Archive for the ·

A to Z of Khara Thel

· Category...

Nihles Reach

Comments Off on Nihles Reach
Nihles Reach

A large narrow bay, from two to thirty miles wide, reaches into the eastwards into the continent. From the Bay of Carnarvon it stretches for over two hundred miles to the sand bank that is the mouth of Lake Nihles. Here freshwater meets salt and many fish feed on the great wealth of plankton and nutrients. Lake Nihles is nearly always fresh, fed by the Nihles River that drains a catchment of mountain ranges to the east and south. This area has a much milder climate than the rest of the Kingdom of Iron Claw. Warmer summers and winters with little snow support long cropping seasons. Combined with the vast resources of fish in the murky water of the Reach it is a naturally rich area that brings a wealth of food for the cities of Nihles and Van Olaf, and exports to many others.

 

 Nihles Reach

 

Nihles Reach_location

 

main_areas_0

Related Posts:

Comments Off on Nihles Reach

Mercenary Units

Comments Off on Mercenary Units
Mighty Griffons

Overview: This company of giant-hunters is kept on permanent retainer to the Duke of Krakmoor. They are stationed in Krank, a town in the Berretain Hills south of Krakmoor City. Troopers work closely with Krakmoor rangers and soldiers in hunting down rogue bands of giants, ogres or bandits of any description. Attrition is quite high but recruits come from many lands to join.
Weapons: sabre guisarme, arbalest, flamberge
Hallmarks: movement discipline, flanking, fake retreats

Fenloch’s Bane

Overview: A Hrostic company famed for city-fighting and breaking sieges. Fenloch was an apparently immortal warlord who was trying to expand into the southern reaches of the Krin territories. The company, at the time under a different name, routed the forces of Fenloch, pursued and slew the warlord, achieving what was once thought impossible and henceforth gained this name in memory.
Weapons: heavy short bows, blowguns, leather-covered chain armour
Hallmarks: all members carry coils of rope, skill in ambush and trap-setting

Eighth Regiment of Marn

Overview: A Hrostic company of heavy infantry known for siege breaking, tackling cavalry, and general discipline. There are no other regiments, the number being the iteration of the company’s form and leadership.
Weapons: goat’s foot crossbows, leaf-bladed long spears, flanged flails
Hallmarks: quality steel heavy infantry plate armour

Gunnar Brashahari’s Mercenary Company

Overview: a tightly knit group of men and half-castes under the leadership of a frighteningly capable half-ogre. They are said to have never lost a battle and are thought of as the most effective mercenaries available. The premium of their audience is 100gp with contract costs to be added to that.
Weapons: bisento, falchion, bronze wall shields, horseman’ s bows
Hallmarks: sallet helms with a ridge from nasal to nape, heavy mail armour, Shentar warhorses

Related Posts:

Comments Off on Mercenary Units

Lugzhul, race

Comments Off on Lugzhul, race

Lugzhul

[Lug-zool]

Hybrids of Orc and Trolls are known as Lugzhul. They are more common than surface dwellers would think possible. Lugzhul are large, hulking Goblinoids with thick resilient hides. Bright light can cause paralysis or stun a Lugzhul. In communities dominated by Hobgoblins they are often slain at birth to be eaten by the rulers. Lugzhul are lacking in higher intellect but are smart enough to learn a spoken language better than a troll. In some citadels Lugzhul are raised as Tharkhor heavy infantry and in this role they excel.

Height: 7’4” to 9’6”

Average lifespan: unknown but a few Sages’ studies of corpses suggests 80 years

 

d20: Large creatures (+8 Str), +4 Str

Base hit dice: 6

-2 Wis, –3 Int, –5 Cha

daylight dazes
-4 to saves involving light-based attacks

Skin is DR:3, physical, cold and fire

Natural armour: AC +6
Unconsciousness at -5 hit points
Perfect darkvision (see as human in daylight)

Related Posts:

Comments Off on Lugzhul, race

Khara Hrost, the greatest city

Comments Off on Khara Hrost, the greatest city

KHARA HROST

Official Title: Sovereign City-State of Khara Hrost

A small but very influential island in the middle of the Hrostic Ocean is the source of the greatest architects, masons, scholars and mercenary companies of great repute and ability. The island is nearly one quarter built up citadel of stone in which live almost all the inhabitants. Labyrinthine and reaching high the buildings are sprawled above, around and through each other to create a cityscape unlike any other. Flying buttresses carry avenues a hundred feet from the ground through the arch of an aqueduct that runs from a cistern above a university.

