Author Topic: Encyclopedia Karthunia  (Read 1728 times)

Offline VennDygrem

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Encyclopedia Karthunia
« on: August 08, 2015, 12:58:24 AM »
Doryan, the Last Continent

  To the far north, a frozen expanse of half-buried giant ruins serve as grim reminders of the former giant empire within a region
known as The Endless. Countless expeditions travel to The Endless in search of what lies beyond The Dread Peaks, but few return and
none have scaled the infamous mountain range. If the gods have secrets and Karthun holds mysteries, what lies beyond The Endless is
one of the deepest.

  To the far south, the rocky, war-scarred lands (now known as Kraghorn) were once held by the Dreadwing Council, Doryan’s most
powerful draconic empire. The dragons of Karthun wielded great power from their fortress within Eternity Peak but a deific war
between corrupted dragons, World Wardens, and the gods brought an end to the dragons and their followers. In the years that passed,
the barren lands became the home to savage clans.

  A majority of nations holds coastlines to each several of Karthun’s oceanic bodies. Along the east coast, Desin, the ruined remains of
the dwarves former nation sits alongside the warm ocean waters of the Whitemist Sea (named for its continual waves of steam created
by the Worldfire). When the force of the Worldfire reached the Last Continent, Desin was the first to suffer, as it cracked and pulled
massive pieces of the land into the ocean, carving massive rifts and canyons into the landscape.

  To the south, the realm of Prathian’s patron race, the Elemental Lords, serve as keepers of Istin, the few remaining dimensional
leylines, and act as the rulers of the wild elementals and Djinn houses of Karthun. Istin is a land of elementals and magic with
wondrous landscapes, both beautiful and dangerous.

  Further south, one of the last bastions of valor in Karthun stands in the nation of Landrin. Led by the embattled knights of the Last
Watch, Landrin follows the teachings of the former goddess of valor Valkyre and wages war with followers of The Mother of the Dead
and her theocracy: Erast.

  Formely the majority of the nation of Landrin, the seat of the Mother of the Dead’s power on Karthun, Erast was founded by the
Mother and her son, Kyzul on the day of his birth. From his throne in Tenshan the City of Tombs, Kyzul rules Erast and leads the
church of The Mother name in a campaign to destroy Landrin and put to rest the wild undead haunting the Last Continent.

  On the west coast, the chaotic lands of Sylnn exist in a constant state of open warfare and deep shadow wars, all to the delight of
Felicos. While Sylnn or “the Kingdom of Five Thieves” is no longer his seat of power, Felicos revels in the power-hungry chaos
and civil wars spreading across Sylnn. Five regions, include the warring lizardfolk clans of Diesess to the horseman cult known as
the Kings of Dusk in the northern plains of Kolther, have claimed independence (also issuing gestures of dominance), though no
one single ruler has yet emerged. Along Sylnn’s coast of the Sea of Torment, several of Sylnn’s splinter nations battle armies of the
merfolk royal houses and other creatures from the unexplored depths of the sea, including the kingdom of Tavia.

  Tavia is a kingdom with its eyes on everything happening in Karthun. The training ground of master spies and assassins, Tavia wages
wars with Sylnn and Andern, while working towards grand plans to infiltrate Xyn, the lands of Prathian the Eternal Sage. From her
throne in the city of Highroost, The Queen of Whispers manages shadow games of deception, favors, and intrigue in every royal court,
army, and major faction across Karthun.

   From a series of small islands off the coast of Tavia, the monolithic towers of Xyn reach toward skies that roil with a vortex of
rolling, godlike power. From the central tower of The Nexus, Prathian and his Archivists push the boundaries of magic and technology
while safeguarding dimensional barriers from horrific beings from the beyond attempting to breach Karthun’s plane.

  Along the southernmost border of The Endless, the nation of Daynir stands as the one of the oldest and most influential nations in
Karthun’s history. Xag, the City of Monoliths, stands as a beacon of education, technological innovations, and arcane discovery as
well as housing the Grand Archive of Daynir: an archive said to contain written accounts dating back to the Age of Making, artifacts,
dangerous technology, and otherworldly curiosities from across Karthun and beyond. Over time, Xag has become the home of great
thinkers, mages, politicians, merchants, and those who disagree with the word of the gods, as it is common knowledge  that the gods
refuse to enter the City of Monoliths, though no one, not even devoted followers, can say why for certain.

  Off the western coast of Daynir, the island home of the Sunwalker clans of dwarves, all former slaves and rebels against the
Underlords, stands as the mageocracy of Thulengard. From here, the dwarves of Thulengard launch campaigns against the Underlords
and other threats to Karthun.

