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[v.3.5] Gazetteer of Harqual [REVISED]
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<blockquote data-quote="Knightfall" data-source="post: 8435127" data-attributes="member: 2012"><p><u><strong>Coldstone</strong></u></p><p><strong>Proper Names:</strong> The Archbishopric of Coldstone, The City-state of Coldstone, Drukarhorm Naeissak</p><p><strong>Ruler:</strong> Archbishop Dagmar Frosthall [ISPOILER][LN male high dwarf Clr12 (Hades)][/ISPOILER]</p><p><strong>Government:</strong> Feudal Theocracy</p><p><strong>Capital:</strong> Coldstone</p><p><strong>Communities:</strong> Allahrd (pop. – 4,900), Arch Crossing (pop. – 60), Barren Crossing (pop. – 90), Blacksong Crossing (pop. – 90), Bluerock Bridge (pop. – 20), Brase (pop. – 150), Cold Road Crossing (pop. – 30), Coldstone (pop. – 16,200), Daydream Spring (pop. – 70), Edgevale (pop. – 945), Eriton (pop. – 1,950), Favhrd (pop. – 3,750), Fournemouth (village [ruined]), Gorahm (town [ruined]), Kilsale (pop. – 740), Kulden Hill (pop. – 1,050), Listër Hill (pop. – 3,980), Littlehorn (pop. – 1,610), Mammoth Oasis (pop. – 50), Mindan (village [ruined]), Mound Watch (pop. – 1,200), Ofttal (village [ruined]), Oimnmount (ancient city [ruined]), Oldcross (pop. – 2,700), Onryx (village [ruined]), Red Bluff (pop. – 2,500), Sauiton (pop. – 975), Serpentcoil Bridge (pop. – 25), Spring of Treasures (pop. – 80), Umbrastone (pop. – 4,500), Weeping Spring (pop. – 90), Wit Zaal (pop. – 2,080).</p><p><strong>Fortifications:</strong> Ban Lodir (fortress [ruined]), Brokenpass Lookout (tower; pop. – 130), Cullin Tower (pop. – 90), Dead Hill Tower (pop. – 120), Eanverness Tor (tower [ruined]), Ember River Lookout (pop. – 80), Faldir Tor (tower [ruined]), Giantwatch (tower; pop. – 130), Gleadmount Lookout (tower; pop. – 120), Hades’ Hall (castle; pop. – 2,000), Heghgolar (fortress; pop. – 500), Heirless Lookout (tower; pop. – 130), Highstone Watch (tower; pop. – 80), Kincardine Tor (tower; pop. – 120), Korthiod (fortress [ruined]), Ironstand Spire (tower; pop. – 110), Moonfrost Tower (pop. – 50), Mt. Rune Lookout (tower; pop. – 30), Nunthiad (tower; pop. – 110), Obsidian Lookout (tower; pop. – 100), Pinnacle Lookout (tower; pop. – 140), Prast Keep (ancient fortress [ruined]), Redhold Lookout (tower; pop. – 70), Redstone Castle (pop. – 3,000), Razorgrass Watch (fortress; pop. – 1,000), Sipdon Keep (fortress; pop. – 1,000), Sleetgrave Tower (pop. – 160), Stoutcrest Tower (pop. – 90), Valiance Lookout (tower; pop. – 120), Whitehaven Tower (pop. – 120).</p><p><strong>Provinces:</strong> One archbishopric and three bishoprics.</p><p><strong>Resources:</strong> Bronze, crafts (dwarven), diamonds, granite, and silver.</p><p><strong>Coinage:</strong> Pentacle (pp), Star (gp), Pale Moon (sp), Pebble (cp).</p><p><strong>Population:</strong> 891,525 – Dwarf (High) 57%, Human (Northerner) 21%, Halfling (Hairfoot) 9%, Dwarf (Hill) 5%, Half-Elf 3%, Halfling (Icefoot) 2%, Dwarf (Gem) 1%, Other Harqualian Origins 1%, Other Transformation Origins 1%.</p><p><strong>Languages:</strong> Axiomatic, Centaur, Dwarven, Elven, Giant, Halfling, Harqualian, Kitt, Northlandic, Orc, Terran, and Undercommon.</p><p><strong>Alignments:</strong> LG, LN *, LE, N, CN</p><p><strong>Patron Church:</strong> Church of Hades.</p><p><strong>Major Religions:</strong> Church of the North Gods; Altua, Anubis, Berronar, Clangeddin, Cull, Darahl, Dumathoin, Halmyr, Hansa, Inanna, Mayela, Moradin, Ptah, Sanh, Tarsellis, Ullr, Urogalan, and Yondalla.</p><p><strong>Minor Religions:</strong> Arvoreen, Cyrrollalee, the Daghdha, Domiel, Eddelis, Gaea, Hel, Lendys, Lokun, Loviatar, Mahridaar, Mirella, Naldielle, Narvi, Rhea, Sigyn, Telchur, Ulaa, Vergadain, and Zell (cult).</p><p><strong>Shrines and Cults:</strong> Anacoro, Aetna, Azul, Barachiel, Dike, Dionysus, Fenmarel, Hak, Harrak, Icarion, Konkresh, Laduguer (hidden), Polycaste, Math fab Mathonwy (hidden), Mimir, Nesus, Rogrik, Sheela, Thoth, Vali, and Zoser.