 

khara hrost

Other such vistas are the gift of those that can visit Khara Hrost to walk about and marvel at the engineering and masonry. The west of the island is farming lands, rich and dark volcanic loams grow excellent produce all year round in the warm-moist climate. A common occurrence in farming on Khara Hrost is the growth of giant produce from normal seed. The explanation is earthnodes that appear in the subsurface soil of the island and affect young plants. Farmers have since bred giant varieties of some vegetables that are now a stable strain.

Khara Hrost is a sovereign city-state ruled by a council of elite known as the Cerra. The Cerra is composed of 21 councillors, all of whom are experts in one particular field. Candidate members of the Cerra are tested in a protected chamber within the Grey Ziggurat; the central administration building of Khara Hrost. Candidates who pass are reviewed by the existing member or, should there be no existing member, panel reviewed by the other Cerra. Two candidates are then put to testing in a second chamber within the Grey Ziggurat and the one who walks out is given the membership. The one who doesn’t is usually hospitalised for a number of days and cannot remember the testing.

The 22 fields of the Cerra: architecture, art, farming, logistics, plumbing, military strategy, naval strategy, food storage, medicine, information gathering, libraries, quarrying, tunnelling, tax & tolls, banking, education, welfare, sewerage & works, transportation, mortal magic, alchemy and dark arts.

Hrostic exports are bulk exotic plant materials, healing herbs & preparations, skilled personnel, Hrostic steel (high steel) and many other highly-produced goods.

Related Posts:

Comments Off on Khara Hrost, the greatest city

Jalpa, bird of burden

Comments Off on Jalpa, bird of burden

Jalpa

A thick-set ostrich-like bird with a large blunt beak somewhat shaped like an axe head. They are strong and make good steeds. Feathers of the Jalpa are short and rust-coloured providing protection from sun and wind. Jalpa have an easy temperament and strong endurance. In the wilds of the Khob Odan, in the Mustang Territories,  they travel in herds feeding on plants, large insects and the odd lizard or slow rodent. When trained they make good riding mounts but are not good fighting mounts – for that get a Kilkine, the variety of Jalpa bred for war.

Height/weight: 7′-8′, 750-900lbs

Carrying capacity: 230lbs

 

d20: Combat, use light horse stats, replacing attacks with one beak attack, 1d6+1.

As a mount:

6.5mph, 50 miles/day

(to 230lb) 5mph, 40miles/day

(to 300lb) 3mph, 26 miles/day

Related Posts:

Comments Off on Jalpa, bird of burden

Immense: a quick walk around the world

2 comments

How large is Khara Thel?

Considering one contiguous landmass makes up Khara Thel, with a plethora of archipelago around it, it is IMMENSE. I’m not just telling you to brag but when I see people say their lands are huge, comparing it to Russia, I have to stick a finger up and say, “Ahem. That’s not so big.”

 

You see Khara Thel is more like a ball of string. It’s coiled on itself. The land winds and wends about for many thousands of leagues. Let’s go on a little journey with the archmage and scholar, Meyendir Aravalon.

khara_thel_world_journey

Starting in Iron Claw, North East of the whole world map, we walk a 1,000 miles to Mekong Reldeng. The Boarland Scrubs were a concern – all those mounted Tharkhor on their huge war-boars. Quite the sight, was it not?

From Mekong Relden we walk to Al Hadir, don’t worry about the Ring Channel it’s small enough for us to walk over in this special journey. We are well away from the Gorgax Islands so you’re quite safe, but thank you for the reminder of their dangers. That was another 1,400miles by the way.

