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The City of Kalnath

Started by Fatal Error, October 29, 2006, 11:58:44 PM

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Fatal Error

[spoiler=Maps]
http://img329.imageshack.us/my.php?image=kalnathandsurroundingarto5.png

http://img209.imageshack.us/my.php?image=cityofkalnath7jf7.png
Docks
1: The Kraken Slayer
2: The Silk Trade Pavilion
3: The East Sea Trade Embassy
4: The Krakenâ,¬,,¢s Cutlass
5: The Court of Martial Enlightenment
6: The Temple of Knots
7: The Temple of the Nine

Dwarven
1: The Hall of Hammer and Pick
2: The Stone Mug, Tavern

Great Market
1: The Bazaar of the Gods
2: The Golden Vault Coin Exchange
3: The Trade Hall of Kalnath
4: The Silver Road Bazaar
5: The Onyx Corner
6: The Dragonâ,¬,,¢s Wing Inn
7: The Deuces Wild Tavern
8: The Beholderâ,¬,,¢s Eye Inn
9: The Cardhi Bank and Coin Exchange
10: The Oracle of Kalnath

Little Moot
1: The Green Burrow
2: The Golden Flame Tavern and Casino

West Hill
1: The Embassy of Terith
2: The Scarlet Way
3: The Pit of Nightmares
4: The Dragonâ,¬,,¢s Maw, Inn
5: The Hall of Steel
6: The Redbarrel Brewery
7: The Hillsong Tavern
8: The Tower of the Arcane Eye
9: The College of Music (also Fountain of Poets and Temple of Masks)
10: The Church of the Sun
11: The Hall of Law
12: The Hall of Order

White Hill
1: The Kingâ,¬,,¢s Palace
2: Kingâ,¬,,¢s Square
3: The Hall of the Lordsâ,¬,,¢ Alliance
4: The Hall of Landgraves
5: The Spire of the High Arcane
6: The Embassy of Qualendus
7: The Tower of the Just Dawn
8: The Temple of the Kingmaker
9: Entrance to the Great Catacombs
10: The Shrine of Forsaken Temptations[/spoiler]

[spoiler=Chapter One: The City of Kalnath]
The city of Kalnath is quite possibly the richest city in the known world. It is rivaled for trade on the skull coast only by Terith, which occupies the coast south of Kalnath.
The city was conquered during the Grand Crusade, and then quickly rebuilt almost from the ground up along with Terith and Belgar to its south. After being reconstructed and growing quite rich from sea trade, Kalnath organized a rebellion along with Terith and Belgar, declaring their independence from the western alliance. This, in the end, caused the collapse of the western alliance due to economic pressure, leading to a series of territory wars, which have left the western lands fragmented and weak.
Kalnath receives lucrative trade from the west, along the Silver Road, the south, from the Silk Coast and some but not much from Terith, the east, from across the great East Sea, and the north, from the elves of Qualendus and, discretely, from Hagenburg. This makes Kalnath a major crossroads for traders and travelers from around the known world, and has made Kalnath one of the most diverse cities in all the realms.
Kalnathâ,¬,,¢s territory stretches from the skull coast to the east, to Brigandâ,¬,,¢s Pass and the Wall of Hagenburg to the north, to the great river Silheron in the west, including the town of Skalenbar along the Silver Road, to the great river Silheron along the south, through the Ragewater Hills, and along the eastern branch of the Silheron.
The city itself is separated into three sections by the canal built from the eastern Silheron to the sea, providing larger amounts of fresh water than any number of wells. There are several distinct districts of the city, which can of course be split into smaller neighborhoods, but that would be unnecessarily detailed for this overview.
First and foremost is the White Hill district, positioned atop the hill the original city was built on, and encircled by a gleaming white marble wall, it is the home to the wealthy and aristocratic citizens of Kalnath, including King Alruic, ruler of both the city and kingdom of Kalnath. This district also includes almost all the members of the Lordsâ,¬,,¢ Alliance of Kalnath, the Spire of the High Arcane, and the personal homes of some of said spireâ,¬,,¢s masters, as well as the highest ranking members of the four largest merchant guilds, and the Embassy of Qualendus. The City Watch generally keeps a tight lookout on the White Hill district, including questioning anyone coming in or out of the district at the four points of entry. The main landmark of the White Hill district is the giant clock tower that overshadows the rest of the city; this is owned by the Lordsâ,¬,,¢ Alliance and acts as their meeting hall.
Next in line (but not by geography) comes the Docks District, a chunk of land and wharfs separated from the rest of the city by the main canal. Several large bridges cross the main canal, but these are often overcrowded during the busier hours of the day, causing large traffic jams. The secondary, eastern canal that branches off the main canal about half way through the city effectively splits the Docks District in two.
The south side of the docks are controlled by the Silk Coast Trade Guild, and is heavily influenced by the Silk Coastâ,¬,,¢s culture.
The north side is controlled by the East Sea Trade Guild, but it does not have as strong control due to its only recent contact with Kalnath, this district also has a large dose of culture from the lands across the sea. Including the Court of Martial Enlightenment, built across the Fish Square from the East Sea Trade Embassy.
The elves of Qualendus dock in the farthest north parts of the harbor, and mostly keep to themselves in their small section of territory. The Scourge of the Seas have no â,¬Ëofficialâ,¬,,¢ territory in the docks, though several portside taverns and inns are known hangouts for the pirates and other such unsavory types, the most famous of these is the Krakenâ,¬,,¢s Cutlass. The Port Authority is charged with keeping order in both the Docks District streets and the harbor itself. The main Docks District landmark is the colossal warship that lies anchored and half built on the outskirts of the harbor, it now acts as a harbor defense platform and base of operations for the Port Authorityâ,¬,,¢s small fleet.
Then comes the Great Market district, thatâ,¬,,¢s right, the market is so large it has become its own city district. The Great Market is filled with merchant stalls and shops as far as the eye can see, many grouped into loose clumps of their general merchandise. It is a haven for thieves and pickpockets, and the City Watch fights a seemingly already lost battle to catch such criminals. Meanwhile, the Onyx Merchants and the Alliance of Little Folk help moderate themselves with their constant vying for control of smuggling and thieving activities in the district. The former have even been rumored to have based their headquarters in the shadowy Onyx Corner of the Great Market. The Great Market is also the main selling area for the four major trade guilds, thus there is fierce competition between them, sometimes even coming to blows. In addition, the district includes the buildings around the great market for several blocks, middle class homes, and many artisans that sell their wares in the market every day. It also capitalizes on the attraction travelers have for the market, and many of the â,¬Ëbestâ,¬,,¢ inns and taverns are built just outside the great market, including the Dragonâ,¬,,¢s Wing, Deuces Wild, and the Beholderâ,¬,,¢s Eye. The one thing that distinguishes itself from the sea of stalls and carts of the great market is the Bazaar of Gods, a towering hall of stone, its roof supported by massive pillars, inside are games of all kinds, chance, skill, anything so long as money is at stake.
The halfling and gnome district, more commonly known as the Little Moot, stretches along the northern arc of Kalnath, bordering White Hill for about one third of that districtâ,¬,,¢s wall. As the name suggests, it is home to almost the entire population of gnomes and halflings in Kalnath. The City Watch has long since given up on enforcement within the Little Moot, so the districtâ,¬,,¢s law is actually handled by the Alliance of Little Folk, regarded as a thievesâ,¬,,¢ guild elsewhere in the city. The Alliance knows everything in the Little Moot, who comes, who goes, who stays, why theyâ,¬,,¢re there, how long theyâ,¬,,¢ll be, and where theyâ,¬,,¢re staying, thereâ,¬,,¢s practically no escaping it. Most non-small folk steer clear of the Little Moot unless they are on important business. And thatâ,¬,,¢s not just because of the smaller doorways. The one thing all visitors of Little Moot notice first is the Golden Flame Tavern & Casino, a large, and very bright building, all of the outside walls, and many of the inside ones, are covered in glowing symbols and designs of all colors, making the small glowing decorations of other buildings seem practically bland in comparison.
Squeezed against the western edge of Kalnath is the West Hill district, now better known as the Commons. It was originally built upon the top of the second, smaller, hill of Kalnath, but now this district has spread to become the largest district of the city. It houses the lower class citizens, though it is usually not as rough as the dock district. The City Watch keeps an adequate patrol here, crime is common, but not extremely so. The Onyx Merchants control most of the criminal activities in the district, with a few claimed by the Crimson Brotherhood. Viewed from above the district looks rundown and poor, and it is about the same close up, but it is not quite hopeless yet. This district contains many guild houses, both official and unofficial, including the Tower of the Arcane Eyeâ,¬,,¢s tower, situated towards the northern end in a rundown looking three story toweresque building. The Hall of Steel is also built here, along the southern edge bordering the Dwarven district. The Redbarrel Brewery and Hillsong Tavern are two of the better drinking establishments which stand out of the crowd in the Commons. The Embassy of Terith is also located here, much to its annoyance.
And last, the Dwarven District, home to the many hard working dwarves of Kalnath. The dwarves make up a sizable portion of Kalnathâ,¬,,¢s work force for mining, smithing, and construction. The dwarves have a tight knit society, and it doesnâ,¬,,¢t require much patrolling by the City Watch due to the denizensâ,¬,,¢ orderly nature. However, one would be hard pressed to find an official trial, as the dwarves have set up their own unofficially sanctioned courts on the condition that the City Watch donâ,¬,,¢t have to intervene. This has allowed the dwarves to keep their traditions and customs alive in law, as well as operate nearly autonomously from the rest of Kalnathâ,¬,,¢s law system. Most buildings in the district are one, maybe, two story construction and deep foundation, just as the dwarves like them. The centerpiece of the district is undoubtedly the Hall of Hammer and Pick, part tavern, part Kingâ,¬,,¢s Court, part temple; the Hall is the center of the dwarven community as well as the district.

[spoiler=The Guilds and the Commoners]The Guilds and the Commoners
   The myriad of guilds, from noble alliances like the House of Landgraves and the Lordsâ,¬,,¢ Alliance of Kalnath, to the four dominant merchant guilds, thievesâ,¬,,¢ guilds and the artisan guilds, most everything in Kalnath is linked to one guild or another. This interconnection includes the common people of Kalnath as well, tailors, weavers and dyers for example, work in tailoring shops and clothiers, which would be owned by one of the tailoring unions, which are probably owned or controlled by a merchant guild or a noble house, or perhaps even a thievesâ,¬,,¢ guild.
Meanwhile, an example of the deception that can surround the most mundane in Kalnath, take a thief-catcher of the City Watch in the Great Market. He could be a law enforcer trained in the Hall of Steel and working for the City Watch, which is also under the jurisdiction of the Hall of Steel. Or this thief-catcher could be a disguised, priest of Falbanon, Tyrammor, or the Cult of Justice, determined to stop the cutpurses and conmen of the Great Market. Yet more intrigue-laden, this thief-catcher could be a member of the Onyx Merchants, here to curb the recent success of the Alliance of Little Folk while moving freely disguised as an agent of the City Watch.
   In general there is no animosity between the commoners of Kalnath and the guilds that dominate the city. Though certainly some people harbor a particular grudge against one guild or another, the guilds as a whole are not seen as an oppressive or unwelcome thing to most of the citizens of Kalnath.[/spoiler]

[spoiler=The Guilds and the Guilds]The Guilds and the Guilds
   Unlike the relations of the people to the guilds, the guilds are highly competitive and ruthless in their pursuit of dominance in whatever form it takes. On the streets of Kalnath guilds constantly war, though this war takes different forms depending on who is participating.
   The Onyx Merchants and the Alliance of Little Folk, for example, continue an on-again off-again street war that has lasted nineteen years so far. A corpse or two of one side or another turns up every morning in the Great Market or Livery districts, and anyone near the borders of the two guildsâ,¬,,¢ territories should be prepared to pay protection to both.
   Completely different, however, is the war of wizards, the Tower of the Arcane Eye and the Spire of the High Arcane each vie for seats on the Council of Arch Magi, and the kingâ,¬,,¢s, and his courtâ,¬,,¢s, favor. With such favor they battle each other in law-craft and proxy.
   Then there is the war of merchants and nobles; the Lordsâ,¬,,¢ Alliance always manipulating to add tariffs and taxes to foreign goods so their commodities made in Kalnath will keep their edge, while merchants raise shouts of free trade and far-away luxuries. This is perhaps the most widespread battle of politic, with nobles fostering wars, assassinations and rebellions to keep Kalnath wary of its neighbors. Meanwhile the various merchant guilds fight among themselves and scramble to broaden and simply reinstate trade routes in the aftermaths of these foreign conflicts.
   Of course, there are more guild wars and political battles that take place every day in Kalnath; the Cardhi bankers against the Keepers of the Golden Vault, the Crimson Brotherhood against the Lordsâ,¬,,¢ Alliance, the Trade Guilds of East Sea and Silk Coast, the Landgrave Galadorn against the Noble Feirwyn, the Order of the Purging Dawn against the shadowy Thurizahd Family, the Silent Sentinels against everyone with power, and many, many more.[/spoiler]

[spoiler=The King's Court]The Kingâ,¬,,¢s Court
The Kingâ,¬,,¢s Court is the political place to be in Kalnath. King Alruic holds court nearly every day, all day, unless there is more pressing business that must be attended. During a few hours of the day commoner petitions are heard, for the other, majority, of the day only those invited are allowed in. The members of the court can be looked at as a whoâ,¬,,¢s who of Kalnath: Every noble of even minor rank is automatically invited, making small talk and political backstabbing maneuvers as they clump around the greater nobles. Merchant and Artisan Guild representatives from a myriad of different businesses clump to their professional groups, doing much the same as the nobles. Shadowy agents of the king and even more enigmatic court jesters mingle about the company, picking details from conversations for later use in intrigue. Even the thievesâ,¬,,¢ guilds are commonly represented, though not officially, corrupted minor nobles and â,¬Ëspecial invitationâ,¬,,¢ guests speaking in their stead, though they wield considerably less power than in the seedy taverns and darkened streets.
The court continues all day, many times late into the evening, with continual feasting and intrigue. Merchants and nobles alternatively offering opposing opinions on new laws and alterations to current ones, priests voicing the supposed concerns of their deities as a third opinion, commonly giving three different answers to yes or no questions. Meanwhile artisan guilds threaten strikes, secret police execute political rivals, and court jesters spread rumors of rebellion and paranoia.[/spoiler]

[spoiler=Arms and Armor of Kalnath]Arms and Armor in Kalnath
   Kalnath is a city, a place of commerce and trade, and men walking about armed to the teeth and incased in battle armor is not a common sight. Most citizens of Kalnath carry no weapons, though many choose to carry daggers or knives as much for utility as protection. Armor is almost unheard of among anyone not expecting a fight.
   For those that need to be ready for combat, city guards, bodyguards and retainers of nobles, guild strongmen and enforcers of the various underworld rings, weapons are usually kept out of sight. This is not to say that most people of Kalnath canâ,¬,,¢t spot a man that carries a weapon, on the contrary, most such people can easily be spotted by a habit of wearing their cloak swung over one shoulder more than the other to hide a weaponâ,¬,,¢s scabbard. Though those that conceal weapons do not actually expect people to not notice their armament, but rather, want to convey that they see combat as a last resort.
Men that carry bared weapons, on the other hand, will generally be viewed as those that either have to use their weapon enough to not bother concealing it, or like to intimidate anyone they run across by showing they carry a weapon and will use it if negotiations donâ,¬,,¢t resolve quickly and in their favor. Not to say that many assassins and the like donâ,¬,,¢t carry concealed weapons yet will slit a manâ,¬,,¢s throat without a second thought, but that by carrying a bared weapon a message is sent that you want what you want and want it quickly, or there will be blood. This can be both an advantage and a disadvantage, some might be quick to comply with reasonable demands, but others that are confidant in their safety will be less appreciative of dealing with a man that thinks he can bully them around, and may not always take the most strategic path.
The situation is quite different among the noble class, however. The nobles of Kalnath find no greater joy than displaying their ornately engraved blades and bejeweled hilts, even if these same nobles are barely proficient in their use for battle or duel. Most nobles, however, are indeed quite deft with a blade for the purpose of dueling, a still quite common occurrence among Kalnathâ,¬,,¢s aristocrats, though usually to the first blood rather than death.
The most common weapon used for these, and therefore the most common weapon carried by nobles of the city, is the rapier, more elegant and theoretically less bloody than duels with other weapons. This favoritism towards the rapier has since trickled down to the populace of commoners as well, though they are hardly as prevalent as they are in the aristocracy.
In the end, there are no laws against carrying weaponry in Kalnath, concealed or not, and only the use of them will get someone in trouble. Large weapons, however, two handed swords, axes, pole arms and the like, are generally expected to be left at the door of most common establishments, nobles being an exception, of course. It should also be noted that it is generally considered a mightily foolish decision to bring a blade to a formerly unarmed combat, such as a tavern brawl. As the saying goes, â,¬Å"The man that brings a knife to a brawl is the one that finds a sword in his gut.â,¬Â Commonly the first to draw a blade is the first to be stabbed, and killing someone in a drunken brawl is considered most poor form.
As to the subject of armor worn by combat savvy individuals in Kalnath, there is little. Most find it too restrictive, not to mention too uncomfortable to wear through the crowded streets and markets all day. Those that do, far favor the lighter armors, boiled leather the most common, chain mail and scale armors worn by some, mostly those that have served in the military, and finally plate and mail suits of varying combinations being worn almost exclusively by members of the Order of the Purging Dawn or the Litbur Family, who have traditional ties to full scale war where such heavy armor is crucial.[/spoiler]

[spoiler=Races of Kalnath:]
[spoiler=Humans]Humans:
   Humans are the founders of the original Kalnath, and the ones to conquer, raze, and rebuild it. They dominate the city and the lands around it, from the sweeping plains of the Western Baronies to the lands across the East Sea, the Silk Coast to the south, and of course the eastern city-states of Kalnath, Terith and Belgar, as well as the frigid lands of Hagenburg.
   Though the populous of Kalnath once hailed from all across the west, Tyrammor, Erasnor, Rosken, the Central Baronies, Keskadar, even Davendar and what is now the Barbarian Triangle, they all see themselves as Kalnathians, and hold no nationalist feelings toward their ancestorâ,¬,,¢s homelands. These old allegiances have, however, been replaced with loyalty to ones neighborhood or district, as well as social strata.
   Religiously, most men of Kalnath pray to whichever god they find appropriate at the time. Most would claim adherence to Maladur if pushed, but prayers to Falbanon, Amnal, Shorshra and Calleb, as well as Maladur, are known to many denizens of the city to be used as needed. One does not pray to Maladur for smooth sailing or to Shorshra for successful buying, after all. Of course, many follow others as well, poets beseech Fayla, assassins offer to the Cult of Thieves, soldiers honor Lorathdar and diviners might pray to Valendris, but that is the very nature of the diversity of Kalnathâ,¬,,¢s religious followings. [/spoiler]

[spoiler=Dwarves]Dwarves:
   The dwarves of Kalnath consist of the defeated Ironbeard clan which was forced to flee from the Mines of Feklar during the War of Beards. Since they have arrived in Kalnath, the Ironbeards have established themselves as the best stoneworkers, smiths and architects in the city. This and their orderly nature have earned them practical autonomy from the rest of Kalnath within their Dwarven District, including an unofficial court for governing itself. Unfortunately, it has also earned many sources of animosity of displaced human laborers. However, this antagonism has slowly begun to fade, especially with the invitation of several families of human master masons into the Union of Free Masons, despite their non-dwarven blood.
   The Ironbeards are loyal to their clan first, their city second and their kin third. Though most dwarves would swap second and third, the Ironbeards have an understandably less loyal relationship with the folk that forced them from their mountain homes in the first place. In fact, due to their unhappy parting, many Ironbeards refuse to use any dwarven crafted items brought by merchants from their old homeland.
   As for religion, most dwarves maintain worship of their old gods, Breln and Delgar, the latter known as Lorathdar to most humans, as the Cult of Hammer and Pick. Some, however, have begun to prefer Maladur or Falbanon as they grow up among the humans of Kalnath, though the Cult of Hammer and Pick still has an understandably strong draw to any involved in smithing, mining or masonry. [/spoiler]

