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Messages - Fatal Error

#1
This is the first in probably several posts I will make over the next few days to get ideas and fix any hangups in an attempt to make my next session's combats more interesting. Feel free to critique, suggest, or steal.

[spoiler=The Library of Spiders]
~MAP~
http://img215.imageshack.us/img215/9207/libraryencounterca0.png
The Library of Spiders[/b]
The Library of Spiders is a small, two floor, personal library of a master of the Spire of the High Arcane. However, as its master has been called away on an expedition to the Silk Coast he has left it in the care of his servants. The only noticeable oddities to a visitor are the large stone basin of spiders moving about in a vicious black substance, and the strange design of the bookshelves. The latter is strange in that the bookshelves have additional beams running vertically along them every few feet and are exceptionally wide based, as well as much taller than one would be expected to reach, yet no ladders are to be found. There is, at least, a railing running around the second floor.

Action Zones:
[spoiler=Spider Basin:]Spider Basin
   The large square stone basin at the center of the room is filled with innumerable living, and crawling, spiders. These spiders are mixed in with an extremely vicious black substance. In addition, any spiders that reach out onto the lip of the basin find themselves inexplicably falling back into the swarm.
   The basin is in fact a magical container that, when stored with living spiders and bitumen, casts spider climb on anyone entering the room, so long as they ingest the bitumen coated spider. This effect lasts for twelve hours within the library, but fades within 1d10 rounds of exiting. It is a move action to snatch a spider from the basin and eat it.[/spoiler]

[spoiler=Statues:]Statues
   Fourteen marble statues are set about the room, two at the base of each pillar and four spaced in between the pillars on the second floor. They depict various wizards and kings of legend from the Western Baronies.
   Though in no way magical, these marble statues can function as makeshift weapons. It requires the thrower to have a strength of at least 16 and a successful strength check, DC 15, to lift and half-throw half-toss a statue. Statues have a range of 10ft, +5ft for every 5pts by which you beat the strength check DC. Anyone in the square you sling the statue into must make a reflex save, DC 10 + Throwerâ,¬,,¢s Str mod or take 2d6 + Str mod damage.[/spoiler]

[spoiler=Spiral Staircase:]Spiral Staircase
   This iron and wood staircase is a tight spiral, only about two and a half feet in radius with no railing, making for a perilous trip by any scholarâ,¬,,¢s standards.
   The staircase, again, is not magical. However, its tight radius and lack of rail can make for interesting combat consequences. Anyone attempting to fight from the floor up to the staircase or from the staircase up to the second floor suffers a -2 penalty on attacks. Conversely anyone attacking down receives a +2 on attacks. Anyone bull rushed through the square containing the spiral staircase can be forced to trip down onto it, at the bull rusherâ,¬,,¢s choice. Doing so forces the victim to make a reflex save, DC 10, or roll off the stairs on the way down, ending on the first floor and prone. [/spoiler]

[spoiler=Benches:]Benches
   Four quarter-circle padded benches sit in the center of the circular atrium. They look to be ornately carved timber, perhaps from Teblerk or Rosken, with red woolen upholstery.
   These benches are entirely ordinary, but can be throne to hinder oneâ,¬,,¢s foe. They provide a +1 height advantage on attack rolls if you stand on them. Furthermore, they can be thrown if the thrower has a strength of 12 and makes a successful DC 12 strength check. Benches have a range of 15ft, +5ft for every 5pts by which you beat the strength check DC. The bench strikes two adjacent squares; the thrower makes ranged touch attacks against any foes in the area, each hit deals 1d6 + Str mod points of damage.
[/spoiler]
[spoiler=Bookshelves:] Bookshelves
   Nearly five feet wide at the base but quickly narrowing as they rise, these massive shelves hold hundreds of precious tomes. Equally odd as their wide bases are their closely spaced vertical reinforcement struts, running up the height of the bookshelf every two feet. Further, the shelves extend nearly to the eleven foot high ceiling.
   Because of their wide bases it is not possible to topple the bookshelves on to foes. Because of the wide bases and prevalent struts, however, the bookshelves can be easily climbed upon by one endowed with Spider Climb.
[/spoiler]
[spoiler=Windows:]Windows
   Ornately worked and colored Mageglass, the libraryâ,¬,,¢s windows glow with light that perfectly illuminates their designs and the library, despite the presence of night outside.
   These windows are indeed magical, and beyond just having a permanent Light spell on them. If the window is broken a spell producing a great jet of air is triggered. The spell works similarly to Gust of Wind, but its exact effects are as follows: The spell produces strong bursts of wind for 30ft in both directions centered from the broken window. Any medium creature standing on the ground is blown back 5ft unless he makes a successful Fortitude save (DC 15). Any medium creature in the air (aka, jumping through the window) is blown 1d3+1x5ft, a successful Fort save halves this distances. Any creature caught roughly in between the two gusts (aka, jumping through the window) has a 50% chance of being caught by one or the other gust and blow in that direction. Small and winged flying creatures double the distance blown (quadruple for small winged flying creatures).
   In addition, shards of broken Mageglass are hurled in both directions with tremendous force; anyone standing in a 10ft line from the window takes 1d6 points of piercing damage.
[/spoiler] [/spoiler]
#2
Quote from: Phoenix KnightOh yeah, something I've found works well lately along the lines of Xeviat's idea, is writing in the voice of a character of the world about each subject.  As though that character were explaining something complex to a novice in the area.  Knowing how characters view something in the world should give players a better idea of how they should view it.

I once saw something that expanded on that idea. Rather than simply having a short story or such for the region it actually created a cast of commentators and wrote their opinions for each region. So, the valiant and chivalric knight had far differing opinions about the elven wood than did the desert merchant.

Anyway, here it is, uncompleted that I got from an issue of the RPGtips e-zine.

[spoiler=Regional Opinions]
OPINIONS FROM THROUGHOUT ALCARIN
 
Adalemnar
Lananderiel (who is this person?)
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
â,¬Å"These, who think themselves the purest elves, have moved furthest away from what our people are supposed to be. They have committed the gravest sin â,¬' the bondage of others. They think that they venerate the ways of our ancestors, but instead they offer the greatest insult â,¬' imagine, an elf holding the chains of another being! I hope that they will turn away from this evil, but my heart doubts that they ever will.â,¬Â
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
 Ã¢,¬Å"Iâ,¬,,¢ve never been there, but Iâ,¬,,¢ve heard the elves of Adalemnar live in a paradise. Theyâ,¬,,¢re suitably proud about it, too. They keep slaves, though, which is of course repugnant to all free people. Still, those elves make the most elegant jewelry. I once thought of buying my lady a ring guaranteed to be made by an actual elf, but it cost as much as ten of my farms make in a year.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"My neighbor used to live in Adalemnar until about fifty years ago, when he up and left everything to move to Ettinâ,¬,,¢s Grove. He carved wood in the elven land for over a hundred years â,¬' nothinâ,¬,,¢ fancy or useful, just tiny boxes to hold spices or jewels or whatnot. He worked with the best, rarest woods and his boxes were famous throughout Alcarin â,¬' he says that even the Lord of Cassiel ordered one for his lady, and an Istari wizard ordered an extra-big box for his quasit to sleep in (though I donâ,¬,,¢t rightly know exactly what a quasit isâ,¬Â¦). Finally, he found that he couldnâ,¬,,¢t get any more of the wood he needed. So much had been taken out of the forests that there just werenâ,¬,,¢t any more to be found. Well, like any good elf he loved the trees, and he couldnâ,¬,,¢t bear the thought that greed had led his people to exterminate whole races of their leafy friends. And, of course, he had played a role in it as well, and profited from it. He walked away from home and shop one day and ended up in Cormallen, where heâ,¬,,¢d heard that the rare trees still grow. Heâ,¬,,¢s a farmer now, like me, and never so much as whittles a childâ,¬,,¢s flute.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"Damn greedy, lazy elves. They have slaves to do everything. Even the elves that are too poor to have slaves still feel superior to everyone else. They act like theyâ,¬,,¢ve got a damn right to everything â,¬' that gold bauble, this lovely slave â,¬' and that the whole world should be gratefully just to have their presence.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"For three years, I have been waiting to see if they will grant me admission to the magic academy in Ardamirë. I crafted a folding boat and sent it as part of the application fee, as well as a scroll with a spell of my own devising, Clianthaâ,¬,,¢s Clever Exchange. I have yet to hear back from them, but Iâ,¬,,¢ve been told that it can be five years or more before they make a decision. If they do accept me â,¬' as Iâ,¬,,¢m sure they will, of course â,¬' Iâ,¬,,¢ll gain access to the hidden knowledge of the elves. They donâ,¬,,¢t share their secrets lightly, and once I return to Istari, Iâ,¬,,¢m sure Iâ,¬,,¢ll be one of the premier transmuters. Perhaps Iâ,¬,,¢ll even rename some of their spells â,¬' Clianthaâ,¬,,¢s Celeritous Conversion had a nice ring to it. Now I just have to find a spell to match it.â,¬Â  
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
â,¬Å"Making money in Adalemnar is as easy as finding a stirge in a cave. They have a tremendous appetite for anything unusual, rare, or luxurious. One could make a good living just supplying them with the standard Ruatan herbs, bolts of Sind silk, and good wine. I found out their secret, though, and itâ,¬,,¢s made me a wealthy woman: theyâ,¬,,¢re bored. For the Calaquendi, the long life gifted to our race must seem more like a curse, long years to be filled in the pursuit of one fad after another, with each experience more exotic that the last. They have no purpose and no useful interests. We Moriquendi do enjoy our fun, but we know itâ,¬,,¢s not the endpoint of all we do. No one ever told this to the Calaquendi, apparently. I found all this out quite by accident. On a whim, Iâ,¬,,¢d bought some clever little Pel mechanical toys on my annual trip to Tenembri, thinking that my nieces might like to play with them. Well, Karani and Kihara never got their new toys, because before I went home I swung by Adalemnar to meet up with one of my caravans. While I was waiting for my newly-purchased Pel alchemicals to be loaded off my ship, I brought out one of the toys to amuse myself and pass the time. Some clerk hurrying by saw what I had and offered me 100 quadras on the spot to buy it for his master. I said yes without thinking â,¬' I had spent maybe 20 quadras for all ten toys together â,¬' and half an hour later another clerk approaches me and asks if Iâ,¬,,¢m the one with the mechanical toys. I had no sooner said yes than the first clerk showed up again. Once he realized that the other clerk was trying to buy the toys, they got into a heated argument which escalated into a bidding war. I ended up selling the last nine toys for 400 quadras each. Well, this called for a change of plan. As soon as arrangements could be made, I set sail for Tenembri again. Two months later Iâ,¬,,¢m back in Adalemnar with chests full of the toys, but now I can hardly sell them at all. One of the Calaquendi actually sneered at me and said, â,¬Å"That is so six weeks ago.â,¬Â I managed to sell most of the toys to the dwarves soon after, but it taught me a lesson I never forgot: catch a fad when itâ,¬,,¢s new, or better yet make one, but donâ,¬,,¢t bother with it if you canâ,¬,,¢t get in at the beginning. Wait a week, and you can try to catch the new fad. Because thereâ,¬,,¢s always going to be a new fad in Adalemnar.â,¬Â
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
â,¬Å"This is the most civilized nation in the world. Ardamirë is just the most exquisite city, and everyone lives in ease and luxury. I even have a slave I share with the other girls, and she just works wonders with hair and carmine. Another slave does our costumes. The silk isnâ,¬,,¢t as good as what I wore back home, but I guess they donâ,¬,,¢t sell their best stuff. Thereâ,¬,,¢s lots to make up for that, though â,¬' luscious velvets and soft cottons. Everything has little jewels sewn on, or gold thread, or these little tinkle-y bells. We get to keep all of our gifts, too, and Iâ,¬,,¢ve drawn quite a few admirers. Iâ,¬,,¢m so exotic to them. Iâ,¬,,¢m gonna retire from dancing next year, and Iâ,¬,,¢m trying to decide whose mistress to become. Caradlaen has already given me a little house outside the city, but heâ,¬,,¢s stingy with jewelry. Anatariel is so old, like a thousand years or something, but really generous. I mean, look at these rings. Isnâ,¬,,¢t that the biggest diamond youâ,¬,,¢ve ever seen?â,¬Â Carama continues to chatter on in much the same vein.
Valandil
Bocephon, a moneychanger

Aiwendor
Adalemnar
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Thatâ,¬,,¢s a nasty place. I was part of an exploration party that went into the Aiwendor jungle about ten years back. It was so hot that we almost fainted, but we remained proper knights and never removed our armor. There was hardly a proper path anywhere, and our horses had the most difficult time maneuvering in the mud and brush. On the first day, Sir Bayard sank into quicksand and was lost. That was when we started to feel like we were being watched. On the third day, we skirmished with some lizardfolk and killed three. We would have taken one of the bodies back for display, but the other scalies took the dead with them. We later learned that they eat their dead and anything else they can catch â,¬' including humans. There were supposed to be elves in Aiwendor, but we never saw any. Strange things kept happening, though â,¬' one horse disappeared each night no matter how close a watch we kept, and once we found a pile of fresh equine bones. Our armor and weapons rusted faster than you could imagine, and it was a task just keeping them serviceable. Finally, after about a week, we turned back. That place has nothing to recommend it, unless you like the little jewel-colored birds that are thick as flies there.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Donâ,¬,,¢t know much about this place. The Russander elves once sent our Queen Almeria a cloak made with the most beautiful feathers youâ,¬,,¢ve ever seen, and they said that the feathers were just a poor example of what could be found in Aiwendor. They protect the elves in Aiwendor like thatâ,¬,,¢s their little brother and the rest of the world is a bully. I hear theyâ,¬,,¢re shy and wild but love their land like good people ought, so Iâ,¬,,¢ve got nothing bad to say about them.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
â,¬Å"When I was a child, my mother healed a traveling warrior of a grievous wound. In gratitude, he gave her a book bound in magically preserved leaves. It was written in Quenya, the elven tongue, and seemed to be in code, and although my mother studied for years she was never able to make sense of the book. In the fullness of time, my mother died and the book passed into my hands. With the blessing of Savras and much hard work, I was able to break the code and receive the knowledge it contained. It was the history of an ancient elven nation that fell to chaos long before the first Clan settled in Dalriada. This nation was in the region we now call Aiwendor. I donâ,¬,,¢t know much about the current state of that land, except that some elves live there still. I only know how glorious it must have been when the elven nation was at its height.â,¬Â
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"I never even heard of the place until I entered my current employment. Aiwendor is all some of these wizards can talk about â,¬' what strange spell components they might find there, what creatures might live there, and most of all, what ancient elven magic might be just laying around there waiting to be found. My boss was about ready to organize a trip there himself when one of his old masters returned from that place, blind and raving. He died a short time later, and Stannis decided heâ,¬,,¢d do a bit more research â,¬Ëfore setting set. Thatâ,¬,,¢s the best thing about my boss â,¬' heâ,¬,,¢s cautious, and that makes him real easy to guard. I was glad, too, that he put off the trip. I hear Aiwendor is hot as Akadiâ,¬,,¢s furnace and swampy besides, and I hate swamps. Would have been nice to kill an elf, though.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"Years ago I organized a little trip to Aiwendor to look for root of â,¬' well, never mind what I was looking for. There were problems from the beginning. To avoid any awkward questions from Cassiel or Russandol, I decided to hire a ship and travel by sea. The idiot captain claimed that he couldnâ,¬,,¢t dock close to shore because of â,¬Å"deep muckâ,¬Â. We ended up docking in the ocean and some filthy, leering sailors ferried me over to the shore. There didnâ,¬,,¢t seem to be any solid land at all, so I cast a few quick spells to make a solid path out of the mud until I reached the tree line a thousand feet away. I found the root of â,¬' well, never mind â,¬' about half a day later, after slogging through more hot, unpleasant terrain than I had ever wanted to visit. Well, one does what one must for Artâ,¬,,¢s sake, I suppose. On my way back to the ship I must have taken a wrong turn, though, as I passed a partially submerged stone building. Well, everyone knows that there used to be civilized elves in Aiwendor (as opposed to those half-clothed creatures they say live there now â,¬' no, of course I never saw them, why would I go looking for such things?), and I just knew this was a remnant from their time. I passed a few traps easily enough, but then I must have done something wrong because suddenly there were zombies everywhere. The stink was atrocious, believe me, but they were easy enough to fight. I finally reached the center and there, shining like a beacon on top of an altar, was â,¬' you know, I donâ,¬,,¢t believe I should tell you that.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company

The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
â,¬Å"Oh, there are elves there too. Not sophisticated and cultured ones like the Calaquendi, but these really primitive ones. Laiquendi, I think theyâ,¬,,¢re called. They wear feathers all over â,¬' not like the cute costume I wore last week, silly, but because thatâ,¬,,¢s like all there is there. No silk or velvet or even cotton. Still, the feathers are nice â,¬' when done tastefully, of course.â,¬Â
Valandil
Bocephon, a moneychanger

Ammarindar
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Dwarves are like badgers. Leave them alone in their holes, and theyâ,¬,,¢re as happy as an elf in a tree. Poke them with a stick, and while you recuperate youâ,¬,,¢ll have time to regret your act at leisure. Theyâ,¬,,¢re tough fighters, hard to kill, and they know secrets to killing giants and other plagues of the mountains. The dwarves make good weapons, itâ,¬,,¢s said, but give me good Cassiline steel any day. Mostly they stay in their mountains, grubbing gold and gems out of the dirt, and I like them there just fine. They keep their women locked up tight â,¬' who knows why, itâ,¬,,¢s not like anyone would want to steal them!â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Dwarves are hard to figure out. Some love their rocks like we love our trees, and others have this unbalanced obsession with gold and gems. It seems to me that they mostly want to be left alone, and itâ,¬,,¢s the rest of the world that wonâ,¬,,¢t let â,¬Ëem. We all want their metals and, yes, their gold and gems too much to ever leave them in peace.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬ÂWhen one needs pure metals or high-quality metalwork, the dwarves can always provide. Their dedication is admirable, and very convenient for those of us who use the fruits of their labors. Most of their magic is focused on offense and defense, and is lamentably unsophisticated. Still, theyâ,¬,,¢ve had to fight to protect their sheer existence for eons, so I suppose itâ,¬,,¢s understandable that theyâ,¬,,¢d be a little warlike and primitive. I understand perfectly why they hide themselves away under tons of rock and stone. Iâ,¬,,¢ve often felt that way myself when the world is interfering with my work, and how much worse it must be to be besieged by thousands of giant-kin instead of just servants, apprentices, and clerks!â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Belindorn
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"More dwarves, just the same as dwarves anywhere. Theyâ,¬,,¢ve made some sort of alliance with those heretical Valandës, which just goes to show that you can never trust a dwarf.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Dwarves are hard to figure out. Some love their rocks like we love our trees, and others have this unbalanced obsession with gold and gems. It seems to me that they mostly want to be left alone, and itâ,¬,,¢s the rest of the world that wonâ,¬,,¢t let â,¬Ëem. We all want their metals and, yes, their gold and gems too much to ever leave them in peace.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"I once had an axe I stripped off the body of a dwarf when we raided a Belindorn mining camp. Best axe I ever swung, and thatâ,¬,,¢s saying a lot. Some of â,¬Ëem trade with us, but underhanded-like, as the rest of â,¬Ëem wouldnâ,¬,,¢t like it if they knew. They never sell us the really good stuff, though, and I canâ,¬,,¢t say as I blame â,¬Ëem, as we raid â,¬Ëem every chance we get.â,¬Å"
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬ÂWhen one needs pure metals or high-quality metalwork, the dwarves can always provide. Their dedication is admirable, and very convenient for those of us who use the fruits of their labors. Most of their magic is focused on offense and defense, and is lamentably unsophisticated. Still, theyâ,¬,,¢ve had to fight to protect their sheer existence for eons, so I suppose itâ,¬,,¢s understandable that theyâ,¬,,¢d be a little warlike and primitive. I understand perfectly why they hide themselves away under tons of rock and stone. Iâ,¬,,¢ve often felt that way myself when the world is interfering with my work, and how much worse it must be to be besieged by thousands of giant-kin instead of just servants, apprentices, and clerks!â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Cassiel
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Those damn knights think theyâ,¬,,¢re the best thing since Sehanine created the world. Theyâ,¬,,¢re arrogant and pig-headed far past my endurance, I can tell you. They treat their commonfolk like they were put here for the sole purpose of pleasing His Knightlyness. Some of their commonfolk manage to sneak away and come to settle here. Theyâ,¬,,¢re nice enough people and hard workers, but theyâ,¬,,¢re far too timid and impressed by power. As if weâ,¬,,¢re not all brothers with the dirt beneath our feet!â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"Cassielâ,¬,,¢s a soft land guarded by hard steel. Their knights are good, maybe even better than we are, and watching one fight is like seeing Calamehtar come down to earth. Good horsemen, too. Most of the knights know magic, too, and itâ,¬,,¢s damn odd to see one swinging a sword in one hand and blasting out a bolt of lightning with tâ,¬,,¢other. They donâ,¬,,¢t let their peasants fight, and itâ,¬,,¢s death for one to even pick up a sword. â,¬ËCourse, itâ,¬,,¢s death to them anyway once we raid and theyâ,¬,,¢ve got nothing but sticks and little knives to fight back with. There arenâ,¬,,¢t enough knights to guard the whole land, and theyâ,¬,,¢d rather be studying their magic or hosting a party anyway.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"There is some interesting magic here, though most is too unsubtle and overt for my taste. Fireballs are so passé, donâ,¬,,¢t you think? The Cassilines do have a nice way of combining magic and weaponry, but few can really be called wizards in my opinion. A true wizard doesnâ,¬,,¢t have time to waste on learning the niceties of swordplay, and if those skills are needed we Istari just hire someone. After all, there are always plenty of hungry swordsmen available when you need them. Still, the Cassilines do have a nice reservoir of magical talent to draw from, and I believe they could excel if they just focused a little more on their magical studies. My mother was right: If one tries to be master of all trades, one ends up as master of none.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Cormallen
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"This is a land of farmers and fishers, peaceful and boring but with a steak on independence. The land is only half tamed and they can never seem to get the population up to decent levels. Rampaging monsters are a hazard year-round. They have a lot of dealings with the elves of Russandol.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"Some of the other mercenaries here are from Cormallen. Theyâ,¬,,¢re good guys, crafty and brave, and they speak highly of their land. Always runninâ,¬,,¢ on and on about the color of the leaves at sunset and such like. Donâ,¬,,¢t get me wrong, theyâ,¬,,¢re not elves, but theyâ,¬,,¢re maybe as close to elves as people can get. Theyâ,¬,,¢re still all right for all that.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"This country is a nation of petty farmers. Its people are a rustic bunch with no special abilities whatsoever. I suppose itâ,¬,,¢s too much to ask that every place be interesting.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Dalriath
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Iâ,¬,,¢ve fought many a battle against the Dalriada, and I give them this â,¬' theyâ,¬,,¢re fierce warriors. Unbathed barbarians, to be sure, but ferocious in a fight. Most of â,¬Ëem fight with swords bigger than they are, it seems. The warriors have strange blue tattoos, and this makes â,¬Ëem look strange and vicious. Well, they are strange and vicious, but you know what I mean. We always warn new squires not to take fright at the Dalriadaâ,¬,,¢s bizarre appearance â,¬' they die just like other men, although Iâ,¬,,¢d be lying if I said they were easy to kill. They have a strange view of magic, too. Seem to believe only women can partake of the arcane and live to tell about it. Youâ,¬,,¢d think theyâ,¬,,¢ve seen enough of our knights hurling spells by now to know theyâ,¬,,¢re wrong, but what can you expect from uncultured barbarians? Steer clear of the woods in Dalriath at all costs. Strange things happen under those trees, and even the Dalriada are afraid of them. Weâ,¬,,¢ve been fighting those tattooed bastards for centuries, and I expect weâ,¬,,¢ll keep on fighting them in years to come. Theyâ,¬,,¢re just not the sorts of people a nation can afford to have at its back. Damnable, barely human, tattooed barbarians.â,¬Â Allard spits on the ground.
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"I admire the Dalriada for a lot of things â,¬' they love their land and treat it well, fight hard, and bring those Cassilines down a notch every chance they get. Itâ,¬,,¢s too bad that they have this strange idea that magic is suspect, unnatural, and only for the womenfolk. As if my son canâ,¬,,¢t sling a spell with the best of them! And whatâ,¬,,¢s so unnatural about it, when it springs from this selfsame ground that you and I and everyone belong to?â,¬Â
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"For such little folk, they sure do fight like demons! The women are pretty dark-eyed things but not worth the trouble â,¬' try to have a little fun with one and sheâ,¬,,¢ll do her best to cut off your balls. Cassiline women are better for that â,¬' they seem to almost expect it as their lot in life, and while they might kick and scream youâ,¬,,¢re not going to get a dagger in the back once youâ,¬,,¢re done. Anyway, the Dalriada â,¬' look out for the ones with lots of those blue tattoos, and try to kill any women who come to battle without weapons as theyâ,¬,,¢re likely to be spellcasters. Their men donâ,¬,,¢t do magic, though.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"Their only spellcasters are old ladies who live in huts in the forest. Their witchery is probably equal parts herb lore, trickery, and simple spells. Any of the people who want to study real magic emigrate elsewhere, even to Cassiel, much as they hate the Cassilines. A few of them have even ended up here. Iâ,¬,,¢ve seen them before and they have the strangest tattoos. Not magic tattoos, either; they looked at me like I was crazy when I asked.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Heceldamar
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"This is a distant land of seafaring elves, or so they say. Itâ,¬,,¢s strange to think of elves sailing on dead wood, instead of hiding under living wood.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"These elves are as passionate about the sea as we are about the land. They are devoted to the goddess Sehanine and neglect the other gods, but in return for their devotion Sehanine treats them like her favored children. Many of them are mystics and some are supposed to be able to tell the future. My nephew spent some time in Heceldamar when he was â,¬Ëventuring and brought a Falmarindi bride with him when he returned. He says the coastline is rough and dotted with a lot of small harbors, and the elves leave the inland areas almost unexplored. There are supposed to be a lot of strange monsters hiding in Heceldamarâ,¬,,¢s backlands. His wife never spoke about her homeland, just bore him two little â,¬Ëuns and then faded away because she missed the sea so. It was a great wrong my nephew did to her, bringing her so far from home and making her live where she couldnâ,¬,,¢t hear the waves. Poor little thing.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"Itâ,¬,,¢s the nature of elves to go to extremes. Thatâ,¬,,¢s just how they are. The elves of Heceldamar have a strange, excessive devotion to the sea. Yeah, I make a little gift to Sehanine before taking to the sea, just like anyone else, but mostly I ignore it. I mean, the sea is just a bunch of water, right? You can take food out of it and travel from place to place on it, and sometimes monsters come out of it, but itâ,¬,,¢s really nothing special. Well, these elves, to them the sea is everything. They think everything good comes from the sea, and itâ,¬,,¢s only their bad luck that they were born with feet and not flippers. The Istari have some interest in the magic of the Wave Mistressâ,¬,,¢ priests, and how they can tell the future and whatnot. Well, Iâ,¬,,¢m a man of action, and to me the future is what I make, not what some fish entrails tell me. These elves are welcome to their future-telling and sea worship and all that â,¬' Iâ,¬,,¢ll stick to the land beneath my feet and the sword in my hand.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"I once traveled to Heceldamar to oversee the crafting of a glass wand. The Falmarindi are masters of glasswork, you know, and their products are especially receptive to magical energies. Heceldamar is the strangest place. On the surface, everything is placid and rather boring. These elves worship Sehanine obsessively, and a great part of their day seems to involve simply staring out at the water in â,¬Å"worshipâ,¬Â. Underlying all this calm is a tremendous sense of tension that seems to come from the land itself. Iâ,¬,,¢ve been told that this is an extremely active area for elemental forces, and that might be the cause of the tension I felt. Nevertheless, I was relieved once the wand was completed and I could return home.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Hravani
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Those damnable barbarians used to be worse than the Dalriada! They harassed our shoreline mercilessly and even sailed up rivers to reach our villages. The Hravani finally had enough defeats at the hands of our valiant knights that they stopped most of their raids a few years back. Their land is a barren, icy waste, so I suppose it was only natural that theyâ,¬,,¢d be a cruel and fierce bunch. Not a lot of magic, but what they did have was ancient and strange. Still, theyâ,¬,,¢re not a problem anymore, and Iâ,¬,,¢m glad. Too much good Cassiline blood has been spilled by Hravani steel.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Iâ,¬,,¢ve heard that these raiders are a great threat to the northern nations. They strike fast and are supposed to be mighty warriors. If the northern nations were able to cooperate for a change, they might be able to put and end to the Hravani threat once and for all. Since thatâ,¬,,¢s not likely to happen, I guess theyâ,¬,,¢ll just have to put up with having their villages raided from time to time.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"Some of the best mercenaries Iâ,¬,,¢ve ever hired have been from Hravani. Their land is too harsh for any but the strong to survive. A lot of their warriors get tired of the cold and ice and raiding and come south looking for honest jobs. Theyâ,¬,,¢re a good, hardworking bunch, although they can get quite rowdy in their free time. Now that I think of it, perhaps conditions are improving back in Hravani, for there donâ,¬,,¢t seem to be quite as many of them around any more. Maybe thatâ,¬,,¢s just my imagination.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Istarion
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"A land that values magic above all. They say that every Istari is a wizard, from the youngest child to the oldest peasant woman. The Istari have rediscovered lost lore and created much new magic besides. What they donâ,¬,,¢t know about magic isnâ,¬,,¢t worth knowing. Still, it doesnâ,¬,,¢t do to trust overmuch in magic, and the Istari neglect their martial skills.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"The Istari think that magic is the be-all and end-all of everything. They think that magic raises them above the world, not realizing that itâ,¬,,¢s as much a part of Alcarin as a rock or a tree. Anyone who doesnâ,¬,,¢t have magic is treated like a slave and worked to an early death so that the wizards can live in comfort and ease.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"I have a lot of respect for these wizards. They made themselves a place in the world where everyone respects and fears them. Their magic is amazing, almost enough to make me wish I had been born a wizard. The Istari are crafty and devious, and they have plans that are as twisty as the Tunnels of Talavanter. They spend a lot of time plotting against each other, but also cooperating, and it makes my head hurt when I try to figure out where my bossâ,¬,,¢ loyalty lies. They always need fightinâ,¬,,¢ types to protect them from the obvious ambushes and attacks. The payâ,¬,,¢s real good, too.â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Malhavoc
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Those swamp-loving greenies would be more of a threat if they werenâ,¬,,¢t so inept. Theyâ,¬,,¢re always trying to invade from the north, and we always repel them easily. Greenies simply are no match for a skilled Cassiline knight â,¬' Iâ,¬,,¢ve killed sixteen in one battle, myself. They do make travel hazardous in the north and limit our ability to settle the land, and I suppose they kill a handful of peasants every year, but what of it? Our peasants breed almost as quickly as the greenies. The biggest problem is that we have to keep patrols on the northern border, and this diverts resources from our more vital targets â,¬' like the Dalriada.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Goblins and their kin long ago got driven out of the habitable lands. Now the only place left to them is a giant, stinking swamp. Who can wonder than now they want to stand and fight?â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"The goblinkin are trustworthy, to a point. I guess theyâ,¬,,¢re just like the Hravani that way. We have a deal with them: they leave us alone, and we leave them alone. Sometimes weâ,¬,,¢ll combine forces for a raid, but not often. Itâ,¬,,¢s happened before where weâ,¬,,¢ll work fine together during the scouting and the actual attack, then fall to fighting once itâ,¬,,¢s time to split up the loot. They have a king who tries to be strong and commanding, but keeping order among them is like trying to tame a manticore. Impossible.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬Å"I canâ,¬,,¢t see what the big deal is. Surely the Cassiline knights donâ,¬,,¢t find occasional raids from the goblins to be beyond their powers to defeat?
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Mancalë
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Anything you want, you can buy from the Mancaile. Their ships and caravans are welcomed everywhere. Other than that, theyâ,¬,,¢re not good for much. Youâ,¬,,¢ve got to watch them closely, like all merchants. Honor means nothing unless it can help them turn a coin.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Iâ,¬,,¢ve heard that Mancalëâ,¬,,¢s a beautiful land, but it seems like they donâ,¬,,¢t grow or make anything for themselves. They just buy from here and sell to there. We donâ,¬,,¢t get a lot of their caravans or boats here, but when they do come they have things to sell from every spot on the map. Dyes and spices, cotton and dwarven metal, glass from Heceldamar and even alchemics from far Peloriâ,¬Â¦The Mancaile always keep a sharp eye out for another coin, thatâ,¬,,¢s for sure.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"A nation of shopkeepers. Theyâ,¬,,¢ve made many Hravani rich by sailing their pretty ships in our water. Iâ,¬,,¢ve known a couple of Mancaile that left their country to join the pirates, and theyâ,¬,,¢re decent folk. Drink hard and play hard. The women are a dream â,¬' strong and brave and not afraid of anything. Bold as the men, they are.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Minalcar
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Minalcar used to be the seat of a great empire, but now its people are just vicious degenerates. They know how to fight â,¬' â,¬Å"brawlâ,¬Â might be a better word â,¬' and are trained with a host of strange weapons. Even their wizards are vicious and bloodthirsty. Itâ,¬,,¢s fortunate for everyone â,¬' especially those weaklings in Mancalë â,¬' that they are so occupied with internal feuding. I suspect that the world would tremble at Minalcarâ,¬,,¢s unleashed might, directed tactically.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Those damned imperialists. If they ever show their faces here againâ,¬Â¦Ã¢,¬Â Looks off into the distance, scowls, and refuses to say more.
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"There are lots of Minalkeshi in Istarion, workinâ,¬,,¢ as sellswords like me. Mean and proud, and strange about women, they are. They jump at any women who look twice at â,¬Ëem, then call â,¬Ëem whores for doing what comes natural. They also act surprised every time a woman swings a sword or casts a spell, like thereâ,¬,,¢s something strange about that. Iâ,¬,,¢ll tell you, too, there are a lot of women sellswords here who speak in a Minalkeshi accent, but claim to be from Mancalë or Cormallen or anywhere but Minalcar. Canâ,¬,,¢t say as I blame them for leaving, if all the men there are so damn odd. Fight dirty, too â,¬' never turn your back on one.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Pelori
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"This is a cold, distant land where magic is outlawed. They burn wizards there, and alchemy is their religion.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Donâ,¬,,¢t know what to believe about this place. Seems like no oneâ,¬,,¢s ever been there, but everybodyâ,¬,,¢s got a tale to tell about it. To make it short, they came from a land far away and they donâ,¬,,¢t like magic much. Theyâ,¬,,¢re masters of alchemics, though. The Pels mainly want to be left alone, I think, and donâ,¬,,¢t make trouble for anyone else, so Iâ,¬,,¢ve got nothing bad to say about them.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"Oh, yeah, weâ,¬,,¢ve raided lots of trade ships cominâ,¬,,¢ back from Pelori. They carry strange goods that seem magic but arenâ,¬,,¢t. At least, thatâ,¬,,¢s what our old wizard said. Useful, though, a lot of the stuff. We donâ,¬,,¢t raid the land itself much â,¬' all it takes is some babe barely out of swaddlinâ,¬,,¢ cloths throwing that alchemistâ,¬,,¢s fire at you and near burninâ,¬,,¢ your toes off to decide that there are easier targets. Safer, too.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Rimmator
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"More dwarves, just the same as dwarves anywhere. Theyâ,¬,,¢ve made some sort of alliance with those heretical Valandës, which just goes to show that you can never trust a dwarf.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Dwarves are hard to figure out. Some love their rocks like we love our trees, and others have this unbalanced obsession with gold and gems. It seems to me that they mostly want to be left alone, and itâ,¬,,¢s the rest of the world that wonâ,¬,,¢t let â,¬Ëem. We all want their metals and, yes, their gold and gems too much to ever leave them in peace.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
Istarion
Cliantha of the Nine Wands, Istari transmuter
â,¬ÂWhen one needs pure metals or high-quality metalwork, the dwarves can always provide. Their dedication is admirable, and very convenient for those of us who use the fruits of their labors. Most of their magic is focused on offense and defense, and is lamentably unsophisticated. Still, theyâ,¬,,¢ve had to fight to protect their sheer existence for eons, so I suppose itâ,¬,,¢s understandable that theyâ,¬,,¢d be a little warlike and primitive. I understand perfectly why they hide themselves away under tons of rock and stone. Iâ,¬,,¢ve often felt that way myself when the world is interfering with my work, and how much worse it must be to be besieged by thousands of giant-kin instead of just servants, apprentices, and clerks!â,¬Â
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

