since. Theresa had a friendly cleric cast a sending spell to Jordy but no reply came back. She worries that Thallin soldiers have taken him prisoner. She doesn’t know what to tell her two young children, who have begun asking where ‘Papa’ is.
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World of Kulan DM
Anders Carrin, Merchant Lord of Xcellian
Stats: dm (Torin) / 8th level fighter, 8th level trader / lawful neutral
Homeland: The City-state of Xcellian
Source: Original
Personality: Stubborn, knowledgeable, and auspicious.
Description: Anders Carrin is the fourth son of, the now deceased, Brejan Carrin of the Carrin-Austil Mercantile House of Xcellian. Cam House as it often referred to, is the largest and most powerful trading house in Xcellian and it seemed unlikely that Anders would ever have inherited the Carrin family side of the business. (The other family is called the Austils, who have a different leader. The two families are aligned by bloodline.)

However, his three older brothers were drawn into the adventuring life at a young age. His two oldest brothers never came back, while his other elder brother came back completely mad. This left only Anders to inherit the Carrin side of the business. However, he too caught the adventuring bug and sailed off to ‘find his fate’ against the wishes of Lord Brejan.

Unlike his brothers, luck seemed to follow Anders on his travels and he soon amassed a great fortune. He sailed home to fill the coffers of Cam House, turning it into the powerhouse it is today. He put his name in for civic duty and soon rose to prominence as the de facto head of the Mercantile Collegiate.

Less than four years after returning home, the dwarven man was named Merchant Lord of Xcellian by his peers and has held that title for another 10 consecutive years. Many wish to name him Merchant King for life but he balks at such a title. He hopes to pass on the rule of Cam House to his son, Finn, as soon as the boy is old enough. Then, he will go on one last great adventure with his old traveling colleagues.


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World of Kulan DM
Stats: dm (Torin) / 5th level ranger (Ptah) / lawful good
Homeland: The Outer Forest of Heverkent
Source: Original
Personality: Single-minded and determined.
Description: Athrak was taken from his family when still only a child. The perpetrators were ogres that sold him into slavery. Eventually he was taken to Zafira where he served as a slave for most of his childhood. Only when he was left for dead during a caravan attack did he escape.

Knowing only slavery and bit and pieces from his family life, Athrak found himself unable to trust others – living as a recluse for years in the Heverkent Forest. Only when he came across an old man being tortured by ogres did he find his courage. He sent the ogres to the grave in a fit of rage and saved the old mans life.

That man's name was Terr Mulbronte, a ranger who had defended the land around the Heverkent Forest and the Savannas – by battling evil humanoids all his life. Now in his twilight years, Terr found himself unable to handle the growing problem in the region. The old ranger had only his young grand niece, Shara, to pass his skills onto and she would not be of age for several years. He saw tremendous potential in Athrak as a student and soon convinced the young dwarf to learn the ways of the ranger and help Terr defend the wilderness until Shara was old enough to take Terr's place.

Athrak was a quick study and took a shining to the old man, sort as a surrogate father. However, Athrak knew it wouldn't last forever as Terr was human and the years quickly caught up with the old ranger. As Athrak stood over his mentor’s deathbed he promised to stay and train Shara until she was ready to protect Terr's protectorate. The old man died with a smile.

Already a young, strong woman, Shara excelled under Athrak's teachings and had soon outstripped the young dwarf in ability. Athrak wasn't surprised, after all she was human. Athrak had grown restless during the years after Terr's death and had come to revere the teaching of the God of Artist and Travelers, Ptah.

So the young dwarven ranger took his leave of his tall, little sister (as he was fond of referring to her) to seek his place in the world and hopefully find his clan among the Torin of the savannas, someday.
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World of Kulan DM
Jace Brookwater, Duke of Minar, The Singing Monarch
Stats: hm / 8th level bard, 10th level lyric thaumaturge / neutral good
Homeland: The Duchy of Minar
Source: Original
Personality: Humorous, inspiring, and vigorous.
Description: Jace is a rags-to-riches story. He was born a clockmaker’s son in the City of Vapaa. He left his homeland when he was 15 traveling extensively all over Harqual.

He became fond of the Eastern Shores for its rugged lifestyle and proceeded to settle in Minar when he was 30. He was surprised to learn that citizens could win the title of Duke and rule the country in a tournament held once ever five years.

On a lark and to entertain his friends he entered the tournament. He spent most of the tournament entertaining the crowd, not even trying to win. He won anyway. The result was that he learned the duty of true responsibility and has won the tournament every five years since.

This is mainly due to the fact that his subjects adore him. Duke Brookwater takes his duties very seriously, especially with the constant danger from the Sunus Bugbear Tribe in the Sunus Mountains. He is an inspiring commander on the battlefield, as several conflicts have broken out amongst Minar and the many evil humanoids that constantly threaten the country.

His songs and good humor are a boon to his military commanders. He may not be a powerhouse one-on-one but his soldiers wouldn’t go into battle without him. He is also known to give free bardic performances to the masses at Minar City’s Amphitheater.
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World of Kulan DM

Angor of the Valley, Member of the MaShir Wolves
Stats: hm / 10th level barbarian / neutral good
Homeland: The Twilight Valley
Source: Original
Personality: Superstitious, proud, and loyal.
Description: Leading member of the MaShir Wolves, Angor is often called on by Captain Hilik to lead the charge in an important battle. Angor left his valley home to help increase the range of his tribes influence. He has been a Wolf member for over ten years and his tribe is now one of the most influential tribes in the Northlands.

Calvyn of MaShir, King, Bear of the North
Stats: hm / 8th level warrior, 8th level cleric (Cronn) / neutral good
Homeland: The Kingdom of MaShir
Source: Original
Personality: Brave, pious, and serious.
Description: Calvyn of MaShir is in his 60th year as King and has decided that he will abdicate the throne to his son, Regald of Kyhl, within the next five years.

This is due in part to his health, as well as the fact that his son is tremendously popular with the bulk of the Kingdom’s people and soldiers. This is especially true of the MaShir Wolves, the Kingdom’s elite forces.

The King will probably retire to the Stone of the North, the main fortress dedicated to Cronn, located on the island of Tel'Meth.
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World of Kulan DM
More NPCs

Brekk Thunderstone, High Defender of the Stone Fists
Stats: dm (high) / 5th level fighter, 5th level cleric (Moradin), 10th level dwarven defender / lawful good
Homeland: The Kingdom of the Greystones
Source: Original
Personality: Calm, quiet, and taciturn.
Description: Brekk is the commander of all dwarven troops between the Stone Fists, the two tallest mountains in Greystone Mountains. This puts the dwarven city Milo and the dwarven fortress Highstone directly under his sole command.

His son, Dvalin, had been promised to the daughter of the last High Thane, Sannl Blackforge, who now rules the dwarven lands of the Greystone Mountains. Dvalin married another, which has left Brekk somewhat out of favor with Sannl.
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World of Kulan DM
Carrie of Samari
Stats: hf / 8th level wizard (transmuter) / lawful good
Homeland: Originally – World of Samari (Enth), Now – The Duchy of Minar
Source: Dungeon Magazine #45 (pg. 38) [Cora]
Personality: Shy, studious, and devoted.
Description: Carrie comes from an alternate Material Plane called Samari, and she speaks in a heavy, rich accent. She was completely devoted to her former mistress, Rudwilla Grumb, and was very sad after her mistress’s death at the hands of a group of gnolls.

Rudwilla saved the girl’s life after Carrie was accidentally transported to Kulan by a spell gone awry by her old master on Samari. Carrie hasn't any plans to return to her world, as her old master was a mean old brute. She finds Harqual much more to her liking, and before being transported to Kulan, had never seen snow before. She absolutely loves winter.

Carrie recently fell in love with a half-elf ranger, who is from somewhere north of Minar. He and his friends saved her from terrible creatures called adherers roughly a year ago. However, his adventuring lifestyle took him away from her before she could find out more about him, like his name.

Thus, Carrie is trying to become a powerful wizard so that when she finds him again that she will be able to stand alongside him in his struggles. The only problem is that she doesn't know where to start looking.

Carrie was able to save Rudwilla’s familiar, a fremlin named Naswig, from the gnolls. And while Naswig isn’t her familiar, the two travel together and are good friends.

Naswig, Little Rogue
Stats: fremlin (m) / 5th level rogue / chaotic neutral
Homeland: Unknown
Source: Dungeon Magazine #45 (pg. 38)
Personality: Fun loving, mischievous, and watchful.
Description: Naswig is an ex-familiar who lost his mistress but survived. He was the familiar of Rudwilla Grumb before her untimely death at the hands of several marauding gnolls. And if it hadn’t been for Rudwilla’s apprentice, Carrie, he would surely have died too.