[spoiler=Duergar]Duergar:
   Hailing from the mines of Uraz and forced out during the War of Heresies, the Shadowforge Clan of duergar, or gray dwarves, fled to Kalnath, following in the footsteps of the Ironbeard Clan. In Kalnath, the duergar have become accepted much as the Ironbeards have, though they specialize in banking and maintain the vast underground system of aqueducts, sewers and private storage vaults rather than mining, smithing and masonry as their Ironbeard cousins. A few, however, work in the quarries and masonry projects of Kalnath in the Union of Free Masons. The Shadowforge Clan itself is much smaller than the Ironbeard, losing nearly half its number in the disastrous final days of Uraz.
   As said, the duergar of the Shadowforge Clan are most involved in the operations of the Keepers of the Golden Vault, a guild founded by them upon arriving in Kalnath, and its duties of maintaining Kalnathâ,¬,,¢s underground systems, as well as having expanded into banking and storage services. In this latter venture the duergar have earned their reputation as greedy, miserly, and cutthroat negotiators, but also extremely honorable to their contract, so long as the exact wording forces them to be. Most are wary of them for their dark streak and ruthless nature, but are no less willing to deal with them than anyone else in Kalnath.
   Religiously, the duergar mainly follow the Cult of Hammer and Pick much like the rest of the dwarven community of both Kalnath and their old homeland. However, most also worship Obsc the Dark One, who is said to have been the one to gift the duergar with their innate links to sorcery. The ruling elite among the Keepers of the Golden Vault also commonly worship Halnammar the Tyrant.[/spoiler]

[spoiler=Elves]Elves:
   The most recent race to arrive in Kalnath, the elves of Qualendus are still a quite rare sight on the streets of the city; only a handful have chosen to live in Kalnath since Qualendusâ,¬,,¢ contact with Kalnath three years ago. A disproportionate number of these have taken human brides or lovers, however, as most of those that leave Qualendus for Kalnath do so to get away from elven culture for one reason or another. Of course, none of these half-elven children have had a chance to grow to adulthood yet.
   To most of the people of Kalnath an elf is just another person. A bit strange, and attached to tales of elegant swordsmanship and magical aptitude, but they are certainly not discriminated against in any way by the establishments of the city. On the other hand, the nobles seem to have fallen in love with elven poetry and elegance in the past three years. Retaining an elven skald is considered the epitome of nobility, and many envy the elvesâ,¬,,¢ uncanny finesse with their so beloved rapier. However, many of the nobles also do not consider the elves quite so politically savvy or articulate as themselves, but neither do they really give the situation much thought.
   Religiously, most elves from Qualendus that have chosen to settle in Kalnath still worship Nalsiades the Fourth Wave of Shorshra. Skalds, of which many of the travelers are, worship Fayla the Glade Watcher as well, for her inspiration to poets. Some elves have begun to pray to Maladur and Falbanon as they take up the ambitious and mercantile culture of Kalnath. Finally, a few pacifist priests of Amnal the Lightbearer have come as missionaries to Kalnath in an attempt to spread the worship of Amnal to its streets, though word has it they have not met with much success.[/spoiler]

[spoiler=Gnomes]Gnomes:
   The oldest race of Kalnath aside from humans, the gnomes that now inhabit the city originally hailed from the kingdom of Psfiershca. During the Grand Crusader Psfiershca joined the Western Alliance and after the eastern cities were conquered many gnomes took up residence in them, including Kalnath. Sticking together, the vast majority of the gnomes settled the northeastern edges of what would become the Great Market district, forming the unofficial district of the Little Moot.
   Gnomes are known best for savvy bargaining skills and affinity for pranks and illusions. Much like dwarves, they have come to be respected for these aptitudes more than disliked, although some harbor a hatred for gnomes based on interaction with the Alliance of Little Folk.
   Religiously, gnomes in Kalnath are very similar to the humans they have shared the city with since its reconstruction. Most pray to Falbanon and Maladur, or whichever god happens to be correct for the moment, and no traditional gods are held by them, unlike the dwarves.
[/spoiler]
[spoiler=Halflings]Halflings:
   Arriving in Kalnath after the Delbrook Feuds of the Far Western Baronies some twenty five years ago, halfling immigrants were immediately directed to settle in the gnomish Little Moot. Once the initial tensions were settled in a series of bloody street wars between rival gangs that went on for some three years, the halflings and gnomes finally came to integrate themselves into each others cultures.
   While some might mistake a halfling for a gnome, no citizen of Kalnath would. Where gnomes are industrious halflings are lazy, where gnomes are clever halflings are devious, not to mention the halflingsâ,¬,,¢ expertise in brewing, gambling, and their tendency to have light fingers. This last trait in particular has made many denizens of Kalnath less tolerant of halflings than they are of gnomes. However, while one might watch a halfling more closely than another, few actively discriminate against them, and most appreciate their mead and their gambling dens.
   Religiously, halflings tend towards Maladur or Namrith, for ambition and quick wit respectively. However, they are relatively free worshipping and most do not pray exclusively to a single god, much as the humans and gnomes of Kalnath, though most also do not pray to Falbanon as his sense of honesty is rarely called for in halfling ventures.[/spoiler][/spoiler][/spoiler]

[spoiler=Chapter Two: New and Variant Rules]Chapter Two: New and Variant Rules
Some aspects of Kalnath are either inadequately represented by the basic rules of Dungeons and Dragons, or require modification to match up correctly with the urban setting and style presented by the Kalnath campaign setting. The following are variant or added rules to better represent adventures based in Kalnath, none of them are mandatory, and none of them are dependant on one another. The bottom line is that these are optional rules designed to enhance the game, but are not necessary to play an enjoyable campaign in Kalnath.

[spoiler=Class Changes]Class Changes:
Some of the core classes simply donâ,¬,,¢t fit in, in a city based campaign, the barbarian, druid, and ranger. The druidâ,¬,,¢s fighting style is far too wild for a city, even if his class skills and flavor were changed. The ranger and the barbarian, on the other hand, just need a little push in the right direction to get it ready for an urban environment, and so, the Stalker, the Urban Ranger and the Thug, the Urban Barbarian are presented below. The other classes; the Bard, Cleric, Fighter, Monk, Paladin, Rogue, Sorcerer, and Wizard remain unchanged, but additional background information is provided for some insight into their integration into Kalnath.

[spoiler=Stalker, Urban Ranger]Stalker, the Urban Ranger
An Urban Ranger stalks the streets and rooftops rather than the fields and forests, hides in shadows cast by streetlamps rather than stars, and has only a limited connection with the natural world, but one nonetheless.
Class Skills:
Eliminate Knowledge (nature), Knowledge (dungeoneering), and Survival from the Rangerâ,¬,,¢s class skill list. Add Gather Information and Sense Motive to the class skill list.
Animal Companion:
The Rangerâ,¬,,¢s animal companion cannot be larger than medium size (a â,¬Ëridingâ,¬,,¢ dog is a nice choice).
Urban Tracking:
Instead of gaining the Track feat at 1st level the Ranger gains the Urban Tracking feat (see below), using gather information in place of survival for tracking enemies through the streets of a city.
Wild Empathy:
An Urban Range gains only one-half his class level to wild empathy checks, as his connection to the natural world is not as strong as wilderness rangers.
Favored Enemy:
An Urban Ranger selects an organization rather than a creature type as his favored enemy. For example, a character could select the Onyx Merchants as his chosen organization, gaining bonuses against all members of the Onyx Merchants regardless of creature type or subtype.
[spoiler=Spellcasting]Spellcasting:
The Urban Ranger uses the following spell list instead of the standard one:
1st Level: Alarm, Calm Animals, Comprehend Languages, Delay Poison, Detect Chaos/Good/Evil/Law, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Message, Pass without Trace, Read Magic, Resist energy, Summon Natureâ,¬,,¢s Ally I
2nd Level: Barkskin, Catâ,¬,,¢s Grace, Cure Light Wounds, Detect Thoughts, Eagleâ,¬,,¢s Splendor, Knock, Locate Object, Owlâ,¬,,¢s Wisdom, Protection from Energy, Spike Growth, Summon Natureâ,¬,,¢s ally II, Wind Wall
3rd Level: Cure Moderate Wounds, Darkvision, Discern Lies, Magic Fang Greater, Invisibility, Neutralize Poison, Remove Disease, Repel Vermin, Speak with Dead, Summon Natureâ,¬,,¢s Ally III, Tongues
4th Level: Animal Growth, Cure Serious Wounds, Dimensional Anchor, Freedom of Movement, Locate Creature, Mordenkainenâ,¬,,¢s Faithful Hound, Nondetection, Summon Natureâ,¬,,¢s Ally IV, True Seeing[/spoiler]
Woodland Stride:
An Urban Ranger does not gain this ability.
Swift Tracker:
Beginning at 8th level an Urban Ranger may make a gather information check for his urban tracking feat every half hour without taking the normal -5.
Camouflage:
An Urban Ranger does not gain this ability.
Hide in Plain Sight:
An Urban Ranger can use this ability in any area, whether natural terrain or not.[/spoiler]

[spoiler=Thug, Urban Barbarian]Thug, the Urban Barbarian
Unlike a normal barbarian, the urban barbarian was born and raised in the heart of a large city. While they might not know how to live the wilderness, the same survival instincts have helped him thrive in the darkest alleys and roughest taverns of a city.
Class Skills:
Eliminate Ride and Survival from the Barbarianâ,¬,,¢s class skill list. Add Gather Information to the class skill list.[/spoiler][/spoiler]

[spoiler=Skills and Feats]Skills and Feats:
[spoiler=Knowledge (Int)]Knowledge (Int)
The Knowledge skill has been altered somewhat, given the practical uselessness of some parts of it in an entirely urban campaign, and the possible overpowering (if such a thing is possible) of other parts. Thus, Knowledge Geography and Nature have been removed, while a series of six knowledge sub-skills, one for each city district, have been added. These new categories essentially function as knowledge (local), but apply to that district instead of the city as a whole.
These six sub-skills are considered class skills for all classes.
Knowledge (Dungeoneering) also now covers the underground vaults and storehouses of the Keepers of the Golden Vault, and other underground organizations. Thus, the Knowledge categories are as follows:
Arcana
Architecture and Engineering
Dungeoneering
History
Religion
The Docks District
The Dwarven District
The Great Market District
The Little Moot District
The Planes
The West Hill and Livery Districts
The White Hill District (this includes Nobility and Royalty as most of them live in the White Hill District)[/spoiler]

[spoiler=Urban Tracking (General)]Urban Tracking [General]
   You can track down the location of missing persons or wanted individuals in communities.
Benefit:
   To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.
   The DC of the check, and the number of checks required to track down your quarry, depends on how far the subject has fled and other conditions:
Distance Fled DC Checks Required
One block or less 5 1d3
Four blocks or less 10 1d4+1
More than four block 15 2d4
To another District 20 2d4+2
Conditions DC Modifier
Every three creatures in group being sought -1
Every 24 hours the party has been missing/sought 2
Tracked party "lies low" 5
Tracked party matches District's primary racial demographic 2
Tracked party does not match District's primary, or secondary racial demographic -2
If you fail a Gather Information check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require.

   Normal:
A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.
   Special:
   A character with 5 ranks in Knowledge (Docks, Dwarven, Great Market, Little Moot, West Hill or White Hill) gains a +2 bonus on the Gather Information check to use this feat while in that district.
   You can cut the time between Gather Information checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.[/spoiler][/spoiler]

[spoiler=Defense Bonus Progressions and Armor as Damage Reduction]Defense Bonus Progressions and Armor as Damage Reduction:
Kalnath is a city. Not nearly as many people walk about incased in field plate or hauberks of mail within a city, but going unarmored in basic D&D is the purview of monks and the poor arcane spell casters. Thus, certain things must be changed to allow the majority of big and brawny fighters, paladins and thugs (urban barbarians) to go about their business of combat without the need of armor to be effective. Armor must become an option, not a requirement.

[spoiler=Defense Bonus]Defense Bonus:
   Each class gains a class defense bonus related to their base attack bonus. Classes with good base attack bonuses gain the best defensive progression, medium to medium, and lowest to lowest. These progressions are similar to saving throw progressions for fortitude, reflex and will. Instead of adding to a saving throw, however, this class defense bonus adds to a characterâ,¬,,¢s Armor Class, along with all the other factors that normally add to oneâ,¬,,¢s Armor Class. Listed below are the defensive progressions for all classes found in the Playerâ,¬,,¢s Handbook, alternate base classes and prestige classes can easily be determined by their base attack bonus progression, as mentioned above.[/spoiler]

[spoiler=Armor as Damage Reduction]Armor as Damage Reduction:
   Armor, instead of granting an Armor bonus to Armor Class, grants Damage Reduction. The Damage Reduction granted is equal to the armorâ,¬,,¢s old Armor Bonus. However, there is an additional drawback, armor imposes a penalty to Armor Class equal to its old Armor Bonus.
Thus, a fourth level fighter (class defense bonus of 4) with a dexterity of 12, chooses to wear a Breastplate. He gains Damage Reduction 5/-, but suffers a -5 to his Armor Class because of the Breastplateâ,¬,,¢s Armor rating. Therefore, he has a final Armor Class of 10 (+4 from class, +1 from dexterity, -5 from his armor) and DR 5/-. He will be hit often, but will also be absorbing a good chunk of the damage at that level.
Magical armor increases in Damage Reduction just as it would have increased its Armor Bonus. So magical +1 Full Plate grants DR 9/-. These do not increase, or decrease, the Armor Class penalty.[/spoiler]

[spoiler=Magical Items]Magical Items:
   Magical items that add bonuses other than Armor bonuses, such as Rings of Protection, Amulets of Natural Armor, and Ioun Stones, still add to Armor Class normally. Shield bonuses and Dodge bonuses also function as they did. Bracers of Armor, however, add Damage Reduction, equal to the Armor bonus they would have granted. It is worth noting, therefore, that Bracers of Armor are actually quite valuable to primary fighting classes, as they provide Damage Reduction without Armor Check Penalty.
   Armor bonuses still do not stack with each other, so one cannot wear Bracers of Armor +3 and Full Plate for DR 11/-, he would instead have DR 8/- for just the Full Plate.
[spoiler=Chart]
Class Defense Bonus:
Level: Barbarian Fighter Paladin Ranger Bard Cleric Druid Monk Rogue Sorcerer Wizard
1 1 1 0
2 2 1 1
3 2 2 1
4 3 2 1
5 4 3 2
6 4 3 2
7 5 4 2
8 6 4 3
9 6 5 3
10 7 5 3
11 8 6 4
12 8 6 4
13 9 7 4
14 10 7 5
15 10 8 5
16 11 8 5
17 12 9 6
18 12 9 6
19 13 10 6
20 13 10 7
[/spoiler][/spoiler]
[spoiler=Reserve Points]Reserve Points:
   One aspect of D&D that can often prove troublesome is the need for some sort of magical healing to be effective in multiple encounters a day. Usually this aid comes in the form of a cleric or druids. Though bards and wands can help fill in if the group lacks a divine spell caster, these are not ideal options, and many groups feel they must possess a cleric or druid to succeed. To help remedy this, especially since druids are not an available class if you are using the class changes listed above, the Reserve Point option will be presented.
   Reserve points are an extra pool of hit points that heal the character out of combat situations. Basically, every character has an equal number of reserve points as his total hit points. When a character takes damage, he subtracts it from his hit points as normal. After the battle, however, the character automatically converts reserve points into hit points at a rate of 1 per minute. This means a character still only has his normal hit point maximum to survive a fight with, but afterwards he can heal on his own and be ready to go without resting for days on end, or seeking the help of a cleric.
   For example, Balrond has 22 hit points, and thus also 22 reserve points. He gets into a battle with a gang of thugs and takes 7 damage, reducing his hit points to 15. After the combat his reserve points immediately begin converting into hit points, healing him to 22 hit points again in seven minutes, and reducing his reserve point pool to 15.
   
[spoiler=Recovering Reserve Points]Recovering Reserve Points:
   A character recovers reserve points as he would normally recover hit points, one per level per day, or two per level per day if the day is spent resting. Alternatively, any healing that heals the character past his hit point total recovers that number of reserve points.
    For example, Balrond later fights again, and is reduced to 14 hit points and 15 reserve points. During the battle a Cure Moderate Wounds spell is cast on him, healing him for eleven, the first eight heal his hit point total back to 22, the remaining three that would have been wasted are instead used to recover three reserve points. Thus Balrond ends with 22 hit points and 18 reserve points.
   Reserve points fluctuate up and down just like normal hit points, if you have Bearâ,¬,,¢s Endurance cast on you, both you normal hit point total and your reserve point pool go up by two per level because of the constitution increase. If your reserve point pool goes below zero, such as if that same character used all his reserve points while Bearâ,¬,,¢s Endurance was on him, and then went to negative reserve points because the spell wore off, these reserve points are taken away from the characterâ,¬,,¢s total.
   For example, Balrond has been hurt again and has 11 hit points and 1 reserve point of his maximum 22 in each. He has Bearâ,¬,,¢s Endurance cast on him. Since Balrond is level three his hit point total increases to 17 for the duration of the spell, and his reserve points similarly increase to 7, and of course his maximum increases to 28. Out of combat, Balrond transfers his 7 reserve points into hit points, changing his total hit points to 24 and his reserve points to 0. However, when the spell wears off, Balrond loses not only the 6 hit points, but also 6 reserve points for the constitution decrease. Since he has 0 reserve points, these 6 are subtracted from his hit point total, bringing him down to 12 hit points, the same amount he would have had if he transferred his single original reserve point into his original 11 hit points.[/spoiler][/spoiler][/spoiler]

[spoiler=Information Brokering]Information Brokering:
In Kalnath knowledge is power, what your enemy is doing, what your rival has done, what your ally is going to do. The problem is of course, you might not be the best man for the job of gathering such information. This is where the information broker comes in.
In game terms, an information broker is essentially hiring someone to make a skill check, just like you would hire a smith to make a sword, or a wizard to scry for you, so you can hire an information broker, or â,¬Ëstreet sageâ,¬,,¢, to tell you about something.
First, make a gather information or knowledge (Docks, Dwarven, Great Market, Little Moot, West Hill or White Hill) check and consult the following table as to your options on brokers:
Result   Broker lvl/skill
5-9   2nd/+9
10-14   4th/+11
15-19   6th/+13
20-24   8th/+15
25-29    10th/+17
30+    12th/+19
A high check result only gives you more options, you can still use, say, a 2nd level broker even if you got an 18 on your skill check.
This is also considered to find a variety of brokers with different knowledge skills, not just one with every knowledge skill.
Broker lvl/skill   Cost   Risk   Cost Modifier
4th/+8   32g   Information is dangerous   +5g x DC
6th/+10   60g   Information is deadly   +10g x DC
8th/+12   96g   Information is especially common   -5g x DC
10th/+14   140g   Knowledge category is rare   +5g x DC
12th/+16   192g   Subject of information is a powerful faction*   +2g x DC
14th/+18   252g   Subject of information is the most powerful faction*   +5g x DC
      *; faction is powerful/most powerful for that district
Once a broker is found and contacted, consult the following table on price for information. Once paid the broker will make one knowledge check on whatever subject his employers asked about. The broker will give all levels of information he finds with his check, unless some of them require additional â,¬Ërisk payâ,¬,,¢ (see below). A broker can be paid again to either make a knowledge check on a different subject, but cannot make a new knowledge check on the same subject until at least a week has passed (representing the broker finding more information on that subject).
Of course, some information is more valuable for one reason or another than other information. It might be dangerous to have, like information of a corrupt noble house. Or it might be a rare area of knowledge, which few choose to bother with.[/spoiler]

[spoiler= Reputation and Sympathy]Reputation and Sympathy
In a city as laced with intrigue and politic as Kalnath it can be vitally important to know whether a given person knows of you. Thus, characters adventuring in Kalnath gain reputation and sympathy scores depending on their actions. Both statistics are similar, but where reputation is general fame or infamy in the city, sympathy is a measure of oneâ,¬,,¢s standing to the myriad of guilds in the city.