The Ruatan Islands
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"A bunch of sparse islands at the mouth of the Bay of Ithyr, populated by a race of little people. They can swim like fish and love to play pranks on boats that pass by. Somehow they manage to keep a hold of their little islands, even though Iâ,¬,,¢m sure Mancalë would love to get control of them.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"These are little people like the distant Sind and supposed to be their cousins or something, I think. The Islanders love water as much as the Falmarindi, but where the elves are worshipful the Islanders are playful. The two groups get along well, though. The Islanders have a lot more guts than most people give them credit for, â,¬Ëcause they managed to keep their little chunks of rock out of the hands of the Illyrian Empire long ago.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"This is a place where little men are supposed to live. Little men who swim like seals, or are seals, or turn into seals or something. A friend was telling me about it a while back, but it all got mixed up in my mind â,¬Ëround about the fifth mug of ale.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

Russandol
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"More elves. Theyâ,¬,,¢re as pleasure-loving and indolent as their cousins in Adalemnar, but sharp traders like the Mancaile. Weâ,¬,,¢ve had a few skirmishes with them over our southern woods. Theyâ,¬,,¢re cowardly, like all elves, and prefer to fire arrows at good honest soldiers instead of facing them in a straight fight. Their skill with a bow is unnatural, and I suspect they use magic to help their aim. Weâ,¬,,¢ve had to put off our logging operations in the forest bordering Russandol for now, although there are plans for a distraction that will force elven eyes elsewhere for a whileâ,¬Â¦Ã¢,¬Â  
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"These are the very best of elves. They love their forests and keep them well, respect magic, revere the gods, and watch out for their little brothers in Aiwendor. They are good friends to Cormallen.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"More elves. If theyâ,¬,,¢re anything like their cousins in Adelamnar, theyâ,¬,,¢re haughty and proud, indolent and pleasure-loving. The Cassilines donâ,¬,,¢t think very much of them, though, which has got to be a point in their favor.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

The Scarred Lands
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"This is a vast, rocky region filled with snakes and snake people of all sorts. They donâ,¬,,¢t seem interested in expanding their land, but very few people who enter ever leave again. There are supposedly great treasures from a vanished civilization just waiting to be found there, so someone is always willing to mount an expedition into this region. I once heard a drunk tell a wild story about men being changed into snakes when they were forced to drink from a certain goblet, but I think he was just raving. Best to just leave the inhabitants alone, and theyâ,¬,,¢ll leave us alone.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Strange place, that. Seems like everyone who goes â,¬Ëventuring ends up there at some point or another. Those that come back never go in very far, and those that go in far donâ,¬,,¢t ever come back. Back when my nephew was â,¬Ëventuring, his band wanted to go there to â,¬Ëslay those foul snakes and find the ancient goldâ,¬,,¢. Thegan refused to go; well, he never did like scaly things. His friends went on without him. Only one came out, and she died soon after from a poisoned bite.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"I overheard my boss last night, telling his apprentice some rumor about great magic and wealth thatâ,¬,,¢s just been uncovered in the Scarred Lands. He wants to hire some more sellswords and set out right away. His apprentice tried to talk him out of it, but today heâ,¬,,¢s out buying all the antivenin he can find, so he must have lost that battle. If my boss is really set on doing this, I think it might be â,¬Ëbout time I find other employment. Iâ,¬,,¢ve heard too many weird things about that place to want to go one step closer. â,¬ËCourse, if there really is a lot of gold and I can bargain him up to 5% of the take, it might be worth my whileâ,¬Â¦Ã¢,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
Valandil
Bocephon, a moneychanger

The Sindarin Desert
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"This is a vast region of burning sand. The people there must be fierce warriors to survive in such a harsh place, although Iâ,¬,,¢ve never met one of them. Iâ,¬,,¢ve heard that they keep dragons as guards.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"The people who live here are about as tall as a dwarf, but slender. Theyâ,¬,,¢re related somehow to the Ruatan Islanders. The desert must be a desolate, awful place to live, but from what Iâ,¬,,¢ve heard the Sind are happy there. Probably because it keeps the Istari out.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"The Istari want to take over this land; itâ,¬,,¢s an open secret. If they canâ,¬,,¢t do that, they want to beat the little desert-dwellers down to the point where they have to pay tribute. There are riches in the desert, silks and perfumes and the like. If the Istari can ever agree long enough to organize their forces effectively â,¬' well, I guess this place would quickly become the Istari Desert.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
Valandil
Bocephon, a moneychanger

Valandil
Adalemnar
Aiwendor
Nâ,¬,,¢Kelma, former quenyala of the Tzachee band of Laiquendi
Ammarindar
Belindorn
Cassiel
Sir Allard of the Golden Spur, Most Puissant Knight of the Realm
â,¬Å"Religious fanatics. The less said about them, the better. Garowin may enjoy all the attention, but Iâ,¬,,¢m sure that sooner or later the other gods will band together to wipe this land from the face of Alcarin. They have some sort of unholy alliance with the dwarves, too. You can be sure that we patrol that border very carefully.â,¬Â
Cormallen
Mederi of Ettinâ,¬,,¢s Grove, farmer and militia member
â,¬Å"Back in the Illyrian Empire, one of their leaders decided that there is only one real god. He convinced a lot of people to follow him and then settled everyone in a forlorn, gnoll-infested place. They had many hard years but finally drove the gnolls away and got the land to bloom. Itâ,¬,,¢s almost possible to believe that they do have a godâ,¬,,¢s blessing. How they can ignore the proof of the other gods, I just donâ,¬,,¢t know.â,¬Â
Dalriath
Bredaia mab Raegwyn, priestess of Savras
Heceldamar
Hravani
Gunnvaldr, mercenary currently employed by Stannis of Istarion
â,¬Å"Prosperous land. They patrol their borders carefully, so the raiding isnâ,¬,,¢t easy but itâ,¬,,¢s worth it. They donâ,¬,,¢t like foreigners, even those that want to enter peacefully and through the front door. Maybe especially them. After all, theyâ,¬,,¢re rich enough not to worry about a few head of cattle and some gold. What they worry about is pollution. They donâ,¬,,¢t want their morally upright one-god people to be corrupted by the ideas of those heathen polytheists.â,¬Â
Istarion
Cliantha of the Nine Wands, Istari transmuter
Malhavoc
Mancalë
Alberic the Bold, captain of The Hippogriffâ,¬,,¢s Pride
Minalcar
Pelori
Mathak, clerk to an Otherlander trader in Tenembri
Rimmator
The Ruatan Islands
Russandol
Omolara, proprietress of The Cup and Seven caravan company
The Scarred Lands
Talissek, yuan-ti pureblood infiltrator
The Sindarin Desert
Carama Goldensands, dancer at The Veiled Nymph in Ardamirë, Adalemnar
[/spoiler]
#3
The Dragon's Den (Archived) / Favorite Sci Fi/Fantasy
November 04, 2006, 12:53:51 AM
Well of the Unicorn
I heard of this book once, in an article on the realisticness of fantasy novels. No, it's not some boringly realistic novel, though it doesn't possess any non-human races either. I found it exceedingly useful for designing my own Campaign Settings with politics and geography in mind. If you know your history, you'll see a tantalizing corrolation between the events in the book and the events unfolding between the Holy Roman Empire, the Danish people and various kings that attempted to assert themselves over viking age denmark. Furthermore, it can be bought for ~$1 on Amazon. One thing, however, the regional accents can be confusing if you don't just go with the flow and go for just the gist of what they're saying. Oh, and the background legend can be a bit confusing as well, but that didn't stop me from loving it.

Dune
What can I say, it deserves mention even if it can be agonizing to read at times. Although, I must admit, I couldn't make it past the first few chapters of God Emperor before be bewildered and finding it took way too much effort to figure out what was going on.

Machiavelli's The Art of War and The Prince
Not exactly a novel, but these two books are still very interesting. The Art of War less so unless you're a fan of military history, but The Prince is a very intereting analysis of politics of renaissance italy, something that is similar to many campaign settings.

Game of Thrones
I've only read book 1, but it was great, and again, very intellectually stimulating for the geo-political makeup of your campaign setting. Do you see a trend in my books yet?
#4
So it looks like you aim for hybrid fighter/casters or just fighters, with your mana from attack system.

Although, I would think it seems by giving that automatically you are indeed looking for all characters to be fighter/caster hybrids?

Concerns: One is pretty basic, combats might not last long enough for people to actually get to use their mana-powered abilities in a single combat. This means you have to make combats able to be dealt with without mana-powered abilities. This means players will be encouraged to horde their mana until "the boss fight" and then dump it all on their (I presume) more powerful, mana-powered, abilities. This is assuming that the mana-powered abilities are combat abilities, and that your combats are as short as most D20 combats tend to be, and, obviously, is based on assumptions as to the cost of these mana-powered abilities.
So, yea, this feedback is probably baseless.

Next, I take it you meant to abolish Charisma. Thereby basing social interaction resolution on skills alone? Will there be any way to represent a naturally charismatic or attractive character? Can my level 1 character, Daelthren the Second Prince of House Thurizahd and heir to the Barlos Holdfast be any better at social interaction (however the skills are organized) than Throrg the Skyfist who decided to take a point in whatever skill determines this? Although, from the looks of the number of skill points, it seems every point is a serious investment.

Anyway, looks interesting.
#5
Meta (Archived) / The Runesign - A mage of power
November 02, 2006, 09:54:30 PM
Doesn't making the DC go up with Cha mean your Cha mod automatically cancels out? So, a high Cha Runesign can't cast his runes any better than a low Cha one? I'm assuming they increase Save DC or other effects in writing this, or else it would be entirely pointless.


Anyway, looks like a neat idea. From you description of Greater Runes you're counting on balancing the class by making all it's runes either no more powerful than a melee attack or risky to the caster. Just make sure you're careful with any buff or out of combat type runes that could be spammed.
#6
Quote from: SilvercatMoonpawIn closing let me try to summarize:
People should not become stubbornly attached to definitions of a word.
Use of an established idea means less work in describing something.
Arbitrary changes may still be important to the person who changed them.
What's wrong with a new name for an old idea?

Hmmm, perhaps in my post-Halloween weariness I rambled a bit much. I basically agree with most of what you just said. It just helps to be aware of what you're trying to accomplish when you use or don't use a name attached to something in most people's minds.

Most people who play D&D probably have no idea what the original version of the Lammasu was. On the other hand, the majority of people, especially those playing D&D, will automatically think of elves as D&D and other similar fantasy genres portray them, same for dwarves, same for orcs.

I believe I mentioned somewhere in that swamp of a post that using an old name for a new idea can save you time, assuming that new idea has some ties. Looking back on it, however, it appears to be entirely based off physical appearance. If someone said "dwarf" and then went on to explain their differences from a normal dwarf I'd be fine. But then if someone said "dwarf" and then went on to explain how they're tentacled, beardless and tall, I would be quite confused as to why they didn't simply call them by a different name.

So I suppose it really turns out that it's the appearances that make the name, and the culture is what you explain. After all, it has always been harder to convey physical descriptions with words than societal ones.
#7
Warning: This post was not created to offend anyone, merely to state an observation and put forth an opinion on how the names of races should be used. Any similarities of examples in this post to your own campaign setting are entirely coincidental.

In my time checking out various campaign settings in various forms (obviously not primarily here, as I only recently joined) I have found something interesting. This something is the use or disuse of "standard" fantasy races, and the use or disuse of "standard" fantasy cultures.

Consider why you use or don't use such fantasy classics.

Some people use them and twist them, because they think the old versions are tired. Dwarves that aren't based in the mountains. Elves that own slaves, have an affinity for necromancy, or are actually on the rise. Goblins that form a merchant class of the predominantly human kingdom. All of these take the established fantasy idea, and twist, sometimes rend and re-sew, these ideas into new forms.

But, when one does that, is there actually a point in having them keep the name? Why bother with calling them elves, if they don't act like elves or their empire isn't in the state of decline/reclusivity that has become attatched to elves?
They might still look like elves, but when you tell your player, "My elves are necromantic, own slaves, have a law-heavy society and recently expanded out of the southern swamps." You're explaining more than you're leaving to be said by the name "Elf".

Then there is the opposite, a race you invented just to make "un-stereoypical" but is actually the same stereotype of an already existing race, it just looks weird. Make dwarves lean, tentacled and beardless and you probably come up with a new name, but if they act the same and have the same types of cultures of a stereotypical dwarf, why not just use the stereotypical dwarf? Oh that's right, because you wanted to be different for no reason.

There's no need to reinvent the wheel unless it doesn't fit your axle. I'm quite sick of seeing people alter races, both physically and culturally, just to make them artifically unique, when a fantasy stereotype would have fit just fine.

By keeping a race's name the same what you accomplish is linking that race with the stereotypes presented in more widespread fantasy sources. If you say elf to your player, most will think of the elves of every fantasy game and book descended from Tolkien.

Thus, you should have a reason for using or not using that name. If you use that name, don't use it just so you can say, "Oh, but my elves are different and that makes my setting unique." Do it for a reason, such as being able to utilize that already present image of the elf in your player's mind.

The same holds true for not using a name. If you choose not to use elf for a race that occupies the same niche as the stereotypical fantasy elf, you should have a reason other than, "These people are the Qualistar, tall, thin, graceful and with an empire on the decline, but they're not elves and that makes my setting unique."

I'm not saying you should always or should not ever use the name of a stereotypical fantasy race. All I'm saying is, change your races, and their names, for the right reasons. Also, be aware that if you use a standard name your players will jump to conclusions, but if you use a new name you will have to more fully explain your race to them.


So, what are your thoughts on using or not using standard fantasy race names and concepts?
#8
Meta (Archived) / Replacing LA: HD and 'class features'
October 31, 2006, 09:26:39 PM
I recently attempted to get around the LA problem by beating some races down to roughly LA +0 and then giving them advanced classes (since it was done for d20 Modern, essentially prestige classes you enter at level 3) to expand their abilities. Of course, they don't have to take these 'paragon-like' classes, but they won't ever realize their full monstrous heritage without them.

This means they can be played from first level, and means you can play a monstrous race, focus on being a wizard, and simply never 'grow into' your monstrous heritage.

Anyway, the four I've made so far are posted here

Also, Xeviat, do you have your system somewhere?
#9
Hmmm. So you say you don't like the fact that a high dex with light armor can equal full plate? But, the question is, why bother with that high dexterity if you could go for strength instead and wear full plate?

Most characters I've seen with high dexterities have those stats because they either A) Want to be a swashbuckler-type wearing light armor and finessing, or B) Their class doesn't allow heavier armors. You'll generally already be better off keeping dex at a 12 and going for full plate, while being able to hit stuff harder, no?

Sure, high dexterity and light armor can achieve the same AC as full plate and relatively low dexterity, and will have higher speed, but he'll also have to burn a feat for Weapon Finesse, be hitting for way less damage (smaller weapon for Weapon Finesse + Lower Strength Modifier), and he probably built the character that way because he wanted to be in light armor.

If anything, I've had trouble getting people out of heavy armors, which is why I devised a convoluted mechanical way of saying, "Not many wear armor in the city!" for my urban campaign setting.


As for piecemeal armor, I think the idea in general has a lot of possibility for character customization, but it can end up overcomplicating things, so be careful.

Oh, and I agree it's a shame there's only one or two armors from each catagory worthy of being worn.
#10
Homebrews (Archived) / Campaign Setting Directory
October 30, 2006, 01:44:06 PM
The City of Kalnath
Fatal Error
The City of Kalnath
Politics and intrigue pervade the great city of Kalnath. Plots, schemes, blackmailing and assassination are the staple diet of adventurers in the city's bustling streets and corrupt courts. At the highest levels of governance the Lords' Alliance battles the merchant guilds in a war of laws and bribes. Meanwhile, the merchant guilds vie for control of of market monopolies and  the thieves' guilds battle each other with cloak and dagger for territory to extort. It is a risky venture to attempt to rise in the ranks of Kalnath. But only with risk comes reward, and there is always opportunity to be found within the city walls.
#11
Homebrews (Archived) / The City of Kalnath
October 30, 2006, 01:23:47 AM
[spoiler=Starting Adventure: Rafnose the Vicious]Starting Adventure: Rafnose the Vicious
 
Rafnose the Vicious is an adventure designed for a party of four first level characters. Rafnose has caused enough problems for enough people and just generally upset the flow of the city in his limited territory that practically any faction in the city could have a reason to want him subdued. Thus, the adventure can represent the kind of low class errands run by new members of almost any guild in the city, so should serve as a suitable campaign starter for almost any group.

[spoiler=The Hook:]The Hook
   Rafnose the Vicious is a recently ascended street boss for the Onyx Merchants. Unfortunately, the promotion has gone to his head, and his actions have tempted many to take off that offending limb.
   Rafnose has been assigned to running operations in a recently won territory in the Great Market, right on the border between the Onyx Merchants and the Alliance of Little Folk. Despite his precarious position, Rafnose has been anything but cautious. His thugs openly patrol the block of streets around his headquarters at the Alabaster Inn. As if this crudeness was not enough, he has raised the illegal tolls on the streets under his control, and generally done the best to make himself hated by everyone around him. Thus, for one reason or another, the guild or guilds for which the PCs work for have decided his trouble must be stopped. However, Rafnose is truly more of a nuisance than a threat, so this guild has decided to use him a convenient test for several new members.
   For his myriad of actions, Rafnose has undoubtedly offended a guild the PCs work for, or has offended one of their allies. Even the Onyx Merchants would like to see him gone.
   Therefore, the PCs are hooked into the adventure by their patron guild assigning it to them as one of their first tasks in service to the guild. [/spoiler]
[spoiler=The Setup:]The Setup
   The objective is to stop Rafnoseâ,¬,,¢s troublemaking. The exact methods for this and even the meaning of â,¬Ëstop troublemakingâ,¬,,¢ can easily vary from guild to guild. The PCs might take it to mean assassinating him, or they could try to talk their way in and somehow convince him to mend his ways or else the next group wonâ,¬,,¢t be so lenient. Either way, it involves the PCs getting to a face to face confrontation with Rafnose, and that involves getting into his headquarters at the Alabaster Inn.
   A pair of guards patrols the main street that passes by the Alabaster Inn. This pair acts as toll collectors as well as watchmen. Anyone passing must pay a toll of 1sp, plus 5sp for each cart. These prices are nonnegotiable; anyone who refuses to pay is roughed up if possible. If there are too many, one guard goes and fetches more men from the Alabaster Inn, and then they rough the trespassers up.
   There two pairs of guards that patrol the alleys and side streets within one block of the Alabaster Inn as well. These will accost anyone they see to make sure no one is traveling through without paying the tolls.
http://img55.imageshack.us/my.php?image=thealabasterinnep9.png
[spoiler=The Main Hall]The Main Hall
Inside the Alabaster Inn the main hall has about twenty people in it, two of them Rafnoseâ,¬,,¢s thugs. All huddles about the far end of the two tables, playing dice.
DC 15 Spot check: Notices two of the men playing dice have maces at their side, as well as seeming to have the respect of the rest of the players.
   Others in the vicinity include the Innkeeper behind his desk, a serving winch bringing some sort of ale around the table, and a single cook in the kitchens.
   Once the thugs notice the PCs entering they will move to greet and question the new visitors. Rafnose the Vicious has currently ordered no one to disturb him whilst he speaks with Felzdren. Thus, the guards will not allow the PCs upstairs short of magic or a bluff and or disguise stating they are higher ups in the Onyx Merchants (-10 penalty to Bluff as the guards are under direct threats).
[spoiler=Main Hall Terrain]Main Hall Terrain:    Tables: The long tables take 10ft of movement (or a DC 15 Jump check) to move onto and count as a +2/-2 to hit and to be hit for height advantage.
Benches: The benches that accompany the table take 5ft of movement to step onto and count as +1/-1 to hit and to be hit for height advantage. Once on a bench one can call a Balance check DC, if they make it anyone else on the bench must also make it or be forced to step down. Doing this is a move action.
Hearths: The hearths at either end of the room have reasonably large fires spread along them, Ref save (DC 15) or take 1d6 fire damage.
[/spoiler] [/spoiler]
[spoiler=Upstairs:]Upstairs
   Rafnose, his dwarven bodyguard Galar, and the treasonous Alchemist of Green Burrow, Felzdren the Drawler are all in the right corner room (10 on the map). Here the plot thickens, as Felzdren is here is negotiate selling potions and golems to the Onyx Merchants, something previously forbade by the Alliance of Little Folk. As soon as they become aware of trouble Felzdren casts escapes by bursting through the window, and casting Feather Fall followed by Invisibility. Rafnose and Galar, however, do not flee.
   Depending on what their exact objective was and how they perceive the situation, the PCs may begin the fight as soon as they encounter Rafnose, or may opt to talk. Given their experienced look, Rafnose will have his rapier out and Galar positioned between him and the PCs, preferably in a doorway. Rafnose is Vicious, but he is neither foolhardy nor brave enough to not utilize his dwarven bodyguard to best effect. However, Rafnose will not make the first move, as he is outnumbered and possibly outgunned, though he may not realize it depending on the makeup of the party.
   Galar will ready an action to strike anyone who makes an aggressive move and is within reach, and Rafnose will ready an action to sidestep and strike at anyone who comes through the unguarded (but previously locked) door.
   If the PCs opt for a social approach, they can try one of the following general strategies:
   Point out to Rafnose the error of his ways, demonstrating that he could collect much greater revenue by lowering his tolls, as many merchants are taking longer but cheaper routes. This is a DC 15 Diplomacy check, DC 20 if the PCs took an especially bloody approach to meeting Rafnose and Rafnose is aware of this. This check is modified by up to +4/-4 depending on exact words. If Rafnose is not swayed he will make it apparent with a quick sneer and an insult.
   Intimidate Rafnose into lowering his tolls and any other minor changes the PCs suggest. DC 11 will get Rafnose to temporarily agree, but given his nature, it will take more than that to leave a lasting impression. DC 15 to actually make him change his ways for more than a few moments, DC 20 if Rafnose is confidant he could dispatch them in a fair fight, DC 11 if the PCs took an especially bloody approach to meeting Rafnose and Rafnose is aware of this. This check is modified by +4/-4 depending on exact words. If Rafnose is not swayed, he will signal such by saying, â,¬Å"Weâ,¬,,¢ll seeâ,¬Â (or something to that effect), pulling forth a whistle, and walking to the window (whistling for his guard patrols in the vicinity).
   Finally, the PCs can attempt to impersonate Rafnoseâ,¬,,¢s superior in the Onyx Merchants, and command him to change his ways in person. While this could be an intimidate check, itâ,¬,,¢s really a disguise check, if they pull off the impersonation Rafnose will be immediately intimidated by the presence of his superior. However, Rafnose knows all his direct superiors relatively well, thus the disguise DC is 16 (Rafnose is taking 10 on spot with a +6 bonus for being an associate). This check is modified by +4/-4 depending on exact words.
   If a fight breaks out, use the terrain as follows:

[spoiler=Upstairs Terrain:]Upstairs Terrain
Doorways: Doorways are less than 5ft wide, thus they connect two squares, not six, and one may only move through from one of those two squares to the other. Firing at someone through a doorway and behind another person (such as firing at Rafnose while Galar blocks the door) incurs a -6 penalty to hit, rather than the normal -4 for cover).
Secret Door: A secret door connections Rafnoseâ,¬,,¢s personal quarters with the room in which he met with Felzdren. This door can open either way, and is a DC 15 Search check to find.

Tapestries: Draped on all four walls are moderately well woven tapestries, and the floor is covered with a Silk Coast rug, any fire damage automatically sets all tapestries and rugs in its area alight, they take 1 round to begin burning, then deal 1d3 points of damage on a failed reflex save (DC 10) for anyone starting or ending their turn in a square that is burning.
   Walls: The walls are wooden frame and planking inside, Hardness 5 with 10hp, or make a DC 15 strength check to burst through.
   Stairs: If the fight somehow gets to the stairs, every 5ft of movement up or down the stairs changes height by one level (+1/-1 to attack and to be attacked if higher, opposite if lower than opponent). It roughly a 10ft drop from the top landing to the floor. A railing runs the length of stairs and the landing, +4 to resist Bull Rushes when backed by the railing.
   [/spoiler] [/spoiler]
[spoiler=The End:] The End
   Once successful, the party can make its way back to their employers and will be rewarded with 1,000 gold pieces for their task.
   To build on the end of this adventure, the PCs could be assigned, or pursue on their own volition, the mysterious gnome who fled the scene. Felzdren is part of a conspiracy within the Alchemists of Green Burrow to secretly sell their goods to the Onyx Merchants.
[/spoiler]
[spoiler=Adapting for Smaller or Larger Groups:] Adapting for Smaller or Larger Groups
If your group contains a lesser or greater number of PCs than the assumed baseline of four, alter as follows:
   For two players reduce the guard patrols to a single guard, and get rid of Rafnoseâ,¬,,¢s bodyguard, Galar. Experience will total 600, still 300 for each PC. The PCs will be rewarded with 500gp instead of 1,000.
   For three players, reduce the guard patrols to only one member each, and leave Galar. Alternatively, you can leave the guard pairs as is, and remove Galar. Either way, the experience total is reduced to 900, still 300 each. The reward in gold is similarly reduced to 750gp, 250gp each.
   For five players, increase each guard patrol to three guards instead of two. Alternatively, you can add two guards to the final encounter with Rafnose. However, doing so will make that already difficult encounter significantly more likely to kill a PC, and those guards will play no part if the PCs do not fight Rafnose. Either way, the experience total goes to 1500, 300 each. The reward in gold is increased to 1250gp, 250gp each.
   For six players, increase each guard patrol to three guards, and add two guards to the final encounter with Rafnose. Total experience becomes 1800, 300 each. The reward in gold becomes 1500gp, 250gp each.
   These calculations are all done assuming the PCs encounter two guard patrols in the course of the adventure, for each additional one encountered add 300 experience points to the total (150 for patrols of 1, and 450 for patrols of 3).
[/spoiler]
 
[spoiler=NPC Stats]
[spoiler=Rafnose the Vicious] Rafnose the Vicious
Race: Human Class: Warblade Level: 1 CR: 1  
Allegiance: The Onyx Merchants Alignment: Chaotic Evil
Initiative: +3 Hit Points: 14 AC: 14(15, DODGE, 17 STANCE) Attacks: Rapier +5 Damage: 1d6/1d4 Fort: +4 Ref: +5 Will: +0 Ability Score: Str: 10 Dex: 16 Con: 14 Int: 14 Wis: 10 Cha: 10
Skills & Feats: Balance +7, Concentration +6, Intimidate +4, Jump +4, Knowledge (Great Market, West Hill) +5, Perform (Stringed Instruments) +1, Tumble +5. Dodge, Weapon Finesse.
Equipment: Masterwork Rapier, Dagger, Signal Whistle, 50gp.
Stances: Stance of Clarity (+2 AC vs. one opponent, -2 vs. others)
Maneuvers: Moment of Perfect Mind (Counter) (Conc. in place of Will save), Steel Wind (Strike) (Attack two targets), Rapid Wolfâ,¬,,¢s Strike (Strike) (Attack with both weapons).
[/spoiler]
[spoiler=Galar Goldtooth] Galar Goldtooth
Race: Dwarf Class: Fighter Level: 1 CR: 1
Allegiance: Rafnose the Vicious Alignment: Lawful Neutral
Initiative: -1 Hit Points: 13 AC: 8 (DR 4/-!) Attacks: Dwarven Waraxe +3 Or Bull Rush +6 Damage: 1d10+2 Fort: +5 Ref: -1 Will: +1 Ability Score: Str: 14 Dex: 8 Con: 17 Int: 13 Wis: 12 Cha: 8
Skills & Feats: Intimidate +3, Spot +3, Sense Motive +3. Improved Bull Rush, Power Attack.
Equipment: Scale Mail, Dwarven Waraxe, Heavy Shield.
[/spoiler]
[spoiler=Thug (Aven, Norb, Lorv, Kuln, Esbar or Graeln)] Thug (Aven, Norb, Lorv, Kuln, Esbar or Graeln)
Race: Human Class: Warrior Level: 1 CR: 1/2
Allegiance: Rafnose the Vicious Alignment: Neutral Evil
Initiative: +0 Hit Points: 12 AC: 11 Attacks: Club +2 Damage: 1d6+1 Fort: +3 Ref: +0 Will: +0 Ability Score: Str: 13 Dex: 10 Con: 12 Int: 8 Wis: 10 Cha: 8
Skills & Feats: Intimidate +3, Knowledge (Great Market) +0, Sense Motive +2. Open Minded, Toughness.
Equipment: Club, 5 gold coins.
[/spoiler]
[spoiler=Felzdren the Drawler] Felzdren the Drawler
Race: Gnome Class: Wizard Level: 3 CR: 3
Allegiance: Alchemists of Green Burrow, Rogue Faction Alignment: True Neutral
Initiative: +2 Hit Points: 15 AC: 14 Attacks: Dagger +1 Damage: 1d3-1 Fort: +2 Ref: +2 Will: +4 Ability Score: Str: 8 Dex: 14 Con: 14 Int: 16 Wis: 12 Cha: 10
Skills & Feats: Craft (Alchemy, Sculpting) +9, Concentration +8, Knowledge (Arcana) +9, Spellcraft +11. Brew Potion, Craft Wondrous Item, Scribe Scroll.
Equipment: Robes, Dagger.
Spells Prepared: 0 Level: Daze (2), Prestidigitation (2). 1st Level: Alarm, Animate Rope, Feather Fall, Grease. 2nd Level: Glitterdust, Invisibility.
[/spoiler]
[/spoiler]
[/spoiler]

