[v.3.5] Campaign Guide: Heroes of Carnell PbP Game!

Knightfall

World of Kulan DM
WIELAND BOWEN
Wieland is a local soldier under the command of the knight, Sir Ghal. While he is inexperienced as an adventurer, he is good at taking orders. He won't rush into a fight without orders. He was assigned to work alongside the PCs while they are on Gurnard's Head.

Male Human of Harqual (Anorian) commoner 1 / warrior 5
NG medium humanoid (human, Harqualian)
Init +1; Senses Listen +5, Spot +5
Languages Anorian, Common, Denilan, Sign Language
AC 17, touch 11, flat-footed 16
hp 44 (6HD)
Fort +11, Ref +6, Will +8 [Mass Conviction (+3)]
Speed 30 ft. (6 squares)
Melee +1 mithral sickle +11 (1d6+5) or
Ranged masterwork crossbow (light) +8 (1d8+1/19-20) or
Melee dagger +9 (1d4+4/19-20) or
Ranged dagger (thrown) +7 (1d4+4/19-20) or

Face 5 ft. Reach 5 ft.
Base Atk +5; Grp +8


Abilities Str 16, Dex 12, Con 16, Int 14, Wis 16, Cha 9
Special Qualities Humanoid Traits, Human Racial Traits, Weapon and Armor Proficiency
Feats Alertness, Athletic, Skill Focus (Profession [Soldier]), Weapon Focus (Sickle)
Skills Appraise +2, Climb +10, Concentration +3, Craft (Untrained) +2, Handle Animal +5, Heal +3, Intimidate +5, Jump +8, Listen +5, Profession (Soldier) +10, Ride +9, Sea Legs +1, Search +2, Sense Motive +3, Spot +5, Survival +3, Swim +8, Use Rope +1
+1 mithral sickle; traveler's outfit; cloak of resistance +1; chain shirt; +1 light ironwood [+1] shield; goggles of night (belongs to Aries); dagger; flawed heavy mace (belongs to Aries); masterwork light crossbow [w/crossbow bolts (x30)]
Age 27

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Wieland Bowen
Bowen Family.png

Coat of Arms for Bowen Family


Wieland Bowen_Hero Forge.png
 
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Knightfall

World of Kulan DM
FYI, I've been working on a campaign map for the game today. Here's the work in progress. I'm fairly happy with the placement of the terrain but I might add a few more new locales but not too many.

Cheers!

KF

p.s. EDIT: I forgot to mention that one hex equals eight miles.
Crow God Overview Map.jpg
 
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Knightfall

World of Kulan DM
BRUTUS WRUCK
Brutus Wruck is a young initiate guard who is a bear of a boy; he has ogre blood. He is quite inexperienced and prone to mistakes if left to his own will. He spends most of his time guarding the manor. He was assigned to work alongside the PCs by Lady Pendour.

Male Half-Ogre 2HD / fighter 2
CG medium humanoid (ogre, earth)
Init +3; Senses Darkvision (60 ft.), Listen +10, Spot +10
Languages Common, Giant
AC 21, touch 13, flat-footed 18
hp 37 (4HD)
Fort +7, Ref +6, Will +5
Speed 30 ft. (6 squares)
Melee +1 alchemical silver greataxe (two handed) +11 (1d12+10/x3) or
Melee heavy mace +10 (1d8+7) or
Melee punching dagger +10 (1d4+3/x3) or
Ranged heavy crossbow +6 (1d10/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +3; Grp +10
Atk Options Cleave, Power Attack