From Al Hadir, and its marvellous deserts, we’re going to pass some very rough country. The Blood Ochre Mountains with their ruby mines and slave-labour camps, then over to the rainforests on the other side and the Sea of Mists. It’s lonely out here. No civilization but we follow the rough mountains all the way to the land of the Pilanen – those with the connection to elemental light. Only 5,500 miles. I know you’re tired but we’ve just started this journey. Gird yourself, there’s more, and those Pilanen made boots should last quite a lot longer than your last two pairs.

Now I’m going to let you in on a secret. We travel south-west for a time, past the kingdoms of Nalien Dreenai, and along the coast of the Sea of Draxaam. Here are the hidden kingdoms. You’re very special in having the opportunity to visit these places. The Kingdoms of Eafwhaine have rarely been seen by those of the north. How far? I forgot to mention, yes. I lost count after 1,000 leagues. Oh yes, forgive me, in miles: that’s 3,000. Although I think it was a bit further.

We are a little over half-way and I can see your third pair of boots is wearing thin. I guess the Pilanen boots aren’t as sturdy as they are comfortable. The Vahltic Empire’s southern, and oldest, territories are our next stop. Only another 3,000 miles. Yes it is true. They border Morranzano, home of the Genlei of Shadow. That’s right, not darkness like the Blakh.

North West we head now, into tropical mountains and many huge river valleys. The Inland Sea. Quite a sight, and freshwater, too. This is the northern reach of the Vahltic Empire. A quaint 4,000 miles but weren’t the roads just marvellous. To the east is the free city of Imjin. A strange city-state built on many islands in a river delta. Possibly the largest hive of villainy outside of Krenshae or Port Cutthross. Yes; hard to believe.

Onwards, around the Inland Sea and North East again, through the Khob Odan. A vast dry basin with a few wide but shallow rivers feeding the mighty Mustang River as it passes through. Mostly grass struggling through shale and gravel aid its appearance as arid but that is deceiving. There is quite a lot of life here. Between the three Trade Cities and the various nomad tribes it forms a region many outsiders call the Mustang Territories. How far? Forgive my rambling, a mere 3,500miles.

Storm Bay and its peoples are over there to the north but we’re passing most of them by and heading up to Kiltayre’s coast and the land of the Rett. Just a short leg of another 3,000miles.

So how far have we travelled? I’m sure you don’t really want to know given the state of your poor feet.

Oh? You insist? Very well, it was no less than 24,400 miles.

Related Posts:

Iron Claw, the chain of rulers

Comments Off on Iron Claw, the chain of rulers
CHAIN OF RULERS

The full list of rulers of the Kingdom of Iron Claw, from the first to the present, and the years of their reigns.

 

Ruler

Reign

Historic Notes

King Graam

204-266

First King of Iron Claw Kingdom

King Goldulf

266-297

Established laws to allow slaves to purchase their freedom through a sheriff. It did not function very well and was prone to corruption.

King Aelfwon

297-315

Laid down most of the laws of the Kingdom, abolished slavery

King Radior

315-392

Commissioned the weaving of the Royal Sage Robes of Office. Encountered the Barrow Lands. Proclaimed an edict that the Barrow Lands would be free of settlers for one hundred years.

King Areneth

389-402

Fought Krakmoor at the Ferris Delta and died on the battlefield

King Bruxhold

402

Fought Krakmoor at the Ferris Delta and died on the battlefield

King Heolfwyr

403-407

Fought Krakmoor at the Ferris Delta and died on the battlefield

King Tarbenn

407

Fought Krakmoor out of the Ferris Delta but was assassinated by poison in revenge

Queen Wynter

407-460

Ruled after Areneth and her three sons’ deaths, each son taking the throne and then killed on the battlefield with Krakmoor forces until Tarbenn: who used mage cadres to destroy incoming Krakmoorish supply ships. Generally thought of by historians as the last of the golden age of Iron Claw’s establishment. Initiated construction of the Iron Fortress.

King Wyradir

460-469

Remembered as ‘The Giant Slayer’, was killed after his vanguard fell to a hill giant charge, is said to have slain seven giants before he was crushed, portraits depict Wyradir as nearly seven feet tall. Moved throne to Ferris to oversee construction of Iron Fortress.