Done.
#12
Homebrews (Archived) / The City of Kalnath
October 30, 2006, 01:23:20 AM
[spoiler=Chapter Six: Religion (continued)][spoiler=Lorathdar the Warmaster] Lorathdar the Warmaster
Additional Names: Delgar
Additional Epithets: The Disciplined, the Iron King, the Artificer
Ideals: Warfare, discipline, tactics, smithing, victory
People and Places: Soldiers, mercenaries, generals, engineers, smiths, smelters, artificers, fortifications
Polytheistic Cults: Cult of Hammer and Pick.
Alignment: Lawful Neutral
Weapon: Bastard Sword, +1 Keen
Domains: Destruction, Domination, Fire, Law, Planning, War
Notable Temples in Kalnath: The Fane of War (Hall of Steel, West Hill), Hall of Hammer and Pick (Dwarven District)
   Lord of warfare, siege craft and strategy, Lorathdar is the god of soldiers, not merely warriors. Nearly all professional fighters, be they mercenaries, free companies, career soldiers or the kingâ,¬,,¢s own guard, worship Lorathdar first and foremost of any religious heed they pay while clerics of Lorathdar are commonly even more militarily minded than those that come to their temples to pray. Indeed, the clergy of the Warmaster often mobilize whenever conflict looms to offer themselves as advisors to the commanders, as well as build temporary shrines for the armies.
   Though Lorathdar has little following in the intrigue laden eastern cities, other than those placeâ,¬,,¢s professional armies, the situation is entirely reversed in the war torn Western Baronies and the militant dwarf states in the southern mountains. In such places as these worship of Lorathdar is most popular and highly ingrained in the society, to such a degree that nearly all military commanders undertake priestly training at some point, and most priests are given command of regiments once they reach the upper ranks.
   A facet often missed by the pseudo-scholar is that of the smelter, the smith and the artificer, without which neither sword nor mail could be made. This aspect of Lorathdar, or rather Delgar in this case, make him only more closely tied to the dwarves, who do so love their metallurgical crafts. The men of the Western Baronies are also well aware of this aspect of the Warmaster, where priests of Lorathdar are often the greatest crafters of arms and armors from the meager metal to be found in that land.
   It is this aspect of smithing, along with slightly less emphasized traditions of warfare and battle, which is combined with Breln in the Cult of Hammer and Pick, a dwarven tradition that combines the miner with the smelter, the cutter with the artificer, and the builder with the destroyer. Despite this cultâ,¬,,¢s obviousness, it is nearly nonexistent in other lands, even those neighboring the dwarves of the southern mountains.
   Another cult, that of the Horse, has gained great following in the central Western Baronies where wars are often decided by those with mounts alone. The Cult of the Horse focuses on Lorathdarâ,¬,,¢s aspects of discipline and tactical genius, both required to be victorious against larger armies with only those on horseback, and these are combined with Erasia the Horsemaster, offering her blessing on the animals themselves and rewarding the victorious after battle. Because of the paramount importance of horses in warfare in the Western Baronies the Cult of the Horse has spread all across not just the central areas but also into Erasnor and its protectorates, into the Barbarian Triangle, and even into Tyrammor with the mercenary Bloodsworn Lancers.
Kalnath Specifically:
   The largest group of worshippers of Lorathdar, or rather Delgar in the form of the Cult of Hammer and Pick, is the Iron Beard Clan, which makes up the majority of dwarves in Kalnath. The dwarves revere Delgar as both the inventor of smithing and the giver of its knowledge to mortals, as well as lord of military might and disciplined warriors, though the former is emphasized given their habitat. It is in the Iron Beardsâ,¬,,¢ cultural center, the Hall of Hammer and Pick, that Delgar is worshipped, with a mystical anvil of blackest iron crowned in fires hotter than a forge serving as the shrine, and smith-priests of the Cult of Hammer and Pick attending to the ceremonies performed around it.
As for Lorathdar alone, many of the warriors of the Hall of Steel worship the Warmaster as just that, drawn to his lessons of discipline, skill and the ideal that one should use whatever advantages can be found in times of battle. And this hall houses a great shrine to Lorathdar as well, in the northern most wing sits the marble columned Fane of War, with coats of arms adorning every inch of wall and a great dais and throne of black marble, upon which sits a bronze statue of the Warmaster himself.
[/spoiler]
[spoiler=Maladur the Father of Civilization] Maladur the Father of Civilization

Additional Names:
Additional Epithets:
Ideals: Progress, advancement, ideology, civilization, achievement, drive
People and Places: Workers, artisans, inventors, adventurers, ambitious leaders, opportunists.
Polytheistic Cults: None in Kalnath.
Alignment: True Neutral
Weapon: Light Crossbow, +1 Seeking
Domains: Creation, Knowledge, Luck, Planning, Protection, Travel
Notable Temples in Kalnath: The Oracle of Kalnath (Great Market), the Temple of the Kingmaker (White Hill).
As father of civilization and patron of any with an incessant drive to achieve, Maladur is one of the most popular deities among humans and halflings, who, with their short life spans, find his message of striving for great goals and chasing dreams, both individually and en masse, to be especially attractive. Thus quick prayers before taking a risky step in reaching oneâ,¬,,¢s goals or a similar circumstance is a common practice among human and halfling communities, as well as some dwarf, gnome and elf ones. Maladur is the god of achievement, not charity; and believes one must work to achieve his goals for himself, before he should accept charity help from others.
Though Maladurâ,¬,,¢s concepts of achievement and progress seem simple, the subtle split of the will of the individual against the will of the many has been known to cause schism in priesthoods before. No where is this more clearly defined than in the embittered temples to Maladur of neighboring cities Erasnor and Tyrammor. In Tyrammor, the church of Maladur supports the will and goals of the individual over all, including that of the king himself. In Erasnor, however, the priests condemn any who dare to say their own goals or achievements are near to the importance of the kingâ,¬,,¢s, and that serving to achieve a kingâ,¬,,¢s goals is a greater glory to Maladur than achieving oneâ,¬,,¢s own.
Kalnath Specifically:
   Though not as dominant as in other human cities, due to the heavy influence of Falbanon in Kalnath, worshippers, priests and shrines of Maladur are all quite common in the city. King Alruic in particular, is publicly devout in his worship of both Maladur and Falbanon, even going so far as to construct a new dual temple across the Kingâ,¬,,¢s Square, though the deities have separate wings. In the lower ranks of society, small shrines of Maladur are common in working places, as are wooden signs containing quotes from ancient priests of Maladur, to inspire employees.
[/spoiler]
[spoiler=Namrith the Trickster] Namrith the Trickster
Additional Names:
Additional Epithets: The Playwright, the Jester, the Many Faced, the King of Thieves, the Liberator
Ideals: Jest, thievery, cunning, performance, creativity, music, freedom, gambling
People and Places: Cutpurses, musicians, burglars, actors, rebels, theaters, artists
Polytheistic Cults: The Cult of Thieves.
Alignment: Chaotic Neutral
Weapon: Dagger, +1 Keen
Domains: Chaos, Liberation, Luck, Mind, Trickery
Notable Temples in Kalnath: The Temple of Masks (West Hill)
   The embodiment of creativity and ultimate freedom, Namrith is the patron of artists, playwrights, actors, musicians and performers of any kind throughout the known lands. Though Maladur may have sparked the creation of civilization, and Tyrame given it the laws to make it survive, Namrith has allowed it to thrive, creating great monuments to itself and making unique cultures across the world. Indeed it is said that Namrith gave creativity and humor to the mortal races, and exemplars of these traits revere him above all others for this. Any theater, any performerâ,¬,,¢s home, any traveling troupe, in all could be found a shrine to the Many Faced.
   Namrith is also associated with gambling, though he hardly believes in the strictly fair games of Falbanon, and cheaters of any game from cards to dice revere the Trickster for his audacity and cunning in matters of trickery and cheating. Of course, no gambling establishment would openly display symbols of Namrith lest they make their marks wary.
   There are darker sides to Namrith, however, that of the King of Thieves, and the sower of discontent. The former is well known among the illegal circles of any land, whether worshipped alone or as one of the trinity in the Cult of Thieves. The King of Thieves is most revered by the gentlemen thieves, the conmen, the theatrical burglars, but even the most hardhearted bandits and assassins pay close attention to his lessons of stealth and deception. However, as said, most thieves, if religious, worship the Cult of Thieves, which better embraces their entirely selfish and more, efficient, manner than does Namrith alone.
   The latter, the aspect of Liberator and sower of discontent, has been the scourge of both malevolent and benevolent governments since the dawn of time. From desperate revolts and freedom fighters against tyrannical governments such as the Delvars of Belgar, to causeless rebels looking to break down entirely acceptable status divides of rich and poor, Namrith has been hailed both as champion of the oppressed and scourge of justice. Of course, since Namrith is also the god of theatre and performance, actors and playwrights are commonly the first victims of any retaliation against rebels, and the suppression of culture resulting from this often only serves to enhance the rebellion, regardless of whether or not such performers were leaders of the revolt or not.
   Clerics of Namrith vary as greatly as opinions towards the Trickster do, some act as missionaries, roving through the lands sparking revolts and leading rebellions against oppressive regimes. Others are performers of various kinds, working in theatres and musical colleges to both serve their priestly duties to the inhabitants and to perform as actors, or bards, just as their followers do.


Kalnath Specifically:
   As with most of the eastern cities, Namrith has many worshippers in Kalnath among the cityâ,¬,,¢s extensive population of artists and free thinkers. Of course the College of Music has the greatest amount of these worshippers, as well as the grandest shrine, the Temple of Masks, which is open to all the people of Kalnath, though owned by the Masked Jesters.
   The King of Thieves possesses a strong following in Kalnathâ,¬,,¢s underworld as well, the Crimson Brotherhood are particularly devout in their reverence of Namrith alone. Most of the cityâ,¬,,¢s criminal factions, however, prefer the Cult of Thieves.
[/spoiler]
[spoiler=Obsc the Malign] Obsc the Malign
Additional Names:
Additional Epithets: The Greedy, the Gluttonous, the Dark One, the Corruptor, the Obfuscator, the Sly, the Faceless
Ideals: Greed, deceit, selfishness, superiority, influence, power, corruption
People and Places: Usurpers, evil mages, thieves, water, haunted places, smugglers
Polytheistic Cults: The Cult of Thieves.
Alignment: Neutral Evil
Weapon: Dagger, +1 Humanoid Bane
Domains: Evil, Knowledge, Magic, Planning, Trickery, Water
Notable Temples in Kalnath: The Shrine of Forsaken Temptations (White Hill)
   As the saying goes, absolute power corrupts absolutely, however, as Obsc and most of those with absolute power can clearly see, being corrupt is not a detriment to oneâ,¬,,¢s enjoyment of life or acquisition of further power. Only those with no power and thus no corruption complain of the corrupt, and what right do they have to interfere just because they are weak. Obsc encourages the acquisition of power, wealth, influence and any other particular desires one might have, without regard for anyone else, except in whether or not they can aid or hinder you in the long run from actions taken in the short term. It is quite obvious why those such as nobles, royalty and wizards find Obscâ,¬,,¢s philosophy and teachings to be quite appealing.
   Because it will always be that power is power over others, and that those without power will always be suspicious of those with power, anyone who worships Obsc generally keeps it quiet, along with hiding the true extent of their power and the abuse of it. Followers of Obsc, however, often form secret societies to meet and scheme on how to acquire more power, as well as further Obscâ,¬,,¢s goals in exchange for his blessing, but these goals generally fall in line with the worshippers amassing more wealth and influence.
   Worship of Obsc, however, is not restricted to haughty nobles and nefarious mages, no, entire tribes of various races worship him. Most notably, are the Darkwater Raiders of Ragewater; Pirates allied with a tribe of Merfolk, who are normally a peaceful if territorial people, form the Raiders, who go about Tyrameâ,¬,,¢s Run and the Northern Silheron raiding barges, riverboats and docks, and can be seen to quite openly worship Obsc, if one can get close enough to Ragewater without being killed.
   Similarly, the vicious tribes of the jungles across the East Sea appear to worship a cult form of Obsc and Barrusk the Savage, again, the entire tribe partaking in such rituals for gaining power over their enemies.
   Lastly, Obsc is also worshipped openly among many thievesâ,¬,,¢ guilds and the like, as part of the three gods of the Cult of Thieves, along with Namrith and Kallif. Here Obsc is exemplified as the schemer and achiever of power, as well as the great deceiver of equal skill to the Many Faced himself in evading punishment.
Kalnath Specifically:
   Obsc is undoubtedly worshipped prominently, though in secret, among many of the noble houses of Kalnath. Though to expose such would surely mean a swift death. It is even rumored these corrupt worshippers all know of each other, as all are members of a great cult to Obsc that pervades the Kingâ,¬,,¢s Court. However, again, to even begin investigating such rumors would bring deadly peril to oneâ,¬,,¢s mortal shell.
   Both alone and as one of the Cult of Thieves, Obsc is prominently worshipped among the cityâ,¬,,¢s underworld, from thievesâ,¬,,¢ guild masters to cutpurses.
   Finally, the wizard guilds of Kalnath, the Spire of the High Arcane in particular, have many members that worship the Corruptor, some even openly doing so within their guild towers. It is rumored that the Spire is the one to have funded the creation of the Shrine of Forsaken Temptations, a temple of enigmatic priests that are said to abstain from all worldly sins, but, according to the heretical theories, are actually a grand scheme by a sect of Obsc to â,¬Ëhide in plain sightâ,¬,,¢, as it were, Showing themselves to be stoic priests while in fact serving to provide a temple of Obsc to the worshippers of the Corruptor. Of course, all of this is madness and one would have his tongue cut out by the stoics themselves if he said half of it to their faces. [/spoiler]
[spoiler=Shorshra the Uncaring] Shorshra the Uncaring
Additional Names:
Additional Epithets: The Lord of the Deeps, the Ever Shifting, the Unpredictable, the Stormlord
Ideals: Humility, respect, adaptability
People and Places: Sailors, fishermen, seas, storms
Polytheistic Cults: None in Kalnath.
Alignment: Chaotic Neutral
Weapon: Trident, +1 Shocking
Domains: Air, Chaos, Madness, Water, Weather
Notable Temples in Kalnath: The Temple of the Nine (Docks)
   Ruler of the waves, Shorshra is the ultimate power at sea, controlling each wave and eddy, and brewing each hurricane and tempest. Thus the Uncaring is the subject of devout worshippers throughout all the coasts of the East Sea. However, Shorshraâ,¬,,¢s many faceted identity and mercurial moods make the specifics of such worship quite unique to any given region.
   The elves of Qualendus, for example, primarily worship Nalsiades, the Fourth Wave, Lord of Tranquility and the Eventide, for whom they build great floating temples that rest upon the waves themselves, anchored to their cities by loose ropes held to the sea by the blessing of Nalsiades.
   While in the cities of Myrfallon Lake, Tyrammor, Erasnor and Psfiershca, the Eighth Wave, Murndahlom, Lord of the Morntide and Fog, is the most commonly worshipped, and a monolithic bronze fane is built into the seawall of Psfiershca. The priests of this temple bless every fishing boat that leaves each dawn, to provide a heavy catch and appease the bronze dragons of the lake.
   Though theologians have long determined there to be nine facets or waves of Shorshraâ,¬,,¢s self, not all are known to be worshipped by a sect of any size in the civilized world. For convenience the general identity of each wave will be written here, but this is far from definitive, as Shorshra is the Ever Shifting, and little more than titles are known about some.
   Ilacides, the First Wave, Lord of the Depths, shrines have been discovered in nefarious cults and among vile sahuagin.
   Delâ,¬,,¢Dalus, the Second Wave, Lord of Reefs and Shallows, bane of maritime ships but commonly worshipped by more primitive societies and those that harvest their watery bounty from shallow water.
   Ralithas, the Third Wave, Lord of Fin and Fang, commonly worshipped by sahuagin and other hostile denizens of the sea, sailors and fishermen also sometimes pray to the Third Wave for protection from various sea predators.
   Nalsiades, the Fourth Wave, Lord of Tranquility and Eventide, worshipped by the elves of Qualendus and others in danger of tempests and not dependant upon travel by sea.
   Osron, the Fifth Wave, Lord of the Vast, controller of the open sea and the great tides, prayed to for swift and safe currents, as well as fish bearing tides.
   Brigar, the Sixth Wave, Lord of the Everflow, carver of rivers and swamps, Brigar is worshipped by some swamp dwelling tribes, as well as those that make their living from the river.
   Leshtar, the Seventh Wave, Lord of Wind, he is worshipped by merchants and sailors for fair trade winds.
   Murndahlom, the Eighth Wave, Lord of Morntide and Fog, particularly devoutly worshipped around Myrfallon Lake, and seems to have long ties to the bronze dragons of the area.
   Erasthus, the Ninth Wave, Lord of the Storm, praised by few but feared by all, Erasthus is the embodiment of the wrath of Shorshra, summoning forth tempests and conjuring hurricanes, destroying entire towns at a whim. Only the vilest actually worship him, though many more attempt to appease him to ensure safety from his mighty fits of rage.
Kalnath Specifically:
   Shorshra as a whole is well worshipped by the citizens of Kalnath, mainly those of the Docks District. Of the nine waves, Leshtar is the most commonly prayed to, and shrines to the Seventh Wave can be found in every seafront tavern in the city. The other eight waves are, however, hardly neglected, though most non-priests of Shorshra are ignorant to the true nature of the Nine Waves, and merely see one shrine to Shorshra as the same as another.
   In addition to these tavern shrines, there is a real temple to Shorshra, the Temple of the Nine, a grand building of masterfully carved wood overlooking the harbor, it is even rumored a blessed being of Leshtar resides inside, though no worshippers have ever seen him there.
[/spoiler]
[spoiler=Tyrame the Lawbringer] Tyrame the Lawbringer
Additional Names:
Additional Epithets: The Just Gavel
Ideals: Wisdom, justice, law, knowledge, order, mercy
People and Places: Judges, guards, wise leaders, goodly bureaucrats, mages, oracles
Polytheistic Cults: The Purging Dawn, Cult of Justice.
Alignment: Lawful Good
Weapon: Warhammer, Merciful
Domains: Good, Knowledge, Law, Magic, Oracle, Pact, Protection
Notable Temples in Kalnath: The Hall of Order (West Hill)
   Wisdom and justice is the goal of every true worshipper of Tyrame, and the hallmark of any ruler in his favor. Nearly every place of law and justice has a shrine to Tyrame, and temples to him commonly serve duel roles as places of worship and courthouses. Contracts are sworn to Tyrame, weddings overseen by his law-priests and holy symbols are placed over doorways to ward away thieves. However, in cities such as Kalnath, Terith, even Tyrammor, the worship of Tyrame has been largely surpassed by the worship of the Cult of Justice, a sect combining worship of Tyrame and Halnammar, with a more defined and less merciful attitude towards offenders of the law.
The Federated States of Valdor and Herogar, however, are perhaps the culture most devoted to Tyrame, believing their chieftains are gifted with the wisdom and sense of justice of Tyrame from their rite of ascension, and thus leave the interpretation of their practically unwritten laws up to these divinely inspired leaders. Despite the seemingly endless flaws in such a legal system, it cannot be argued that it appears to effectively keep the peace in the States.
As god of wisdom Tyrame is the revered advisor of both gods and men, as well as the sponsor of many oracles and fortunetellers throughout the land. It is said Ollarn Oslin, the legendary founder of Tyrammor, was similarly gifted with foresight by Tyrame, enabling him to both found his great city and create the first code of laws, to be copied by all the worldâ,¬,,¢s peoples. Although, even if all this is true, Tyrammor has certainly strayed from such lofty beginnings, now run by bureaucrats and complex legal codes that fill entire tomes, a thing most unlike the wise and simple codes of laws Tyrame has become associated with.
    As for the type of people that most commonly give worship to Tyrame, fortunetellers and oracles have already been mentioned, but yet more obvious is that those affiliated with legal works find Tyrame appropriate to pray to daily. From watchmen to judges, all strata of legal systems usually devote themselves to Tyrame if not the Cult of Justice.
Kalnath Specifically:
   Like many other cities of the world, worship of Tyrame is not a common thing among the populace of Kalnath. Falbanon has replaced Tyrame in matters where interests of commerce and law meet; now symbols of the Master Merchant are hung over shop doorways and contracts call upon Falbanon to enforce their oaths, rather than Tyrame. Meanwhile, another form of worship of Tyrame, the Cult of Justice, has surpassed Tyrame alone in most legal circles, though a sizable minority of Kalnathâ,¬,,¢s watchmen and judges still follow Tyrame alone, despite the Cultâ,¬,,¢s enticing ideals of what some would call â,¬Ëtrue justiceâ,¬,,¢.
   Of course, Tyrame is also worshipped by the Order of the Purging Dawn, along with Amnal the Sun King, though again Tyrameâ,¬,,¢s aspect as judge overshadows that of oracle.
[/spoiler]
[spoiler=Valendris the Lady of the Harvest] Valendris the Lady of the Harvest
Additional Names:
Additional Epithets: The Plaguebearer, the Witch Queen, the Reaper
Ideals: Harvest, autumn, plague, balance, poison
People and Places: Farmers, druids, mages, rats, crows, cats, farms
Polytheistic Cults: None in Kalnath.
Alignment: True Neutral
Weapon: Sickle, +1 Spell Storing
Domains: Death, Fate, Healing, Magic, Oracle, Pestilence, Plant, Weather
Notable Temples in Kalnath: None
   Life and death form the basis for the ideology of Valendris and those who would worship the Lady of the Harvest. For every especially bountiful harvest there must be plagues of vermin to accompany it, some will survive and reap that harvest, some will die and compensate for its greater yield. Give and take, this is the nature of the world as Valendris sees it, and demands her followers take the same view. If a famine sweeps the land, years of prosperity will follow, though they may not come one after the other, in the end, the world will be even.
   Despite this dour outlook on the world, Valendris has many followers, or perhaps more accurately they would be called petitioners. Few but her priests actually devote themselves to Valendris, beyond the required ceremonies and sacrifices to ensure continued life and a good harvest. Thus, Valendris is almost universally worshipped by farmers in one form or another, be they dwarven hops growers in the southern mountains, human peasants of the Western Baronies or elven farmers in the orchards of Qualendus.
   The Cult of Seasons, which combines the aspects of the harvest of Valendris, with that of the summer of Amnal and the winter of Halnammar, has gained considerable adherence through the Western Baronies. Especially the Protectorates of Erasnor, where it appears to have originated with the gamble that summer, winter and farming in general are in that area.
   However, Valendris is not restricted to facets of the harvest, she is also the goddess chosen by many morally questionable wise women, witches and warlocks. In the true spirit of Valendris, dealings with these people generally involve a sacrifice of at least the same significance as the service they perform. More than one desperate man has found himself worse off than before when the payment for a witchâ,¬,,¢s cure came in unexpected form, and was only revealed after the cure was taken.
   Clerics of Valendris are often equally difficult to work with, refusing to do things they believe might upset the balance of the world and come back to haunt them and their companions to make up for the boon.
Kalnath Specifically:
   Though the farmers around Kalnath certainly petition Valendris, few that dwell in the city do. And the general aversion many city dwellers have to her alien ideals and the lack of interest in her aspects of power have left the city bare of any temples nor even public shrines to the Lady of the Harvest.
[/spoiler]
[spoiler=The Cult of Hammer and Pick] The Cult of Hammer and Pick
Ideals: Industry, creation, destruction, smelting, mining, craftsmanship.
People and Places: Smiths, miners, architects, siege engineers, mines, forges, quarries, sieges.
Composite Deities: Breln, Lorathdar
Alignment: Lawful Neutral
Weapon: Warhammer, +1 Flaming or Heavy Pick, +1 Thundering
Domains: Creation, Destruction, Earth, Fire, Law.
Notable Temples in Kalnath: The Hall of Hammer and Pick (Dwarven District)
   A cult unique to the dwarves, the Cult of Hammer and Pick is the union of the aspect of Stone Lord from Breln and that of Artificer from Delgar, more commonly known as Lorathdar to humans. The Cult exemplifies dwarven culture in both its primary aspects and secondary ones.
   First, the Stone Lord and Artificer are the examples of excellence of craft that most dwarves aspire to, be it mining, masonry, architecture, smithing or gem cutting. No matter the form, a dwarf is taught by the Cult of Hammer and Pick to strive for excellence in his chosen craft.
   The seemingly opposed aspects of Breln as the Peacebringer and Delgar as the Warmaster are also reconciled within the Cult, if warped to fit correctly. As any mountain orc can attest, the dwarves are formidable foes and the Cult of Hammer and Pick certainly supports this martial element within their society. However, the Cult also counsels caution and using war as a last resort. Though, some dwarven holds seem to overlook this last point, Teln in particular with its righteous crusades that formed the bulk of both dwarven civil wars.
   Within dwarven societies the Cult of Hammer and Pick acts as both a nexus for education and guidance, as well as a form of institutionalized power. The Ironbeard and Shadowforge clans of Kalnath particularly, use the Cult as a common point to keep the dwarves of the city from straying too far from their cultural and social roots. The Cult of Hammer and Pick also forms the supporting structure for the unofficial courts of the Dwarven District.
[/spoiler]
[spoiler=The Cult of Justice] The Cult of Justice
Ideals: Justice, eye-for-an-eye, revenge, law, order.
People and Places: Judges, guards, headsmen, bounty hunters.
Composite Deities: Tyrame, Halnammar
Alignment: Lawful Neutral
Weapon: Warhammer, Axiomatic
Domains: Law, Pact, Protection, Tyranny.
Notable Temples in Kalnath: The Hall of Law and the Hall of Order (West Hill)
   Law and Order, justice and vengeance, these are the philosophies one is taught to exalt by the Cult of Justice. The Cult is what some call the religion of the perfect law, the union of Tyrameâ,¬,,¢s laws based upon a rulerâ,¬,,¢s wisdom and good judgment, and Halnammarâ,¬,,¢s absolute code which alleviates the need for a judge at all. The Cult functions on the principle that both are flawed ideas, but united are the perfect system for mortal governance.
   The Cult focuses philosophically on making a middle ground between laws of wisdom and laws of absolutism. But practically, the Cult of Justice teaches one to enforce the laws of the land according to his station, always follow said laws, and that one shall be rewarded with a paradise of order.
   With this message, the Cult of Justice has stretched to be much greater than either Tyrameâ,¬,,¢s or Halnammarâ,¬,,¢s worship from Tyrammor to Kalnath. From judges and lawmakers to street patrollers, bounty hunters and jailers, the Cult of Justice often proves more in line with their feeling on law and order than either Tyrameâ,¬,,¢s wise mercy or Halnammarâ,¬,,¢s absolute judgment.
   It is also worth noting that the Cult of Justice ignores entirely the aspects of Tyrame as oracle and prophet and Halnammar as lord of the dead and winter.
[/spoiler]
[spoiler=The Cult of the Purging Dawn] The Cult of the Purging Dawn
Ideals: Justice, righteousness, retribution, zealotry
People and Places: Paladins, fanatic do-gooders, righteous judges.
Composite Deities: Amnal, Tyrame
Alignment: Lawful Good
Weapon: Greatsword, +1 Flaming
Domains: Good, Inquisition, Law, Purification, Sun, War
Notable Temples in Kalnath: The Tower of the Just Dawn (White Hill)
   Redemption and righteousness by any means necessary is the fanatical focus of the cultists, or Inquisitors, of the Purging Dawn. The cult was founded by Harrek the Purifier shortly after returning from his crusade through the Abyss, supposedly based on a divine vision he received as he stepped onto Kalnathâ,¬,,¢s streets.
The Purging Dawn is both a religious cult devoted to inquisitorial aspects of Tyrame and Amnal, and an order of paladins rallied to cleanse Kalnath by Harrek. Given the Orderâ,¬,,¢s lack of popularity, it is no surprise the Cult of the Purging Dawn is not a commonly worshipped one in Kalnath. The Cult demands all followers maintain virtues of honor, righteousness and piety at all times, with swift atonements made for lapses in such behavior. Clerics and Paladins of the Cult of the Purging Dawn are called upon to be pillars of virtuosity, as well as divine punishment against sinners, particularly demon worshippers and corrupting complacency.
   [/spoiler]
[spoiler=The Cult of Thieves] The Cult of Thieves
Ideals: Greed, trickery, deception, ruthlessness
People and Places: Thieves, cutpurses, burglars, assassins, thugs, bandits, smugglers, pirates, forgers
Composite Deities: Kallif, Namrith, Obsc
Alignment: Chaotic Evil
Weapon: Dagger, +1 Keen
Domains: Celerity, Chaos, Evil, Luck, Planning, Trickery
Notable Temples in Kalnath: Any den of thieves, smuggler hideout or pirate tavern.
   Unfortunately likely to be among the most worshipped religions in Kalnath, the Cult of Thieves can be found anywhere one can find opportunistic rogues and scheming smugglers, both within and without Kalnath.
   Priests of the Cult of Thieves commonly serve dual roles as both maintainers of shrines and intermediaries between the Cult and its worshippers, as well as often being thieves in some capacity themselves. Some clerics operate alongside burglary rings and extortion operations, using their divine powers to aid these groups, while others train extensively in the ways of their chosen form of illegal activity, some even becoming accomplished assassins and smuggler captains, rather than only taking a supporting role. If there is one thing the Cult of Thieves, and Obsc in particular, often repeat in their dogma it is the worth of the individual over the whole and the importance of personal ambition to further the goals of the Cult itself.
[/spoiler][/spoiler]

