New Map: The Thunder Rift Region

I’ve finally redone this region for the Lands of Harqual. I had a previous hex map for it, but it wasn’t based on the continental map I’ve now done for Harqual, so I had to revise it. I’ve recently increase the size of the Lands of Harqual in comparison with the world’s other continents, such as the Fallenlands and Kanpur. This change has significantly increased the size of my homebrewed version of the Thunder Rift.

Correction! Each hex on this map is equal to 15 miles. (I had mistakenly thought that each hex was equal to 30 miles per hex but I forgot to take into acoount that I’d used a regional map for the Thunder Lands as my overlay map in Hexographer.)

People familiar with the Thunder Rift will likely be able to note certain locales that match the official version; however, I’ve renamed all of the towns and villages of the rift so that don’t fixate too much on the official version. I once had the main Thunder Rift book, but I sold it because when I bought it used, it didn’t have the map with it. (This was before discovering that many fans had recreated the maps online for their own purposes. Hindsight and all that.)

Also on this map are lands that exist near the rift. To the north and northwest are the orcish lands known as Kingdom of the Thunder Orcs, which is ruled from Vish’Na’Ka. To the west and southwest are the mountain vales allied to either Thunder Pass or the Barony of Liran. To the south is Lake Henagan and the various communities that pay homage to either Liran or the Sovereignty of Yuln. To the southeast are the wild Sallow Plains and its unruly clans. To the east are the Brand Hills, which separates Yuln’s influence from the Strandlands, which lies to the northeast.

Thunder Rift Revised
Lands of Harqual: Thunder Rift

New Map: The Northwest

The Northwest is to the continent of Kanpur what the Eastern Shores is to the Lands of Harqual. It was the first area of the continent that quickly came together in my mind. The region is a mashup of many different ideas and sourcebooks. It all began around MEG’s Bluffside: City on the Edge, which is one of my favorite sourcebooks that came out during the time of the d20 System/OGL rush. With it came the second sourcebook for the setting, Dry Land: Empire of the Dragon Sands. I didn’t love it as much but I really liked the idea of the dragori so it entered the World of Kulan as well. (The setting has two adventure books as well, which have been placed on Kanpur too.)

Beyond the Bluffside books, I’ve placed parts of Living Imaginations TWIN CROWNS d20 System setting in Northwest Kanpur. Originally, I had only the Streets of Silver sourcebook as part of Kanpur, but I after I bought the main campaign setting book, all of Novarum entered the world. With the creation of this hex map, I’ve also placed Falia on Kanpur while moving the land I call Montresor (inspired by Poe’s “The Cask of Amontillado”) to a slightly different area in the region. I’m not sure what else from the TWIN CROWNS setting I’m going to embed into the World of Kulan, but I’m sure there will be plent of room for more of the setting now that I’ve increased the world’s size, overall.

Also in The Northwest are lands inspired by Arthurian legend (the island of Gwyrdhyn), the Basque country (called Almadon), Castilian Spain (called Talangrán), the Roman Empire in decline (called Ticinum), West Francia (called Coeurdî), a former Ticinum province based on Pannonia (called Várad), a former colony the Greek land known as Aegis (called Tarminan), and several standard fantasy-styled kingdoms.

There are also key city-states, like Bluffside, that exist outside of the other kingdoms. Too many to mention them all. The most important of these city-states are as follows: Barcino (based on Ancient Barcelona), Calabax & Muzevan (nonhuman city-states), Ibrail (in the Burning Desert), Perten (from the Bluffside setting), and Tânger (Ancient Tangier).

The lands north of the Endwald and Stoneheim Mountains is actually part of the region known as The Far North. Waldheim is part of The Northwest more politically than The Far North, however. It has some ties to Falia is often at odds with Talangrán and Montresor. The map needed to be as large as it is to fit all of Gwyrdhyn onto it. Doing so has allowed me to added some details to the north and to the southern lands southwest of the Dragon Sands (the overall name for the lands surrounding the Burning Desert), as well as the Baidhin Islands.