  At the heart of the Last Continent are the kingdoms of Andern and Symul. Andern, often referred to as the Throne of Honor, is a land
once great with chivalry and heroism now weary from centuries of wars with Tavia, Sylnn, failed volunteer efforts to save Desin, and
skirmishes with the ferocious elven clans of Symul. Despite this, the Iron King holds his kingdom together through strength of will
and the bravery of heroes.

  In Symul, three ancient clans, each bound to one of Karthun’s three moons, embody the spirit and power of totem animals: wolf,
bear, and jackal. One of the oldest blood wars in Karthun’s history, each clan battles for supremacy over the others, with each gaining
and losing dominance with the waxing and waning of the moons. To Symul’s neighboring nations, the forest kingdom of Symul is a
beautiful and dangerous place as the elves rarely show even the littlest hint of mercy.
« Last Edit: August 08, 2015, 02:36:32 AM by VennDygrem »

Offline VennDygrem

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Re: Encyclopedia Karthunia
« Reply #1 on: August 08, 2015, 02:36:10 AM »
Gods of Karthun

Deknar, the Smith
Domains:  Battle, Cities, Creation, and Strength
Patron race: Dwarves
Priests: Forgehands / Disciples of the Chain
Symbol: Hammer wrapped in a chain
Focus: A hammer (what else?)

Forged the Chain which binds and holds back the Worldfire from consuming Karthun. His constant attention is paid toward maintaining the Chain's integrity.

Elinar, the Lady of Song and Beauty
Domains: Beauty, Art, Music, Seasons
Patron race: Illyn (sort of like planetouched, a cross between Aasimar and Genasi; rather than elements, each Illyn is tied to a season, with the exception of the Diminished)
Priests: Speakers of Harmony / Servant of Season (Ex: Servant of Winter)
Symbol: A symbol of four ornamental leaves marking the seasons
Focus: A petrified leaf taken from a tree in the season the priest begins her career (this also determines her season title)

She and her Speakers of Harmony are dedicated to spreading art, music, and beauty to every nation of the Last Continent.

Felicos, The King of Rogues, Father Venom, The Betrayer
Domains: Assassination, Thievery, Cunning, Deception, Chaos
Patron Race: Lizardfolk
Head of Faith: Currently no fewer than 12 individuals across Karthun believe they are the First Dagger
Priests: The Daggers / The Favored Coins
Symbol: Three overlapping daggers
Focus: A dagger with a green leather handle (Daggers) / A tarot deck or gold coin (Favored Coins)

His murder of Sehad in a fit of jealousy drove Valkyre insane with grief, spurring her to become the Mother of the Dead. He revels in chaos and deceit, which explains why he delights in the shadow wars fought among his servants in the Daggers who seek to become First Dagger.

Prathian, The Eternal Sage
Domains: Magic, Time, Elementals, Law
Patron Race: The Elemental Lords
Priests: Archivist / Sentinel of the Book
Symbol: A seven-pointed star

He sure does love him some fancy book-learnin'.

The Mother of the Dead
Domains: Death, Undead, Darkness, Prophecy
Patron Race: Undead
Priests: Son/Daughter of the Dead
Symbol: A broken circle
Focus: A reliquary with the ashes or crushed bones of a loved one

Formerly Valkyre, patron goddess of honor, courage, and valor. The act of her lover's death took an unbearable toll on Valkyre, who abandoned valor as she slew her eldest paladins and took on the title Mother of the Dead. Moments later, her son was born, and the chaotic forces surrounding the even killed hundreds, brought storms over Landrin that blocked out the sun, caused the Worldfire to recede, and ripped the fabric of Karthun’s reality. The former plane of life, Kraya, was pushed away from Karthun and was now a lifeless plane which would come to be called The Shadow. The cold, bleak space between Karthun and the Shadow was claimed by The Mother as the new seat of her power, referred to as The Dead, and the final resting place of Karthun's deceased.

In most cases, the Mother and her worshipers are not evil and do not practice necromancy. In fact, the Mother despises necromancy and wild undead; In the Mother’s eyes, everything dies, and to cheat death for too long is to draw her ire. The Mother is wildly hypocritical in many ways, as she commands an undead army to wage her own war against necromancers and the restless undead created during the Age of Mourning.

Sehad, the World Warden (deceased)
Domains: Life, Earth, Nature, Law, Death
Patron Race: Humans
Priests: Wardens
Symbol: A green circle with an ornamental tree in the center
Focus: A copper disc with green circle draw on it

The death of Sehad the World Warden left scars on the hearts of humanity and Karthun. In the years following his death, many of the Wardens, now powerless and fueled by grief, fell under the blades of the Daggers of Felicos in an ill-fated campaign for vengeance against The Betrayer. Others turned to Elinar for guidance and were welcomed into her following with open arms, while a few remained devoted to the word of Sehad, passing his word from one generation to the next (a tradition still practiced in the Andorhem Forest). The last of the true World Wardens of the Old Ways, Maladros the Bear Lord, continues leading the remaining Wardens and inhabitants of Andorhem Forest, though he has become insular and untrusting of humanity following Sehad's death.

