Fireside tales tell of noble knights astride graceful winged beast, wearing bristling and gleaming armor, have enchanted listeners across Ethica for years. All who hear of such breathtaking imagery are fascinated with thoughts of donning their own suit of magic armor, climbing atop a snowy white pegasus, or noble gryphon, and taking to the skies in defense of goodness. The stories are a pale imitation of the true glory of the magnificent Skyguard. Defenders of Serendin, protectors of the realm bold, brave, noble soldiers answering to the powerful but mysterious and powerful Serendin Lords—the Skyguard epitomize valor and grace in word, deed, and bearing. True knights in shining armour, in principle at least, these men espouse the noble ideals of chivalry and honour. In reality they are brutally effective war hungry warriors who practicing their skills daily.
The Order of the Skyguard is older than most can remember, founded in 12 ME in Serendin lands, the Skyguard was born in order to deal with the second Scourge. When the Calimari invaded from their underground burrows, and unlike in the first scourge, brought forth massive beast capable of taking flight. Always believed to be an aquatic and subterranean species. None that it possible the Calimari would be capable of such a feat of advanced transformation. A lord of Serendin soon imposed an idea that quickly took shape to combat this new threat. Knight's of his land would train to ride, but not ride just any mount, but ones capable of flight. Thus the Order of the Sky Guard was formed, first as a knightly order, but it quickly expanded into a proper military division as it's influence expanded beyond it's own borders. Today the Sky Guard are the main aerial military unit of Serendin. They are used for fighting regular battles, but often take part in covert or all-out operations, the Sky Guard are usually first on the front lines or defending key fortifications due to their enhanced mobility over all other units of war.
Sky Guards mounts are unique due to decades of perfecting their upbringing and training. As such many are more tame and slightly more intelligent than the norm. Though this is not to say their more bestiarl instincts do not give way at times. Players are provided with their mount, meaning you do not have to pay for them, but you do pay for their gear if any.
Griffons are often nasty and bad-tempered. If captured when very young and trained, however, they can become fiercely loyal mounts. Their loyalty is non-transferable once fixed, so they must be disciplined and trained solely by the intended rider. The griffon must be trained and exercised by its owner on a fairly regular basis while it is a fledgling (up to age six months) in order to accustom it to his or her presence and the bridle, blanket, saddle, etc. When the griffon is half-grown a period of intensive training must begin, which will last at least four months. The daily routine must never be broken for more than two days, or the griffon's wild nature will assert itself and all progress will be lost. After two months of this intensive training, it will be possible to begin to fly the griffon. This will be a period of training for mount and owner alike, as the rider must learn how to deal with a new dimension, but with support from veteran riders. Imagine the confusing tumult of giant wings, the rush of air, the sudden changes in altitude, and you will realize why an inexperienced rider absolutely cannot handle a flying mount. Griffons, like all large flying creatures, eat enormous amounts of food, especially after prolonged aviation. Moreover, they are carnivores, and thus very expensive to feed. Care and keeping of a griffon will be a constant strain on the largest treasure hoard. Costs will run in the area of 300-600 g.p. per month (the owner must provide for his own mount while on missions away from the order). It will require special quarters, at least three grooms and keepers, and occasionally an entire horse for dinner (diet will differ, but similar arrangements must be made for all flying mounts).
Hippogriffs are not so difficult to train as griffons, are faster in the air though they lack their power, but neither are they as dependable in a pinch. A training process basically similar to that previously described will be necessary, though occasionally an animal trainer can substitute for the master for short periods if he or she is tied up elsewhere. Once broken, hippogriffs may possibly serve more than one master. They are omnivores, and thus somewhat less expensive to feed than griffons.
Pegasi are greatly valued for their speed, which makes them virtually the fastest things in the air. Their training is a long process similar in many respects to that of griffons. They will serve only good characters—all others will find them totally intractable. Like griffons, their loyalty is given to only one master in a lifetime.
The Skyguard's of Serendin have three ranks: Sky Lord, Storm Commander, Sky Hawk, and novice. Commanders lead patrols and hunts by virtue of experience, but they wield power very much as “first among equals” rather than brook-no-disobedience authority figures, commanders wear no special form of identification. Sky Lords are chapter masters, are in charge of the entire Sky Guard forces, often acting as generals. Novices are often new recruits with only a few months fresh from training and often virtually no combat experience. Hawks, who make the meat of the Sky Guard, patrol the skies and coastal waters of the realm in groups of three to six riders (typically including one or two novices). Patrols fly in one of three daily shifts: morning, late afternoon, and nighttime. Most Hawks assemble at a mountaintop outpost every seven days to join in a larger hunt involving anywhere from ten to forty members, which takes them on patrol over all areas of the realm. Including novices, the full
muster of Knights numbers approximately one hundred-seventy-five.
Map of the World
Political and routes of trade
Cato Bellator The Priest of War!
Curran Asan The Womanizer.
Scāth The Eagle Eyed.
Felicia Vikirin The Lazy Marshmallow.
Oskar Rumnaheim The Tunnelrammer.
Taranis the Nameless
Minutes pass into days, days into weeks, weeks into months, and months into years. Ethicans measure the passage of time in much the same way as others do, with each day divided up into 24 hours, and each hour (hours are called turns of the glass) divided into four quarter-hours (minutes are beyond the average Ethican’s ability to grasp or track).