[spoiler=Reputation]Reputation
A characterâ,¬,,¢s possible fame, infamy, renown, glory and influence in the city of Kalnath are all represented in his Reputation score. Because famous people, even those known for their infamy, can usually get what they want out of â,¬Ëcommonersâ,¬,,¢ easier than those without such renown, a characterâ,¬,,¢s Reputation score acts as a bonus in social situations. A famous character automatically adds his Reputation score to all Bluff, Diplomacy, Gather Information and Perform checks, and half his Reputation score to all Intimidate checks. An Infamous character adds his full reputation score to Intimidate but only half his score to Diplomacy. A, famous or infamous, character also automatically subtracts his Reputation score from all disguise checks, since it is easier to recognize a famous person. A successfully disguised character also gains no bonuses to social skills for his Reputation, since no one knows who he actually is.
   For example, Gilthros the bard has a Reputation score of +2. When he attempts to negotiate getting into the Kingâ,¬,,¢s Court as a musician to covertly investigate an assassination plot, he gains a +2 to his Diplomacy check because of his Reputation.

[spoiler=Gaining Reputation]Gaining Reputation
   A character can gain Reputation by performing high profile actions, whether it is dramatically saving the Kingâ,¬,,¢s life in a duel with assassins in the Kingâ,¬,,¢s Court itself, or perhaps merely becoming head entertainer at the Feirwyn Estate. Obviously the former would be worth more Reputation, but both would probably award some, even if only one-half of a point.
   For example, Gilthros the bard has a Reputation score of +3 before concluding his latest adventure. However, his latest adventure ended with a daring duel of spells and swords around the balconies of the Kingâ,¬,,¢s Court, a spectacular rescue of the King indeed! Thus, Gilthros gains +1 to his Reputation score, bringing it to +4.[/spoiler]
   
[spoiler=Fame and Infamy]Fame and Infamy
   The question of whether a person is viewed as famous or infamous is an important one for many encounters. Generally, whenever a character gains a point (or fraction of a point) of Reputation it is either Fame or Infamy. Whether a character is considered Famous or Infamous is determined by what the last point of Reputation he gained was. Public opinion sure can change quickly!
   For example, Gilthros the bard is famous and has a Reputation score of +2. However, when Gilthros winds up alone with the corpse of a Cardhi Prince as the assassin vanishes into the streets, his public image is dragged through the mud in the following investigation. Though Gilthros justly avoids jail or execution, the people only remember the accusation, while he gains Ã,½ point of Reputation, it is Infamy. And thus Gilthros is now considered Infamous until he does something to warrant the attention of the people again.[/spoiler][/spoiler]

[spoiler=Sympathy]Sympathy
In Kalnath some of a characterâ,¬,,¢s fame and influence is represented by his Reputation score. How well known he is and what he is known for can give him bonuses or penalties on skills like Bluff, Diplomacy, Gather Information, Intimidate, Perform and Disguise. Sympathy, on the other hand, determines how strongly affiliated a character is with a given guild. The higher the Sympathy rating the more the character is trusted and the more aid that guild will offer him.
   
[spoiler=Gaining Sympathy]Gaining Sympathy
   Normally, character gains a point of Sympathy whenever he completes an adventure, though modifying this rate of gain up or down wonâ,¬,,¢t break anything. The player can apply that point of Sympathy to any of the factions with which she interacted positively during the adventure. Each player needs to keep track of his Sympathy bonuses for each faction with which he has Sympathy.
   Sympathy works the same as, and stacks with, Reputation. Whenever a character interacts with a member of a faction with which he has Sympathy and would normally get to add his Reputation bonus to a roll, he can also add his Sympathy bonus.
   For example, Haderon the smuggler has a Reputation bonus of +2. He has just completed his first Shadow Silk contract for the Thurizahd Family, and he gains a Sympathy point, He dealt positively with the Thurizahd Family, so he decides to apply this point of Sympathy to that faction. He can now add his +1 Sympathy bonus as well as his Reputation bonus to Bluff, Diplomacy, Gather Information, Intimidate and Perform checks when dealing with members or representatives of the Thurizahd Family. Haderon now has a +3 total bonus.
   Intimidate interacts differently with Reputation, and this difference applies to Sympathy as well. Characters with a bad reputation (such as characters with the Infamy feat) add the full Reputation bonus, and thus the full Sympathy bonus, to Intimidate checks. Characters who are not considered infamous only add half their combined reputation and Sympathy bonuses, rounded down.
   For example, Haderon tries to browbeat a Thurizahd clerk. But Haderon has a fairly good public image (heâ,¬,,¢s not infamous), so his combined reputation and Sympathy bonus of +3 is halved to +1.5, rounded down to +1. Haderon adds only a +1 to his Intimidate check against the clerk.[/spoiler]
   
[spoiler=Conflicting Sympathies]Conflicting Sympathies
   Characters can develop Sympathy for more than one faction-and sometimes these Sympathies conflict. What happens when a character has, for example, Sympathies for both the Union of Free Masons and the Lordsâ,¬,,¢ Alliance of Kalnath? When the DM judges that a conflict of interest exists-for example, the character is negotiating to buy masterfully crafted dwarven weapons from the Union of Free Masons, which may or may not be intended to be sold to the Lordsâ,¬,,¢ Alliance-apply the appropriate Sympathy as a penalty. In effect, the difference between the two Sympathies is the total modifier.
   For example, Haderon has developed a good working relationship with both the Union of Free Masons and the Lordsâ,¬,,¢ Alliance of Kalnath. He has a +2 Sympathy bonus for the Union, and a +4 Sympathy bonus for the Lordsâ,¬,,¢ Alliance. When dealing with the Lordsâ,¬,,¢ Alliance in matters involving the Union, he gains only a +2 (+4 Lordsâ,¬,,¢ Alliance Sympathy, minus +2 Union Sympathy). Conversely, when dealing with the Union in matters involving the Lordsâ,¬,,¢ Alliance. Haderon suffers a -2 penalty (+2 Union Sympathy, minus +4 Lordsâ,¬,,¢ Alliance Sympathy). If Haderon were trying to use Intimidate, though, remember that the total bonus provided by his Reputation and Sympathy is halved (giving him a +1 bonus for dealing with the Lordsâ,¬,,¢ Alliance, and a -1 penalty for dealing with the Union).[/spoiler]

[spoiler=Losing Sympathy]Losing Sympathy
   Sympathy bonuses are not permanent, like Reputation bonuses are. Characters can lose Sympathy bonuses with a faction in two different ways: by overtly working against the faction, or by neglecting the faction.

Betrayal
      When a character works against a faction with whom he has Sympathy, at the end of the adventure he automatically loses a point of Sympathy with that faction. For example, a character with Silk Coast Trade Guild Sympathy who hijacks a Silk Coast merchant ship during an adventure loses one point of Sympathy with the Silk Coast Trade Guild.
      This Sympathy loss is cumulative. A character who actively opposes a faction multiple times in the same adventure can lose multiple Sympathy points.
      Sympathy scores can never drop below zero, however.

Neglect
      When a character stops working with a faction, the faction begins to lose interest in working with the character. Every time a character advances a level the player rolls a d20 for each faction and adds the characterâ,¬,,¢s Sympathy score for that faction. The player does not roll for the highest-rated one. The characterâ,¬,,¢s highest Sympathy score sets the DC. (If two or more scores are tied for highest, the player chooses which one sets the DC; the player must then roll for the others.) If the check fails, the character loses a point of Sympathy for that faction.
Highest Sympathy Score:   DC:
1-2         5
3-4         10
5         15
      For example, after an adventure, Haderon adds a point to his Lordsâ,¬,,¢ Alliance Sympathy score, and advances a level. He now has a +5 House Thurizahd Sympathy, a +4 Lordsâ,¬,,¢ Alliance Sympathy, and a +2 Union of Free Masons Sympathy. His Thurizahd Sympathy score sets the DC for the checks at 15. He rolls 1d20 and adds +4 for his Lordsâ,¬,,¢ Alliance Sympathy, and gets a 12, for a total of 16-just enough. He repeats the process for his Union Sympathy, and gets a 7, for a total of 9.-short of what he needs. Haderon loses a point of Union Sympathy, but maintains his good relations with the Lordsâ,¬,,¢ Alliance.[/spoiler]

[spoiler=Joinin a Faction]Joining a Faction
   A character can officially join a faction or guild. Doing so usually requires the organizationâ,¬,,¢s approval, and such approval often only follows a period of observation or a test of loyalty, though can vary by who is recruiting or being recruited. There may be a minimum Sympathy requirement as well.
   Joining a faction offers a number of advantages. For starters, the character gains 1 point of Sympathy for that faction. Also, he can take faction-specific feats and prestige classes.
   However, there is a down side. When a character joins a faction he loses 1 point of Sympathy from all other faction with which he has Sympathy. A character can also only join one faction at a time and must leave his current faction before joining a different one. Leaving a faction often has its own set of disadvantages[/spoiler]
[/spoiler][/spoiler][/spoiler]

Fatal Error

[spoiler=Chapter Three: Guilds]Chapter Three: Guilds
The city of Kalnath is practically run by the various guilds, and each has its own history, its own allies, its own enemies, and its own powers of manipulation over Kalnathâ,¬,,¢s politics and underworld. However, several things should be explained before one delves into the dark secrets and devious dealings of Kalnathâ,¬,,¢s guilds.
   First, every guild has a political and underworld influence rating. These are ratings from one to ten and show how much weight these guilds can throw around. Political influence is power and manipulation of the Kingâ,¬,,¢s Court, as well as the trade courts, the aristocratic social circles, and any other legitimate arenas of political power in the city. Underworld influence is how much influence and control the guild has over smuggling, extortion, street control, and other such illegal activities.
   Second, the location listed is either the guildâ,¬,,¢s official headquarters, true in the cases of legitimate guilds, or the most common hangout of the guildâ,¬,,¢s members. The best example of the latter is the Scourge of the Seasâ,¬,,¢ relationship with the Krakenâ,¬,,¢s Cutlass. The Scourge doesnâ,¬,,¢t actually claim the tavern as its headquarters, it just so happens that many of the higher ranking pirates and smugglers chose it as their lair. But there are certainly many other taverns frequented by members of the Scourge of the Seas.
   Third, the unique and specialized training required for most prestige classes is tied to certain guilds that developed them. Thus, many guilds have one or more prestige classes associated with them. In order to take levels in these you must be a member of that guild (see Reputation & Sympathy for more information of officially joining a guild).
Some prestige classes, however, are not included in any of these guilds, but could be taken at the permission of your DM. A good example of a non-affiliated but certainly reasonable prestige class to include is the Arcane Trickster. Indeed, the Arcane Trickster is really just a combination of rogue and wizard or sorcerer into a more effective form, so it would probably be developed  individually by anyone with talents in both areas. The Mystic Theurge is another excellent example of this.
Finally, because Kalnath uses a unique pantheon, and temples are not included as guilds, most divine based prestige classes are not tied to any guilds, but could also easily be allowed by your DM assuming it fits your deity.

[spoiler=The Alchemists of Green Burrow] The Alchemists of Green Burrow
Overview
The only known guild to turn to for wholesale golem crafting or potion brewing, the, almost entirely gnomish, Alchemists of Green Burrow have exclusivity contracts with Kalnath to supply only the cityâ,¬,,¢s army with their powerful constructs and potent brews. However, the Alchemists constantly attempt to smuggle and bribe their inventions out to other, higher paying, kingdoms.
Regardless of their secret conflict with Kalnathâ,¬,,¢s authorities to export these goods, the Alchemists continue to perform their more mundane role as potion merchants and magical sculptors to the rest of Kalnathâ,¬,,¢s populace, who see them as merely a place of exotic trinkets and tonics.

[spoiler=History:]History
   Evolving from a circle of gnomish wizards who served in the Grand Crusade, the organization officially known as the Alchemists of Green Burrow was formed two years after the rebuilding of Kalnath. Though they originally intended to simply be a shop of magic, potions, statues, maps and weapons, the Alchemists quickly realized the other mage guilds of Kalnath saw them as a rival. In an attempt to save themselves from the massive guild conflicts that had consumed the other would-be wizardsâ,¬,,¢ guilds of the city, the Alchemists struck a deal with the King, or rather Magistrate at the time, of Kalnath, for the city was under the rule of the Western Alliance still. In exchange granting them immunity to the other guilds of Kalnath, the Alchemists would supply golems and other useful items to the Western Alliance and only the Western Alliance.
When Kalnath rebelled, however, the deal shifted to cover only Kalnath, severely limiting the potential sales of the Alchemistsâ,¬,,¢ creations. Not to be crippled by a vastly changed contract, many daring second generation Alchemists, who had much more ambition than simply surviving the mage guild wars in Kalnath, began selling golems and powerful potions, previously banned by Kalnath, to various individuals both within and outside the cityâ,¬,,¢s, and kingdomâ,¬,,¢s, borders. It was not long before Kalnathâ,¬,,¢s spies got wind of these dealings, and the war against smugglers came to encompass the unassuming Green Burrow as well. Out of their area of expertise, the Alchemists turned to the Golden Merchants, now the Alliance of Little Folk, to get their merchandise to its customers. This arrangement allowed them to stay out of the main conflict with city authorities, for a while.
However, one year ago, this all changed. With the third rebellion of Belgar, war golems crafted by the Alchemists were shipped to Kobenhiem and Morrowdale to assist Baron Majid in the war. It was soon discovered that Terith, Tyrammor and even the Delvar regime the rebellion was against, all possessed incredibly similar golems, leaving little doubt they were crafted by the Alchemists as well. When word of this came back to Kalnath, the Silent Sentinels, who had thought they had all but stopped the golem trade, were quick to redouble their efforts, and have hounded the Alchemists ever since.
[/spoiler]
[spoiler=Goals:]Goals
   Despite the recent scrutiny of the Silent Sentinels, the Alchemists of Green Burrow have continued their illegal arms trade, selling potions, magical maps, golems, ammunition and spyglasses, just to name a few, to practically anywhere in the world, from Hagenburg to the Silk Coast, Terith to Erasnor. Anywhere thereâ,¬,,¢s a battle to be fought, or to be avoided by shows of force, Alchemist productions can probably be found. Even the Highland Cohort of Ragewater employs some of their inventions in their seasonal campaigns. Though the true goal of these operations is rather hard to determine, it could be, in fact, that the Alchemists simply like to see their inventions put to use, and happen to make their best feats of magic and engineering for warfare. Of course, the monetary gain is substantial as well.
   In addition, the Alchemists continue their legitimate operations as a shop of small magical wonders, and avid practitioners of an ancient art. Even in this functioning, they find a way to dance around the laws, offering their services in making â,¬Ëcustom specialty potionsâ,¬,,¢ for those with the coin to spare.
[/spoiler]
[spoiler=Structure:]Structure
   Highly protective of their secrets, progressing through the ranks of the Alchemists takes years, and is nearly impossible to attain any rank of real substance unless one is of gnomish stock. The ranks begin at the First Degree Apprentice. A newly accepted student is set to endless days of cantrip casting, wand whittling, cauldron stirring, stonecutting and ingot smelting. After he has proved his dedication and devotion, he becomes a Second Degree Apprentice, which means more casting, whittling, stirring, cutting and smelting, along with the beginnings of teaching him how to create the most simplistic of trinkets. Finally, the Third Degree Apprentice takes part in the actual crafting of his masterâ,¬,,¢s works, as well as being taught how to create new ones himself. After one has proven himself through all three degrees of apprenticeship he will be promoted to a First Degree Alchemist, becoming a real, contributing member of the guild. To progress to Second Degree Alchemist a member must create his own recipe for a potion or his own schematics for a golem, or something of the like, essentially proving he can contribute more than simply replicating the same things for the guild. To achieve Third Degree Alchemist, one must pass a series of trials, as well as inventing entirely unique patterns and recipes for the guild. The Third Degree Alchemist is the highest rank in the Alchemists of Green Burrow, only a half dozen hold the position, and steer the guild where they will.
   Beyond the ranks and hierarchy of the guild, Alchemists are given great freedom to perform their tasks, both in time and location.
[/spoiler]
[spoiler=Enemies:]Enemies
   Though they make their work in the exploitation of conflict, the Alchemists of Green Burrow have surprisingly few enemies within Kalnath, perhaps because their dealings are on a much larger scale, or perhaps because their services are appreciated by all in the city equally.
The Silent Sentinels loom as the greatest threat to the Alchemists of Green Burrow, constantly trying to both stop the smuggling of golems and potions out of Kalnath, and keep an eye on who is buying the Alchemistsâ,¬,,¢ goods.    Next is the Tower of the Arcane Eye which has recently found several somewhat valuable potion recipes to be missing, and highly suspect the Alchemists of stealing them.
[/spoiler]
[spoiler=Allies:]Allies
   First and foremost of the Alchemists of Green Burrowâ,¬,,¢s allies is the Alliance of Little Folk, a fellow gnomish, though also halfling, organization, as well as the main transporters of Alchemist goods out of Kalnath.
   Recently, the Alchemists have also secretly funded, and retained adventurers to go on, several of the expeditions into the jungles across the East Sea, conducted by the Explorerâ,¬,,¢s League branch of the East Sea Trade Guild. Undoubtedly their goal is to seek knowledge of lost techniques and rare ingredients for their productions.
[/spoiler]
[spoiler=Classes:]Classes
   All members have at least one level of wizard or sorcerer, almost all continue in these classes, or classes focused on crafting, throughout their careers. Guards and special agents for the Alchemists sometimes have rogue or fighter levels. Due to the extensive focus on constructs and crafting, a member of the Alchemists of Green Burrow may take levels in any of the following classes; Effigy Master, Maester.
[/spoiler]
Organization Statistics
Political Influence: 2
Underworld Influence: 4
Locations: The Green Burrow
[/spoiler]
[spoiler=The Alliance of Little Folk] The Alliance of Little Folk
Overview
Arch rival of the Onyx Merchants, the Alliance of Little Folk are a rising power in Kalnathâ,¬,,¢s underworld. The Alliance exploded out of the Little Moot when the Lunar Hands finally lost their grip on the Livery and Great Market districts. Within the Little Moot theyâ,¬,,¢re seen as a big brother, keeping the â,¬Ëbig peopleâ,¬,,¢ out of their affairs and acting as a civil authority in their place. To the rest of Kalnath theyâ,¬,,¢re the quickest pick pockets and the quietest burglars.