Abilities Str 25 (+7), Dex 16 (+3), Con 18 (+4), Int 13 (+1), Wis 16 (+3), Cha 14 (+2)
Special Qualities Bonus Fighter Feats, Weapon and Armor Proficiency, Earth Traits, Humanoid Traits
Special Abilities Ogre Blood (Ex)
Feats Alertness, Cleave, Iron Will, Power Attack
Skills Balance +1, Bluff +2, Climb +10, Craft (Untrained) +1, Diplomacy +2, Escape Artist +1, Gather Information +2, Heal +3, Hide +1, Intimidate +4, Jump +7, Listen +10, Move Silently +1, Ride +3, Sea Legs +3, Search +1, Sense Motive +3, Spot +10, Survival +3, Swim +5, Use Rope +3
Amulet of mighty fists +1; father's old signet ring; heavy mace (claimed from cultists); punching dagger; +1 studded gargoyle leather; +1 alchemical silver greataxe (w/dagger hilt); Quiver [screaming bolts (x9); crossbow bolts (x20)]; heavy crossbow
Earth Traits This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Age 16

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Brutus Wruck

Brutus Wruck_Hero Forge.png
 
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Knightfall

World of Kulan DM
SIR GARETH PORTHGLAZE
Sir Gareth is as dense and naïve as he is brave and powerful. Like a huge (and muscled) dog, he instantly becomes the best friend of anyone who gives him even the slightest attention. People find it all but impossible to dislike the big man. It’s a good thing Sir Gareth is as strong with his sword as he is because the almost childlike innocence he demonstrates often leads him into repeated danger.

Since meeting the PCs, he has come to realize his best days a warrior are behind him, or so he now believes. He has come to see Quinn as the man he could have been if he'd not given up the adventuring life many years ago. His foray onto Gurnard's Head has left him with a sense of melancholy and he's unlikely to fight alongside the PCs in the future unless his bruised ego is healed.

Male Human of Harqual (Anorian) fighter 6
LG medium humanoid (human, Harqualian)
Init +4; Senses Listen +6, Spot +6
Languages Anorian, Common
AC 15, touch 10, flat-footed 15
hp 51 (6HD) [currently UNKNOWN]
Fort +8, Ref +3, Will +4
Speed 30 ft. (6 squares)
Melee masterwork short sword +8/+3 (1d6+1/19-20) or
Ranged light crossbow +6/+1 (1d8/19-20) or
Melee masterwork dagger +8/+3 (1d4+1/19-20) or
Ranged masterwork dagger (thrown) +7/+2 (1d4+1/19-20)
Face 5 ft.; Reach 5 ft.
Base Atk +6; Grp +7
Atk Options Blind-Fight


Abilities Str 12 (+1), Dex 11 (+0), Con 14 (+2), Int 11 (+0), Wis 13 (+1), Cha 10 (+0)
Special Qualities Bonus Fighter Feats, Weapon and Armor Proficiency, Humanoid Traits, Human Racial Traits
Feats Alertness, Blind-Fight, Craft Focus (Craft [Bowyer]), Improved Initiative, Mounted Combat, Quick Draw, Skill Focus (Listen, Spot)
Skills Climb +3, Craft (Bowyer) +4, Handle Animal +5, Heal +1, Intimidate +3, Jump +3, Listen +6, Ride +8, Sense Motive +1, Spot +6, Survival +1, Swim +4
Amulet of natural armor +1; masterwork short sword; masterwork studded leather; cloak of resistance +1; light wooden shield; masterwork dagger; belt pouch [Coins - copper (x20) and silver (x5); potion of cure light wounds (x2); ]; belt pouch [Coins - silver (x12), gold (x38), and copper (x8); gem (coral)]; Waterskin ; light crossbow [w/bolts (x10)]
Other Items Mule [pack saddle; Saddlebags]; pack saddle; saddlebags ; clay pitcher; iron pot; cart ; guard dog; bucket; barrel; chest [backpack; belt pouch; average lock (on chest); potion of cure light wounds (x2); silversheen; universal solvent; art (mask)]; backpack ; bullseye lantern

Age 43

Created using PCGen 6.08.00 RC8 on Jun. 17, 2021
Player: n/a; Character Name: Gareth Porthglaze
Personal Coat of Arms for Sir Gareth Porthglaze.png

Gareth Porthglaze_Hero Forge.png
 
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Knightfall

World of Kulan DM
Celephonicus Demetrius, AKA The Honorable Angus Alexander MacKillan

Centaur

Level: 8 (1st Ranger, +4 Racial HD, +3 Level Adj.)