[spoiler=Chapter Seven: Timeline]Chapter Seven: Timeline
 
More than 120 years ago:  Hagen the Conqueror is born of the giantess Edriga and Warlord Bjornskalar; succeeding his father, Hagen unites the warring tribes of the Northern Tundra and marches over the Frost Spire Mountains, taking the lands now known as Hagenburg by surprise and conquering them with the help of stone giant allies.
The Lancers of Litbur defeat Kalnathâ,¬,,¢s army through divine intervention and become the most feared cavalry force in the Western Baronies.
116 years ago:  The Western Alliance is formed by a half-dozen warlords in the western expanses.
113-103 years ago:  The Western Alliance extends to encompass the entire Western Baronies through negotiation or conquest.
103 years ago: Hevthras the Ruthless ascends to the throne of Hagenburg.
101 years ago: the Grand Crusade begins; one by one the great eastern city states fall, first Belgar, then Terith followed shortly by Kalnath. All three are quickly rebuilt and repopulated with colonists and refugees from the Western Baronies.
The Thurizahd, a clan of diabolists, flee from the capture of Keskadar Keep during the Grand Crusade.
The noble Quaedra Family of Tyrammor leave for Kalnath, planning to dominate the newly rebuilt cityâ,¬,,¢s fishing industries.
The Cardhi Family of nobles from the far Western Baronies sell their considerable lands and resettle in Kalnath, providing funding for the fledgling city.
99 years ago:  The Mondheulen Family leaves Caddepar for better lands in Kalnath, taking with them their ruthless honor guard of vicious warriors to form the Lunar Hands.
The Feirwyn Family begins its exodus to Kalnath, packing their entire village with them and leaving pillaged thorps and foraged fields in their wake.
98 years ago:  The Herogarian Horde led by Herogar the Sickle-handed, storms into the Western Baronies, east of Keskadar Keep and west of Marinusâ,¬,,¢ Run, pillaging some, but mainly occupying the villages and towns in the region. This invasion prompted the first references to the â,¬ËBarbarian Triangleâ,¬,,¢, the lands ruled or directly neighboring those ruled by Herogar, between the Devilpine Forest, the branching of Marinusâ,¬,,¢ Run, and Elford just south of the Thievesâ,¬,,¢ Forest.
97 years ago: Trade between the Silk Coast and Terith and Kalnath is reestablished, making the rebuilt cities even more important as centers of trade.
The Lordsâ,¬,,¢ Alliance of Kalnath is formed to unite the noblesâ,¬,,¢ causes and keep out the uncivilized.
96 years ago: The House of Landgraves is created by those banned from membership into the Lordsâ,¬,,¢ Alliance.
Belthren II leads a force of allied tribes from the Northern Tundra across the Northern Silheron at Troll Haven and begins a five year campaign of pillage and slaughter through the Far Western Baronies.
95 years ago: The Great Rebellion commences, Belgar, Terith and Kalnath rebel simultaneously, soundly defeating the splintered and individualistic armies of the Western Allianceâ,¬,,¢s members.
92 years ago: Tyrammorâ,¬,,¢s king, Osbrin the Ordered, completely reorganizes Tyrammorâ,¬,,¢s government after the feudal systemâ,¬,,¢s failure to act quickly or in force to oppose the Great Rebellion.
91 years ago:  Belthrenâ,¬,,¢s campaign of slaughter ends at the second battle of Delbrook, his successor, Cardrath the Peacemaker, retreats with the remaining barbarians and resettles in the northern lands of the Far Western Baronies, including Troll Haven.
74 years ago:  The Valdorian Horde, under command of Valdor the Visionary, follow a similar path to that of Herogar twenty years earlier, re-conquering the Barbarian Triangle and expanding its original borders down to the beginning of the Mazed Marsh.
72 years ago:  Under Valdorâ,¬,,¢s truly visionary leadership, the Federated States of Valdor and Herogar are formed, firmly uniting the disparate tribes that had formed both hordes.
64 years ago: The first dwarven civil war, known as the War of Beards, devastates the mountains, sending the Ironbeard Clan into exile in Kalnath.
63 years ago:  The Ironbeard Clan arrives in Kalnath and forms the Union of Free Masons.
29 years ago: Nameless master Shadowdancer and assassin of the Order of Shadow Warriors leaves the guild for unknown reasons, joining the Masked Jesters and teaching them the secrets of the Shadowdancer, beginning the feud between the two guilds.
24 years ago: Halfling refugees from the Delbrook Feuds in the Far Western Baronies find their way to Kalnath, settling in the Little Moot district and forming the Halfling Alliance gang as a means of protection.
The â,¬Ëbattle of foolsâ,¬,,¢ begins between the gnomish Golden Merchants and the newly arrived Halfling Alliance.
21 years ago: The â,¬Ëbattle of foolsâ,¬,,¢ ends in the Little Moot and the Golden Merchants and Halfling Alliance reconcile.
20 years ago: The Lunar Hands are split in two by rival factions within it; the Onyx Merchants emerge in a sudden devastating strike, murdering the majority of the loyal Handsâ,¬,,¢ leadership on the night of the Lunar Eclipse.
The Halfling Alliance and Golden Merchants merge in the Little Moot to form the Alliance of Little Folk.
19 years ago: The street war between the Lunar Hands and Onyx Merchants finally ends, with the remaining Lunar Hands being executed and their heads being hung on lamp posts throughout the West Hill district.
The Alliance of Little Folk emerges from the Little Moot, taking over sizable portions of the Great Market and Livery districts in the sudden vacancy created by the death of the Lunar Hands.
17 years ago:  The second dwarven civil war, known as the War of Heresies ends in the destruction of the duergar hold of Uraz by Teln lead coalition forces. Members of the Shadowforge Clan escape, fleeing in the footsteps of the Ironbeard Clan and settling in Kalnath.
16 years ago:  Shadowforge Clan arrives in Kalnath; unwelcome at first, they take jobs maintaining and extending the underground sewer and aqueduct systems of Kalnath.
Expanding on their excavation and maintenance duties, the Shadowforge Clan creates the Keepers of the Golden Vault and begins using these underground passageways as easy to guard storehouses and treasure vaults, forming a rival banking and loan service to the Cardhi Family.
   12 years ago:  King Neblin II is crowned king of Belgar
   Noble House Ramos begins secret dealings with the Merchants of Kalnath to weaken the other noble houses, allowing it to continue in its position of second most powerful noble family in Kalnath.
   11 years ago:  Discontent with their positions in the hierarchy of Kalnathâ,¬,,¢s mage guilds, a cabal of wizards leaves the city and travels to Skalenbar, forming the Raven Guild.
10 years ago: Terith invades the disputed borderlands of Lengwar, starting a three year war for the area with Belgar, ending with the complete withdrawal of Belgarâ,¬,,¢s forces and claims on the land.
House Ramosâ,¬,,¢ deals with â,¬Ëthe devilâ,¬,,¢, the Merchants of Kalnath, are discovered and the Lordsâ,¬,,¢ Alliance of Kalnath eliminates the house, dividing its assets among the other nobles.
The Crimson Brotherhood is formed by surviving Ramos family members, swearing an oath of vengeance to destroy all the nobles of Kalnath.
8 years ago: Growing increasingly imperialistic, Rosken forces hegemony upon its neighbors, Idril and Gremlar, and bans trade with Kalnath, closing the Silver Road.
   7 years ago: Valen Delvar leads a cabal of nobles centered in southern Belgar in a coup against King Neblin II, assassinating and replacing Neblin as king of Belgar. With his coronation Valen quickly militarized Belgar, instituting heavy tariffs on trade through Tyrameâ,¬,,¢s Run and borrowing heavily from Tyrammor.
   Knights of Falbanon are formed by the temple of Falbanon and the Silver Road Merchant Guild to reopen a trade route from Kalnath to Tyrammor.
   The Merchants of Kalnath abandon trade routes, focusing on politics in Kalnath and manipulating the markets through its warehouse stockpiles.
   6 years ago: Rearmed and professionally trained, Valenâ,¬,,¢s legions launch a lightning fast campaign into the borderlands, retaking and fortifying the entire area in less than six months.
   Tower of the Arcane Eye is put to shame in a divination disaster when the Knights of Falbanon quickly find success in the siege of Gremlar, contrary to the Towerâ,¬,,¢s advice to the king of Kalnath not to back said Knights.
   5 years ago: Hadrun Baleford rallies the Union of Free Masons and the entire Dwarven District in a two week long armed protest of new taxes that would become known as the Baleford Strike. The taxes are withdrawn and chiseled off the slate of laws.
   4 years ago:  Oppressed by high taxes and all legitimate trade long having been cutoff through Tyrameâ,¬,,¢s Run, the northern village of Brencar revolts, marking the first rebellion of Belgar. Valen sends a veteran legion of the borderlands war and crushes the rebellion, executing its leaders in the town square.
East Sea Trade Guild explorer Tarashi Quetzulo makes contact with Kalnath and founds the East Sea Trade Embassy.
[/spoiler]
#13
Homebrews (Archived) / The City of Kalnath
October 30, 2006, 01:22:53 AM
[spoiler=Chapter Five: Law and Order]Chapter Five: Law and Order
Peace and justice are maintained in Kalnath by the myriad forces of the City Watch and the Port Authority. Each of the six districts has, or rather should have, its own department within the City Watch, and the efficiency, zealousness and harshness of their actions vary by district as well.
   Below is what will hopefully be a relatively complete and exhaustive description of the level of vigilance each districtâ,¬,,¢s watchmen maintain, as well as most common methods for enforcement and punishments, which are highly dependant on oneâ,¬,,¢s status in the city. Also included are sample statistics for patrolmen of each district, and any special task groups commonly employed by them, such as the Brute Squad in West Hill.

[spoiler=The Docks District:] The Docks District:
Overview:
   Split between north and south, and overwhelmed by the influence of the Silk Coast and East Sea Trade Guilds, the Docks have the least enforcement of law by the city of Kalnath of any district besides the Little Moot. This lack of action and conviction by the Port Authority, however, is both caused and made up for by the Trade Guilds on their respective sides of the canal. Of course, the Trade Guilds are generally more bloodthirsty and demanding when it comes to punishments, one should never think of crossing them after they have been caught once, after all. The situation of lawlessness is even further spurred onward by the drastically different culture, that of the Silk Coast and that of the lands across the East Sea, than the common culture of Kalnath, which can make traditions of law, honor and justice translate badly, though that of greed seems to translate readily enough. Criminals may find it easier to confess and flee to Port Authority brigs over risk having the Trade Guilds catch up to them.
   
[spoiler=Enforcement and Punishment:]Enforcement and Punishment:
   Every merchant ship from both the East Sea and the Silk Coast comes with its own compliment of guards, hired as much to protect the cargo while in port as on the high seas. This simple statement should show clearly enough the level of fanaticism and zealotry with which the Port Authority patrolmen carry out their duties, that is to say, none at all. Pairs of patrolmen keep watch over four block districts, or are supposed to anyway. In reality, almost all patrolmen on the nightshift decide to treat the task of patrolling the streets as an opportunity to relax and drink for a few hours, running a quick patrol around the block between rounds. Although, given the rowdy and drunken nature of many sailors, it can be said the seafront taverns sometimes require as much enforcement of law as the darkened streets. Guards have a 25% chance of being out and about to see or hear a disturbance, and will arrive in 1d4+1 rounds, or a 75% chance to be in any given tavern. Guild agents, Silk Coast if on the south side and East Sea if on the north, will arrive in 2d8 rounds to silence the disturbance in their turf if guards donâ,¬,,¢t beat them to it.
   During the day, however, the streets are reasonably safe, if extremely busy with carts and wagons of supplies going to and from the Great Market. Pickpockets then become the biggest problem, rather than muggers, kidnappers and stumbling on Trade Guild street wars. Guards will arrive within 2d4+2 rounds of seeing or hearing a disturbance, due to extremely crowded streets that plague the Docks District during the daytime. Guild agents will arrive within 3d8 rounds to attempt to ferry the cause of the disturbance quietly off into an ally to silence it.
   Because of the vast number of disturbing the peace, vandalism, assault and drunkenness charges that can be logged in any one night along the seafront, the Port Authority has come up with a more expedient system for such minor offenses. The main method of which is quite simple, the offenderâ,¬,,¢s captain is recorded, especially simple since most taverns are comprised or two or three shipâ,¬,,¢s crews, and then the captain is notified the next day to take care of the fines for such activities, depending on how many of his crew members were taking part in such crimes. Thus, the Docks have come to be seen as having a fast and loose, sometimes nonexistent justice system with little penalty to drunks and brawlers, which isnâ,¬,,¢t true, it just happens to take the form of a fine and is handled more discretely by way of the offenderâ,¬,,¢s master.
   More serious offenses against common dock workers, such as murder, rape, attempted scuttling and the like, are handled by throwing the offender in a waterlogged cell for a few days. However, because the Port Authority is not granted the ability to inflict corporal punishment by the courts of Kalnath, it inevitably just lets even these offenders out again for a heavy fine, such is how long getting a trial for a crime in the Docks District takes.
   For the highest offenses, scuttling, smuggling, murder of a man of status, piracy and arson, the perpetrator is likely to be hastily tried by a naval court, sentenced to a court date in Kalnath, and then held in the brigs of the Port Authority for the months it takes for such a trial to be arranged.
   Another avenue, however, awaits many criminals in the Docks, the justice of the Trade Guilds. While they donâ,¬,,¢t really care whether drunks, brawlers and vandals are apprehended by the Port Authority and then just back on the streets the next night, the Trade Guilds can take more serious crimes quite personally. Murder of important guild members, unsanctioned smuggling, scuttling, piracy and more, if perpetrated against operations of one of the Trade Guilds, will quickly spell doom for the offender.
However, even minor offenses, if youâ,¬,,¢re found by guild agents first, will probably mean a broken hand or a lost finger, and certainly a missing coin purse, for any to have such an unfortunate event befall them. Thus, it is generally recommended to stay inside the taverns when one is drunk and brawl-happy, as the guards are more likely to get to you first since theyâ,¬,,¢re probably sitting at the table in the corner all night. [/spoiler]
[spoiler=Sample Docks Patrolman]Sample Docks Patrolman
Race: Human Class: War Level: 2 CR: 1 Organization: Port Authority Alignment: N
Hit Points: 13 AC: 14 Attacks: +3 Damage: 2d4+1 Fort: +5 Ref: +1 Will: -1 Ability Score: Str: 13 Dex: 15 Con: 14 Int: 12 Wis: 8 Cha: 10
Skills & Feats: Listen +3, Search +3, Spot +3, Sense Motive +3. Combat Reflexes, Alertness.
Equipment: Guisarme, Leather Armor.
   [/spoiler] [/spoiler]
[spoiler=The Dwarven District:] The Dwarven District:
Overview:
   Perhaps the safest area in Kalnath, the Dwarven District is thoroughly patrolled by an entirely dwarven section of the City Watch. Not only are these dwarven patrolmen more dedicated to their work than their counterparts found elsewhere in the city, the dwarven citizens themselves are quick to end any outsider criminals operating in their area. However, it is said the dwarvesâ,¬,,¢ loyalty to kin and kind has allowed several branches of the Onyx Merchants to act relatively freely in the district. But this rumored tolerance for illegality among their kin is not something that should be brought up, and the dwarves have no such compunctions against human criminals.
   
[spoiler=Enforcement and Punishment:]Enforcement and Punishment:
   Level and square, the blockstone streets of the Dwarven District are well patrolled by pairs of guardsmen. Each pair has four blocks assigned to it as a patrol route, though they seem to cover it more efficiently than the patrolmen of other districts. In addition, the watchmen of the Dwarven District are to be found in a tavern half drunk at any time, except when on duty, very little can distract a dwarf from his duty. Even bribes are a less than impressive tool against the dwarven guardsmen, despite their legendary lust for gold, being as they are dwarves. A patrol of two guardsmen will arrive within 1d3 rounds of hearing or seeing any disturbance in the streets. In addition, a small mob of 3d4 citizens, most likely smiths, masons or carpenters, will arrive within 2d10 rounds to see if they can help with the commotion. Because of the dwarvesâ,¬,,¢ industriousness and employment as builders and artisans, the streets are usually quite clear during the day, as most are shut in workshops or elsewhere in the city laying bricks.
The watches are kept at half strength at night, though they display the same efficiency and determination in their duties whether they in the day or night. Night watchmen arrive within 1d6 rounds instead of 1d3, and concerned citizens only have a 50% chance of showing at all.
One can usually expect one of two things if he is arrested in the Dwarven District. If he is a dwarf, he will be taken to the Hall of the Hammer and Pick and brought before a council of judges, or held in a barren but not uncomfortable holding cell in the District until the council convenes the next day. Cases presented before the council are quick and efficient, and, if judged guilty, penalties are as follows:
For minor offenses, vandalism, minor theft and other lesser crimes, not including drunkenness or aggravated or drunken assault, an offender can usually expect a fine, perhaps also a day of community service for the District. For greater crimes; assault, breaking and entering, theft and oath breaking, an offender can expect much heavier punishments, large fines, beard trimmings, indentured servitude, though usually not for more than a year, and public display is a favored sentence for oath breakers. For the most major of crimes; murder, rape, arson and treason to kin, the offender can expect a lifetime of indentured servitude, his property to be stripped from him, and possibly execution.
For those not of the dwarven race or otherwise affiliated with the Union of Free Masons, the offender would most likely be placed in a holding cell, then at the end of the week he would be transferred to the Great Market or West Hill, either of which having the jurisdiction to perform official trials. The dwarves govern their own, but do not presume to do so for just anyone that commits a crime in their streets.
[/spoiler]
[spoiler=Sample Dwarven District Patrolman]Sample Dwarven District Patrolman
Race: Dwarf Class: War Level: 2 CR: 1 Organization: Hall of Steel Alignment: LE
Hit Points: 15 AC: 15 Attacks: +4 or +1 Damage: 1d10+2/1d8 Fort: 6 Ref: -1 Will: 1 Ability Score: Str: 14 Dex: 8 Con: 17 Int: 10 Wis: 12 Cha: 8
Skills & Feats: Listen +2, Spot +2, Sense Motive +3. Power Attack.
Equipment: Dwarven Warraxe, Heavy Shield, Scale Mail, Light Crossbow.
      [/spoiler] [/spoiler]
[spoiler=The Great Market District:] The Great Market District
Overview:
   Packed with meandering buyers, shouting sellers, and impatient shippers, the Great Market is rife with pickpockets, con men and street rats in general. The insurmountable task of keeping the bustling markets free of these thieves falls to the City Watch of the district. Because of the sheer number of their quarry, the City Watch of the Great Market is particularly harsh for what are considered minor offenses in other parts of the city. Also due to their overworked condition, the City Watch has little time to deal with the bigger fish. So long as the markets are safe for the shoppers, does it really matter that merchants wishing to sell there must pay protection money to one of the thievesâ,¬,,¢ guilds? Especially when the Watch sees little chance of leaving any lasting effect on these guilds, since the other districts have failed to do so, and with more available manpower.
   
[spoiler=Enforcement and Punishment:]Enforcement and Punishment:
   The Great Market boasts the largest number patrolmen during the day hours, but even this many are easily lost amongst the throngs that occupy it between dawn and dusk. However, the patrolmen do what they can to, if not capture, at least suppress the population of thieves that reap a harvest of cut purses and picked pockets each day. A guard, the Great Market is patrolled by single patrolmen so as to cover more ground, will arrive in 1d3+1 rounds to any disturbance he is actually able to see or hear through the hubbub of the marketplace. Additionally, anyone attempting to escape through the market moves at only one quarter speed, with a successful intimidate or escape artist check (DC 20) this can be increased to half speed. If a combat breaks out, however, the crowd retreats, leaving the area between the combatants clear of civilians.
   After dark, as the stalls close and the taverns fill, the Great Market turns into an entirely different place. Even the great marble Bazaar of Gods closes heavy iron portcullises after all buyers have left. The streets of the nighttime Great Market, both in the actual marketplace and in the inns, taverns and houses around it, are the territory of thievesâ,¬,,¢ guild street wars and smugglers. The City Watch does not even patrol the streets after the market has closed, claiming anyone with respectable business should be safe in their homes by this time, which is for the most part true. Just crossing from the Dwarven District to the Little Moot would involve being stopped by half a dozen Onyx Merchant thugs, each demanding a toll, and then a half dozen Alliance of Little Folk enforcers, also each demanding a toll. It would be wise to pay this toll, as well, since either guild can easily dispatch lone travelers, or even small groups of them, without so much as a sound, in the shadowed streets of the Great Market.
   As for the other end of justice, the City Watch of the Great Market are renowned for their harshness of punishment and fondness for use of mutilation and other forms of corporal punishment over fines. The reasons for this are many; first, the pickpockets and cutpurses they arrest daily commonly have no money on them other than that which they stole since the dawn, making fines useless. Second, the judges of the City Watch and the priests of Falbanon concur on the fact that a thief that is fined from his stolen goods is likely to steal again, where as one missing a hand will find it takes years to adapt his other hand to cutting a purse. Thus, the most common crimes and punishments are as follows.
   Disruption of trading, public drunkenness and aggravated assault all fall under a night to a week in jail, depending on the specific case, and a fine. Second time offenders are banned from the marketplace. Third time offenders are quietly given as a â,¬Ëgiftâ,¬,,¢ to a Silk Coast vessel, along with a â,¬Ëgiftâ,¬,,¢ of coin being given back. No one has ever been recorded as a third or fourth time offender.
   Assault, severe disruption of trade, vandalism, tampering of random elements in a game of chance all cost the offender a finger, starting at the pinky. Each direct victim of the crime, the one being assaulted, the number of stallâ,¬,,¢s being damaged, the number of men being cheated, takes off another finger.
   Theft and property damage with intent to sabotage are awarded their own special category, as they are the most common serious crimes in the Great Market, if found guilty, the offender loses his right hand.
   Finally, the crimes of murder, arson and similar are handed on to the courts of West Hill, most often ending in execution if found guilty, although many of these men have been known to â,¬Ëdisappearâ,¬,,¢ if the jails get too full, and Silk Coast vessels arenâ,¬,,¢t required to re-register their crews before leaving port.
[/spoiler]
[spoiler=Sample Great Market Patrolman]Sample Great Market Patrolman   
Race: Human Class: War Level: 2 CR: 1 Organization: Hall of Steel Alignment: LN
Hit Points: 11 AC: 14 Attacks: +5 Damage: 1d10+3 Fort: +4 Ref: +1 Will: +2 Ability Score: Str: 15 Dex: 12 Con: 13 Int: 8 Wis: 14 Cha: 10
Skills & Feats: Diplomacy +2, Listen +5, Spot +5. Alertness, Weapon Focus (Halberd).
Equipment: Halberd, Studded Leather Armor.
   [/spoiler] [/spoiler]
[spoiler=The Little Moot:] The Little Moot
Overview:
   Only barely recognized as a district by the authorities of Kalnath, the Little Moot does not even actually have a branch of the City Watch assigned to it. Unlike the Dwarven District, in which Kalnath imposed its code of laws and left the dwarves to handle enforcement of them, the lawmakers of Kalnath have little respect for the Little Moot and leave it to its own devices. So long as the events of the Little Moot donâ,¬,,¢t spill out into the Great Market, the City Watch couldnâ,¬,,¢t care less about what goes on among the halflings and gnomes. Thus, it falls to the street agents of the Alliance of Little Folk, a thievesâ,¬,,¢ guild, to police the streets.
   
[spoiler=Enforcement and Punishment:]Enforcement and Punishment:
   The only laws of the Little Moot are the ones made by the Alliance of Little Folk, and the ones involving not making so big a mess that the rest of Kalnath is forced to intervene. The former are enforced by street thugs serving the Alliance, ranging from classical alleyway bruisers of shorter stature, to more stereotypical shadowed figures flitting from rooftop to rooftop with crossbows in hand. Either way, it is unwise to commit crimes in the Little Moot, as someone is sure to be watching. A pair of Alliance patrolmen will arrive within 1d3+1 rounds of seeing or hearing a disturbance, 50% chance whether it is a street tough, or a roof watcher. The Little Moot is patrolled about evenly day or night, though some patrols might be called to combat the Onyx Merchants in the night hours.
   As for punishment, offenders are generally whisked quickly away to a shadowy alley and dealt with. Because the main goal of the Alliance of Little Folkâ,¬,,¢s policing of the district is to keep the halfling and gnomes safe from persecution by the tall folk, anyone that doesnâ,¬,,¢t belong in the district and causes any trouble would probably be given a few bruises and relieved of the burden of their coin purses. More severe disturbances require more severe beatings, although they prefer not to use limb removal like the City Watch of the Great Market, but it is not unknown. Obviously there are no jails, nor trials in the Little Moot. Although, a native of the district could probably get a meeting with a higher ranking Alliance member to attempt to clear his name. Overall, the rules of the Little Moot are essentially live and let live.
[/spoiler]
[spoiler=Sample Little Moot Street Tough]Sample Little Moot Street Tough
Race: Gnome Class: War Level: 2 CR: 1
Organization: Alliance of Little Folk Alignment: N
Initiative:  Hit Points: 18 AC: 16 Attacks: +4 Damage: 1d6+1 Fort: +6 Ref: +1 Will: -1 Ability Score: Str: 13 Dex: 13 Con: 16 Int: 12 Wis: 8 Cha: 10
Skills & Feats: Listen +3, Intimidate +5, Spot +1. Toughness. Ghost Sound, Dancing Lights, Prestidigitation 1/day.
Equipment:  Studded Leather, Small Wooden Shield, Heavy Mace
[/spoiler]
[spoiler=Sample Little Moot Roof Watcher]Sample Little Moot Roof Watcher
Race: Halfling Class: Expert/War  Level: 2/1 CR: 2
Organization: Alliance of Little Folk Alignment: N
Initiative:  Hit Points: 17 AC: 16 Attacks: +6/+3 Damage: 1d6/1d4 Fort: +5 Ref: +4 Will: +4 Ability Score: Str: 10 Dex: 17 Con: 14 Int: 13 Wis: 10 Cha: 8
Skills & Feats: Climb +8, Hide +13, Jump +7, Listen +6, Move Silently +13, Spot +6, Tumble +9. Stealthy, Point Blank Shot.
Equipment: Leather, Light Crossbow, Shortsword.
[/spoiler] [/spoiler]
[spoiler=The West Hill District:] The West Hill District:
Overview:
   The largest and most populace district in Kalnath, West Hill is far from the best patrolled. The City Watch presence in the Commons, particularly the Wine Quarter, is renowned for its moral pliancy to the coins of the guilds that dwell there. However, the peace is kept well enough, extortion and corruption is rampant, but overt crime is not tolerated and investigations tend to be swift and brutal if not entirely just or orderly. Not to mention, the Brute Squads are notoriously hard to evade if you have committed a crime so heinous as to warrant their use.
   
[spoiler=Enforcement and Punishment:]Enforcement and Punishment:
   A patrol of two watchmen is set for every four city blocks, on two eight hour shifts. The night watchmen, generally the twelfth of the force that drew short straws that week, patrol sixteen blocks each on their graveyard shifts. Patrolmen respond to any disturbance they can see or hear, assuming they werenâ,¬,,¢t already bribed to ignore it. During the normal patrol hours, roughly from dawn to a bit past dusk, depending on time of the year, a patrol of two City Watch will arrive within 1d4+1 rounds of hearing or seeing a disturbance, on any given block in West Hill except the Wine Quarter. During the nightshift it takes 1d20+1 rounds to respond to any disturbance, since their patrol routes are so much longer.
The men of the City Watch in the Wine Quarter are so fully corrupted that they spend their entire watches being given free drinks in various taverns at the expense of the Onyx Merchants. There is no nightshift in the Wine Quarter.
As for trials and punishments, drunkards, vandals and the likes are generally hauled into the mass cells found in the Watch bases in each Quarter, and given the night to contemplate their crimes. If theyâ,¬,,¢re found by the nightshift they might be mugged either instead of, or in addition to be dragged into the jail for the night, only the crooked and opportunistic watchmen enjoy being on the nightshift.
For more major offenses, assault, robbery, breaking and entering, vandalism of a guild house, and most other things short of murder or treason, the subject is dragged back to the Quarterâ,¬,,¢s mass cell, then transferred to a holding vault underground until his trial day comes. On the day of his trial, hopefully after only a week to a month of waiting, is a quick and practically predetermined affair depending on the offenderâ,¬,,¢s standing, his victimâ,¬,,¢s social status, and the mood of the judge. If found guilty of his crime, the subject will most likely face the common punishments of West Hill, public flogging, forced labor, and a variable fine to keep the wheels of justice turning. This all assumes, of course, that he is; first, not killed while attempting to resist arrest, and not a man of significant standing or wealth, if the latter he would most likely be released immediately upon arriving at the Quarterâ,¬,,¢s base.
For the most heinous, malevolent and disruptive of crimes, arson, murder, treason, bribery, assuming it is ever refused, and impersonation of a member of the City Watch, the offender will almost certainly face execution by headsman in the grand square. First though, heâ,¬,,¢ll be left to rot in a dungeon for a month, brought before a judge in the Hall of Order, sentenced to death, tortured to insure all information of value is extracted, and then brought to the headsman on one of the days of the prisonerâ,¬,,¢s carnival. Again, this assumes the subject is not killed while being arrested, a likely event given the inevitability of his death if he is captured.
[/spoiler]
[spoiler=Sample West Hill Patrolman]Sample West Hill Patrolman   
Race: Human Class: War Level: 2 CR: 1 Organization: Hall of Steel Alignment: N
Hit Points: 16 AC: 15 Attacks: +4 Damage: 1d8+2 Fort: +5 Ref: +1 Will: +1 Ability Score: Str: 14 Dex: 13 Con: 15 Int: 10 Wis: 12 Cha: 8
Skills & Feats: Intimidate +4, Listen +5, Spot +5, Sense Motive +2. Alertness, Toughness.
Equipment: Heavy Mace, Small Shield, Studded Leather Armor.
[/spoiler]
[spoiler=The Brute Squad:] The Brute Squad:
   The Brute Squad is made up of all types, from all over the city. They recruit from a variety of sources; violence oriented and thuggish members of the City Watch, â,¬Ëreformedâ,¬,,¢ minor criminals, and those discharged from the mercenary Army of Kalnath. This ragtag of thugs and brutes are divided into a handful of â,¬Ësquadsâ,¬,,¢, really just large mobs of them with no rhyme or reason given to size or makeup.
 These squads are each lead by a Captain, an experienced combatant, commonly a low-level instructor at the hall of steel, a gladiator, or ex-military officer. Their skill, strength, and ruthlessness are what keep these Captains in command of their mob-like soldiers.
 The Brute Squads are also known for their use of the great mastiffs; vicious dogs bred to attack and drag their opponent to the ground. Keeping these ferocious animals in line is the job of the Hound Masters, who are often missing a few fingers, at the least, from dealing with the mastiffs.
Finally come possibly the most out of place member of the squad, the Law-Priests of the Cult of Justice. The Law-Priests are dispatched by the temples of Order or Law with the Hall of Steelâ,¬,,¢s assistance, they are meant to help keep the Brute Squad in line and under control in the field.
The Brute Squad is most commonly used in the West Hill District, though they also are occasionally called into the Dwarven, Great Market and Docks Districts. They are usually used to unsubtly take out thief hideouts, underworld meetings, and smuggling rings. They are essentially used as an assault force, and are very good at what they do. In addition, the Brute Squad has a knack for getting information out of anyone left alive at the end of the assault, which generally leads to more hideouts and more assaults.
A standard squad of 4 thugs, 1 hound master, 2 hounds, 1 law-priest and 1 captain has an Encounter Level of 7.
[spoiler=Brute Squad Thug]
Race: Human Class: War Level: 2 CR: 1
Organization: Hall of Steel Alignment: CE
Hit Points: 13 AC: 13 Attacks: +4(PA +3) Damage: 1d12+3(PA +5) Fort: +5 Ref: +1 Will: +0 Ability Score: Str: 15 Dex: 13 Con: 14 Int: 8 Wis: 10 Cha: 12
Skills & Feats: Intimidate +9, Search +2. Power Attack, Skill Focus (Intimidate).
Equipment: Studded Leather Armor, Warmace.
[/spoiler]
[spoiler=Brute Squad Hound Master]
Race: Human Class: War Level: 3 CR: 2 Organization: Hall of Steel Alignment: CE
Hit Points: 23 AC: 15 Attacks: +4 or +5 Damage: 1d8+1/1d10 Fort: +5 Ref: +3 Will: +2 Ability Score: Str: 12 Dex: 14 Con: 15 Int: 10 Wis: 13 Cha: 8
Skills & Feats: Handle Animal +8, Listen +4, Spot +4. Skill Focus (Handle Animal), Rapid Reload, Toughness.
Equipment: Hide Armor, Heavy Crossbow, Heavy Mace, 2-3 Brute Squad Hounds.
[/spoiler]
[spoiler=Brute Squad Hound]
Race: Mastiff Class: Animal Level: 2 CR: 1
Organization: Hall of Steel Alignment: N
Hit Points: 16 AC: 16 Attacks: +3 Damage: 1d6+3 Fort: +5 Ref: +5 Will: +1 Ability Score: Str: 15 Dex: 15 Con: 15 Int: 2 Wis: 12 Cha: 6
Skills & Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1. Alertness, Toughness, Trip(ex).
Equipment: Collar, Leash, Fur, Teeth.
[/spoiler]
[spoiler=Brute Squad Law-Priest]
Race: Human Class: Cleric Level: 3 CR: 3 Organization: Hall of Steel Alignment: LN
Hit Points: 23 AC: 16 Attacks: +3 or +2 Damage: 1d8+1/1d8 Fort: +5 Ref: +1 Will: +5 Ability Score: Str: 13 Dex: 10 Con: 14 Int: 12 Wis: 15 Cha: 8
Skills & Feats: Concentration +8, Heal +8, Knowledge (Religion) +7, Sense Motive +8. Heighten Spell, Divine Metamagic, Extra Turning. Turn Undead 5/day, Domans: Law, Pact.
Equipment: Splint Mail, Heavy Mace, Light Crossbow.
Spells: 0 level: Cure Minor Wounds x3, Detect Magic x1. 1st Level: Cause Fear x1, Command x3. 2nd Level: Calm Emotions x1, Hold Person x1, Zone of Truth x1.
[/spoiler]
[spoiler=Brute Squad Captain]
Race: Human Class: Fighter Level: 4 CR: 4
Organization: Hall of Steel Alignment: LE
Hit Points: 34 AC: 15 Attacks: +7 Damage: 1d8+3 Fort: +6 Ref: +1 Will: +0 Ability Score: Str: 16 Dex: 10 Con: 14 Int: 13 Wis: 8 Cha: 12
Skills & Feats: Bluff +2, Intimidate +8, Search +4, Sense Motive +2. Power Attack, Improved Trip, Combat Expertise, Skill Focus (Intimidate), Improved Bull Rush, Improved Disarm.
Equipment: Flail, Heavy Shield, Chain Mail.
[/spoiler] [/spoiler][/spoiler]


[spoiler=The White Hill District:] The White Hill District
Overview:
   The dwelling place of the noble, the powerful and the wealthy, the White Hill District is the best patrolled and most crime free area in Kalnath. With more than three times the guards per block of area than any other district in the city, plus every noble and merchantâ,¬,,¢s private army of bodyguards and house watchmen, White Hill is not a wise place to practice or ply oneâ,¬,,¢s criminal skills. Tacked onto this is the harshest punishments for minor crimes such as vandalism costing a hand, slander brings a week in the hidden dungeons and thieves commonly put to death, assuming they are commoner scum. The end result is that no commoner in his right mind would do anything that has even the slightest possibility of being construed as a crime, if he could even get past the gates in the grand marble wall that separates White Hill from the rest of the city.
   
