The Island Realms

The homebrew world of Knightfall.

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The Island Realms

Post by Knightfall » Thu Mar 31, 2011 6:07 am

A new thread for the various island realms on the World of Kulan. I will be merging some of the old content from the World of Kulan Introductory thread into this one. -KF
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Last edited by Knightfall on Tue Dec 27, 2011 7:02 am, edited 8 times in total.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Thu Mar 31, 2011 6:39 am

Races of the Islands of the Frozen North

  • Past the Northlands of the Lands of Harqual lies the Frozen North, Kulan's arctic. Very little is known about the region other than it is home to at least two deities, Cronn and Lokun. The vast frozen North Sea stretches from Harqual to Kanpur on the other side of the planet. It is believed that few beings live here but that is wrong. There are races living on, in, and under the sea ice. Neanderthals roam ancient isles and there are demihumans here too. The Barbegazi, glacier & tiger dwarves, tundra halflings, the ancient Rmoahali. And where there are demihumans there are their enemies — goblinoids, kobolds, and orcs. There are more exotic races living in the Frozen North as well. These strange beings thrive in the frigid wasteland. There are the deadly frost folk, who are not quite human. There are the feral garguns. There are the Ith'n Ya'roo. The list goes on...

    THE LIST
    Alcor
    ● The Baklath †
    ● Barbegazi [Ice Gnome]
    ● Blade breaker
    ● Domovoi (Frostburn)
    ● Draconic creature [Template] (Draconomicon) | [Dragontouched] †
    ● Dracovaran †
    ● Dragonborn [Modified] †
    ● Dwarf, glacier (Frostburn)
    ● Dwarf, tiger
    ● Elf, feral
    ● Feral gargun (Races of Stone)
    ● The Feytouched (Fiend Folio)
    ● Fremlin †
    ● Frost ape
    ● Frost folk (Frostburn)
    ● Goblin, Amitok
    ● Goblin, snow (Frostburn)
    ● Halfling, tundra
    ● Half-Dragon [Template] (Draconomicon/MM)
    ● Half-Fey [Template] (Fiend Folio)
    ● Half-Orc (PHB)
    ● Half-Troll [Template] (Fiend Folio)
    ● Human (PHB)
    ● Human, Neanderthal (Frostburn)
    ● Ice ghoul
    ● Ith'n Ya'roo (Complete Minions)
    ● Kitt †
    ● Kobold, arctic
    ● Orc (MM)
    ● Planetouched, Zenythri (MM2)
    ● The Rmoahali (Frost & Fur)
    ● Sprite, ice (Frost & Fur)
    ● Wind lord

    † Homebrewed racial traits.
Last edited by Knightfall on Tue Dec 27, 2011 7:03 am, edited 3 times in total.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Fri Apr 01, 2011 3:00 am

Races of Gwyrdhyn
Gwyrdhyn, like the Vol Isles, is more of a subregion. It is considered to be part of Kanpur and is to the northwestern side of the continent what Great Britain is to Europe. It's races are mainly unique versions of the standard races as depicted in the Relics & Rituals: Excalibur sourcebook. However, since Kulan is highly magical, the island isn't completely isolated from the rest of the western lands of Kanpur. Gwyrdhyn can be best described as mythic-Arthurian fantasy. The fey magicks of the isle are some of the strongest on the world. There are higher ideals on the Green Isle but there are the fallen as well. Knighthood and honor are penultimate on Gwyrdhyn, but their are savage pict-like cultures as well. I haven't decided which of the races I've added to the list of Excalibur races (*) will be chivalric and which ones will be savage. (Aasimars and zenythris will likely be chivalric while catfolk and tieflings will be savage. Those choices seem obvious to me.)

PRIMARY RACES
● Anhardd [Hobgoblin] *
● Cellwair [Halfling] *
● Draconic creature [Template] (Draconomicon) | [Dragontouched] †
● The Feytouched (Fiend Folio)
● Fremlin †
● Half-Fey [Template] (Fiend Folio)
● Half-Orc *
● Human *
● Meinedd [Dwarf] *
● Pem [Burrow Gnome] (Valus)
● Piper (Bastards & Bloodlines)
● Planetouched, Aasimar (Races of Destiny)
● Planetouched, Tiefling (Races of Destiny)
● Planetouched, Zenythri (MM2)
● Sidhe, Daoine [Elf Lord] *
● Sidhe, Hanner [Half-Elf] *
● Sidhe, Lledrith [Forest Elf] *

SECONDARY RACES
● Alabast (MCAE)
● The Baklath †
● Catfolk (Races of the Wild)
● Centaur (Races of the Wild)
● Darfellan (Stormwrack)
● Decataur (Bastards & Bloodlines)
● Dracovaran †
● Dragonborn [Modified] †
● Elf, gray (MM)
● Half-Dragon [Template] (Draconomicon/MM)
● Half-Troll [Template] (Fiend Folio)
Halfling, wild (Creature Catalog)
● Kitt †
● Kobold (Races of the Dragon)
● Pixie (MM)
● Rakasta †
● Roven (Valus)
● Satyr (MM)
● Sea kin
● Spring child (Bastards & Bloodlines)

† Homebrewed racial traits.
Last edited by Knightfall on Fri Dec 30, 2011 7:00 am, edited 6 times in total.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Fri Apr 01, 2011 4:13 pm

Races of Merria
If you've ever watched the Pirates of Dark Water cartoon then you'll have an idea of what Merria is like. I even modeled my regional map of this group of islands after the cartoon's map. I even created a monkey-bird race (i.e. Ibonahin). Humans are the dominant race in the islands. The elves of Merria are known as the Kree. The dwarves of Merria are known as Scon. The underfolk (from Races of Destiny) of Merria are known as the Antari. The aerial races (asherakes, the baklath, ibonahins, raptorans, & vogels) will be commonplace in Merria as will the hadozee, half-elves & half-orcs, halflings & kitts, the rakasta, ratmen, and tieflings. (The ratmen listed under secondary races are rare, however.) The draconesti, the dragontouched, gnomes, half-giants, and kobolds are slightly rarer. Merria is as much a crossroads of Kulan`s sea lanes as the Isles of Valossa. Therefore, races from the Fallenlands, Triadora, and the western lands of Kanpur are often encountered in Merria's ports. Visitors from Harqual are rare. (The races listed below are the native races to the islands.)