 [spoiler=History:]History
First formed by halfling refugees from the Delbrook Feuds in the Far Western Baronies, the Halfling Alliance was out to make sure no one took advantage of the newest arrivals in the city, and for lack of better employment opportunities. Initially their greatest enemy was the gnomish guild called the Golden Merchants, whoâ,¬,,¢d been formed when the gnomes first arrived for similar reasons as the Halfling Alliance. The Golden Merchants already dominated the, at the time, wholly gnomish Little Moot district, even beginning to extend their thieving activities to the neighboring Great Market district. However, just as the Golden Merchants were on the rise they entered into the drawn out â,¬ËBattle of Foolsâ,¬,,¢ in the Little Moot, with the Halfling Alliance.
After several years of conflict the two guilds reconciled, the halflings having found employment as skilled agriculturalists, brewers, gamblers and generally integrating themselves into Kalnath; time had passed the feuding guilds by. Realizing this; the Halfling Alliance and Golden Merchants decided upon a truce, and finally an alliance. The timing of this alliance was perfect, as the Lunar Hands finally collapsed from their war with the Onyx Merchants. The newly formed Alliance of Little Folk quickly expanded to fill the power vacuum in the Great Market and Livery districts, where they continue to operate, fighting a â,¬Ësecretâ,¬,,¢ war with the Onyx Merchants.
[/spoiler]
[spoiler=Goals:]Goals
First and foremost the Alliance of Little Folk seeks to take control of the other half of the Great Market and Livery districts, from their Onyx Merchant rivals. The docks so far remain out of reach despite the Allianceâ,¬,,¢s continued attempts, and the White Hill is hardly accessible by any thievesâ,¬,,¢ guild. Their main effort to reach this goal is by manipulation of trade, the Golden Merchantsâ,¬,,¢ contacts have slowly returned and the Alliance has significant influence over a few of the most corrupt members of the Merchants of Kalnath.
[/spoiler]
[spoiler=Structure:]Structure
Unlike the regional assignments of the Onyx Merchants, the Alliance of Little Folk assigns its top leaders by type of business; gambling, extortion, burglary and petty thievery, street toll and counterinsurgency, which includes the ongoing street war against the Onyx Merchants. Within each category there are an array of lesser ranks, many named depending on their category, such as the cutpurse and gutter runner of the burglary and petty thievery section.
[/spoiler]
[spoiler=Enemies:]Enemies
Undoubtedly the Alliance of Little Folkâ,¬,,¢s greatest enemy is the Onyx Merchants, vicious business rivals and fierce opponents on the street. The Alliance even has an entire department dedicated to their conflict with the rival thievesâ,¬,,¢ guild.
   Being a thievesâ,¬,,¢ guild, the Alliance of Little Folk also of course attracts the attention of the authorities, the City Watch and sometimes the Landgrave House of Litbur. Though, strangely, the Silent Sentinels pay them almost no heed in their operations, perhaps because they find them a useful tool against the Onyx Merchants.
   In addition, the Alliance is on less than excellent terms with the Embassy of Qualendus, whose trade ships theyâ,¬,,¢ve made their first target in attempting to break into the crime of the Docks District.
[/spoiler]
[spoiler=Allies:]Allies
Few in enemies and many in friends is an excellent motto for any organization, certainly it is no less for a thievesâ,¬,,¢ guild. The Alliance of Little Folk seems to have held to that motto, for they possess several powerful allies.
   First in influence come the Masked Jesters, who have had a long time alliance with the Golden Merchants, and many powerful figures in the Little Moot are members of both.
   Only slightly less in power, though much more blunt about it, the Union of Free Masons first established its pact with the Alliance on the basis on helping another group of new comers to the city, as the dwarves themselves once were. However, over time this relationship has grown quite profitable for both, though the Free Masons are not so fond of the underhanded nature of the Allianceâ,¬,,¢s activities.
   Finally the Alchemists of Green Burrow are practically integrated into the Alliance itself, both being heavily invested in Little Moot society.
   Though not a true ally, the Alliance does possess a few reasonably reliable contacts in the Merchants of Kalnath that can be called upon on occasion.
[/spoiler]
[spoiler=Classes:]Classes
Being a thievesâ,¬,,¢ guild, rogues are the dominant class, though many are bards as well, and the odd fighter, wizard, sorcerer or clerics of Namrith can always be found somewhere in the Alliance of Little Folk. The most common prestige classes are Thief-Acrobats and Master Throwers, whom they are lone instructors of, the art of Dungeon Delving, Streetfighting, and Assassination are also taught in Alliance institutions. As such, one must belong to the Alliance of Little Folk to take levels of the Thief-Acrobat, Master Thrower, Dungeon Delver, Assassin or Streetfighter prestige classes.
[/spoiler]
Organization Statistics
Political Influence: 5
Underworld Influence: 9
Locations: The Golden Flame Tavern & Casino
[/spoiler]
[spoiler=The Court of the Silent Fist] The Court of the Silent Fist
Overview
Deadly soldiers of fortune dedicated to reaching martial perfection, members of the Court of the Silent Fist leave fear or death in their wake. Though it operates mainly in the Docks District, the Court has a long arm, fully capable of reaching into even the White Hill District, if its employers choose to do so. Most that have the requisite coin or influence to hire the Court do so to aid them in the Docks District, especially since many members are permanently employed as guards to East Sea Trade Guild officials whilst they make their rounds on the docks.

 [spoiler=History:]History
Formed by an unknown master of Lsatauâ,¬,,¢s martial tradition, the Court of the Silent Fist was created to pass on his own unique version of this tradition. Over time it became a haven for retired or disgraced soldiers and young monks of the Temple of Eternity looking for greater martial training. As new masters came to control the Court the focus was gradually shifted from merely a place to perfect oneâ,¬,,¢s fighting skills to a place to focus use of such skills as well, hiring out its skilled warriors and spies to warlords and despots across the land.
   Over many years the Court expanded, creating guild halls in several cities across the East Sea. Finally, when Kalnath was discovered by Tarashi Quetzulo, Court agents came across as bodyguards for East Sea Trade Guild merchants. In the space of only a few years the Court then established a guild hall in Kalnath, offering its services to any in the city that could afford them, though they refused to take jobs against East Sea Traders.
   Though it has only had a true presence in Kalnath for two years, the Court has already come to be feared throughout the Docks District for their ruthless and efficient executions as well as earning the Court renown as impeccable bodyguards through their work protecting East Sea merchants. This reputation has brought in contracts from nearly every district of the city, though the majority still remains in the Docks District. Surprisingly, however, the Silent Sentinels seem to have not taken note of the Court, leaving it up to the Port Authority to deal with.
[/spoiler]
[spoiler=Goals:]Goals
   Martial prowess remains the main focus of the Court of the Silent Fist; however, with their expanding influence and espionage oriented skill suites, the Court can be considered just as driven to succeed in Kalnathâ,¬,,¢s underworld as any other guild. Their first objective towards the latter goal is elimination of their main rivals, the Order of the Umbral Blade, who provide many of the same services as the Court. This the Court has facilitated through contract wars as well as sabotage of Order operations, though the Order has responded in kind just as often.
[/spoiler]
[spoiler=Structure:]Structure
   Discipline within leads to order without, or so the saying goes, as such the Court of the Silent Fist is extremely rigid in its chain of command based on martial skill and power. Those on the bottom are always trying to grow stronger to move up in the ranks, and those on the top are always trying to keep those below them away. But even this constant internal strife is not anarchic in nature. All members are required to follow their superiorsâ,¬,,¢ orders, and one can only move up in rank by defeating his superior in a ritual duel. The ranking system is a somewhat altered version of Lsatauâ,¬,,¢s law of organizations: at the top is the Grand Master, there is only ever one, he is without a doubt the most powerful warrior in the Court. Then lower are the five Masters, each of whom is expected to serve the grand master with unquestioned obedience. Under the masters are the Acolytes, degrees seventh through first, who do their masterâ,¬,,¢s bidding without question. And finally are the lowest ranks; the Initiates, degrees eleventh through first. Initiates are treated little better than rats. However, an Initiate will be the most willing to fight to the death, hoping to move up in the ranks as fast as possible.
[/spoiler]
[spoiler=Enemies:]Enemies
   Despite their bloody business the Court of the Silent Fist has earned few enemies. Though many are wary of the Court, most see no reason to provoke a conflict so long as no one looks to hire the Court against them.
   First of the Courtâ,¬,,¢s enemies is the Port Authority, who have been left as the only authority expected to bring the force of law against the Court. However, given the political intrigue of the trade guilds and the Scourge of the Seas, the Port Authority has few resources available to carry out actions against the Court, but it still attempts to; occasionally scoring a victory against the Court.
   Second is the Order of the Umbral Blade, direct rivals of the Court of the Silent Fist, both selling espionage and murder to the highest bidder.
[/spoiler]
[spoiler=Allies:]Allies
   Only the East Sea Trade Guild, which originates from the same lands as the Court of the Silent Fist, have allied, or rather, continued their alliance, with the Court. Though this hardly puts the Court in their pocket, the East Sea Trade Guild does appear to get some sort of discount given the prodigious amounts of Court agents it hires as bodyguards, spies and assassins. Indeed, the Court seems to be considered a trump card by the East Sea Trade Guild.
   Of course, the Court is hardly exclusive to the East Sea Trade Guild, it hires out to both individuals and guilds with the resources to pay for its services. Even the Silk Coast Trade Guild has no trouble hiring the Court, despite their rivalry with the East Sea Traders, however, the Silk Coast Trade Guild has done so only once. Most likely the Trade Guild believed the Court to be less than wholly loyal, or because the Court refuses to work against the East Sea Trade Guild, thus making them useless to contract for most of the Silk Coastâ,¬,,¢s operations.
[/spoiler]
[spoiler=Classes:]Classes
All members of the Court of the Silent Fist have at least one level in monk or ninja, in addition almost any class can be found as part of a memberâ,¬,,¢s skills, though many focus solely on monk or ninja. The shadowy and mystical skills of the ninja are taught only at the Court of the Silent Fist, in addition to the more philosophical arts of the monk. Therefore, a member of the Court of the Silent Fist may take levels of the ninja or monk base class.
[/spoiler]
Organization Statistics
Political Influence: 3
Underworld Influence: 4
Locations: The Court of Martial Enlightenment
[/spoiler]
[spoiler=The Crimson Brotherhood] The Crimson Brotherhood
Overview
Devoted to carrying out their vendetta against the nobles of Kalnath, the Crimson Brotherhood, formerly House Ramos, is ruthless in reaching this end. Whether it is ransoming Quaedra Family princes, burning down Thurizahd textile mills or robbing Cardhi moneychangers, the Crimson Brotherhood will perform almost any type of crime to bring down the noble families of the Lordsâ,¬,,¢ Alliance.

[spoiler=History:]History
   Originally hailing from Erasnor, the Noble Family Ramos escaped from the city with considerable wealth just after their coup for the throne failed. Upon reaching Kalnath the Ramos and a sizable chunk of Erasnorâ,¬,,¢s treasury settled in the north along the Wall of Hagenburg, buying a vast amount of property with their ill-gotten wealth. Before long, the Ramos Family was climbing the ranks of the newly formed Lordsâ,¬,,¢ Alliance, eventually reaching the second position in the inner counsel, behind only the Cardhi.
This would all come to an end, however, when the Ramos attempted to cut deals with the Merchants of Kalnath to weaken the noble Quaedra Familyâ,¬,,¢s sea commodities and give the Ramos breathing room as the Quaedra were quickly gaining on them in wealth and influence. This backfired, however, when the conspiracy was discovered by the Cardhi and the entire Lordsâ,¬,,¢ Alliance rallied against the Ramos, seizing and redistributing Ramos lands to other nobles, assassinating as many Ramos family members as possible and declaring the family to have engaged in treasonous activities against the throne of Kalnath. With this, the survivors of the Grand Betrayal formed the Crimson Brotherhood to take vengeance upon the Lordsâ,¬,,¢ Alliance.
   Since its formation the Brotherhood has claimed responsibility for dozens of high crimes against the Lordsâ,¬,,¢ Alliance, leaving tokens with House Ramos insignia on them at the scenes. Though there have probably been many more attacks than this, the Lordsâ,¬,,¢ Alliance appears to want to keep them out of public view so as to not show weakness. Not only has it succeeded in kidnapping, sabotage, arson and robbery against the Lordsâ,¬,,¢ Alliance, the Brotherhood has also reclaimed some of its former land holdings by way of puppet nobles and false identities, though who these are remain unknown to this day.
[/spoiler]
[spoiler=Goals:]Goals
Complete and utter destruction of the entire Lordsâ,¬,,¢ Alliance, including salting of all fields, decapitating of all family members and plundering of all wealth is the end goal of the Brotherhoodâ,¬,,¢s vendetta, and is part of each memberâ,¬,,¢s initiating oath. Though this may seem a lofty goal indeed, the Brotherhood has made astounding progress considering their situation, but still has seemingly eternity to go before their vendetta is finished. In addition to ruining their betrayers, the Crimson Brotherhood is also interested in regaining the land it possessed under the Ramos name, and has begun to do just that, mainly by holding hostage minor noble princes to secretly manipulate their families. It is even rumored the Brotherhood has regained the Ramos Mansion in this way, and that the old baron, if he still breathes, lives in it while the minor nobles that officially own it are held hostage, but rumors often are so romantically fantastic.
[/spoiler]
[spoiler=Structure:]Structure
Ensuring they are protected from another betrayal, the Crimson Brotherhood only allows those of the Ramos family to join, though most of them are initiated at birth anyway. Occasionally a non-relative of great skill and loyalty will be â,¬Ëadoptedâ,¬,,¢ into the Brotherhood, but this is quite rare. Within the Brotherhood the hierarchy is mainly defined by strength of blood, the line of Baron Daernchal III Ramos and his children being the highest â,¬Ërankedâ,¬,,¢ in the Brotherhood, and step, illegitimate and adopted members being the lowest. However, this official system is commonly ignored in favor of competence, but more pureblooded members are always given respect even when not put in charge.
[/spoiler]
[spoiler=Enemies:]Enemies
First, second, third, fourth and fifth most important of the Crimson Brotherhoodâ,¬,,¢s enemies are the Lordsâ,¬,,¢ Alliance of Kalnath. They are the very reason for the Brotherhoodâ,¬,,¢s existence, and once they fall the vendetta will finally be finished, the blood repaid and the pact dissolved.
   Although not enemies by choice of the Brotherhood, both the Crown Guards and the Silent Sentinels have taken more than a passing interest due to the fact that the Brotherhood poses such a danger to the king and his court. Thus they remain the greatest thorn in the Brotherhoodâ,¬,,¢s side while it attempts to carry out its vendetta.
[/spoiler]
[spoiler=Allies:]Allies
   Still in conspiracy even after their fall, the Merchants of Kalnath and the Crimson Brotherhood have had unexpectedly good success, with the Merchants funding the Brotherhoodâ,¬,,¢s numerous attacks on the Lordsâ,¬,,¢ Alliance, or so the rumor goes.
   As one of the few entrusted with the real purpose of the Free Traders of Terith, the Crimson Brotherhood also has a strong alliance with them, as they both seek to wreak havoc on the nobles. Though the Brotherhood doesnâ,¬,,¢t much involve itself in the anti-merchant affairs of the Free Traders, it is still a devoted partner in crime.
   Lastly and most tentative of the Brotherhoodâ,¬,,¢s allies is the House of Landgraves. Though the most prominent Landgrave House, that of Litbur, doesnâ,¬,,¢t appreciate the Brotherhoodâ,¬,,¢s tactics, they nonetheless allow them to have limited cooperation, mainly communicating through the Felsenbroge Family, which has fewer qualms about means and ends.
   In addition, the Crimson Brotherhood can call upon other underworld organizations such as the Order of the Umbral Blade or the Onyx Merchants to help in its operations, usually in exchange for coin.
[/spoiler]
[spoiler=Classes:]Classes
   Rogues are the dominant class of the Crimson Brotherhood, fighters, bards and wizards are all also found within the Brotherhood, though less commonly. In addition the Brotherhood has many skilled teachers in the art of assassination as it is so common, as well as having a strong fencing tradition in the family. Therefore, a member of the Crimson Brotherhood may take levels in the Assassin or Duelist prestige classes.
[/spoiler]
Organization Statistics
Political Influence: 6
Underworld Influence: 7
Locations: The Scarlet Way
[/spoiler]
[spoiler=The Crown Guard] The Crown Guard
Overview
â,¬Å"For King, City and Countryâ,¬Â are the words engraved above the Crown Guard barracks wing of the Kingâ,¬,,¢s palace. They act as both bodyguards to the King when he makes appearances, and are always present in force within the Kingâ,¬,,¢s palace. In addition to physically protecting the king, the Crown Guard also go to great lengths to root out the ever present corruption of the court.

[spoiler=History:]History
Originally formed from the dozen man honor guard of King Laros, first king of Kalnath, the Crown Guard have since grown to over one hundred men. Since those founding days the Crown Guard has never failed to serve the king with utmost loyalty. Such times include leading the assassinations of Western Loyalists during the rebellions of Kalnath, Terith and Belgar from the Western Alliance.
   Since the founding, the history of the Crown Guard is a repeating story of battling corruption in the court and thwarting assassination plots on the royal family. The most well known of these of course being the fall of house Ramos, during which there were nine reported assassination attempts on members of said family, four on the king himself. Despite incidents like this the Crown Guard has a spotless record; no member of the royal family has ever been killed while in their care.
   It was after the Ramos incidents that the Crown Guard were heavily expanded, going from a mere two dozen individuals to a hundred man corps of heavily drilled and dedicated soldiers. Though they would never be expected to fight in a field army, they could best the most formidable of enemies within the Kingâ,¬,,¢s Palace. Indeed, given their current numbers, individual or paired Crown Guards are often dispatched as advisors to City Watch squads in the White Hill district when the situation is especially dangerous or otherwise important.
[/spoiler]
[spoiler=Goals:]Goals
The kingâ,¬,,¢s safety is of course paramount to the Crown Guard, and they continue to execute expert protection procedures to keep him safe. However, with no threat to the king ever having succeeded, the Crown Guard has had time to expand their thinking, beyond the kingâ,¬,,¢s physical wellbeing to the kingâ,¬,,¢s political wellbeing. To this end the Crown Guard has, since the fall of house Ramos, set about purging the corruption from the Kingâ,¬,,¢s Court. Unfortunately â,¬Ëcorruptionâ,¬,,¢ is a broad term and when applied to the Kingâ,¬,,¢s Court covers everything from the Lordsâ,¬,,¢ Alliance and the House of Landgraves, to the Merchants of Kalnath and the Masked Jesters. Despite this seemingly hopeless situation, the Crown Guards stoically march forward, slowly bringing the city back under the full control of the king.
[/spoiler]
[spoiler=Structure:]Structure
Like a normal military organization, the Crown Guard is split by militant ranks; At the top is the Crown Commander, directly below are the three lieutenants each head of thirty men, below the lieutenants are nine sergeants each head of nine. In addition there are six Devoted Guardians, who exist above the lieutenant but below the commander, these six are the personal bodyguards of the king and accompany him everywhere.
[/spoiler]
[spoiler=Enemies:]Enemies
Many are the enemies of those devoted to an end of political corruption; so it is with the Crown Guard.
   Greatest among these enemies are what are viewed as the greatest threats to the kingâ,¬,,¢s influence, the Lordsâ,¬,,¢ Alliance of Kalnath and the Merchants of Kalnath, both of whom wield great power. Fortunately their goals go against one another and thus their full influence can never be brought to bear on the king for important decisions. In addition the Landgrave House Felsenbroge demonstrates considerable manipulation concerning Hagenburg, and is generally lumped in with the Lordsâ,¬,,¢ Alliance and Merchants of Kalnath for this.
   In addition, the Order of the Umbral Blade and the Crimson Brotherhood combine to be the antagonists behind almost every attempt on the royal family, though the Crown Guard has little direct power it can exert over such criminal organizations.
   The Masked Jesters and House of Landgraves are also both viewed with suspicion; however, the Masked Jesters provide information to the Crown Guard of assassination attempts, making them a valuable ally. And the House of Landgraves, other than the Felsenbroge, appear to possess little court power, perhaps their influence could even be a good thing, though the Crown Guard would hardly support that either.
   Finally are the supposedly friendly Silent Sentinels. Though they both work for the same king, the Crown Guard finds the Sentinels extremely difficult to deal with and have as little to do with them as possible.
[/spoiler]
[spoiler=Allies:]Allies
Only the Order of the Purging Dawn has allied itself with the Crown Guard, and given the Orderâ,¬,,¢s reputation the Crown Guard tries to keep the alliance quiet. Other than this it appears none would have an alliance with the Crown Guard, though some have tried, they are the very ones the Crown Guard consider corrupt.
[/spoiler]
[spoiler=Classes:]Classes
Most members of the Crown Guard are fighters, though a few have levels in rogue, paladin or cleric. All eventually take levels in the Crown Guard prestige class (listed below), and only a member of the Crown Guard can take levels in said prestige class.
[/spoiler]
Organization Statistics
Political Influence: 7
Underworld Influence: 1
Locations: The Kingâ,¬,,¢s Palace



[spoiler=CROWN GUARD] CROWN GUARD
Requirements
To qualify to become a Crown Guard, a character must fulfill the following criteria.
Base Attack Bonus: +5.
Skills: Intimidate 4 ranks, Sense Motive 4 ranks
Feat: Combat Reflexes, Weapon Focus (Bastard Sword).
Class Information
The following information pertains to the Crown Guard prestige class.
Hit Die: 1d12
Class Skills
The Crown Guardâ,¬,,¢s class skills (and the key ability for each skill) are: Gather Information (Cha), Intimidate (Cha), Knowledge (Nobility & Royalty) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.
[table=Table: The Crown Guard]