<snip>

---Character creation still in progress.
Since the PCs are in a dungeon that can only be accessed through a trapdoor, I'm going to say Angus has a ring of flying that Aeron loaned him, so he could get to the island and then get down into the dungeon. Once the PCs are done in the cultists lair, he'll have to give it back to the hedge mage.
 

Tellerian Hawke

Defender of Oerth
The Honorable Angus Alexander MacKillan
(Adopted 4th Son of the Chief of Clan MacKillan,
Ewan Alexander MacKillan.)

E71AADFE-DA1C-4AA8-92D3-A88B4B06841F.png

Picture made with Hero Forge, showing Angus with his clan sword.

41D095DC-1940-4177-BB33-EDBDBC352031.png

This is a commissioned picture of Angus, using his clan sword, done in the Medieval manuscript style, that shows his actual coat of arms. (Hero Forge does not have the option to submit artwork for shields.)

978C9915-165A-4433-9967-19E1D4585F0E.jpeg
1EA66810-A415-49FE-9CDF-7DC13959CE97.jpeg
Celephonicus Demetrius
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

Centaur (Large Monstrous Humanoid)

Ht:
7'4" Wt: 2,113 Lbs. Eyes: Icy Blue Hair: Raven Black Skin: Fair Build: Super-Athletic / Wiry (Human part);
Quarterhorse muscularity (Horse part)
Level: 12th ECL (3rd Ranger, 2nd Reeve, +4 Racial HD, +3 Level Adj.)
Current XP: 66,500 (12th ECL)
Need For 13th ECL (3rd Level Reeve / 10th Character Level): 78,000
Speed: 80 ft. Alignment: Chaotic Good Darkvision: 60 feet.
DEITY: Mielikki
Carrying Capacity: Light Load = Up to 519 lbs.; Medium Load = 520-1,038 lbs.; Heavy Load = 1,039-1,560 lbs.
Favored Enemy: Giants ..............Initiative: +4

63524E74-C735-4634-9C95-1A314C5B02CA.jpeg
Languages Spoken: Centaur, Northlandic, Harqualian, and Dhaoninean.
Ability
Base Roll
Racial Adjustment
Total Score
Ability Bonus
Strength
17​
+4​
22
+6​
Dexterity
15​
+2 (+1 @8th)​
18
+4​
Constitution
16​
+4​
20
+5​
Intelligence
14​
-2​
12
+1​
Wisdom
15​
+2​
17
+3​
Charisma
12​
-2​
10
None​

Ability Increases: (ECL 7 / 4th CL): +1 STR (from 21 to 22); (ECL 11 / 8th CL): +1 DEX (from 17 to 18);

Carrying Capacity, Lift, Drag (22 STR):
Light Load:
173 Lbs. or less. (Tripled for Centaur); 519 Lbs. or Less.
Medium Load:
174-346 tripled: 520-1,038 Lbs.
Heavy Load:
347-520 tripled: 1039-1,560 Lbs.
Lift Over Head: 1,560 Lbs.
Deadlift (To Waist Only / Stagger Around): 3,120 Lbs.
Push/Drag: 7,800 Lbs. (3.9 Tons)
Hit Points: Base 8 (Ranger 1st) + Hit Die (4d8, Avg = 4,5,4,5 = 18) + CON Bonus (5 x 5 = 25) = 8+18+25 = 51 Hit Points. @ 8th ECL.
Ranger 2, Ranger 3, Reeve 1: 4,5,5 = 14. CON: (5 x 3) = 15. Total: 29.
TOTAL HIT PTS. @ 11th ECL: (51+29) = 80 Hit Points.
12th ECL: 80 + (2+5 = 7) =
87 Hit Points.
Base Attack Bonus: +4 (Racial), +3 (Ranger), +2 (Reeve) = +9