PRIMARY RACES
● Asherake
● The Baklath †
● Draconesti †
● Draconic creature [Template] [Dragontouched] †
● Dwarf [Scon]
● Elf [Kree]
● Gnome
● Hadozee
● Half-Elf
● Half-Giant
● Half-Orc
● Halfling
● Human
● Human, Vasharan
● Ibonahin [Monkey-Bird] †
● Kitt †
● Kobold
● Rakasta †
● Raptoran
● Ratman [Slitheren]
● Ratman, brown gorger
● Ratman, red witch
● Tiefling
● Underfolk [Antari]
● Vogel

SECONDARY RACES
● Anuchu
● Blount †
● Dracovaran †
● Dragonborn [Modified] †
● Felid [Template]
● The Feytouched
● Fremlin †
● Giant, island
● Gnoll
● Half-Dragon [Template]
● Half-Fey [Template]
● Half-Gnoll
● Half-Rakshasa [Template]
● Half-Troll [Template]
● Human, Descendant of Trel †
● The Jerren
● Lizardfolk, cliffborn
● Logheir
● Maenad
● Mongrelfolk
● Ologatu
● Orc
● Orc, greenskin
● Plantfolk
● Purrloiner
● Rakshasa, Naztharune
● Ratman, diseased
● Ratman, foamer
● Rhonian
● Sea Kin
● Thoul
● Tlacamoc
● Urd
● Xeph
● Yuan-Ti pureblood
● Zenythri

† Homebrewed racial traits.
Last edited by Knightfall on Sat Jan 07, 2012 5:28 pm, edited 9 times in total.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Fri Apr 01, 2011 5:11 pm

Races of Ryaith
Ryaith is a group of islands northwest of the continent of Janardûn. The largest islands are mountainous and covered with temperate rainforests and cold taiga. The bulk of races of Ryaith live either in the primeval forests or in the hills and mountains. The gray elves are the most dominant of these races and their grand cities are found throughout the island chain. Dwarves, barbegazis, and dream dwarves live throughout the hills and under the mountains. Kercpa and snow elves live primarily in the forested lands. Humans, halflings, the dragonborn, dragontouched, and the kalashtar live primarily in coastal cities. The forests are filled with fey such as fremlins and ice sprites; therefore, Ryaith is home to many half-fey and the feytouched as well. The outlying islands of Ryaith are tundra or completely barren. These islands are home primarily to wild halflings. There are towns and few cities on these islands; the racial demographics are usually mixed with humans being the dominant race of these communities. Ryaith is strongly psionic and magical. It is influenced by both Janardûn's (psionic) republic and Wuhan's (oriental) feudalism. Hengeyokai and spirit folk are common citizens throughout the islands.

PRIMARY RACES
● Barbegazi [Ice Gnome]
● Draconic creature [Template] [Dragontouched] †
● Dragonborn [Modified] †
● Dwarf
● Dwarf, dream
● Elf, gray
● Elf, snow
● The Feytouched
● Fremlin †
● Half-Elf
● Half-Fey [Template]
● Halfling
● Halfling, wild
● Hengeyokai
● Human
● Kalashtar
● Kercpa
● Kitt †
● Spirit folk [both]
● Sprite, ice

SECONDARY RACES
● Aurad
● The Baklath †
● Behklit
● Diabolus
● Dracovaran †
● Elf, shadow
● Giant, ogre
● Hagspawn
● Half-Dragon [Template]
● Half-Troll [Template]
● Narlaskin
● Ngakoi
● Skarren
● Sulwynarii
● Taer
● Treska
● Vanthiir
● Volodni
● Wind lord
● Zeidian
● Zenythri

† Homebrewed racial traits.
Last edited by Knightfall on Sat Jan 07, 2012 5:25 pm, edited 5 times in total.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Fri Apr 01, 2011 6:43 pm

Races of the Isles of Valossa

  • The racial diversity of the Isles of Valossa has a lot to do with where the islands are located. Harqual, Janardûn, and Triadora form a triangle around the island chain. Therefore, its racial demographics have been influenced by those three continents. Its people are a mixture of the native races listed below and the races of the three continents that surround it. It is a meeting place of ideas and conflict. And no where is this better seen than in the City of Freeport. Visitors to that city often see a Horn minotaur from Triadora challenging a cyclops from Janardûn, a native rakasta trader haggling over the price of a sword with a lupin adventurer, or a Raellorian elf rake having a drink with a southern elf beauty from the Far South of Harqual.

    The Isles of Valossa are a crossroads of Kulan's western seas. If it exists in the West, then it will pass through these islands, eventually.