And finally, there are many who still follow the old teachings of Valkyre, before she transformed into the Mother of the Dead. Taking up the oath of a paladin is dangerous under normal circumstances, but in Karthun it is two-fold. Oaths of valor were once the domain of Valkyre the Knight of Karthun, now risen as The Mother of the Dead. The Mother is cold and especially spiteful towards any who choose to carry on her teachings of honor and valor. Death is a frightening concept in itself, but The Mother reserves special torments for any paladins who cross over into The Dead. This does not dissuade some, who still operate under the faith of the other Gods, or those brave (or foolish) enough to continue Valkyre's crusade for honor.

Offline VennDygrem

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Re: Encyclopedia Karthunia
« Reply #2 on: August 09, 2015, 01:01:12 AM »
Races of Karthun

In the northern mountains of Thulengard, the Sunwalker dwarves- freed refugees from their tyrannical cousins the Underlords, bask in the
sunlight while studying the arcane arts. To the southern shores of Ilrenar, the Illyn serve as peacekeepers and caretakers to the beauty
and music of Karthun. Cavorting through the forest realm of Symul, the elves draw power from Karthun’s three moons while locked
in a bloody civil war that has raged for generations. Lizardfolk clans in the southern kingdom of Sylnn wage shadow wars to gain
power and favor from their patron god, while scattered across the Last Continent, the gnomes of 'The Lost' wander, searching for a new
home and purpose.


Dwarves
Underlord dwarves carry dense, muscular builds while the majority of Sunwalker dwarves carry less weight and rely more heavily
on dexterity. In appearance, dwarves of the Underlord realm are pale, heavily scarred by decades of battle or the lash, and bald (either
by choice or by force at the hand of their slaver masters). Underlord beards are long and unkempt, often stained with blood earned in
combat and adorned with trophies from past victories.

The liberated dwarves of Thulengard are a direct opposite. Sunwalkers revel in daylight giving them healthy skin tones and lighter
hair. Sunwalkers grow their hair long and adorn it with intricate braids or accents. To further separate themselves from the Underlords,
all Sunwalker men shave their beards. While many Sunwalkers carry the scars from former lives under the Underlord’s lash, many
make efforts to tastefully cover the worst of their scars but allow some to remain in view, as reminders of their former lives, a life that
could return if the Underlords prevail in their war with the surface races of Karthun.

Sunwalker Dwarf
Ability Score Increase. Your Dexterity and Intelligence scores each increase by 1.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Underlord Dwarf
As Mountain Dwarf

Elves
Elves of the three clans vary in appearance, based on their alignment with each of Karthun’s three moons (Ogwan, Sheluun, and Timus).
During the full phase of their patron moons (known as a moon reign), elves strength, speed, and other characteristics heighten, as well
as augment their appearance. The need for hunting and warlike emotions escalate during moon reigns with varying strength across the
three clans. For the Wolf Clan, the hunts of the moon reign are ceremonial times used for cleansing of their lands and rites of passage.
For the Bear Clan, their increase in strength during moon reigns is a time for contests and battle among their champions. Among the
Jackal Clan, moon reigns are a time for savage debauchery filled with ritual sacrifice and brutal assaults on outlying Wolf and Bear Clan
settlements.

Wolf Clan Elf
  The elves of the wolf clan are lean, strong, and swift. Male elves of the wolf clan do not grow facial hair but all Wolves
favor long hair, typically braided with threads of colors representing their houses. Wolf clan hair color ranges from dark brown to
grey/silver. During their moon reign, Wolf Clan elves increase slightly in size, their skin tone shifting color towards pale grey-blue
tones, their teeth sharpen, their senses heighten and their eyes take on a pale blue glow.

Traits are as Wood Elf, with the following addition:

Moon Reign: During the full phase of your patron moon, you can make a bite attack as an action dealing 1d6 piercing damage, and you gain
advantage on Wisdom (perception) checks. A creature hit by your bite attack must succeed on a Strength saving throw (DC 8 + your proficiency
bonus + your Dexterity modifier) or be knocked prone.