In gratitude for saving his life, Naswig has become Carrie’s best friend and protector. No longer a familiar, Naswig has had to survive by his wits and nimble fingers. However, he tries not to steal from those that would hunt him and Carrie down.

Naswig would like to become someone’s familiar again but feels too close to Carrie to become her familiar. He wouldn’t like taking orders from her, as it would put a strain on their friendship. She feels the same way.

Therefore, he bides his time until the duo comes across a likely candidate that will befriend Carrie and take on Naswig as a familiar.
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World of Kulan DM
Derin Owon, Townmaster of Joerid, Rogue, Problem-Solver
Stats: hm / 10th level rogue / neutral good
Homeland: Originally – World of Maran (Kingdom of Javeldos); Now – The Kingdom of Ahamudia
Source: Joshuan's Almanac [Devlin Yakov]
Personality: Dedicated, honorable, and plainspoken.
Description: Many Javeldians called Owon a great ‘hero’ on his home world of Maran. He aided those in need in the past, resolving matters that the local authorities could not. And since his transference to Kulan he has been immortalized in the eyes of the people of Ahamudia. The man dedicated himself to being a scout and saboteur for the Northern Army versus the tyranny of the Empire of Swords as he did back on Maran, against the Black Emperor of Kiltann.

Derin's bravery and courage in the war has made him not only a hero but a growing legend as well. All Javeldians admire Derin, especially the children. Young Javeldian boys are often seen playing soldier with King Kelvin as the general and Derin as his loyal scout. Seeing this for the first time made Derin seriously consider his fate and duty to the people. King Kelvin paid tribute to the young man's bravery by appointing him as Townmaster of Joerid. Derin takes his new duties very seriously and is ever vigilante against anyone who would oppose Ahamudia.

He and Ishka, a former adventuring companion, are close friends. They are not only loyal to the King but to each other as well. Their friendship has grown from traveling companions, to respected peers, to loyal friends. Some of those closest to them also believe that they might be falling in love. Only time will tell.

Ishka, Baroness of Delawyr, Priestess of the Church of Ahamudia
Stats: hf / 13th level cleric (Issek) / lawful good
Homeland: Originally – World of Maran (Empire of Kiltann); Now – The Kingdom of Ahamudia
Source: Joshuan's Almanac [Misha Mananov]
Personality: Protective, serene, and tolerant.
Description: Ishka was born in the Empire of Kiltann, on Maran, and lived under the oppressive rule of the Black Emperor. She took shelter with the Church of Javeldos and later entered the order. She wandered Javeldos for a number of years, righting wrongs and helping others. Eventually, she accepted a position as priestess of Calaerik.

Ishka is one of the few Javeldians who was completely transferred to Kulan, without a simulacrum being left behind on Maran, by the Transformation. She was also one of the few people transferred who decided to stay and help protect Ahamudia. Her strength of will won her the hearts of the Javeldians during the conflict with the Sword Imperium.

Recently, she has been given the duty of ruling over the newly renamed Barony of Delawyr and is charged with protecting the western border of Ahamudia, with the region known as the Sword South.
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World of Kulan DM
Cronn’s Great Love, Goddess of War, Keeper of the Flame, The Passionate Heart

Greater Deity
Symbol: Shepherd's staff
Home Plane: Arcadia
Godly Realm: Heart of Battle
Alignment: Lawful neutral
Portfolio: War, love
Worshipers: Bards, enforcers, fighters, lovers, paladins, soldiers
Cleric Alignments: LG, LN
Domains: Law, Liberation, Love, Strength, War
Favored Weapon: Greatsword

Inanna is one of the Old Gods. Older than even the Olympians are the gods of the Sumerian Pantheon. However, as the North Goddess of War, she has been ‘reborn’. At least that is how the Old Gods of the Great Ring view it. She has found true love for the first time in an eon, as the husband of Lord Cronn. So much so that her alignment has shifted and so has her realm. Inanna has left the Sumerian Pantheon completely, unlike Lokun and Hades who still hold ties with their original brethren.

Inanna’s Avatar appears a large warrior maiden with long dark hair wearing Bronze Age-style armor. She carries a huge sword carved with magical runes that read “For Love and War”, a +5 flaming burst wounding greatsword. Cronn asked his dwarven friend, Moradin, to forge the blade for his wife as a gift. He gave it to her 100 years to the day from when they first agreed to marry. Inanna never goes to war without it.

Inanna’s Avatar sometimes appears riding a massive warhorse, which she calls Heartwind. The warhorse is covered in armor in the same style as its mistress. (A huge-sized heavy warhorse with the celestial template applied with maximum hit points. Heartwind always appears wearing +5 invulnerability scale barding.)

All is fair in love and war. This phrase gave form to Inanna’s faith when she was still just a neophyte deity. Now, even as the goddess changes, it is still as true today as it was eons ago. However, ‘all is fair’ isn’t as likely to be about retribution against hated foes or humiliation of a former lover, as it is what the laws of war and courting demand. Inanna teaches controlled passion and the concept of accepting the consequences of unbridled actions of lust and mayhem. War is a dance of swords and shields. Love is a dance of hearts and souls. One should never waste a chance to fall in love or make war against evil.

Clerics and Temples
Warrior poet is the best way to describe a clergy member of Inanna’s church. Most are bard/clerics cleric/enforcers, or cleric/fighters with only the most martial being standard clerics, paladins, or enforcers. Inanna’s church doesn’t allow evil members amongst its clergy. This is quite the change from her time amongst Old Gods of the Sumerian Pantheon.

Most of her clergy members are lawful neutral, however. So much so that a special martial arm of the church known as the Fiery Hearts of the Keeper is made up of only lawful neutral members. Many of the group’s highest-ranking members are enforcers whether multiclassed or not. Note that Inanna’s clergy are as likely to be male as they are to be female.

Inanna’s worship isn’t as widely recognized as, say Jalivier or Cull, two of the better-known law-aligned North Gods. Still, anywhere where people are passionate and martial in their outlook, you will find a temple dedicated to Inanna. Temples to the Passionate Heart are well-organized places, which seem contradictory in their nature. Dozens of guards rotate at set intervals each day, while a warrior poet wanders through the temple, seemingly at random, reciting love ballads.

The largest temple to Inanna is in the Kingdom of Stonn on the Jagged Peninsula. Here, on the peninsula’s southern shore, in city of Avere stands the War College of Inanna. Not so much a temple as a military academy and bards’ college combined into one, the War College, as a institution, is over 500 year old. It is the second oldest active temple on the continent. (The Light of Truth, a temple dedicated to Jalivier, is the oldest.) The War College is made up of a dozen buildings surrounded by a 10-foot high stone wall near the center of Avere. The main building is a four-story stone and mortar structure, which acts as the main temple and training facility. It is surrounded by a large circular grassy field, which acts as an exercise yard for initiates of the academy.

Other major temples of Inanna can be found in the Monarchy of Avion, the Kingdom of Navirosov, the Independent Sovereignty of the Qualitian Belt, the Independent Domain of Anoria, and the City-state of Anthmoor.
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World of Kulan DM
God of Healing and Protection, Lord of Tortured Souls, Issek of the Jug, The Suffering Healer

Intermediate Deity
Symbol: Amphora
Home Plane: Alternate Material Plane (Nehwon)
Godly Realm: Tear of Sorrow
Alignment: Lawful good
Portfolio: Healing, protection, tortured souls
Worshipers: Healers, monks, paladins, anyone who is suffering torture
Cleric Alignments: LG, LN, NG
Domains: Good, Healing, Law, Protection, Travel
Favored Weapon: Light mace

Issek, or Issek of the Jug as he’s known throughout the Outer Planes, is the North God of Healing and Protection. Issek is a strange deity from an alternate Material Plane known as Nehwon. He was the first god to come from beyond the World of Kulan to join the North Gods. He has a strange alien-like control over the God Hound, Tok. At least one of his Avatars must remain in Tok’s presence at all times.

Issek's Avatar most often appears as a tall man with twisted wrists and ankles. He is sometimes accompanied by Tok but not always. Issek carries a great jug with him when he appears, which can pour out any liquid that he needs at the time. It is not intended as a weapon and is used to help any suffering souls in the area.

In some rare cases, Issek's Avatar will possess a person who is being tortured, break out of the torture device, that confines his host body, and then hunt down the person who ordered the mortal's confinement and torture. The Avatar will pick up weapons (favored any sort of mace) and recruit help as needed. After the victim is eliminated, Issek will disappear returning the body he possessed back to the person it belongs too. The body will be in perfect form and show no signs of the torture it underwent.

Issek teaches a desire to help all those who are being oppressed or tortured. A stepdaughter being overworked by a cruel parent is as important as a paladin is fighting off hordes of undead. Healing is Issek’s gift to the followers of the Pantheon of the North. As a result, he teaches his followers that healing others is an important responsibility, which comes before everything else. Issek teaches his faithful that to protect another, even at the cost of one’s own life is paramount.

