[v.3.5] Janardûn: The Psionic Lands


World of Kulan DM
Janardûn: The Psionic Lands

Janardûn: The Psionic Lands

Dominated by rolling plains and forests and low mountain ranges, Janardûn is best described by two words, psionic knights. These are platemail wearing psychic warriors who are part of a knightly order called the Insightful Order of the Republic. These Knights of the Mind, as they are sometimes called by the people, are the exception not the rule on Janardûn. They tend towards neutrality and law in their outlook on life.

And while the Insightful Order is important to the Republic's survival — it doesn't rule it. The Council of the House governs the republic, one councilperson from each city, with one member elected as chancellor for one five year term (and only one). The Council is appointed by the will of the knights, not by nobles or the people. Why this done is simple — tradition dictates it such and it has worked well for 2,500 years (why mess with a good thing). The knights can dissolve the Council at any time if they believe corruption has taken root. This is both a benefit and a bane to the Council's effectiveness. If the people wish something that the Council approves of but the knights do not, then the knights will dismiss the Council.

However, this dissolving of the Council almost never happens. The people like the fact that the nobility has a lot less power, and those nobles that join the knights give up all family ties and privileges. Each member joins a specific branch of the knights that will now be his new family. In this structure, age and knowledge take precedence over strength and battle skill (although those are important if you don't want to get killed). Marriage is allowed within ones branch as long as the two members are not already related. However, marriage outside of the Insightful Order is frowned upon (the outsider would have to pledge to become a knight or the member would have to leave the Order).

As to what the knights fight against to protect the masses that, also, is describable in two words, Ogre Mages. This is the simple explanation; the long explanation is a lot more convoluted. Yes, ogre mages are violent, magic-welding native outsiders, but a knight hardly ever battles one in direct combat. And usually those who do either die trying or are never the same afterwards. No, the true menaces of daily life are the athachs, darkwings, ettins, quicklings, and wild dwarves that call the ogre mages masters.

The Ogre Mages send their minions out of the mountains, dark forests, and swamps to cause as much mischief and mayhem as possible. Whether it's darkwings and quicklings terrorizing farms and rural communities or athachs and ettins laying siege to castles and cities, no one is safe. The aaleear, cyclops, dwarves, rellastans, xephs, and the enigmatic Shoyir elves stand with the knights against the evil giants and their minions.

What the Dark Ones hope to gain by this continuous onslaught or what their ultimate goals are still remain a mystery.


Hex Map Version: View attachment Janardun_hexmap_large.jpg
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World of Kulan DM

Pantheon of the Republic
While the Lands of Harqual has several pantheons and unaligned gods, Janardûn only has one "true" pantheon of deities, the Pantheon of the Republic. Several of these deities claim to rule this pantheon of gods but in truth, they constantly stuggle against each other to rule the Pantheon of the Republic, which is the name given to them by the mortals of Janardûn.

God of Strength, Prince of Clouds, Ramman, The Thunderer, The Violent

Intermediate Deity
Stylized lightning bolt
Home Plane: Ouno
Godly Realm: The Storm Cloud
Alignment: Chaotic neutral
Portfolio: Rain, storms, strength
Worshipers: Barbarians, elementalists (air), farmers, warriors
Cleric Alignments: CN, CE, CG, N
Domains: Air, Chaos, Storm, Strength, Water
Favored Weapon: Warhammer

God of the Sky, The Father, The King of the Gods, The Lord of Gates

Greater Deity
Symbol: Sunburst
Home Plane:
Godly Realm: Highest Heaven
Alignment: Lawful neutral (good)
Portfolio: Beginnings, gates, doors, sky
Worshipers: Elementalists (air), dwarves, kings, nobles, planewalkers, rangers
Cleric Alignments: LN, LG, LE, N, NG
Domains: Air, Law, Knowledge, Magic, Protection, Travel
Favored Weapon: Mace

The deity Anu currently leads the pantheon but his control over the other deities is "constantly in flux." His greatest rivals are Ea, Enlil, and Shamash. Of these three, Shamash is the most likely to take control of the pantheon's leadership.

