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Kingdom of Kalvaria

 

Historical Outline

The Landing (500 years ago; or 0 After Landing A.L.)

 The Tasarian Empire landed a fleet of heavy transport ships of the coast of a new continent. They quickly began conquering this newfound land with their more advanced weapons and magic. The Tasarians enslaved all that fell before their might.

 

Abandoned in the New World (490 years ago; or 10 A.L.):

 Only ten years after their landing upon the continent ships from the Tasarian Empire stopped coming. Little information is known as to why except that there were political problems in the capital and frequent sea monster attacks. Without a shipyard big enough for construction of their heavy transports they were unable to make ships that could make the voyage back. Now stuck on the new continent with no fresh supplies coming from their homeland The Tasarians stuck on the new land stop their conquest to defend what land they do have. Several groups from monster and human tribes begin to solidify into one and begin to attack the Tasarians pushing them slowly back.

 

New Philosophies (470 years ago; or 30 A.L.):

After 20 years of slow retreat back towards their original landing point their newly captured slaves began to teach the lower classes about their freedom. Revolution was in the air.

 

The Revolution (464 years ago; or 36 A.L.):

Open revolt began six years later. The leaders, various merchants and sea captains as well as lower class military commanders, scraped up enough money to hire warriors from surrounding tribes and clan. Carrying them into the capital by ship they were able to capture it quickly with one quick stroke.

 

The New Order Established (460 years ago; or 40 A.L.):

After 4 years of overthrowing the rest of the Tasarian occupied area the Kingdom of Kalvaria was established. Named after the first king, Lanil Kalvaria. The Kingdom of Kalvaria was very different from its predecessor with no slavery and no social class and gender laws.

 

Age of the Sea Monsters (100 years ago; or 400 A.L.):

The spawning of the Krakens started at this time. The krakens often went after Kalvarian ships and they lost many slowing shipping almost to a standstill. In an effort to solve the problem the current king, Aliss Halin, offered a large gold award for a ship design that could bypass this problem. Three years later, the gnomish shipwright, Yabilis Neanorf, designed a ship called a Wake Runner which although smaller than a standard cargo ship it could move faster and with less wake. The design seemed to be harder for the krakens to locate and could sometimes in good wind outrun them.

 

The Defense Against Kilgaul (50 years ago; or 450 A.L.):
Relations with the Kilgaul Empire seemed to go sour over night. Many thought they were out for vengeance for the Tasarian’s original assault against the Kilgaul. The Kilgaulans made a fierce attack into Kalvarian territory. They had nearly reached the capital, when one of the clans offered themselves as mercenaries. Kalvaria quickly took them up on their offer. After the one clan’s change to the other side several others followed which quickly turned the tide towards Kalvaria’s favor. With a civil war on their hands the other clans retreated back to Kilgaul territory.

 

DEITIES IN KALVARIAN CULTURE

 

The Light (A Core Deity): God of light and good

Kalvarian Name: Aldin

Alignment: Neutral Good

Domains: Good, Protection, Strength, Sun

Symbol: A scepter

Typical Worshipers: Any; especially paladins, good fighters and rangers.

 Aldin is the Guardian of Light and Keeper of the Souls of Goodness. He is depicted as an old man with long white hair, beard, and robe. Often he is shown holding aloft a scepter with the head made into the likeness of the sun. He is in direct conflict with The Skull and one his primary goals is to thwart The Skulls efforts. The Light charges his followers with the task of protecting the good from evil. The Light also detests undead which he forbids his priests from creating and has them destroy if found. Temples to The Light are common in most places except underground. Lights burn in the temple day and night.

 

The Sword (A Core Deity): God of war and honor

Kalvarian Name: Cordus

Alignment: Lawful Neutral

Domains: War, Strength, Law, Destruction

Symbol: A Silver Sword

Typical Worshipers: Fighters, and sometimes paladins.

 Cordus is the Creator of the Rules of War and Holder of Oaths. He is shown as a heavily armored man carrying a silver bladed sword He watches over battles and ensures that they are fought as he has decreed. Apart from battle Cordus also ensures that oaths and promises are kept. People swear on Cordus’ name for things that are really important. Priests of Cordus often go to war themselves with those that do not follow his rules. Also the priests referee duels and area events. Temples to Cordus are common in Kalvaria especially near arenas. Shrines are often constructed to him on battle sites.