Clerics and Temples
The clergy of Issek are expected to care for others and to travel from community to community, never staying more than a month in any one place. Clergy members who have been tortured are considered blessed by the Lord of Tortured Souls. They are allowed roll 10-sided Hit Dice and receive twice the normal number of 1st and 2nd-level bonus spells. The hit dice bonus isn't retroactive to previous levels, but would be recalculated if the cleric lost levels from some sort of attack (i.e. energy drain).

As Issek’s clergy tend to wander, there aren’t any temples dedicated to the Lord of Tortured Souls. More often, his clergy shelter themselves at a temple dedicated to another North God. Temples dedicated to Hades, Hela, and Jalivier often setup space for the followers of Issek to find refuge. However, the clergy of Issek are welcome at any temple dedicated to a North God and a few Interloper Gods as well (i.e. Apollo).

Most holy places of Issek are small roadside shrines scattered across the continent. Issek is a popular god everywhere, even in the Far South. A well-known shrine of Issek stands on the southwestern shore of Lake Thallin between the town of Bourne and Eastgate Keep. Another stands near the southern shore of Lake Anoria along the Fire Road, which winds along Fire River towards Izmer. Another stands at the base of City of Greol in the center of the Paian Hills, while another lies on the edge of the Cadra Forest near the Walled Settlement of Relinar.
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World of Kulan DM

Slightly more common than the goblinoid races are the lizardfolk. In the Lands of Harqual, there isn't as much stigma towards lizardfolk as there is towards goblins and other savage humanoids. However, humans find lizardfolk unnerving and strangely foreign. Regardless, lizardfolk are one of the oldest living races that are native to the Lands of Harqual and always have been.

Standard lizardfolk live almost exclusively in the southern regions of Harqual; they are found throughout the marshlands of the Far South. This includes the bog-like hedge mazes found in the deepest part of the Merewood, the fens of the inner reaches of the Heverkent Forest (near the northern edge of the Lake of the Horde), the island known as Thessalgard Island (near the Chara Coast), the Accursed Mire (on the southern shore of the Thenin Peninsula), and the Falchion Islands.

Most lizardfolk are neutral in alignment with tendencies towards good. Only those lizardfolk living in the Accursed Mire tend towards evil and worship the World God known as Laogzed. Other lizardfolk bands worship Mirella, Larea, or an aspect of Ehlonna known to them as the Swamp Princess.

Lizardfolk Traits
Regardless of alignment, lizardfolk have all the racial traits as per that listed on page 169 of D&D Monster Manual v.3.5, except for the following changes in languages:
  • Automatic Languages: Aquan and Draconic. Bonus Languages: Goblin, Gnoll, Halfling, Rakasta, Suar, and T’skrang.
Green Folk (Bastards & Bloodlines)
Work in Progress

T’SKRANG (Earthdawn)
The t’skrang of Harqual are reptilian beings with a flair for the dramatic. They average 5 feet 9 inches tall, and their tails add another 6 feet of length. They weigh an average of 200 lb., of which nearly 40 lb. is the tail. Their skin color ranges from verdant green to green-yellow or green-blue, with aqua-blue and even sunset-red variants. T’skrang have cauliflower-shaped ears set into the sides of their heads. They mature physically by the age of 10, and often live 80 or more years.

The t’skrang talent for tale-telling casts doubt on their claims of a 181-year-old t’skrang, particularly because careful Torin dwarven observations place the oldest known t’skrang at a mere 115. T’skrang scholars blame this variance on faulty Torin dwarven calculations, which of course the dwarf's vigorously deny.

The t’skrang are only found in the Far South. They live exclusively near the many waterways of the region, especially along the Tulle River, also known as the River of the Dead God. T’skrang were the favored race of the, now dead North God Tulle, known as the River God or the Fisher. The t’skrang spent many centuries in isolation from the rest of the Far South, mourning the death of their patron god, and only had interaction with the rockwood gnomes of the Heverkent Forest.

Only in the last 200 years have the t’skrang once again come forth from the Heverkent Forest to trade along the banks of the waterways of the Far South. They travel from place to place selling and buying good from their mobile, tribal raft-ships. It is said that if a t’skrang can’t find an item for you then it doesn’t exist in the Far South.

T’skrang give primary loyalty to their families, though like humans, they can transfer this loyalty to tribes and city-states. Some individuals pledge their loyalty to other races’ societies, but pirate federations are the closest thing to a nation the t’skrang have built for themselves, in the past.

Females lead t’skrang society, which is matriarchal in most aspects. T’skrang prefer to live in roofed dwellings and floating tribal rafts along the Tulle River, and submerge portions of their riverside homes. T’skrang love to swim and immerse themselves in water, they become sulky and irritable if unable to do so at least once a week.

T’skrang get along fine with rockwood gnomes, rakasta, elves, and some humans. They admire Torin dwarves for their finely crafted goods but don’t find them a kindred spirit due to them originating from under the earth. They consider halflings (and to a lesser extent, kitts) to be kindred spirits and will often stop and chat with one of them just for the pleasure of conversation.

T'skrang Traits
T’skrang benefit from a number of racial traits:
  • -2 to Wisdom, +2 to Charisma. T’skrang are always flamboyant and outgoing, but they tend to leap into the water without looking.
  • T'skrang have both the Reptilian and Aquatic subtypes.
  • Medium-size: As Medium-size creatures, t’skrang have no special bonuses or penalties due to their size.
  • Speed: Base speed is 30 feet. They also swim at a speed of 30 feet.
  • Low-light vision (limited). T'skrang can see twice as far as a human can, but only while underwater.
  • T'skrang may hold their breath for a number of minutes equal to their Constitution times 2.
  • Natural Attacks: T'skrang can attack with their claws for 1d4 points of damage. They may also use their tail as a natural weapon. In combat, some t’skrang will strap weapons to their tail as to increase the damage done (small weapons only). A t’skrang's tail does 1d3 points of damage plus ½ Strength damage. They may choose it as the weapon for any weapon related feats.
  • Skills: T’skrang gains a +2 racial bonus to Bluff and Diplomacy. T’skrang are master storytellers, fast talkers and love to gossip. They also gain a +4 racial bonus to Jump and Balance checks due to their tails. They also gain a +8 racial bonus to all Swim checks.
  • Automatic Languages: Aquan and T'skrang. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Kitt, and Rakasta.
  • Favored Class: Bard. A multiclass t'skrang's bard class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +1
There are several distinct sub-races of lizardfolk on Harqual. These other lizardfolk are found throughout the World of Kulan much like standard lizardfolk.

The Blackscale (MM 3)
Blackscale lizardfolk are the rarest of the lizardfolk races. They are found exclusively in the region known as the Thunder Lands on Harqual. They are known in the Verdalf Forest and are allies of the hunter elves. Others live in the Forests of Liran but are not allies of that human Kingdom. They have no love for the mountain orcs of the Black Kingdom, however, and “the enemy of my enemy is my friend” is a phrase often used to describe the relations between the Blackscale and the citizens of Liran.

The Blackscale of Harqual are exactly like those living on other continents on the World of Kulan, except for the gods they worship. Blackscale tend to worship nature or weather gods such as Ehlonna, Larea, or Sanh. Blackscale lizardfolk are almost always neutral in alignment, with an equal chance of being neutral good or neutral evil if the lizardfolk is so inclined. Blackscale lizardfolk are described on page 95 of D&D Monster Manual III.

Blackscale lizardfolk are not generally available as a PC race.

Cliffborn (Classic Monsters Revisited)
Work in Progress

The Poison Dusk (MM 3)
Poison Dusk lizardfolk are found throughout the temperate marshes of the World of Kulan. On Harqual this includes the Helguar Swamp near Mor’s End, in the Kingdom of Anoria; the large marsh near the city of Ambian known as Le Marécage de Fey; the fen known as the Mistwater surrounding the city of Eversink; and the desolate swamplands of Caer Amylinyon on the eastern edge of the Great Forest.

Poison Dusk lizardfolk, also known as Gidameru Lizardfolk on Harqual, always live within the Tenets of the Balance and always worship a deity that insists that its followers do so. This includes, but is not limited to, Larea, the Daghdha, and Sanh. They often worship Mirella as their patron goddess but rarely does she choose a poison dusk lizardfolk to become one of her chosen clerics.

Poison dusk lizardfolk have all the racial traits listed on page 96 of D&D Monster Manual III. They are available as a PC race and are the race of lizardfolk most likely to become adventurers.

Sandfolk (Classic Monsters Revisited)
Work in Progress
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World of Kulan DM
Beyond the standard humanoid races, goblinoids, and lizardfolk these other humanoids live either on the continent proper or one of the major islands surrounding Harqual. Some, like bullywugs, are isolated to one region.