Queen Haethwyn

469-502

Ruled in her husbands wake after he died on the battlefield defending the Iron Claw City against Hill Giants from the northeast. Established the Rangers of Iron Claw from the few remaining elite troops after the war for Ferris. Restarted construction of the Iron Fortress. Attempted to settle the Barrow Lands but the efforts she inspired and subsidised were cut short after Haethwyn was slain by a shadow assassin undead.

King Hadramyr

502-530

Took the throne after his mother’s death. Dubbed Hadramyr the Griever. Commenced a campaign to raze the various barrows and tombs from the Barrow Lands. Whilst the campaign was underway he secretly provided aid to Philo in their war or independence. Hadramyr was forced to cease the Barrow Lands campaign as the Great Plague began to rampage through the Kingdom. His three children all died to the plague and later his wife perished in a horse riding accident. After the Great Plague came to an end he resumed the Barrow Lands campaign only to abruptly cease. Two years later, after forbidding anyone in the royal court to speak about the Barrow Lands campaign, Hadramyr proclaimed a one thousand year edict freeing the Barrow Lands from settlement save for a road and a wayside inn every twelve leagues.

King Odimor

530-552

Odimor was a scholarly king who greatly increased the volumes in the royal libraries writing over 60 various treatises, studies and cyclopaedias on various subjects native to the Kingdom of Iron Claw. His last work was on the Bronzewood Trees of the far northern forests.

King Goldulf the Second

552-570

Completed construction of the Iron Fortress, instituted the edict of royal reserves all up the east bank of the Ferris River.

King Melfanner

570-691

Rumoured to have been a sorcerer, almost achieved an agreement with Krenshae, historical texts state Melfanner inadvertently offended the Kinetic Wizard’s Guildmaster, losing his right eye and hand in the altercation that followed. Longest lived of all the Iron Claw Kings at 141 years old. Melfanner’s Wake is now a public holiday in early spring.

King Eddarath

691-709

Eddarath was slain in battle by Goblin incursion forces that marked the beginning of the Red Bluff actions towards empire.

King Wyrayeth

709-748

A poet-warrior and master archer, left many works and two epic poems, ‘The Last Ride of King Areneth’ and ‘Queen Wynter’s Dirge’, now famous in Ferromaine speaking courts. Wyaryeth fought his whole life against the forces of the Red Bluff Empire as a King in exile. It is said he died of a broken-heart after the town of Yellowbar was slain and raised as undead by Blakh in revenge against a successful sortie. The fragments of Wyrayeth’s experiences at Yellowbar are a popular piece of reading for scholars; it is usually presented as ‘The Siege of Yellowbar’.

King Rowanos

748-751

Established fortress at Kalebo Pass, established Kalebo naval station in anticipation of further Red Bluff incursions. With King Michairius the Eleventh Rowanos orchestrated the Battle of Red Bluff where he died in its failure.

King Eadraith

751-789

Eadraith capitulated to the Goblins of Red Bluff and began paying tribute. It is said by the more stoic scholars that Iron Claw would have been destroyed if Eadraith did not do this.

King Merran

789-818

Military genius, had a critical hand in pushing back the forces of Red Bluff and almost completed the campaign. Merran was shot dead by a Hobgoblin troop of ‘Those without Shadows’ elite assassins.

King Radicane

818-844

Completed the pushing back of Red Bluff forces mainly with heavy cavalry and mage cadres.

King Cannamyr

844-881

Credited with the design of Iron Claw Ranger’s armour. An artisan-smith and master swordsman who established many training disciplines amongst the standing armies of the Kingdom.