 

The Beast (A Core Deity): God of beasts and rage

Kalvarian Name: Todak

Alignment: Chaotic Neutral

Domains: Animal, Chaos, Destruction, Strength

Symbol: An antlered skull

Typical Worshipers: Chaotic fighters.

 Todak is the Master of Beasts and the Lungs of Rage. In Kalvaria, Todak is depicted as a bear-like humanoid with antlers and swinging a blood red axe. He is the king of all beasts. He fights for them and they fight for him. His only like for humans are when they are enraged. Most temples to Todak reside out in the wilderness in a cave or a crude hut made from skins. There are fewer priests to Todak then others in Kalvaria. Those that are seem animal-like and maybe even crazed to other people. His primary concern is watching and caring for the wild animals. He often sends his priests on missions of revenge against creatures that have wronged him.

 

The Healer (A Core Deity): Goddess of healing and protection

Kalvarian Name: Naloria

Alignment: Lawful Good

Domains: Healing, Good, Protection, Plant

Symbol: A red ankh

Typical Worshipers: Any, especially clerics and healers.

 Naloria is the Teacher of Healing and the Creator of Medicine. In Kalvaria Naloria is shown as a young woman wearing white robes with a red ankh. Often she has her arms open wide inviting any to come and receive healing. She is said to have given the powers of healing to some plants. Naloria’s prime directive is to heal the sick and wounded. Also she is the protector of healing herbs. Nalorian priests follow a code that states they must give healing to all unless those in need of healing used deadly force against the priest or others. They must also stay away from combat unless threatened by others even then priest of Naloria most times will not kill. Nalorain temples are found almost everywhere. Gardens generally surround the temples and incense is often burnt inside.

 

The Skull (A Core Deity): God of death and evil

Kalvarian Name: Tal

Alignment: Neutral Evil

Domains: Death, Evil, Knowledge, Trickery

Symbol: Hooded Skull

Typical Worshipers: Evil fighters and rogues.

 Tal is the Master of Death and the Keeper of the Souls of Evil. He is depicted as a skeleton wearing a black robe and hood. Often he holds skulls in his hands and sometimes piled at his feet. Tal’s goal is to subvert the populace to evil so that he might have more dead to control. He often gives his followers some of his multitudes of dead for achieving his goal. Aldin is Tal’s most hated enemy and another of his goals is to defeat him. Temples to Tal are rare often underground or sometimes look like something else. His priests use trickery to get people to enter his temples.

 

The Storm (A Core Deity): Goddess of storms and disasters

Kalvarian Name: Elanius

Alignment: Chaotic Evil

Domains: Water, Air, Destruction, Evil

Symbol: A lightning stroke

Typical Worshipers: Any, often evil fighters.

 Elanius, Rider of Storms and Mistress of Disasters. She is seen as a withered old hag with lightning for hair and tattered dress. Elanius’ primary concern is making sure she gets the respect and worship she thinks she deserves. If not disaster is soon to strike. Priests of Elanius are often bullies and those that like the taste of power. Elanius encourages people to worship her through fear of punishment. Temples to Elanius are some-what common, so that the populace can try to stave off disaster. Her temples are often ruined buildings so that it might remind her followers what might happen if they don’t please her.

 

The Elements (A Core Deity): God of the elements

Kalvarian Name: Mentus

Alignment: True Neutral

Domains: Animal, Air, Earth, Fire, Plant, Water

Symbol: Four colored stones (red, black, blue, and white)

Typical Worshipers: Druids.

 Mentus is the Equalizer of the Elements and the Watcher of Nature. Of all the gods Mentus is the one appears the oddest. Four arms extend from a body with a face-less head. Each hand holds the power of one of the elements. Mentus’ task is to ensure the balance of the elements as well as nature. Sometimes Mentus also acts as mediator between the gods. Often people confuse priests of Mentus with Druids because their goals are the same. Temples to Mentus are not very common. Mainly found in secluded wilderness areas Mentus’ temple groves are havens for man and animal alike.