BULLYWUGS (Monsters of Faerûn)
Bullywugs are nasty creatures; of that there is little doubt. They tend to prey on anyone who comes to close to the smaller march covered islands of the chain known as the Falchion Islands located in the Wulman Gulf. They rarely settle on the island known as Ochel, as that island is home to the populace of the city of Kaaluntor and its outlying communities.

While numerous, the bullywugs don't have the numbers to fight an entire city. Regardless, they wouldn't last long fighting a two-pronged war, for they are constantly at war with the tribes of lizardfolk that share their islands. As the lizardfolk have achieved better relations with Kaaluntor, their ability to fight the bullywugs has improved.

Only the bullywugs high birthrate keeps them from being wiped out. Being aquatic has helped them evade some lizardfolk raids. The bullywugs have started to move out towards the shores of Harqual but are, as of yet, still isolated to the Wulman Gulf Region. Many sages who track bullywug movements, believe the frog-like humanoids are trying to push their way inland on the Thenin Peninsula and infest the Lilliputian Jungle.

Bullywugs have the following ability score adjustments: +2 to Constitution, -2 to Intelligence, -2 to Wisdom, and -2 to Charisma. For more details on Bullywugs, see page 25 of D&D Monsters of Faerun.

Centaurs live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say.

All centaurs have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands.

The origin of the centaurs is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not.

Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaur elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences.

Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery.

Centaurs often are barbarians and fighters as well and sometimes they become multiclassed ranger/druids and barbarian/druids. Centaurs worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere the Daghdha before all the other gods of the pantheon.

Racial Traits for Centaurs of Harqual
Centaurs of Harqual possess the following racial traits.
  • +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
  • Large. As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
  • Monstrous Humanoid: Centaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • A centaur’s base land speed is 40 feet.
  • Centaurs of Harqual have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and centaurs can function just fine with no light at all.
  • +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
  • Racial Hit Dice: A centaur of Harqual begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
  • Racial Skills: A centaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Knowledge (agriculture), Knowledge (nature), Listen, Move Silently, Spot, and Survival. Centaurs of Harqual gain a +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.
  • Racial Feats: A centaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a bonus feat.
  • +2 natural bonus to armor class.
  • Spell-like Ability: Centaurs have the ability to use ray of frost once per day as a 1st-level cleric.
  • Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
  • Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +3
GITHS (Terrors of Athas)
Work in Progress

Gnolls are evil humanoids with the head of either a hyena or a jackal. Hyena-headed gnolls can be found anywhere north of the Great Expanse and are the most commonly encountered gnolls on the continent. Jackal-headed gnolls live exclusively in the Great Expanse and the Far South and are more rare. There isn't very little difference between these two types of gnolls, as they are both cruel and unpredictable.

Gnolls stand roughly 7 to 8 feet in height and weigh nearly upward to 350 pounds. The jackal-headed gnoll is slightly smaller than its northern cousin — standing 6-½ to 7 feet in height and weighing 300 pounds. They have shaggy dirty brown to brownish-red fur covering their entire bodies including the head. Jackal-headed gnolls aren't as heavily furred, an adaptation of the harsher climate they live in. They have blood-red eyes that allow them to see in the dark. Gnolls do have clawed toes and fingers but attack with manufactured weapons.

Gnolls of Harqual are dangerous and unpredictable in a fight, often attacking in pack-like ambushes after using their canine cry ability to sow confusion. Gnolls attack with battleaxes in melee but prefer to hit opponents from behind with short bows.

Gnolls often worship the God of Slaughter, Erythnul, or the God of Bloody Combat, Vaprak.

Gnoll Traits
Work in Progress

Other Gnoll-like Races
There is one distinct sub-species of gnoll on Harqual — flinds. There are also half-gnolls, which can be used as a PC race.

Flinds are a unique race of gnolls that are said to have ogre or giant blood. They are not like flinds found on other world. They stand roughly 14 feet in height and weigh over 2,500 lbs. They are heavily furred and are only found in the northern reaches of Harqual. Otherwise they appear exactly like a hyena-headed gnoll looks.

It is rare to encounter a flind south of the Greystone Mountains. And while they are larger and more bestial than other gnolls, they are also more intelligent and cunning. Most detractors of the 'flinds are related to ogres' theory point to this fact as to why flinds cannot possibly be related to ogres. They are too intelligent to be related to the dull-witted brutes.

Flinds are very dangerous opponents, fighting with large wooded clubs (tree limbs really) or a large, forged-metal bar known as a flindbar. This is a racial weapon for them and is designed for a flind's large clawed hands. It is a clumsy weapon in the hands of another race, unless special training is somehow acquired. Flinds sometimes attack from cover with rocks, but are just as happy to enter melee and pummel opponents. Flinds are fond of luring in their opponents and then using their special roar ability to cause fear and panic.

Female flinds often worship the Mother of Monsters, Angrboda, or the Goddess of Pain and Torture, Loviatar. Male flinds often worship the God of Bloody Combat, or form cults to dead Sword God of War, Amand. However, flinds cannot become true clerics of Amand, as they have no one to grant them their spells. These followers of the dead god are now being lured in to the church of Gruumsh. While flinds may become blackguards in service of He-Who-Never-Sleeps, they still consider themselves followers of Amand.

Work in Progress

Kobolds are rare on Harqual. Those that do live on the continent proper, are often found serving a Majestic Dragon. The Black Sand Tribe serving Adamanditar, The Majestic Blue Dragon of Harqual, is the most famous tribe of kobolds. Like their master, they are true neutral in alignment and worship the All-Mother, Mirella.

However, most kobolds living on one of the many islands surrounding the continent are more like your typical kobold. They tend towards evil and law and rarely welcome outsiders. There exists a few neutral evil tribes that live within the Tenets of the Balance, but they are extremely rare.

One area, on the mainland, where kobolds are found in greater numbers in the mountain range known as the Kul Moren Mountains. The kobolds living there tend to live amongst dwarves, and tend to be lawful in alignment.

Regardless of alignment, kobolds have all the racial traits as per that listed on page 162 of D&D Monster Manual v.3.5.

Humans are widespread on Harqual and all are similar enough too fall under one racial type. Sure, humans often have different views and cultures but these differences almost never change a human's physical attributes. However, some variations do occur. The most notable race is the barbarian tribes of the Northlands who seem to thrive in the colder climates of the continent. But even they are still just human. Not so for the race of feral humans known as Neanderthals. This rare sub-race of humanity is quite unique, with a gift for surviving even the most extreme environmental conditions, whether heat or cold. Neanderthals are rare anywhere south of the Dragon’s Eye Region in the Northlands. They keep to themselves for the most part but do trade with the more advanced barbarian tribes for items they can’t make themselves. They rarely trade for manufactured goods, however, as they have a strong affinity with primitive weapons and gear. Neanderthals racial details and traits are detailed on pages 36 to 38 of D&D Frostburn: Mastering the Perils of Ice and Snow.

While goblinoids are rare on Harqual, orcs are everywhere. They often align themselves with whatever evil race has the most power at a given time. They have been known to work with tabaxi, ogres, bugbears, and evil giants. Most orcs are neutral evil.

Standard Orcs (MM)
Standard orcs are found everywhere and most consider them a menace. They raid barbarian tribes, rural communities, and small forts alike. They've been known to attack larger settlements in conjunction with ogres and troll. The southern lands are filled with orcs. These orcs tend more towards law and many half-orcs live amongst the other races of the south. Southern orcs rarely raid large settlements and fight with rakasta for living space. The more widespread cat race usually wins these conflicts.

Orc Traits
Standard orcs have all the racial traits as per that listed on page 204 of D&D Monster Manual v.3.5, except for the following changes in languages:
  • Automatic Languages: Orc and Common or Suar. Bonus Languages: Dwarven or Dwarven (Torin-dialect), Giant, Goblin, Skulk, and Undercommon.
Orcs of Maran
Work in Progress

Mountain Orcs
Based on material created by Nick Herold.

Mountain orcs, known to some as thunder orcs, are the oldest of the orc species, and the most common. Mountain orcs are green-skinned humanoids with a flat face, a tiny flat nose, small but sharp teeth and large cat-like eyes. They walk with a slight stoop, and their fingers are long and nimble. They reproduce rapidly, and it is only their fear of sunlight and the vigilance of heroes that keeps them from overrunning Harqual.

Mountain orcs come from primarily from the Black Kingdom of the Thunder Orcs in the Thunder Mountains but can be found in any temperate and cold mountain range. They are quite common in Kul Moren Mountains, especially around the great peak known as The Fortress. They are more rare in mountain ranges of the Eastern Shores and very rare in the Greystones, as the dwarves there have hunted them to near endangered-like levels. Small pockets of mountain orcs can be found in the mountains of Farion Island, but they are unheard of in the mountains of Calla Island. They are never found anywhere south of the Great Expanse or in the mountains of the Storm Jungle, as they don't like warm climes.