Bear Clan Elf
  The elves of the Bear clan are naturally larger than elves of the Wolf and Jackal Clans. Bear Clan elves wear their hair (which
ranges from deep red to dark brown) long and unkempt. The men of the Bear Clan typically wear long, unadorned facial hair. During
their moon reign, Bear Clan elves increase in strength, size, and weight, they become more resistant to physical damage, their coloring
shifts towards red tones, and their eyes take on an orange glow.

Ability Score Increase. Your Strength score improves by 1.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Bear Clan Weapon Training. You gain proficiency in one martial melee weapon of your choice. The weapon selected must have either
the Heavy or Versatile property.
Moon Reign: During the full phase of your patron moon, you grow to large size as though affected by the Enlarge effect of the Enlarge/Reduce
spell.
Furthermore, you can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your
Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short
or long rest.

A Bear clan elf's Powerful Build trait is nonfunctional while under the effects of his Moon Reign.

Jackal Clan Elf
  The elves of the Jackal clan are the smallest physically of the three elven clans with thin, almost sickly builds and sunken features. Most Jackal
Clan elves appear underfed and nervous with an uneasy demeanor that is sometimes off-putting. Jackal Clan hair color ranges from dirty blonde to
brown and varies in length and styles. During their moon reign, elves of the Jackal Clan develop a hunched posture, gnarled teeth, claws, increased
speed and their eyes glow with a sickening, yellow glow.

Ability Score Increase. Your Intelligence score improves by 1.
Nuisance. You gain proficiency in either the Deception skill or the Intimidation skill.
Vicious Attacks. When you score a critical hit with a melee weapon attack, the target must save on a Constitution saving throw (DC 8 + your
proficiency bonus + your Dexterity modifier) or take the bonus critical damage again at the beginning of your next turn.
Jackal Clan Weapon Training. You have training with the scimitar, flail, and hand crossbow.
Moon Reign: During the full phase of your patron moon, you gain a bite attack and a claw attack as melee weapon attacks with the light and
finesse properties. As an action, you can attack once with both your bite and claw attacks, dealing 1d4 piercing damage each. Creatures who are hit
by both attacks take an additional 1d6 poison damage.  In addition, your speed increases to 35 feet.

Illyn
As the children of Elinar, the Illyn are a race tied to the seasons of Karthun. From the renewal of spring, the
warmth of summer, the passing of life in fall, and the cold end of winter courses through the Illyn’s veins. For this reason, Illyn are
referred to as the season for which they are born: Child of Winter, Child of Spring, Child of Summer, and Child of Fall. Illyn on
average are the same height and build as humans with deep set eyes of colors matching their given season. All Illyn bodies are covered
in ornate birthmarks along their arms, legs, torso, and neck. These birthmarks appear as swirling patterns akin to ribbons in the wind.

As varied as each season, each type of Illyn possesses their own sets of hair color and birthmark characteristics, as described below:
Spring: Children of Spring typically have red hair and pale green birthmarks, to signify growth and life.
Summer: Children of Summer typically have blonde hair and gold birthmarks in reverence of the sun.
Fall: Children of Fall typically have brown hair and auburn birthmarks to signify the changing of seasons.
Winter: Children of Winter typically have dark hair and blue-grey birthmarks to mark the arrival of winter.

Traits: Substitute in Half-Elf or Aasimar traits if you wish. If playing a Diminished, let me know and we can work out some racial traits.


Lizardfolk
Across Karthun, lizardfolk mingle in towns, secret halls, royal courts, and among the centers of learning. The lizardfolk are cunning
survivors who  adapt to their environments, and through their connection to Felicos, find a way to succeed.  The lizardfolk of
Karthun are tall and muscular, averaging 6 to 7 feet tall with heavy scaling on their shoulders, forearms, and backs.
Lizardfolk scales vary in shades, ranging from deep green to pale blue typically, while explorers report sightings of white scaled
tribes gathering in the frozen expanse of The Endless. Among lizardfolk tribes, scaling and the scars of battle denote social status within
tribes and while a majority of lizardfolk are cunning and warlike, lizardfolk are present in all levels of society, education, politics, and trade.

Ability Score Increase. +2 Strength, +1 Dexterity or +1 Wisdom
Size. Medium
Speed. 30 land, 30 swim
Hold Breath. A lizardfolk can hold its breath for 15 minutes without suffocating.
Scaly Hide. Lizardfolk have tough, scaly skin which protects them from damage. You gain a +1 bonus to AC.
Poison Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Natural weapon. Your sharp teeth and powerful jaw grants you a natural bite attack. This is a melee weapon attack, dealing 1d6 + strength modifier piercing damage.

Other Races

Let me know if you want to play some other race than the ones listed above or those listed in the Player's Handbook, and we can work out the logistics.
« Last Edit: August 15, 2015, 01:50:54 PM by VennDygrem »