The Night

Lesser Deity
Black sphere
Home Plane: Kin-Li’in
Godly Realm: City of Eternal Darkness
Alignment: Chaotic evil
Portfolio: Darkness, night
Worshipers: Ogre mages, assassins, lurks, morlocks, thieves, wild dwarves
Cleric Alignments: NE, CE, CN, N
Domains: Chaos, Darkness, Evil, Shadow
Favored Weapon: Dagger or longsword

Aruru, Earth Mother, Mammitum, Ninhursaga, The Lady of the Mountain

Greater Deity
Blue-white diamond
Home Plane: Arcadia
Godly Realm: Great Mountain of the East
Alignment: Neutral good
Portfolio: Earth
Worshipers: Druids, elementalists (earth), rangers, farmers, midwives
Cleric Alignments: NG, CG, LG, N
Domains: Animal, Earth, Good, Healing, Plant
Favored Weapon: Quarterstaff

The Mother Goddess

Greater Deity
A woman holding a newborn child
Home Plane: Anu
Godly Realm: Fisher King’s Manor
Alignment: Neutral good
Portfolio: Mothers, marriage, nature
Worshipers: Women, mothers and wives, druids, rangers
Cleric Alignments: LG, NG, CG, N
Domains: Animal, Family, Good, Plant, Protection
Favored Weapon: Club
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World of Kulan DM
God of the Sweet Waters, The Fisher King

Intermediate Deity
A fish with goat horns
Home Plane: Anu
Godly Realm: Fisher King’s Manor
Alignment: Lawful good
Portfolio: Wisdom, medicine, arts, craft, streams, fresh water
Worshipers: Artists, elementalists (water), craftsmen, fishermen, healers, psionic knights, psions, shoyir elves
Cleric Alignments: LG, NG, LN
Domains: Art, Good, Knowledge, Law, Thought, Water
Favored Weapon: Trident

God of War, Ruler of Heaven

Intermediate Deity
A simple crown or a pick-axe
Home Plane: Arcadia
Godly Realm: Great Mountain of the East
Alignment: Lawful neutral
Portfolio: Air, law, order, war
Worshipers: Elementalists (air), cyclops, dwarves, fighters, paladins, psionic knights, soldiers, warriors
Cleric Alignments: LN, LG, LE, N
Domains: Air, Courage, Law, Sword, War, Wrath
Favored Weapon: Pick


Intermediate Deity
A clawed, four-toed foot
Home Plane: Baator
Godly Realm: The Netherworld
Alignment: Lawful evil
Portfolio: The Netherworld, the dead, ancestral wisdom
Worshipers: Blackguards, necromancers, psions, scholars
Cleric Alignments: LE, LN, NE
Domains: Death, Evil, Family, Knowledge, Law
Favored Weapon: Flail

Lord of the Flame

Lesser Deity
Axe wrapped in fire
Home Plane: Celestia
Godly Realm: The Undying Flame
Alignment: Lawful good
Portfolio: Fire
Worshipers: Elementalists (fire), paladins, good knights
Cleric Alignments: LG, LN, NG
Domains: Fire, Good, Law, Light, Magic
Favored Weapon: Battleaxe
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World of Kulan DM
Still a work in progress.

Lion's Friend

Greater Deity
Home Plane: Arcadia
Godly Realm: Great Mountain of the East
Alignment: True neutral
Portfolio: Nature
Worshipers: Druids, rakastas, rangers, farmers
Cleric Alignments: N, LN, NG, NE, CN
Domains: Animal, Plant, Renewal, Sun, Weather
Favored Weapon: Quarterstaff

The General of Law, The Justice Bringer

Lesser Deity
A dragon
Home Plane: Anu
Godly Realm: Marduk
Alignment: Lawful good
Portfolio: Cities, defense against chaos and evil
Worshipers: Builders, charioteers, councilors, dwarves, fighters, generals, paladins
Cleric Alignments: LG, LN, NG
Domains: Good, Law, Luck, Wall, War
Favored Weapon: Net

Nanna, Night’s Light, The Moon Mother

Intermediate Deity
Gray crescent moon
Home Plane: Plane of Unseen Infinity
Godly Realm: Wanders
Alignment: True neutral
Portfolio: The moons, time, fertility, defense
Worshipers: Bards, chronomancers, cyclops, druids, lurks, psions, rangers, rogues, spelljamming captains, shoyir elves
Cleric Alignments: N, NG, CN, LN, NE
Domains: Animal, Knowledge, Plant, Protection, Moon
Favored Weapon: Spear

Goddess of Water and Fertility, Interpreter of Dreams

Intermediate Deity
A vessel of water with a fish in it
Home Plane: Region of Dreams
Godly Realm: The Pit of Nanshe
Alignment: True neutral
Portfolio: Oneiromancy, water, fertility
Worshipers: Aaleear, dream weavers, druids, elementalists (water), prophets, psionic knights, psions, seers
Cleric Alignments: Any
Domains: Animal, Forest, Knowledge, Plant, Water
Favored Weapon: Quarterstaff
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World of Kulan DM
Errakal, Father of Vermin, The God of Plague