    HUMANS AND DEMIHUMANS
    ● Draconesti †
    ● Dwarf (PHB)
    ● Dwarf, Deathwarden (Ghostwalk)
    ● Dwarf, Seacliff (Stormwrack)
    ● Elf (PHB)
    ● Elf, Raellorian (Races of Evernor)
    ● Elf, Wood
    ● Gnome (PHB)
    ● Gnome, Crag
    ● Gnome, Wavecrest (Stormwrack)
    ● Half-Elf (PHB)
    ● Halfling (PHB)
    ● Halfling, Jerren (BoVD)
    ● Human (PHB)
    ● Human, Descendant of Trel [Trelian] †
    ● Skulk (Races of Destiny)

    THE BRED
    ● Aasimar (Races of Destiny)
    ● Azhari
    ● Felid [Template] (BoEF)
    ● The Feytouched (Fiend Folio)
    ● Half-Fey [Template]
    ● Half-Giant (Savage Species)
    ● Half-Gnoll (Bastards & Bloodlines)
    ● Half-Orc (PHB)
    ● Half-Troll [Template] (Fiend Folio)
    ● Kitt †
    ● Maenad (XPH)
    ● Planetouched, Genasi [all]
    ● Planetouched, Khazerkas (Aasimars & Tieflings)
    ● Planetouched, Silvans (Aasimars & Tieflings)
    ● Planetouched, Tiefling (Races of Destiny)
    ● Planetouched. Zenythri (MM2)
    ● Sea Kin
    Thoul (Creature Catalog)

    SCALYKIND
    ● Alligator Warrior
    ● Blount †
    ● Draconic Creature [Template] (Draconomicon) | [Dragontouched] †
    ● Dracovaran †
    ● Dragonborn [Modified] †
    ● Grippli
    ● Half-Dragon [Template] (Draconomicon/MM)
    ● Kobold (Races of the Dragon)
    ● Lizardfolk, Cliffborn (CMR)
    ● Lizardfolk, Giant (BCD)
    ● Lizardfolk, Poison Dusk (MM3)
    ● Ophidian
    ● Serpentine [Template]
    ● Serpent People
    Urd (Creature Catalog)
    ● Witchknife (MM3)
    ● Yuan-Ti Pureblood (MM)
    ● Zha'lari

    OTHER RACES
    ● Aarakocra (Races of Faerûn)
    ● Anuchu
    ● Asherake (Complete Minions)
    ● Aurad
    ● The Baklath †
    ● Bayou Seer
    Caiveh (Creature Catalog)
    Centaurkin, Gnoat (Creature Catalog)
    ● Fremlin †
    ● Ghost [Template] [The Veiled] (Ghostwalk)
    ● Gnoll (Races of the Wild)
    ● Hobgoblin, Fire
    ● Ologatu
    ● Orc (MM)
    ● Orc, Greenskin
    ● Rakasta †
    ● Raptoran (Races of the Wild)
    ● Ratman (Slitheren)
    ● Ratman, Brown Gorger
    ● Ratman, Red Witch
    ● Ubantu
    ● Vogel (Complete Minions)
    ● Xeph (XPH)

    † Homebrewed racial traits.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Fri Apr 01, 2011 7:50 pm

Races of the Isles of Valus
Valus is unique. It's racial demographic is the most "isolated" of all the island chains of Kulan. Its primary races are the common races, period. The secondary races are all rare in the Isles of Valus. Visitors from other regions are rare in these islands and are rarely welcome. The rare races of Valus are tolerated, somewhat. Zenythris are well regarded for their ordered beliefs as long as they avoid being preachy. Kitts and fremlins are considered to be always underfoot (and nuisances). The half-races are usually reviled, especially half-trolls. Dragonborn and the dragontouched are looked at with awe or fear (or a bit of both). Dracovarans and half-dragons are always unique.

PRIMARY RACES
● Dwarf [Durven] *
● Elf, Gammhedrel (Valus)
● Elf, Horadrel (Valus)
● Half-Elf [Pardadrel] *
● Half-Orc *
● Halfling *
● Human *
● Pem [Burrow Gnome] (Valus)
● Roven (Valus)
● Trull (Valus)
* These core v.3.5 races are modified for the Isles of Valus. See the Valus sourcebook for more details.

SECONDARY RACES
● The Baklath †
● Draconic creature [Template] [Dragontouched] †
● Dracovaran †
● Dragonborn [Modified] †
● The Feytouched
● Fremlin †
● Half-Dragon [Template]
● Half-Fey [Template]
● Half-Troll [Template]
● Kitt †
● Zenythri

† Homebrewed racial traits.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Fri Apr 01, 2011 9:28 pm

Races of the Vol Isles
While the Vol Isles have few native races, these islands aren't as isolated as the Frozen North or Valus. These islands are considered a subregion of Triadora. Therefore, the islands are often home to the seafarering Triadoran races as well as the islands' native races. There are humans living on the Vol Isles, (unlike Triadora) but they are very rare (and sometimes hunted). Beyond this list, I haven't made any real background for this region. I don't even have an overview map although you can see parts of the island chain on the Kanpur and Triadora maps. The islands stretch from the western shores of Triadora to the southern shores of the Indjran Peninsula and the edge of the Crowded Sea.

THE LIST
● Armamen
● The Baklath †
● Blount †
● Draconic Creature [Template] [Dragontouched] †
● Dracovaran †
● Dragonborn [Modified] †
● The Feytouched
● Fremlin †
● Giant, Island
● Half-Dragon [Template]
● Half-Fey [Template]
● Half-Troll [Template]
● Hengeyokai
● Human
● Kalashtar
● Killoren
● Orc, Greenskin
● Raptoran
● Rakasta †
● Sea Kin
● Spirit Folk, Sea
● Tasloi
● Tortle [Modified] †
● Urd
● Vogel
● Zenythri

† Homebrewed racial traits.
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Wed Apr 06, 2011 4:50 pm

Races of the Wakuna Islands
The Wakuna Islands are a group of small, scattered island chains that are more wild than most regions of Kulan. The most famous of these islands is the Isle of Dread. Cities are a rarity on these islands; typically, the region's communities are large towns or smaller. The dominant humans are the Olman; they can be found on every island in the region and they consider the Wakunas to be their home land. Asherakes, the baklath, gnolls, kitts, orcs, phanatons, the rakasta, vogels, and wood elves are all common races with their own communities (or clans/tribes) in these island chains. Races such as the dragonborn, gnomes, half-elves & half-orcs, maenads, tieflings, xephs, and zenythris are more likely to found living amongst humans in the larger non-Olman communities. The other races of the region are rarer or tend to keep to themselves in small groups.