Several different methods are used to keep track of the passage of time. During the day, the progress of the sun across the sky is a simple technique that anyone can use to approximate the hour, or how many turns of the glass have passed. During the evening hours, the movement of the heavens is a reliable method of timekeeping on clear nights, though it requires some study in order to be accurate. For the wealthier folk, large “by-hour” candles are incrementally marked to measure time as they burn(Hence half an hour passing is referred to as a 'candlemark'). Serendin artisans create beautiful hourglasses from stained glass and colored sand, but these are expensive and not at all common. The ordinary folk of Ethica use simpler methods to track time after dark, such as by monitoring the decline of heat from a banked hearth. Night is divided into two watches: Early Watch is from sunset to midnight, and Late Watch is from midnight to sunrise.
Both West Continent and East use a seven-day week to track their days, since both cultures derive their calendars from the reckoning of the ancient Enlibrite Empire. Ethican dedicated specific days to specific deities, but the gods differ depending on which pantheon is being used. Months in Ethica are kept track of in thirty-day increments, with the extra five (and sometimes six) days of the year preceding the New Year’s celebration.
Because they are derived from the calendar of ancient Enlibar,(a long dead Elven Empire that once ruled all the West Continent and much of the East) the names of the twelve months are the same for both North and South alike. Most other nations within Ethica use the Enlibrite calendar, though many have replaced the names of the month with vernacular equivalents. This isn't all that important, since the base meanings of the month names have been lost to ordinary folk. Given that not everyone in Ethica is comfortable with (much less capable of) counting to thirty, it is less common to hear someone plan an event for the 28th of Drellan than it is to hear them say that an event will take place on the fourth Halakday of Drellan.
Most know that a year consists of 365 days, the year in the Ethica calendar keeps track of years based on the presumed beginning of the world, placing the Enlibar chronology in its 3,671st year. The highly ordered priesthood in Gybahdin ensures that time is meticulously kept within the Kingdom’s borders. Morad Empire's calendar, which was imposed on much of the world during its conquest before its recline, measures years by tracking the age of the empire itself. This puts the Morad Empire’s calendar in its 104th year. Most realms use the Morads calendar system, partly due the realms influence but also due to it's easier to remember system. Common and scholar folk use ME (Morad Empire) and SC (Stygian Chronology) to differ between calanders and dates.
DAYS OF THE WEEK
THE MONTHS OF ETHICA
Breen_1st month of winter_ December/January
Andaria_2nd month of winter_January/February
Moruthus_3rd month of winter_February/March
Drellan_1st month of spring_March/April
Eseris_2nd month of spring_April/May
Sperraz_3rd month of spring_May/June
Hespar_1st month of summer_June/July
Languel_2nd month of summer_July/August
Pordur_3rd month of summer_August/September
Gethur_1st month of autumn_September/October
Escharia_2nd month of autumn_October/November
Volnar_3rd month of autumn_November/December
Use these links to learn all you will need for the setting, lore and nation wise.
Ethica Magic system
- Characters can be of any Core race.
- Characters can buy their equipment using lvl 8 base starting gold of 27,000gp. As a low magic setting, be aware magic items are not as flashy in this setting as they otherwise would be. Good items to use in Ethica setting are any that grant bonuses on skill checks, saves, and attack rolls, or bonuses to AC (including basic magic weapons and armor, amulets of natural armor, cloaks of resistance, and so on). See further notes below.
- Characters will start off at lv 8, Ride skill is a class skill for all Sky guardians.
- Now to find your stats Use Invincible Castle and Link the outcome on the OOC, To roll stats you get 1 free 18, then you roll 4d6, take the highest 3, and get your stat numbers.
- When building you're PC please use Mythweavers
- The setting uses Pathfinder feat prograsson. A feat at level 1, 3, 5th, etc.
- New Skills/Weapons: New Skills such as Craft (Gunsmith), are available in this setting, further details on them can be found in Iron Kingdoms Character Guide on page 142 as well as their wide selection of firearms on page 169.
- Also I wont be accepting likely anymore than 6 PC's for this setting, maybe 7 but certainly no more. Also note this is not first come first serve, I'll judge from those that fit a needed role in the party first, then fit the setting best second, and of course I'll be looking at writing skill as well, so the more interesting the background and character the better the chance of being accepted. I wont mind duplicates of the same class either, if their very different in skill set, since there are so many ways to customize from feats and skill points. I'm allowing everyone to take up to two flaws, but you need at least two of any flaw in order to get one bonus feat. (and you're only allowed a single bonus feat from flaws)
NOTE: Not all items are appropriate to Ethica. The wild armor special property, caster’s shield, ki focus, spell storing weapon properties, any potion or oil based on a spell. As a player, you can do your part to ensure Ethica's slightly more gritty atmosphere remains intact. If you acquire an amulet of natural armor, don’t refer to it as such, but, for example, call it your lucky charm that you got from a wizard in exchange for some past service. Likewise, if you pick up a cloak of resistance, it might be an old garment with a unique past granting it it's powers. In short, magic items should be special, have a history and be a part of the larger world.