Lesser Deity
White locust or a lion's head
Home Plane: Gray Waste
Godly Realm: Nergaltos
Alignment: (Chaotic) Neutral evil
Portfolio: Death, destruction, disease, pestilence
Worshipers: Warlords, plague priests, cultists, vermin lords
Cleric Alignments: NE, CE, CN, LE
Domains: Air, Destruction, Evil, Insect, War
Favored Weapon: Mace

Still a work in progress

Lord Plough

Lesser Deity
Four feathered wings in a circle
Home Plane: Anu
Godly Realm: Fisher King’s Manor
Alignment: Neutral good
Portfolio: Agriculture, youth, athletics, hunting
Worshipers: Athletes, druids, farmers, hunters, psychic warriors, rangers, teachers, trainers
Cleric Alignments: NG, N, CG, LG
Domains: Good, Plant, Strength, Travel
Favored Weapon: Shortbow

Greater than his Father, The Sun, Utu

Greater Deity
Sun disc
Home Plane: Anu
Godly Realm: The Absorbing Light
Alignment: Lawful good
Portfolio: Sun, justice, travelers
Worshipers: Councilors, dwarves, fighters, judges, psionic knights, psions
Cleric Alignments: LG, LN, NG
Domains: Good, Knowledge, Law, Sun, Travel
Favored Weapon: Scimitar

Mother of all Horses, The Divine Mare

A celestial horse
Home Plane: Material Plane
Godly Realm: Wanders
Alignment: Neutral good
Portfolio: Horses
Worshipers: Druids, farmers, female rangers, horse maidens, mounted soldiers, shoyir elves
Cleric Alignments: LG, NG, CG, N
Domains: Animal, Good, Plant, Water
Favored Weapon: Lance

The Chromatic Dragon, Patron of Evil Dragonkind

Five-headed dragon
Home Plane: Baator (formerly); Ten Courts (now)
Diabolic Realm: The Chromatic Warren (The Sixth Court)
Alignment: Lawful evil
Portfolio: Evil dragons, conquest
Servants: Devils, evil dragons, chromatic dracoliches
Cultist Alignments: NE, LE
Domains: Destruction, Dragon, Evil, Law, Trickery
Favored Weapon: Heavy pick (bite)
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World of Kulan DM
Origins of Janardûn [Detailed List]
Janardûn is unique in that standard racial origins such as gnomes, half-elves, half-orcs, and halflings either don't exist on the island-continent or are extremely rare. There are elves, but Shoyir elves cannot breed with humans, and there aren't any orcs on Janardûn either. Plus, the Shoyira don't live in the island-continents forests.

The most common peoples encountered on Janardûn are humans, dwarves, rakastas, and the dragontouched. Humans make up the bulk of the Republic's citizenry while dwarves and rakastas are a close second and third. In some places, rakastas outnumber dwarves significantly.

There are racial origins that fill the same niche as gnomes and halflings — the aaleear and kitts. There are also others felids, which are half cat people, half something else. While deep halflings are sometimes encountered on Janardûn, they are not native to the island-continent. They either come from the Underearth or Ryaith.

As well, since Janardûn is a continent dominated by psionics, several of the psionic racial origins from the v.3.5 SRD are also available as PC origins for the continent. This includes not only blues, elans and xephs, but also the duergar. However, Janardûnian duergar tend to stick to their own kind in isolated communities or Dark Districts in the Republic's largest cities. While there are duergar who live among the ogre mages, they are treated like servants (or slaves).


● [Dragontouched] †
● Dwarf [v.3.5 SRD]
● Human [v.3.5 SRD]
● Rellastan †

Uncommon (75% chance)
● Aaleear [Legends & Lairs: Mythic Races] [OGL]
● Human, BronzeMan [Tunçinsan] [The Complete Monstrous Fighter's Compendium] [OGL]
● Elf, Shoyir †
● Fremlin †

Rare (50% chance)
● Cyclops of Janardûn †
● Elan [v.3.5 SRD]
● Goblin, Blue [v.3.5 SRD]
● Human, Yiristri [The Complete Monstrous Fighter's Compendium] [OGL]
● Xeph [v.3.5 SRD]

Very Rare (25% chance)
● Baklath †
● Dwarf, Duergar [v.3.5 SRD]
● Planetouched, Tiefling [v.3.5 SRD]