PRIMARY RACES
● Asherake
● The Baklath †
● Blount †
● Draconesti †
● Draconic creature [Template] [Dragontouched] †
● Elf, wood
● Fremlin †
● Gnoll
● Gnome
● Gnome, wavecrest
● Half-Elf
● Half-Gnoll
● Half-Orc
● Half-Troll [Template]
● Halfling, deep
● Human
● Human, Olman
● Kitt †
● Lizardfolk, cliffborn
● Orc
● Orc, greenskin
● Phanaton †
● Rakasta †
● Shifter
● Tiefling
● Vogel

SECONDARY RACES
● Banderlog
● Chaond
● Dracovaran †
● Dragonborn [Modified] †
● Elf, fire
● Elf, metal
● Elf, water
● Elf, wind
● Felid [Template]
● The Feytouched
● Giant, island
● Grippli
● Half-Dragon [Template]
● Half-Fey [Template]
● Human, Vasharan
● The Jerren
● Leafling
● Logheir
● Maenad
● Manticora
● Parryn
● Plantfolk
● The Proud
● Ratman [Slitheren]
● Ratman, brown gorger
● Ratman, red witch
● Sea kin
● Skresh
● Spindleshank
● Tael-Galmor
● Thoul
● Tibbit
● Tlacamoc
● Trogodon
● Xeph
● Yuan-Ti pureblood
● Zenythri

† Homebrewed racial traits.
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Old Version of Ghostwalk Island

Post by Knightfall » Tue Feb 12, 2013 5:42 pm

Image

GHOSTWALK Campaign Region
I just bought a copy of Ghostwalk, which I'm adding to Kulan. I've placed it on its own island in the island group known as the Isles of Valossa.

NOTE: I've renamed the island that the setting is going to be on. The island is now called Hikir.

More to come...
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Re: Isles of Valossa

Post by Big Mac » Wed Feb 13, 2013 12:24 pm

Knightfall wrote:<snip - map removed>

GHOSTWALK Campaign Region
I just bought a copy of Ghostwalk, which I'm adding to Kulan. I've placed it on its own island in the island group known as the Isles of Valossa.

More to come...
I'm loving the map. I'm looking forward to you adding on all the details that Skip Williams Sean K Reynolds has on his map and adding your own details to the western side of the island.

I wonder if you need one or two more rivers to the north-west of the mountain range. I see big lakes without any rivers supplying them or emptying them.
Last edited by Big Mac on Wed May 14, 2014 4:39 am, edited 1 time in total.
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Re: Isles of Valossa

Post by Knightfall » Wed Feb 13, 2013 8:05 pm

Big Mac wrote:
Knightfall wrote:<snip - map removed>

GHOSTWALK Campaign Region
I just bought a copy of Ghostwalk, which I'm adding to Kulan. I've placed it on its own island in the island group known as the Isles of Valossa.

More to come...
I'm loving the map. I'm looking forward to you adding on all the details that Skip Williams Sean K Reynold has on his map and adding your own details to the western side of the island.
Well, I've expanded the size of the island (and renamed it), so I'm definitely hoping to add more to it than the canon countries listed in book. When I was considering getting it, I hadn't realized that there was so much more in the setting than Manifest. Ghostwalk reminds me of the AD&D 2E standalone settings like Council of Wyrms and Jakandor.

I kind of wish it had been released after v.3.5 came out, but i have the v.3.5 update, so it's all good. :D
Big Mac wrote:I wonder if you need one or two more rivers to the north-west of the mountain range. I see big lakes without any rivers supplying them or emptying them.
Well, I was going by what was on the JPG map that I downloaded from Sean's web site. I've added a few rivers to the other side of the island, already, but I want to stick as close to canon for the Eastern side of the island.
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Re: Isles of Valossa

Post by Big Mac » Wed May 14, 2014 7:12 pm

Knightfall wrote:
Big Mac wrote:
Knightfall wrote:<snip - map removed>

GHOSTWALK Campaign Region
I just bought a copy of Ghostwalk, which I'm adding to Kulan. I've placed it on its own island in the island group known as the Isles of Valossa.

More to come...
I'm loving the map. I'm looking forward to you adding on all the details that Skip Williams Sean K Reynold has on his map and adding your own details to the western side of the island.
Well, I've expanded the size of the island (and renamed it), so I'm definitely hoping to add more to it than the canon countries listed in book. When I was considering getting it, I hadn't realized that there was so much more in the setting than Manifest. Ghostwalk reminds me of the AD&D 2E standalone settings like Council of Wyrms and Jakandor.

I kind of wish it had been released after v.3.5 came out, but i have the v.3.5 update, so it's all good. :D
I don't know why I wrote "Skip Williams there. I seem to have Skip Williams on the brain for some reason. :oops:

Ghostwalk is a pretty unusual book, as it has three Web Enhancements. Two regular ones and an Epic thing from Andy Collins. There is not a Ghostwalk forum yet, but you can find any you missed in the Other Ghostwalk Websites (& Free Downloads) thread. There is also a fan adventure called Best Served Cold.
Knightfall wrote:
Big Mac wrote:I wonder if you need one or two more rivers to the north-west of the mountain range. I see big lakes without any rivers supplying them or emptying them.
Well, I was going by what was on the JPG map that I downloaded from Sean's web site. I've added a few rivers to the other side of the island, already, but I want to stick as close to canon for the Eastern side of the island.
Did you notice the differences that I noticed on Sean K. Reynold's sketch map? Most of them are trivial differences, but a few of the things on his map are not on the official map.
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Re: Isles of Valossa

Post by Knightfall » Thu May 15, 2014 6:28 am

Big Mac wrote:
Knightfall wrote:
Big Mac wrote:
Knightfall wrote:<snip - map removed>

GHOSTWALK Campaign Region
I just bought a copy of Ghostwalk, which I'm adding to Kulan. I've placed it on its own island in the island group known as the Isles of Valossa.