[spoiler=Enforcement and Punishment:]Enforcement and Punishment:
   With three times the patrolling force of anywhere else the streets of White Hill are safe to walk alone on even in the dead of night. Trios of patrolmen walk routes half the size of other districtsâ,¬,,¢. Three patrolmen will arrive within 1d3 rounds of seeing or hearing a disturbance, and another three will arrive in 1d4+1 rounds.
   As mentioned above, the courts of White Hill are the most strict and most contemptuous of any law involving maximum sentences. Since the judges of White Hill are noblemen themselves, they think as nobles do, stealing from a noble is like to murdering a lesser man, and should be punished accordingly, they believe.  Assuming one has no standing, no status and certainly no wealth equivalent to the denizens of White Hill, for else why would he be committing crimes, he can expect punishments of limb removal, lifelong indentured servitude or gladiatorial slavery for what would be minor crimes elsewhere. Even forgetting oneâ,¬,,¢s proper manners in such a way as to not give a noble correct respect could see one thrown in a dungeon for a week and heavy fines laid against him.
For assault on a noble, theft, or worst of all public slander, a man can be put to death, most commonly in more gruesome ways than a simple headsman, though he is usually sent to another district for this so as to not stain the reputation of White Hillâ,¬,,¢s grand square.
   For capital offenses a man can be slain on the spot, though this is frowned upon. Ironically, murdering a noble might get you a fairer trial, as any assassination is likely to have a lengthy and full investigation before anything is ruled upon, and you are more likely to be given the chance to prove yourself innocent if you are suspect of murder rather than mere assault.
   The old tradition of trial by combat is still allowed, though it is the accuserâ,¬,,¢s choice whether to allow champions or not. Even if you are lucky enough to face one of the few nobles that has not been trained by the best and brightest, the choice of champions will certainly be in his favor with the resources he can call upon. However, many noble families do not hold respect for trials by combat, and one could easily find himself stabbed in his sleep the night after winning such a trial.
   [/spoiler]
[spoiler=Sample White Hill Patrolman]Sample White Hill Patrolman
Race: Human Class: War Level: 4 CR: 3 Organization: Hall of Steel Alignment: LN
Hit Points: 26 AC: 16 Attacks: +4 or +6 Damage: 2d4/1d8 Fort: +6 Ref: +3 Will: +3 Ability Score: Str: 10 Dex: 14 Con: 15 Int: 12 Wis: 14 Cha: 8
Skills & Feats: Intimidate +5, Listen +6, Spot +6, Sense Motive +8, Knowledge (Nobility) +3. Alertness, Combat Reflexes, Skill Focus (Sense Motive).
Equipment: Ranseur, Scale Mail, Light Crossbow.
[/spoiler] [/spoiler]
[/spoiler]
[spoiler=Chapter Six: Religion]Chapter Six: Religion
The subject of religion is a wide one in Kalnath and its neighbors. Some adhere to monotheism, worshipping one god as their personal guiding light or inspiring figure, others say quick prayers to whichever deity is most appropriate. The majority of the citizens of Kalnath fall into the latter group, and most everyone is taught prayers to Maladur, Falbanon, Amnal and Shorshra as a child to deal with various times of tribulation. This does not mean dedicated temples or priests devoted to a single god do not exist, they do, but that the average denizens of Kalnath does not, â,¬Å"Choose a patron deity.â,¬Â He will, however, still pay visits to a specific deityâ,¬,,¢s temple to pray for help ahead or offer thanks for help in the past, but this does not mean he is inherently tied this deity any more than the next, assuming the he needed help from the next.
   Clerics, on the other hand, do tie themselves to a particular deity. They seek to follow his example and become an inspiration to others as he was inspired by his god or goddess. The irony of this is that many gods and goddesses in Kalnath are somewhat dichotomous, Amnal being the greatest example, and this can prove a challenge for clerics of disparate cultures to relate to each other, even if they worship the same god.
   As for the format of the deities, Additional Names is a list of names this god or goddess is known by in cultures other than Kalnath, the deity will often be called by that name once or twice in reference to a specific culture.
Additional Epithets are the same, although many times a deity will have a single name but use many epithets in a single cultural group. An example of this is that Amnal is called the Sun King in Kalnath, he would also be recognized by the title Lightbearer which was originally used by the elves of Qualendus, and the Crowned Sun, used with Solarn and the Litbur Family.
Ideals are a list of the deityâ,¬,,¢s metaphysical aspects; these could be personality traits or states of mind and world that he encompasses.
People and Places are the sites, activities and professions most commonly associated with him, people involved in those things would most likely pray to this god for help and general good fortune.
Polytheistic Cults are a relatively original idea introduced with the Kalnath campaign setting. Essentially a polytheistic cult is the combining of specific related aspects of two or more deities into a cult focusing on those activities. Take for example, the Cult of the Purging Dawn, it combines Tyrameâ,¬,,¢s aspect as judge and Lawbringer, with Amnalâ,¬,,¢s aspect of righteous crusader and inquisitor, to form a religion devoted to seeking out and cleansing corruption and evil. The cult mostly ignores Tyrameâ,¬,,¢s aspect of prophesy and wisdom, and Amnalâ,¬,,¢s aspect of healing and charity. Polytheistic cults are mechanically the same for a cleric as worshipping a single deity, they have a single entry, which includes all the normal things, consolidated domains, a single favored weapon and the like.
Alignment is of course the deityâ,¬,,¢s alignment and as such the alignment limitations of any cleric that worships him.
   Weapon lists his favored weapon alongside the weapon granted by casting a Weapon of the Deity spell from Complete Divine.
   Domains of course list the domains granted by the god, of which a cleric can pick two. This utilizes domains found in the Complete series as well as the Playerâ,¬,,¢s Handbook.
   Notable Temples in Kalnath lists the major temples and shrines in the city dedicated to this god. These temples have dedicated buildings or wings of buildings for them, and have priestly orders attached to them. Some deities share temples with polytheistic cults they are members of, in this case, it is usually the polytheistic cult that is the templeâ,¬,,¢s main purpose, but it allows worship of the deities composing it as well.
[spoiler=Amnal the Sun King] Amnal the Sun King
Additional Names: Solarn
Additional Epithets: Lightbearer, Crowned Sun
Ideals: Purity, righteousness, hope, charity, cleansing
People and Places: Paladins, healers, charitable organizations, righteous leaders, hunters of undead, summer
Polytheistic Cults: The Cult of the Purging Dawn.
Alignment: Neutral Good
Weapon: Longsword, +1 Flaming
Domains: Courage, Glory, Good, Healing, Purification, Sun, War
Notable Temples in Kalnath: The Church of the Sun (West Hill)
   Revered by those with compassion and those who would fight the worldâ,¬,,¢s evils, Amnal is sometimes considered a contradictory deity, championing mercy and compassion, and yet demanding total war against evil in all forms. But such seeming inconsistencies are hallmarks of many deities.
Humans, halflings, elves, dwarves and gnomes all possess shrines and priests to Amnal in one form or another, though the doctrine, focus and presence of these cults varies widely throughout lands, both from race to race, and town to town.
For example, in the dwarven hold of Teln, the entire top story of the structure is left open to the sky and serves as one massive temple to Amnal. And the dwarves proclaim Amnalâ,¬,,¢s wrath commonly, using it to excuse the utilization of the most devastating of tactics against orcs, giants, and even other dwarves they deem evil in the mountains around them.
While the elves of Qualendus use exceedingly rare clearings in their forests as holy sites to Amnal, and claim that the god chose those places, and only those places, for worship, to clear trees or even carefully warp their growth to make another shrine would be heresy. Again unlike the dwarves of Teln, the sylvan denizens of Qualendus that revere Amnal are compassionate and devoted to healing and peace, some even going so far as to swear vowels of pacifism enforced with magical wards and spells to prevent the priests from breaking them, despite the looming dangers of man and beast in the darkened forests.
Amnal is also the god of summer; spending months battling Halnammar to break winterâ,¬,,¢s vicious chill and allow the sun to shine on the world once more. This aspect is tied with Valendris, the goddess of harvest and plague, and the Protectorates of Erasnor are particularly devoted to the Cult of Seasons in an attempt to secure the gamble that farming in those regions is.
Kalnath Specifically:
Members of the House of Landgraves and the Order of the Purging Dawn are the most devout followers of Amnal in Kalnath. The House of Litbur and Order of the Purging Dawn both focus mainly on Amnalâ,¬,,¢s, or Solarnâ,¬,,¢s in the case of the House of Litbur, role as nemesis of evil and righteous champion, the Purging Dawn in particular is quite zealous in purifying the evil of the world. The rest of Kalnath, especially the lower classes, appreciates the charity work of priests of Amnal in creating orphanages, curing the sick and mending wounds.
[/spoiler]
[spoiler=Barrusk the Bestial] Barrusk the Bestial
Additional Names: Quenâ,¬,,¢dri
Additional Epithets: The Wild, the Savage, the Cunning
Ideals: Simplicity, dominance, instinct, success
People and Places: Savage tribes, animals, hunters, druids
Polytheistic Cults: None in Kalnath.
Alignment: Chaotic Neutral
Weapon: Battleaxe, +1 Flaming
Domains: Animal, Chaos, Destruction, Domination, Strength, Trickery
Notable Temples in Kalnath: None
   Most iconography, from cave paintings to beautifully carved wooden statues, depicts Barrusk as a vaguely humanoid figure, with three heads, one a boar, one a wolf and one an eagle, atop an ursine torso and sporting giant feathered wings, claws of a great cat and the legs of a mountain goat. This exemplifies the Bestial oneâ,¬,,¢s representation of cunning savagery, and his strong ties to the animal worlds.
   Though considered a primitive and inferior god by many civilized peoples, even the Barbarian Triangle, Barrusk is a primal god of no less power than any other deity, and his followers are equals in battle to any civilized band that would tempt fate marching into their lands. Worshippers of Barrusk are generally tribes of savage and unruly peoples, including many orcs, giants, gnolls and similar types in secluded areas of the world. Even many tribes of these creatures commonly called monsters among men consider themselves above the savagery of Barrusk, and look down on their kin still stuck in the â,¬Ëold waysâ,¬,,¢.
   Perhaps the largest population of Barrusk worshippers, though it has yet to be fully explored, is in the jungles across the East Sea. Here he is known as Quenâ,¬,,¢dri, and forms the Cult of the Primal with a mysterious deity similar to Obsc. Although in the â,¬Ëknown worldâ,¬,,¢ the shadowed forests of Qualendus hide many primitive tribes, who have been noted for their savage religions, used by the elves as fodder against Hagenburg. These tribes, which are the most studied of any communal worshippers of Barrusk, appear to place great importance on totems and animal representations, be they in wood, stone or scarred into flesh.
   However, one should not neglect the presence of civilized followers of Barrusk, despite what has been said earlier. Hunters, trackers, and scouts of all kinds commonly revere Barrusk for his ties to nature and his primal awareness of his surroundings that is so valued among such professions. Druids also commonly build shrines and make offerings to Barrusk, viewing him as the wild and chaotic side of nature that allows it to fight back overzealous civilizations.
Kalnath Specifically:
   Anyone born in Kalnath would surely laugh at merely the idea of worshipping Barrusk the Bestial, provided they knew who he was.

[/spoiler]
[spoiler=Breln the Stone Lord] Breln the Stone Lord
Additional Names: Lasaro
Additional Epithets: Rock Hewer, Master of Masons, Peacebringer, the Tranquil
Ideals: Peace, tradition, stability, reflection.
People and Places: Mines and miners, masons, architects, gem cutters, potters, quarries, architects, engineers, earthquakes, the earth, diplomats, pacifists.
Polytheistic Cults: The Cult of Hammer and Pick.
Alignment: Lawful Good.
Weapon: Heavy Pick, +1 Merciful
Domains: Earth, Good, Healing, Law, Protection
Notable Temples in Kalnath: The Hall of Hammer and Pick (Dwarven District)
   Prayed to by miners, masons, architects and anyone that works with stone, Breln is the god of earth and rock. Throughout all the known lands Breln is revered by such peoples. From the dwarves of the southern holds to the men of Koln in Hagenburg, Breln is the lord of mine and quarry.
   In most of the dwarven holds, Breln is worshipped alongside Delgar, called Lorathdar by humans, in the Cult of Hammer and Pick. This cult is uniquely dwarven, despite its seemingly obvious union of miner and smelter, and teaches the tenets of both warfare and craftsmanship.
   In his somewhat dichotomous role as the angry earth, Breln is also prayed to by miners and builders to ward off earthquakes and cave-ins. However, he is almost never beseeched to bring such disasters on others, owing to his benevolent nature.
    But Breln is more than the earth in its many forms. He is also the god of self-reflection and tranquility, the Peacebringer, and the keeper of tradition. This aspect is commonly given a lesser status to many dwarves who worship the Cult of Hammer and Pick, a most contradictory union of the god of peace and the god of war.
   Traditions of how Breln is worshipped and which aspects of emphasized vary by region, of course. In the dwarven hold of Galdar is the great hall of Breln, a massive stone vault too vast to see from one side to the other or from the bottom to the top. Apparently the great vault predates the Cult of Hammer and Pick, as a great anvil, the symbol of Delgar, has been set into the center to accommodate worship of both during Hammer and Pick rituals. A similarly impressive order of smith-priests performs such rituals, and Brelnâ,¬,,¢s aspect of Peacebringer is greatly overshadowed by the dedication to mining and metallurgy, most of which ends in the production and arms and armor.
   Conversely, the hold of Feklar which originally belonged to the Ironbeard Clan before the War of Beards has a far different approach. The Cult of Hammer and Pick was actually abandoned a few years after the ore supply went poor, and worship falls solely on Breln now. To put an end to its conflict ridden past, the priestly order of Feklar has also declared the entire hold a sacred domain of Breln, and that no fighting or weaponry is allowed to enter its halls.
   Of course, worship of Breln is hardly restricted to dwarves. The mines of Koln in Hagenburg worship him as the Rock Hewer. Furthermore, pacifist diplomats of Keskadar also act as priests to the greatest temple of Breln to be found in the Western Baronies.
Kalnath Specifically:
   Undoubtedly the greatest sects of Breln worshippers are the Ironbeard and Shadowforge clans that have come to reside in the Dwarven District. Both of these groups worship Breln primarily in conjunction with Delgar in the Cult of Hammer and Pick, with the hall by the same name serving as their temple. The main shrine being a great black anvil wreathed in flames hotter than the mightiest forge.
   Of course, human architects, miners, masons and engineers also worship Breln and Breln alone as they lack the dwarven heritage of the Cult of Hammer and Pick. However, due to the dwarves expertise in such areas, the number of humans who work such jobs in Kalnath is less. As such, no temple to Breln exists aside from the Hall of Hammer and Pick.
   Finally, many diplomats and advisors worship Breln for his aspect of reflection, tradition and peace. Some of the mysterious monks and priests from across the East Sea also seem to worship Breln, though they call him by the name of Lasaro the Tranquil.
[/spoiler]
[spoiler=Calleb the Champion] Calleb the Champion
Additional Names: Kuhl-Kahlar
Additional Epithets: Defender of the Misty Hedge
Ideals: Individuality, strength, compassion, protection of the weak, honor, competition, glorious battle, freedom, sailing, timber cutting
People and Places: Individualistic fighters, athletes, militias, sailors, lumberjacks.
Polytheistic Cults: None in Kalnath.
Alignment: Chaotic Good
Weapon: Short Spear, +1 Returning
Domains: Chaos, Competition, Courage, Good, Luck, Protection, Strength
Notable Temples in Kalnath: The Temple of Knots (South Docks)
   As patron of sporting events throughout the known lands, Calleb is revered by athletes of all types, from wrestlers to chariot racers, and his clerics are commonly called upon to officiate over these events. In most civilized and bureaucratic regions of the world, where battles are pitched and exist for conquest and not survival, Calleb has lost ground as a deity of warriors, the veteran career soldiers of these kingdoms worshipping Lorathdar instead, for his teachings of discipline and dedication to victory over â,¬Ëhonorable combatâ,¬,,¢.
   However, in the decentralized and less politically intricate regions, such as Hagenburg, the States of Valdor, and the Delbrook lands in the Far Western Baronies, Calleb remains a chief god of war and valor. In Delbrook, for example, Calleb is known as Kuhl-Kahlar the Defender of the Misty Hedge, the great wall of rock, vine and trees that protects Delbrookâ,¬,,¢s borders from goblin raids, and he is the chosen deity of the Delbrook Outrider warrior lodge, but is of little importance to the rest of the halflings in Delbrook. In Valdor, however, rituals to Calleb are held four times each moon, and even the lowliest of his priests are considered of status to advise kings.
   Lastly, yet far from least, is Callebâ,¬,,¢s role as patron of sailors and lumberjacks. Though not a ruler of the seas, as Shorshra is, most sailors find Calleb much easier to relate to and far easier to please than the Uncaring One. Thus, while they cannot pray for a smooth voyage, they find solace in seeking the gift of strength and courage that is Callebâ,¬,,¢s to give, which are always needed when oneâ,¬,,¢s voyage isnâ,¬,,¢t smooth. His relation with timber cutting is somewhat different, as he is worshipped as part of the Cult of the Glade, along with Fayla, and is called upon both for strength to fell the trees and for his aspects of protector and patron of militias to guard against raids by forest denizens.
Kalnath Specifically:
   Being as Kalnath has a mercenary army of well trained and strictly disciplined soldiers, and little use for individual heroes, warrior worship of Calleb is rare. However, the myriad of athletes who perform in Kalnath practically pray to no other but the Champion. And many of the great hordes of sailors that crew Kalnathâ,¬,,¢s merchant ships call for Callebâ,¬,,¢s strength before each voyage. Thus, the various shrines to the Champion in Kalnath are mostly scattered about the Docks District, with several in the expanses of the Hall of Steel as well. Much grander than these small shrines is the great Temple of Knots, a large four winged wooden structure carved on the outside to look like a single great knot made from ropes the size of a man, inside burns the beacon of Calleb, a massive magical fire that continuously burns through a knot of cord hung in the center of the temple, but is magically retied every dawn.
[/spoiler]
[spoiler=Falbanon the Master Merchant] Falbanon the Master Merchant
Additional Names: Falbanon,  
Additional Epithets:
Ideals: Honesty, free trade, contracts, economy, business, wealth
People and Places: Merchants, gambling establishments, caravans, bankers, moneychangers, auctioneers, trade routes and their protectors
Polytheistic Cults: None in Kalnath
Alignment: Lawful Neutral
Weapon: Rapier, +1 Keen
Domains: Celerity, Law, Luck, Pact, Travel
Notable Temples in Kalnath: The Temple of the Kingmaker (White Hill), the Bazaar of Gods (Great Market)
   From the Silk Coast to the dales of Hagenburg, wealthy merchants and caravan masters of all parts of the world worship Falbanon the Master Merchant, praying for fair weather and rich trade at their destination. He has become the most popular god in many of the trade cities, Kalnath, Terith, Bliskadar, Psfiershca, and most certainly Rosken. In these cities Falbanon has become a part of every trade manâ,¬,,¢s life, from symbols hung on doorframes to ward away thieves and conmen, symbols worn on palms to ensure a good first meeting with a trader, to daily prayers at one of the shrines to Falbanon found present in nearly every merchantâ,¬,,¢s home, and offerings of goats and rabbits in addition to coins enough to fill their skins.
   Elsewhere, however, Falbanon is not so common, and though merchants still worship him, only head merchants have shrines in their own homes, and temples are nonexistent.
   To move to the other extreme, one must not miss the site of Rosken if one is looking for the epitome of religious fanaticism combined with political power mongering and worldly lust for wealth and land. For in Rosken resides the headquarters of the Knights of Falbanon, an order of warriors religiously sworn to battle for free and safe trade throughout the world, though they have begun this crusade with the Silver Road. While some doubt the Knightsâ,¬,,¢ true motives, the Unified Temple of Falbanon, which coordinates all religious affairs east of Marinusâ,¬,,¢ Run, has unwavering faith in both the Knightsâ,¬,,¢ honesty and devotion to the Master Merchantâ,¬,,¢s goals. In these lands between Tyrammor and Skalenbar there is no doubt who one is expected to worship, Falbanon, the bringer of trade, prosperity and liberty from the oppressive old regime of Rosken. And none dare counter such a policy.
   Clerics of Falbanon, meanwhile, are expected to be both reliable trade advisors and honest and trustworthy to a fault, and duties include caring for temples as well as hunting cutpurses, conmen and witnessing contracts.
Kalnath Specifically:
   Undoubtedly the most commonly worshipped deity in the city; Falbanon is prayed to not only by the established merchants of Kalnath but also by its shopkeepers, nobles, and even common errand boys. And this is understandable, since Kalnathâ,¬,,¢s greatness is ever dependant on the flow of trade from all corners of the world.
   As with worship of the Master Merchant in Tyrammor, Terith, Rosken and Skalenbar, the temples, blessings and services of the clerics of Kalnath are under the control of the Unified Temple of Falbanon, which is said to have a vault richer than most kings, and seems to prove it with each new temple built or mission launched. Despite this the Unified Temple stays distant from the politics of Kalnath, seeming more focused on the maneuverings of kingdoms than of guilds, even though either can lead to the other.
[/spoiler]
[spoiler=Fayla the Glade Watcher] Fayla the Glade Watcher
Additional Names: Erasia
Additional Epithets: The Horsemaster, the Mistress of Poets, the Queen of Victory
Ideals: Nature, romance, music and poetry, victory
People and Places: Forests, musicians, victorious warriors, horsemen, poets, woodsmen, druids
Polytheistic Cults: None in Kalnath.
Alignment: Neutral Good
Weapon: Longbow, +1 Distance
Domains: Animal, Celerity, Fate, Good, Plant
Notable Temples in Kalnath: The Fount of Poets (West Hill)
   The first of many facets possessed by Fayla is that of the Glade Watcher, the protector and nurturer of forests and all that dwell in them. Both the men of Hagenburg and the elves of Qualendus revere Fayla for this aspect, and the Cult of the Glade, which combines her link with the forests and Callebâ,¬,,¢s strength and courage, is the predominant religion of the lumberjacks of Hagenburg and the elven stalkers that oppose them in the forests of Qualendus. Though, this brings one to the point, why would a goddess of nature and nurturing for the forest and its denizens offer aid in any form to those who would hack away at it? This is because while Fayla certainly does not support all lumbering operations, such as those of the dwarves in the southern mountains which have left most of the ridges completely bare of trees for their great furnaces, she feels quite differently about the more mild and careful approaches of the men of Hagenburg, who replant what they cut and ensure never to grow too greedy and destroy the source of their wealth. Which then of course leads one to question the disapproval of the elves of Qualendus towards the lumberjacks of Hagenburg, but that is a story as much of politics as of religion and should be answered elsewhere.
   Moving on comes the form of Fayla as the inventor of poetry and supporter of romantic musicians and poets everywhere. Though not commonly considered a goddess of love, Fayla nonetheless is claimed to be the inspiration of many of the most romantic ballads of the ages. However, she is also claimed as the inspiration to many great works of word and note having nothing whatsoever to do with romance or love in any form. Regardless, Fayla is a popular deity among the sizable minority of would be artists in the eastern cities, where her other aspects are much neglected given the urban setting.
   Finally, is the aspect of the warrior queen and mistress of horsemen. This aspect of Fayla, or rather Erasia as she is known in those regions, has great popularity among the people of the Western Baronies, particularly the central regions that form great open steppe with no shelter and great spaces that require horses to move anywhere in a timely manner. Here Erasia is unquestionably the most worshipped deity, with great huts larger than a chiefâ,¬,,¢s manor serving as her temples. What should be mentioned, however, is that Erasia is mainly worshipped as part of the Cult of the Horse, along with Lorathdar the Warmaster, though, Erasia is still the more popular of the two even when partnered in such a cult.
Kalnath Specifically:
   With few trees among the great swarm of buildings and winding streets of Kalnath, it is no wonder Fayla receives no attention as the Glade Watcher, and even the Horsemaster is of little matter, despite the reliance upon horses and similar for land trade to Skalenbar and beyond. As the Mistress of Poets, however, Fayla has many worshippers in Kalnath, especially among the students of the College of Music, although Namrith surpasses even her in that element. Nonetheless, the College built a great marble fountain in the courtyard of their academy, with small plantings of trees and shrubs and enchantments that make the fall of water take an almost musical tone. It is said all great works that have been made in Kalnath were conceived at this fountain, though none can ever be too sure of anything when it is the Masked Jesters telling the story.
[/spoiler]
[spoiler=Halnammar the Tyrant] Halnammar the Tyrant
Additional Names:
Additional Epithets: The Lord of Winter, the Fist of Judgment, the Ghost King
Ideals: Death, control, order, tyranny, winter, oppression, revenge, eye for an eye
People and Places: Bureaucrats, judges, vigilantes, nobles
Polytheistic Cults: The Cult of Justice.
Alignment: Lawful Evil
Weapon: Scythe, +1 Ghost Touch
Domains: Cold, Death, Evil, Law, Pact, Tyranny
Notable Temples in Kalnath: The Hall of Law (West Hill), the Great Catacombs (Under White Hill)
   Exacting word of law, precise instruction, strict adherence to order and suppression of change, these are the hallmarks of Halnammar the Tyrant. It is a simple formula to discover how any prospective follower of Halnammar would come to agree with the Tyrantâ,¬,,¢s wisdom. If one can become wealthy, powerful or simply content, under the current system of laws, societal constraints or other manner of order keeping devices, then it is in his best interest to keep things as they are, and continue to gain such wealth, power and contentment. Thus, the challenge becomes how to convince those that are not wealthy, not powerful, or not even simply content, to accept the â,¬Ëfactâ,¬,,¢ that things are better off as they are than as they could be. Fear will keep the populace in line, fear of change for the worse, fear of greater oppression, fear of greater poverty, fear of death. Therefore it is quite simple to see why few attempt to exalt Halnammarâ,¬,,¢s logic, while many quietly follow it. These many include bureaucrats, moneychangers, merchant barons and nobles, all seeking to keep the status quo to ensure continued growth in profit and power.
   Oppressive tyrants like the deposed Valen Delvar of Belgar, and the Crimson Duke of the Marinus Marches in western Rosken are commonly the most devout worshippers of Halnammar besides the priests themselves. In such realms of control and suppression religion commonly takes a monotheistic turn, installing Halnammar as the chief deity, spreading tales of woe from other lands and preaching that the only thing to fear is revolution, safety and stability are greater than aspiration and hope.
   Intrinsically connected to his views on mortal liberties, Halnammarâ,¬,,¢s second aspect is that of death. The Ghost King is the sorter of the newly dead, ensuring they reach their correct afterlives, and is the god of funerals and tombs for both tyrants and rebels. Many death-priests of Halnammar disguise themselves as someone else when performing their more proactive duties against the mortals of the world, no one accepts such a visitor knowingly. Despite his ability to manipulate the undead, the Ghost King demands all who do such pay him praise, for this many a nefarious necromancer or accomplished lich have been destroyed by slayers sponsored by local temples of Halnammar as much as those sponsored by Amnal.
   Another key aspect of Halnammar is revenge, though encouraged to be carried out by law, vigilantes are commonly worshippers of Halnammar as well, forming a completely contradictory dogma among different sects of the Tyrant. This eye for an eye attitude, along with Halnammarâ,¬,,¢s love of draconian law, is what the Fist of Judgment brings to the Cult of Justice, complimenting Tyrameâ,¬,,¢s merciful and forgiving code of laws with a hard edge of justice to inspire the required fear in those who oppose the law.
   Finally is Halnammarâ,¬,,¢s role as the Lord of Winter, bringer of snow, ice and frosty chill, and eternal opponent of Amnal the Sun King, vying in everlasting battle for the seasons. Thus on the longest night of the year rituals are set to praise Halnammar for his victory and for continued supremacy over Amnal, and on the longest day of the year the Lord of Winterâ,¬,,¢s followers pray for his swift recovery and rise to power once again.
   Taking a different view of these events, the Cult of Seasons worships both Halnammar and Amnal, as well as Valendris, in an attempt to aid Amnal in maintaining summer, yet plead to Halnammar for a mild winter, but such is the temperamental nature of the farming lands in the Western Baronies.
Kalnath Specifically:
   Given winterâ,¬,,¢s somewhat weak bite in the city and the lack of agriculture within the walls of Kalnath, Halnammar is mostly present as Tyrant and Fist of Judgment. Many, many magistrates and managers of Kalnathâ,¬,,¢s bureaucracy and guilds are worshippers of Halnammar, and the Hall of Law is as much a meeting place for these bureaucrats as it is a place of worship and order.
   The Cult of Justice, meanwhile, is perhaps the largest sect of worshippers of Halnammar, though not solely he, in Kalnath. The majority of judges, street watches and others involved in the process of keeping the order choose to follow the Cult of Justice, adhering to its strict yet honest ideals of judgment.
   In such a large city as Kalnath there are also many people looking for one another, to murder them in the name of vendetta. Though there exists no temple to revenge nor shrine of grudges, there are certainly plenty of converts to Halnammar each day as they set out for vengeance.
   Finally, priests of the aspect of the Ghost King preside over nearly all noble funerals in the city, and a grand temple has been built to acquire Halnammarâ,¬,,¢s favor in the Great Catacombs under White Hill, where those of noble birth are laid to rest, hopefully for eternity.
[/spoiler]
[spoiler=Kallif the Despot] Kallif the Despot
Additional Names: Skaral
Additional Epithets: The Destroyer, the Pillager, the Scourge
Ideals: Might makes right, anarchy, despotism, ruthlessness, slaughter, pain, surprise, shock and awe, slavery
People and Places: Bandits, raiders, pirates, despots, murderers, berserkers
Polytheistic Cults: The Cult of Thieves.
Alignment: Chaotic Evil
Weapon: Scimitar, +1 Flaming
Domains: Celerity, Chaos, Destruction, Domination, Evil, Strength, Trickery
Notable Temples in Kalnath: None
   The pillaging barbarian, the raiding pirate, the looting bandit, the ironfisted despot, Kallif is the epitome of them all, and is revered by them all. In Hagenburg there is even a cult, the Cult of Skaral, whose members are so fearsome and violent they are forced to live in secluded temples deep in the forests and mountains. Yet, so great is these menâ,¬,,¢s bloodlust and battle fervor gifted from Kallif that they can enter the fray and feel no pain despite blades biting deep in their flesh and slaughter enemies with ease, and thus they are allowed to exist, bound by law to stay in their hermit temples until the call to war arrives, although this is not always obeyed.
   In the civilized lands of the eastern cities, where the very mention of Kallif is said to bring bad fortune, a priest of the Destroyer is a rare but terrible sight. While a cleric of Namrith might spell trouble in the form of discontent peasants and minor revolts to be solved with another coin or two of pay per day, a follower of Kallif spells the end of safe trade, or safety in any activity outside a cityâ,¬,,¢s walls. Priests of Kallif rove throughout land, regardless
#14
Homebrews (Archived) / The City of Kalnath
October 30, 2006, 01:04:13 AM
[spoiler=Chapter Three: Guilds (continued)]
[spoiler=The Union of Free Masons] The Union of Free Masons
Overview
Controlling the majority of the stone cutters, miners, architects, smiths and smelters in Kalnath, the Union of Free Masons wields significant power within the city. Though originally only open to dwarves for membership, the Union has since then opened its doors to all races, gaining even greater control over the workforce of Kalnath. However, the vast majority of the guild remains dwarven, as that race is the dominant one in the industries the Union supports. Thus the Union is also the main force in the Dwarven District; similar to the way the Alliance of Little Folk operates in the Little Moot, as champions and protectors of their minority.

