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

Knightfall

World of Kulan DM
Dalam Shallot, Onan Senator
Stats: ½om / 6th level aristocrat, 6th level warrior / neutral good
Homeland: The Onan Territories
Source: Original
Personality: Outspoken, strong-willed, and wily.
Description: Dalam Shallot grew up the half-bred son of a renown human Onan Senator and warrior, Kelvas Shallot, and a half-orc merchant woman named Kessi. While his parents never married, Dalam was raised as a aristocrat's son. His early life was hard, but he gained renown in the city guard and, later, in the Tangles against several assaults by the ogre tribes of the Hawk Plains.

After his father was killed by a rival's blade, Dalam sought right of vengeance and claimed his father's place in the Onan Senate. He has become one of Onaway's most famous citizens, and he often speaks up against the injustice and the corruption that is a part of Onan society. Dalam considers Than LaMarche to be a good friend even though they don't aways agree about what is best plan for the future of the Onan Territories.
 
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Knightfall

World of Kulan DM
Wynn Ironstout, Protector of Ahalgot
Stats: ½f (icefoot) / 12th level cleric (Arvoreen) / neutral good
Homeland: The Icefoot Woods of Ahalgot
Source: Original
Personality: Benign, protective, well-informed.
Description: Wynn Ironstout is the perfect motherly role model. She always had a kind word for those that show respect for nature and people. She rather deal with the changing patterns of the local elk population or stroll within the forested lands of Ahalgot than raise her magical club in anger.

Regardless, Wynn can become quite fierce when defending those she cares deeply for. This includes not only the icefoots of Ahalgot but also the many peaceful denizens of the forest.

Wynn is good friends with the druid of Ahalgot, Relwin Dobbs (N human male Drd9 [the Daghdha]). She and the druidic philosopher enjoy conversing about current events in the forest and beyond that reaches their eyes.
 
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Knightfall

World of Kulan DM
Recmair Hault, Lord Baron of Wolffire, The Wolf Lord
Stats: hm / 14th level barbarian / neutral good
Homeland: The Barony of Wolffire
Source: Original
Personality: Aggressive, amiable, and vocal.
Description: The Lord Baron of Wolffire is a bear of a man who always speaks his mind and who snarls at his foes on the battlefield. He is highly aggressive in everything he does whether it is war, hunting, gambling, or womanizing.

He isn't the sort of man who makes friends easily, amongst the nobility of the Eastern Shores, and he hates attending courtly functions. Indeed, his greatest friends are his soldiers and comrades. However, he is a good-natured man and a well respected ruler.

Recmair recently led his subjects in a war against the bugbear tribes of the Sunus Mountains. As part of this conflict, the Lord Baron gained a healthy respect for the citizens of Minar on the other side of the mountain range. The Minarans fought bravely alongside the citizens of his barony and the two countries are now strong allies.

Recmair is vary proud of his son, Drenaut (NG human male, Ftr5), who has become an excellent soldier. He has already named Drenaut his heir even though Drenaut is the younger of his two sons. His other son, Hetelt (CN human male, Swb3/Sor3), is a bit of a disappointment to the Lord Baron since Hetelt chose not to follow the traditional ways of Wolffire.
 
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Knightfall

World of Kulan DM
PANTHEON OF KORVOSA​
When the Pathfinder Chronicles book Guide to Korvosa came out, I bought it with the thought of using it for Kulan.

I wasn't sure until I started reading it, however.

Once I decided to add Korvosa as a Transformation city, my thoughts turned toward whether or not I wanted to add all (or some of) the Pathfinder deities as Transformation Gods. I quickly decided that there wasn't any way I was going to add that many deities to the list for the Lands of Harqual.

I decided to wait and look at the deities more closely. Plus, I wanted to read The Great Beyond first, so I could determine if any of the planes presented in that book would make it into my Mirrored Cosmology. (I've decided to add Abaddon, Axis, and The Boneyard.)

As a result, the following Pathfinder deities are now considered Transformation Gods for the Lands of Harqual. Most of these deities are only worshiped in the city-state of Korvosa; however, Asmodeus is known throughout the continent but is rarely worshiped as a god.

Note that since Pharasma and Sarenrae are considered World Gods, the two deities are worshiped throught the world; however, they are still nearly unheard of beyond the walls of Korvosa.