[tr][th]Level[/th][th]BAB[/th][th]Fort[/th][th]Ref[/th][th]Will[/th][th]AC[/th][th]Special[/th][/tr]

[tr][td]1st[/td][td]+1[/td][td]+2[/td][td]+2[/td][td]+0[/td][td]+1[/td][td]Harm's Way[/td][/tr]

[tr][td]2nd[/td][td]+2[/td][td]+3[/td][td]+3[/td][td]+0[/td][td]+1[/td][td]Improved Buckler Defense[/td][/tr]

[tr][td]3rd[/td][td]+3[/td][td]+3[/td][td]+3[/td][td]+1[/td][td]+2[/td][td]Half-Sword[/td][/tr]

[tr][td]4th[/td][td]+4[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+2[/td][td]Intercept, 5ft[/td][/tr]

[tr][td]5th[/td][td]+5[/td][td]+4[/td][td]+4[/td][td]+1[/td][td]+3[/td][td][/td][/tr]

[tr][td]6th[/td][td]+6[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]+3[/td][td]Leverage[/td][/tr]

[tr][td]7th[/td][td]+7[/td][td]+5[/td][td]+5[/td][td]+2[/td][td]+4[/td][td]Sudden Action[/td][/tr]

[tr][td]8th[/td][td]+8[/td][td]+6[/td][td]+6[/td][td]+2[/td][td]+4[/td][td]Intercept, 10ft[/td][/tr]

[tr][td]9th[/td][td]+9[/td][td]+6[/td][td]+6[/td][td]+3[/td][td]+5[/td][td]Twisting Parry[/td][/tr]

[tr][td]10th[/td][td]+10[/td][td]+7[/td][td]+7[/td][td]+3[/td][td]+5[/td][td]Guarding Stance[/td][/tr]
[/table]
Class Features
The following features pertain to the Crown Guard prestige class.
AC Bonus
The Crown Guard gains the listed bonus to AC as a dodge bonus when wearing light or no armor.
Harmâ,¬,,¢s Way
Once per round, if the Crown Guard is adjacent to an ally who is targeted by a direct melee or ranged attack (but not an area effect), the Crown Guard can subject him or herself to the attack in the allyâ,¬,,¢s stead. If the attack hits the Crown Guard, he or her takes damage normally. If it misses, it also misses the ally.
The Crown Guard must declare his or her intention to place him or herself in harmâ,¬,,¢s way before the attack roll is made. The Crown Guard selects his or her ally either prior to combat or immediately after the Crown Guard makes his or her initiative check. The Crown Guard canâ,¬,,¢t change his or her ally for the duration of the combat.
Improved Buckler Defense
At 2nd level a Crown Guard gains this feat as a bonus feat.
Half-sword
Crown Guard are taught to fight in shorter grips, with the offhand placed halfway down the blade, almost as much as in the standard two or one handed grips, due to the cramped spaces of royal courts. Switching grips is a swift action that does not provoke an attack of opportunity. While half-swording a Crown Guard may use his bastard sword in a grapple, just as if it was a light weapon.
Intercept
Acting purely on instinct, a Crown Guard can intercept a foe before he is able to harm the Guardâ,¬,,¢s charge. As a reaction the Crown Guard may move 5ft after a foe has declared his move but before he has moved. Thus, a Crown Guard could move between his charge and a foe to prevent the foe from getting into melee range. This ability may be used only once be round.
At 8th level the movement allowance increases to 10ft.
Leverage
While using a half-sword grip the Crown Guard may take a penalty up to his strength modifier on damage to gain the same number as a bonus to his attacks. This ability cannot be used in conjunction with power attack.
Twisting Parry
When using combat expertise or fighting defensively the Crown Guard may make one free disarm attempt against a foe that misses him in melee combat. This attempt does not provoke an attack of opportunity but in all other ways follows normal disarm rules.
Guarding Stance
The Crown Guard perfects a special fighting stance, allowing him to better protect his ally. The Crown Guard may enter a guarding stance as a move action, while in a guarding stance the Crown Guard cannot move more than 5ft. Whenever an opponent makes an attack against the Crown Guardâ,¬,,¢s chosen ally the Crown Guard may take an attack of opportunity against them, this cannot provoke more than one attack of opportunity from a single opponent per round.
[/spoiler][/spoiler]
[spoiler=The Cult of Agony]
Overview
Otherworldly screams from sewer grates, haunting wails of pain from abandoned buildings, mutilated corpses floating about in Kalnathâ,¬,,¢s harbor, all are the work of the Cult of Agony. To the vast majority of Kalnath the Cult is viewed just as cults of Halnammar or Valendris, the deities of death, seen as rumors and bedtime stories. To those captured unwillingly by the Cult it is a living nightmare of pain and agony, seemingly transcending oneâ,¬,,¢s existence to torture his very essence. Finally, to those who willingly join and serve it, it is a burden borne with the devotion to suffer to give salvation to the masses.

[spoiler=History:]History
   The mighty fiend Basmarus the Flayer was last summoned into this world by a coven of warlocks atop the highest spire of Keskadar Keep. Desperate to escape his plight in the abyss for failing his masters in the blood war, Basmarus made a hasty pact with the Thurizahd diabolists who had summoned him, saving the Thurizahd from certain execution at the hands of Dalrus the Bold, the conqueror of Keskadar Keep. Though the fiend did save the Thurizahd, it was not in the way they had expected, as he worked fiendish magic on Dalrus and prevented him from executing the warlocks, instead simply banishing them from the Keep. His pact unfulfilled, for he had not slain Dalrus the Bold as he had sworn to do, Basmarus was prevented from returning to the abyss, though he daily weakened from the effects of the binding magic.
   The next decades are unknown to all but Basmarus himself, but relatively soon after his flight from Keskadar he formed the Cult of Agony. The Cult enabled him to overcome the damaging magic that tore at him daily for his lack of attempt to fulfill his pact. For the fiend had found a way around it, if a victim willingly bound himself to Basmarus to share the effects of the pact, it would split the agony and debilitating effects between the two.
   Some time after the events of the Great Rebellion, Basmarus came to Kalnath, his Cult of Agony in tow. In the city, Basmarusâ,¬,,¢ past finally caught up to him, after the Thurizahd discovered his presence and summoned an emissary of the Demon Princes to speak with him about repaying his debt to the abyss for his failure. Seeing himself quite trapped by the prospect of the Thurizahd acting with the Demon Princesâ,¬,,¢ authority, Basmarus struck a bargain with his masters, dealing to give them raw pain and agony of sweetest kind in exchange for his forgiveness. Agreeing to this deal, the Demon Princes withdrew their emissaries and left Basmarus in peace so long as a steady stream of tortured souls continued to them.
[/spoiler]
[spoiler=Goals:]Goals
   The end goals of the Cult of Agony are twofold; first, to serve as a source of willing servants to bear the agony Basmarus suffers from the unfulfilled pact to the Thurizahd, second, to capture new victims for torture and torment from the streets of Kalnath, keeping up the steady stream of anguished souls flowing into the abyss and ensuring Basmarusâ,¬,,¢ continued existence on this plane.
   In recent years Basmarus has devised a devious ploy to gather more servants to his Cult of Agony. This ploy comes in the form of a redeeming philosophy, the ideal that a fiendâ,¬,,¢s appetite for pain and agony can in fact be sated, if enough is presented, and that by submitting themselves to unimaginable anguish the members of the Cult spare others similar experience at the hands of demons. Though this theory could indeed be true, as of yet no demon has been known to have ever had its hunger for such things sated, no matter the quantities. None the less, with this new angle the Cult has grown greatly, rising from a bedtime story in Kalnath to the subject of discussion at taverns near a Cult coven.
   In addition to mere survival, Basmarus looks to political goals in Kalnath, hoping to someday become a power behind the throne if his Cult can gain enough of a foothold in the nobles and merchants of the city. To this end the fiend has begun extending his fingers into the minor noble houses of Kalnath, recruiting a son here, a daughter there.
[/spoiler]
[spoiler=Structure:]Structure
   Sitting atop his throne of wailing corpses, Basmarus the Flayer quite obviously rules the Cult of Agony. However, only the highest ranked of his servants are allowed to set eyes upon him, for surely if it was revealed that the Cultâ,¬,,¢s leader was a demon his new recruitment ploy would be instantly demolished. Below Basmarus are the five Magi, the most skilled and devoted diabolists in the Cult, each Magus commands a separate coven in Kalnath. Below this are the Acolytes, followed by the Adepts, followed by the Initiates.  In order to become an Acolyte one must undergo the excruciating process of bonding a demon with his flesh. Adepts, while not as skilled or accomplished as Acolytes, have at least begun their ascent in the Cult, gaining rudimentary skills in the warlock arts. Finally, Initiates are new converts, trusted with few secrets of the Cult, Initiates are not even bonded with Basmarus to share in the blood pact, merely being used to willingly offer pain to the Demon Princes of the abyss, as well as find and subdue unwilling victims from the streets.
[/spoiler]
[spoiler=Enemies:]Enemies
   Despite their truly horrific practices, the Cult of Agony is barley noticed by the guilds of Kalnath, all far too caught up in their own worlds of politics and intrigue. Only the Order of the Purging Dawn has taken notice of the Cult, though the Cult is proving quite difficult to root out, especially as they gain more and more influence within the minor noble houses of Kalnath.
   The Noble Family Thurizahd, while not particularly happy with Basmarusâ,¬,,¢ betrayal and continued survival despite the Demon Princesâ,¬,,¢ wrath, has come to respect the fiend and his Cult. However, the Thurizahd still prefer to have as little as possible to do with â,¬Ëthe lunaticsâ,¬,,¢ as they call the Cult of Agony.
[/spoiler]
[spoiler=Allies:]Allies
   Surely, anyone who would actually choose to side with such psychopaths and deceived fanatics would be truly mad, and indeed the Cult of Agony has neither allies nor friends beyond its own expanding members list.
[/spoiler]
[spoiler=Classes:]Classes
   Initiates can be of almost any class, clerics are almost nonexistent, however. All Adepts have at least one level of the Warlock class, all Acolytes have at least one level of the Acolyte of the Skin prestige class.
[/spoiler]
Organization Statistics
Political Influence: 3
Underworld Influence: 1
Locations: The Pit of Nightmares
[/spoiler]
[spoiler=The Dragonâ,¬,,¢s Wrath] The Dragonâ,¬,,¢s Wrath
Overview
   Mysterious and magically potent, the sorcerers of the Dragonâ,¬,,¢s Wrath are a feared force by those with enemies among Kalnathâ,¬,,¢s underworld. Because of the cityâ,¬,,¢s established mage guildâ,¬,,¢s feelings about sorcerers, hedge wizards as they like to call them, the Dragonâ,¬,,¢s Wrath is considered an illegal guild, forcing it to hide out in dark taverns and secret vaults to conduct its business. This business, while to most of Kalnath appears to be operating as mercenary mages willing to support criminal guilds for a price, is in fact the research of draconic lore and the extent of their dragon gifted powers of sorcery. Although not all members of the Wrath are so interested in this research, and these are undoubtedly the driving forces behind the Wrathâ,¬,,¢s rise in the underworld, as well as the majority of the counterattacks against the Spire of the High Arcane.

[spoiler=History:]History
   Malizan the Majestic was a mighty sorcerer during the time of the Grand Crusade, famed to have defeated an entire legion of enemy soldiers single handedly. After the conquering of Kalnath, Malizan bought land along the northern coast and settled there, erecting a twisted stone tower upon the cliffs east of Brigandâ,¬,,¢s Pass. There he stayed for several years until a noble approached him with a proposition. The noble was Geledros Feirwyn the Smoldering, lord of the Feirwyn family at the time. Geledros proposed that Malizan tutor his two sons, Marrek the Red and Keldren; in exchange Geledros would back Malizan in creating a guild of sorcererâ,¬,,¢s in Kalnath, of which he could be the head. Whether this was arranged because Malizan refused to do the task for mere monetary payment, or because Geledros wanted a puppet guild to use as a trump card in Kalnathâ,¬,,¢s politics is unknown, but if it was the latter the operation surely turned out fruitless, other than the training of Marrek and Keldren. So it was that Marrek the Red and Keldren, as well as Srilanna and Calshia, Geledrosâ,¬,,¢ daughters, were tutored by Malizan and became potent sorcerers. Holding his end of the bargain as well, Geledros helped form the Dragonâ,¬,,¢s Wrath, putting Malizan as its master and sending out summons to other sorcerers throughout the land to seek Malizan.
   Things would not continue so well for the Dragonâ,¬,,¢s Wrath, however; only a few years after the end of the guild wars between the wizards of Kalnath, both the Spire of the High Arcane and the Tower of the Arcane Eye petitioned the king to condemn the Dragonâ,¬,,¢s Wrath as treasonous and dangerous to Kalnathâ,¬,,¢s existence. Thus the Dragonâ,¬,,¢s Wrath was forced to abandon its position as third most powerful of the arcane guilds in Kalnath and flee to the underworld. Though the Wrath lost few members during the initial inquisition by the Spire and Tower, they would never again be able to gain the city from the other mage guilds without utterly eliminating them.
   About this time Malizan and his wife Srilanna disappeared, leaving the guild to Keldren Feirwyn. While an accomplished sorcerer and quite successful in clandestinely attaining bits of draconic lore, Keldren was unable to keep the newly illegal and fracturing Dragonâ,¬,,¢s Wrath under control. From among the newer members arose Zihrem Klexzana, a reckless and vicious but prodigious sorcerer looking more towards the mundane situation of the Dragonâ,¬,,¢s Wrath than its original goals of magical research and unlocking of draconic secrets. Zihrem quickly gained the loyalty of the majority of the Wrath and began selling out their services as magical support for underworld businesses, serving as sorcerous mercenaries to the Onyx Merchants, Crimson Brotherhood, and even the clandestine activities of the Merchants guilds of Kalnath. Keldren, while powerful, was unable to regain full control of the guild, thus he settled on a compromise, offering to have dual masters of the Wrath so as not to fracture the guild. Klexzana agreed and ruler-ship was split, with Keldren managing the further accruing of lore and training to empower the membersâ,¬,,¢ draconic heritage, while Klexzana organized contracts with other underworld guilds and began formulating plans to strike back at the Tower and Spire.
   [/spoiler]
[spoiler=Goals:]Goals
   After many years, the Dragonâ,¬,,¢s Wrath has made progress, though they are still considered traitors by Kalnath law. Klexzana and Keldren still reign as the guildâ,¬,,¢s masters, some bit of draconic legacy allowing them to cheat age and death for so long, obviously Keldrenâ,¬,,¢s work having paid off for both of them. With more stability having been gained from their early years, Klexzana has headed several raids on both the Spire and Tower, not only taking revenge on some unfortunate wizards but also stealing several tomes of draconic lore for Keldren. Still, the Wrathâ,¬,,¢s goals remain the same as ever, continuing research into draconic power and carving a niche out of Kalnath for themselves.
[/spoiler]
[spoiler=Structure:]Structure
   Loose is the best word to describe the organization of the Dragonâ,¬,,¢s Wrath; at the top are of course the twin masters Keldren Feirwyn and Zihrem Klexzana, below them are their â,¬Ëmost trusted lieutenantsâ,¬,,¢, really whoever happens to be the most powerful but loyal members of the guild at the time, and this commonly changes from year to year. This group of lieutenants is titled the Disciples, below them, the main body of the guild, the Devotees; however, it is not uncommon for some Devotees to be more skilled than Disciples, but simply have earned Keldren or Klexzanaâ,¬,,¢s disfavor somehow. There is no formal training, at least not in spell casting, in the guild, due to how unique each sorcerer experiences and manipulates the draconic powers within him. However, more martial members of the Dragonâ,¬,,¢s Wrath do practice fighting techniques, particularly formulating tactics to make best use of their unique talents.
[/spoiler]
[spoiler=Enemies:]Enemies
   By the very nature of their spell casting, the Spire of the High Arcane and Tower of the Arcane Eye look down on the sorcerers of the Dragonâ,¬,,¢s Wrath as inferior hedge wizards and worthy only of such attention as to exterminate them from the city. Naturally, most of the members of the Dragonâ,¬,,¢s Wrath share the opposite of this sentiment, believing all wizards should be punished with death or banishment to the lower planes for their actions against the Wrath; though most of this hostility is directed towards the Spire of the High Arcane, as they are currently the most powerful wizard guild.
   In addition, since the Dragonâ,¬,,¢s Wrath is heavily involved in Kalnathâ,¬,,¢s underworld and is officially a traitorous cult, the Silent Sentinels keep a watch for guildâ,¬,,¢s activities, although they are not as concerned with them as the larger illegal guilds in the city.
[/spoiler]
[spoiler=Allies:]Allies
   Still loyal to the Dragonâ,¬,,¢s Wrath, the noble Feirwyn family continues to send members of the family that show magical talent to the guild for training, as well as continuing to support them in any way they can, though their options are limited in Kalnathâ,¬,,¢s underworld.
   The Dragonâ,¬,,¢s Wrath can also sometimes count on those with whom it has frequent contracts among the guilds of Kalnath, though most of these want nothing to do with the Wrath once their job is accomplished, given the mark of treason placed on their heads.
[/spoiler]
[spoiler=Classes:]Classes
   Every member of the Dragonâ,¬,,¢s Wrath has at least one level of sorcerer, bard or hexblade, some also have levels of rogue, fighter. Some members, especially the more martially minded ones, seek to embrace their draconic heritage in physical form more than magical, taking the path of the Dragon Disciple to at least partially gain the body of a dragon. Only the Dragonâ,¬,,¢s Wrath hold the Draconomicon, the book describing the rituals and spells required to take one down the path of the Dragon Disciple, therefore only a member of the Dragonâ,¬,,¢s Wrath may take levels in the Dragon Disciple prestige class.
[/spoiler]
Organization Statistics
Political Influence: 2
Underworld Influence: 5
Locations: The Dragonâ,¬,,¢s Maw Inn
[/spoiler]
[spoiler=The East Sea Trade Guild] The East Sea Trade Guild
Overview
Exotic and mysterious, the lands across the East Sea remained uncharted lands of legend until the recent contact with the East Sea Trade Guild. Apparently rich in spices and exotic creatures, these lands provide the East Sea Trade Guild with large quantities of these commodities, rivaling much more established guilds such as the Silk Coast Trade Guild. In addition to these trade holdings, the East Sea Trade Guild has all but taken over the north portion of the Docks District, importing their culture and community in much the same way as the Silk Coast has with the south docks.