 

Vorin (Kalvarian Deity)

Alignment: Lawful Neutral

Domains: Knowledge, Law, Protection

Symbol: A set of scales, or an engraved tablet

Typical Worshipers: Magistrates, lawyers, court officials.

 Vorin is the Writer of Law and Dispenser of Justice. Lady Justice is the most popular of all the minor gods of Kalvaria. She is shown as a young woman with a tablet in one hand and a scale in the other. Her job is to ensure justice for all. Followers of Vorin are often lawyers and court officials. Her Temples are generally found near the court districts.

 

Nabelneeb (Kalvarian Deity)

Alignment: Chaotic Neutral

Domains: Chaos, Luck, Trickery

Symbol: A Mask

Typical Worshipers: Bards, rogues, gamblers, and madmen.

 Nabelneeb is the Maker of Luck and the Puller of Pranks. Nabelneeb is shown as a man holding a cracked smiling mask in front of his face. His only goal is to have fun and to try and pull a prank on just about everyone. Priests of Nabelneeb are rare at best but only the insane seem able to be one. There are no temples to Nabelneeb and many a joke are made of this (by Nabelneeb himself). There are few followers of Nabelneeb mainly bards, crazy people, and sometimes thieves.  He seems to think that thievery is a very funny prank to pull on someone. The only thing that keeps him from fading out is the fact that he controls luck, which everyone seems to want.

 

Anotch the Archmage (Kalvarian Deity)

Alignment: Lawful Neutral

Domains: Knowledge, Magic, Law

Symbol: A Book

Typical Worshipers: Wizards, scholars

 Anotch is the Keeper of Knowledge and the Master of Magic. He appears as a bearded old man holding a tome. Anotch’s goal is to have all the knowledge of the world contained within his libraries. This includes his most favored subject of magic. Followers of Anotch are mainly scholars and wizards. Priests of Anotch are primarily concerned with gaining more knowledge for their libraries. Temples to Anotch, his libraries, are fairly common in the larger towns and cities of Kalvaria.

 

GENERAL OVERVIEW

Kalvaria (Kal-vair’-ee-ah) Social structure and government: Kalvaria is ruled by a king. The king is generally the son of the last king; however, the present king may decide to choose another as his heir. The king has a group of personal servants, guards, and advisors that are his for life or until he dismisses them. The king elects rulers over districts who in turn elect rulers over the districts within that district, and so on. Most government jobs are at least semi-permanent. That is not the case in most of the rest of Kalvarian society. When needing an army, the king hires companies of mercenaries to fight for him. Its very good for business being picked by the king to do a job, especially if you’re the only one or the first one picked. More than just soldiers are hired… the same principle applies for everything from shipwrights to swordsmiths.

 Knightly Orders: The beginning of knights and knighthood can be traced back to the Tasarian Empire (they were noble warriors who were followed a code of chivalry). The Knights of Kalvaria are a mockery of that which they came from. They essentially perform the same function as elite shock troops, but knightly orders of today can and have been just about anything… including assassins. They follow a code, but it varies widely and generally is nothing like the Tasarian code of chivalry. Most orders have a fairly small number of members compared to mercenary companies. The only thing that is the same amongst the orders is that they are all highly trained and well funded.

 Arenas: Originally started for showing customers of bodyguards and mercenaries just how good the company they were buying was. Now it is expanded to a major form of entertainment. Professional gladiators often earn more than company commanders. Almost every town has at least a small field where arena combat may take place.

 Weapons: Kalvarians favor swords and crossbows. Common swords are the dagger, short sword, cutlass, longsword, saber (scimitar), rapier, bastard sword, greatsword. Most one handed swords have basket hilts rather than cross hilts, which provide better protection to the hands. Kalvarians make and use all crossbows listed including the great crossbow and the gnomish repeating crossbow.  Most other weapons are either used as side arms or are arena weapons.

 

Small

Name:        Cost:   Damage:    Critical: Range: Weight:  Type:

Cutlass       8gp     1d6        x3        --   4 lbs.    Slashing

Large

Xbow, great*  100gp?  1d12     19-20/x2  150 ft. 15 lbs   Piercing

               

 Cutlass: A popular sailors’ weapon. Often nicknamed the “Cleaver” for it has more in common with a meat cleaver than a sword.