A typical mountain orc stands little more than 4 feet high, and weighs about 120 pounds. Their eyes are yellow or green and almond-shaped, and excel at seeing in the dark. They have little hair, and wear it in a topknot. Most mountain orcs wear old, soiled clothing, and many of them adept at scrounging together armor and clothing from scraps left behind by their victims.

Mountain orc clerics usually worship The Black Tyrant, Nether.

Mountain Orc Traits
Mountain orcs benefit from a number of racial traits:
  • +4 to Dexterity, -2 to Intelligence, -2 to Wisdom, -2 to Charisma.
  • Medium-size. As Medium creatures, mountain orcs have no special bonuses or penalties due to their size.
  • Mountain orc base land speed is 30 ft.
  • Mountain orcs have darkvision out to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain orcs can function just fine with no light at all.
  • Mixed Blood: For all effects related to race, a mountain orc is considered a goblinoid and an orc. Mountain orcs, for example, are just as vulnerable to special effects that affect goblinoids or orcs as their goblinoid and orc ancestors are, and they can use magic items that are only usable by goblinoids or orcs.
  • +4 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.
  • Light Sensitivity (Ex): Mountain orcs are dazzled in bright sunlight or within the radius of a daylight spell.
  • Automatic Languages: Common, Orc, and Goblin. Bonus Languages: Abyssal, Dwarven, Elven, Giant, and Infernal.
  • Favored Class: Rogue. A multiclass mountain orc's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Half-Orcs (Player's Handbook)
Half-orcs are plentiful throughout the Lands of Harqual and in many places they are accepted as being as equal as other nonhuman races are. They are especially common in the lands of the Far South, and many have risen to positions of power in the southern lands. Half-orcs tend to be shunned anywhere that elves are dominant, however, as elves and orcs rarely get along.

The stigma attached to half-ogres, due to the vicious nature of ogres, isn’t always applied to half-orcs in relation to the vicious nature of orcs. This is true more regarding those half-orcs born from the ranks of standard orcs, than it is when dealing with half-orcs of mountain orc heritage.

Note that half-orcs are more closely tied to full-blooded orcs, in relation to their Orc Blood racial ability. They are not only subject to special effects that affect orcs, but also have light sensitivity, just like regular orcs.

Half-Orc, Mountain
Work in Progress

Mountain Half-Orc Traits
Mountain half-orcs have slightly different stats than what is listed in the D&D Player’s Handbook v.3.5:
  • +2 to Dexterity, -2 to Wisdom, -2 to Charisma.
  • Speed: Base land speed is 30 ft.
  • Darkvision 90 ft.
  • Light Sensitivity (Ex): Mountain orcs are dazzled in bright sunlight or within the radius of a daylight spell.
  • Goblin Blood: For all effects related to race, a mountain half-orc is considered a goblinoid. Mountain half-orcs, for example, are just as vulnerable to special effects that affect goblinoids as their mountain orc ancestors are, and they can use magic items that are only usable by goblinoids.
  • Skills: +2 racial bonus on Climb and Craft (armorsmithing, trapmaking and weaponsmithing) checks.
  • Automatic Languages: Orc and Goblin. Bonus Languages: Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnoll, and Infernal.
  • Favored Class: Rogue. A multiclass mountain half-orc's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Phanatons are an odd, reclusive, intelligent race of bipedal anthropomorphs that look like a cross between a raccoon and a monkey. They are close to nature and live exclusively in the forests of Southern Harqual.

A phanaton has a 4-foot prehensile tail and a membrane of skin stretching from its arm to its leg. These membranes can be stretched out allowing the phanaton to glide from tree to tree. A phanaton's fur is colored like that of a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. There eyes range from bright green to a tawny yellow.

Phanaton Traits
Phanatons benefit from a number of racial traits:
  • +4 to Dexterity, +2 to Wisdom, -2 to Charisma. Phanatons are agile, and they understand the ways of the natural world; however, they prefer to be left alone so they don't interact well with other races.
  • Small-sized. As Small creatures, phanatons gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Monstrous Humanoid: Phanatons are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and phanatons can function just fine with no light at all.
  • A phanaton's base speed is 30 feet. Phanatons can also climb at a speed of 30 feet and glide at a speed of 15 feet.
  • +1 natural armor class.
  • A phanaton gains the Weapon Finesse feat for free at 1st-level.
  • Natural Attack: Phanatons may attack with a bite (1d4) and are always treated as being armed when using their bite attack.
  • Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. Phanatons are never surprised when encountered in a forest setting.
  • Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on Grapple checks and Climb checks.
  • A phanaton gains Scent as a special quality.
  • Skills: A phanaton uses her Dexterity modifier for Climb checks, receives a +8 racial bonus to Balance and Move Silently checks, and +2 racial bonus to Sleight of Hand checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A phanaton gains a +2 competence bonus on Survival checks to avoid becoming lost in a forest.
  • Automatic Languages: Phanaton and Sylvan. Bonus Languages: Elven, Gnome, Kitt, Rakasta. The phanatons of Harqual can also choose from the following bonus languages: T'skrang and Thersean.
  • Favored Class: Wilderness Rogue. A multiclass phanaton's wilderness rogue class does not count when determining whether she suffers an XP penalty for multiclassing.
  • Level Adjustment: +4
Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the populace of the Far South.

Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of the Far South (as well as the warm savannas of Kulan's continents). How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual.

When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated on Harqual.

The closest Zebranaurs have to a patron is Mirella the All-Mother.

Zebranaur Traits
To be revised
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World of Kulan DM
While the following races are less inclined to control specific regions of the continent, they are by no means minor races; however, they are the rarest races on the continent. Several have ties to specific lands or kingdoms such as Fatestone minotaurs, the Hutaakans and the griff. Others control specific city-states brought to Harqual during the time of The Transformation (i.e. the Jiltan).

This race lives in the wastes of the Great Expanse and often come into conflict with the desert elves and bhuka. They are a race of plant creatures and favor the fighter class. They even have their own specialized racial weapons.

This is a brand new race, from the pages of Dragon Magazine #352. The article that details the race is based on the fictional world created by China Miéville, known as Bas-Lag.

The Fatestone minotaurs are the least known of the unique races from the City-state of Christopherson. This race of minotaurs rarely leaves the confines of that city-state; however, sometimes the Jiltan will ask a Fatestone minotaur to go on missions throughout the Far South to gather information and material wealth in order to help the city-state survive on this New World.

Fatestone minotaurs look like cursed minotaurs except that they are completely hairless and their skin seems to be made of Fatestone. Somehow, these strange, monstrous humanoids exist as living, breathing beings. Their skin is as hard and smooth as a steel blade, yet a Fatestone minotaur's skin feels soft to the touch. Their eyes are a deep violet in color and there teeth are a brilliant white.

What role Fatestone minotaurs once played in the former slave society of Christopherson remains a mystery. They and the other races of the strange city-state don't talk about it. Now, however, Fatestone minotaurs often act as soldiers for the city-state and guardians of specific locales in Christopherson that the Jiltan wish to remain isolated from its citizens and visitors. Each Fatestone minotaur seems to be a family of one. They seem to have only one gender and it isn't known how they reproduce or even if they can.

Fatestone minotaurs are naturally resistant to all forms of magic and they can shrug off physical damage as easily as a duck shrugs off water from its body. (Their natural damage reduction improves as they age; however, their natural resistance to magic is static: SR 25.) Fatestone minotaurs cannot learn to cast any sort of arcane magic; however, they could receive access to divine magic as clerics, druids, or any other divine spellcasting class.

The griff are descended from griffons that have been magically altered by the tabaxi, who use them as a slave race. Most griff stand roughly 7-¾ ft tall and look like a strange mix of griffon and humanoid. Their hands are more like claws and their legs bend back at the knees and they have wings that allow them to glide. Griffs cannot truly fly and must start from an elevated position to become airborne. Good griff clerics worship the tabaxi god known as Sa the Tolerant, while evil griff clerics worship Erythnul. Note: Griff clerics are either killed by the tabaxi or exist in hiding throughout the other lands of Storm Peninsula.

Hutaakans are a proud, hardened race of jackal-headed monstrous humanoids that live exclusively in the Rilous Mountains enclosing the land known as the Kingdom of Ahamudia. However, they do not control that entire mountain range. The Hutaakans live mainly in the western half of the range in and near the City of the Jackal, called Hutaalar.