I've made changes to the deities including changes in divine status and domains. I'm not sure if this will be final list, but I can guarantee that none of the Pathfinder deities will every be more powerful than "Intermediate" for World of Kulan.


Abadar
Master of the First Vault

Intermediate Deity
Symbol: A golden key
Home Plane: Mechanus
Godly Realm: Axis, the Eternal City
Alignment: Lawful neutral
Portfolio: Cities, wealth, merchants, law
Worshipers: Judges, merchants, lawyers, aristocrats, those who have been wronged
Cleric Alignments: LN, LG, LE
Domains: Law, Nobility, Protection, Trade, Travel
Favored Weapon: Light crossbow

Asmodeus ~
Lord of the Ninth, Lord of the Ruby Rod, Prince of Darkness

Archdevil
Symbol: A red pentagram
Home Plane: Baator
Diabolic Realm: Nessus
Alignment: Lawful evil
Portfolio: Might, oppression, slavery, pride, contracts
Servants: Devils, bureaucrats, slavers, tyrants, nobility of Korvosa
Cultist Alignments: LE, LN, NE
Domains: Authority, Diabolic, Evil, Law, Tyranny
Favored Weapon: Heavy mace

Erastil
Old Deadeye

Intermediate Deity
Symbol: Bow and arrow
Home Plane: Celestia
Godly Realm: The Fields of Heaven
Alignment: Lawful good
Portfolio: Farming, hunting, trade, family
Worshipers: Farmers, hunters, any person dwelling in a rural area
Cleric Alignments: LG, NG, LN
Domains: Animal, Community, Good, Law, Plant
Favored Weapon: Longbow

Gozreh
The Wind and the Waves

Intermediate Deity
Symbol: A leaf with water dripping off it
Home Plane: Ouno
Godly Realm: Stormwave
Alignment: True neutral
Portfolio: Nature, weather, the sea
Worshipers: Sailors, naval merchants, farmers
Cleric Alignments: N, NG, NE, CN, LN
Domains: Animal, Plant, Ocean, Trade, Weather
Favored Weapon: Trident

Groetus
God of the End of Times

Demigod
Symbol: Full moon with the faint image of a skull on its surface
Home Plane: Plane of Graves
Godly Realm: The Boneyard (The Moon)
Alignment: Chaotic neutral
Portfolio: Empty places, ruin, oblivion
Worshipers: Loners, megalomaniacs, madmen
Cleric Alignments: CN, CE, CG
Domains: Chaos, Destruction, Madness
Favored Weapon: Heavy flail

Irori
Master of Masters

Intermediate Deity
Symbol: Purple hand on a blue disk
Home Plane: Mechanus
Godly Realm: Axis, the Eternal City
Alignment: Lawful neutral
Portfolio: History, knowledge, self-perfection
Worshipers: Monks, anyone with psionic powers
Cleric Alignments: LN, LE, LG
Domains: Healing, Knowledge, Law, Rune, Strength
Favored Weapon: Unarmed strike

Lamashtu
Mother of Monsters

Lesser Deity
Symbol: A jackal-headed monster with three eyes
Home Plane: The Abyss
Godly Realm: Kurnugia
Alignment: Chaotic evil
Portfolio: Madness, monsters, nightmares
Worshipers: Gnolls, medusas, goblins, human cultists
Cleric Alignments: CE, NE, CN
Domains: Bestial, Madness, Strength, Trickery
Favored Weapon: Falchion

Pharasma
Lady of Graves

Greater Deity
Symbol: Spiraling blue and white bolt of energy
Home Plane: Plane of Graves
Godly Realm: The Boneyard
Alignment: True neutral
Portfolio: Fate, death, prophecy, birth
Worshipers: Midwives, expectant mothers, morticians, diviners
Cleric Alignments: LN, NE, N, NG, CN
Domains: Death, Fate, Healing, Knowledge, Repose, Water
Favored Weapon: Dagger

Sarenrae
The Dawnflower

Greater Deity
Symbol: A winged, golden celestial surrounded by a bright halo of sunlight
Home Plane: Elysium
Godly Realm: Nishshabur
Alignment: Neutral good
Portfolio: The sun, redemption, honesty, healing
Worshipers: Healers, dervishes, those who wish redemption
Cleric Alignments: NG, LG, CG
Domains: Fire, Glory, Good, Healing, Purity, Sun
Favored Weapon: Scimitar