More to come...
I'm loving the map. I'm looking forward to you adding on all the details that Skip Williams Sean K Reynold has on his map and adding your own details to the western side of the island.
Well, I've expanded the size of the island (and renamed it), so I'm definitely hoping to add more to it than the canon countries listed in book. When I was considering getting it, I hadn't realized that there was so much more in the setting than Manifest. Ghostwalk reminds me of the AD&D 2E standalone settings like Council of Wyrms and Jakandor.

I kind of wish it had been released after v.3.5 came out, but i have the v.3.5 update, so it's all good. :D
I don't know why I wrote "Skip Williams there. I seem to have Skip Williams on the brain for some reason. :oops:

Ghostwalk is a pretty unusual book, as it has three Web Enhancements. Two regular ones and an Epic thing from Andy Collins. There is not a Ghostwalk forum yet, but you can find any you missed in the Other Ghostwalk Websites (& Free Downloads) thread. There is also a fan adventure called Best Served Cold.
Knightfall wrote:
Big Mac wrote:I wonder if you need one or two more rivers to the north-west of the mountain range. I see big lakes without any rivers supplying them or emptying them.
Well, I was going by what was on the JPG map that I downloaded from Sean's web site. I've added a few rivers to the other side of the island, already, but I want to stick as close to canon for the Eastern side of the island.
Did you notice the differences that I noticed on Sean K. Reynold's sketch map? Most of them are trivial differences, but a few of the things on his map are not on the official map.
I have seen all the downloads for Ghostwalk. It was reading about the posts here that made me want to buy the book. I think I downloaded the fan adventure; I'm not 100% sure. (It seems I haven't looked at that yet.) I also downloaded Sean's map and I've added some (if not all) of its features to my own version. It's been a while since I looked at my CC2 maps for that part of the world.

I'm obsessing about Harqual once again. I did my other monster lists for Janardun, Triadora, and The Fallenlands fairly quickly. The ones for Harqual are going to be more... intensely scrutinized. I will be doing such a list for the Isles of Valossa at some point. In fact, it or Ryaith will likely be next after Harqual's lists are done. I don't think I'll have a sublist for Ghostwalk, but maybe I'll come up with a way to 'mark' a creature's primary island (if the creature has one) in the island chain.
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Ghostwalk Islands (old map)

Post by Knightfall » Sun Jan 25, 2015 2:35 am

i've gone through this thread and fixed some map image links. I've uploaded larger-sized versions of the continental overview maps on E.N. World. I originally had all the image on Facebook, but I'm not comfortable having them on that site anymore. Instead, my maps will either go on E.N. World or on my Kulan World Journal blog.

Below is a image I created for the Ghostwalk Islands, which are part of the region known as the Isles of Valossa.

Image
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Re: Knightfall's World of Kulan Thread [on The Piazza]

Post by Knightfall » Thu Sep 07, 2017 7:52 pm

Okay, so that's everything from the main World of Kulan thread (I think). This thread is now where I will post new material for any of Kulan's island realms. :D
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Isles of Valossa [Original CC2 Map]

Post by Knightfall » Thu Sep 07, 2017 8:28 pm

Image
Note that this map's scale is out of date. Plus, I'm going to rework these islands to be more expansive. -KF
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Arek Region [First Map Revision]

Post by Knightfall » Thu Sep 07, 2017 8:49 pm

This map will be reworked completely once I've revised the Isles of Valossa to include as much of the Arekoz setting as I can. My plan is to still call the larger island Arek instead of Arekoz, but it still will be an island. -KF

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Ghostwalk Islands [First Map Revision]

Post by Knightfall » Thu Sep 07, 2017 10:54 pm

I felt I needed to update this map before I could move forward with redoing the entire Isles of Valossa in Hexographer. In that change, these islands won't be changed much but there might be new islands added. There isn't a set scale for this map since the entire world has been resized. I'll figure that out later. :P
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Valossan Timeline based on Ghostwalk sourcebook...

Post by Knightfall » Sat Sep 16, 2017 5:18 pm

Timeline of Isles of Valossa (First Draft)
Years shown are for the New Calendar of Harqual (until I come up with a Valossan regional calendar). More than likely, I'll end up using the calendar from the Freeport setting.

-9250 N.C.
Sigil, The City of Doors, is created by an unknown race, force, or deity (rough estimate).

-2800 N.C.
The Year of the Deepwar
Drow elves invade from an unknown Material Plane. They begin to war with the native Underearth races of Kulan. However, the various Underearth races work together to destroy the invaders; but one race, the morlocks, refuses to stop fighting once the drow are purged from the Underearth. This was the beginning of the Underearth War.

-2300 N.C.
The Year of Deepwar's End
The Underearth War comes to an end. (This conflict was also known as the Morlock War.) Dozens of duergar clans are forced towards the surface world by the victorious morlock hordes.

-2250 N.C.
The Year of the Veiled
The city of Manifest is founded on the island of Hikir.

-2040 N.C.
Year of the Dread Pirate
The pirate lord known a Durgeth invades the island of Hikir.

-2000 N.C.
The Year of Decay's Purge
The evil god Mussin enacts the Dark Purge on the World of Trel, which destroys that world. Several large meteors slam into the waters of the Sea of Valossa, which swamps and sinks several islands in the chain.

