Chronicles of Karn: Silver Wing
It is one of the Great Peaces across much of Atneros. It has been many a century since the last Tyrant, Ollansar of the Black Wing, attempt to gain power and rule was thwarted, her fortress in the Spine mostly destroyed. The world has been settled, and civilizations have thrived. Karn has once again prospered. In the peace, many claws and fangs have grown dull, and as trouble started growing once more, roaming adventures or warriors seeking to master their bodies have come to be depended on. The Greater Node that came to claim Riverfell as it's abode only cemented the importance of Guilds.
From this, the guild system developed. Since the first guild formed, they have become a common part of culture and the landscape. Guilds operating in the various city states and blocks, filling any role that was needed from focused guilds to the greater General Guilds. With the landscape of many nations littered with the remnants of civilizations past, many of them less than benevolent, and some of those dangerous items; relics, constructs and beings such as nodes, awakening, the need is only growing.
Valesead is one of the larger cities of the Sead Region in western Karn. The center of a mainly agricultural range, it is also home to the Silver Wings, a somewhat well ranked Guild. Generally, they only hold admissions exercises once a year, but with the increased call for their service, they are holding a second test. You have worked hard. Your abilities have taken you this far. By the blade, or through wisdom and knowledge. Magical capacity or athletic prowess. Dexterous skills or crafting talents. Either way, you worked your way to stand before the senior member, waiting to see what your final test will be. It has always been a mystery, never made public to those outside the guild, but you stand before a senior guildsman, ready for the challenge.
Gunnar Ath; Human Artificer [Necar]
Karja'l; Sal'Artathi Healer [Night]
Seljha Rosethorn; Lizardfolk (Emeraldthorn) Druid and Tonash Companion [Sikako]
Sarah Wolfe; Human Rouge [Yellow]
Ragnarok Bloodbane; Dragonborn Paladin/Marshal [Grievous Khan]
-Your character starts at level 4, starting, 5400g. Hail the bearer of gifts.
-You are allowed up to two flaws for one feat. You also get a free DM boon feat. Rejoice and give thanks.
-To determine ability score, roll 4d6, take highest 3. You also receive one free 17 to replace your lowest score. HP will be max die at level one, and you roll for the rest (with the standard constitution modifier added). [Place the link to your rolls along with your character sheets here as well.]
-I'm using the pf feat progression (one feat every odd numbered level)
-Use Invisible Castle for all your rolling needs and Mythweaver for the character sheet.
-No homebrew classes, so don't ask (I will hurt you). Feats and items will be on a case by case basis.
-Wibbly Wobbly, Timey Whimey.
-Likely only taking like six people, so...
-I run games in pads (titanpad specifically).
-You get a regional and racial language. Humans have their own racial language (humie? Human? Humish?).
-I love organic building. I adore organic building. I also love a good backstory (can't get enough of the stuff). Mix the two well, and the spirits will bless you. Those who optimize... tend to encounter things. Bad things.
-People from Karn are called Karnn. There's a pronunciation distinction that doesn't translate to English. I swear I'm not making this up (well, I am, but you know what I mean...). Would I lie to you?
-See the deity list? It's custom. If you think something's missing, let me know.
-Divine feat list might be growing. World building, time, etc. If you might be interested in one, I'll get my thinking cap.
-Still more other stuff. Yeah.
Across the land, Guilds have become common place. Serving as guards, escorts, merchants, hunters, guild members fulfill any job they fancy and are paid upon their success. It's a system that has become a part of culture, and many of skill and ability have affiliations with one or another. From organizations of merchants working to further their own skills and expand their consumer base, to cabals of wizards studying the ever present mysteries in the depths of magic. General Guilds incorporate any who seek the benefits as they adventure. Through the guild system, bounties are claimed, rare items sourced, injustices rectified, and even crimes committed. In return for their services, Guild are paid by cities and regions, jobs given rankings and reward values.
Silver Wing has some prestige to it's name. The preliminary qualifications leading up to the final test would have taken around a month, so your characters will know each other. Testings would be different depending on the class archetype, magic users getting tests on their skills, including the ability to recognize and deal with magic, their spell repertoire, and so on, martial classes put through physical tests ranging from staged combat with set rules to sparring matches. Basically, it would weed out those of a lower level.
Karn is a medium High magic setting. So there will magic items relatively common place. It also has a high racial mix. Slavery exists, but it's more along the lines of indentured service. When one goes into debt, you become the slave of the debtee, in service to them. Some are more strict than others, some allowing them to roam about as they like, though at the call of their owner, others require the slave to work only where the debtee dictates. Slaves are marked with collars and it's a magical contract.