Queen Alponna

881-909

Built the toll bridge over Ferry River, moved throne back to Iron Claw City

King Gaar

909-936

Raised the toll on the bridge to force the use of ferries to approach the city of Ferris from the east

King Athalor

936-956

Initiated relations with Krakmoor so that trade could expand without the Philo council leeching wealth as a middle-man

King Oldifane

956-971

Forged the Hill Giant Alliance, laid first stones for Elyos castle, laid first stones for the north Dassault fortress, implemented a large number of extra fortifications for the Iron Claw City palace, commissioned thirty navy ships

King Tarasvan

971-985

Issued royal navy notes, invested in mining the Central Mountains, coined first platinum mantles, led campaign against Krenshae resulting in his death

Queen Kelaren

985-992

Took over the throne of Tarasvan, Little known fact: Queen Kelaren paid an undisclosed weight of gold to prevent forces of Krenshae razing Vulcan Springs and poisoning the Ferris River

King Gravurgath

992-1012

Cunning bastard-son of Kelaren managed to take the throne for a few years before the rightful heir, Nessican, cornered him long enough to lay a claim through a Royal Sage overseen duel.

King Nessican

1012-1048

History records Nessican as an unrivalled cavalier who led a military campaign against Goblin insurgents from the Wild Lands and fought them back into the high plains of Stonecrest. Nessican is credited as the designer of Iron Claw heavy infantry plate armour.

King Tarasvan the Second

1048-1066

Commissioned the ‘Avenue of Kings’ a street of statues depicting all the Kings who died in battle, Tarasvan is not depicted since he died in his sleep at the age of 89.

King Olaf

1066-1111

Established a speaking relationship with Krenshae, Thieves’ City. Organized a great deal of public works, arranged for Phrad to use Iron Claw currency, annexed Port Lenongard.

King Uthas

1111-current

Current king of Iron Claw; dubbed ‘The Wise’, recommitted to the Hill Giant Alliance, trade alliance with Mekong Reldeng, trade alliance with Philo, extracted a tariff from King of Krenshae, incorporated the Borderland City States into the kingdom with a defence-vassal arrangement, annexed the free-cities of Da Dong and Saltive, formed mutual defence alliance with Kingdom of Dun Rohan, defended against invading forces of the Veyrr, pronounced Saint Fergus untrustworthy, rekindled relations with Ferromaine

Related Posts:

Comments Off on Iron Claw, the chain of rulers

Herbs

Comments Off on Herbs

There are variety of magical herbs, fungi and other plants native to Khara Thel.

Scrap Melons

A favourite of hill and forest trolls these melons are a dull peach colour with strong citrus flavour. The plants grow in troll refuse piles and the fruit’s flesh, when consumed, can relieve pain, bruising, minor burns, small cuts and abrasions. Scrap melons keep well (2 weeks), especially if kept wrapped in a damp cloth (~1 month).

Effects: strong heal of general damage, moderate healing of specific wounds, and restore one quarter of total exhaustion.

Locales: temperate wetlands, marshes, fens, bogs, heaths

Cost: 2gp

d20 effects: heals 2-12 hit points when eaten

Ergellen

Green moss, native to moist environments in cool temperate mountains, such as near waterfalls and creek banks. Its properties are only apparent after being washed and boiled in the appropriate manner after which, it can be used to provide a great deal of pain relief, and heal many small wounds.

Cost: 75gp

d20 effects: after appropriate brewing, drinking the liquid heals 3d8+5 hit points

Gauthimilar

A mould that grows deep underground. It is a dark green sludge that has an oily sheen often reflecting a yellow and blue haze. Gauthimilar is a magical sealant and is useful in flow-stoppage as well as rituals of closing (such as magical portal closing). The mould requires magical preservation to last more than a few days.

Effects: magic-lock a mechanism, or magic-jam a door, heal wounds, or stop any bleeding with a medical skill check, or as a magical glue.

Locales: caves,, underground crossover points that are not hot or very cold

Cost: 25gp

d20 effects: apply to a lock and works like Magic Lock spell

stop any bleeding with a Heal check

can use as magical glue

apply to door frame for Hold Portal spell effect

used in summoning spells, adds 10 minutes to cast time, can double duration of the effect

Mordakress

Luminescent green cress with orange-bronze edges on the leaves is the prime ingredient in White Salve. When pressed and mashed, then used as a poultice, it is a powerful regenerative accelerant able to stop bleeding and provide a little pain relief. When properly treated and prepared Mordakress becomes a much better analgesic. Although rare to find a plant, one plant yields a great amount of usable cress. Each dose of Mordakress can heal upon the last dose’s effect.

