[Harqual] Thunder Rift on Kulan

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Knightfall
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[Harqual] Thunder Rift on Kulan

Post by Knightfall » Wed Jun 30, 2010 6:17 am

I used to own a copy of Thunder Rift a long time ago. I'm not sure what happened to it. I might of sold it. I cannot remember. What I do know is that it heavily influenced the region that would become the Thunder Lands on the continent of Harqual.

I combined a lot of what I read in Thunder Rift with the an 2e AD&D adventure called The Silver Key. All the names were changed and Honshar became Liran and the the Thunder Rift became a nameless valley in the Thunder Mountains. Without the Thunder Rift sourcebook, I had to abandon the idea of using the region for my campaign.

Until now...

I recently discovered David L's great Thunder Rift map as well as The Thunder Rift Gazetteer thread.

Here's a link to a newly revised hex map detailing my version of the Thunder Rift: [link]

I'll be using the gazetteer thread as inspiration, but I will be making the rift my own. Plus, since I don't have the sourcebook anymore [ :evil: ], I'll be creating a very different version of the Thunder Rift.

Opinions? Suggestions? Threats?

Cheers!

Knightfall
Last edited by Knightfall on Mon Dec 12, 2011 2:06 am, edited 4 times in total.
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Re: My version of Thunder Rift

Post by Knightfall » Wed Jun 30, 2010 6:40 am

Placeholder post for a revised version of the CC2 version of the map. - KF
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Re: My version of Thunder Rift

Post by Dave L » Wed Jun 30, 2010 10:35 am

Knightfall wrote:Opinions? Suggestions? Threats?

Cheers!

Knightfall
Opinion: Nice graphics!
Suggestions: Ask Havard ;)
Threats: Umm, nope, can't think of any

Very nice work. :)

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Re: My version of Thunder Rift

Post by Havard » Wed Jun 30, 2010 3:53 pm

Great hearing that you will be using the gazetteer thread as inspiration Robert!

I dont really know what kind of suggestions you might be looking for? One of the big points with Thunder Rift is that entering and leaving the valley is very restricted. Those who know paths leading out of the valley have power. Is your valley is as isolated as that?

Some interesting races in the valley include Japanese style Rakasta, Ratlings and Newts. I have always liked that aspect of the valley.

One of the major themes of Thunder Rift is the conflict between the mages and the fighting order of Sir Jameson. How does that fit into things?

-Havard

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Re: My version of Thunder Rift

Post by Knightfall » Thu Jul 01, 2010 12:04 am

Havard wrote:Great hearing that you will be using the gazetteer thread as inspiration Robert!

I dont really know what kind of suggestions you might be looking for? One of the big points with Thunder Rift is that entering and leaving the valley is very restricted. Those who know paths leading out of the valley have power. Is your valley is as isolated as that?
Um, no. It's not going to be that isolated. The town known as Thunder Pass is actually part of the Barony of Liran located on the western side of the mountain range. It is the strongest connection between the rift's inhabitants and the rest of the Thunder Lands.

Vish'Na'Ka is the capitial city of the Black Kingdom of the Thunder Orcs. These mountain orcs have been trying to conquer the lands and city-states around them for centuries. Ironsoul is the captial of the Strandlands, a small coastal land with a strong martial background.

Part of me is thinking that my version of the rift will be set 400 to 500 years ahead of what is considered canon for the setting. That way, I change it to suit my needs. (Of course, it's been so long since I read Thunder Rift that I'm not sure I understand what would be considered 'canon' for the rift.)

This way I can lessen the isolation factor.
Havard wrote:Some interesting races in the valley include Japanese style Rakasta, Ratlings and Newts. I have always liked that aspect of the valley.
Well, rakasta are a big deal in my game world, so I could see that race being a part of the rift. I am interested in the Newts angle but I'm not sure about the Ratlings. Hmm, perhaps I could use the Ratmen from Creature Collection: Revised. :idea:
Havard wrote:One of the major themes of Thunder Rift is the conflict between the mages and the fighting order of Sir Jameson. How does that fit into things?

-Havard
At this point, I have no idea.
Last edited by Knightfall on Mon Dec 12, 2011 2:16 am, edited 2 times in total.
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Re: Thunder Rift on Kulan

Post by Knightfall » Wed Nov 30, 2011 8:08 am

Can a moderator please move this thread to the Homebrew Worlds forum.

Thanks.
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Re: [Harqual] Thunder Rift on Kulan