Atneros has three moon. Iss is pale blue, and the home of the Mares crafters and bearers of dreams, herded by Zaros. Arvey varies from green to red depending on the season and time of month, said to occasionally reflect the face of Heilen. It is the smallest moon. Sona'lua is white to silver, and literally means Throne of Sona. Sona is said to be sealed in the brightest one, watched over by Kuni and his pack.
The Sun is called various names. Fun fact, while Jun's palace was relocated to within the sun, Sona'lua was said to be built around her palace. (They were a couple. A His/Her thing taken up to Eleven.)
Like much of the world, the Karn landscape is littered with old dungeons and ruins, remnants of times long gone. In many cases, cities have developed over and around them. These cities have prominent statues or landmarks, most often near the main entrance to the dungeon they are built over; the focus of potent spell that is laid over the dungeons after they are cleared out to prevent evil from one more spawning within it. It is a necessary thing because of a nature spirit known as a Node. They inhabit complex cave networks and places like dungeons and ruins, sometimes even deep forests, enslaving or creating creatures to guard it's halls. It feeds on the energy of those within, and lures adventures with the gold and treasure it accumulates.
The Seals of Sun and Moon are common in different variations across the land. Based on heavenly bodies of the Sun and the three moons, though primarily Sona'lua among them. These are often placed over old dungeons or used to cast a weak protective aura over towns. Relics of era's past, most no longer remember the true purpose, only seeing them as a sacred place in the town.
Castle -[in progress]
[Other stuff as they arise. World building is progressive]
*Galvan- Is the commonly spoken language in much of Atneros. It is also one of the major languages used throughout all the regions and districts of Karn. It is the language spoken in Karn, Anthess, and to some degree; Rantii. The Galvanic nations are much like the European nations in terms of culture, generally ruled by a King and Queen who claim dominion over large expanses, with lower ranks rulers having governance over the districts.
Old Galvan- The predecessor of Galvan and Calid. It is a mostly dead language that is mostly known only in the high academic circles.
Old Tongue- Old Tongue is a dead language. It is the oldest written and spoken language know. It is theorized to be the original language of the gods. Runes identified as Old Tongue are sometimes found in the oldest ruins and dungeons, but precious few know what the proper pronunciation is. And those that do stumble across it sometimes wind up dead in strange circumstances, as Old Tongue seems to have some control over the very nature of magic.
Calid- the language spoken mostly in Caliden, Palnor, Gei Ali and the Coastal Alliance of Jin. The Calid nations have much in common with the African nations we know, and tend to favor tribal based governance and kingdoms. Each kingdom is on a much smaller scale than that of the Galvanic nations, more akin to
Yian- Spoken in Rantii, Tinne and Yil Thors. These nations are the asianics; Rantii and Tinne the Orientals, and Yil Thors much like the Indian. The origin of the similarities between the Rantii tongue and the Yil Thors is unclear, considering that there was little interaction between them prior the Greater Wars. Some suspect one or more of the deites were involved, but unlike the case of the Trevonics, as discussed below, there is no clear connection.
*Trevon- The smaller nations of Orios, Jer Rain, Lennax, Ou' Ten and throughout many areas of Karn speak this language. The Misted Caverns found on all three landmasses, also known as the Tunnels of Loss, are believed to have facilitated this. They are the hallmark of Wanderer, and enable somewhat random teleportation between them.
Old Trev'n- The predecessor of Trevon. It is much like the other old languages, mostly dead and known for academic reasons. It, along with Old Galvan and Yiee (way unimportant, by the way. Only found on Rantii, or Rantian ruins. So, unless you are a researcher type from Rantii or with a Rantii fetish, no Yiee for you), the predecessor of Yian, are sometimes found on ruin walls.
Trevon and Galvan are the two more important languages in this game. Trevon more so. So get Trevon first.
Mostly just interesting information at this point.
Karn is the setting for this tale. Like much of the western nations, it has a tendency to produce more sorcerers than wizards, and tends to have more favoured souls than it's middle eastern counterparts. Centuries before, the population was mainly beastfolk, gnomes, halflings, orcs and goblinoids, with humans, dwarves and elves being somewhat in the minority, but immigration and migration from and to the middle eastern nations has slowly had an effect on the mix.
Anthess is a fairly large nation, encompassing the lands north of the World River. It is one of the more developed lands, with numerous cites scattered across it's breath. Humans, elves and dwarves are common in this region, though that isn't to say that others are not.
Palnor is the nation south of Anthess. Unlike Anthess, which in one large Kingdom, Palnor is comprised of many smaller Kingdoms that work together under that same name. Palnor has a large population of orcs, half-orcs, halflings and beastfolk than it's sister nation.
