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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.
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