-1800 N.C.
On the island of Hikir, the city of Manifest is rebuilt in the Spirit Wood.

-1500 N.C.
The Mortals' War begins in the Lands of Harqual (rough estimate).

-1800 N.C.
An agreement is signed by the peoples of the island of Hikir known as the Manifest Accord, which declares the city of Manifest as a free state. This agreement has remained in effect to current year.

-1250 N.C.
The war of the Harqualian gods (known as the Divinity War) begins in the Lands of Harqual (rough estimate). It eventually moves beyond the Material Plane.

-1050 N.C.
The Dead War versus the cultists of Dracanish begins on the island of Hikir and quickly engulfs all the nearby islands ( now known as the Ghostwalk Islands).

-600 N.C.
The Dead War ends on Hikir.

-252 N.C.
The nearly 1,000 year-old god-war between the North Gods and Sword Gods of Harqual's people ends. Two deities are banished, as a result.

-225 to -220 N.C.
The Mortals' War ends in the Lands of Harqual (rough estimate).

-200 N.C.
The Black Wars begin in the Lands of Harqual (rough estimate).

-150 N.C.
On the island of Hikir, living people finally return the area of the Spirit Wood where Manifest lies in ruins. (Only the Veiled had called the city's streets home until this time, after the Dead War ended.) The pilgrim Pahrash petitions the elves to allow for the rebuilding of the city.

-130 N.C.
The Veiled of Manifest found a new organization called the Khardon Court.

-110 N.C.
In Manifest, a new religious order, called the Yisa-koma, is founded in Manifest by Pahrash and her followers to help reclaim the city and bring it back to its former glory. In the same year, wizards and sorcerers from nearby Tereppek gather in Manifest and form a new society called the Piran Sedestadel.

-100 N.C.
The demon lord known as Nabthatoron is exiled to the Material Plane after trying to overthrow Graz'zt.

-90 N.C.
On the island of Hikir, a magical plague, which becomes known as the Demon Fever Blight, spreads through the island beyond to the nearby Rune Islands, Fume Island, and Salmas. It doesn't reach Aste, however.

449 N.C.
The First Ogre War begins in the Lands of Harqual.

450 N.C.
The Day of Xaphan. A living avatar of the mystery god known as Neistra'demos appears on the island of Inuitea. The being and his cult soon reveal that Neistra'demos is actually the demon prince known as Orcus. The islands population is slaughtered and subjugated. Xaphan and his followers transform Inuitea's fleet of merchant and fishing ship into twisted ships of war and invade the island of Hikir. Several lands band together to meet the invaders and the ensuing conflict is called the Liche War, which lasts ten years.

460 N.C.
The Liche War ends with the death of Xaphan at the hands of seven generals wearing magical crowns crafted by the Piran Sedestadel. Xaphan's twisted armies flee back to Inuitea, which is eventually renamed Xaphan by his vampire lieutenants.

551 N.C.
The First Ogre War ends in the Lands of Harqual.

660 N.C.
On the island of Hikir, the yuan-ti of Sura-Khiri form a plan to invade the city of Manifest and destroy it and The Veiled. They get as far as the edge of the Spirit Wood (while avoiding all the islands other settlements) where a hermit and sorcerer named Ashtagra saw them coming fro her tower west of the forest. She calls down several meteor swarms upon them, which slays hundreds of them and scatters the rest. The king of Salkiria puts a bounty on the heads of the snakekin. Over the next few years, dozens of adventurers and mercenaries scour the region and collect on this bounty.

665 N.C.
On the island of Hikir, Chorubar Tosh (one of the Seven Generals of the Liche War) collects the last yuan-ti bounty when he brings in the heads of ten of the snakekin including the leaders of the yuan-ti that had planned the invasion of Manifest.

670 N.C.
The Planar City of Union is founded by the mercane.

701 N.C.
The Second Ogre War begins in the Lands of Harqual.

717 N.C.
The Second Ogre War ends in the Lands of Harqual.

749 N.C.
The Year of the Return
A planar conjunction (later called The Transformation) causes widespread chaotic changes across the entire continent of Harqual. The magical mists extend as far south and west as the island of Athes, but does not touch the shores of the Serpent's Teeth.

758 N.C. (The Year Just Ending)

Current Year: 759 N.C.
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The Isles of Valossa [Revised]

Post by Knightfall » Sun Sep 17, 2017 9:31 pm

Here is the finalized version of the CC2 map for the Isles of Valossa. Note the changes from the previous version including the scale bar. - KF

Image

The Island of Arek
Ashen
The City of Ashen is one of the few free cities on the Island of Arek. It is not as big as Gateway, but it is an important port city in the north for those that prefer not to deal with the vile citizens of Agul. Ashen can be a wild place at night, however, so it is important to tread carefully, especially near the docks.

Calrendria (Occupied Kingdom [by the Empire of Mhul])
"Common men and warriors alike, wishing to free themselves from the diabolic yoke of oppressive rule under the Empire of Mhul, formed this kingdom." - Written by Tony Bounds.

Calrendria was most likely designed to be the typical fantasy kingdom. However, since my Calrendia is very close to the equator, a lot of how the land is portrayed will be different. No knights in heavy platemail here.

Choyca (Fantasy Mesoamerican Kingdom)
Still to be written.

Gateway, The City of Living Waters
Gateway is the location for most of Enigma of the Arcanexus. The City of Gateway is one of the key cities on the Island of Arek and is a metropolis. Dark Portal Games posted a free PDF file detailing Gateway, which I still have.

More to come...

Hasdiir (Occupied Dwarven Kingdom [by the Empire of Mhul])
Still to be written.

Hiulre
Still to be written.

Ivory Ports
The Ivory Ports are a loose alliance of city-states on the southern coast of Arek. These city-states are named Blackburn, Grenato, Pikebridge, Silverus, and Thalburg. The Ivory Ports are detailed in The Pirate's Guide to Freeport, a systemless sourcebook detailing Freeport.