[spoiler=History:]History
   Founded by the fleeing Ironbeard Clan, which had just been defeated in the first dwarven civil war, the War of Beards, the Unionâ,¬,,¢s main goal was to preserve the Clanâ,¬,,¢s legacy and ensure fair treatment in this land of humans. The Ironbeards quickly came to dominate Kalnathâ,¬,,¢s quarries and mines, having brought with them the centuries of tradition and skill in such subjects. After monopolizing the workforce of the mines and quarries the dwarves expanded to other subjects, becoming master architects and engineers who designed the great buildings of Kalnath and the practical blocky buildings of the dwarven district; as well as being the stone cutters and bricklayers who actually built such structures.
   Having as members all the dwarven practitioners of metallurgy and stonework in Kalnath, which was the majority by now, the Union decided to take the next step and open membership to non-dwarves of the correct crafts. With this final hurdle overcome, the Union truly became the single force behind almost all metal and stone use in Kalnath, from miners and quarry workers, to smelters, smiths, architects and masons. Even with such power however, the Union maintains its original purpose, to protect workers from unfair wages and noble manipulation, the power and influence of their position appears to not have overcome the honest dwarven leaders.
   The most recent event of note for the Union would be the Baleford Strike instigated by the attempted levying of newly created â,¬Ëprosperity taxesâ,¬,,¢ in the Dwarven district. When the Union got wind of the new taxes Hadrun Baleford was outraged by such an unjust tax, organizing a militia from the Dwarven district and meeting the tax collectors with hastily constructed barricades and the blades of spears. For two weeks the Union organized a citywide strike, ceasing all mining, quarrying, smithing, building and harvesting. At one point two regiments of Kalnathâ,¬,,¢s field army were called in forming a stand off on either side of the street separating the Dwarven District from the rest of the city. Finally, after fifteen days of tension the court of Kalnath decided the tax was flawed, withdrew it from the slate of laws, and the situation was ended. This showed the entire city, as well as the Union of Free Masons, just how much power and influence the Union had.[/spoiler]

[spoiler=Goals:]Goals
Despite having so much power, the Union of Free Masons remains true to its goals, those of preserving Ironbeard heritage and ensuring as fair and just a city as possible. However, even such simple goals have led to numerous strikes and labor negotiations in the past, and will certainly continue to in the future as the Union continues its battle against the wealthy of Kalnath. The Union, especially since the Baleford Strike, practically runs their own city within a city. Though they Dwarven District is officially just as subject to Kalnathâ,¬,,¢s laws and the City Watchâ,¬,,¢s authority as any other district, unofficially the City Watch is loath to attempt any operations, leaving the real management of the district to the Union.[/spoiler]

[spoiler=Structure:]Structure
Staying true to its communal roots, the Union of Free Masons has little official structure other than the small core of officers, the seven man Circle of Masters being at the very top of this, which make arrangements for strikes and negotiate with the other guilds of Kalnath. The vast majority of the Union, however, are all the same â,¬Ërankâ,¬,,¢ of member, be they famous architects or lowly foundation diggers.[/spoiler]

[spoiler=Enemies:]Enemies
Despite their bold actions, few are those that would seek to be the enemies of the Union of Free Masons.
   The Lordsâ,¬,,¢ Alliance of Kalnath is certainly one of these, as several of their members employ Union workers on their lands and have had more than a few occasions to despise the dwarves, especially the Feirwyn Family which employs a sizable amount of Union members for its vineyards.
   The Merchants of Kalnath are also none too fond of the Unionâ,¬,,¢s activities, as it plays havoc with the Merchantsâ,¬,,¢ control of the market, as well as their partial ownership of Kalnathâ,¬,,¢s mines and quarries.[/spoiler]

[spoiler=Allies:]Allies
Having fewer enemies than allies has always been considered an excellent path to success, and the Union of Free Masons seems to have heard this as well.
   First of these are the Keepers of the Golden Vault, a fellow guild of dwarves, even if they are mainly duergar, a dwarf is still a dwarf, when in a humanâ,¬,,¢s world at least.
   The Alliance of Little Folk has long been the friends of the Union, ever since the formers founding, the alliance still proves a profitable one, though the Union has never been too fond of the Alliance of Little Folkâ,¬,,¢s less than legal nature, but appreciate the plight of a fellow group of refugees.
   More strategic in nature, the alliance with the Silver Road Merchant Guild is still only a rumor to most in Kalnath. In exchange for an ally in the courts, the Union performs timely strikes for Silver Road shipments, or so the rumor goes.[/spoiler]

[spoiler=Classes:]Classes
   True to their dwarven nature, the most common class to be found in the Union of Free Masons is the fighter, rogues and clerics less common. Wizards and sorcerers are almost nonexistent as few dwarves are talented in either form of arcane magic and those few usually prefer to join one of Kalnathâ,¬,,¢s mage guilds, or the Keepers of the Golden Vault, since the duergar are more appreciative of such wizardry.
 True to the Unionâ,¬,,¢s goal of preserving Ironbeard heritage and culture, the Dwarven Defender, Dungeon Delver and Stonelord prestige classes are available only to members of the Union of Free Masons, racial restrictions still apply.[/spoiler]

Organization Statistics
Political Influence: 9
Underworld Influence: 4
Locations: The Hall of Hammer and Pick
[/spoiler][/spoiler]


[spoiler=Chapter Four: Noble Families]Noble Families

The following section includes detailed information on the five most prominent noble families of Kalnath, as well as the most prominent of the Landgraves. While there are in fact many minor noble families who belong to the Lordsâ,¬,,¢ Alliance of Kalnath in the city, these families tend to flock to the banners of the five major noble families, and thus do not deserve their own in depth descriptions. It is important to note, however, that all noble families in Kalnath belong to either the Lordsâ,¬,,¢ Alliance of Kalnath or the House of Landgraves; those who were arrogant enough not to seek membership in either have been eliminated by various means over the years.
It can also be somewhat confusing that there is an entry for the Lordsâ,¬,,¢ Alliance of Kalnath, as well as each major member family. However, it is by no means a ridiculous or unnecessary situation. On certain subjects, the noble families are united, such as their rivalries with the merchant guilds, their hostilities with the Crimson Brotherhood, and their feuds with the Landgraves; even if in private a few of the houses take the opposite stance. So, one must simply be clear on whether their adventure is dealing with the Lordsâ,¬,,¢ Alliance, or simply a member of it, although dealing with a member of it may transfer to dealing with the entirety of the Lordsâ,¬,,¢ Alliance, or vice versa. Therefore, as stated in each entry, unless otherwise stated, each member of the Lordsâ,¬,,¢ Alliance carries the same feuds and rivalries as any other member of the Lordsâ,¬,,¢ Alliance, in addition to their own. The House of Landgraves, obviously, operates in a similar manner.
[spoiler=The Cardhi Family]
Introduction:
The Cardhi Family are no doubt the richest nobles in all of Kalnath, probably all the known world. They are the main source of loans and moneylenders, though they are now rivaled by the Keepers of the Golden Vault in this area. They also own the second largest amount of land in Kalnath, with some extra beyond the city stateâ,¬,,¢s borders. Finally, they are the first ranked member of the Lordsâ,¬,,¢ Alliance of Kalnath. With this immense wealth, influence, and most of its rulers having inconceivably devious and cunning minds, the Cardhi Family has risen to the pinnacle of power, head of the Lordsâ,¬,,¢ Alliance of Kalnath.

[spoiler=History:]History
The Cardhi Family were once â,¬Ëjust another noble familyâ,¬,,¢ in the western baronies, struggling just to survive in the vicious infighting and land wars. However, when the barons finally made peace and were able to pool their forces and conquer Belgar, Terith, and Kalnath, the Cardhi made their move to the top. Taking a huge risk, the Cardhi Family sold almost every last possession and land deed in the west, and moved east to Kalnath. Arriving just days after the conquest was completed, the Cardhi were ready when the coin-hungry soldiers were paid in land rather than gold. The soldiers, eager for coin and its ability to be spent on what they wanted, parted with their land all too easily as the Cardhi Family bought it up with every last bit of their riches. However, this would soon pay off, as Kalnath flourished, and began to resent the heavy handed rule of the west. The Cardhi Family, now having regained their wealth from the profit of their vast amounts of land, heavily financed the king of Kalnathâ,¬,,¢s attempt at a rebellion from the western barons. With this attempt successful, Kalnathâ,¬,,¢s king himself was now deeply indebted to the Cardhi Family, a powerful bargaining chip indeed!
And so, the Cardhi Family continued to rise up and up, from bankrupting nobles and merchants alike, they built their throne atop the shoulders of the indebted left in their wake. This cycle continued to build to the present day, and it shows no signs of stopping, though they do finally have serious competition in the form of the Keepers of the Golden Vault, but the Keepers have proven to be no more lenient in loan contracts than the Cardhi, and so they remain neck and neck in a race for loan master of Kalnath. But, the Cardhi also retain their large source of income in the form of land stretching across southern Kalnath all the way into the northeastern tip of Belgar, around Kobenhiem. Which, coincidentally, they also provide heavy financing for Baron Majid and the forces of Kobenhiem and Morrowdale, at interest, of course.
[/spoiler]
[spoiler=Goals:]Goals
For the most part it could be said the Cardhi Family have already attained their goals, they are the wealthiest family, and are head of the most influential organization in Kalnath. Though, as anyone at the top knows, youâ,¬,,¢re never really at the top, thereâ,¬,,¢s always more. The Cardhi Family seeks most of all now the destruction of its four rivals; the Merchants of Kalnath, the Keepers of the Golden Vault, their rival noble families, and the House of Landgraves, in that order.
[/spoiler]
[spoiler=Enemies:]Enemies
The largest business rival of the Cardhi Family is the Keepers of the Golden Vault, the despicable duergar, no matter how rude and apathetic, are still shrewd moneylenders and as such pose a serious threat to the Cardhi Family business.
The Cardhi also have a long running hatred with the Landgraves, which has existed literally since the beginning of Kalnath, even greater than the feud between members of the Lordsâ,¬,,¢ Alliance against the Landgraves in general.
All these enemies are in addition to the myriad of enemies and rivals the Lordsâ,¬,,¢ Alliance of Kalnath itself attracts.
[/spoiler]
[spoiler=Allies:]Allies:
The Cardhi Family has almost every member of the Lordsâ,¬,,¢ Alliance of Kalnath in their pocket, given that they are the head of the Alliance, as well as the richest family. They also have strong ties to the Silk Coast Trade Guild, whom they go through to finance Baron Majidâ,¬,,¢s efforts in Belgar. These are, of course, in addition to the allies of the Lordsâ,¬,,¢ Alliance of Kalnath itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
Current Lord of the Cardhi Family, Draelic Carasidhi, who has the final word in all major family decisions.
Heir Prince Valen Carasidhi, the Heir Prince spends most of his time following his father closely to observe the finer points of running a noble family. He is also responsible for many of the higher status monetary transactions, again, to help him gain experience in running the family.
Second Prince Mortagin Carasidhi, Mortagin has been trained as the leader of the Cardhi Familyâ,¬,,¢s â,¬Ëfixit squadâ,¬,,¢, which excels in tying up loose ends and weaving the string back together if things begin to unravel, as well as serving as a bodyguard to Draelic and Valen.
[/spoiler]
[spoiler=[spoiler=Playing a Member of the Cardhi Family:]Playing a Member of the Cardhi Family]Playing a Member of the Cardhi Family
The Cardhi Family is descended from a particularly depraved and cunning princess who faced destruction from her fatherâ,¬,,¢s enemy. To escape she struck a deal with a black dragon, and so the Cardhi family survived, with a bit of dragon blood added to it. Any member of the Cardhi Family has at least a minor black dragon bloodline, only direct descendents of the dragon (Draelic and his children) have an intermediate bloodline.
[/spoiler] [/spoiler]
[spoiler=The Feirwyn Family]
Introduction:
The Feirwyn Family is renowned for their skillful wine making, as well as their violent tempers. They own a large tract of land along the southern edge of Kalnathâ,¬,,¢s wall, using the cityâ,¬,,¢s main canal as a source for irrigating their great vineyards which spread across both the flatlands and hills. Theyâ,¬,,¢re also the fourth ranking member of the Lordsâ,¬,,¢ Alliance of Kalnath. They appear the opposite of the Quaedra, prone to fits of rage, strict with labor and extremely greedy and vain. The subject of this wrath is often either their workers or merchants of house Galadorn, who carry similarly fine wines sometimes favored over Feirwyn drinks.

[spoiler=History:]History
The Feirwyn Family originally hailed from the perpetually warring territories between the Devilpine Forest and the Thievesâ,¬,,¢ Forest, now the site of the Barbarian Triangle. Not to say that the rest of the Western Baronies are normally peaceful, but only that the region between the Devilpine and Thievesâ,¬,,¢ Forests was especially violent territory at the time. As the Western Alliance began to fall, the Feirwyn Family turned their entire village into an armed caravan, and blazed a path of fiery pillaging across the Western Baronies on their way to the new lands of Kalnath. Arriving in Kalnath with their violently acquired goods, they quickly bought a defensible peace of territory along the southern edge of the new city. Along with purchasing the land of the mercenaries who had conquered Kalnath, they also purchased the services of the mercenaries themselves. The Feirwyn were determined not to be outfought by rivals once again; and heavily invested in buying up the free contract soldiers in the area.
Slowly, they have relaxed their grip on military power, recognizing that political maneuvers and diplomatic slander maintain their holdings better than military might, at least within the city walls. However, they still retain a larger force of retainers and mercenary troops than most other noble families, and no one dares raid the vineyards of the Feirwyn Family.
[/spoiler]
[spoiler=Goals:]Goals
The Feirwyn Family seeks wealth and fame above all other things. They generally go about these in the most straight forward and effective manner possible, regardless of its legality or longer term consequences. This shortsightedness has led to many stumbles in their path to power in the past, and surely will lead to more in the future. Their most pertinent goal is the stunting of the Galadorn wine trade, as it is their only main rival in the wine markets of Kalnath. Of course, acquisition of the small vineyards owned by other noble families remains an important objective as well.
[/spoiler]
[spoiler=Enemies:]Enemies
The Feirwyn Familyâ,¬,,¢s instances of blinding rage and violent outburst have led to developing a large amount of grudges among the other inhabitants of Kalnath.
No greater an enemy exists, however, than the Landgrave House Galadorn, who rivals the Feirwyn wine industry with their drinks.
The Feirwyn are also on none too good of terms with the Union of Free Masons, as dwarves make up a sizable minority of the vineyard workforce, and the Feirwyn are known to be extremely strict on employees meeting quotas.
All these enemies are in addition to the myriad of enemies and rivals the Lordsâ,¬,,¢ Alliance of Kalnath itself attracts.
[/spoiler]
[spoiler=Allies:]Allies:
The Feirwyn Family has earned the grudging respect and aid of the prominent members of the Lordsâ,¬,,¢ Alliance of Kalnath, though their violent rages make the other families cautious in sending such aid.
The Feirwyn also have strong ties with Baron Majid, ruler of Kobenhiem and Morrowdale, who is apparently on less than excellent terms with his homeland.
And finally comes their alliance of interests with the Dragonâ,¬,,¢s Wrath, whose members apparently share a similar draconic ancestry as the Feirwyn family, and the two have long been tied together by this heritage.
These are, of course, in addition to the allies of the Lordsâ,¬,,¢ Alliance of Kalnath itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
Baron Marrek Feirwyn the Red, controller of the entire family, Marrek spends most of his time at the Feirwyn Mansion south of Kalnath, watching over vineyard production like a hawk.
Prince Gesarin Feirwyn, heir to the throne of Feirwyn, serves as representative of the Feirwyn house in the Kingâ,¬,,¢s Court.
Princess Salandra Feirwyn, handles most clandestine operations of the Feirwyn Family, including the sabotage of Silk Coast wine cargoes and stockpiles within Kalnath and its harbor.
[/spoiler]
[spoiler=Playing a Member of the Feirwyn Family:]Playing a Member of the Feirwyn Family
The Feirwyn Family long ago made a pact with a great red dragon by the name of Razsharin the Flame Caller, though the dragon has long disappeared after completing the bargain, its legacy lives on in the draconic blood of the Feirwyn Family. All members of the Feirwyn Family have a minor red dragon bloodlines, intermediate if in the direct path of ancestry (child of Baron Marrek).
[/spoiler] [/spoiler]
[spoiler=The Mondheulen Family]
Introduction:
The Mondheulen Family is known for their ties to Hagenburg, more specifically the timber town of Teblerk, where they own deeds to vast swaths of the forest which has proven quite profitable in the past. Theyâ,¬,,¢re also the fifth ranked member of the Lordsâ,¬,,¢ Alliance of Kalnath. Unfortunately, both the Rangers of Qualendus and the gnolls that overran Hevthrasâ,¬,,¢ Hold make it quite a bit less profitable a business shipping wood from Teblerk to Kalnath or Terith. With these changes the familyâ,¬,,¢s status has fallen somewhat, and they now rely heavily on their hops fields and breweries in northern Kalnath for their income. Though theyâ,¬,,¢re considerably less wealthy than the other members of the Lordsâ,¬,,¢ Alliance of Kalnath, the Mondheulen Family is able to remain among the top of the heap through sheer determination and ruthlessness.

[spoiler=History:]History
The Mondheulen Family originally ruled the small town of Caddepar along the southern rim of Devilpine Forest. During the process of the eastern conquests the Mondheulen Family decided to move, escaping their hostile neighbors while they could. The Mondheulen settled in Kalnath, purchasing lands north of it, in the area of Brigandâ,¬,,¢s Pass. However, their real mark was in the underworld of Kalnath. The Mondheulen brought with them their skilled enforcers, the Lunar Hands, who had maintained control so well in Caddepar.
In Kalnath they set the Lunar Hands to controlling the underworld of the new city. Here they did indeed rule for many years, but were eventually betrayed by a rival faction within the guild. This began a year long street war, ending in the almost complete destructin of the loyal Lunar Hands. With the loss of their criminal influence, the Mondheulen sought a greater economic power. They supported lumber operations in Hagenburg, sponsoring troops to keep the elves and gnolls at bay. As a reward, the Mondheulen were gifted with a large swathe of the forest, which has proven quite profitable since.
[/spoiler]
[spoiler=Goals:]Goals
The Mondheulen Family seeks to reclaim their hold in the underworld of Kalnath, but with the Lunar Hands shattered and scattered to the wilds, this seems to be impossible.
However, a new problem has arisen which eclipses that of the Kalnath underworld. The Bloodmane and Deftpaw gnoll tribes, long a thorn in the side of Hagenburg, seized Hevthrasâ,¬,,¢ Hold renaming the fortress Bloodmane Keep. With this effective blockade of legitimate trade, the Mondheulen Familyâ,¬,,¢s timber holdings must be shipped north to Hagenburg, then south to Skalenbar, before distribution. This has more than doubled the time required to ship the prized timber to Kalnath or Terith, and hasnâ,¬,,¢t improved anything for Tyrammor, Brencar, or Erasnor. And so, the Mondheulen Family works feverishly to rally an army to displace the gnolls, or find a way to ship through the occupied territory.
Despite this recent problem, they still work away at trying to destroy the Onyx Merchants and gain a foothold in the underworld once again.
[/spoiler]
[spoiler=Enemies:]Enemies
The Mondheulen have a long time feud with the Onyx Merchants, which has spread to the rest of the Lordsâ,¬,,¢ Alliance, and shows no signs of stopping soon.
Other than this, and the common enemies of all the Lords of Kalnath; the Landgraves, particularly the house of Galadorn which poses a threat to the Mondheulen lumber business, and the Crimson Brotherhood, they have either eradicated their enemies or made peace with them after the original hostilities.
[/spoiler]
[spoiler=Allies:]Allies:
The Mondheulen may be poorer and slightly uncouth compared to the other members of the Lordsâ,¬,,¢ Alliance, but their ferocity has earned them a well respected fifth rank among the nobles of the Alliance, and most of the lesser members jump to appease the politically savage family.
The Mondheulen also still maintain strong ties with the Lunar Hands, whose remnant now operates out of the Ragewater Hills, southwest of Kalnath. These are, of course, in addition to the allies of the Lordsâ,¬,,¢ Alliance of Kalnath itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
Count Fanresch Mondheulen of Kalnath (a strange tradition of tacking on oneâ,¬,,¢s birthplace, despite noble status, suggesting a peasant heritage before becoming rulers of Caddepar, though none dare voice such.), the ruler of the entire Mondheulen â,¬Ëclanâ,¬,,¢, a man of action and determination, preferring to do most transaction personally.
Erbe Prince Karon Mondheulen of Kalnath, the heir prince generally handles the more minor dealings of the house, which his father does not have time for.
Zwei Prince Jarnvidur Mondheulen of Teblerk, born during the Countâ,¬,,¢s lumber dealings in Teblerk, the second prince is in charge of managing the lumber business. Prior to the blockade of Brigandâ,¬,,¢s Pass he made frequent trips between Kalnath and Teblerk.
Arbeiter Prince Draugar of Kalnath, actually the oldest of the Countâ,¬,,¢s sons, he is a bastard son of Fanresch and a common women of Kalnath, afforded no inheritance or political attachment. Yet, Draugar is a loyal son and as such is employed as the captain of the Rasereihunds, the elite guard force of the Mondheulen house.
Princess Hevring Mondheulen Cardhi of Kalnath, first daughter of the Count, married to solidify an alliance between the Cardhi and Mondheulen houses.
[/spoiler]
[spoiler=Playing a Member of the Mondheulen Family:]Playing a Member of the Mondheulen Family
The Mondheulen family, as one might be able to tell from their connection with the Lunar Hands, have a good bit of werewolf blood flowing through their veins. All members of the Mondheulen Family have a minor Lycanthrope bloodline.
[/spoiler] [/spoiler]
[spoiler=The Quaedra Family]
Introduction:
Sometimes called â,¬Ëthe gentle familyâ,¬,,¢, the Quaedra Family is renowned for their generosity and kindness, at least compared to the other noble houses. They own the largest fleet of fishing boats, both large and small, and also exclusively employ a large portion of the freelance fishermen as well. From whales, kraken and tuna, to illegal cargoes, pirates and privateers, the Quaedra Family is probably involved in it if it is involved in the sea. Theyâ,¬,,¢re also the second ranking member of the Lordsâ,¬,,¢ Alliance of Kalnath. Their fleet of â,¬Ëfishing boatsâ,¬,,¢ has a great variety to it. Though the vast majority is made up of legitimate harvest vessels, hiding among the paperwork are infamous pirate captains, smuggling rings, blockade runners, and even some slaver ships. But the bottom line is, if something happens in the Docks District, whether it is seen by the Port Authority, the Scourge of the Seas, or a poor fisherman, the Quaedra will probably know about it.

[spoiler=History:]History
The Quaedra Family originally hailed from the city of Tyrammor, along the shores of Myrfallon Lake. Following the conquest of the east the Quaedra packed up their profitable fishing industry and rising fame and headed to Kalnath.
Arriving in the city, the Quaedra, who had brought a great number of their fishing employees with them, quickly dominated the fish markets in the first years of the city. Unlike other noble families, the Quaedra do not actually own any lands, but rather they own large amounts of the sea around Kalnath, in the form of fishing and whaling deeds. Because such borders are notoriously hard to enforce on the open sea, the Quaedra quickly moved to gain influence over the Port Authority. And indeed they have attained this, as they now have a stranglehold over both the Port Authority, and their seemingly archrivals, the pirates of the Scourge of the Seas.
The Quaedra have also, of course, been granted a seat on the Lords; Alliance of Kalnath, of which they rank third, thanks to their domination of the fishing industry and the profit gained from it. With this influence of the Lords; Alliance, they have begun executing a plan to reinstate the noble families, particularly themselves, as the undisputed powers in Kalnath, finally putting the merchant guilds and Landgraves in their proper places.
[/spoiler]
[spoiler=Goals:]Goals
The Quaedra Family may appear benevolent, but their secret actions are quite the opposite. The Quaedra plan to first resurrect the Port Authority to a position of real influence in the Docks District, rather than being pushed around by the merchant guilds there. After this is complete, the Port Authority, whose forces will have been strengthened by bribes from the Scourge of Seas and donations from the Lordsâ,¬,,¢ Alliance, will stage a hostile takeover of the Docks District. With this bargaining chip the Lordsâ,¬,,¢ Alliance will be able to gain the full support of the king and finally resolve the conflict of the merchants and Landgraves against the nobles. Other than this extremely audacious and possibly impossible scheme, the Quaedra attempt to keep a good reputation among the people of Kalnath, to ensure nothing troubles them and disrupts their plans.
[/spoiler]
[spoiler=Enemies:]Enemies
The Quaedraâ,¬,,¢s dominance of the seas has made them as many enemies as friends; both the East Sea and Silk Coast Trade Guilds would like to see Quaedra fishermen disappear both to better hide their activities and to allow their own fishing industries to flourish.
The Merchants of Kalnath are, of course, no friends of the Quaedra because they are nobles, and because of their near monopoly on the fish markets, which hurts the Merchantsâ,¬,,¢ ability to control said markets.
All these enemies are in addition to the myriad of enemies and rivals the Lordsâ,¬,,¢ Alliance of Kalnath itself attracts.
[/spoiler]
[spoiler=Allies:]Allies:
The Quaedra have strong ties with the Port Authority, practically acting as one organization, though secretly.
They also have great influence over the Scourge of the Seas, both for their control of the Port Authority, and for their ability to help the pirates disappear into the fishing fleet when they need to. Of course, the large amounts of moderately armed, lightning fast whaling vessels donâ,¬,,¢t hurt their influence with the pirates either.
These are, of course, in addition to the lesser nobles and allies of the Lordsâ,¬,,¢ Alliance of Kalnath itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
The current Duke of the Quaedra is Duke Halek Val Quaedranus, who mostly handles court appearances, as well as major decisions of the noble family.
Master Monger Salarn Bahirish, adopted family member, a skilled fishmonger from the Silk Coast that betrayed the Trade Guild and joined the Quaedra. Salarn is in control of day to day fleet operations, including privateers, smugglers and spies operating on the seas.
First Prince Noffec Quaedranus, first son of Halek, heir prince to the Quaedra Family, handles public appearances and commonly follows Salarn to better comprehend the delicate parts of running a fishing fleet.
[/spoiler]
[spoiler=Playing a Member of the Quaedra Family:]Playing a Member of the Quaedra Family
The Quaedra have a supernatural connection with the water, though no one is sure of how this developed. All members of the Quaedra Family have a minor water elemental bloodline.
[/spoiler] [/spoiler]

[spoiler=The Thurizahd Family]
Introduction:
The Thurizahd Family is noted mostly for two things; its monopoly of the Shadow Silk trade, as well as control of many prominent tailoring guilds, and the coldly malevolent manor in which its members conduct themselves. Shadow Silk is a precious fabric, woven from expensive silks from the south lands, combined with a mysterious stringy substance, shipped in from Drakkenhiem in southern Belgar. Theyâ,¬,,¢re also the third ranked member of the Lords; Alliance of Kalnath. The â,¬Ërecipeâ,¬,,¢ for Shadow Silk is a family secret of the Thurizad, and no one has been known to survive attempting to sell it. The Thurizahd Family also holds large tracts of land southwest of Kalnath, along the Eastern Run bordering Belgar, which mostly farms barley, as well as herding sheep. The Thurizahd Family are known throughout Kalnath for their frosty, sometimes malevolent, behavior, their tradition of dressing in black and crimson wizardly robes, and their ability to hold long grudges, if the subject of such survives.

[spoiler=History:]History
The Thurizahd Family was a clan of diabolists serving the old master of Keskadar Keep during the times before the western alliance. During the conquest of the east, however, one of Keskadarâ,¬,,¢s long time rivals attacked and took the fortress. Despite summoning a mighty Balor, Basmarus, the Thurizahd failed to stop the conquest, though it was due to Basmarusâ,¬,,¢ treachery to the Thurizahd than the Balorâ,¬,,¢s lack of ability. Keskadarâ,¬,,¢s new rulers wanted nothing to do with the diabolist Thurizahd, and forced them to leave. The Thurizahd, no longer in service of a lord and seeing new opportunity to the east, packed up their sizable treasury, large quantities of which had been imparted to them for safe keeping until their former lord could lay claim to a fief, they headed towards Kalnath.
In Kalnath they bought a large tract of land along the Eastern Run and settled in as a noble house. Since then, they have continued to build on their position, surviving the initial noble feuds that eliminated about half of the nobles of the new city, and establishing themselves in the city. Their largest gain was a few years after the creation of the Lordsâ,¬,,¢ Alliance of Kalnath, when they established contact with an organization of similar talent in demonology among the southern families of Belgar. With this connection, they learned the secrets of crafting Shadow Silk, not only an elegant and highly prized fabric, but one imbued with malevolent energies from its very creation, as well. Over time, they have brought the material to Kalnath, where an extremely profitable Shadow Silk trade has sprung up, with Thurizahd having a monopoly on its manufactory.
Not too long ago, however, the
Thurizahd discovered the presence of Basmarus, still suffering from the effects of his broken pact, residing in Kalnath, with a cult of fanatic followers no less. Attempting to get their revenge, the Thurizahd summoned an emissary of the Demon Princes, learning that Basmarus had in fact fled to the mortal plane to avoid punishment for his failure in the blood war. However, when the emissary went to call Basmarus back, they apparently reached an agreement, for Basmarus remains and the Demon Princes have demanded the Thurizahd not harm his cult.
[/spoiler]
[spoiler=Goals:]Goals
The Thurizahd Family continues to play the noble game, acquiring lands, managing markets, instigating intrigue and bankrupting its rival, the merchants. They also continue to hone the art of the diabolist, in secret of course, though given their status many members of the family enjoy flaunting the trappings of their dark magic. One of their main concerns is securing a larger and steadier supply of Shadow Silk from Drakkenhiem, which is currently embroiled in the three way war for Belgar. To this end they have extensive connections in Terith, who supports Drakkenhiem in Belgar. And, of course, being diabolists, they plot and scheme as to how to bring their dark arts forward without destroying themselves in the process, as currently they must restrict themselves from using their powers among common folk.
[/spoiler]
[spoiler=Enemies:]Enemies
The Thurizahd Family has little to fear from anyone in Kalnath, though neither the Tower of the Arcane Eye nor the Spire of the High Arcane are fond of their apparent magical prowess, its actual nature presumably remains hidden from even their scrying.
Also, the Order of the Purging Dawn seems more than a little suspicious of the Thurizahd Familyâ,¬,,¢s practices.
These enemies are in addition to the myriad of enemies and rivals the Lordsâ,¬,,¢ Alliance of Kalnath itself attracts.
[/spoiler]
[spoiler=Allies:]Allies:
The Thurizahd Family has strong ties with the Free Traders of Terith to get its shipments of Shadow Silk through, though it is not aware of their true objectives in Kalnath.
They also have their connections in the Lordsâ,¬,,¢ Alliance of Kalnath, ranking third among the members of the Alliance.
They seem to have a relation with the duergar masters of the Keepers of the Golden Vault as well, who seem to possess an innate link to darker magic.
With their demonic ties, they also appear to have a loose connection to the Cult of Agony, though they try greatly to distance themselves from interacting with â,¬Ëthe lunaticsâ,¬,,¢.
These are, of course, in addition to the allies of the Lordsâ,¬,,¢ Alliance of Kalnath itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
Grand Master of the Thurizahd Family, Lord Cadarus Thurizahd, has full reign over the entire clan of diabolists.
Master of Ceremonies, Ekrel Thurizahd, oversees formal social functions and matters of demonology.
Vice-Count Osal Lesgar-Thurizahd, manages Shadow Silk production and logistics.
Heir Prince Ralissar Thurizahd, handles most appearances in the Kingâ,¬,,¢s Court.
Arch-Vizier Culdarus Findal Thurizahd, manages the land holdings of the Thurizad Family.
[/spoiler]
[spoiler=Playing a Member of the Thurizahd Family:]Playing a Member of the Thurizahd Family
From years of summoning, studying, mastering, serving, and tormenting demons of various natures, the Thurizahd family has gained a strong bond with them, whether through blood or simple long-term exposure. All members of the Thurizahd Family have at least a minor demon bloodline, with members of the Lesgar line can have up to an intermediate demon bloodline from increased intermingling. In addition, any member of the Thurizahd Family can take levels in the Warlock class. [/spoiler] [/spoiler]

[spoiler=The Felsenbroge Family]
Introduction:
The Felsenbroge Family is most known for its fur connections; controlling the majority of the commodity shipped into Kalnath. This comes from their deep rooted connections to Hagenburg to the north, which allows them to acquire â,¬Ëvastâ,¬,,¢ quantities of the material from the dark forests surrounding it. While others have tried to break the monopoly; they simply cannot match the volume or quality of the furs imported from Hagenburg, and certainly cannot beat the Felsenbroge at their own game by acquiring them directly from Hagenburg. In addition to their fur holdings, the Felsenbroge dominate the archery corps of Kalnath, training almost every bowman and many of the familyâ,¬,,¢s members ascend to become officers of said corps.

[spoiler=History:]History
The Felsenbroge line originates as chieftains of a tribe in the frozen tundra north of the Western Baronies. During Hagen the Conquerorâ,¬,,¢s uniting and rule of the north eastern tribes the Felsenbroge prince was wed to one of Hagenâ,¬,,¢s daughters, assuring them a place in the coming empire as Hagenâ,¬,,¢s horde plunged into the land now controlled by Hagenburg. Combining this marriage with excellent courage and skill shown in battle by their tribeâ,¬,,¢s archers, the Felsenbroge were in good position for post-war land rewards. With Hagenburg and Teblerk conquered, the Felsenbroge Family did indeed prosper, gaining lands along the northern stretch of mountains. However, this was not to last. Just a few years before the Grand Crusade would be begun by the Western Alliance, Hevthras the Ruthless ascended to the throne. Believing himself threatened by the other noblesâ,¬,,¢ power and land, Hevthras reformed the government of Hagenburg and exiled several powerful noble families, including the Felsenbroge. Rather than directly exiling them, however, Hevthras conscripted the Felsenbroge military forces to aid the Western Alliance in taking Kalnath. Whilst forced away to war Hevthras staged a revolt, suppressed it, and assigned the land to a nephew since the Felsenbroge were obviously too incompetent to keep order in their own province.
The Felsenbroge, therefore, had no choice but to settle in Kalnath after the Grand Crusade came to an end. However, they maintained strong links with other, less powerful and un-exiled noble families of Hagenburg, allowing them access to rich fur commodities, which were much more valuable in Kalnath than Hagenburg territories, due to its rarity.
[/spoiler]
[spoiler=Goals:]Goals
The Felsenbroge Family seeks mainly to continue the animosity between Kalnath and Hagenburg. The easier trade between the two is, the more easily their competition can get their hands on Hagenburg fur, and therefore the more Felsenbroge profits are hurt. They do this by a variety of methods, even including occasional false reports of border insurgents from Hagenburg to provide new fuel to the fire. In addition, of course, they keep a constant voice in the Kingâ,¬,,¢s Court warning him of being too trusting of Hagenburg.
[/spoiler]


[spoiler=Enemies:]Enemies
The Felsenbroge Family has several enemies related to its fur trade, these include:
The Crown Guard, who donâ,¬,,¢t approve of the Felsenbrogeâ,¬,,¢s influence over the king on matters concerning Hagenburg.
The Silent Sentinels, who also donâ,¬,,¢t like the Felsenbrogeâ,¬,,¢s influence, as well as the illegal source of the fur.
And finally the East Sea Trade Guild, who have just begun exporting fur to Kalnath, but are meeting stiff resistance of the combined Merchants of Kalnath and Felsenbroge Family marketing forces.
All these enemies are in addition to Lordâ,¬,,¢s Alliance of Kalnath, who is the enemy of all Landgraves.
[/spoiler]
[spoiler=Allies:]Allies:
The Felsenbroge Family is closely allied with the Merchants of Kalnath, who aid in discouraging fur competition, on top of all the obstacles previously listed.
These are, of course, in addition to the allies of the House of Landgraves itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
High Graaf, Eskar Felsenbroge, the lord of the Felsenbroge Family. He spends much of his time in the Kingâ,¬,,¢s Court or in negotiations with merchant leaders over fur prices.
First Prince, Colsar Felsenbroge, spends most of his time managing the small Felsenbroge land holding in Kalnath, as well as managing assignment of the archery corps.
Earl of Arkirst, Armith Felsenbroge, nephew of Eskar, manages the illicit fur trade between Hagenburg and Kalnath.
Second Prince, Davask Felsenbroge, trains most of the archer corps in the Hall of Steel.
[/spoiler]
[spoiler=Playing a Member of the Felsenbroge Family]Playing a Member of the Felsenbroge Family:
All members possess at least a minor stone giant bloodline, which gives them their natural disposition towards ranged weaponry. Direct descendants of Hagen himself possess an intermediate stone giant bloodline.
[/spoiler] [/spoiler]
[spoiler=The Galadorn Family]
Introduction:
The Galadorn Family is best known for its ownership of many of the gambling halls in Kalnath, all of which have been officially sanctioned as fair and just places of chance by the Temple of Falbanon. The Family also organizes many of the festivals and celebrations in the city. They are known for their jovial spirit and love of both chance and banter, members of the family are even commonly found in their own gambling halls and markets during their free time.