[spoiler=History:]History
Though undoubtedly founded long ago, the East Sea Trade Guild has only been in contact with Kalnath for a few years. First contact was made by the explorer Tarashi Quetzulo and his three ship expedition which reached the skull coast and turned south until arriving at Kalnath. Though Terith is close, East Sea merchants have had numerous troubles from pirates and Silk Coast privateers when attempting to voyage to the city, thus Kalnath remains the sole trade contact of the other side of the East Sea. Once contact was established trade fleets from the East Sea began making the crossing, a journey of several months, which they appear to prefer making in large fleets, making shipments from the East Sea sporadic but large.
   Meanwhile, the East Sea Trade Guildâ,¬,,¢s effort towards the markets of Kalnath underwent a series of climbs and falls as East Sea merchants tried to break into markets held by other trade guilds. First the silk and spice trades, which were quickly price gouged and raided by Silk Coast agents to ensure continued domination by that guild, though the East Sea still manages to keep a foothold in this area, much to the eternal hatred of the Silk Coast Trade Guild. Following this the East Sea attempt to export exotic furs and scales to Kalnath, but again, this was quickly brought down to a trickle by rivals merchants, this time the Landgrave House of Felsenbroge in alliance with the Merchants of Kalnath. The one market that has remained firmly in East Sea hands is that of ivory, a completely foreign substance to the lands of Kalnath and the Silk Coast, it is used in many carved trinkets as well as lavish interior decorations.
The most recent event in the East Sea Trade Guild was the creation of the Explorersâ,¬,,¢ League as a subgroup of the Trade Guild. The purpose of the Explorersâ,¬,,¢ League is to recruit pioneers and adventurers for expeditions into the uncharted wildernesses south of the cities across the East Sea. It is believed ancient cities and rare creatures are to be found in the depths of these jungles, but few who have grown up hearing the rumors of terrifying beasts lurking there are willing to try to find such treasures. In Kalnath, however, there is an endless supply of foolhardy men waiting to be sent as fodder into the mysterious jungles in search of such sources of wealth.
[/spoiler]
[spoiler=Goals:]Goals
Although their end goals include becoming dominant supplier of silk, spice, fur and exotic meats to Kalnath, Terith, and blocking off trade with the Silk Coast, these are obviously quite long term. In the short term the East Sea Trade Guild seeks to force its way back into a competitive position for the silk, spice and fur markets. Gaining control of these markets of course involves beating out both the Silk Coast and the Landgrave House Felsenbroge at their primary commodities, and has already proven to be far from easy.
[/spoiler]
[spoiler=Structure:]Structure
Organized by region, the East Sea Trade Guild is run by a council of three, the voyage master, the dock master and the market master. The voyage master being in charge of organizing trade fleets to and from Kalnath for the guild. The dock master handles logistics of transportation from dock to market, as well as storage and general guild presence in the northern docks. Finally, the market master handles the buying and selling of trade goods, and most negotiations with other guilds. Below the counsel are regional overseers and administrators who run individual blocks of the guildâ,¬,,¢s dock and market areas.
[/spoiler]
[spoiler=Enemies:]Enemies
Greatest of the East Sea Trade Guildâ,¬,,¢s enemies, and most determined are the Silk Coast Trade Guild, who continue to hire pirates and practice various types of market sabotage to keep their domination of silk and spice.
The Landgrave House Felsenbroge continues their campaign of fur domination, including tariff manipulation to keep the East Sea out.
On a more minor scale, the Merchants of Kalnath and the Lordsâ,¬,,¢ Alliance both dislike the East Sea Trade Guild simply for being a rival merchant guild, but other than the fur incident, neither act much against East Sea traders.
The Scourge of the Seas, under pay from the Silk Coast Trade Guild, almost exclusively raids East Sea trade ships. Even the pack tactics used by the trade fleets fall apart once the ships are in port, though they do greatly diminish losses at sea.
Finally, the Noble Quaedra Family is no friend of the East Sea Trade Guild whose move to the north docks has hurt Quaedra fishing territory. The Quaedra fishermen also have an annoying habit of always keeping an eye on any possibly illegal trade activities.
[/spoiler]
[spoiler=Allies:]Allies   
   Few are the East Sea Trade Guildâ,¬,,¢s allies, but their trade resources keep them a strong presence in some of Kalnathâ,¬,,¢s key markets.
The Silver Road Merchant Guild has recently entered into a pact with the East Sea Trade Guild to help it gain the upper hand over the Merchants of Kalnath, in exchange for aid against the Silk Coast Trade Guild.
In addition, the Court of the Silent Fist has strong ties with the East Sea Trade Guild, since they both originate across the East Sea, and there are numerous deals cut between the two. Indeed, many important East Sea officials are guarded by members of the Court.
   The Tower of the Arcane Eye has extended its offer of help to any merchant guild that opposes the Lordsâ,¬,,¢ Alliance to the East Sea Trade Guild, but as of yet have not been called upon much.
[/spoiler]
[spoiler=Classes:]Classes
   Varying greatly from job to job, rogues, fighters, monks, clerics, wizards, swashbucklers and shugenjas can all be found working in one place or another. The East Sea Trade Guild has brought over many strange and exotic traditions from across the East Sea, including their path of enlightenment and tradition of the Temple of Eternity. Therefore, a member of the East Sea Trade Guild may take levels in the following base and prestige classes, Monk, Drunken Master and Tattooed Monk.
[/spoiler]
Organization Statistics
Political Influence:  8
Underworld Influence: 4
Locations: The East Sea Trade Embassy
[/spoiler]
[/spoiler]

Fatal Error

[spoiler=Chapter Three: Guilds (continued)]
[spoiler=The Embassy of Qualendus] The Embassy of Qualendus
Overview
   A recent arrival in Kalnath, the Embassy of Qualendus was created a few days after the first trade ships arrived in the city, some three years ago. The Embassyâ,¬,,¢s gleaming white terraced spire of seemingly impossible architecture is now a familiar landmark in the White Hill district, despite its newness. Most of Kalnath is unaware of the Embassyâ,¬,,¢s function, or its existence, beyond its magnificent structure, that is.

[spoiler=History:]History
   Originally the Embassy of Qualendus was an organization of twelve diplomats and their military escorts dispatched to settle disputes with Hagenburg. However, as time wore on Hagenburg became increasingly unwilling to even see, much less negotiate with, the Embassy. Seeing their mission to be a failure, and relations with Hagenburg quickly disintegrating as ever more aggressive lumber operations commenced past the Runestones of Qualendus, the Embassy was pulled out and new avenues sought. Eventually, Qualendus decided to try gaining the upper hand over Hagenburg by manipulating its neighbors, Kalnath being first on the list as it was easiest to reach without traveling through their foeâ,¬,,¢s lands. Thus, the original band of diplomats and merchant leaders, with their escorts, sailed to Kalnath, officially to establish a heightened flow of trade, unofficially to manipulate the court into action against Hagenburg.
   Once this heightened level of trade was established with Kalnath, however, there came another task for the Embassy. It seemed a growing number of elves wished to leave Qualendus to experience more of the world, thus a similarly growing number were visiting or even permanently moving to Kalnath. This created a new situation, the various threats an elf would face were much different in a bustling metropolis than in the forests or islands of Qualendus. Therefore, the Embassy quickly took charge of both instructing arriving elves as to the traditions and dangers of the human city, as well as altering its political agenda to ensuring fair treatment and acceptance for these newcomers.
   The most recent situation to alter the Embassyâ,¬,,¢s operation is the attempts by the Alliance of Little Folk to enforce their tolls on Qualendus trade, resulting in several battles over wharfs and streets. Though the Embassy has come out victorious in these encounters, it has begun further heightening the military presence in the portion of the Northern Docks in which it operates.  
[/spoiler]
[spoiler=Goals:]Goals
   To protect the rights of elves and provide a cultural center for those living in Kalnath is the first and official goal of the Embassy.
   Second comes ensuring continued and safe trade with Kalnath, which it does indeed do with heavily armed merchant ships and paranoid guard escorts within the city.
   Finally, the Embassy has not forgotten its original purpose, to bring Kalnath, and Rosken, against Hagenburg. Although, Rosken, now under the control of the Knights of Falbanon, seems unlikely to agree to such a path, Kalnath is already on worse terms with Hagenburg, so the future is hopeful for such a plan.
[/spoiler]
[spoiler=Structure:]Structure
   Twelve diplomats and master merchants make up the primary diplomatic party of the Embassy of Qualendus. Beyond this, the Embassy is essentially split between diplomatic messengers, secondary envoys and cultural advisors in the ambassadorial branch, and armed guards of various types, archers, swordsmen, warmages, in the escort branch. Most members of the Embassy hail from Qualendus, though some of the elves whoâ,¬,,¢ve settled in Kalnath have taken positions in the Embassy as well, mainly in the areas of instruction for newly arriving elves. Since the Embassy is relatively small and new, few members have actually â,¬Ëworked their way upâ,¬,,¢ through the ranks of the guild, but rather been transferred to the Embassy from other tasks in Qualendus.
[/spoiler]
[spoiler=Enemies:]Enemies
   Given its young age and very subtle manipulations, the Embassy of Qualendus has earned few enemies in Kalnath.
The first being the Alliance of Little Folk, with whom theyâ,¬,,¢ve skirmished on several occasions in the streets between the Docks and the Great Market, as the Alliance attempts to enforce its tolls.
The second being the Spire of the High Arcane, who, failing in diplomacy and negotiation, has begun attempting threats and espionage to gain access to the Embassyâ,¬,,¢s arcane library, brought from Qualendus to continue elven traditions of wizardry for elves in Kalnath.
Finally, the Landgrave House Felsenbroge is no friend of the Embassy. Despite the Felsenbrogeâ,¬,,¢s outward display of hostility towards the kingdom that exiled them, they secretly seek to keep trade blocked, allowing their contacts in smuggling in Hagenburg to produce great profits for them, yet not to spark a full war against Hagenburg, lest even smuggling be cut off by such action. To this end, the Felsenbroge, who are all too aware of the Embassyâ,¬,,¢s true goals, have taken various actions to try and persuade the Embassy from their current course, from threats, to sabotage of trade and market prices.
[/spoiler]
[spoiler=Allies:]Allies
   Ha! What guild, nay, person, would strike up a true alliance with a newly arrived organization, a slight but still possible threat to established trade and a supporter of a similarly new immigrant population, not to mention with not entirely known political goals? The answer is of course, none.
[/spoiler]
[spoiler=Classes:]Classes
   Members of the ambassadorial branch are commonly bards, wizards or rogues. While members of the escort branch are mostly fighters, rangers, rogues, wizards or a mix of the four, elves being especially well known for mixing magic with more mundane forms of swordsmanship and archery. Only a member of the Embassy of Qualendus may take levels in the Arcane Archer or Bladesinger prestige classes.
[/spoiler]
Organization Statistics
Political Influence: 4
Underworld Influence: 1
Locations: The Ambassadorial Spire of Qualendus
[/spoiler]
[spoiler=The Free Traders of Terith] The Free Traders of Terith
Overview
   Outwardly appearing to be a guild of smalltime traders shipping goods between Terith and Kalnath, the Free Traders of Terith actually have another, much more sinister, purpose. The Free Traders are in fact a spy ring set up by Terith to attempt to cause as much havoc as possible in Kalnath, without being discovered. As said, however, almost no one in Kalnath, man or guild, knows of the Free Traderâ,¬,,¢s true nature, and the Traders work hard to keep it that way.

[spoiler=History:]History
   The spy ring known as the Free Traders of Terith was formed some ninety seven years ago, when the Silk Coast first reestablished trade with Kalnath and Terith. Terithâ,¬,,¢s hopes that the Western Alliance would greatly weaken Kalnath during the Great Rebellion were not realized, and so the Free Tradersâ,¬,,¢ operations were expanded beyond mere espionage to sabotage as well.
   For many years, the Free Traders continued in this vein of disruptive sabotage of both merchants and nobles in Kalnath, until some twelve years ago. The noble house Ramosâ,¬,,¢ secret dealings with the Merchants of Kalnath came to the attention of Free Trader spies, practically giving the Traders their largest opportunity in eighty years on a silver platter. With a few quick flicks of anonymous agentsâ,¬,,¢ wrists the Cardhi Family was buried in hints of the scandalous dealing between the Ramos and the Merchants. Then, it was only a matter of time before the Cardhi verified the truth of the matter, rallied the Lordsâ,¬,,¢ Alliance, and utterly eradicated the Ramos Family. In possibly the most ironic twist to visit the world in the past century, the surviving Ramos formed the Crimson Brotherhood, sworn to vengeance against the Lordsâ,¬,,¢ Alliance. To carry out this vendetta the Brotherhood was eventually contacted by the Free Traders and the two now work together to bring down the nobles of Kalnath.
   More recent, though somewhat less important, was the contact between the Free Traders and the Thurizahd Family. With the third rebellion of Belgar, the Thurizahd link to Drakkenhiem, and its Shadow Silk production, was brought to a halt. However, with Terith now backing Drakkenhiem against the other two factions of Belgar, the Thurizahd, still ignorant to the Free Tradersâ,¬,,¢ true nature, arranged for Shadow Silk to be smuggled from Drakkenhiem to Kalnath, in exchange for extravagant fees, of course. Although this presents quite an opportunity in the possibility of revealing the Thurizahdâ,¬,,¢s deal with Terith much like the Ramosâ,¬,,¢ deal with the Merchants of Kalnath, the Free Traders have decided it would be wiser to possess favors to be called in with the Thurizahd instead, at least for a while.
[/spoiler]
[spoiler=Goals:]Goals
   Officially, the Free Traders of Terith seek only to continue their small but reasonably prosperous trade between Kalnath and Terith. Secretly, the Free Traders are in the varying stages of progress for a dozen or more plots to unravel the fabric of the cityâ,¬,,¢s powers, the Merchants, the Nobles, the Mages, and anyone else who happens to seem to be a key to Kalnathâ,¬,,¢s continued survival and growth. Though they constantly plot and scheme, the Traders always attempt to stay out of the missions personally, hiring others under aliases and having them do the actual work. It is far too much of a risk to allow agents of the Free Traders to frequently do these missions personally, the outcomes could be disastrous for both the Free Traders and Terith.
[/spoiler]
[spoiler=Structure:]Structure
   All agents fall into one of three groups; reconnaissance agents, field agents, and senior agents. Reconnaissance agents are the largest branch, spending their days with their ears to the ground, informing senior agents of anything and everything that goes on. Field agent is the most dangerous job, they meet with potential â,¬Ëemployeesâ,¬,,¢ to hire them for various criminal activities, and, if absolutely necessary, will be called upon to accompany these missions. Senior agents are the plotters, the schemers and the dreamers; they process the information taken by the recon agents, and translate it into lists of possible missions, then assign field agents to arrange the manpower for said missions. Overall, no agent is actually a higher rank than any other, other than the nameless man, known only as â,¬ËThe Commanderâ,¬,,¢ who controls the entire operation.
[/spoiler]
[spoiler=Enemies:]Enemies
   Surely the Free Traders should have practically the entire city of Kalnath, including their allies, against them if all their secrets were revealed, fortunately for them this is not the case. Indeed, who would even take time out of their day of thinking up backstabbing plots and blackmailing schemes to even spare a glance at the suspiciously content Free Trade organization running its all too unambitious trade route from Terith to Kalnath? The answer is of course, no one. Even the Silent Sentinels only have a hunch that the Free Traders are not what they seem, yet have much more to do than investigate every hunch.
[/spoiler]
[spoiler=Allies:]Allies
   Part of avoiding attention by flying below the watchman requires one to not possess powerful friends as well. This the Free Traders have also succeeded at, with only the Thurizahd and Crimson Brotherhood to call allies; and neither flaunts this connection to others.
   Despite their quite lucrative trade contracts for obtaining Shadow Silk, the Thurizahd are not so appreciative of the Free Tradersâ,¬,,¢ all too frequent queries for favors from the noble house, a dark potion here, a few cronies there. However, given the situation it would put them in, financially but mainly politically, if the Free Traders were able to prove a connection between themselves and the Thurizahd, the Thurizahd feel quite trapped into continuing the contract.
   The Crimson Brotherhood, meanwhile, is all too happy to lend its henchmen to Free Trader designed missions, not to mention hiring the help of other criminals for the Traders, greatly reducing the risk of one of the Tradersâ,¬,,¢ spies being captured and exposed. However, the Brotherhood has been completely unwilling to work with the Traders against either the Landgraves or the merchant guilds.
[/spoiler]
[spoiler=Classes:]Classes
   Almost all members of the Free Traders of Terith have at least one or two levels of rogue, bards are also common. Otherwise, almost any class can be found within the guild, though generally with an espionage slant to it. In addition, the Free Traders are the lone instructors of what they consider to be the ultimate agent, the Spymaster. As such, only a member of the Free Traders of Terith may take levels in the Spymaster prestige class.
[/spoiler]
Organization Statistics
Political Influence: 3
Underworld Influence: 4
Locations: The Embassy of Terith
[/spoiler]
[spoiler=The Hall of Steel] The Hall of Steel
Overview
Home to masterful swordsmen and expert tacticians, the Hall of Steel is the guild to come to for training in the martial arts, as well as if youâ,¬,,¢re looking to hire those who are already instructed in such arts. The Hall of Steel provides many things to the city of Kalnath: It provides expert instructors to teach even the most inept the ways of combat. It serves as a hub for mercenaries and soldiers of fortune looking for jobs in the city, many of whom were trained within the Hallâ,¬,,¢s walls. It manages the Kalnath City Watch, acting as trainers and administrators for the day to day affairs of the cityâ,¬,,¢s civil patrollers. And finally, the Hall serves as a source of entertainment, pitting guild members against each other in non-lethal duels for a day each week, sometimes even utilizing criminals for death matches. As far as the politics of Kalnath go, however, the Hall has little involvement, merely carrying out its duties training soldiers and serving the king.

 [spoiler=History:]History
Originally a brotherhood of Grand Crusade commanders, the majority of these retired upon the conquering of Kalnath, founding the Hall of Steel at the same time. Formed to pass on their knowledge in fighting techniques, the Hall of Steel quickly became the natural choice to train Kalnathâ,¬,,¢s field army and City Watch, especially since the retired military leaders were still quite loyal to Kalnathâ,¬,,¢s king who had commanded them during the war. Indeed, their instruction and tactics undoubtedly factored into the Western Allianceâ,¬,,¢s decision to avoid battle during Kalnathâ,¬,,¢s rebellion.
Most of the Hallâ,¬,,¢s history is rather uneventful, continuing to perfect fighting techniques and managing the City Watch with little interference and no political ambition. Seven years ago, however, the Hall became more active in the affairs on the city. With the usurpation of the throne of Belgar by Valen Delvar, the Knights of Falbanon were formed to open the Silver Road through Rosken. Though Kalnath officially offered no support to the Knights, the Hall of Steel loaned significant amounts of their mercenary forces to the Knights free of charge, expecting success and a much greater return on their investment. This came true, as the Knights quickly met with success in the lands of Rosken and have rewarded the Hall of Steel handsomely for their help. Many members of the Hall of Steel have stayed on in Rosken and officially joined the Knightsâ,¬,,¢ forces, giving the Hall quite a bit of political leverage within the Knights of Falbanon and the entire Silver Road area, though they have yet to attempt to manipulate events there.
Even more recent, however, was the capture of Hevthras Keep by the Bloodmane gnolls north of Kalnath. Long a den of smugglers and bandits while it was in the hands of Hagenburg, the Hall of Steel attempted to recapture it from the gnolls and claim it for Kalnath. However, the king of Kalnath dismissed the proposed plan of attack and cancelled the operation, a move seen by most, including the Hallâ,¬,,¢s masters, as an insult to the Hall of Steelâ,¬,,¢s competence. This has left the Hall somewhat embittered to King Alruic, however, they are not about to forget their responsibility to the city, or their original goals for the Hall, over such political maneuverings.
[/spoiler]
[spoiler=Goals:]Goals
   True to the founderâ,¬,,¢s original vision for the guild, the Hall of Steel remains the masters of warfare and martial training in Kalnath, and continues dutifully serving their city. Of late, though, several of the Hallâ,¬,,¢s masters have begun looking to politics, offering special training or a gift of skilled mercenaries in exchange for favors and influence. However, the majority of the Hallâ,¬,,¢s masters remains unambitious and seeks only to faithfully serve the city.
[/spoiler]
[spoiler=Structure:]Structure
   Though the Hall of Steel boasts many members, many are soldiers for hire who have already found employment either in the city or abroad, but remain as members of the Hall for possible future needs. A good portion, however, are mercenaries training within the Hall and performing as reinforcements to the City Watch, whilst they wait for contracts to other guilds. Finally are the masters of the Hall itself, most of these are active instructors as well as Kalnath army or watch captains. Within the masters is the elite inner circle, a group of seven warriors elected by the circle when one of their members dies, these men operate as the leaders of the guild for political purposes, dealing with the Kingâ,¬,,¢s Court and the other guilds of Kalnath.
[/spoiler]
[spoiler=Enemies:]Enemies
   Controlling both the field army and City Watch of Kalnath yet remaining neutral in most affairs, none would be foolish enough to anger the sleeping bear that is the Hall of Steel. Indeed, almost every guild of Kalnath has members trained in the Hall of Steel, be they guards or assassins.
[/spoiler]
[spoiler=Allies:]Allies
   Remaining neutral in the political affairs of Kalnath has produced few allies for the Hall of Steel as well. Only the House of Landgraves have strong connections with the Hall of Steel, and even that is more of a puppet and master relationship than a formal alliance, since all three prominent Landgrave families have members in the Inner Circle of the Hall of Steel.
[/spoiler]
[spoiler=Classes:]Classes
   Almost anyone raised in Kalnath with a level of fighter has probably trained at the Hall of Steel at one time or another. The Hall prides itself on offering instruction in any fighting style the world has to offer, however, some instructors of these styles are quite particular about who they train. Thus, some of the Hallâ,¬,,¢s newer instructor additions will only train those affiliated with their â,¬Ësponsoringâ,¬,,¢ guild, such as the instructors of the Dervish fighting style, which is only taught to those on good terms with the Silk Coast Trade Guild. That said, the vast majority of the Hallâ,¬,,¢s instructors have no such qualms teaching anyone with the Hall of Steel insignia. Therefore, a member of the Hall of Steel may take levels in the following prestige classes, Bloodhound, Cavalier, Devoted Defender, Duelist, Exotic Weapon Master, Eldritch Knight, Justiciar, Occult Slayer, Order of the Bow Initiate, Ravager, Reaping Mauler, Spellsword and Tempest.
The Dervish, Dark Hunter, Dwarven Defender and Knight Protector all have instructors at the Hall of Steel, but will only train members of their guilds; the Silk Coast Trade Guild, Keepers of the Golden Vault, Union of Free Masons and Silver Road Merchant Guild, respectively.
[/spoiler]
Organization Statistics
Political Influence: 3
Underworld Influence: 1
Locations: The Hall of Steel
[/spoiler]
[spoiler=The House of Landgraves] The House of Landgraves
Overview
Seen as the virtuous and benevolent counterpart to the shadowy and aristocratic Lordsâ,¬,,¢ Alliance, the House of Landgraves enjoys immense popularity among the lower classes. Unfortunately there is really no way for the Landgraves to wield this popularity as Court power, and so they remain a minor player in Kalnathâ,¬,,¢s politics. Indeed, the only real power the Landgraves possess is their strong connections to various facets of Kalnathâ,¬,,¢s military, both the field army and the City Watch.