Here’s a list of new kingdom and/or regional names on this map: Aarithas (elven celts), Aexigoth, Exicalan Coast, Ealdur (Authurian), Gadirath, Ingrizar (nonhuman celts), Iögílara, the Kingdom of the Morgaths, Lliacladria (elven Authurian), Saivias, and the Sarafandian Thalassocracy. The name Kotimma is also new. It replaces an older name that I was never comfortable with. The new name was suggested by one of my PbP players (who is from Finland) on The Piazza.

Northwest Kanpur
Northwest Kanpur

New Map: The Center Lands

Here is my latest Kulan creation with Inkwell Ideas’ Hexographer. This hex map shows the region known as The Center Lands, which is located south of The Horse Lands (see my previous post). The region is very Greek in origin with several Greek-like alliances of city-states, as well as an early Roman-like country with ties to the “Italian” state in the region known as The Northwest.

Beyond the core Greek area are the Free Cities (most notably Sharn) to the southwest, the Haunted Lands and Yikarian Mountains to the south, and the Jungle of Monsters to the southeast. While the Free Cities (also known as the Dragonmarked Cities) are considered part of The Center Lands, both the Haunted Lands and the Jungle of Monsters are not. The northern edges of the Yikarian Mountains can be said to be part of the region but only as far south as Dracoiad in the west and Takanrud Castle in the east.

The land known as Assylonia is part of The Center Lands while both Gath and Phillistia are not. The bestway to look at it is that anything south of the city-state of Raphia on the coast south of Sharn is not considered part of The Center Lands. In the northeast, the cutoff point is Thayis and its vassel city-state Dmirus. Thayis is based on Thay from the FORGOTTEN REALMS campaign setting. Southwest of Thayis is the monstrous Greek land of Scyllas. Beyond Scyllas’ eastern border lies the depths of the Jungle of Monsters. Scyllas does have a few outpost in the jungle none beyond the pyramid known as Epharnae.

The two primary Greek “nations” are Aegis and Valenas. Aegis is Hellenistic while Valenas will be based more on the Seleucid Empire.The Center Lands

New Map: The Horse Lands

For those following on the World of Kulan Facebook Group, you’ve likely seen the work-in-progress hex map for this region. The map is now finalized. Instead of posting tons of information about the map here, I’ll just point you, dear reader, to the proper post on The Piazza for more details — The Horse Lands. The information was written off the original, less detailed, map of the region created with Campaign Cartographer 2. This is the first hex map of a full region of Kanpur. I had previously created hex maps for areas of the Western Lands for my play-by-post Bluffside campaign; however, this map is the first of what I hope will be many more Kanpur hex maps. The continent has always been too big to get a handle on in CC2. I’m finding it is working better to recreate the world in Hexographer (with text added in Paint.NET).

The Horse Lands

From the Archive: Emninrieman

The Tree Lord, The Mighty Oak of the Highborn

Emninrieman (CR 20)
The treant known as Emninrieman has ruled over the Highborn Lands since before the formation of the Eastern Council (perhaps even longer). He is unique amongst his kind due to his fey heritage. No one is sure how he gained this heritage but most of his people assume it comes from his unusual connection to nature and the Balance.

While his rule over the Highborn Lands is absolute, he is not a tyrant. The Highborn Lands are well guarded by his fanatical followers, which includes powerful fey creatures or half-fey elves. Emninrieman has rarely been seen outside the High Forest of his homeland, but the powerful ruler had been known to visit the Knotwood before it fell into evil.

Emninrieman can fly but he doesn’t have true wings (and he rarely does). Instead, he can form his upper branches into winglike appendages. It is believed that he flies either through sheer force of will or through his unique connection to the Balance.