Shelyn
The Eternal Rose

Lesser Deity
Symbol: A bird with multicolored feathers
Home Plane: Elysium
Godly Realm: Valley of the Rose
Alignment: Neutral good
Portfolio: Beauty, art, love, music
Worshipers: Lovers, bards, artists
Cleric Alignments: NG, CG, LG
Domains: Charm, Good, Luck, Protection
Favored Weapon: Glaive

Torag
Father of Creation

Intermediate Deity
Symbol: Warhammer
Home Plane: Celestia
Godly Realm: The Forge
Alignment: Lawful good
Portfolio: The forge, protection, strategy
Worshipers: Dwarves, architects, craftsmen, military planners, guardians, watchmen
Cleric Alignments: LG, LN, NG
Domains: Artifice, Earth, Good, Law, Protection
Favored Weapon: Warhammer

Zon-Kuthon
The Midnight Lord

Lesser Deity
Symbol: A skull with a spiked chain hanging from its eye sockets
Home Plane: Baator
Godly Realm: Hinterlands of Midnight
Alignment: Lawful evil
Portfolio: Envy, pain, darkness, loss
Worshipers: Evil sadists, demented masochists, those who spirits are broken or twisted
Cleric Alignments: LE, LN, NE
Domains: Darkness, Death, Evil, Law
Favored Weapon: Spiked chain

Zyphus
The Grim Harvestman

Demigod
Symbol: A heavy pick made of bones
Home Plane: Plane of Graves
Godly Realm: Wanders
Alignment: Neutral evil
Portfolio: Accidental death, graveyards, tragedy
Worshipers: Cultists, grave diggers, evil druids
Cleric Alignments: NE, CE, LE
Domains: Death, Evil, Plant
Favored Weapon: Heavy pick

~ The version of Asmodeus I use for Korvosa is different than the version that is presented in the Pathfinder Chronicles Campaign Setting. It combines some of the PF version with the D&D 3.5 version. Asmodeus isn't considered a "true" god for the Mirrored Cosmology.
 
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Knightfall

World of Kulan DM
Giant Sand Spiders!

My PbP players just fought off 5 of these beasties...

SAND SPIDER, GIANT
Medium Vermin
Hit Dice: 3d8+3 (16 hp)
Initiative: +3
Speed: 30 ft. (4 squares), climb 15 ft.
AC: 19 (+3 Dex, +6 natural), touch 13, flat-footed 19
Base Attack/Grapple: +2/+2
Attack: Bite +5 melee (1d6 plus poison)
Full Attack: Bite +5 melee (1d6 plus poison)
Space/Reach: 5 ft./5 ft.
SA: Poison, web
SQ: Darkvision 30 ft., spines, tremorsense 30 ft., vermin traits
Saves: Fort +4, Ref +4, Will +1
Abilities: Str 11 (+0), Dex 17 (+3), Con 12 (+1), Int —, Wis 10 (+0), Cha 2 (-4)
Skills: Climb +11, Hide +7*, Jump +1*, Listen +2, Spot +7*
Feats: Alertness, Weapon Finesse (B)

Continent/Region: Harqual, Janardûn, and any island chain in the northern hemisphere
Environment: Temperate coast
Organization: Solitary or colony (2–5)
CR: 2
Treasure: 1/10 coins; 50% goods; 50% items
Level Adjustment: 4–7 HD (Large); 8–11 HD (Huge)

Combat

Poison (Ex): A giant sand spider has a poisonous bite and poisonous spines. The creature's spines are also poisonous. Paralysis/Injury, Fortitude DC 15; initial damage paralysis 1d4 rounds, secondary damage 1d6 Str.

A giant sand spider has a +2 racial bonus to the DC of its poison's Fortitude saving throw.

Web (Ex): Giant sand spiders often wait in their webs or in caves, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. A giant sand spider can throw a web four times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Large size. An entangled creature can escape with a successful Escape Artist check (DC 12) or burst it with a Strength check (DC 16). The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.