Gei Ali is a more recently developed region, and tends more towards the less obtrusive constructions, with little in terms of large sprawling cities. Many gnomes and other creative souls congregate there, and they have some of the best ports on that side of the world.
Rantii is an oddity in the eastern world. It had little connection to the nations of the western continent, aside from a few raids, and has a completely different culture and language than it's neighbors.
::Coastal Alliance of Jin::
For centuries, the natural magic affecting effects of the World Spine and the extreme weather of the the southern coast keep the Palnor from venturing into those lands. The tales of caravans traveling into the Forbading Lands and not returning save for a few terrified horses did not help. But, eventually, and in response to the Antess sailing east, they did. Jin is not a nation mostly of merchants and traders, handling land and sea passage west.
Caliden was born around the same time as Jin, though has still mostly limited itself to the south and the coast.
Much like Jin, Ou'Ten was born from a mix of the local Trevonic cultures in the region as well as the Calid explorers.
Lennax is the southernmost Trevonic nation. Like it's neighbor Yil Thor, it is a largely beastfolk nation, and it has substantial relations with the Thors.
An oddity. They speak Yian, there culture has some similarities with the Rantii, but there is little evidence of relations between the nations. They have relatively good relations with Lennax.
A small Island Continent, the smallest in fact. Due to the severe currents and weather conditions caused by the World Spine, their is a near perpetual fog between it and the southern continent, and it's first contact with the Galvanic and Calid nations was through it's contact with Karn. Even now, their is not reliable why through the shortest route.
The fourth Trevonic continent. It had some contact with Rantii, but the currents and weather make landing on it's western shore somewhat tricky, and most ships are driving southwards below it.
Sakon the Judge, the two faced
Sakon is the true god of death. His ruling determines the final fate of the soul. He abhored undead, as they mark the soul forcefully taken from his reach. His symbol is a scale and his common avatar a bird bearing a scale in it's talons; the left polished, for the good souls, the right tarnished, or a hooded man in feathery robes. His appearance is either silver and blue feathers, or red and black feathers.
Law, Good, Evil, Knowledge, Protection, strength
Hanras the Spider
A spider-like being that manages the threads of destiny. Followers of Sakon and Hanras often clash over who truly hold the control of a souls final fate, whether the Judge or the Weaver, futher complicated since evil minded followers can control undead in his name. His followers tend to carry an intricately woven chord, often of costly threads or braided strands of metals.
Death, Knowledge, Artifice, Repose
Magnase the Weaver
The wife of Hanras and Mistress of Fate. She has greater interest in mortal affairs than her husband, taking the threads of destiny and weaving them into the tapestry of life as events occur. It is side that her workshop follows designs handed down from even greater powers. Her followers use the symbol of a spindle, or a broomstick, as legends tell that the Cat of Fortune and his half-brother often tangle her threads, forcing her to chase them out with her broom.
Healing, Law, Luck, Glory, Magic
Sage the All Knowing
The sage is the patron of knowledge, secrets, arcane magic and crafting. It's not known if he/she/it is a true diety or an ascended mortal. He forever appears as a cloaked and hooded figure bearing a flame, said to be fire of knowledge that enlightens. His symbol is a flame, candle or lanturn.
Knowledge, Magic, Mysticism, Oracle, Planing, Pact healing
Cait the Capricious
The Cat of Fortune. His brother is the Cat Lord, the god of all felines. Cait is the offspring of Chaos itself, and tends to support whoever snags his attention enough. He is said to be a petty god, and many curses and hexes can be traced to his actions. His followers bear angular spirals, some crafted from metal, others carved, burned or otherwise marked on wood or a similar talisman.
Chaos, Trickery, War, Charm, Luck, Air, Animal
-Feat: Capricious Fate-
You have earned your way into Cait's books. No clue why. Not always a good thing. Benifits aren't always his strong point. Once per day, roll a d100. If it's above 50, you gain 1d6 open use luck rolls for the day. If not... you autofail 1d4 rolls that day (DM discresion).
[This feat counts as a luck feat.]
Wanderer the Curious
Wanderer is the third and final feline deity, one of the spirits of weather and travel, as well as discovery and liberation. Teleportation magic stemmed from his aura. His symbol is a cat's eye.
Air, Travel, Weather, Luck, Earth, Storm, Liberation
Usp the Vindictive
Destruction, mindless and fleeting are his forte. He also counts as one of the death gods. His appearance changes often, though common descriptions include fangs, horrible eyes and clawed hands and feet. His most notable action was causing the eruption of earth and fire that destroyed a nation many millenia past. His symbol is a red rune meaning crush. Many barbarians worship him.