(75% chance)
● Barbegazi [Ice Gnome] [The Tome of Horrors II] [OGL]
● Dragonborn †
● Kureshim [Hyperconscious: Exploration in Psionics] [OGL]
● Pixie [v.3.5 SRD]

Uncommon (50% chance)
● Buckawn †
● Darkwing †
● Kitt †
● Makesh [Into the Green] [OGL]
● Qin [Hyperconscious: Exploration in Psionics] [OGL]
● Satyr [v.3.5 SRD]

Rare (25% chance)
● Felid [Template] [Book of Erotic Fantasy] [OGL]
● Human, Furush [The Complete Monstrous Fighter's Compendium] [OGL]
● Quickling of Janardûn †

Very Rare (10% chance)
● Half-Dragon [Template] [v.3.5 SRD]
● Halfling, Deep [v.3.5 SRD]

Unique (5% chance)
● Dracovaran †
● Half Troll [Trollborn] [Template] [Complete Minions] [OGL]

† Homebrewed racial traits.

PC Racial Origin Substitutions
Shoyir Elf
Gnome: Aaleear
Half-Elf *: Dragontouched
Half-Orc: Dragontouched
Halfling: Kitt

* For Janardûn, half-elves are always created using the Half-Elf template from the OGL sourcebook Eldest Sons: The Essential Guide to Elves. Since half-elf characters are always unique, the standard half-bred racial origin for PCs are the dragontouched.
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World of Kulan DM
Tiny Fey
Hit Dice: ½ d6+2 (3 hp)
Initiative: +6 (Dex)
Speed: 30 ft. (6 squares), fly 50 ft. (perfect)
AC: 19 (+2 size, +6 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +0/-9
Attack: Bite +1 melee (1d3-1)
Full Attack: Bite +1 melee (1d3-1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Glamour magic
Special Qualities: Low-light vision, scent
Saves *: Fort +3, Ref +7, Will +1
Abilities: Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Skills: Bluff, +3, Concentration +3, Jump +2, Listen +5, Sense Motive +3, Spot +5, Swim +2, Survival +7 **
Feats: Alertness, Track (B)

Continent/Region: Janardûn
Environment: Any hills, mountains, and forests
Organization: Solitary, pair, or pack (5–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2

Kerrn are fey creatures that look like tiny dogs with translucent, multicolored fairy-like wings, which allow them to dart around like hummingbirds. Kerrn fur is as varied as dogs but may also have shades that range from blue to green in color for those living in forested regions. Regardless of fur color, kerrn always have purple eyes that shine in the dark.

Kerrn are intelligent and speak both Common and Sylvan.

Kerrn aren't much for fighting, preferring to play pranks on opponents using their glamour magic ability. If severely threatened, they flee as fast they can by air.

Glamour Magic (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.

Low-Light Vision (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions.

Scent (Ex): A kerrn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Saves: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.

Skills: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent.

The Kerrn as Characters
Kerrn favor the rogue class. Kerrn either worship Ishkur, The Storm and Sky, or the Halfling Deity Mahridaar. Kerrn clerics of Ishkur can take any two of the following domains: Air, Chaos, Destruction, and Water. Kerrn clerics of Mahridaar can take any two of the following domains: Air, Chaos, Magic, and Trickery.
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World of Kulan DM
Large Giant (Psionic)
Hit Dice: 5d8+15 (37 hp)
Initiative: +4 (Improved Initiative)
Speed: 40 ft. (8 squares), fly 40 ft. (good)
AC: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: +3/+13
Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
Full Attack: Greatsword +8 melee (3d6+9) or composite longbow (+5) +2 ranged (2d6+5)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Spell-like abilities, psi-like abilities
Special Qualities: Darkvision 90 ft., low-light vision, power resistance 19, regeneration 5, spell resistance 19, telepathy
Saves: Fort +7, Ref +1, Will +3
Abilities: Str 23 (+6), Dex 10 (+0), Con 17 (+3), Int 14 (+2), Wis 14 (+2), Cha 17 (+3)
Skills: Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats: Combat Expertise, Improved Initiative

Continent/Region: Janardûn
Environment: Cold or temperate hills, mountains, forests, and islands
Organization: Solitary, pair, troupe (1–2 plus 2–4 athach and 2–4 ettins), or clan (20–50 plus 50% noncombatants, 6–12 wild dwarves, 2–6 athach, 2–6 ettins, 2–4 darkwings, and 1–2 quicklings)
Challenge Rating: 10
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +8

The ogre mages of Janardûn are a psionic offshoot of ogre mages found throughout the rest of the world. For some reason, only the ogre mages of Janardûn have developed psionics and, in fact, their distant kin cannot even develop psionic potential.