 Crossbow, great: A great crossbow requires 2 hands to use eddectively, regardless of the users size. You draw a great crossbow back by turning a winch. Loading a great crossbow is a full round action that provokes an attack of opportunity. A medium sized character cannot shoot or load a great crossbow with one hand at all. With training a Large sized creature can shoot, but not load a great crossbow with one hand at a -4 penalty. If a large sized creature attempts to fre a seperate great crossbow in each hand simultaneuosly, the standard penalties for 2 weapon fighting apply.

 

 Armor and Clothing: Most armors can be found in Kalvaria except Hide. Most popular is Leather. Chain mail is not as common as in Kilgaul as they feel it is a barbarian’s armor.  Most commoners prefer loose fitting clothing. The fashionably rich are fond of tight fitting clothes with lots of poofs and lace. Wide brimmed hats are popular for the rich and common both.

 

RACES AND CLASSES IN KALVARIA

Humans: The most plentiful of people in Kalvaria, humans make up about 79% of the population.

Dwarves: Dwarves generally don’t leave their homeland of Kurvhosau, so only a rare few live here. Dwarves make up less than 1% of the population.

Elves: Elves, like the dwarves, would rather stay where they feel more at home. The few elves that do live here are either outcasts or wish to watch over the Kalvarians as they do the Kilgaulans. Elves make up roughly 1% of the population.

Gnomes: There were no gnomes on this continent until the Tasarians brought them with them as slaves. Gnomes are the second largest population in Kalvaria making 9% of the population. The gnomes are well-regarded by the general populace.

Half-Elves: The half-elves that live in Kalvaria generally are from Kilgaul. There are more half-elves than elves in Kalvaria, making up roughly 2% of the population.

Half-Orcs: The Tasarian Empire had orcish slaves, but they were hard to control. So in an effort to make a strong worker that was easier to handle Tasarians started a human/orc breeding program. It was somewhat successful and they began to breed a good number of them. The half-orcs of today are the descendants of these strong-armed slaves. Though most humans would like to forget that half-orcs exist, 3% of the population is still half-orc.

Halflings: This was one of the first peoples that the Tasarians met. The halflings put up no resistance to Tasarian occupation. And although halflings were slaves for a short while, they are now free and make up 5% of the population.

 

 

Barbarians: Barbarians are one of the rarest classes in Kalvaria. Some exist as gladiators and few as berserkers. Half-orcs often favor this class, but most of the populace shun anything barbaric in nature.

Bards: Bards have been more popular recently as the stories of the famed hero, Jastil Redcloak ,  have become very popular. Jastil was supposedly a master of the rapier as well as the whip. When he wasn’t saving the world, Jastil was singing and playing his lute in taverns. Thus many would-be Jastils have sprung up around Kalvaria.

Cleric: Since druids are rare, Clerics are the primary healers of Kalvaria, thus making them a common entity.

Druids: Druids are rare in Kalvaria as they are seen as barbaric and uncivilized. Most people will have little to do with Druids, so few Kalvarians wish to become one.

Fighter: Fighters are the most common of the classes. Soldiering is regarded as a respectable line of work and Gladiators are often seen as heroes. Most fighters are male, but there is a large enough population of female warriors that it’s not an unusual thing.

Monk: Monks are almost unknown except for the few Kyozans from Trayess, who sometimes come to fight in the arenas. A few Kalvarians have gone to train under them, but its very rare.

Paladin: A few Paladin Orders exist in Kalvaria. Most times they are looked up to, however their resistance to money often rubs people the wrong way.

Ranger: Because Rangers are associated with druids, Rangers are looked down upon as backwater warriors who don’t know much about fighting.

Rogue: The second most common class, Rogues come in many shapes and sizes. From the tough pirates of the seas to the infamous member of the thieves’ guild, they are littered throughout all of Kalvaria.

Sorcerer: Sorcerers are about as common as anywhere else. Most people don’t know the difference between a wizard and a Sorcerer.

Wizard: Unlike Kilgaul, Wizards are found throughout Kalvaria in many roles. Wizard Orders are common in the larger cities and up and coming wizards are often fought for between rival orders.