The Hutaakans, like the citizens of Ahamudia, were brought to Harqual during the Transformation from the world known as Maran. On that world, the Hutaakans were a dying race, hunted by the Shard Soldiers of the Black Emperor of Kiltann. For years, they warred alongside the other races fighting against the Kiltanni Empire.

Unlike the other races, the Hutaakans were not viewed as good slave labor and those that were capture were either beheaded or sent to die in the Coliseum of the Colossus in the Imperial City of Skulai. Their numbers began to dwindle and the sheer number of shard soldiers sent to exterminate their kind soon overwhelmed the Hutaakans.

Those that survived fled west towards the Great Interior Sea or north towards what would become the Kingdom of Javeldos. Here in the southern tip of the Great Rileanaeousi Range, did a group of Hutaakans make their home. They built Hutaalar out of nothing but rock and time, until the day came when The Transformation brought them to Harqual and the World of Kulan. (All of the Hutaakans living in that range were transported to Kulan.)

Initially cutoff from their god, Vaflar, the jackal-headed humanoids kept to themselves and did not get involved with the war between Ahamudia and the Sword Empire. They did this because they feared that getting involved in another war would decimate their young folk and the elders were not will to take that risk.

Now, as their connection to the Lord of the Hutaakans has been re-established, they have felt comfortable enough to introduce themselves to the Javeldians now living on Harqual. (They had previously remained hidden when living on Maran.) They have signed several treaties with Ahamudia, Bitran, and the citizens of the Mines of Morhan. They have remained aloof towards the other lands surrounding the Rilous Mountains.

Hutaakan Traits
Hutaakans benefit from a number of racial traits:
  • -2 to Strength, +2 to Intelligence, +2 to Wisdom.
  • Hutaakans aren’t native to the World of Kulan and have the Extraplanar Subtype.
  • Monstrous Humanoid: Hutaakans are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Medium-size. As Medium-size creatures, hutaakans have no special bonuses or penalties due to their size. (Use human height and elf weight. See the PHB in Chapter 6: Description.)
  • Speed: Base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 natural armor bonus.
  • Hutaakans have a +4 racial bonus on Hide and Move Silently checks.
  • Automatic Languages: Hutaakan and Orc (Maran). Bonus Languages: Draconic, Gnoll, Javeldian, and Vananean.
  • Favored Class: Cleric. A multiclass hutaakan's cleric class does not count when determining whether he suffers an XP penalty for multiclassing.
THE JERREN (Book of Vile Darkness)
The lands of the Ragik Peninsula have existed under a veil of darkness for over a thousand years. The Old Sword Lands are infamous for the evil that infests its decadent cities and haunted ruins. However, when scholars debate about the evils of the Old Sword Lands, they rarely refer to the Jerren. This is usually due to the ignorance of the scholars regarding the existence of the Jerren. Demihumans are rarely encountered in the Old Sword Lands unless they are slaves, so the idea of a race of halflings that have embraced evil that live throughout the Ragik Peninsula is considered laughable.

You will not laugh if you meet these evil demihumans, however.

The Jerren live primarily throughout the Lehti Plains and near the fringes of the Imperiumi Forest; although, they can be encountered as far east as the Firetop Hills and as far south as the Räven Plains. They do not consider themselves citizens of the Old Sword Lands and, in fact, they often prey upon the human lands of the Ragik Peninsula. It isn't known how this race of evil halflings came into being but those that do know about them (and lived to tell about it) believe that the Jerren sold their souls to some ancient evil hundreds of years ago. It is believed they were once like other halflings but no one know fore sure.

The Jerren look like lightfoot halflings (that haven't slept for two weeks), but they can pass for hairfoots with a well-thought-out disguise. They enjoy infiltrating the human lands around them in order to cause as much chaos and suffering as possible. While the Jerren are highly nomadic, they rarely travel beyond the Ragik Peninsula. Instead, they wander the plains of the peninsula in the spring and summer, hunting and raiding, and live in hidden burrows during the fall and winter. They prefer to live on a diet of meat and enjoy eating intelligent prey.

The Jerren rarely worship the Sword Gods of the Sword Imperium and never worship the North Gods. Instead, they prefer to worship Interloper Gods such as Erythnul, Konkresh, Olidammara, or Uller. A few Jerren have been know to worship Gruumsh or Vaprak; however, these vile individuals are often loners as those two Interloper Gods are considered to be unappealing choices to the bulk of the Jerren community. While Jerren cannot be good-aligned, a few have chosen neutrality instead of evil as a way of life. These Jerren outcasts have been known to worship such Interloper Gods as Boccob, Dionysus, Hel, and even the halfling deity known as Mahridaar.

The Jerren are not available as a PC race in a standard campaign. However, it is possible to have a Jerren PC in a evil or neutral campaign set anywhere in the Old Sword Lands.

The City of Christopherson, located on the southern coast of the Far South, is home to the odd red-skinned, four-armed humanoids called the Jiltan. Unlike the Breshidi of the City of Cardamere, the Jiltan are an outgoing race of warriors who are glad to have been brought to Harqual by The Transformation.

On the world they lived, the Jiltan were a slave race under the command of what they call the Tyranny of the Triumvirate States, three lands of evil humans, dark elves, and humanoids. These lands existed in a wedge-shaped area of control around Christopherson, which was at the region’s center. (The city had a different name on that world. The Jiltan renamed it after they were brought to Harqual.) The Tyranny would breed the Jiltan (and other races) as slave warriors to use in their battle against their enemies and sometimes even against each other.

The city was controlled by a council of powerful, evil spellcasters. These Councilors rarely entered the city itself, instead dominating the Jiltan from dozens of towers that surrounded the city. The life of a Jiltan was considered meaningless to the Councilors. They would kill one as calmly as an innkeeper would swat a fly.

Thus, when the City of Christopherson was transported to Harqual, the Jiltan were ecstatic. The dark towers of the Councilors didn't make the trip. The Jiltan awoke to find themselves free for the first time in their existence. The small underground movement that had worked against the Councilors quickly took control and began looking for ways to make sure that the Councilors didn't find a way to bring Christopherson back to the world of the Triumvirate States.

As a result, they have been open to negotiation with just about everyone. As former slaves, they are wary of those who would abuse them, however. They don't trust spellcasters but realize that if they are going to protect themselves in this New World then they will have to have access to powerful magic, one way or the other. They have begun hiring themselves out to the other races of the Far South as mercenaries and guards, and their prices are high. (These prices often include one magical item per contract.) The Jiltans' skills as soldiers are considered worth the price by many.

Almost all Jiltan are warriors with a large minority being fighters. Those with access to new tutors are quick to take to the ways of rangers, paladins, and marshals. Of all the spellcasting classes, Jiltan only become bards and sorcerers. They don't trust book-magic and are not devoted to any deity. However, a new underground movement has formed in Christopherson, which is dedicated towards learning how to cast spells as the Councilors did. The members of this movement believe the new city-state will only stand a chance against an invasion by the Councilors, which they believe is inevitable, if they know how to counter book magic and divine will.

As for Christopherson itself, the city is a dark, foreboding place designed like a maze with steel cell-like houses and narrow, black cobble stoned streets. There is no such thing as privacy in the city as the dwellings have bars instead of walls and roofs. However, stealing is a major offense, and outsiders who steal are put to death. Most buildings are one story; although, a few of the more pronounced buildings, near the center of the city, are often two or three-story structures. The Jiltan have begun to buy large blankets and rugs from outsiders to hang over the bars of the dwellings on the major roadways of the city-state. This is done to make the place seem more hospitable to outsiders as they travel along the roads buying finely crafted weapons and hiring mercenaries.

In the center of the city is a tall spire where the Councilors would look down upon the city when they did visit it. No Jiltan will willingly enter that structure; although, they have allowed non-spellcasters from outside the city to attempt to enter and destroy any evil that exists within it. No one has ever come back. The underground movement in the city-state would dearly love to learn the secrets of the Forbidden Spire.

The city's wall is made of a dark, blacked metal-like material that the Jiltan call Fatestone. It is thought to be indestructible. The city doesn't have any gates as the citizens were meant to leave. To enter the city, one must pay a toll at one of the many chain elevators that allow access to the top of the city-state's walls. You must pay 100 gp or one minor magical item (i.e. a potion) to ascend in a chain elevator and then descend the long, Fatestone stairs built on the inside. Once inside, there are no other costs besides paying for weapons or hiring mercenaries.