Giant sand spider often create 30-ft.-sq. sheets of sticky webbing. They usually position these sheets to trap prey on the ground but can also try to snare flying creatures. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—.

A giant sand spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Spines (Ex): Any creature that attacks a giant sand spider with a Small or smaller weapon (including unarmed and ntural attacks) must make a Reflex saving throw (DC 14) or suffer 1d4 points of piercing damage from the spider's spines and make a Fortitude save versus the creature's poison (see above). As a full-round action, a giant sand spider can pick up a smaller helpless creature with its legs and impale the body on the spines (causing 2d4 points of piercing damage). The spider can carry up to three Small-sized creatures in this manner (although if it carries two, it has a medium load, and if it carries three it has a heavy load).

Tremorsense (Ex): A giant sand spider can detect and pinpoint any creature or object within 30 feet in contact with the ground, or within any range in contact with the spider’s webs.

Skills: Giant sand spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A giant sand spider can always choose to take 10 on Climb checks, even if rushed or threatened. Giant sand spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Giant sand spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.
 
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Knightfall

World of Kulan DM
I finally finished these races!

MORE RACES OF HARQUAL

Other Variant Halfling Cultures on Harqual

There are a few other distinct cultures of halflings on Harqual. These distinct cultures are similar enough to one of the major races of halflings (i.e. fire river halflings) or the D&D Player's Handbook v.3.5 version of halflings (i.e. common halflings) that the differences are negligible. The main exception to this is the halflings of the Tyrian Valley.

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

Fire River Halflings
There are many unique cities and communities along the Fire River from Lalaton on Lake Anoria to the spiraling metropolis of Sumdall on the shore of Guardian Bay. While most of these communities are part of the Kingdom of Izmer or the Domain of Anoria, several of them were forced to go it alone or have willingly joined the newly formed Principality of Pretensa after the annexation of Mor's End by the City-state of Flamerule in 753 N.C.

Other communities were abandoned completely, and many of the hardest hit were the riverside villages of the Fire River halflings. For generations, these halflings, also known as riverfoots, have lived near and on the Fire River and rarely did they pay homage to anyone. Those living within the boundaries of the Kingdom of Izmer were considered subjects of the Royal House of Izmer; however, the Fire River halflings rarely saw it this way. Now that Izmer has been divided into two kingdoms, there is even less of a reason for riverfoots to bow down to anyone.

Fire River halflings have little in common with hairfoots as they are more prone to wanderlust, which takes them up and down the Fire River on barges. In the past, Fire River halflings have rarely migrate further north than the City of Mor's End, and since Mor's End's annexation by Flamerule, riverfoots prefer to stop in or near the City of Pretensa. In Mor's End, they have no rights and are pressed into slavery if caught sailing their barges on Lake Anoria. In the communities of Izmer, they are considered vagabonds and are mistrusted even though the Queen considers riverfoots to be her subjects.

It is in the Principality of Pretensa that Fire River halflings have the most rights. The Prince of the newly formed kingdom has a great love for riverfoots, and he counts many of their leaders as his close personal friends. Pretensa is the once place along the Fire River where riverfoots feel at home. Yes, there are some old prejudices by some of the die hard, ex-Izmerian nobility, but they know better than to oppress Fire River halflings under the watchful eye of their sovereign prince.

Fire River halflings have all the racial traits of lightfoot halflings; however, their languages are changes as per the following: Automatic Languages: Halfling and Common. Bonus Languages: Anorian, Dwarven, Elven, Eversinki, Goblin, Kitt, Orc.

Halflings of Korvosa
The halflings of Korvosa, on their original home world, were renown for being sailors on the high sea. On Harqual, they still serve the same function for the merchant houses of Korvosa. In fact, without much of rural industry to support the Transformation city, the halfling sailors of Korvosa are now being relied upon to help save the city-state from starvation on a daily basis. This has given them increased power and prestige in the city-state but it has also driven some of them to sail away to find their own fortunes on Harqual and beyond.

The halflings of Korvosa tend to mix well with the lightfoot halflings of the Far South. They have found a strange kinship with the lightfoots even though there are many cultural differences between the two races. They are the one Korvosan race that doesn't suffer from extreme prejudice in other lands. Kitts, lightfoots, the rakasta, and Torin dwarves often accept them as friends and allies while southern elves and humans grudgingly respect their abilities as seafarers. The rockwood gnomes are less accepting of Korvosan halflings due to the relations the gnomes have had with the other Korvosan races. The rockwood gnomes try not to judge, but it's hard since they completely distrust the dwarves and the gnomes from Korvosa.