Glory, Destruction, Death, War, Madness
Aman Si the Forceful
Aman was the first of the reptiles, commonly called a dragon, but purer and more powerful than that. A deity of power, force and determination, his visage is common in lizardfolk and other reptilian settlements. He appears in different forms, much like dragons, each on controlling a different element.
Destruction, Dragon, Strength, War, Scalykind, Any one Elements (reflecting his varying form)
Barbelo the Warrior and Grevan the wrathful
[Lawful Good, Lawful Evil]
The virgin gods of war. Siblings, their appearances are always of powerful members of whatever race follows them. They are also gods of vengence and law. Still, they welcome adherents from all alignments.
Law/Chaos, Good/Evil, War, Fire, Destruction, Strength
Neeis the Deceptive
Neeis, the Deceiver
The god of deception, lies, seduction, inebreity and fertility. It was with his influence that the magic schools of polymorph, illusion and enchantments were developed. His followers are known for either having little restrain, or being schemes and deceivers. A popular saying is 'The Neeist is either the guy pulling the strings, or the guy passed out in front of the tavern."
Charm, Community, Creation, Trickery, Chaos
Helein, the Enchantress or the Seducer
Helein is Neeis' daughter, born from just one of his many liaisons with mortal women. She is much like her father, and holds all but lies and deception. She is known as the enchantress and the seducer.
Charm, Community, Creation, Trickery, Chaos
Zaros of Dusk
The god of Night, moon, hopes, dreams and shadows. Commonly seen as a fox or wolf, it is said he swallows the sun so the moon and the fancies it brings can express itself.
Darkness, Dreams, Moon, Community, healing, Good, Chaos
Kuni of Dawn
The god of Day, sun, truth and reality. Much loved by the Mistress, Kuni who buries the moon brought the secrets of divination to mortal kind. He and his brother Zaros are rarely seen together, only for fleeting moments at the start and end of each cycle.
Light, Sun, Community, healing, law, Good
Sona of the Moon, Jun of the Sun
The Queen of Water and Ice who resides on the moon, and the King of Fire and Light who resides in the sun. Though evil, sealed in their palaces, they are worshiped by many and of all alignments. It suits them to provide light and warmth for the mortals below, so they are still praised. Their prisons/palaces were and are powerful sources or magic, particularly in sealing.
Moon/Sun, Protection, Knowledge, Nobility, Glory
Fidalas the Nurturing
Mother of nature, spirit of earth, etc. She is the queen of the animal lords and often has shrines in cities, show respect though they encroach on her wilderness.
Plant, Weather, Animal, Earth, Protection
Cat Lord (Chaotic Neutral), Wolf Lord (Lawful Neutral), Crane Lord, etc- The Animal Lords worshiped in some cultures or drawn on for power in some abilities.
The Meddler- a sorcerer given godhood by Cait. Legends say he is sealed, but still...
Nemue the Crow, Jovis the Heron, Kari the Falcon- Nemue is one of the death gods, concerned with those who die on the battle field or in combat situations, also called the choser of the slain. She escorts their souls to their determined fate. Jovis escorts souls of those who die peacefully, and is called the Divined Wings. Kari escorts the souls of people who fall in traumatic situations and is referred to as the Hunter. They are more commonly viewed collectively the death god Lois.
The Reapers- The reaper is/are an ascended mortal who works with the Lois and with Sakon. It is unsure how many they are, but they are associate with each aspect of Lois.
The Muses- Gods of Creativity and thought and inspiration. Another ascended mortal collective.
The Fates- Some are spiders, others virginal girls/young women. All working with Magnas and her husband.
The Mares - They work under Zaros, the spirits of dreams. They craft both good and bad dreams, and carry them out so long as a moon is in the sky. They are said to live on Iss.
The Annat- The spirits of plants and the forest lords. Called on by plant focused druids, herbalists and the like.
-FEAT: Called of the Annat-
The forest, the woods, the plains, even the desert, they are all alive. Not just the creatures that inhabit it, but as a sum, a collective consciousness that is aware. And it is aware of you, and you it. Most times, it is nothing more than the acknowledgement when you enter a new area. However, as a full round action, you can cast Naturewatch as a HD-2 Druid or ranger. If you have levels in either class, it is treated a full HD.
[This is a supernatural effect that works a number of times per day equal to your WIS mod. If you cause great harm to the environment, you lose the effect of the feat until you make atonement to the Annat (planting one tree and a diplomacy check DC 20+).]