Adjusted BAB For Size (L): 9-1 = +8

Other Factors:
+6 (STR), +1 Magic Wpn (Melee) = (+7) + 8 BAB = +15;
+4 (DEX), +1 MW Wpn, = (+5) + 8 BAB = +13

TOTAL MELEE BAB: +15
TOTAL RANGED BAB: +13

MELEE WEAPONRY:
+1 Claidheamh-mor AB:
+15 / +10
+1 Shield AB: +15 (Bashing treats it as +1 weapon)
WHEN FIGHTING W/ BOTH: 3 ATTACKS: Sword: +13 / +8 / Shield: +13

RANGED WEAPONRY:
MW Bow AB:
+13 / +8
(+4 To Damage, or +5 w/ Earth's Defender ability.)
Feats:
=============
Flaw Feat (Shaky):
Shield Specialization. (+1 AC) [3.5 PHB II, pp. 82]
1st Level Ranger (Bonus): Track
4 HD Centaur #1 (1st Character Level): Improved Shield Bash. (You can bash with a shield while retaining its shield bonus to your AC.) [3.5 PHB, pp. 96.]
4 HD Centaur #2 (3rd Character Level): Rapid Metabolism (You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.)

[Standard rate: 1 hit point per level per day. (8 pts. per day @ 11th ECL / 8th CL; ) Rate with Rapid Metabolism: 8 + (CON x 2 = 5 x 2 = 10) = 18 pts. per day without rest. If being tended by someone with the Heal skill, rate becomes 16 + 10 = 26 pts. per day.] [3.5 Expanded Psionic Handbook, pp. 50]

Harqual Centaur (Bonus): Alertness (+2 Listen, +2 Spot)
2nd Level Ranger (Bonus): Agile Shield Fighter (Equivalent of Two-Weapon Fighting feat for shield users; gained as class feature.)
3rd Level Ranger (Bonus):
Endurance
6th Character Level: Sacrifice this feat to alleviate Shaky flaw.
9th Character Level: Shield Ward (PHB II, pp. 82.)

Endurance [General]​

Benefit​

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal​

A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

Special​

A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.
FDC13A4C-C51B-4F2D-9BFF-C039DEB59998.jpeg

83F58750-128F-423B-B07D-340B9DD25908.jpeg
Centaur
Effective Level For Skills = 4th
Max Class Skill: 4+3 = 7
Max Cross-Class Skill: 4+3 div 2 = 3.5 = 3

1st RANGER:
Class Level (1) + Racial HD (4) = Effective Level For Skills = 5th
Max Class Skill: 5+3 = 8
Max Cross-Class Skill: 5+3 div 2 = 4
==============================================
Skill Points At 1st Level: 6 + INT(1) x 4 = 7 x 4 = 28 Points.
==============================================
Centaur Class Skills (Racial):
======================
(7 x 3 = 21 Pts.)
======================
Hide
Knowledge (agriculture)
Knowledge (nature)
Listen
Move Silently
Spot
Survival
PLAN: Spend 3 pts. in each.

Ranger Class Skills: (Bolded Skills Are Also Centaur Skills, & Therefore Retained)
===================================================
Climb (Str)
Concentration (Con)
Craft (Int)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Jump (Str)
Knowledge (dungeoneering) (Int)
Knowledge (geography) (Int)
Knowledge (nature) (Int)
Listen (Wis)
Move Silently (Dex)
Profession (Wis)
Ride (Dex)
Search (Int)
Spot (Wis)
Survival (Wis)
Swim (Str)
Use Rope (Dex)

FOREST REEVE PRC CLASS SKILLS:
=============================
Class Skills (6 + Int modifier per level):
=============================
Bolded Skills are Centaur Skills (retained);
Bolded and Italicized Skills are Ranger Skills (retained);
=============================
Balance
Climb
Craft
Handle Animal
Heal

Hide

Intimidate
Jump
Knowledge (geography)

Knowledge (nature)
Listen
Move Silently
Search
Spot
Survival
Swim
Use Rope


Spending Plan:
Ranger & Reeve (Focusing on shared skills, since the lists have so much overlap, and pts. gained per level are identical.)