</p><p><strong>Alliances:</strong> Kingdom of Jewels (trade [tentative]), Lordship of Wolveshire (right of passage/trade [tentative]), The Township of Kimsbridge (trade [tentative]).</p><p></p><p>While the City-state of Coldstone sits in the northern hills that border the Greystone Mountains, it is tied through history and tradition to the Cold Barrens. Its ruler, Archbishop Dagmar Frosthall, considers the bulk of the desert to be under the Archbishopric's sway and protection, yet he isn't overly militant about it. Coldstone is strongly aligned to the Church of Hades and the Archbishop is one of the church's most notable members in the Northlands. He is devoted completely to Hades and has little patience for the "prattling thanes of the Kingdom of the Greystones."</p><p></p><p>Coldstone is feudal theocracy of Hades, but other faiths aren't forbidden within its borders. Both the Dwarven Deities and the North Gods have a strong presence in the land. Each major religion has a temple somewhere within the Archbishopric. However, most of the other churches are forced to set up their temples outside of the city-state of Coldstone, which acts as the theocratic capital of the Church of Hades. However, the other churches of the North Gods don't have to abide by this restriction (but a few have chosen to do so). The Archbishopic is considered to be a theocracy dedicated to all the North Gods but with Hades as the controlling spiritual presence in the land.</p><p></p><p>This means that death is viewed as a finite thing for Archbishopric's citizens. It is considered illegal to raise people from the dead in Coldstone without the approval of the Church of Hades. Restoring people back to life is considered taboo the victim died of unnatural causes and is quite young. Tragedies involving children are usually overlooked, as family is important part of society in the land. Once a young person passes from adolescence to adulthood, however, they are no longer exempt from the perils of death.</p><p></p><p>The land's dwarven name is Drukarhorm Naeissak.</p><p>[HR][/HR]</p><p><u>SIDEBAR: PCs and Magic that Restores Life</u></p><p>Adventurers are never brought back to life by the Church of Hades. Other temples dedicated to the North Gods might raise a dead adventurer, but never within the city-state itself and the cost is more than coins. The adventurer's companions must agree to perform a dangerous task to benefit Coldstone with no assurance that any of them will be brought back to life if they die. The soul of the dead adventurer must abide by this as well or the restoration of life will not work.</p><p></p><p>PCs are not exempt from the rules regarding the casting of forbidden magic within the Archbishopic. Raising the dead within the city-state will get a PC executed. (It is a law you do not break. Period.) The casting of healing magic on those who are still alive or hovering on death's door is usually okay, but PCs should be very careful when using healing magic when clerics of Hades are around. Necromancy spells that are considered Evil are also considered forbidden and casting such a spell will get a PC tortured and then executed by an inquisitor.</p><p></p><p>The rules outside of the city-state are a bit more forgiving for healing magic but not for Necromancy. Casting such spells can get a PC lynched and burnt at the stake. Citizens of the Archbishopic aren't backward bumpkins who will scream that a PC is a witch. Necromancy is considered a blight on the land and those who use it are considered to be agents of chaos and evil, regardless of the caster's true alignment.</p><p>[HR][/HR]</p><p><strong>Redstone Castle</strong></p><p><em><span style="color: rgb(251, 160, 38)">Still to be written.</span></em></p><p>[HR][/HR]</p><p><strong>DM's Note:</strong> If you're wondering what the asterisk means under the Alignments line, it denotes the dominate alignment (around 50%) for each gazetteer entry. The other alignments have less of a presence (50% divided # of other alignments). Thus, for Coldstone, LN is the land's primary alignment, but there are also people that are LG, LE, N, and CN.