Jiltan Traits
The jiltan benefit from number of racial traits:
  • +2 to Strength, +2 to Dexterity, -2 to Intelligence, +2 to Charisma. A jiltan is naturally strong and agile and is also a natural leader; however, a jiltan rarely excels at book learning.
  • A jiltan isn’t native to the World of Kulan; therefore, a Jiltan PC has the Extraplanar Subtype.
  • Medium-sized: As a Medium creature, a jiltan has no special bonuses or penalties due to his size.
  • +1 racial bonus to attack rolls made with any of the following weapons: dagger, handaxe, light hammer, light mace, light pick, and short sword. A jiltan PC also selects any one martial weapon with which to be especially proficient, which gives the character a +2 racial bonus to attack rolls made with that weapon.
  • Speed: Base land speed is 30 feet.
  • Low-light Vision. A jiltan can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • +4 natural bonus to armor class.
  • A jiltan gains Multiweapon Fighting as a bonus feat.
  • Skills: A jiltan gains a +2 racial bonus on all Balance, Climb, Jump, and Tumble checks.
  • Automatic Languages: Jiltan. Bonus Languages: Giant, Sign Language, Skulk, and Terran.
  • Favored Class: Fighter. A multiclass jiltan's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +3.

JOZHALS (Terrors of Athas)
Work in Progress

KREENS (Savage Species)
Work in Progress

Kuo-toas are known through many of the lands of the Southern Heartlands as well as those of the Far South. However, they are not known for being friendly. Kuo-toas are almost never encountered inland on Harqual instead being known for raiding coastal communities for food and treasure. For years this was the largest threat off the shore of Avion and the city-states of the Storm Peninsula. Now with the tabaxi on the rise kuo-toas are less of a threat. (The tabaxi don't like them except as food.)

As a result, open water-dwelling kuo-toas, in that region, have begun to move farther south. However, those that live underground have stayed true to their lairs and refuse to give up the fight for a region they consider rightly theirs. These underground-dwelling kuo-toas are finding themselves forced to align with other Underearth races, especially deep minotaurs. They often raid aboveground communities, along riverbanks, for slaves to sell to deep minotaurs. The rural communities of tabaxi, living along the River of Tu, have been hardest hit by these raids.

However, the kuo-toas are quickly finding that tabaxi don't make good slaves, as they are too proud and violent. Thus, the various communities struggling for survival along the River of Storms have become the kuo-toas newest targets. Even the city of Tallawan, located at the mouth of said river, has had problems with kuo-toan raiders. (The kuo-toas often attack en masse through the sewer system, dragging citizens back with them into the Underearth. This, plus the continued threat of the tabaxi makes life in Tallawan difficult, to say the least.

Kuo-toan raiders from the open sea are still a major factor along the coast of Guardian Bay, and kuo-toas are considered a major threat to the stability of the region. Izmer, in fact, has a standing bounty of 30gp per head. While that might seem like a lot, kuo-toas are a major problem for Izmer. Not only do they raid from the sea, but dozens of kuo-toan bands and/or tribes are known to attack river communities along the length of the Fire River as far inland as Pretensa. They are a constant threat from the depths of the two major lakes in the region. (So much so that the communities around those lakes are made up of NPCs much higher in level than you'd normally find.)

In the Far South, kuo-toas are less of a problem from the sea, as the water seems to be too warm for them. Instead they are found only underground. The kuo-toas of the Far South have some dealings with the despotic communities of Siafox and Tulsax on the Varan Peninsula, as well as the many warlords who ride through the region. Kuo-toas have been spotted in the trading bazaars of such cities as Arhein, Cutte, Fialli, Fyrdin, Osebye, Quave, Rhid, Thenin, Tidad, and Varanhold. Note that not all of these communities welcome kuo-toas, forcing the fish men to conduct their dark trade in secret. The cities of Thenin and Arhein are a place where kuo-toas have, recently, been driven underground, as the Republic of the Thorn re-embraces the worship of Jalivier.

Kuo-toas are not available as a PC race; however, a player can choose to play a half-kuo-toa (see below).

Half-Kuo-toas (Bastards & Bloodlines)
Work in Progress

THE LUMINOUS (Mythic Races)
The luminous of Harqual are descendants of the gray elves of Amylinyon who were beset by an evil warlord during the time known as the Black Wars. Most of the gray elves were either killed or taken as slaves by the warlord and the elven traitor that helped him.

A small few refused to surrender, willing to sacrifice themselves to protect their ancient homeland. Long believers in the power of righteousness and good, the elves that would become the luminous would surely have been wiped out if not for the intervention of the god Jalivier, known as the Defender of the Light.

He had long watched them and felt a kinship with the besieged elves of Amylinyon, who had long ago begun to worship him and the Interloper God known as Apollo. Jalivier knew that if any were to survive, he would have to intervene. Thus, Jalivier, with Apollo's help, transform the gray elves of Amylinyon into the Luminous. And while Amylinyon was lost, now known as the Ruins of the Gray, the luminous continue to live on Harqual as native Outsiders.

The luminous appear to be humanoid-like in appearance and have heights and weights similar to elves. However, the only feature that gives away their former elven heritage are the pointed luminescent ears on their head. A luminous' body is made up of pure positive energy, which is disturbing to behold. A luminous has semitransparent skin, no body or facial hair, and no physical features like other creatures do. However, a luminous' body has just enough features to distinguish between males and females.

The luminous have become solitary creatures since the destruction of Amylinyon and rarely associate with other races. They do still feel a kinship with the elves of Harqual, and have also been known to live amongst humans, especially in the lawfully aligned Kingdom of Navirosov and Monarchy of Avion.

See the FFG sourcebook Mythic Races for more details about the luminous including racial statistics.

Work in Progress

The spell weavers are an ancient, six-armed race, which is considered to be a dead or dying race. Most people have never met a spell weaver, or at least, they don’t remember the meeting.

What is known about them in often just conjecture or based on what has been discovered through the exploration of the dozens of spell weaver ruins found throughout the region known as the Thunder Lands, as well as several hidden vaults scattered throughout the Great Expanse.

Spell weavers have a natural ability for magic, especially cold and necromantic magic. It is also believed that a small number of them, have the ability to use psionic powers, but this just might be unfounded speculation.

Spell weavers are not available as a PC race.

The yuan-ti aren't, by their nature, underground dwellers instead preferring warm forests. However, the few warm forests on Harqual are dominated by other species, forcing the yuan-ti to either move off the continent proper or underground. Most choose to move underground, which enables them to constantly war against those that displaced them from their rightful homelands.

Heverkent Forest, which surrounds the Hinderfall Mountains, is the best example of this. The Mortals War drove the gnomes south, away from the expanding evil of the Empire of Swords, until they reached the Far South. Here they sought to find protection and peace in the depths of Heverkent. What they found was more conflict.

The good denizens of the forest were fighting a losing battle against the yuan-ti. Tired of running the gnomes allied with the halflings, rakasta, and fey of the south against the yuan-ti. The result was the snake men being overwhelmed by an influx of new enemies. They had little choice left, flee or die.

They chose to disappear into the earth to live to fight another day.

Heverkent quickly became known as a bastion for good-hearted creatures and nature lovers. Ancient yuan-ti idols that stood from the time of ancient Valossa were torn down. The evil of the yuan-ti waned until the time of the First and Second Ogre Wars. The yuan-ti had refused to be silent anymore, allying themselves with evil Underearth creatures.

They came up out of the earth in the hundreds of thousands. They had one purpose, destroy the gnomes and their allies. However, the gnomes had prepared strong defenses with the help of Heverkent's sylvan population, including the treants. Still, the onslaught was too much for the small folk and the yuan-ti soon had the advantage.

Heverkent was at risk of being lost to the snake men once again.

Yet, the gnomes had an ally the yuan-ti couldn't have expected to face. The goddess Immotion, Patron of Magic, favored the gnomes of Heverkent. She increased their knowledge of magic, giving them innate abilities, as well as a closer understanding of the natural world. This gift of 'the touch of magic' tipped the scales of war in the favor of the gnomes and their allies.

The yuan-ti had no choice but to retreat into the earth once more. Here, these snake men have remained, brooding in the darkness. They often align themselves with morlocks, who hate the rockwood gnomes of Heverkent Forest and Hinderfall Mountains as much as the yuan-ti do, as well as bugbears and, sometimes, evilly-aligned kobolds.

Note that the Far South has two other major forests where the yuan-ti once held sway — the Merewood and the Lilliputian Jungle. The former was once home to a more powerful race of yuan-ti related to the ancients of Valossa. The Merewood still holds the many ruins of this once grand civilization's cities and monuments. The Lilliputian Jungle is home to a great nation of lightfoots who live much like elves do in the north. The yuan-ti have little tolerance for the halflings that exist in their jungle home; however, the halflings outnumber the yuan-ti three-to-one so there isn't much the yuan-ti can do to rid the jungle of the halfling infestation.

Other places the yuan-ti are known to live, both above and below ground, are the island of Ochel (largest of the Falchion Islands), the Mallowood, the Elra Forest (which surrounds Lake Varan), the Nesin Islands, and the southern tip of the island of Thyer.