[spoiler=History:]History
Founded shortly after about a dozen newly formed noble houses were barred from joining the Lordsâ,¬,,¢ Alliance of Kalnath based on their origin, these houses, which would come to be known as the Landgrave Families, had one thing in common; they all were formed by military officers after the conquering of Kalnath. The reason for this is that, since the traditional loot, gold, gems and the like, had already been shipped back to the sponsoring nobles in the Western Baronies, all that was left to pay the soldiers with was land. Since most soldiers recoiled at the notion of settling down as farmers on their newly acquired land, the land was being sold at extremely low prices in order to get their money and be free to leave once more. Though the majority of this land was bought by noble families moving from the west, some enterprising officers of the military decided to use their saving from previous campaigns and buy into this bargain, believing they could settle as nobles. Unfortunately, the â,¬Ëtrueâ,¬,,¢ nobles wanted nothing to do with these â,¬Ëunculturedâ,¬,,¢ aspirers to aristocracy. With their rejection from the Lordsâ,¬,,¢ Alliance the Landgrave Families decided to form their own league, the House of Landgraves.
   Over the years the House of Landgraves has continued its battle against the Lordsâ,¬,,¢ Alliance, in the Kingâ,¬,,¢s Court and in the streets of Kalnath. But the Landgraveâ,¬,,¢s military power is practically nothing in a civic war, as even the Landgraveâ,¬,,¢s urging cannot bring the Army of Kalnath to lay siege to its own home city.
   The most recent change to this battle is the destruction of the noble house Ramos, once a leading member of the Lordsâ,¬,,¢ Alliance. House Ramos, now operating as the Crimson Brotherhood, has sworn vengeance upon the Lordsâ,¬,,¢ Alliance, bringing its goals in line with those of the House of Landgraves.
[/spoiler]
[spoiler=Goals:]Goals
Bringing ruin to the Lordsâ,¬,,¢ Alliance has always been the House of Landgravesâ,¬,,¢ only goal, and as the battle continues it appears it always will be their only goal. Though such a monumental goal is certainly more than enough to occupy the Landgravesâ,¬,,¢ combined resources; there is the battle of the people, continuing the Landgravesâ,¬,,¢ popular support, and there is the battle the Court and keeping the Kingâ,¬,,¢s rulings and law favorable to the Landgraves.
[/spoiler]
[spoiler=Structure:]Structure
Like the Lordsâ,¬,,¢ Alliance, the House of Landgraves is really a compound structure, a dozen Landgrave families dominated in their decisions by the three most prominent families; the virtuous and just Litbur, the friendly and enterprising Galadorn and the mighty Felsenbroge. Beyond these leading three are the more minor Landgrave families who generally throw themselves at supporting one of the three leading houses.
[/spoiler]
[spoiler=Enemies:]Enemies
Without the shadow of a doubt the Lordsâ,¬,,¢ Alliance of Kalnath is the greatest enemy of the Landgraves.
Besides this greatest of foes the House of Landgraves has no other dedicated enemies, though the criminal organizations are none too fond of the Landgrave sponsored city patrols often launched by the Litbur Family, and sometimes supported by the House of Landgraves as a whole.
[/spoiler]
[spoiler=Allies:]Allies
Also few in number are the House of Landgravesâ,¬,,¢ allies. The Hall of Steel is of course a great â,¬Ëallyâ,¬,,¢, though it is really more of a puppet in many matters; that is how deep the Landgrave families are connected to Kalnathâ,¬,,¢s military.    
   The Crimson Brotherhood is also an ally, though the Litbur do not fully approve of the Brotherhoodâ,¬,,¢s tactics and side operations unrelated to the Lordsâ,¬,,¢ Alliance, the Felsenbroge therefore do most of the dealings with the Brotherhood.
[/spoiler]
[spoiler=Classes:]Classes
Fighter is the most common class of members of the House of Landgraves, rogues, bards, wizards, paladins and clerics are also not especially rare.
[/spoiler]
Organization Statistics
Political Influence: 7
Underworld Influence: 2
Locations: The Hall of Landgraves
[/spoiler]
[spoiler=The Keepers of the Golden Vault] The Keepers of the Golden Vault
Overview
Shrewd and greedy but â,¬Ëhonorableâ,¬,,¢ to a fault, the grey dwarves of the Keepers of the Golden Vault operate the largest bank in Kalnath with the possible exception of the Cardhi Family. Unlike the Cardhi, the Keepers use miles of tunnels and vaults deep beneath the bustling streets of Kalnath as nigh-impregnable storehouses for their customersâ,¬,,¢ accounts. Though the Keepers will assassinate rivals, steal from a beggar, and use intimidation to get what they want, they will not break a contract. So, while you can be sure the terms of a contract will be strict, the deal will always favor the dwarf, and any fees will be as high as possible, your goods will be safe or your loan assured.

[spoiler=History:]History
Founded by the fleeing Shadowforge Clan after their defeat during the second dwarven civil war, the Keepers of the Golden Vault was originally a union formed by the grey dwarves when they were employed to excavate beneath Kalnath. Sewers, street drains, foundations and prisons were all constructed by the Keepers who quickly monopolized the business, not that the competition was especially fierce for such work. Over time the Keepers began excavating areas not marked for construction by the city officials, creating a labyrinth of tunnels and vaults beneath the city, known only to them. As their underground network grew, the Keepers rented out guides to various criminal groups for use in smuggling stolen or illegal goods throughout the city, or simply storing them in the hidden vaults.
Looking to expand his profits and fill the sparse halls of his underground lair, newly ascended Overlord, Bleschfeuer, decided to bring his business to the legitimate surface of Kalnath. The Keepers began offering to rent storage spaces of any size to anyone for a price. All goods were guaranteed to be safe, and any that were stolen or misplaced would be immediately be refunded. At first most were skeptical of the surly grey dwarves and their mysterious vaults; however, after a series of devastating robberies of Cardhi banks, the public opinion quickly shifted and accounts began pouring in. Since this event the Keepers have rivaled the Cardhi Family in banking, both in storage and loans, though the Cardhi remain mostly in control of the moneychangers.
   The most significant event of late for the Keepers was the Third Rebellion of Belgar. Wishing to covertly send troops to aid Baron Majid in Belgar, the Silk Coast Trade Guild has arranged a lengthy and most profitable contract with the Keepers to smuggle through as well as store large quantities of Silk Coast mercenaries; which has of course only increased the determination of the Silent Sentinels to try and gain access to the vaults, so far to continued failure.   
[/spoiler]
[spoiler=Goals:]Goals
   Beating out the Cardhi at banking and coming to dominate Kalnath is of course the highest of the Keepers of the Golden Vaultâ,¬,,¢s goals. But despite numerous legal and illegal attempts to weaken the Cardhi, they remain the chief bankers for almost all the aristocracy of Kalnath, which is of course where the largest loans are to be found.
   Beyond dominating the banking business of Kalnath, the Keepers have little they strive for; the Union of Free Masons has well taken care of managing the Dwarven District and ensuring fair treatment of dwarves in the city, and neither the Tower of the Arcane Eye or the Spire of the High Arcane, nor the Dragonâ,¬,,¢s Wrath, show interest in the grey dwarvesâ,¬,,¢ innate magical talents.
[/spoiler]
[spoiler=Structure:]Structure
   Split into three sections, the Keepers of the Golden Vault is run by three magistrates, each of whom advises the Overlord of Vaults on issues pertaining to each section. The first of these sections is the Watchers, formed of teams of stealthy or stalwart soldiers who defend the labyrinth of tunnels and vaults against intruders. The second section is that of the Excavators, dwarves that continue to toil in expanding the underground network of the Keepers. Finally, the third section is that of the Merchants, businessmen who handle the connection between customer and vault, managing loans, setting up bank accounts and negotiating deals with other guilds. Though the Keepers were founded by the Shadowforge Clan, the clan was so decimated during the civil war that despite all of them belonging to the Keepers a significant portion of the organization, especially the third section, are made up of Ironbeard dwarves.
[/spoiler]
[spoiler=Enemies:]Enemies
The Noble Family Cardhi is undoubtedly the greatest enemy of the Keepers of the Golden Vault, opposing them at every turn in financial expansion. Though the Cardhi still control the financial holdings of the aristocracy, the Keepers have the majority of the middle class accounts of Kalnath. In addition, the Keepers have begun to break into the Cardhi monopoly on coin exchanges, setting up a rival house of moneychangers right next to the Cardhi establishment in the Great Market. Needless to say, this challenge has been met with various tactics from the Cardhi, including lowered fees, prizes and covert sabotage of the Keepers.
Another great foe is the Silent Sentinels. Suspicious of the grey dwarves ever since they set foot in Kalnath, the Sentinels find it extremely difficult to commence any sort of intelligence work in the maze of tunnels constructed by the Keepers.
[/spoiler]
[spoiler=Allies:]Allies
   First among their allies is the Union of Free Masons, who has long supported their dwarven kin from similarly shattered homeland, despite the Shadowforge Clanâ,¬,,¢s nature as grey dwarves. Though some Ironbeards remain wary of grey dwarves, even in such a foreign city, most of the younger generations of Ironbeards carry no such prejudice against the Shadowforge, some even joining the Keepers of the Golden Vault.
   More recent in formation is the Keepersâ,¬,,¢ alliance with the Silk Coast Trade Guild, but it has thus far proven extremely profitable and the two guilds remain quite supportive of each other.
   The Onyx Merchants have had a long history of smuggling with the Keepers, practically as long as the Shadowforge Clan has been in Kalnath. For this the Onyx Merchants are afforded some privileges, and the Keepers can generally trust them as allies, though not too reliably in tough situations.
   Finally, the Noble Family Thurizahd, a seemingly odd match up, has had several occasions to meet with the Keepers. Unlike its other allies, however, the Thurizahd contacted the Keepers not about smuggling or storage but about magic. While the Spire of the High Arcane cared little about the magic of the grey dwarves, the Thurizahd seem to practice a quite similar brand of magic, though if there is more to this alliance than a simple meeting of interests, the rest of Kalnath is blind to it.
[/spoiler]
[spoiler=Classes:]Classes
   In the first section, the Watchers, there can be found a variety of classes, fighters and rogues, are certainly the most common, but wizards and warlocks can also be found there. Members of the Excavators could include guards, surveyors and overseers of the operations, including fighters, rogues, scouts, rangers and wizards. The Merchants section is mostly composed of rogues, with some wizards, warlocks and fighters. In addition, clerics are sometimes found in the service of any of the three sections, generally these are servants of the Cult of Hammer and Pick or Obsc the Dark One
The Keepers of the Golden Vault also preserve the traditions and culture of the Shadowforge Clan, including that of the Dark Hunter. Members of the Keepers of the Golden Vault may take levels in the Dark Hunter prestige class.
[/spoiler]
Organization Statistics
Political Influence: 5
Underworld Influence: 7
Locations: The Golden Vault Coin Exchange
[/spoiler]
[spoiler=The Lordsâ,¬,,¢ Alliance of Kalnath] The Lordsâ,¬,,¢ Alliance of Kalnath
Overview
Wielding the resources of the most powerful men in Kalnath, the Lordsâ,¬,,¢ Alliance is probably the single most formidable guild in the entire city. Though the counsel convenes frequently, few public actions are taken in the name of the Lordsâ,¬,,¢ Alliance, so it is hard to know exactly how the guild operates. Regardless of this mystery, it is generally considered excellent advice to never cross the Lordsâ,¬,,¢ Alliance, or its members. It is also well known that the Lordsâ,¬,,¢ Alliance holds a deep hatred and rivalry with both the Landgraves and the merchant guilds.

[spoiler=History:]History
Practically formed before the city was conquered, the Lordsâ,¬,,¢ Alliance of Kalnath served to unify the noble houses and make sure their reign continued. Almost immediately certain newly formed families destined to become known as Landgraves were rejected as ignoble commoners attempting to upset the newly formed aristocracy.
   For many years the Lordsâ,¬,,¢ Alliance ruled not only Kalnathâ,¬,,¢s politics but also its underworld through the Lunar Hands guild. Apparently strongly tied to the prominent Mondheulen Family, the Lunar Hands dominated Kalnathâ,¬,,¢s streets with muscle and numbers. This would not last, however, as the Lunar Hands leaders were betrayed and vanquished by the Onyx Merchants. With this the Lordsâ,¬,,¢ Alliance not only lost control of the underworld, but also became a hated enemy of the new rulers of it.
   The next blow to the Lordsâ,¬,,¢ Alliance would come in the form of the noble Ramos Family. The House Ramos was in the inner counsel of the Lordsâ,¬,,¢ Alliance, second ranked noble house of the city, in fact. However, the Ramos Family grew too ambitious when they attempted to bargain with the Merchants of Kalnath, all merchant guilds long being a thorn in the side of the Lordsâ,¬,,¢ Alliance, in order to weaken the Quaedra Family. The Lordsâ,¬,,¢ Alliance retaliated. For having called in such dastardly allies, essentially making a pact with a Balor as far as the Lordsâ,¬,,¢ Alliance were concerned, the Cardhi united the other members of the inner counsel and vanquished the Ramos. They seized House Ramos property and distributed it throughout the Lordsâ,¬,,¢ Alliance, mainly to minor houses; they also assassinated as many family members as they could while maintaining relative secrecy. However, House Ramos would not be so easily destroyed, forming the Crimson Brotherhood, a criminal guild based around sabotaging the Lordsâ,¬,,¢ Alliance powerbase and eventually conducting a resurrection of House Ramos.
   The last major event in the Lordsâ,¬,,¢ Alliance was the rise of the trade guilds from the resolution of the third rebellion of Belgar, the conquests of the Knights of Falbanon, and the arrival of trade fleets from across the East Sea. This greatly strengthened merchant power in Kalnath and threatened the Lordsâ,¬,,¢ Alliance. Fortunately, unlike the nobles, the merchant guilds are fractured and fight amongst themselves, significantly weakening their power.
[/spoiler]
[spoiler=Goals:]Goals
Little is known about the specifics of the Lordsâ,¬,,¢ Allianceâ,¬,,¢s goals, or if they even have an overarching plan. They do make an effort towards keeping imported goods at high tariff to strengthen their own goods grown within Kalnathâ,¬,,¢s borders and maintain a strong public image, though the Landgraves certainly have a stronger one.
[/spoiler]
[spoiler=Structure:]Structure
The true heart of the Lordsâ,¬,,¢ Alliance of Kalnath is the inner counsel, the counsel of the five, now that the Ramos are gone, most prominent noble houses in Kalnath. These are the far beyond wealthy Cardhi, the gentle and popular Quaedra, the malevolent Thurizahd, the vain and violent Feirwyn and the ruthless and determined Mondheulen. Beyond the inner counsel is the main body of the Lordsâ,¬,,¢ Alliance, the many minor noble houses who generally flock to one of the five inner counsel members and support them in hope of gaining favor.
[/spoiler]
[spoiler=Enemies:]Enemies
Uncultured and uncivilized, the Landgraves are the most public of the Lordsâ,¬,,¢ Allianceâ,¬,,¢s enemies. The feud between the two has lasted since the laying of the first cornerstone of Kalnath and shows only signs of strengthening over the years. Though, since the Landgraves are a relatively minor power in Kalnath, the Lordsâ,¬,,¢ Alliance usually doesnâ,¬,,¢t bother with sabotage or assassination operations against them.
   Undoubtedly the politically most powerful and quickest growing of the Lordsâ,¬,,¢ Allianceâ,¬,,¢s enemies are the merchant guilds. From the Merchants of Kalnath and the Silver Road Merchant Guild to the Silk Coast and East Sea Trade Guilds, they have become a key part of Kalnathâ,¬,,¢s economy, but fortunately are still too fractured and undeveloped to threaten the Lordsâ,¬,,¢ Alliance. The one exception if the Merchants of Kalnath, who, having abandoned their trade routes some six years ago, have become a major thorn in the Allianceâ,¬,,¢s side of late.
   The officials in charge of policing the Kingâ,¬,,¢s Court are none too happy with the Lordsâ,¬,,¢ Alliance either. Both the Silent Sentinels and the Crown Guard would very much like to see the Lordsâ,¬,,¢ Allianceâ,¬,,¢s corrupting influence gone from the Court.
   On the lower strata of society, the Onyx Merchants and the Crimson Brotherhood work to destroy the Lordsâ,¬,,¢ Alliance all they can. The Crimson Brotherhood in particular is fond of kidnapping ransom schemes on noble house princes and even the odd assassination attempt.
   Finally are the Union of Free Masons, the dwarves work many of the vineyards near Kalnath as well as the quarries and mines of the city and so often have labor conflicts over pay, hours, benefits and the like.
[/spoiler]
[spoiler=Allies:]Allies
Given its resources one might think the Lordsâ,¬,,¢ Alliance hardly even needs allies, and while this would not be ideal, it is essentially correct. The Lordsâ,¬,,¢ Alliance only trusted ally is the Spire of the High Arcane, who face similar problems to those of the Lordsâ,¬,,¢ Alliance and both appear to benefit greatly from each others resources. The Lordsâ,¬,,¢ Alliance also appears to have some influence over the Port Authority, though the extent of this is not publicly known.
[/spoiler]
[spoiler=Classes:]Classes
Most â,¬Ëmembersâ,¬,,¢ are aristocrats; fighters, rogues and wizards also being common classes for noble members. In addition the Lordsâ,¬,,¢ Alliance of course employs many servants, including expertly trained guards and sentries of various classes; commonly fighters, rogues, wizards and sometimes clerics.
[/spoiler]
Organization Statistics
Political Influence: 10
Underworld Influence: 6
Locations: The Hall of the Lordsâ,¬,,¢ Alliance
[/spoiler]
[spoiler=The Masked Jesters] The Masked Jesters
Overview
Whether performing at a royal ball or simply spinning a lyrical story in a local tavern, you can be sure a Masked Jesters will play well and leave with all the information there is to be had. While on the surface the Masked Jesters are a humble college of music, â,¬Ëeveryoneâ,¬,,¢ knows they also form the largest spy network in Kalnath. However, this reputation for rumor gathering and black mailing hardly makes their music any less enjoyable or any less a symbol of a civilized establishment. Not to mention that hiring a Masked Jester to play is also the most direct inroad to reliable information.