Effects: grass/crush & apply, closes wounds (heals instantly to a moderate level) and provides pain relief (light recovery of general damage).

Locales: temperate grasslands and savannahs

Cost: 4gp

d20 effects: heals 2d6 hit points when applied

Likaos Berry

Small orange berries that taste and smell like orange & cinnamon. When consumed they promote a heightened state of mental preparation allowing better focus and control of one’s body. Psychological addiction is not uncommon.

Effects: moderate bonus to strength feats, gymnastic or acrobatic manoeuvres and meditation for 1hr after consumption.

Locales: freezing, grasslands and marshes

Cost: 1gp

d20 effects: +4 insight bonus to Balance, Climb, Jump, Move Silent, and Tumble for 10 minutes

addiction possibility, Will save, DC is 10 + new skill total (of skill most used when taking the berry). If fail, then –4 insight malus on checks until berry is taken again. Stays in effect until Will save is made on taking another berry, or 2 weeks pass without the berry being taken.

Related Posts:

Comments Off on Herbs

Gelharn Athost, infamous NPC

Comments Off on Gelharn Athost, infamous NPC

Gelharn Athost

Dagger-master & recruiter for Kliom Nagar, 5’8”, 164lbs, race: common man

Gelharn Athost is the infamous dagger-master of Kliom Nagar. His reputation is well spread amongst fencing schools and underground groups as the deadliest knife-fighter around. Gelharn travels between instruction terms of the school to find recruits and perform an occasional mission. He favours rich extravagant clothing whilst travelling and socialising but whilst working utilises his skills of disguise to become almost unrecognisable. Swordsmen and knife-fighters alike often challenge Gelharn Athost in duels wherever he is recognised. He will often accept to teach them a lesson in humility, however, his temper is explosive and should a challenger manage to wound him he will kill them in a most painful manner to add to his reputation.

Related Posts:

Comments Off on Gelharn Athost, infamous NPC

Garren, race

Comments Off on Garren, race

Garren

The Garren have locks, from blonde to rich chestnut, that is more like fine grass than hair. Blue, green or grey eyes that almost totally round are set in long narrow faces. Their physiques are more svelte than most human’s but corded with muscle. A Garren has skin like bark over most of their limbs, their fingers have retractable claws similar to a car, and their teeth are sharp like a predators. They live within heavily forested areas on the edges of many human kingdoms such as Iron Claw, Mekong Reldeng, Ferromaine, Kiltayre and Gannellon’s Reign. Garren are militant and isolationist preferring to stay in areas without any chance of pollution from another race. The Garren are thought of as hostile wood-spirits due to their ‘feral’ nature, skill in stealth and a propensity to eat their fallen foes. Garren structures are built into living trees and well camouflaged from passing eyes. They favour light-weapons of natural materials and, unless warriors, seldom wear armour of any kind. Garren warriors that do wear armour have it constructed of giant arthropod chitin, such as the shell of giant beetles or centipedes, said to be as strong as any plate armour yet weighing much less. The archers of the Garren are feared throughout the world.

Height: 5’6” to 6’10”

Abilities: nightvision 400’, small bonus to perception, moderate bonus to stealth and hiding in forests

Weaknesses: pollution (coal-smoke, iron, tar, tanned leather, etc.) causes spirit weakening, light penalty to activity per day without clean air/surroundings. Death occurs after 20 days.

Average lifespan: 110 years

 

d20:

+2 Dex, +1 Str
+3 racial bonus with ranged archery weapons (bows and crossbows)
+2 racial bonus to, Move Silently and Hide
Genlei Weakness: pollution, -1 to all checks per day of exposure, death at -20
Nightvision 120′, must be some light source, such as stars, moon on cloudy night, etc. Can read with nightvision.

Natural weapons: claws 1d4, bite 1d3 but provokes AoO except on grappled target

Natural armour: DR 3 (fire, adamantine)

Related Posts:

Comments Off on Garren, race