[spoiler=History:]History
The Galadorn Family was created, like many other landgraves, by a military officer just after the conquering of Kalnath. More specifically, Allan Galadorn, a wandering sell-sword, advisor and minstrel who joined the armies of the Grand Crusade just before the invasion of Kalnath. Somehow, he was able to attain the rank of captain, from that of sergeant, on the last night of the siege of Kalnath. This was most advantageous as he was awarded land according to the wages of a captain, not a sergeant. This land, combined with land gained through sizable gambling debts from his fellow soldiers, was the foundation upon which house Galadorn was built.
Over the years most of this of land has been sold to finance Galadorn ventures in other areas. The largest investment is most definitely a recent one, as the Galadorn Family sold the majority of their land to raise money to support the fledgling Knights of Falbanon.
This gamble has undoubtedly paid off, as they have not only gained a good portion of land and loot from the Knightsâ,¬,,¢ conquests in Rosken; they have also gained considerable favor with the Temple of Falbanon. This favor has led to Galadorn Family owned gambling halls being officially sanctioned by the Temple of Falbanon, which excludes them from royal taxes and marks them as completely legitimate and fair gambling areas, unlike some of the other, shadier and sometimes rigged, gambling halls. So long as the tithes to the temple continue, of course.
And so it has come that the Galadorn Family has assets in a wide variety of fields, including timber from Rosken, apple-wine from their remaining holdings in Kalnath, and significant profits from their tax-exempt gambling halls within both Skalenbar and Kalnath.
[/spoiler]
[spoiler=Goals:]Goals
One is never quite sure what the Galadorn Family will do next, though it is sure to result in profit. Currently they appear to be focusing on increasing wine production by reacquiring lands near their orchards in Kalnath. They also are expanding their military resources, bringing back Knights of Falbanon veterans to train soldiers in Kalnath, as, other than their influence on the Knights, they have had little other connection with Kalnathâ,¬,,¢s military.
[/spoiler]
[spoiler=Enemies:]Enemies
The Galadorn Family has a deeper rivalry with the Feirwyn and Mondheulen Families than even those sparked by the differences of Landgrave and Noble. This comes from their opposing wine and timber businesses, respectively, and shows no signs of stopping soon.
The Onyx Merchants also have bones to pick with the Galadorn Family, mainly over their gambling establishments taking a large chunk out of the thievesâ,¬,,¢ guildâ,¬,,¢s profits.
All these enemies are in addition to the rest of the Lordâ,¬,,¢s Alliance of Kalnath, who are the enemy of all Landgraves.
[/spoiler]
[spoiler=Allies:]Allies:
The Galadorn Familyâ,¬,,¢s natural gift for socialization and music has resulted in many family members being trained at the College of Music, over time; they have developed strong ties with the Masked Jesters.
This is, of course, in addition to the allies of the House of Landgraves itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
Lord Allan Galadorn III, patriarch of the Galadorn Family, spends most of his time socializing in the Kingâ,¬,,¢s Court.
Prince Raskahn Galadorn, heir of the Galadorn Family, spends most of his time in training at the College of Music or managing business affairs in the markets.
Belford Roglador, military retainer, veteran of the Knights of Falbanon brought to Kalnath to train infantry for the Army of Kalnath.
Anistara Galadorn, first born daughter of Allan Galadorn III, Anistara oversees the overall management of the various Galadorn owned gambling halls in Kalnath and Skalenbar.
[/spoiler]
[spoiler=Playing a Member of the Galadorn Family:]Playing a Member of the Galadorn Family
All members of the Galadorn Family possess a minor Brass Dragon bloodline; direct descendants of Allan Galadorn himself have an intermediate bloodline. This lineage easily explains the Galadornâ,¬,,¢s universal talkativeness and fondness of luck and spontaneity.
[/spoiler] [/spoiler]
[spoiler=The Litbur Family]
Introduction:
The Litbur Family has a large extended family, officially adopting many of the most prominent members of the Brotherhood of Litbur. Many of the other cavalry commanders of Kalnath are members of the Litbur Family; and the Brotherhood of Litbur remains a potent elite force of such mounted troops for the Army of Kalnath. In addition to their military connections, the Litbur Family has a good sized tract of land north west of Kalnath, between the Wall of Hagenburg and the mountains of Brigandâ,¬,,¢s Pass. They are generally seen by the commoners of Kalnath as a shining beacon of virtue and strength, which commonly brings them into direct conflict with the â,¬Ënoblerâ,¬,,¢ Lordâ,¬,,¢s Alliance members, even more than other Landgraves.

[spoiler=History:]History
Originally the Litbur Family consisted of the hereditary leadership of the Lancers of Litbur. The Lancers were an elite group of cavalry who recruited the best horseman in the central Baronies. As the Lancers gained fame and fortune, they traded for heavy weaponry and armors from the more advanced eastern kingdoms, and became the first heavy cavalry in the Western Baronies. This continued for many, many years, one campaigning season to the next, they served throughout the Baronies, from Troll Haven to the land currently known as Rosken. But, one day, long ago, before even the notion of the Western Alliance, the Lancers of Litbur would change dramatically.
This happened during one of their many campaigns, this one was in service of the now-ruined city of Gremlar, on the banks of the Northern Silheron. They faced the armies of Kalnath, not the Kalnath we know now, but the Kalnath of long ago, before the Grand Crusade and its rebuilding. On only the first day of the battle, however, the forces of Gremlar were routed, and fled to the west. Facing insurmountable odds, the Lancers of Litbur decided to stay the course and, after the route, retired to their camp in grim determination for the coming day.
Dawn arrived, and the remaining Lancers began their final charge across the plain towards the waiting army of Kalnath. However, it would not be their final charge, or their last day. For as the sun broke over the horizon behind them the Lancersâ,¬,,¢ armor not merely reflected the light, but radiated it, shining as if they each were suns themselves. And their lance-tips were wreathed in flame, as were their mountsâ,¬,,¢ hooves, and charged into the awestruck forces of Kalnath. And the arrayed army of Kalnath was routed, fleeing like dead leaves blown on the wind, knowing in their hearts they could not hope to defeat such divinely empowered foes. And so a glorious victory was won, and the Lancersâ,¬,,¢ cheers and praise went only to Amnal, the Sun King, whom they knew as Solarn. From that day on the Lancers of Litbur became the Brotherhood of Litbur, and devoted themselves to service to Solarn the Lightbearer.
During the time of the Western Alliance, some years later, the Brotherhood of Litbur, along with all other military forces of both state and coin, were called to service in the Grand Crusade. They stormed across Belgar, Terith, and finally Kalnath as a devastating vanguard, a whirlwind of fury and righteous power. For their services, the Brotherhood was awarded lands in all three of these territories. The Grand Master, Sir Olkren Litbur, decided to put up the sword, settling in the lands awarded to him in Kalnath, and aspiring to noble status. Almost all of the Brotherhood of Litbur kept their lands in Kalnath, or, if they were rewarded with lands in Terith or Belgar, sold them and bought land in Kalnath, to stay with Sir Olkren, and serve as elite cavalry to the Army of Kalnath. A few retained and have settled in their lands in either Terith or Belgar, but remain loyal to the Brotherhood.
[/spoiler]
[spoiler=Goals:]Goals
The Litbur Family secretly seeks to overthrow the King Alruic and rule Kalnath as Solarn would have it ruled. To do this however, they first need to accomplish several other objectives; including weakening the Lordâ,¬,,¢s Alliance power, which would undoubtedly support the current regime in any attempted overthrow. This, they believe, can be accomplished mainly by showing the people of Kalnath the true motives and maneuverings of the Lordâ,¬,,¢s Alliance, and allow the mobs to bring justice to the city. So, they continue to work with the Order of the Purging Dawn in trying to root out hidden agendas and malignant plots of the Lordâ,¬,,¢s Alliance, so as to expose them to the people. They also continue to improve their popularity within the populace, though their only competition in such a contest would be the, apparently, virtuous Quaedra.
[/spoiler]
[spoiler=Enemies:]Enemies
The Litbur Family has few openly hostile enemies; no oneâ,¬,,¢s public image could stand being directly opposed to such a popular family.
However, both the Onyx Merchants and the Alliance of Little Folk are commonly at odds with Litbur sponsored â,¬Ëcivil arbitration teamsâ,¬,,¢.
These enemies are in addition to Lordâ,¬,,¢s Alliance of Kalnath, who is the enemy of all Landgraves.
[/spoiler]
[spoiler=Allies:]Allies:
The Litbur Family works closely with the Order of the Purging Dawn to investigate nefarious plots and rituals conducted by various noble houses, the Thurizahd are under particular suspicion.
This is, of course, in addition to the allies of the House of Landgraves itself.
[/spoiler]
[spoiler=Prominent Family Members:]Prominent Family Members
The current Paladin Duke of the Litbur Family is Sir Alarn Litbur, who makes many public appearances and court meetings, leaving land management and military drills to his children.
Paladin Prince Sir Daravol Litbur, handles military drilling of the Brotherhood of Litbur cavalry, as well as training of new recruits and family members.
Deuxieme Prince Karl Litbur, handles management of the familyâ,¬,,¢s lands in Kalnath, as well as many business contracts and meetings.
Paladin Prince Sir Orlosk Kolbrit, one of the more prominent extended family, Sir Orlosk commands the 1st cavalry cohort of Kalnath, and ranks as a grand master in the Hall of Steel.
[/spoiler]
[spoiler=Playing a Member of the Litbur Family:]Playing a Member of the Litbur Family:
Ever since the fateful, Day of Revelation, the descendents of those original knights have had a divine legacy about them. All members of the Litbur family have a minor celestial bloodline, those that are direct descendants of the Litbur line have intermediate bloodlines. Many members of the Litbur family also take up the paladin class.
[/spoiler] [/spoiler] [/spoiler]
#15
Homebrews (Archived) / The City of Kalnath
October 30, 2006, 01:01:55 AM
[spoiler=Chapter Three: Guilds (continued)]
[spoiler=The Order of the Umbral Blade] The Order of the Umbral Blade
Overview
Mysterious and terrifying, the Order of the Umbral Blade excels in works of assassination and sabotage. Despite this potential source of influence, the Order has done little in the political arenas of Kalnath other than a few subtle maneuvers to support the anarchy movement, seeking to lessen the kingâ,¬,,¢s power and thus also weaken the Orderâ,¬,,¢s main nemeses, the Crown Guard and the Silent Sentinels.

[spoiler=History:]History
The exact date and circumstances of the founding remain clouded in mystery. The most widely believed story is that the Order of the Umbral Blade was formed by a group of exiled assassins from the Silk Coast. If this is true the group of exiles obviously had no love or hate for the Silk Coast Trade Guild, as the Order has never displayed any sort of action biased towards or against the Trade Guild.
Though the circumstances of their founding are in question, the more famous of the Order of the Umbral Bladeâ,¬,,¢s actions are most certainly not; including numerous political assassinations of both merchants and nobles, most likely in exchange for the coin of the other. None of these assassinations and kidnappings were ever conclusively traced back to the Order of the Umbral Blade, but most believe the Order was indeed the perpetrator.
In the last twenty five or so years, however, the Order has become more publicly active. First was the assassination of a dozen members of the Masked Jesters, each murder claimed by the Order by the presence of a miniature hooked obsidian dagger on the chest of each victim. Rumors abound that this attack was caused by the defection of an Umbral Blade master to the Masked Jesters.
Nine years later the Order would again strike openly, assisting the fledgling Onyx Merchants during the Lunar Eclipse to kill dozens of Lunar Hands leaders; each left with a chip of obsidian placed over their eyes.
   Ten years after the Lunar Eclipse the Order of the Umbral Blade made a series of assassinations and kidnappings on both sides of the Lordsâ,¬,,¢ Alliance and House Ramos conflict; the Order seems to continue to hire out to both sides of this continuing vendetta to this day.
   Only five years ago the Order began backing the anarchist, or more correctly the anti-central authority movement, hoping to weaken the kingâ,¬,,¢s secret police forces. This backing was mainly in the form of coin support, though a handful of the kingâ,¬,,¢s bureaucrats did go missing around that time.
[/spoiler]
[spoiler=Goals:]Goals
Perfection of the art of death and assassination is the end goal of all true members of the Order of the Umbral Blade. To facilitate this, the Order hires out to practically any guild in Kalnath in need of an assassin, though contacting the Order is an arduous process for most legitimate organizations. Several years ago the Order also began to take an interest in Kalnathâ,¬,,¢s politics, manipulating minor nobles and merchants through fear and bribery, however, this remains a lesser objective of the Order.
[/spoiler]
[spoiler=Structure:]Structure
   The majority of the Order of the Umbral Blade is split into two to five man teams, almost all the contracts accepted by the Order can be accomplished with such a team. Occasionally multiple teams are called in for an especially important or difficult task, and of course for any simultaneous assassinations multiple teams are a necessity. Once one has performed enough assigned tasks and reached such skill and expertise in his chosen form of death, he is given a set of trials by the masters of the Order; if he passes he is given the rank of master and brought into the inner circle of the Order. Masters are free from being assigned to tasks accepted by the Order; instead they help recruit and train new members, as well as arranging contracts with other guilds. It is not rare, however, for masters, especially new ones, to accompany teams on especially dangerous or important missions.
[/spoiler]
[spoiler=Enemies:]Enemies
   Being assassins for hire, the Order of the Umbral Blade certainly does not have many friends in Kalnath, neither, however, does it has many enemies, as most prefer not to further provoke attacks from the Order, or to cut themselves off from future contracts with the assassins.
   Two of these few are the Crown Guard and the Silent Sentinels, both devoted defenders of the king and vehemently opposed to those who would even think of assassinating him. The Crown Guard has foiled numerous attempts on members of the royal family, as well as assassination performed within the court, but have little authority to strike back on the Order in the aftermath; therefore the Crown Guard is relatively low on the Orderâ,¬,,¢s list of threats to deal with, since they only stop the already rare contract to end the kingâ,¬,,¢s life.
   The Silent Sentinels, on the other hand, are much more aggressive in â,¬Ëprotectingâ,¬,,¢ the king, actively hunting down Order members whenever possible, even when the assassinations take place in the criminal underworld. For this reason, the Silent Sentinels are among the top priorities of the Order, even forcing the Order so far as to risk entering the political arena to try and weaken the Sentinels.
   Bitter rivals of the Order of the Umbral Blade, the Court of the Silent Fist has feuded with the Order since the Courtâ,¬,,¢s arrival three years ago. Products of this feud range from contract competition to actual sabotage of Order missions.
   Finally, the Masked Jesters have a long running feud with the Order over the defection of a master Shadowdancer. Though this incident happened over thirty years ago, the Order still holds a grudge; not only did they lose a valuable instructor and assassin, he went on to reveal the secrets of the Shadowdancer to the Jesters, most likely telling them other secrets of the Order as well.
[/spoiler]
[spoiler=Allies:]Allies
   Seeking to keep themselves as self reliant and survivable as possible, the masters Order of the Umbral Blade have decided against forming any strong connections with the other guilds of Kalnath, so as to better avoid betrayal. However, as their mercenary nature would suggest, the Order is available for hire for almost all the guilds of Kalnath, though some would sooner be assassinated themselves than hire such a malevolent lot, the House of Landgraves comes to mind in particular.
 [/spoiler]
[spoiler=Classes:]Classes
   Almost all members of the Order of the Umbral Blade have at least one level of rogue, fighter levels are also common additions to this. Magic users of any kind, divine or arcane, are exceedingly rare in the Order, though much appreciated for certain tasks. The Order trains its members in the ways of assassination and stealth, raising it almost to an art form. Therefore, a member of the Order of the Umbral Blade may take levels in the Assassin or Shadowdancer prestige classes.
[/spoiler]
Organization Statistics
Political Influence: 5
Underworld Influence: 5
Locations: Theyâ,¬,,¢ll find you
[/spoiler]
[spoiler=The Port Authority] The Port Authority
Overview
Overwhelmed by and undermanned for dealing with the amount of crime in the Docks District, the Port Authority is set with the task of keeping the peace both on the docks of Kalnath and in the surrounding waters. While the Authority does police both the waters and streets of Kalnathâ,¬,,¢s harbor, it is generally seen as lacking in zealotry and drive to carry out its duties to the fullest. You might be apprehended by the Harbor Watch for attempted, or even completed, murder and led back at pike-point to one of the various floating brigs in Kalnathâ,¬,,¢s port, but would probably just be let out the next morning with the dayshift. The reason of course being that the Port Authority has not been given the authority to inflict any sort of corporal punishment by the King, leaving them to either fill up jail space with half the denizens of the Docks District, or do as they do now and simply let anything but the most heinous criminals walk free, for a fine. Such is the sluggishness of Kalnathâ,¬,,¢s courts that it is simply not worth detaining so many criminals for months before a trial can even be set. Of course, one should still be careful about committing crimes in the Docks District, just as most of the Port Authority are happy to look the other way for a small fine and let you out in the morning, so are a small sect of them quite happy to carry out vigilante justice upon you, breaking limbs, chopping fingers or even simply decapitating you in an alleyway.

[spoiler=History:]History
   Long is the history of the Port Authority, since it functions as the navy of Kalnath; it was of course created at the same time as the city was rebuilt after the Grand Crusade. The Authority was originally founded only to protect Kalnathâ,¬,,¢s seas, hunting pirates, fighting fleet battles and handling port paperwork, like ship registration, docking management and customs. In this time the Kraken Slayer was built, meant to be a new class of supreme warship, the â,¬ËSlayerâ,¬,,¢ was never fully finished and now serves as the Port Authorityâ,¬,,¢s official headquarters, anchored at the outer edge of Kalnathâ,¬,,¢s harbor and fully mounted with ballistae and catapults for port defense.
Roughly four years after Kalnathâ,¬,,¢s rebuilding, the Silk Coast reestablished trade routes with the city and the Docks District as it is known today was conceptualized. Before long new piers, cranes, storehouses, markets and streets were being built out from Kalnath to house the influx of workers and dock business. It is at this point that the Port Authority was tasked to oversee law enforcement in the Docks District, as well as acting as a navy for Kalnath. Behind this move were the Quaedra, at the time the third most powerful noble family in Kalnath, the Quaedra had significant ties to the Port Authority and wanted to be able to exploit them by having the Authority have dominion over the Docks District. This plan has backfired somewhat, however, as the Silk Coast Trade Guild moved hastily to reduce the Authorityâ,¬,,¢s power in the Docks, using the immense political pressure of their newly reestablished trade, and the wealth it had so quickly brought to Kalnath. Within a year the Port Authority had been stripped of its authority to hold sanctioned trials or detain anyone for more than a year before an official trial.
Since this change was made, the Port Authority has remained much the same for the better part of a century. Though it continues to police the Docks District, its inability to truly punish anyone guilty of less than mass murder or a misdemeanor against a noble or merchant guild, makes the Harbor Watch effective only in stopping progressing crime, but not deterring it or investigating larger networks of it. The exception to this has always been in dealing with pirates, whom both the Trade Guilds and the Quaedra find detrimental to themselves. However, even trying to investigate pirate rings whilst avoiding coming near any of the major players of the Docks is nigh impossible, and has led to more and more bribery of the Port Authority by these pirates each year.
Recently Admiral Alexander Delgarn, of the Delgarn line who have always served as the Port Authorityâ,¬,,¢s supreme commanders, has taken almost the entire sea navy of Kalnath out to â,¬Ëhunt piratesâ,¬,,¢, though none are quite sure what his real plans are. Either way, in his absence the Port Authority is left with almost no true warships, only corvettes and smaller meant for patrolling Kalnathâ,¬,,¢s harbor. In addition, the Authority has been left in the duel hands of Vice Admiral Ulric Valdman, commander of the Harbor Watch, and Vice Admiral Allan Orbrust. With this change there has been a sharp upswing in the number of brutal vigilante occurrences throughout the Docks District, commonly attributed to disillusioned Harbor Watchmen. Given the circumstances of this change, many believe either Vice Admiral Valdman or Orbrust to be behind the vigilantes.
[/spoiler]
[spoiler=Goals:]Goals
   Long trodden over by the more politically powerful guilds and houses of the Docks District, the Port Authority wants most of all to be able to do its job. At least, thatâ,¬,,¢s what most members want. However, some officers appear to prefer living in peace, on bribery money, though even these would agree that having more power would ensure yet larger bribes. To acquire this political might the Port Authority have though of a variety of means, including gathering more funds to gain military power and extorting political power from the King himself by threatening to blockade the entire Docks District. Though outwardly they would deny such claims, many higher ranking members of the Authority are quite enamored with the idea, even having already begun such a buildup with funding from the Lordsâ,¬,,¢ Alliance of Kalnath, a longtime friend since the Quaedra influence was gained.
   At the same time, certain members of the Authority are attempting to gain power by rewriting the laws stating the Port Authority cannot hold trials or perform sentencing. This rogue sect seeks to regain authority over the Docks District by making the Port Authority a feared force in the district again with acts of violent punishment and disregard for guild politics.
[/spoiler]
[spoiler=Structure:]Structure
   Organized as to its original purpose, that of a navy, the Port Authority has a relatively simple chain of command; at the top is the Admiral, a member of the Delgarn family since the Authorityâ,¬,,¢s creation. Below the Admiral are three Vice Admirals, Ulric Valdman, Harbor Watch, Vice Admiral Allan Orbrust, Port Management and Vice Admiral Sassik Belg, Armada of Kalnath. As can be ascertained, the Authority is roughly split into three sections; The Harbor Watch which polices the Docks Districtâ,¬,,¢s streets and piers. The Port Management, which handles customs and patrols the waters of the harbor. And finally, the Armada of Kalnath, which is the fleet of warships currently out of port hunting pirates.
Below the Vice Admirals are the Lieutenants, each Lieutenant commands a battalion of men, the senior most Lieutenant on a ship is the captain. Below Lieutenants are Sergeants, who command individual squads of ten marines or sailors. Even in non-ship related areas of the Port Authority this command structure is still used.
[/spoiler]
[spoiler=Enemies:]Enemies
   Given their lack of effectiveness and level of corruption, few care enough about the Port Authority to even bother being their enemy. The one exception is the Court of the Silent Fist, which the Port Authority have been specifically demanded to deal with by the Silent Sentinels, and which refuses to pay the appropriate bribes for doing its business in the Docks.
[/spoiler]
[spoiler=Allies:]Allies
   Despite their weak nature, the Port Authority still has some who consider it their allies. First of these are the Lordsâ,¬,,¢ Alliance of Kalnath, mostly the noble Quaedra Family, who have a vested interest in the Authorityâ,¬,,¢s growth given all the financial and political support theyâ,¬,,¢ve tried to give it.
   Second is the Scourge of the Seas, the brotherhood of pirates and smugglers has long looked to avoid confrontation with the Port Authority, and with quite reasonable annual bribes the Authority overlooks most the Scourgeâ,¬,,¢s illegal cargoes, even those that either the Silk Coast of East Sea Trade Guilds would like to have a word with them about.
[/spoiler]
[spoiler=Classes:]Classes
   Fighters, Rogues and Swashbucklers are the most common classes in the Port Authority. It also employs wizards and clerics from time to time, though many of these are members of other guilds or temples on temporary contract to the Authority.
[/spoiler]
Organization Statistics
Political Influence: 3
Underworld Influence: 2
Locations: The Kraken Slayer
[/spoiler]
[spoiler=The Scourge of the Seas] The Scourge of the Seas
Overview
Ruthless pirates, crafty smugglers and merciless despots of the Sea, all of these vicious types and more can be found within the brotherhood of the Scourge of the Seas. Though not especially organized, the Scourge ensures cooperation rather than competition between otherwise rival bandits of the sea, enabling members of the Scourge to dominate piracy and smuggling along the coast from Sorrow Point in the north to Deâ,¬,,¢Agris Isle in the south. This stretches through Kalnathâ,¬,,¢s Docks District, and makes the Scourge the most deadly element of that already dangerous district. Fortunately the pirates and their ilk usually stick to the waterfront streets and under-dock taverns, but one should always be careful what he says about the Scourge anywhere in the district.
[spoiler=History:]History
Formed by the dreaded Halik the Vanquished, the Scourge of the Seas was founded after he was defeated and exiled from Myrfallon Lake. Halik had been fighting as a privateer of Psfiershca during the Second War of Merchants, then handed over as a prisoner to Tyrammor as part of a deal for peace. Before he could be executed, however, Halik escaped, rallying his surviving crew and fleeing through Tyrameâ,¬,,¢s Run to Ragewater, where he braved the vicious rapids and sailed into the grand canal of Kalnath. Once free of his past Halik set about commandeering a ship of the Port Authority and setting out with a new crew from the underworld taverns of the Docks District.
After a half dozen successful seasons of piracy along the coast north and south of Kalnath, Halik began searching for more. Over the next three seasons he stole two Silk Coast escort corvettes and two of Kalnathâ,¬,,¢s Port Authority caravels, recruiting new crews from Kalnath and Terith, Halik set about rallying more, already operational, pirate vessels to his charter, creating an entire pirate fleet. This fleet would harass Kalnathâ,¬,,¢s shores for almost five years, devastating sea trade to the city and at one point even successfully instituting an official tariff on merchant vessels going through the area, in exchange for not being attacked by members of the fleet. This fleet became known as the Scourge of the Seas, and would leave a lasting mark on the entire coastline.
Five years after the creation of the Freebooterâ,¬,,¢s Charter, a list of loose rules and codes of general conduct to be obeyed, in exchange giving one access to the power and aid of the Scourge of the Seas, the fleet was finally broken. From a combination of Silk Coast privateers and naval ships, as well as the full gathered fleets of Kalnath and Terith, the Scourge of the Seas was defeated, Halik the Vanquished and his ship the Terror of Tyrammor were both annihilated in the battle, and the rest of the fleet was scattered to the winds. Despite the loss of their charismatic leader and naval supremacy, the Scourge of the Seas continued, signing more pirates as well as smugglers to the Freebooterâ,¬,,¢s Charter, but never again would they be so powerful or united. Since then, membership in the Scourge has continued to be practically required to operate as a pirate or smuggler in the waters around Kalnath and Terith, so obsessed are Scourge members with policing their illegal trades. The Scourge has also since infiltrated Kalnathâ,¬,,¢s Dock District enough to provide safe havens and shady warehouses for members throughout both the southern and northern docks, as well as becoming quite close with the Port Authorities of the city, preventing these hideouts from ever being properly investigated.
[/spoiler]
[spoiler=Goals:]Goals
   Already the Scourge of the Seas dominates the illegal sea trade about Kalnath, though they still do look to expand to at least ally with similar brotherhoods in the Silk Coast, and more recently the lands across the East Sea, but as of yet they have met with no success. Within the cityâ,¬,,¢s walls, however, the Scourge still has much work to do, getting out from under House Quaedraâ,¬,,¢s thumb is certainly a good example of this.
And though the Scourge already has a connection with the Port Authority to overlook havens and minor offenses, the Scourge is still required to pay a hefty tribute of bribes to the Authority each year. Being powerful enough to demand such services from the Port Authority would be much more convenient.
Finally, the Scourge is dwarfed by the Trade Guilds from the Silk Coast and East Sea, a situation it would most certainly correct if it could. Though, given both organizationsâ,¬,,¢ deep pockets and political connections higher up in Kalnath, this seems a quite far off goal.
[/spoiler]
[spoiler=Structure:]Structure
   Beyond the chain of command found aboard a ship or within the strata of a tavernâ,¬,,¢s patrons, the Scourge of the Seas has almost no hierarchy or overarching structure to speak of. Each ship captain is required to sign the Freebooterâ,¬,,¢s Charter, and to obey the rules laid down within said document, to be a member of the Scourge. Beyond this, almost all captains, whether they are smugglers or pirates, are treated equally within the brotherhood. The one exception is Karak Skullflayer, a mighty captain who recently retired to Kalnath and is considered the â,¬Ëmasterâ,¬,,¢ of the Scourge, having earned the respect and fear of all other members through his daring exploits and underworld connections in the city.
[/spoiler]
[spoiler=Enemies:]Enemies
   Only really possessing enemies in the Docks District, the Scourge of the Seas has bargained away most of these in exchange for neutrality or bribery, leaving only the East Sea Trade Guild as being truly hostile towards them, a sentiment entirely shared by the pirates of the Scourge.
[/spoiler]
[spoiler=Allies:]Allies
   Almost unheard of by the populace of Kalnath outside the Docks District, the Scourge of the Seas has little contact with anything beyond the main canal other than to sell smuggled or stolen goods through any one of the cityâ,¬,,¢s thievesâ,¬,,¢ guilds, most commonly the Onyx Merchants.
   Within the Docks District, on the other hand, the Scourge is known well and connected as deep as any other.
   First come the Quaedra Family, a mighty presence in the docks indeed, the Quaedra keep the Scourge under their thumb with favors and threats, both of which are the result of owning a large fishing fleet, including quite fast â,¬Ëwhaling shipsâ,¬,,¢ able to catch most booty laden pirate vessels. Though the Scourge actively seeks a way out of this arrangement, for the time being they are forced to put up with serving as a nobleâ,¬,,¢s pawns.
   Second is the Port Authority, though outwardly an upright organization, the Authorityâ,¬,,¢s higher levels are quite hopelessly corrupt and extremely willing to accept bribes to overlook minor to medium offenses. So willing are the Port Authority to accept said coin, in fact, that these bribes have actually changed to a yearly tribute, plus extra payment on a case by case basis.
   Lastly is the Silk Coast Trade Guild, who pay large sums in trade goods and favors for Scourge agents to not only not attack Silk Coast merchant vessels but to actually focus on East Sea ships instead, hoping to further cripple their rivals this way. However, much like the Emberfury Cutthroats and the Raven Guild on the Silver Road, the Scourge of the Seasâ,¬,,¢ sheer size and unstructured nature makes guaranteed protection from all pirate members impossible, but it has significantly reduced the amount of losses to pirates the Silk Coast was suffering before the deal.
   [/spoiler]
[spoiler=Classes:]Classes
   Most members of the Scourge of the Seas are Swashbucklers; rogues and fighters are also common, bards sometimes found, and many ships seek to employ wizards, sorcerers or clerics of the Cult of Thieves or Shorshra for both pirating and smuggling. In addition, the Scourge of the Seas offer training in the ruthless ravager style of fighting favored by some of more bloodthirsty members, and of course the path of the dread pirate can only be attained by a time serving under one who has already achieved such perfection of piracy. Thus, a member of the Scourge of the Seas may take levels in the Ravager and Dread Pirate prestige classes.

Organization Statistics
Political Influence: 1
Underworld Influence: 2
Locations: Krakenâ,¬,,¢s Cutlass Tavern
[/spoiler]
[spoiler=The Silent Sentinels] The Silent Sentinels
Overview
   Known of by most only through hushed whispers in darkened corners, the Silent Sentinels are the secret police of Kalnath, serving the king just a bit too zealously for everyone elseâ,¬,,¢s good. While the common man of Kalnath may not know more than to stay away from the Sentinels, nearly half the prominent guilds of the city know all too well the exact methods used by the Sentinels. Whether one thrives in the political courts or the ruthless underworld, he knows to tread carefully where the Silent Sentinels watch, which is of course, everywhere.