Most believe this is an inherent trait related to the large number of psionicists whom have developed amongst the other races of Janardûn. However, unlike these other races, the ogre mages of Janardûn always have psionic powers and they use them to intimidate and control their humanoid servants. Athach, ettins, wild dwarves, darkwings, and quicklings all serve the ogre mages of Janardûn.

The ogre mages of Janardûn stand about 10½ feet tall and weighs up to 725 pounds, being slightly more powerful than other ogre mages. Their skin varies in color from light green to light blue, and its hair is black or very dark brown. The ogre mages of Janardûn favor loose, comfortable clothing and lightweight armor, although they do tend towards more exotic styles including Kanpurian silks.

Ogre mages speak Ogren and Morian.

Ogre mages rely on their psionics and spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

More often than not they force their servants to fight for them. However, they are not cowards. They simply do not view the other races of Janardûn a threat to them. If pressed by a strong foe they will resort to physical battle and they are more than a match for most low-level opponents. High-level ogre mages have been known to decimate entire bands of knights and adventurers and none have met an Ogre Magi Lord and lived to tell about it.

Spell-Like Abilities: At will – darkness, invisibility. 1/day – charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level: 9th. The save DCs are Charisma-based.

Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.

Psi-Like Abilities: At will — body adjustment, concussion blast, ego whip (DC 15), id insinuation (DC 15), mental barrier, psionic dominate (DC 17), tower of iron will. An ogre mage freely manifests its powers but doesn’t need a minimum score in the key ability for a given discipline. The creature otherwise follows the standard rules for manifesting. Manifester level: 9th. The save DCs are Charisma-based.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Telepathy (Su): The victim of the ogre mage can communicate telepathically with any creature within 100 feet, of the ogre mage, that has a language. The victim is always terrified and will often communicate in an irrational manner.

The Society of Ogre Mages of Janardûn
The ogre mages of Janardûn are the masters of the highlands of Janardûn, as well as the deep forests and wild islands surrounding the island continent. They are the bane of the Republic and its protectors, the psionic knights known as the Insightful Order.

Ogre mages do not build cities like the humans of the Republic, instead living in isolated clans scattered mainly throughout the mountain ranges of Janardûn. Here they plot and scheme to conquer the island continent and subjugate its people. And they would have ages ago if not for the fact that each clan believes it is destined to rule Janardûn. The clans rarely work together and often war amongst each other.

This is the only thing that has saved the Republic through 3,000 years of history.

The most powerful ogre mages are multiclassed psion/sorcerers known as the Ogre Magi Lords. These lords are incredibly powerful and their humanoid followers believe they are Gods and worship them as such. However, while epic in power, these lords are mortal and cannot grant spells to their followers.

There are no less than six Ogre Magi Lords and most in the Republic believe there are even more. The two known Ogre Magi Lords are known as the Black Thunderer and Horun the Impaler. Each controls one of the major mountain ranges on the island continent. The Black Thunderer controls the Black Dawn Mountains on the southwest part of the continent, while Horun the Impaler controls the Bleak Pit Mountains on the northeast part of the continent.

The servants of the ogre mages make up nearly one-third the numbers of an ogre mage clan. The athach and ettins are the frontline warriors of the clan, while the wild dwarves act as the shock troops who strike fear into the hearts of the Republic’s people. The darkwings and quicklings are the assassins of the clan, often sent to infiltrate the cities of the Republic and kill its most popular citizens.

Surprisingly, the ogre mages of Janardûn are quite fond of their children. They never beat or abuse an ogre mage child unless the child betrayed the tenets of its clan. Ogre mage children are considered to have a higher status than the servant races of the ogre mages. Thus, for a servant race to harm a ogre mage child in any way is punishable by death. This protection does not include ogre mage children from other clans, however.

Ogre Mages as Characters
Ogre mages of Janardûn favor the psion class. However, most ogre mages encountered are warriors or adapt/warriors. Ogre mage leaders are always psion/sorcerers, although many clans are lead into battle by powerful barbarians or fighters.

Ogre mages of Janardûn are not very devoted, as a people. After all, how can they convince their followers they are gods if they, in turn, worship gods. There are exceptions, however. Many outcast ogre mages have been known to worship the deities of the Pantheon of the Republic or a World God known on Janardûn.