[spoiler=History:]History
Founded by a formerly wandering troupe of musicians and actors, the Masked Jester performed in Kalnath a few years after the cityâ,¬,,¢s founding and decided to stay as the money was plentiful and the intrigue thick.
They quickly became the band to perform for any nobleâ,¬,,¢s parties, where they found the rumors and political maneuverings to be even more exploitable than in their travels across the Western Baronies. In time the guild grew, founding the College of Music and offering to teach any citizens of Kalnath in the ways of the bard, if they had the talent, of course. Normally such a practice would lead to the Jesters becoming fragmented and made into pawns of the noble families rather than the manipulators. To prevent this they first ensured any nobles who became full guild members were tightly screened so as to be loyal to the Jesters first and their noble circles second, though many noble students are told they are full members for the purpose of subterfuge within the aristocracy. Second they made admittance to the college, for those with true talent, practically free, allowing poorer classes to rise in the strata of society and be forever grateful and indebted to the guild, thus ensuring continuing loyalty. So far this system seems to work quite well and no true agent of Masked Jesters has ever betrayed them. The only exception to this is the Landgrave House Galadorn, whose blood seems to flow with the beauty of music and some members of do in fact fully serve both the Galadorns and the Masked Jesters.
Another significant milestone in the Masked Jesters history is the admittance of a talented performer who had left the Order of the Umbral Blade. Being a guild involved in assassination, kidnapping and general illegal activities for hire, the Order of the Umbral Blade does not exactly allow its members to â,¬Ëleaveâ,¬,,¢. However, the danger of accepting this man was much less than the benefits; for this man was a master Shadowdancer, an art which had long intrigued the masters of the Masked Jesters. Since this event, the Order of the Umbral Blade has executed a long and sometimes bloody campaign of assassination, kidnapping and general espionage against the Masked Jesters for having stolen their secrets.
[/spoiler]
[spoiler=Goals:]Goals
Domination of the musical talents of Kalnath has of course already been achieved by the Masked Jesters. Which leaves only gaining full manipulative control over the political intrigue and paranoia that pervades the courts of the nobles. To this end the Masked Jesters have never ceased in expanding their web of informants, spies, information brokers, black mailers and misinformation agents, in addition all of these are quite skilled in verse and song.
[/spoiler]
[spoiler=Structure:]Structure
Just as music floats freely through the air whilst being made by a skilled hand, so the agents of the Masked Jesters float freely through Kalnathâ,¬,,¢s social circles whilst being coordinated by the masters. Once a student has graduated from his basic musical classes he is assigned to a location or troupe and is generally quite autonomous, reporting back any useful information from his post. These early â,¬Ëpostsâ,¬,,¢ are commonly taverns and inns in the docks or commons districts, as a bard gains more skill he is promoted to higher class or more important establishments, only the best are placed in the troupes of jesters that perform for the Kingâ,¬,,¢s Court. While a member spends most of his time at his post many return from time to time when they feel it necessary to learn more advanced manipulations of music.
   Meanwhile the true masters receive all this information from their web of watchers and decide upon the best combination of black mail, misinformation and rumors to set the course in the direction they want, pulling the strings like a puppet master from beyond the curtain.
[/spoiler]
[spoiler=Enemies:]Enemies
Few would risk losing the potential benefits of buying information to act against the Masked Jesters, and thus they have few enemies.
   The first are the Order of the Umbral Blade, which still executes a vendetta against the Jesters for taking the secrets of the Shadowdancer.
   The second are the Silent Sentinels; since the Jesters wield power similar to the Sentinels they cannot be allowed to continue operation. Of course, this hasnâ,¬,,¢t stopped the Jesters in the past, but the Sentinels see little reason to cease trying.
[/spoiler]
[spoiler=Allies:]Allies
Due to the nature of their business, the Masked Jesters also have few true allies. Indeed there are only two it can truly count on, both of which share a natural talent for music.
First are the Galadorn, seemingly innately charismatic and flamboyant, the Galadornâ,¬,,¢s talent for music has made many of their family members long time agents of the Masked Jesters, giving them extensive contacts in the guild.
Second, the Alliance of Little Folk, or rather, the Golden Merchants portion of the Alliance, also posses a gnomish talent for music and intrigue. As with the Galadorn, the Alliance has a good number of agents trained at the College of Music, creating excellent contacts for advanced information.
[/spoiler]
[spoiler=Classes:]Classes
All members of the Masked Jesters have at least one level of bard, other classes sometimes taken by a member include fighter, rogue and wizard. The Masked Jesters are one of only two guilds who posses the secrets of the Shadowdancer, as well as several unique forms of musical manipulation. Therefore, a member of the Masked Jesters may take levels in the Shadowdancer, Seeker of the Song or Virtuoso prestige classes.
[/spoiler]
Organization Statistics
Political Influence: 8
Underworld Influence: 8
Locations: The College of Music
[/spoiler]
[spoiler=The Merchants of Kalnath] The Merchants of Kalnath
Overview
Masters of trade, politics and intrigue, the Merchants of Kalnath may have lost their trade routes but most certainly have not lost the cityâ,¬,,¢s markets. With stockpiles of trade goods and extensive political contacts the Merchants of Kalnath keep the ebb and flow of the markets under their control. However, with wars settling in the west and new trade fleets from the east, the Merchantsâ,¬,,¢ domination is beginning to slip.

[spoiler=History:]History
Originally fierce rivals for the same trade posts with the Silver Road Merchant Guild, the Merchants of Kalnath underwent drastic changes only six years ago. At the time, the Merchants of Kalnath and Silver Road Merchant Guild both competed for trade posts such as Tyrammor, Rosken, Gremlar and Idril. However, Rosken began to be increasingly imperialistic and forced Gremlar to ally with it, as well as imposing unreasonably high tariffs on both merchant guildsâ,¬,,¢ trade from Kalnath. Only a few years later the newly ascended King of Belgar imposed similarly extra high taxes on trade through Tyrameâ,¬,,¢s Run. These two events combined to essentially shut down legitimate trade to the Western Baronies. In response the Silver Road Merchant Guild created the Knights of Falbanon, conquering Rosken and leaving Gremlar in ruins, once again opening up the Silver Road to the west. However, since the Silver Road Merchant Guild controlled the Knights of Falbanon, the Merchants of Kalnath were completely barred from trading on the Silver Road.
   To survive these drastic changes the Merchants of Kalnath abandoned efforts to reacquire trade routes entirely. Using their amassed wealth they stockpiled trade goods in warehouses of Kalnath and Skalenbar, enabling them to control market prices. In addition the Merchants of Kalnath focused on their already extensive political connections, gaining unparalleled power in the trade courts, and rivaling the Lordsâ,¬,,¢ Alliance in the Kingâ,¬,,¢s Court. However, with the third rebellion of Belgar freeing passage through Tyrameâ,¬,,¢s Run, and newly made Trade Connections with the elves of Qualendus and the trade cities across the East Sea, the Merchants of Kalnath have stiff competition to deal with in continuing control of the market.
[/spoiler]
[spoiler=Goals:]Goals
Regaining control of the market is the Merchants of Kalnathâ,¬,,¢s primary objective. The East Sea Trade Guildâ,¬,,¢s importation of silk, for example, seriously threatens the already precarious hold the Merchants had over the silk market, the same applies to major imports of Qualendus and Erasnor, such as Quelsari jewelry and Western Barony steeds. Besides this the Merchants of Kalnath continues to expand their political powerbase, though, again, the arrival of the East Sea Trade Guild and the strengthening of Silver Road holdings by the opening of Tyrameâ,¬,,¢s Run has stunted their growth in this area.
[/spoiler]
[spoiler=Structure:]Structure
Since their shift from trading to market control the Merchants of Kalnath have undergone significant organizational changes. At the top is a council of three market masters, below that the organization splits into two main groups; the warehouse and market departments. The warehouse department contains logistics analysts, sentries and deliverymen, while the market department contains trade court officials, and lots and lots of street level buyers and sellers.
[/spoiler]
[spoiler=Enemies:]Enemies
Rival trade guilds, the Silver Road Merchant Guild, Silk Coast and East Sea Trade Guilds, are of course the greatest threat to the Merchants of Kalnath. However, the Merchants of Kalnath are able to maintain a precarious grip on most commodities at the market with their vast stockpiles. In addition to their stockpiles, the Merchants often work to play trade guilds off against one another.
   The Merchants of Kalnath have also earned the enmity of the Lordsâ,¬,,¢ Alliance, because they are merchants, and also because they are the only true rivals for power in the Kingâ,¬,,¢s Court. The Noble Family Quaedra in particular, not only are they nobles but their great fishing fleets make it difficult for even the Merchants of Kalnathâ,¬,,¢s stockpiles to control prices.
   The vast warehouses make tempting targets for the Onyx Merchants as well, and the thievesâ,¬,,¢ guild remains a constant thorn in the Merchants of Kalnathâ,¬,,¢s side.
   The dwarven Union of Free Masons that run the quarries and mines just south of Kalnath commonly come into labor conflict with the Merchants of Kalnath, whom are the actual owners of the sites.
   Finally the Silent Sentinels remain antagonistic against anyone with too much power in the Kingâ,¬,,¢s Court, which of course includes the Merchants of Kalnath.   
[/spoiler]
[spoiler=Allies:]Allies
Few and far between are the allies of the Merchants of Kalnath, only the Landgrave Family of Felsenbroge officially supports them. In return the Felsenbroge receive help in regulating the fur market in Kalnath, through both price manipulation and trade law amendments.
   Though illegal, the Crimson Brotherhood also supports the Merchants of Kalnath, the same alliance that caused the downfall of House Ramos and the creation of the Crimson Brotherhood in the first place. However, given the current state of affairs the only thing the two have in common are a hatred of the Lordsâ,¬,,¢ Alliance; it is suspected many Crimson Brotherhood ventures are financially backed by the Merchants, though it is hard to tell as House Ramos was able to save considerable amounts of its wealth during its fall.
In addition, the Tower of the Arcane Eye has good relations with the Merchants of Kalnath, as it does all the merchant guilds of the city, attempting to beat the Spire of the High Arcane through proxy war of merchants and nobles.
[/spoiler]
[spoiler=Classes:]Classes
Most members of the Merchants of Kalnath are rogues, some are fighters, bards, wizards, even clerics (usually of Falbanon) or sorcerers.
[/spoiler]
Organization Statistics
Political Influence: 10
Underworld Influence: 4
Locations: Trade Hall of Kalnath
[/spoiler]
[spoiler=The Onyx Merchants] The Onyx Merchants
Overview
Premier thievesâ,¬,,¢ guild of Kalnath, the Onyx Merchants is the criminal authority for the West Hill, Dwarven and much of the Great Market districts. Just to walk down a street in the West Hill district youâ,¬,,¢d have to be up to date on your payments to them. And be it untaxed Mithral or illegal Shadow Silk threading, the Onyx Merchants, and their countryside counterparts the Emberfury Cutthroats, are probably involved in it. They also run the majority of the shady saloons, gambling establishments and brothels throughout Kalnath, and have even begun to gain a foothold in the Docks District.

[spoiler=History:]History
Founded practically as soon as Kalnath was, the Onyx Merchants were created by a gang of thugs and thieves, led by Daelis Kavan, pressed into conscription by Tyrammor for the Grand Crusade. However, the Onyx Merchants were immediately swallowed up by the Lunar Hands, a more organized foreign guild, apparently with strong ties to the Lordsâ,¬,,¢ Alliance of Kalnath, especially the Mondheulen Family. Many years would pass before the Onyx Merchants reemerged during the night of the Lunar Eclipse. On that night the founder of the Onyx Merchants, now a chief lieutenant of the Lunar Hands, executed his betrayal. With the majority of the Lunar Hands backing him, Daelis Kavan and his closest subjects murdered as many loyal Hands as possible. By the morning the Onyx Merchants had been founded and the Lunar Hands effectively decapitated. For the next year the two guilds would continue their feud in vicious street battles and turned the West Hill district into a war zone. In the end, the Onyx Merchants would prove victorious, and the last of the Lunar Hands were executed, their heads hung from lampposts throughout the district.
After this milestone in their path to dominance of Kalnath, the Onyx Merchants quickly replenished their numbers by expanding into the Dwarven and Great Market districts, and absorbing the gangs of those regions. The Merchants have since conducted themselves in a much more civilized manner, setting up complex trade extortion and smuggling operations with the Silver Road Merchant Guild, and turning to less violent pursuits such as saloons and gambling halls.
[/spoiler]
[spoiler=Goals:]Goals
Though they dominate Kalnathâ,¬,,¢s crime, they are by no means its masters, and so continue to strive to control every square inch of the cityâ,¬,,¢s criminal operations. However, due to their size, overall goals are commonly lost on the individual block bosses and gang masters, making their control of Kalnath ever more difficult as their numbers increase.
[/spoiler]
[spoiler=Structure:]Structure
Organized like a merchant guild; the Onyx Merchants use a system of â,¬ËMerchantsâ,¬,,¢, who control individual gangs, blocks, market areas, etc. The Merchants then in turn report to a Master Merchant, appointed for each major region of territory. And finally the Master Merchants all report to Trade Baron Jalek Alsimar himself.
[/spoiler]
[spoiler=Enemies:]Enemies
As can be expected, the Onyx Merchants have acquired quite a number of enemies in their rise to power.
First and foremost is the Alliance of Little Folk, a mainly halfling and gnome guild which gained territory by leaps and bounds in the Great Market and Livery districts from the Lunar Hands being destroyed and the resulting power vacuum.
Second comes the Lordsâ,¬,,¢ Alliance of Kalnath, particularly the Mondheulen Family, who had close ties to the Lunar Hands and remains a thorn in the Onyx Merchantsâ,¬,,¢ side.
Then of course civil authority related guilds, the Silent Sentinels and the City Watch, opposes them just for being criminals, but remains less of a threat than the first two.
Then there are the merchant guilds, the Silk Coast Trade Guild and Merchants of Kalnath are both unappreciative of Onyx Merchant holdings in the Great Market district. The Merchants of Kalnath especially, as their warehouses make extra rich targets for Onyx Merchant operations.
Finally come the Landgrave Houses Litbur and Galadorn both pose a nuisance to the Onyx Merchants, the former conducting frequent high publicity raids on Onyx Merchant operations, and the latter severely damaging gambling revenue since their establishments became officially sanctioned by the temple of Falbanon.
[/spoiler]
[spoiler=Allies:]Allies
Only two fellow guilds can the Onyx Merchants truly trust as allies, the Keepers of the Golden Vault, and the Silver Road Merchant Guild. The former have a long profitable history of illegal smuggling and stashing activities. The latter have struck deals concerning caravan movement and sabotaging Silk Coast import sales.
In addition the Onyx Merchants can call upon almost any of the criminal organizations of Kalnath, except the Alliance of Little Folk, as reliable temporary allies in exchange for favors or coin.
[/spoiler]
[spoiler=Classes:]Classes
Rogues are most common, though a good number of rogue/fighters and a few bards exist in the guild. The most common prestige classes are assassin, and streetfighter, among other, rarer ones. They also are the lone instructors of the secret art of the invisible blade, as well teaching several of the more common thievesâ,¬,,¢ guild fighting methods. Therefore a member of the Onyx Merchants may take levels in the Invisible Blade, Streetfighter or Assassin prestige classes.
[/spoiler]
Organization Statistics
Political Influence: 6
Underworld Influence: 10
Locations: The Onyx Corner of the Great Market.
[/spoiler]
[spoiler=The Order of the Purging Dawn] The Order of the Purging Dawn
Overview
Fanatical warrior-priests of the Crowned Sun and the Just Gavel, Amnal and Tyrame, the Order of the Purging Dawn is a strict and zealous order of extremist paladins, devoted to redeeming Kalnath. Whereas other orders of similar make have long given up on Kalnath, the Order of the Purging Dawn has remained, though it has adapted a more ruthless and subtle technique to rid the city of corruption than others had. Most people of Kalnath have never seen a member of the Order, nor heard or read anything of them other than folktales and rumors, none of which are told in favor of the Order. And this generally describes knowledge of the Order in the upper levels of Kalnath as well; few have any real knowledge of them before an inquisition team arrives to cut oneâ,¬,,¢s son down for demon worship. It is undoubtedly this ignorance, coupled with their especially brutal and not entirely legal methods, that has made the Order a mysterious and seemingly villainous force in the city.

[spoiler=History:]History
   Founded by the righteous Harrek the Purifier when he returned victorious from the Abyss, the Order of the Purging Dawn became the tool for his next great quest, to rid Kalnath of corruption and evil. Immediately, the Order proved itself more fanatical and devoted to their mission than other groups had been, as well as more willing to shed blood and use the most devious of tactics. Though some believe the difference in methods to be caused by Harrek being corrupted from the trapped soul of a mighty devil rumored to be contained within a silver vial around his neck, most, of those that care that is, rationalize it as a man who had just literally been through hell taking a more aggressive stance against evil on the material world.
   Whatever the reason for their philosophy, the Orderâ,¬,,¢s dedication and ruthlessness quickly proved their effectiveness as they destroyed a half-dozen demonic cults within a year of beginning their work. However, even though this won them temporary support from Kalnathâ,¬,,¢s populace, it quickly disappeared as the Order began investigating noble families and calls for greater enforcement of their limitations as an Order to be made. Noble paid bards spread stories of unjust killings and villainous activities, the Thurizahd in particular funding these and other anti-Order operations. Over time, the Order has become feared and misunderstood by the people of Kalnath, forcing their operations to be even more subtle and unseen by the public, and allowing the corrupt courts to impose even greater limitations on their methods, to the point that even executing a diabolist has become an affair better left to dark alleys and basements rather than town squares.
   This loss of popularity and power can be made particularly apparent in the case of the Inquisition of the Dalâ,¬,,¢Oray Club, a demonic pleasure cult originating in the Silk Coast and, like similar cults, apparently appealing to Kalnathâ,¬,,¢s corrupt young noblemen. Years ago the Order would have tracked down every Dalâ,¬,,¢Oray member, paraded them to the West or White Hill town squares, and executed them at dawn with the purging flames of Amnal. Instead, Inquisitors secretly left the Orderâ,¬,,¢s headquarters one by one, armor and weapons hidden under great grey cloaks, converging on the Club just before dawn. Rather than blasting the door aside with a glorious column of fire or great gavel of Tyrame, the lock was silently picked by a Stalker. As the Inquisitors entered, every man was slaughtered by sword, all traces of evidence pointing to the Order destroyed by the Stalkers, and the bodies left as they were, without even so much as a blessing.
[/spoiler]
[spoiler=Goals:]Goals
   Lofty is the goal of the Order of the Purging Dawn, to cleanse Kalnath of its corruption and evil, though if anyone in the city has the devotion and fanaticism for the task, it is certainly the Order. The means for this goal is generally lengthy secret investigations by the Stalker branch of the Order, followed by a quick surgical strike by the Inquisitor, timed to maximize the damage to the given target, both in body count and leader elimination.
[/spoiler]
[spoiler=Structure:]Structure
   Divided into two distinct branches, the Order of the Purging Dawn uses the first branch, the Stalkers, to operate as spies, finding information and frequently even infiltrating the Orderâ,¬,,¢s targets to ensure a successful strike. The second branch consists of the Inquisitors, certainly the ones anyone thinks of when talking about the Order. The Inquisitors are openly devout and zealous followers of the Cult of the Purging Dawn, and quick to action against evil and corruption. Within each branch there are ranks, first through seventh degrees. Once one has ac

Fatal Error

[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.
   [/spoiler]
[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.
[/spoiler]
[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.
[/spoiler]
[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.
[/spoiler]
[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

Fatal Error

[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]

Fatal Error

[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

Fatal Error

[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]

Fatal Error

[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.

SA

This setting has officially been granted candidacy for Angel's Award for Achievements in the Field of Awesomeness(AAAFA).

Congratulations.

beejazz

Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?