Ghostwalk - 3.5e

Page 151

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Page 151

THURKASIA

Major Geographical Features

Defined by the peaks of the Varlin range to the north and a rocky badland of gorges and mesas to the south, Thurkasia is a strip of land roughly 100 miles wide and 500 miles long, ending at the Durhan Coast. Chenurall Forest: This forest has a small marsh in its center, possibly caused by an underground spring. Unlike Sura-Khiri, no elves or fey live here, and it is instead home to strange and bizarre creatures that sometimes leave the forest to hunt humans. The Thurka cut lumber here without fear of reprisal from

COUNTRIES

Thurkasia is a land consisting of grasslands and a young, tangled forest. Declining herds of krenshars and other predators hunt small game animals here, and the human residents follow suit, although some communities have settled and cultivate crops of the natural wheatlike plains grasses and ferment wines from wild berries. Famous for their large, strong horses, the people of this land MD elect “barons” for their tribes, who decide laws for the country as a whole. Frequently attacked by strange monsters from the mountains and forests, the Thurka rely upon their equestrian and archery skills to harry the larger creatures, moving in with powerful greatswords to finish the job. The Thurka have a culture that is rapidly evolving due to outside influence, and unlike in other nations, the people as a whole embrace change, possibly a trait necessary for their nomadic lifestyle. Arcane magic is uncommon in Thurkasia, with most arcane spellcasters being bards or rare sorcerers (probably due to infrequent intermingling with the people of Bazareene).

elves, but they have to change locations frequently as the local monsters become aware of their presence. Some small pools and springs in the forest are reputed to have magical powers. Dunn River: This river is swift and cool. A small group of Thurka nomads pilot cargo rafts down the river to Valarn, towing them back upriver with the help of strong horses. The river is a hunting ground for crocodiles and dire crocodiles, including one half-dragon dire crocodile that is thought to be the offspring of Saurivadartak the Green in SuraKhiri. Small colonies of shocker lizards gather in parts of the shore, and the humans have learned to avoid provoking these creatures. Varlin Mountains: The southern slopes of this mountain range are more sparse in terms of vegetation but densely populated by humanoids such as bugbears, hobgoblins, and orcs, as well as ogres. Hidden among them are several small colonies of dwarves (unrelated to the Deathwardens of Manifest or Grumnyr of Tereppek) and gnomes who occasionally trade with the humans. The dwarves and gnomes are dug in deep to prevent attacks from evil humanoids and the dragons and wyverns that fly over the peaks from the northern sides. The dwarves and gnomes became citizens of Thurkasia after a treaty was signed by their leaders and the barons. Durhan Coast: This entire coastline is rocky, with dangerous cliffs and hidden reefs. The only safe place to make port is at the mouth of the Dunn River, which has been smoothed by its cool waters and dredged by industrious Salkirian traders. The rough waters are the site of frequent attacks by aquatic monsters such as scrags, but the cliffs usually prevent any of these things from coming to shore. Tribes of territorial lizardfolk live in the many cliffside caves, rarely interacting with humans.

CHAPTER 4:

Capital: Chellon Population: 403,400; human (95%), gnome (2%), dwarf (2%) Government: Republic (with token monarchy) Religions: Durann (dwarves), Eanius, Soggelos, Tephaneron, Uhanam (gnomes) Imports: Cheese, sweets, rice Exports: Horses, wine, grain, lumber Alignment: NG, CG, N, CN

Life and Society

The Thurka are of the same racial stock as the Salkirians, although they tend to be somewhat taller. Tan, with black straight or curly hair, the Thurka usually keep their hair short. Their faces are usually broad, with strong cheekbones, and facial hair is very rare.

151


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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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