Korvosan halflings have all the racial traits listed in the D&D Player's Handbook v.3.5; however, they have different racial languages: remove Common from and add Taldane to Automatic Languages. The Halfling language they speak is nearly identical to the Halfling language of Harqual.

Korvosan halflings, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a Korvosan halfling that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Korvosan halfling would still be considered an infant at this time.

Halflings of the “City-State”
The halflings of Rhamsandron are a unique race of halflings brought to the continent during the time of The Transformation. These halflings are most often referred to as “common” halflings but not by members of the race. “City State” halflings are skilled workers and many in the “City State” are craftsmen. They also love to perform and many of these halflings become bards. Those without the gift to entertain or the skill (or desire) to work often turn towards thievery as a way of life.

The halflings of the “City State” tend to be homebodies by nature; however, after being transported to another world, these curious halflings have been quick to explore this strange new land called Harqual. What they have discovered, in the Far South, is a land that is dominated more by halflings (and other races) than by humans. This has driven many of them to seek out the halfling dominated city-states of the Far South: Ellihan, Salubia, Vail, and Zafira. They have found the societies of these city-states to be both intriguing and alien at the same time. Common halflings do not worship the Halfling Deities, which has led to a lot of friction when dealing with the lightfoot halflings of the Far South.

They have also been drawn to the lands of the demihuman monarchy known as The Carillon Kingship and the confederacy known as the Four Cities of the Foxe. How they have been welcomed in those lands depends greatly on whether or not they have left Rhamsandron behind permanently. Those that have not are usually refused entry into the lands of the Carillon Kingship. The citizens of the Four Cities are more tolerant, but Rhamsandron has gained a sinister reputation in the Far South since its arrival on Harqual and those that openly associate with the “City State,” regardless of race, are met with suspicion, at beast.

Common halflings have the all the racial traits as listing in the D&D Player's Handbook v.3.5; however, they have slightly altered Automatic Languages: add Rhamsandronish; remove Common.

The common halflings of Rhamsandron, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a common halfling that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native halfling of the “City State” would still be considered an infant at this time.


Halflings of the Tyrian Valley
The halflings of the Tyrian Valley are another unique halfling race brought to the Lands of Harqual during The Transformation. The Tyrian Valley sits on the eastern side of the Patron Mountains within the boundaries of the Great Expanse. Unlike the other Tyrian races, the halflings of the Tyrian Valley rarely consider themselves citizens of Tyr.

Many Harqualians consider Tyrian halflings the hardest of the Tyrian races to understand. They can be extremely savage and prefer to eat meat raw. Yet, they have a solid racial tradition that includes art, singing, and storytelling. They believe in finding harmony from within, yet they are prone to xenophobia, which seems contradictory to those Harqualians that have met them and lived to tell about it.

For Tyrian halflings have a tendency to eat intelligent foes. They see little difference between eating a horse and eating an elf. This tendency makes them unwelcome in most of the civilized lands surround the Great Expanse, especially in the lands of the Chara Coast. The fact that a group of Tyrian halflings have forcefully taken up residence in the small forest located east of Deepwater hasn't helped relations. The citizens of the coastal region often call these halflings the Unworthy.

Tyrian halflings make poor slaves and they prefer to die rather than remain in captivity. Those few that have found themselves in the slave pits of the Chara Cities welcome being whipped to death or killed in the arena. One or two are believed to have escaped but the truth is never known for sure in the Chara Cities. What is known is that Tyrian halflings take great joy in raiding the communities that surround the Chara Cities.

There is a rumor that a large [extended] family of Tyrian halflings migrated south to the Merewood and have become embroiled in race war with the phanatons living there.

Tyrian halflings have all the racial traits of the Halfling entry in Chapter 2: Races in the Dark Sun 3 PDF document, which can be downloaded from the Dark Sun Fan Website, The Burnt World of Athas.

Tyrian halflings, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a Tyrian halfling that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Tyrian halfling would still be considered a child at this time.
 
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