Each level, 7 skill pts. are gained.
Spend 1 point in the following skills each level:

1. Heal
2. Hide (@ ECL 9, did not improve; spent 1 pt. to learn Harqualian.)
3. Knowledge (Nature)
4. Listen
5. Move Silently (Same)
6. Spot
7. Survival

This pattern will be followed even AFTER the Reeve PrC is finished, and Angus goes back to the Ranger class.


Skill Name

Ability
Class
Skill?
Base
Ranks
Ability
Mod

Racial

Feat

MIsc

Size

TOTAL
ClimbSTRY0+6-2+4
ConcentrationCONY2+5+7
CraftINTY---+1---
Handle AnimalCHAY2+0+2
HealWISY8+3+11
HideDEXY5+3-2-4+2
JumpSTRY1+6+17 (+15)+21
Knowledge (Agriculture)INTN3+1+2+6
Knowledge (Dungeoneering)INTY2+1+3
Knowledge (Geography)INTY2+1+3
Knowledge (Nature)INTY7+1+2+10
ListenWISY7+3+2+12
Move SilentlyDEXY6+3-2+7
Profession (Herbalist)WISY2+3+5
SearchINTY2+1+3
SpotWISY11+3+2+16
SurvivalWISY11+3+2+16
SwimSTRY2+6-4+4
Use RopeDEXY2+3+5

Max Base Rank @ ECL 12 (Char.Lvl. 9): 12 (Char. Lvl. 9 + 3)
Max Cross-Class @ ECL 12: 6 (13 / 2, Round Down.)
(None of Angus' skills are cross-classed.); Armor Check: (-2)
DM Special: Ring of Flying, one use / day.

Family Heirloom, 3,000 gp. value = +1 Mithral Heavy Shield of Bashing. (+3 AC, +0 ArmChk, 5% Spell Fail, Considered Light, Weight: 7 Lbs.) Shield bears the differenced arms of the MacKillan clan. Shield Spec: +4 Total AC bonus. Is considered a light weapon for the purposes of two-weapon fighting.
DAMAGE: 1d8+7

0FCB4962-03FE-466E-B2A0-48340442A7FD.jpeg


Horseshoes of Speed: Speed +30 (for total Speed of 80'); +16 to Jump skill.