Kendlauan (Self-Proclaimed Kingdom)
Still to be written.

Mhul (Evil Empire)
Another region from the Arekoz campaign setting, this one is vitally important for Enigma of the Arcanexus. Not that I mind, the Empire of Mhul, as it's called in the book, is a great land of bad guys for the heroes to face. I've even thought of a way to tie Enigma of the Arcanexus to Freeport and the idea of the lost Empire of the Serpents. As with Gateway, the land lies in a warm tropical part of the world and will have to be modified somewhat. All the better to make Mhul more to my liking.

Mhulnish North [Noted on the Arek Region map as the Mhulian North]
This was once the heart of Mhul before it became an empire. The southerly citizens of the empire consider the peoples of the north to be 'unsophisticated'. While the Mhulnish North is under the firm grip of the Imperial Throne of Malthaga, there is some discontent amongst the peoples of its major cities. Many wish to break away from the empire like Kendlauan did a decade ago. However, with the conquest of Calrendria by the empire, this discontent is murmured very quietly.

Saul (Imperialistic Kingdom [on the rise])
Still to be written.

Tarrend
Tarrend is both the name of this mountain kingdom and its capital. Tarrend is dominated by dwarves and elves but all the demihuman races are found in this land. Tarrend is often an ally of Gateway but this alliance is not formalized. In truth, Tarrend would like to annex Gateway in order to gain a measure of strength over Mhul.

Vehrmon
Vehrmon is another land from the Enigma of the Arcanexus adventure. Very little is detailed about this kingdom in that adventure; however, I do have this little tidbit now: "Ruled by a triumvirate of merchants, a visit to Vehrmon may prove to be a boon or bust to those who gamble their fortunes or their lives in this mercenary kingdom." - Written by Tony Bounds

Vendir (Independent Dwarven Kingdom)
Still to be written.

Zhaugmani Coast
The region known as Zhaugmani is inspired by the jungle of the same name marked on the AREKOZ d20 campaign setting map. It is believed that the Zhaugmani Coast is where the Mhulnish ethnicity first came together as a people. There are many ruins in the tropical rain forest that appear to be Mhulnish in origin, so this belief could be true. The forest is said to be filled with strange creatures that can be dangerous to even glance out of the corner of the eye.

While the coastline is dominated by the rain forest and the low hills that stand underneath the mountains known as the Spine of the World Dragon, the key locales along the coast are the two cities known as Darkwell and Ruhlsek. Darkwell is a semi-independent city-state that lies on the northern edge of the rain forest that has strong ties with the Free City of Ashen. It is a dangerous place to live if your not a monster hunter. The city-state is rougher than Ashen and some consider it a pirate port, which is an apt description. (Darkwell is like Freeport but meaner.)

Ruhlsek is the largest city in the northern half of the island, although some believe that Kendlmiir could soon eclipse it in size, if the Empire of Mhul doesn't reconquer Kendlauan. Ruhlsek is strongly Mhulnish, but its people don't consider themselves to be connected to the Mhulnish North or the Empire of Mhul. Ruhlsek is much more cosmopolitan than Darkwell, and the two city-states are very different. Ruhlsek is still considered a bit 'backward' compared to southern kingdoms along Arek's west coast.
___________________________________________________________________

Athes and Eirai
Still to be written.

Haspenia
Still to be written.

Bruxolm
Still to be written.

Dragonmouth (Homebrewed 'Ivory Ports' City-State)
Still to be written.

Calay
One of the largest islands in the Valossan island group that doesn't have a settled civilization on it. There is a very good reason. The island is home to an ancient dragon that doesn't like to be disturbed. While the dragon hasn't been seen in over 1,000 years, no one, not even the vilest villains from The White Throne or the Empire of Mhul dare to set foot on this island. The last force that tried to 'civilize' the island disappeared without a trace — over 5,000 souls just gone. That was 300 years ago and no one has dared to attempt such a conquest ever since.

The island is overrun with dinosaurs and other primeval creatures, so it is a place best avoided. The island's coastline is treacherous with massive cliffs and maze-like reefs that are next to impossible to navigate without someone to guide ships through the water. The last man who did this disappeared with the other invaders. It is rumored that his Veiled 'ghost' still haunts the rocky shoals, unable to leave due to the powerful will of the Nameless Wyrm, which is believed to be a hybrid creature of some kind with green dragon ancestry.

Darkfire Island
The name for this island realm is a turn of word from the name of a mountain range from the Arekoz campaign map – Blackflame Peaks. I'm thinking Darkfire Island will be a mountainous island with warring orcs and dwarves. The dwarves will be Aztec-like while the orcs will be more traditional. The human tribes that live here are in thrall to the orcs, which they use as breeding stock. Thus, there are a lot of half-orcs on this island and most of them are renowned soldiers. The dwarves are typically Lawful Neutral while the orcs are typically either Chaotic Neutral or Neutral.

The primary reason that the dwarves and orcs are at war are the numerous number of fire giants living in the mountains of the island. The dwarves hate the giants while the orcs have an intense devotion to the fire giants who they see as beings to be respected and sometimes even worshiped. The southern part of the island is thick with fire giants who harry the dwarves of Tathaeland mercilessly.

Khedrod (Orcish Kingdom [ruled by half-orcs with Fire Jovian bloodlines])
Still to be written.

Tathaeland (Aztec-like Dwarven Kingdom)
Still to be written.

Hikir and Aste (Ghostwalk Campaign Option)
To be detailed here.

Hurmfarlu Island [not shown on Arek Region map]
A group of Horn Minotaurs, that have broken away from the Empire of the Horned God, live on this island. Sardian Minotaurs here are larger and more bestial than their normal kin. Basically, they will be modified with the Gigantic Template from Book of Templates: Deluxe Edition.