The most popular god of choice for outcast ogre mages is Anshar, The Night, while those that choose a World God either worship Karontor or Meriadar. Ogre mage clerics of Anshar can choose two of the following domains: Chaos, Darkness, Evil, and Shadow. Ogre mage clerics of Karontor can choose two of the following domains: Animal, Bestial, Destruction, and Evil. Ogre mage clerics of Meriadar can choose two of the following domains: Art, Knowledge, Law, Luck, and Protection.
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World of Kulan DM
I knew I'd written something for these elves, but I couldn't figure out where I'd posted it! I just found an old art thread where I'd posted this! (I've edited it, of course.) :D

The elves of the island continent of Janardûn are a regal and proud people with strong ties to both humanity and the rakasta. The three races have lived and worked together for centuries learning to trust each other in ways that the corresponding races on the other continents on Kulan could never accomplish. And while this bond is strong, each race has kept their distinct cultures separate for the most part — with the shoyir being the most insular of the three.

Children of the forests and mountains in ages past, the shoyir — regardless of their withdrawn nature — more than anyone they realize the importance of the alliance against the ogre magi, who destroyed their ancestral homes, exiling the shoyir to the plains centuries ago. Since then they have learned to live a semi-nomadic existence amongst humanity and the rakasta, no matter how much it pains them to be away from the forests they love and to see it defiled by darkness.

Each year, the court of the shoyir travels from city to city across the Republic, based on the seasons. In the early spring (i.e. March) the noble houses gather outside of the citadel of Aluae, the seat of the shoyir monarchy, on the southern most tip of the eastern coast of Janardûn. The "shayin," the king of the shoyir, leads his family out of the citadel and address his people — assuring them that the day will come when they reclaim their ancestral homes and drive the evil from the shores of Janardun forever. The entire monarchy then travels along the eastern coast to Shawa, Moria and Asal. The procession then travels around the Hyl Peninsula to Zaltu, down the other side of the peninsula to Grel turning west along the northern coast to Rapide & Treha and finally arriving in Alaran in early summer (i.e. June).

The shoyir court usually spends a little over a month in the capital city, mingling with the noble houses of the Republic. The shayin spends most of this time meeting with the chancellor and the Council of Representatives. The month is a time of many celebrations and political events. Then near the beginning of autumn (i.e. August ), the court continues on through the Republic — skirting the dark forests they use to call home — north to Waur & Tela'a, then on to the west coast to the city of Augan, and then circling Lake Matial to the cities of Seia and Wilk. Then they travel to the southern sea ports of Triha, Valou and Hara before heading southeast past the Tyiia Desert and back to Aluae by early winter (i.e. late October).

This tradition goes on year after year despite raids by the ogre mages' minons and shoyir extremists that wish to dethrone the shayin and leave Janardûn to the predatory Dark Ones. Soon the shoyir may be forced with the choice of exiling some of their own race or facing a possible revolution. Only the longest lived of the shoyir know the risks of dividing their people again as their ancestors did thousands of years ago. But then, that's another story...

Shoyir Elf Traits
The shoyir elves of Janardûn are similar to the gray elf subrace presented in the D&D Monster Manual v.3.5 except as follows:
  • -2 to Strength, +2 to Constitution, +2 Wisdom, -2 to Charisma. Shoyir elves prefer their own company and pursuits of the mind. They also prefer to let other fight the ogre magi and their allies physically. However, the Crossing of the Republic each year has bred the shoyir to be more resilient when forced to fight.
  • +2 bonus to all Charisma-based skills when interacting with human nobility.
  • Natural Psion: Shoyir psions gain an extra 2 power points every three levels starting at 1st level. This bonus stacks with the previous bonus. Thus, at 3rd level the shoyir psion gains 4 additional power points (6 at 6th level, 8 at 9th level, 10 at 12th level, 12 at 15th level, and 14 at 18th level. Shoyir psychic warriors do not gain these bonus power points. Multiclassed psion/psychic warriors do gain the bonuses for any psion levels they have. Thus a shoyir with 5 levels of psion and 4 levels of psychic warrior gains only a total of 6 bonus power points, not 20, which is what a 9th level shoyir psion would gain. This rule is the same for any prestige classes that a shoyir psion takes unless that prestige class specifically states otherwise.
  • Automatic Languages: Elven and Krofta. Bonus Languages: Alaran, Celestial, Dwarven, Giant, Rakasta, and Sylvan. Shoyir elves speak the languages of their allies and enemies. Needs some editing, still.
  • Favored Class: Psion. A multiclass shoyir elf’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +0
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