</p><p></p><p>Also, since I've updated the timeline for Harqual, the Alliances lines for each entry are subject to change. Note all of them will change but many will.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8435127, member: 2012"] [U][B]Coldstone[/B][/U] [B]Proper Names:[/B] The Archbishopric of Coldstone, The City-state of Coldstone, Drukarhorm Naeissak [B]Ruler:[/B] Archbishop Dagmar Frosthall [ISPOILER][LN male high dwarf Clr12 (Hades)][/ISPOILER] [B]Government:[/B] Feudal Theocracy [B]Capital:[/B] Coldstone [B]Communities:[/B] Allahrd (pop. – 4,900), Arch Crossing (pop. – 60), Barren Crossing (pop. – 90), Blacksong Crossing (pop. – 90), Bluerock Bridge (pop. – 20), Brase (pop. – 150), Cold Road Crossing (pop. – 30), Coldstone (pop. – 16,200), Daydream Spring (pop. – 70), Edgevale (pop. – 945), Eriton (pop. – 1,950), Favhrd (pop. – 3,750), Fournemouth (village [ruined]), Gorahm (town [ruined]), Kilsale (pop. – 740), Kulden Hill (pop. – 1,050), Listër Hill (pop. – 3,980), Littlehorn (pop. – 1,610), Mammoth Oasis (pop. – 50), Mindan (village [ruined]), Mound Watch (pop. – 1,200), Ofttal (village [ruined]), Oimnmount (ancient city [ruined]), Oldcross (pop. – 2,700), Onryx (village [ruined]), Red Bluff (pop. – 2,500), Sauiton (pop. – 975), Serpentcoil Bridge (pop. – 25), Spring of Treasures (pop. – 80), Umbrastone (pop. – 4,500), Weeping Spring (pop. – 90), Wit Zaal (pop. – 2,080). [B]Fortifications:[/B] Ban Lodir (fortress [ruined]), Brokenpass Lookout (tower; pop. – 130), Cullin Tower (pop. – 90), Dead Hill Tower (pop. – 120), Eanverness Tor (tower [ruined]), Ember River Lookout (pop. – 80), Faldir Tor (tower [ruined]), Giantwatch (tower; pop. – 130), Gleadmount Lookout (tower; pop. – 120), Hades’ Hall (castle; pop. – 2,000), Heghgolar (fortress; pop. – 500), Heirless Lookout (tower; pop. – 130), Highstone Watch (tower; pop. – 80), Kincardine Tor (tower; pop. – 120), Korthiod (fortress [ruined]), Ironstand Spire (tower; pop. – 110), Moonfrost Tower (pop. – 50), Mt. Rune Lookout (tower; pop. – 30), Nunthiad (tower; pop. – 110), Obsidian Lookout (tower; pop. – 100), Pinnacle Lookout (tower; pop. – 140), Prast Keep (ancient fortress [ruined]), Redhold Lookout (tower; pop. – 70), Redstone Castle (pop. – 3,000), Razorgrass Watch (fortress; pop. – 1,000), Sipdon Keep (fortress; pop. – 1,000), Sleetgrave Tower (pop. – 160), Stoutcrest Tower (pop. – 90), Valiance Lookout (tower; pop. – 120), Whitehaven Tower (pop. – 120). [B]Provinces:[/B] One archbishopric and three bishoprics. [B]Resources:[/B] Bronze, crafts (dwarven), diamonds, granite, and silver. [B]Coinage:[/B] Pentacle (pp), Star (gp), Pale Moon (sp), Pebble (cp). [B]Population:[/B] 891,525 – Dwarf (High) 57%, Human (Northerner) 21%, Halfling (Hairfoot) 9%, Dwarf (Hill) 5%, Half-Elf 3%, Halfling (Icefoot) 2%, Dwarf (Gem) 1%, Other Harqualian Origins 1%, Other Transformation Origins 1%. [B]Languages:[/B] Axiomatic, Centaur, Dwarven, Elven, Giant, Halfling, Harqualian, Kitt, Northlandic, Orc, Terran, and Undercommon. [B]Alignments:[/B] LG, LN *, LE, N, CN [B]Patron Church:[/B] Church of Hades. [B]Major Religions:[/B] Church of the North Gods; Altua, Anubis, Berronar, Clangeddin, Cull, Darahl, Dumathoin, Halmyr, Hansa, Inanna, Mayela, Moradin, Ptah, Sanh, Tarsellis, Ullr, Urogalan, and Yondalla. [B]Minor Religions:[/B] Arvoreen, Cyrrollalee, the Daghdha, Domiel, Eddelis, Gaea, Hel, Lendys, Lokun, Loviatar, Mahridaar, Mirella, Naldielle, Narvi, Rhea, Sigyn, Telchur, Ulaa, Vergadain, and Zell (cult). [B]Shrines and Cults:[/B] Anacoro, Aetna, Azul, Barachiel, Dike, Dionysus, Fenmarel, Hak, Harrak, Icarion, Konkresh, Laduguer (hidden), Polycaste, Math fab Mathonwy (hidden), Mimir, Nesus, Rogrik, Sheela, Thoth, Vali, and Zoser. [B]Alliances:[/B] Kingdom of Jewels (trade [tentative]), Lordship of Wolveshire (right of passage/trade [tentative]), The Township of Kimsbridge (trade [tentative]). While the City-state of Coldstone sits in the northern hills