Sardia
Sardian Minotaurs, as they call themselves, are larger and more bestial than their normal kin. More than likely they will be modified with the Gigantic Template from the 3.5 version of Silverthorne Games Book of Templates: Deluxe Edition.

Jaog
Still to be written.

Kripagal (Kingdom of Slavers)
Still to be written.

Khir Isle
Khir Isle is the home of a kingdom of wizards, known as Khiri, with a taste for abjuration magic. On my world, this is where abjuration magic first originated. The god known as The Abjurer, or Abjios in the language of the Rachites (see below), is the island's patron god.

Khiri
Still to be written.

Merok and Uilst
This small group of islands, just north of Arek, is home to a culture similar to that of Mhul, a land that come from Enigma of the Arcanexus. However, while Mhul is a dark and evil land, the Lands of Agul are more so. The islands have major undead problems, including unsafe passages into the Underearth.

I'm a big fan of what Kevin "Piratecat" Kulp has done with the DUNGEON Adventure about the White Kingdom. (I think I have that issue.) Perhaps there will be a connection between the White Kingdom and the Lands of Agul.

Agul, The White Throne
Still to be written.

Rachis Isles
The communities of this group of islands is know for their devotion to the god known as Helios, The Sun Lord. The Rachites are a society of warriors, minstrels, sailors, and intellectuals; they call their land Rachen. The theme here is Greek but none of the more "well known" Olympian Gods are worshipped here.

Rachen
Still to be written.

Redcayes, the
Still to be written.

Serpent's Teeth (A'val, et al.) (Pirate Islands)
The Serpents Teeth—the islands known as Leeward, T'wik, Windward, and the large central island of A'Val. These are the islands of Freeport: The City of Adventure. If you don't know what Freeport is then where in the world have you been? Several of the islands that appear of the Arekoz map have been integrated into the Serpent's Teeth—Gelem and Gulmagesh. However, those islands are controlled by Mhul.

Freeport, City of Adventure
Still to be written.

(If you want more information on Freeport then go to the following web address: http://greenronin.com/freeport/)

Styrath
Still to be written.

Styra
Still to be written.

Tlurst Islands
Still to be written.

Chiggeahan
Still to be written.

Zerux
Still to be written.
___________________________________________________________________

Other Nearby Landmasses
Continent of Harqual
Still to be written.

Rumbling Archipelago
Another group of islands, that really aren't part of the Isles of Valossa, are the Rumbling Archipelago. This chain of islands are little more than rocky protrusions in the water, the remnants of an ancient, sunken mountain range. The islands closer to Harqual are less sparse. The islands closest to the Isles of Valossa are also known as the Murmuring Isles, and the largest of these islands are believed to be home to a variety of elemental earth creatures.

Continent of Janardûn
Still to be written.

Continent of Triadora
Still to be written.

Pleti
This jungle island lies off the coast of Triadora and is more a part of that campaign region than the Isles of Valossa. Its name was included for completeness. Most likely Pleti will have several trading outposts on it, controlled by the xanth, a race of jungle-dwelling lizardfolk native to Triadora.
___________________________________________________________________
Revised version of the Arek Region map done in CC2. -KF

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The Isle of Dread (on Kulan)

Post by Knightfall » Sun Sep 17, 2017 10:12 pm

Here is newly revised version of my Isle of Dread CC2 map. It's scale bar has been updated and the ocean color has been darkened to match what I'm doing for the Isles of Valossa. Note that the text on this map will be updated at some point, and I'll re-post the new map here in replace of this one.

Image

Isle of Dread
Still to be written.
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Ghostwalk Islands [Revised]

Post by Knightfall » Fri Sep 22, 2017 7:14 am

Image

Hikir and the Ghostwalk Islands (Ghostwalk Campaign Option)
INTRODUCTION
Still to be written.

HIKIR
Still to be written.
___________________________________
ASTE
Still to be written.

FUME ISLAND
This tropical island is covered in dense foliage and three massive peaks, called the Roxtors, rise high above the dangerous jungles. Insular dwarves dominate the peak while a pirate haven, called Laligo, sits at the rivermouth of Fume Island's largest river. The jungles interior is filled with dangerous creatures, as well as a xenophobic tauric race that kills and eats anyone who dares enter their well-marked territories. Even the island's rocky beaches are unsafe.

RUNE ISLANDS
The Rune Islands are dominated by the Sea Kingdom of Askus, which has strong ties to the western lands of the Island of Hikir, especially Ochalt. The islands have a strong "Far East" influence, but its overall traditions are tied to the Ghostwalk. The cities in the forests are controlled by proud simbasta clans that were exiled from the Eastern Lands of Kanpur far to the west. Morarton is a human city that is rumored to be a pirate haven, half the time. The Morartese have worked as privateers for Ochalt and even Durrath.

SALMAS
This island is just far enough to be out of the influence of Xaphen. The island is covered in subtropical forest and three peaks rise out of the trees. Two form the Salmtors. The island isn't overly settled beyond its two sparse city-states, which are home to elves and a few clans of dwarves. There aren't any humans living on Salmas and almost all the islands shorelines are shear cliffs. Rivers run over these cliffs in impressive cascades.

SIKUL & UREGN
I'm leaving these two islands undeveloped for now. At most they are home to nature animals and the occasional lost buried pirate chest.

TEMAAKI ISLES
Still to be written.

WAMARANGE ISLAND
Still to be written.

XAPHEN & THE PHYRRIAN ISLES
Still to be written.
Robert Blezard | Knightfall's Almagra and Otherworlds | Knightfall Press | Kulan World Journal | Spelljammer Gone Wild
"I write; therefore, I am!"
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