Yuan-ti Purebloods
Only yuan-ti purebloods are available as PCs. Most of these pureblood PCs are outcasts of their race, often hiding from their former masters. Yuan-ti purebloods have all the racial traits as per that listed on pages 263 and 264 of D&D Monster Manual v.3.5, except as follows: Special Qualities: no Alternate Form ability, spell resistance equal to class levels + 7. Automatic Languages: Yuan-Ti, Undercommon. Bonus Languages: Abyssal, Common, Draconic, Gnome, Halfling, and Valossan.

Witchknives are a psychically-gifted race that is rare on Harqual. They tend to live in deserts and other inhospitable places. They are very rare in the Great Expanse, however, due to centuries of warfare between their race and the desert elves that now control much of that land. Why the war started is unknown, but to say that desert elves and witchknives hate each other is understatement.

Witchknife Traits
See page 195 of D&D Monster Manual III for this races stats, modified as noted below:
  • +4 to Dexterity, -2 to Constitution, +2 to Intelligence, +2 to Wisdom, +4 to Charisma.
  • Psionics: To be changed to use the rules from XPH.
  • Favored Class: Rogue or wilder.
  • Level Adjustment: +2.
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World of Kulan DM
Part Four (cont.)

This section gives short notations regarding other races that are encountered in the Lands of Harqual; however, these races usually visit or live on the continent as individuals (or small families) not as races.

Deep Minotaurs
A few deep minotaurs have found refuge in Nikel and the cities of Ara-Ragik. Nikel, located between the Sundered Hills and the Savage Hills, has the largest population of deep minotaurs living within its walls. Those few deep minotaurs living amongst the citizens of Ara-Ragik are more isolated from the citizens and each other.

Deep minotaurs are slightly shorter and less powerful than standard minotaurs are. They make up for this by being more intelligent then standard minotaurs, but they are dimmer than most horn minotaurs. A deep minotaur's fur is always pitch black including long manes hanging from their heads and shoulders. Their skin is blue-black in color and their eye color ranges from deep blue to pitch black.

Earth Ogres
On Harqual, most earth ogres live amongst bugbears, gnolls, orcs. As Hergund and Vaprak are bitter rivals, earth ogres never work/live with normal ogres. It is rumored that some earth ogres living in the Lands of Harqual have turned away from Hergund and have begun to worship the Interloper God known as Calphas. The truth of this remains unknown, as no one has found or documented earth ogres worshiping the Wallbuilder.

Mercanes (Manual of the Planes)
The mercane have a fondness for the continent of Harqual as there are less restrictions for spelljammers and planar travelers on that continent than on Kanpur or Triadora. They are commonplace in the spelljamming ports of the Sword Coast and those few ports in the region known as the Bulge. They are less likely to be met in the Eastern Shores or in the port cities of the Far South. However, there are exceptions.

The Far South city of Xcellian is known for its mercantile society, and the city is a mainstay on mercane trading routes across that continent and beyond. The mercane have also been known to stop in the Eastern Shore city of Raln to trade for watersilk. It is cheaper there than in the Thunder Lands and few beyond the World of Kulan know the difference between the quality of Raln watersilk and Anorian watersilk.

Morlocks (Bastards & Bloodlines)
The morlocks have become aware of the arrival of the Bitran on Harqual but have, as of yet, failed to capture any Bitran gnomes. The Bitran are aware of this threat and have begun too fortify all known passages around Bitran City, in preparation for any morlock assault. The morlocks living in the Underearth below Harqual often worship Angrboda, the Mother of Monsters. Morlock clerics of Angrboda can choose two of the following domains: Bestial, Creation, Destruction, Evil, and Ooze.

The Neogi (Lords of Madness)
The neogi are nasty creatures and are never welcome in the Lands of Harqual. Yet, they insist on interfering in the day to day operation of many of Harqual's kingdoms, states, and city-states. However, there is one group of madmen who welcome the presence of neogis and even encourage their spawning. The secret society known as the Lords of Pestilence are a sect of Mussin worshipers so vile that even the Church of Mussin has little to do with them. These men and women of various races work to spread the influence of plagues of rats, vermin, and monstrous creatures that spread disease and decay. They consider neogis a favored race of the Sword God of Decay.

In truth, it is the neogis who hold the true power over the Lords and consider them simply more useful slaves than most. They will consume them as readily as any other slave but usually find better uses for them. Lords of Pestilence consider it an honor to be consumed by a neogi believing that it will bring them closer to Mussin in the afterlife. The Lords will often work towards this goal by capturing others for sacrifice to grand old master neogis. They often keep slaves themselves and have been known to eat the flesh of dead, decaying humanoids.
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World of Kulan DM
Large City
Other Names: City of Shadows
Political/Religious Affiliations: Domain of Shadows (Nikel is the captial), Church of Battus (minor), Church of Dike (major), Church of Velit (major), Cult of the Sun, Shrine of Ehlonna (minor), Temple of Dumathoin (major), Temple of Nether (minor), Temple of Ptah (minor).
Power Center: Nonstandard (oligarchy).
Alignment: Lawful Neutral
Population: 12,100.
Demographics: Mixed (human 79%, dwarf [hill] 8%, halfling [hairfoot] 6%, elf [urbanite] 3%, half-elf 2%, kitt 1%, and half-orc 1%).
City Type: City-state.
Fortified?: Yes; basalt stone (thick).
Epic?: No.
GP Limit: 25,000 gp
Assets: 15,125,000 gp
Main Import: Foodstuffs (mostly grain).
Main Export: Metals.
Authority Figures: Odiatr Seagraves, High Oligarch of Nikel (missing, presumed dead); Rute-Dores Galiñáns, High Lady of Nikel (female human); Corla Timbs, Oligarch (female human); Famas Oppel, Captain-General of the Watchmen and Oligarch (female human); Gravgath Timbs, General Commander of the Army (male human); Kyra Wylde, Marshall of Cavalry (female half-elf); Shadular Miskan, Oligarch (male human); Tarras Dannard, Oligarch (male human); Veit Ungart, Head of Clan Ungart and Oligarch (male dwarf [hill]); Yshan, Chief Wizard (male human).
Important Characters: Aryradas, preeminent sage (male human); Kyraos, high father of the Sun (male human); Philon Dorenum, merchant-lord (male human); Radimas, high priest of Velit (male human); Selira Miskan, high priestess of Dike (female half-elf); Torgga, Jeweled Heart of Dumathoin (female dwarf [hill]).
Organizations: City Watchmen, Order of the Sword (fraternity of blademasters), and the Society of the Vigil (masked vigilantes).
Noble Houses: Since the end of the Second Ogre War, the nobility in Nikel has been in flux. There are many that claim to be nobles, but in truth, it is hard to tell who is truly highborn and who is just on the grift. Ther following are a list of confirmed noble house based on which families are members of the Oligarchy: Dannard, Miskan, Oppel, Seagraves, Timbs, and Ungart.
Adventurers Welcome?: Varies; the citizens of Nikel aren't known for their hospitality towards adventurers, but they will call upon adventurers when a crisis threatens to tear down the city-state's walls. Usually, when such a crisis is over, the citizens will thank the adventurers, pay them whatever is required, and then tell them to be on their way. Any adventurer born and bred in Nikel is given more repect but not much.
Notes: Nikel is my version of Istivin from the World of Greyhawk, and I have based the information above from Greg A. Vaughan & Erik Mona's article "Istivin: City of Shadows" in DUNGEON Magazine #117. However, my version will be very different as the Domain of Shadows is nowhere near as large as Sterich and is located in hill and forest terrain without any mountains nearby. Also, since their aren't any drow on my world, that part of the city's history must be completely changed. The names of the NPCs from the article have been change to protect the innocent. Heh.

Nikel is a city-state and it pays homage to no one; however, there are several communities nearby that are vassels to Nikel — Anhaur, Gurreton, Sorrow, and Volik. These communities are nowhere near as large as Nikel and rely on the city-state for protection from nearby enemies. Nikel's greatest rivial in the Onan-Savage Hills Region are the City-state of Halandra, the Onan Territories, and the Town of Heth Hold. Nikel has few true allies but it does have some dealings with the Barony of Poli, a fact that doesn't help relations with its rivals.
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World of Kulan DM
the Jester said:
Dude- every time I look in on this thread you've added an incredible amount of new stuff!

Damn fine work!
Thanks man! It's good to know I've got an audience for this thread. Anyone else who is reading this, speak up and let me know what you like about Kulan.


Coming up next... Kuil, North God of Rogues and Illusion, as well as Part Three of the Racial Miscy.
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First Post
I'm ridiculously amazed by the amount and quality of stuff here. I barely get a map and 5 names down before I walk away. Your dedication and your design skill are pretty impressive. At least to me, ADD boy.

COMING SOON: 5 Plug-In Settlements for your 5E Game