that border the Greystone Mountains, it is tied through history and tradition to the Cold Barrens. Its ruler, Archbishop Dagmar Frosthall, considers the bulk of the desert to be under the Archbishopric's sway and protection, yet he isn't overly militant about it. Coldstone is strongly aligned to the Church of Hades and the Archbishop is one of the church's most notable members in the Northlands. He is devoted completely to Hades and has little patience for the "prattling thanes of the Kingdom of the Greystones." Coldstone is feudal theocracy of Hades, but other faiths aren't forbidden within its borders. Both the Dwarven Deities and the North Gods have a strong presence in the land. Each major religion has a temple somewhere within the Archbishopric. However, most of the other churches are forced to set up their temples outside of the city-state of Coldstone, which acts as the theocratic capital of the Church of Hades. However, the other churches of the North Gods don't have to abide by this restriction (but a few have chosen to do so). The Archbishopic is considered to be a theocracy dedicated to all the North Gods but with Hades as the controlling spiritual presence in the land. This means that death is viewed as a finite thing for Archbishopric's citizens. It is considered illegal to raise people from the dead in Coldstone without the approval of the Church of Hades. Restoring people back to life is considered taboo the victim died of unnatural causes and is quite young. Tragedies involving children are usually overlooked, as family is important part of society in the land. Once a young person passes from adolescence to adulthood, however, they are no longer exempt from the perils of death. The land's dwarven name is Drukarhorm Naeissak. [HR][/HR] [U]SIDEBAR: PCs and Magic that Restores Life[/U] Adventurers are never brought back to life by the Church of Hades. Other temples dedicated to the North Gods might raise a dead adventurer, but never within the city-state itself and the cost is more than coins. The adventurer's companions must agree to perform a dangerous task to benefit Coldstone with no assurance that any of them will be brought back to life if they die. The soul of the dead adventurer must abide by this as well or the restoration of life will not work. PCs are not exempt from the rules regarding the casting of forbidden magic within the Archbishopic. Raising the dead within the city-state will get a PC executed. (It is a law you do not break. Period.) The casting of healing magic on those who are still alive or hovering on death's door is usually okay, but PCs should be very careful when using healing magic when clerics of Hades are around. Necromancy spells that are considered Evil are also considered forbidden and casting such a spell will get a PC tortured and then executed by an inquisitor. The rules outside of the city-state are a bit more forgiving for healing magic but not for Necromancy. Casting such spells can get a PC lynched and burnt at the stake. Citizens of the Archbishopic aren't backward bumpkins who will scream that a PC is a witch. Necromancy is considered a blight on the land and those who use it are considered to be agents of chaos and evil, regardless of the caster's true alignment. [HR][/HR] [B]Redstone Castle[/B] [I][COLOR=rgb(251, 160, 38)]Still to be written.[/COLOR][/I] [HR][/HR] [B]DM's Note:[/B] If you're wondering what the asterisk means under the Alignments line, it denotes the dominate alignment (around 50%) for each gazetteer entry. The other alignments have less of a presence (50% divided # of other alignments). Thus, for Coldstone, LN is the land's primary alignment, but there are also people that are LG, LE, N, and CN. Also, since I've updated the timeline for Harqual, the Alliances lines for each entry are subject to change. Note all of them will change but many will. [/QUOTE]
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[v.3.5] Gazetteer of Harqual [REVISED]
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