Amulet of Natural Armor +3

+1 Claidheamh-mor (Large-Sized Longsword): [BASE STATS: Size: L, Dam: 2d6, Crit: 19-20 (x2); WT: 8 lbs., Type: Slashing.] Adjusted: Damage: 2d6+7, Crit: 4d6+14.
Centaur-sized & modified Mithral Chainmail armor (Considered Light Armor): +5 AC, +4 Max Dex, ArmChk: -2, Spell Fail: 20%, Weight: 40 Lbs. (Halved from 80 Lbs.) Speed: 80 ft. [Cost: 12,750 gp.]
AC Breakdown: Base 10 - Size (1) + Dex (4) + Natural Armor (4*) + Armor (5) + Shield (4) = AC: 26
(* = Racial +2, Amulet +2)
Saving Throw Breakdown:
Class:
3/3/2, 0/3/0 = 3/6/2
Race: 1/4/4
Ability: 5/4/3
TOTAL SAVES: Fort +9 / Reflex +14 / Willpower +9
(Saddlebag #2)
Empty. (Gave remaining wealth to merchant in Carnell.)
Pack Saddle5 Gp.Worn15 Lbs.
2 Saddlebags8 Gp.
Attached To Pack Saddle​
16 Lbs.
Flint & Steel1 Gp.
Saddlebag #1​
1.6 Oz.
Hooded Lantern7 Gp.
Saddlebag #1​
2 Lbs.
10 Pint-Flasks of Lamp Oil1 Gp.
Pack Saddle​
10 Lbs.
6 Torches1 Gp.
Pack Saddle​
6 Lbs.
50’ Silk Rope w/ Grappling Hook11 Gp.
Saddlebag #1​
9 Lbs.
Winter Blanket1 Gp.
Pack Saddle​
3 Lbs.
Wineskin (Half Gallon)3 Gp.
Saddlebag #1​
4 Lbs.
Waterskin (Half Gallon)3 Gp.
Saddlebag #2​
4 Lbs.
Dried Rations (3 Weeks)38 Gp.
Saddlebag #2​
15 Lbs.
5 Gallons of Ale (Barrels)2 Gp.
Pack Saddle​
40 Lbs.
Masterwork Composite Longbow
Set For 19 Strength; +1 To Hit / +4 To Damage
20 Arrows
701 Gp.Attached to Pack Saddle6 Lbs.
782 Gp.
130 Lbs.
Angus has two "saddle hooks," one on each side of the saddle; the hook on the right is designed to hold his massive Claidheamh-mor at his side, with the tip pointing backwards / behind him, in the same manner as a normal scabbard. The second hook (left side) is designed to carry his shield, as if it were a saddle bag, hanging loosely. When both items are on their hooks, Angus has both hands free, and can make use of his bow. Angus wears his massive bow across his torso, and his quiver hangs next to his shield, on his left flank.
 
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Knightfall

World of Kulan DM
Looks good so far... I see a shield-wielding theme for your PCs. Heh.

BTW, your PC gets an heirloom item for free that is under 3,000 gp. This item is in addition to the ring of flying, which I'm going to say has a limit restriction on it of one use per day.
 

Knightfall

World of Kulan DM
Note that for rangers, I usually prefer for such PCs to be at least partially neutral, like with druids. While it's not as big a deal on Kanpur, it is a common theme of Harqualian characters, especially any character that worships one of the North Gods (the default neutral and good pantheon of the continent.) The deities known as as the Sword Gods are the evil pantheon of the continent.

Harqualian Centaurs revere the Horned God, the Daghdha, before all the other gods of the pantheon. (Centaur clerics of the Daghdha can choose any two of the following domains: Animal, Community, Earth, Forest, Nature, Plant, Renewal, Water and Weather. [The Forest Domain is homebrewed.])

Daghdha, the
The Good God, Horned Man, Shining Divinity

Greater Deity
Symbol: A staff, a cauldron, or a harp
Alignment: True neutral
Portfolio: Agriculture, animals, earth, flora and fauna, forests, harvest, nature, weather
Worshipers: Dragons, druids, elves, farmers, firbolgs, the gema, gnomes, half-elves, halflings, lizardfolk (poison dusk), rangers, anyone who lives in a rural community
Cleric Alignments: N, NG, CN, LN, NE
Domains: Animal, Community, Earth, Forest, Nature, Plant, Renewal, Water, Weather
Favored Weapon: Club or light mace

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

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

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

However, there are also a group of deities known as the Interloper Gods who stand outside both of those pantheons, as well as the Transformation Gods that weren't worshipped on the continent until after that magical event altered the Lands of Harqual. The best choices among the Interloper Gods are Dionysus, Faunus, Hak, Kord, Mielikki, Ordana, Sylvain, Ullr, and Valkar.

Hak is from the Blackmoor setting. Ordana and Sylvain are from the Vaults of Pandius.
 

Knightfall

World of Kulan DM
Here is the primary Myth and History document for the Lands of Harqual. EDIT: I've also attached my fictional narrative of the final events of the Divinity War.
 

Attachments

  • Myth & History of Harqual.pdf
    230.1 KB · Views: 238
  • The Divinity War.pdf
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