[spoiler=History:]History
   Created shortly after Kalnath was conquered, the Silent Sentinels were originally a counterintelligence organization formed to combat the spies and informants of the Western Alliance stationed in the city. After the Great Rebellion the Sentinels transformed into the left hand of the king, acting in the shadows to protect the kingâ,¬,,¢s power and growing increasingly paranoid.
   The only other confirmed knowledge involving the Silent Sentinels involves a recent treachery of the golem crafting Alchemist of Green Burrow. Supposedly adhering to an exclusivity contract with Kalnath, the Alchemists had secretly sold golems to Terith, Belgar and Tyrammor, most likely among others. This treachery was revealed during the Third Rebellion of Belgar, when Kalnath backed forces of Baron Majid encountered the illegal golems in battle. With this, the Sentinels, who had apparently known of the trade but thought they had stopped it already, immediately siphoned funds from other government divisions and supposedly redoubled their investigations on the Alchemists, although some believe they fabricated the entire story and used it to increase their already, luxurious, budget.
   More than this cannot be told with any certainty or safety for writer or reader. For, if it was in fact false, then it would be of no use for anyone to have such information, and if it was found true, then any who read it would certainly be thoroughly interrogated, and the writer surely doomed.
[/spoiler]
[spoiler=Goals:]Goals
   Elimination of all threats, in all forms, to the king and his authority is and remains to be the primary goal of the Silent Sentinels. They often execute such protective measures with extreme prejudice, from brutal interrogations to making entire households disappear, depending on the severity of the threat.
Despite this high devotion to serving the king, many high ranking members are beginning to covet the kingâ,¬,,¢s power for themselves, and many rumors fly that the Sentinels have already set into motion plans to turn the king into a puppet-ruler.
[/spoiler]
[spoiler=Structure:]Structure
   Divided by district, and by neighborhood within district, the Silent Sentinels operate in teams of generally ten to twenty agents, with more stationed at various command posts to be dispatched as reinforcements when necessary. Despite their common goal of weeding out threats to the kingâ,¬,,¢s powerbase, the separate teams of the Sentinels are prone to feuds and rivalries, all too often detracting from mission results if a subject is near a teamâ,¬,,¢s border, and commonly disrupting months of setup if the target moves across multiple teamsâ,¬,,¢ territories. Still, the Sentinel teams generally get their man, or get his family, friends, associates and acquaintances until he turns himself in.
   In order to become a Silent Sentinel a recruit must first pass all of the required background checks, screening out any with past criminal or otherwise unwanted activities, or incompatible ideologies, mainly by interrogating â,¬Ëwitnessesâ,¬,,¢ and asking questions within a zone of truth. Once this is complete, the recruit is sent to the Sentinel academy, hidden deep underneath somewhere, where he is trained in all the various tasks a Sentinel agent must perform. Once this step is finished, the new agent is assigned to a team and given field training, after several operations, generally two months; he is made an official Silent Sentinel.
[/spoiler]
[spoiler=Enemies:]Enemies
   Given the Silent Sentinelsâ,¬,,¢ near-fanatic zeal for their shadowy and oftentimes cold blooded work, which borders on sadism, it is not surprising that they would have collected a few enemies in their time so loyally serving their king. However, the true number of those they act against, and who against them, is truly staggering, even in such an intrigue filled city such as Kalnath.
   Moving alphabetically, as there are far too many to properly prioritize which ones are most dangerous or most angry with the Sentinels, especially since it differs so much from team to team, are the Alchemists of Green Burrow, mighty golem crafter and potion brewers, and traitors to Kalnath in the Sentinelsâ,¬,,¢ eyes. The Alchemists have long tried to smuggle out their golems, and sometimes potions, through various means to other lands, and the Sentinels have long attempted to stem this tide of illicit trade. However, only after the recent incident in Belgar, have the Sentinels become truly aggressive in their investigations of the Alchemists, keeping the Burrow under constant surveillance and even losing an agent or two trying to infiltrate it.
   Next down the list comes the Crimson Brotherhood, commonly considered the greatest physical threat to King Alruic, as well as the other nobles of his Court, though the Sentinels certainly wouldnâ,¬,,¢t mind a few less of them. As of yet, however, Sentinels have had relatively little success operating against the Brotherhood. Oh, theyâ,¬,,¢ve murdered a henchman here, captured a minor lieutenant there, but nothing major enough to call a real victory.
   Officially on the same side, the Crown Guard do not get along well with the Sentinels, both having far different approaches to court security and how to screen guests. To circumvent this, the Sentinels have begun secretly screening guests before they enter the palace grounds, outside the jurisdiction of the Crown Guard operating in the court.
   The Dragonâ,¬,,¢s Wrath is a small but flashy part of Kalnathâ,¬,,¢s underworld, and officially a cult of traitors by the cityâ,¬,,¢s laws. Though the Silent Sentinels perform very few specific investigations on the Wrath, many of the trails that they follow from various underworld incidents lead them through the Dragonâ,¬,,¢s Wrath, but the Wrath is generally left alone once the â,¬Ëbigger fishâ,¬,,¢ are found. Of course, this does not mean the Wrath is entirely unharmed by such â,¬Ëminor investigationsâ,¬,,¢ by the Sentinels, but rather any harm that is done is done quickly and only once or twice.
   Skipping through several well behaved letters, next on their list of suspect guilds are the Keepers of the Golden Vault. The Sentinels have been suspicious of the Shadowforge Clan ever since it set foot in Kalnath, and this has only gotten worse since the dwarves created their labyrinth of tunnels and vaults beneath the city, and began acting as a bank to boot. The Sentinels are continually confounded by the dwarven guards and the uncharted maze that they patrol, making it impossible to effectively enforce customs on the undoubtedly hundreds of smuggled items that pass through the vaults each month.
   Arguably the most politically powerful of the Sentinelsâ,¬,,¢ enemies, the Lordsâ,¬,,¢ Alliance of Kalnathâ,¬,,¢s words carry immense weight in the Kingâ,¬,,¢s Court, and even the Crown Guard agree with the Sentinels that it would be much better if they were deprived of some of this power. The Lordsâ,¬,,¢ Alliance may also be one of the toughest foes the Sentinels face, too powerful to strike at head on; and yet too large and multifaceted to effectively weaken by assassination or blackmail. So, the Sentinels have opted for a third strategy, rather than aggressively pursuing either of the first two, it attempts to counter their influence with its own words into the kingâ,¬,,¢s ear, while biding its time in looking for an opening to try either of the two aforementioned methods.
   Supreme information merchants, blackmailers and rumormongers, the Masked Jesters are a continuing thorn, or sword rather, in the side of the Silent Sentinelsâ,¬,,¢ attempts to control the Kingâ,¬,,¢s Court. It seems as if the Jesters sometimes use their influence just to unravel the Sentinelsâ,¬,,¢ plans, even when those seem to fall in line with the goals of the Jesters.
   Masterful manipulators of the cityâ,¬,,¢s markets, the Merchants of Kalnath wield influence of similar levels to that of the Lordsâ,¬,,¢ Alliance, though it stems from a different source. However, since the Merchants are effectively a single entity, the Sentinels find it much easier to use blackmail and kidnapping to effect the shifts in attitude that they seek, though the Merchants are hardly an easy guild to bully.
   Greatest of the criminal guilds, the Onyx Merchants are the Sentinelsâ,¬,,¢ greatest foe in the underworld, though their greatly scattered power means the Sentinels are often able to play one side against another within the same district.
   Assassins of the most deadly kind, the Order of the Umbral Blade is quite actively hunted by the Silent Sentinels, who know there can only be so many out there, and wish to kill them all before they are contracted for their next strike against a royal family member. The Sentinels even go so far as to investigate underworld murders to find a lead to the Order.
   Home to the most powerful wizards in the city and with seven of the nine seats of the Council of Arch Magi, the Spire of the High Arcane is also in close relations with the Lordsâ,¬,,¢ Alliance, making it an even higher priority to the Sentinels. Unfortunately, the Spireâ,¬,,¢s magical prowess makes it quite difficult to do any reconnaissance on, though the stubborn Sentinels try often.
    Finally, while the Silent Sentinels find the House of Landgraves reasonably harmless in the Kingâ,¬,,¢s Court, the Landgrave Felsenbroge Family is considered a bit too mighty by itself, with great influence over the kingâ,¬,,¢s attitude towards Hagenburg, and an illegal fur trade from the same place. However, as the Sentinels are not attempting to change the situation of Kalnath and Hagenburg, they mostly leave the Felsenbroge alone, until they get too bold, then a quick knife in a servants back or a lightly poisoned wine is required to remind them of the real powers in the city.   
[/spoiler]
[spoiler=Allies:]Allies
   Only the Tower of the Arcane Eye is a long and trusted ally of the Silent Sentinels, giving magical support to their investigations in exchange for favors, many pertaining to reducing the Spire of the High Arcaneâ,¬,,¢s power, which of course suits the Sentinelsâ,¬,,¢ needs perfectly. Other than the Tower, the Sentinels can count upon no one.
[/spoiler]
[spoiler=Classes:]Classes
   All members of the Silent Sentinels have at least one rogue level, from their time in the Sentinel academy. Some also take levels in fighter, bard, wizard, ranger or even cleric, though paladins are practically nonexistent due to the Sentinelsâ,¬,,¢ inverse code of ethics. In addition, the Silent Sentinels have developed a uniquely effective style of espionage and infiltration, producing the Sentinel Enforcer and the Sentinel Infiltrator. As such, only a member of the Silent Sentinels may take levels in the Sentinel Enforcer* or Sentinel Infiltrator** prestige classes.
*; this is actually the Nightsong Enforcer prestige class
**; this is actually the Nightsong Infiltrator prestige class
[/spoiler]
Organization Statistics
Political Influence: 8
Underworld Influence: 6
Locations: The Red Barrel Brewery
[/spoiler]
[spoiler=The Silk Coast Trade Guild] The Silk Coast Trade Guild
Overview
Second most powerful of the merchant guilds of Kalnath, the Silk Coast Trade Guild dominates the cityâ,¬,,¢s silk and spice markets. Their complete monopoly having only been recently broken by the arrival of the East Sea Trade Guild, nonetheless the markets remain firmly in Silk Coast hands. Along with controlling silk and spice markets the Silk Coast Trade Guild practically controls the Docks District south of the canal, which is the majority of it by almost two-to-one. Anyone walking these streets without Silk Coast connections will probably find his coins quickly missing, if he is from the East Sea he may find his head missing as well.

 [spoiler=History:]History
The trade routes from Kalnath to the Silk Coast were well established even before the Grand Crusade. After Kalnath was conquered and rebuilt, silk and spice laden ships quickly returned, eager to continue business with the new owners. Given their presence in the founding years of Kalnath it should come as no surprise that the Silk Coast has a significant presence in the city, especially the Docks District which they practically built themselves.
   Over all these years Silk Coast influence has only continued to grow. They always controlled the silk and spice to Kalnath, but have since expanded to exotic jewelry, meats, reptilian hides, even living creatures as imports to the city. And through all these years the Silk Coast has remained relatively stable, unlike the shifting lands around Kalnath. This may be their greatest asset, while the Merchants of Kalnath and of the Silver Road must deal with ever changing allegiances of Tyrameâ,¬,,¢s Run and the Silver Road, the Silk Coast remains a stable platform for trade.
   The most recent change in the Silk Coast Trade Guild is the actions of Baron Majid as a leader of Belgar. Looking for a permanent non-trade foothold in Kalnathâ,¬,,¢s sphere of influence, Baron Majid, a brilliant but recently defeated commander in the Silk Coast, was ransomed by the Trade Guild and shipped to Kalnath along with retinue of soldiers. Though he successfully trained and lead Kobenhiem and Morrowdaleâ,¬,,¢s forces during the Third Rebellion of Belgar, the outcome was less than satisfactory. Now the Baron is mired in a three-way war with the other factions of Belgar and continually drains Trade Guild resources. This has forced the Silk Coast Trade Guild to expand Kalnath based investors, including the Noble Cardhi Family, which to say the least is not what they had hoped for in carving out a kingdom near Kalnath. Nonetheless mercenaries continue to be secretly smuggled into and through Kalnath to aid the Baron in Belgar.
[/spoiler]
[spoiler=Goals:]Goals
Total monopoly of silk and spice is the primary objective of the Silk Coast Trade Guild, attempted by various means including: hiring pirates, sabotaging market values and legal changes. All of these of course brought to bear against the East Sea Trade Guild, whose fleets are still small but pose a significant threat to Silk Coast domination of trade goods.
Of course, longer term goals include the complete control of Kalnathâ,¬,,¢s markets, but silk and spice is as good a place as any to start.
[/spoiler]
[spoiler=Structure:]Structure
The chain of command in the Silk Coast Trade Guild is organized by city, since they have trade embassies in all the Silk Coast cities, then by type of work. At the top sits the Trade Sultan of the city, currently Sultan Kamnahad, below him are the maliks or masters of each supporting operation of a merchant guild: a Dock Malik, a Head Diplomat, two Market Maliks, a Stowage Malik and finally a Silk Coast Emissary who deals with personnel transfer from Kalnath to the Silk Coast or vice versa. Below these maliks are overseers and administrators depending on job type.
[/spoiler]
[spoiler=Enemies:]Enemies
Most prominent threat and highest priority for elimination is of course the East Sea Trade Guild, a threat to silk and spice and the otherwise least powerful of the merchant guilds.
   Beyond this the Silk Coast Trade Guild is of course a rival to both the Merchants of Kalnath and of the Silver Road, though they mostly ignore the Merchants of the Silver Road since they trade in practically the opposite commodities.
   Of course, being a merchant guild puts the Silk Coast Trade Guild at odds with the Lordsâ,¬,,¢ Alliance of Kalnath, though the Noble Family Cardhi actually loan and invest significant sums of money in Baron Majid through the Silk Coast Trade Guild. Opposite of this is the Quaedra Family, whose spies keep Silk Coast ships under heavy surveillance for any illegal activities to use as leverage, a particular threat to the smuggling of soldiers from the Silk Coast to Belgar.
   Finally, the Onyx Merchants have proven themselves a thorn in the side of the Silk Coast Traders from both their influence in the market and burglary operations against Silk Coast warehouses.
[/spoiler]
[spoiler=Allies:]Allies
The Keepers of the Golden Vault remain trusted allies in Silk Coast smuggling operations, renting out large amounts of well guarded storage space beneath Kalnath.
   Even less legal allies are the Scourge of the Seas, the predominant alliance of pirates in Kalnathâ,¬,,¢s waters, who are well paid to attack only East Sea and Qualendus ships, sometimes even delivering East Sea cargoes directly to the Silk Coast Trade Guild.
   Lastly the Tower of the Arcane Eye provides its services especially to the merchant guilds, including the Silk Coast Trade Guild, in exchange for their attacks against the Lordsâ,¬,,¢ Alliance. Though the Trade Guild rarely uses the Tower since it prefers its own mages from the Silk Coast and it pursues few direct attacks on the Lordsâ,¬,,¢ Alliance, more concerned with eliminating its trade rivals.
[/spoiler]
[spoiler=Classes:]Classes
   Classes vary from job to job, fighters, rogues, wizards, clerics, swashbucklers and even sorcerers can all easily be found in the Trade Guild. In addition, a particularly unique fighting style; the Dervish has not spread to foreign trainers in the Hall of Steel yet and will only be taught to those allied with the Trade Guild. As such you must belong to the Silk Coast Trade Guild to take levels of the Dervish prestige class.
[/spoiler]
Organization Statistics
Political Influence: 9
Underworld Influence: 5
Locations: The Silk Trade Pavilion
[/spoiler]
[spoiler=The Silver Road Merchant Guild] The Silver Road Merchant Guild
Overview
   Controlling the entirety of the Silver Road, and therefore the supply of dwarven crafted goods to Kalnath, the Silver Road Merchant Guild is a powerful force in the city. Though still less influential than the Merchants of Kalnath and Silk Coast Trade Guild, the Silver Road Merchants are on the rise with the opening of Tyrameâ,¬,,¢s Run and a series of fortunate attacks on rival warehouses by the Onyx Merchants.

[spoiler=History:]History
   Originally based in Tyrammor to the west, the Silver Road Merchant Guild was formed to create the Silver Road, at that time linking the cities of Myrfallon Lake to Rosken, Gremlar and Idril. This dominance changed with the Grand Crusade, shaking the local politics and allowing the newly formed Merchants of Kalnath to gain a foothold in the economies along the Silver Road. In the aftermath of the Grand Crusade and the following rebellion, the Merchants of Kalnath continued to rival the Silver Road Merchant Guild for control of trade routes, as well as having much greater control of Kalnath which was quickly becoming the greatest trading city in the world.
   Only recently has this situation changed, with the practical blocking of trade through Rosken and Gremlar, followed by similarly raised tariffs by Belgar through Tyrameâ,¬,,¢s Run. Unlike the Merchants of Kalnath, the Silver Road Merchants were in dire straits with such events, since they didnâ,¬,,¢t possess much power in Kalnath or Tyrammor without their precious Silver Road. Acting quickly, the Silver Road Merchant Guild funded the formation of the Knights of Falbanon, essentially a mercenary army partially funded by the Temple of Falbanon for use in reopening free trade throughout the region. Within just three years the Knights of Falbanon had razed Gremlar, occupied Rosken and liberated Idril, reopening the Silver Road for trade.
   Since this time the successful third rebellion of Belgar has reopened Tyrameâ,¬,,¢s Run as well, further increasing the Silver Road Merchant Guildâ,¬,,¢s power and profits. In addition the emergence of the Emberfury Cutthroats as controlling almost all the marauding bandits of Kalnathâ,¬,,¢s countryside, and their links to the Onyx Merchants, has finally provided the Silver Road Merchant Guild with the opportunity to ensure safe passage of caravans from Skalenbar to Kalnath, through bribes to the Onyx Merchants.
[/spoiler]
[spoiler=Goals:]Goals
   Much the same as any other trade guild of Kalnath, the Silver Road Merchant Guild seeks to control the cityâ,¬,,¢s markets, replacing the Merchants of Kalnath, while maintaining their monopoly on the Silver Road and Tyrameâ,¬,,¢s Run. Theyâ,¬,,¢re already a step ahead of many other merchant guilds since they possess the monopoly on goods from the Western Baronies, including gnomish and dwarven exports to Kalnath. Only cracking the Merchants of Kalnath market and political entrenchments remain to rise above the sea based merchant guilds of Kalnath and take the throne of trade in the city.
Beyond this they would of course need to find some way to eliminate or rival the silk and spice markets supplied by the Silk Coast and East Sea guilds, but such is of little matter whilst they still havenâ,¬,,¢t overcome the Merchants of Kalnath.
[/spoiler]
[spoiler=Structure:]Structure
   Unlike the counsels of other trade guilds, the Silver Road Merchant Guild is run by a single man, Trade Baron Dalfron Silvaryk, who has absolute control over the guild. Below the Trade Baron are regional managers, and under them are task officers, assigned to oversee particular jobs, logistics, warehousing, trade, et cetera. Of course below these are even more minor foremen and administrators with the actual workers at the bottom.   
[/spoiler]
[spoiler=Enemies:]Enemies
   Rather surprisingly, despite its rising power the Silver Road Merchant Guild has attracted few enemies; perhaps this is even the reason for its rising power.
    Easily greatest among these few are the Merchants of Kalnath who have been bitter rivals since the Grand Crusade and the conflict shows no signs of stopping. The Silver Road Merchant Guild having been rumored to even have gone so far as create a multiyear contract with the Onyx Merchants for raiding Merchants of Kalnath warehouses.
   Less determined but nearly as powerful are the Lordsâ,¬,,¢ Alliance of Kalnath, who oppose the general undermining of their power by all merchants, including the Silver Road Merchant Guild.
   Last but far from so lowly as to ever be considered least, the Silk Coast Trade Guild sees a rising rival in the Silver Road Merchant Guild, but has acted little against them given the disparity in their market items.
   [/spoiler]
[spoiler=Allies:]Allies
   Though not greatly involved in Kalnathâ,¬,,¢s politics, the Knights of Falbanon bear mention if only for their almost complete loyalty to Silver Road Merchant Guild goals and plans. Indeed the Knights of Falbanon have a small force of Knights stationed with the Silver Road Merchant Guild in Kalnath, acting as guards and muscle for the Merchants.
   More important to denizens of Kalnath are the relations between the Silver Road Merchant Guild and the Onyx Merchants; though theyâ,¬,,¢ve long had ties, recently there seems to be a rise in the amount of crimes directly benefiting the Silver Road Merchants, mostly against the Merchants of Kalnath.
   The Union of Free Masons would seem to be an opposing guild given their mining operations and the Silver Roadâ,¬,,¢s main trade item. However, Silver Road Merchant Guild benefits greatly from Union strikes, increasing the value of its metal; rumors say they have even bribed Union officers to arrange these strikes for a timely selling of metallurgical goods at Kalnathâ,¬,,¢s market. Whether these are true or not, the Silver Road Merchant guild has been seen meeting with Union officials with increasing frequency, many times just prior to a strike.
   The East Sea Trade Guild has also recently approached the Silver Road Merchant Guild about aiding them against the Silk Coast Trade Guild, in exchange for helping the Silver Road Merchants against the Merchants of Kalnath.
   Finally, the Tower of the Arcane Eye, seeking help by proxy against the Lordsâ,¬,,¢ Alliance and therefore the Spire of the High Arcane, has extended its offer of aid to the Silver Road Merchant Guild, and was used extensively during the campaigns by the Knights of Falbanon.   
[/spoiler]
[spoiler=Classes:]Classes
 Rogues, fighters, wizards and clerics can all be found within the organization of the Silver Road Merchant Guild, depending on what area you look at. In addition, the Knights of Falbanon working for Silver Road Merchants in Kalnath gives the opportunity to join the Knights and participate in their operations within the city, giving access to some of their unique training and fighting styles. A member of the Silver Road Merchant Guild can take levels in the Knight of Falbanon* prestige class.
*; this is actually the Knight Protector prestige class.
[/spoiler]
Organization Statistics
Political Influence: 8
Underworld Influence: 6
Locations: The Silver Road Bizarre
[/spoiler]
[spoiler=The Spire of the High Arcane] The Spire of the High Arcane
Overview
Service, Power and Majesty are said to be the three tenets upon which the Spire of the High Arcane was built. However, most would agree they are more accurately arranged as Power to maintain Majesty and demand Servitude. Indeed, the Spire certainly does dominate Kalnathâ,¬,,¢s magical resources, having long narrowed its competition down to just the Tower of the Arcane Eye. This dominance makes their fees high and their policies demanding, but certainly one cannot find more competent or powerful wizards in the city.
[spoiler=History:]History
Dominance of Kalnathâ,¬,,¢s magic did not always belong to the Spire of the High Arcane. Shortly after the cityâ,¬,,¢s founding many wizardsâ,¬,,¢ guilds sent emissaries to extend their power in Kalnath. However, through cunning tactics and cautious use of reckless abandon the Spire of the High Arcane rose to the top. Absorbing or exiling the majority of the other wizardsâ,¬,,¢ guilds of Kalnath, the power struggle eventually came down to the two greatest guilds; the Spire and the Tower. At first the Tower of the Arcane Eye had the upper hand, having established itself as the kingâ,¬,,¢s advisors early in Kalnathâ,¬,,¢s history. However, this would change when Spire wizards manipulated Tower seersâ,¬,,¢ visions during the founding years of the Knights of Falbanon. When the question of whether or not to support the Knights came to the king he requested a vision from the Tower of the Arcane Eye as to whether these proposed conquests would succeed or not. Overpowered by the Spireâ,¬,,¢s own diviners, the Towerâ,¬,,¢s seer said they would fail to even begin the siege of Gremlar. This proved false, as the Knights demolished the town with ease, and the near disaster was corrected under Spire advice to rethink not supporting the Knights. This prompted the Crown Guard to force the creation of the Counsel of Arch Magi, with representatives of all the major wizard guilds to ensure sound advice.
   This success was compounded by the Spire of the High Arcane winning the majority of the annual wizard duels that year. Both of these things resulted in six of the nine members of the Council of Arch Magi being from the Spire of the High Arcane, with only three from the Tower of the Arcane Eye.
   Since then the Spire of the High Arcane has continued to gain ground on the Tower of the Arcane Eye, eventually displacing one of the Arch Magi to make seven of the Spire and only two of the Tower.
[/spoiler]
[spoiler=Goals:]Goals
Complete domination of Kalnathâ,¬,,¢s magic is a lofty goal, but one that is certainly attainable by the Spire of the High Arcane, given the obstacles it has overcome in the past. The Spireâ,¬,,¢s most recent tactic is proxy war, using the Lordsâ,¬,,¢ Alliance of Kalnath, a long time ally of the Spireâ,¬,,¢s, to bring down the newfound merchant allies of the Tower of the Arcane Eye. Of course, it still continues its old methods; magical interference, political jousting and expert recruiting techniques.
[/spoiler]
[spoiler=Structure:]Structure
Broken into three main tiers, the Spire of the High Arcane holds to a rigid structure of levels to maintain order and chain of command so it can wield its considerable organization with skill. First a prospective student would be tested for ability; then taught basics of magic in a small class of half a dozen or so. After this he would be assigned as an apprentice where he may only study and practice with his master while performing other tasks, or may be brought along as his masterâ,¬,,¢s servant, varying from case to case. After he has graduated from apprentice he is considered an adept, at which point he operates alone for the guild and gains access to higher teaching available to him. Finally, as an adept he must train an apprentice, after doing so he can become a master, with full access to the Spireâ,¬,,¢s resources to use as he sees fit.
[/spoiler]
[spoiler=Enemies:]Enemies
There are surprisingly few enemies of such a powerful organization as the Spire of the High Arcane, this is perhaps because they mainly only attempt to gain power in magical circles of influence, and because most of their enemies have already fallen to them.
   The greatest enemy of the Spire is of course the Tower of the Arcane Eye, strongest and most hated rival of the Spire in its long history in Kalnath. The war against the Tower of the Arcane Eye consumes most of the Spireâ,¬,,¢s resources and much of its leadersâ,¬,,¢ thoughts.
   More an insult than a rival or enemy, the Dragonâ,¬,,¢s Wrath is a disgrace to the world of magic in the Spireâ,¬,,¢s eyes, inferior, unsophisticated, ignorant hedge wizards and dragon worshippers. However, the Dragonâ,¬,,¢s Wrath proves frustratingly difficult to root-out of Kalnathâ,¬,,¢s underworld, as well as taking away a few somewhat lucrative contracts from the Spire.
   Though not strictly an arcane guild, the Embassy of Qualendusâ,¬,,¢ libraries of magical knowledge brought from their homeland is a tempting target of Spire efforts. So far the Spireâ,¬,,¢s attempts at barter and flattery have gone unrewarded, so theyâ,¬,,¢ve begun resorting to more illegal means.
   Finally, since the Spire of the High Arcane can wield considerable influence in the Kingâ,¬,,¢s Court the Silent Sentinels are of course keeping a close and none to friendly eye on them. However, the Spireâ,¬,,¢s magical prowess keeps most Sentinel agents at bay, except when they have assistance from the Tower of the Arcane Eye.
   [/spoiler]
[spoiler=Allies:]Allies
Pursuit of supreme arcane power is as lonely a goal as it is lofty, and it would appear a guild devoted to such is in a similar position. Only the Lordsâ,¬,,¢ Alliance of Kalnath has a strong alliance with the Spire, though many other organizations look to the Spire of the High Arcane for magical services.
[/spoiler]
[spoiler=Classes:]Classes
Almost all members of the Spire of the High Arcane have a level of wizard, except for the few skilled warriors looking to serve as Arcane Protectors, a fighting style only taught at the Spire. Most wizards aspire to Arch Mage, though few ever achieve it, most members train in the ways of the Mage of the Spire, regardless of whether or not they achieve the status of Arch Mage. Therefore a member of the Spire of the High Arcane may take levels in the Arcane Protector*, Mage of the Spire**, or Arch Mage prestige classes.
*; this is actually the Thayan Knight prestige class
**; this is actually the Mage of the Arcane Order prestige class
[/spoiler]
Organization Statistics
Political Influence: 9
Underworld Influence: 3
Locations: The Spire of the High Arcane
[/spoiler]
[spoiler=The Tower of the Arcane Eye] The Tower of the Arcane Eye
Overview
Once the dominant mage guild of Kalnath, the Tower of the Arcane Eye has since lost much of its power, but still remains a force in the cityâ,¬,,¢s politics. Though the Tower attempted to retain a neutral stance in Kalnathâ,¬,,¢s courts during its height, it now takes a much more active role to try to regain such height, seeking out many potential allies to turn the tables on the Spire of the High Arcane once again. Regardless of their loss of political power, the Tower of the Arcane Eye remains a host for much sought after magical services in the city, especially among the middle class, who find the Spireâ,¬,,¢s charges too high.

[spoiler=History:]History
   Originally hailing from Tyrammor, the Tower of the Arcane Eye provided divinations for use in the Grand Crusade, ensuring victory over the eastern kingdoms. After the conquest was finished, the Tower sent a sizable team of wizards to set up a guild hall in Kalnath. Meanwhile, the Tower continued advising the newly crowned king of Kalnath, whom they had advised during the Grand Crusade while he was a general.
   With the influence of being the kingâ,¬,,¢s personal advisors, the Tower quickly set about driving off its rivals in Kalnath; one by one the other mage guilds either fled or joined the Tower. Over time it came down to two, the Tower of the Arcane Eye and the Spire of the High Arcane. Though try as it might, the Tower had never been able to destroy the Spire, but it was confident time would prove its ally, as they had firm control over Kalnathâ,¬,,¢s court. However, the Spire began to gradually gain power as it allied with the Lordsâ,¬,,¢ Alliance, and slowly they came to truly rival the Tower once again. From this rise in power, the Spire was able to influence the Crown Guard to demand the creation of the Council of Arch Magi; this would be a group composed of the nine greatest mages in Kalnath who would be the magical advisors to the king, in affairs both mystical and mundane.
The true shift in power, however, came earlier that year; the Tower of the Arcane Eye, still the primary advisors to the king, sought through divination whether the Knights of Falbanon would succeed in retaking the Silver Road. This task was set to them by the king, so as to answer whether he should back the Knights or not. Though this appeared a simple event to divine, for it would surely be easily spotted in the pathways of the future, the Tower was misled by subtle spells from the Spire. Thus the Towerâ,¬,,¢s divining was corrupted and misguided by the Spireâ,¬,,¢s wizards, and the answer therefore was false. So the king, under the advice of the Tower, did not back the Knights of Falbanon, and lost great amounts of potential influence and gold when the Knights did indeed conquer the whole of the Silver Road.
The Towerâ,¬,,¢s influence with the king was greatly diminished from this event, and there was much talk of giving the majority seats of the council of Arch Magi to the Spire. This came to fruition when the Spire won great glory at the annual wizard duels, and the Tower was diminished to only three seats on the newly founded council of Arch Magi.
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[spoiler=Goals:]Goals
    Their sole goal remains to crush the Spire of the High Arcane. Since their recent and devastating loss of status and influence, the Tower has desperately attempted to regain its advantage; even going so far as to offer alliances to every trade guild of Kalnath in exchange for help against the Lordsâ,¬,,¢ Alliance, the Spireâ,¬,,¢s main ally in the city. In addition, the Tower continues to heavily aid the Silent Sentinels, gaining many favors from the powerful organization in exchange.
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[spoiler=Structure:]Structure
   Much more loosely structured than the Spire, the Tower of the Arcane Eye actually skips the classroom stage of most mage guilds, assigning new members as apprentices immediately. This commonly has the effect of making most wizards quite eccentric, as well as forming distinct â,¬Ëbloodlinesâ,¬,,¢ of those who were apprenticed to certain masters; Absorbing that masterâ,¬,,¢s quirks and methods and teaching them to their own apprentices. The only real hierarchy of the guild, other than that of apprentice to master, comes in with the Arch Magi, those masters who have ascended to greatness and perform at the annual wizard duels, contending for seats on the Council of Arch Magi. Overall, however, the Tower has only a simple three-part chain of command, though there is an unofficial ranking within these that most members of the Tower instinctively follow.
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[spoiler=Enemies:]Enemies
   Due to its neutral stance in the past, the Tower of the Arcane Eye has but one true enemy, a claim very few in Kalnath can make. This foe is of course their nemesis, the Spire of the High Arcane, whom they attempt to undermine and destroy at every opportunity, even by proxy.
   Beyond this, the Alchemists of Green Burrow have also proved a nuisance to the Tower, attempting to steal secret recipes and spells from the Tower, but these have proved to be only a minor distraction.
   Finally, the Dragonâ,¬,,¢s Wrath insult the high art of the arcane, though the Tower is not so zealous in attempting to rid the city of the hedge wizards since it has more pressing concerns dealing with the Spire.
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[spoiler=Allies:]Allies
   Though they have lost influence over the king as his advisors, the Tower of the Arcane Eye remains in good standing with the Silent Sentinels, who find their magical resources quite valuable in many of their operations. In exchange the Tower has accumulated no small amount of favors and coin from the Sentinels, and favors with a kingâ,¬,,¢s secret police can never be overestimated.
   Of more recent creation are the alliances, or often more accurately, offers of alliance with the trade guilds of Kalnath, this course being an attempt to defeat the Spire through proxy, the merchants against the Lordsâ,¬,,¢ Alliance. However, the Silk Coast and East Sea Trade Guilds have showed little interest in exploiting this offer. The Merchants of Kalnath and Silver Road Merchant Guild on the other hand, ha