Emninrieman has the ability to tap into the power of the natural world in order to transform himself into an Aspect of Nature. He is a Divine Rank 0 being in such a form. (I don’t have any stats for that version of Emninrieman, yet. -RPB)

hp 138 (7d6+28 plus 10d8+40); DR 10/slashing
Male half-fey treant druid 10
N Huge fey
Init +0; Senses Low-light vision; Listen +16, Smell +16, Spot +16, Taste +16
Languages Bugbear, Common, Elven, Sidhe, Sylvan, Treant.
Armor Class 21 (-2 size, +13 natural), touch 8, flat-footed 21; AC 24, touch 8, flat-footed 24 with barkskin magic seed
Immune Enchantment spells and effects as well as all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects); poison; sleep effects; paralysis; polymorph; stunning; not subject to critical hits
Fort +16, Ref +5, Will +17 (+21 against the spell-like abilities of fey)
Weakness Vulnerability to fire
Speed 30 feet (6 squares), fly 60 ft. (good)
Melee Slam +21 (2d6+11/x2) or
Melee 2 slams +21 (2d6+11/x2)
Space 15 ft.; Reach 15 ft.
Base Attack +12; Grapple +29
Attack Options Improved Sunder, Power Attack, trample 2d6+13
Special Actions Wild Shape 7/day (elemental 2/day)
Combat Gear Magic seed of barkskin +3, magic seed of endure elements, magic seed of owl’s wisdom, magic seed of protection from extremism
Druid Spells Prepared (CL 17th; save DC = 16 + spell level)

9th (1/day) – nature’s avatar (3)
8th (2/day) – cocoon (3), finger of death
7th (3/day) – master earth (3), storm tower (3), word of balance (3)
6th (5/day) – anger of the noonday sun (3), greater dispel magic, heal, hide the path (3), transport via plants
5th (5/day) – awaken, baleful polymorph, cold snap (3), fireward (3), wall of thorns
4th (6/day) – cure serious wounds, enhance wild shape (3), eye of the hurricane (3), lay of the land (3), moon bolt (3), poison vines (3)
3rd (6/day) – capricious zephyr (3), corona of cold (3), daylight, downdraft (3), protection from energy, remove disease
2nd (6/day) – binding winds (3), cat’s grace, earthbind (3), mass camouflage (3), one with the land (3), soften earth and stone, winter’s embrace (3)
1st (7/day) – animate water (3), calm animals, camouflage (3), cloudburst (3), obscuring mist, speak with animals, wood wose (3)
0th (6/day) – create water, cure minor wounds, dawn (3), guidance, naturewatch (3), resistance

Spell-like Abilities At will – charm person; 3/day – detect law, protection from law; 1/day – confusion, enthrall, faerie fire, glitterdust, hypnotism, suggestion.
Restrictions Limited weapon selection, cannot wear metal armor
Abilities Str 29 (+9), Dex 10 (+0), Con 19 (+4), Int 16 (+3), Wis 23 (+6), Cha 16 (+3)
Special Attacks Animate trees, double damage against objects, spontaneous casting, trample
Special Qualities Animal companion (11th, dire wolf), chosen of nature, nature sense, plant traits, resist nature’s lure, trackless step, venom immunity, wild empathy (+23), wild shape, woodland stride
Feats Craft Magic Seed (4), Extra Wild Shape (1), Improved Sunder, Iron Will, Power Attack, Natural Spell
Skills Concentration +14, Diplomacy +15, Gather Information +5, Handle Animal +13, Heal +16, Hide -3*, Intimidate +13, Knowledge (local) +8, Knowledge (nature) +15, Listen +16, Sense Motive +16, Smell +16, Spellcraft +13, Spot +16, Survival +16 (+18 aboveground), Taste +16
Possessions Amulet of mighty fists +2, ring of silent spells (2), third eye sense (2).
Animate Trees (Sp) Emninrieman can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if Emninrieman is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex) If Emninrieman makes a full attack against an object or structure, he deals double damage.
Chosen of Nature (Su) Emninrieman hit dice stacks with his druid levels regarding the following druid class features: Animal Companion, Divine Spells, Wild Empathy, and Wild Shape.
Trample (Ex) Reflex DC 22 half. The save DC is Strength-based.
Skills *Emninrieman has a +16 racial bonus on Hide checks made in forested areas.
1) Complete Divine
2) Magic Item Compendium
3) Spell Compendium
4) The Complete Guide to Treants (d20 System)