Post by Knightfall » Mon Dec 12, 2011 2:08 am

Thunder Rift
Proper Name: Thunder Rift
Rulers: Riley Bauer, Councilman of Eniel [N male human Ari2]; Elladin Silvercrest [CG male silver elf Ftr5/Wiz4]; Gus Shardsson, Burgomeister of Faril [N male human Ari3]; Magnus [LN male rakasta Ftr5]; Omar Rocksson. Lord of Hearth-Home [LG male hill dwarf Ftr9]; Petr Mulav, Major of Rininem [N male human Ftr9].
Government: Each community in the rift has its own form of government.
Capital: NA; formerly Rininem
Major Towns: Edgewater (pop. – 40), Eniel (pop. – 150), Faril (pop. – 50), Hearth-Home (pop. – 300), Iahsa (pop. – 200), Rininem (pop. – 2,000), Silvercrest (pop. – 500)
Provinces: NA
Resources: Animals, grain, livestock (any), metals (copper and iron), and trained hunting birds.
Coinage: Quadrivial (gp), Wand (sp), Sword (cp).
Population: 32,500 – Human 50%, Halfling (hairfoot) 20%, Dwarf (hill) 10%, Elf (silver) 10%, Kitt 4%, Rakasta 3%, Ee'aar 2%, Other Races 1%.
Languages: Anorian, Auran, Common, Dwarven, Elven, Halfling, Kitt, and Rakasta.
Alignments: LG, LN, N *, (NE), CG, CN
Patron God: None.
Major Religions: Aerdrie, Apollo, Arvoreen, Berronar, Boccob, Corellon, Cull, the Daghdha, Dionysus, Dumathoin, Erevan, Fenmarel, Hades, Hel, Issek, Jalivier, Kord, Lokun, Melira, Moradin, Mussin, Olidammara, Ptah, Sanh, Sathia, Sehanine, Sheela, Solonor, Telchur, Ulaa, Uller, Wee Jas, and Yondalla
Minor Religions: Bahamut, Bast, Brandobaris, Clangeddin, Cyrrollalee, Darahl, Dike, Dugmaren, Dumathoin, Ferrix, Halmyr, Hanali, Hansa, Hendomar, Inanna, Konkresh, Mahridaar, Math Mathonwy, Mayela, Mimir, Mirella, Narvi, Nether, Rel, Rellavar, Saint Hubert, Sarula, Sulerain, Tarsellis, Trithereon, Vali, Valkar, Vergadain, Vespin, and the Gods of the Dragons.
Shrines and Cults: Abbathor, Angrboda, Anon, Aoskar, Araleth, Caoimhin, Casiia, Dark God, Deltum, Draven, Druaga, Enduma, Euphoria, Jaeger, Labelas, Maglubiyet, Malotoch, Mellifleur, Meriadar, Nessus, Patient One, Seraph, Tharizdun, Thorn, Truce, Tulle, Urogalan, Vaprak, Wotan, Xuar, Zealot, and Zell.
Alliances: Barony of Liran (non-aggression); Free City of Yuln (trade alliance, tentative); Walled Town of Thunder Pass (non-aggression, strained).
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Re: [Harqual] Thunder Rift on Kulan

Post by Angel Tarragon » Mon Dec 12, 2011 2:22 am

Knightfall wrote:Thunder Rift
Alignments: LG, LN, N *, (NE), CG, CN
Whats up with the asterisk?

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Re: [Harqual] Thunder Rift on Kulan

Post by Knightfall » Mon Dec 12, 2011 4:06 am

Twin Agate Dragons wrote:
Knightfall wrote:Thunder Rift
Alignments: LG, LN, N *, (NE), CG, CN
Whats up with the asterisk?
An asterisk denotes the alignment that is the most dominant. The braces/brackets denote an alignment that is in hiding or that is unknown to the general populace.
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Re: [Harqual] Thunder Rift on Kulan

Post by Angel Tarragon » Mon Dec 12, 2011 4:33 am

Thanks for the clarification.

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Re: [Harqual] Thunder Rift on Kulan

Post by Knightfall » Mon Dec 12, 2011 5:11 am

Twin Agate Dragons wrote:Thanks for the clarification.
No worries.

Thunder Rift: A Closer Look!
Still to be written.

COMMUNITIES
Edgewater (Thorp)
Still to be written.

Eniel (Hamlet)
Still to be written.

Faril (Thorp)
Still to be written.

Iahsa (Hamlet)
Still to be written.

Rininem (Small Town)
Still to be written.

Silvercrest (Village)
Still to be written.

Thohemehar (Hamlet)
Still to be written.

SITES
Shaft of Smoke (Mine)
Still to be written.

The Rift Bridge
Still to be written.

TERRAIN
The Dark Pit
Still to be written.

Lake Finag
Still to be written.
Last edited by Knightfall on Mon Dec 12, 2011 5:21 am, edited 4 times in total.
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Re: [Harqual] Thunder Rift on Kulan

Post by Knightfall » Mon Dec 12, 2011 5:12 am

Beyond the Rift
Still to be written.

COMMUNITIES
Thunder Pass (Large Town)
Still to be written.

Titan's Stone (Large Town)
Still to be written.

Zali (Thorp)
Still to be written.

SITES
Hall of Law (Church)
Still to be written.

The Monolith
Still to be written.
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Re: [Harqual] Thunder Rift on Kulan

Post by Knightfall » Tue Sep 23, 2014 7:24 pm

Thunder Rift Adventures
Here is a short list of adventures I've already set aside for running in my version of Thunder Rift. I've only included adventures that I have access too. This list will always be in state of flux.

"A Way With Words" [DUNGEON Magazine #41]
"Lost Temple of Demogorgon" [DUNGEON Magazine #120]
"The Wooden Mouse" [DUNGEON Magazine #11]
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Re: My version of Thunder Rift

Post by Angel Tarragon » Wed Sep 24, 2014 6:44 am

Knightfall wrote:Close up of the map...
Image link not working.

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Re: My version of Thunder Rift

Post by Knightfall » Wed Sep 24, 2014 8:04 am

The Angelic Dragon wrote:
Knightfall wrote:Close up of the map...
Image link not working.
Thanks, I didn't notice. Fixed it by uploading the map to Facebook and relinked it.

It was originally on EN World in my campaign group, but those images got purged. :P

EDIT: I removed a lot of images from the Facebook group. At some point the CC2 map will be added to Kulan World Journal.
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Re: [Harqual] Thunder Rift on Kulan

Post by Knightfall » Mon Aug 31, 2015 7:20 am

I've changed the first post to link a newly revised version of Thunder Rift in hex map format. The link goes to Facebook. Once the map is completed with roads and names, it will go up on Kulan World Journal.
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