RolePlay onLine RPoL Logo

, welcome to Emberdell

08:54, 24th April 2024 (GMT+0)

The World of Karanos.

Posted by Game MasterFor group public
Game Master
GM, 5 posts
Wed 22 Apr 2020
at 01:43
  • msg #1

The World of Karanos

The World of Karanos

This is the beginning thread for details on the world of Karanos, which I am making up as we go along.

I will add details for human lands, geographic and political divisions, elven, dwarven, and halfling enclaves, as well as religions, special groups, and significant personalities.

This will all take a bit of time, but I will prioritize the bits that players need for their origins.

Other than that I aim to take things pretty casually, at a more relaxed pace.
This message was last updated by the GM at 02:28, Wed 22 Apr 2020.
Game Master
GM, 10 posts
Wed 22 Apr 2020
at 17:04
  • msg #2

Human lands

The Kingdom of Laria

Laria is a kingdom, organized in traditional medieval manners, with royalty and dukes, counts, and barons. The city of Blackrock, an old fortress now serving as the capital of Laria, is proud to still have its original strong central walls, standing for over two centuries now, survivors of many wars. Visitors can awe at the airborne patrols of the Royal Rangers, and see the changing of the guard on the palace grounds, birthplace of the Indomitables, the highest and most trusted guards of Crown's Rest, the king's personal palace.

Laria's many political division can at times become tense, as royalty and nobility vie for influence and power, but the newly crowned King Olricht has strong leadership and keeps all pretenders at bay while bolstering the loyalty of his closest subjects with fair and impartial treatment.

Laria's churches support the crown, as long as the crown supports the churches. Officially, Laria does not have formal religion, but many of it citizens support Chariss and Pheol.

Laria has fair and friendly dealings with all the demi-human races, and even allows a diplomatic orc contingent in its borders. Recently, the crown princess Yolani has taken an interest in elven culture and she has embarked on a trip to visit the elven home forests.

Laria keeps a moderately sized standing army, to defend its borders from the rapacious Ragalis, and to keep larger threats, like dragons and giants, at bay.

Culturally, Laria is a mixed kingdom, with free expression of art, music, philosophy, and craftsmanship. They have the most open colleges of magic, and two master mystic schools. Blackrock itself boasts of several world renown weapons masters who keep their own academies and have the honor of teaching the royal children armsplay, as well as keeping the Indomitables steeped in training and good form.

The justice system is fair, and the population reasonably well fed.


The Empire of Ragalis

Ragalis is a militant empire covering a large geographic area. The capital of Kragstam is found at the far western end of their lands, a coastal city touching on the Sea of Gallatrus. Its borders are many, and they are well guarded by a steady line of keeps and watch towers, ever alert to the movement of armies and invaders.

The current emperor, Kraziel the Fourth, is an egotistical young man who ascended to the Golden Throne when his older brothers died in mysterious circumstances. Being the only heir to the crown, he was promoted to command by the family bodyguards and army commanders. He now rules over a troubled empire that seeks to find a solution to the many claims on the Empire's throne without devolving into civil war.

Skirmishes for land and claims occur often with their neighbors, and the general diplomatic state with them is one of tense impatience.

The people of Ragalis have mixed opinions of the world around them. Some agree with the young emperor that all others should bend knee to Ragalis, the one true power in Karanos. Others believe that the empire could yet see better days if they would cooperate with their neighbors and sponsor a peace.

Whatever they may think, all agree that elves, dwarves, and halflings are not welcome in their lands. At best they are tolerated as visitors, at worse they are driven out of towns. The general animosity is less in larger cities, where the population is more accustomed to seeing them, and also more experienced in handling them.

Ragalis pays homage to Pheol, for his gifts to Order and Military Control over people and lands. But the majority of priests follow the universal principles of Command, Hierarchy, and Structure, couched in jingoistic language, with the Emperor being at the top of that pyramid.

There is a rumor, and it is more than likely just that, claiming that there is an unseen cult moving in the upper echelons of the empire, seeking to establish a foothold in it's halls.

Ragalis has a strong arcane branch in its military, with wizards learning specialized warfare spells. Druids and mystics, who are aligned with more neutral or benevolent principles, are rarely seen in Ragalis, usually only in passing through.


The City States of Lohren

Lohren is the name given to a confederation of city states who cooperate in keeping a common defense, trade exchange, cultural conversation, and a common army. It is not the best of solutions, as there is frequent bickering among the city rulers on who needs to pay for what, and how fair some taxes are based on other contributions. Despite the disagreements, when it comes to a common defense, Lohren is quick to act, and payments for army upkeep are always on time, specially on the Ragalian border.

Lohren's many cities share a common language, but they have their own dialects and accents, marking citizens by region with distinct clarity.

Different cities have come to specialize in various trade products, metal working, crafting, and arts, with some of the finest craftsmen and traders in Karanos found in Lohren. Unlike Laria, Lohren's cities have independent mages, and they don't have any state sponsored arcane academies. Mages volunteer in their city states, and offer services and spells based on need, not on payment. This has led to the creation of The Council of the Twelve, a council of wizards who gather on a regular basis in order to discuss the events of the cities, as well as the ongoing conflicts and matters of state among their neighbors. With their combined resources the Council of the Twelve is perhaps the most influential body of negotiators on Karanos, far overshadowing Lohren's political influence.

Demi-humans are accepted in Lohren, and often welcomed for their fine crafts, culture, and social contributions.


The Lords of Kenadir

Kenadir is a large tract of land held in control by various minor "nobles" and pretenders, all giving themselves the title of Lord. The lands are semi-arid and moderately inhospitable during the poorer seasons, leading to a nomadic population needing to move to obtain resources. The main city, Igollar, was founded on the only fertile delta in their borders, and acts as a central hub of trade and defense in times of need. All lords pay tribute to the Lord of Igollar, who has the largest gathering of warriors calling itself an army. They also have the largest storage holds of grains, oil, wood, and metal in all of Kenadir. That makes the city rich by their accounts, and also the strongest and most desirable hold, coveted by all other lords, and the main target in all manner of political schemes and plots.

Due to the fragile nature of the alliance between the lords, Igollar is rampant with internal conflict, and to some degree, crime. Lords keep a hard lookout on the farmers, who try to organize for a common defense, but have to rely on the soldiers of the nearby keeps. Since resources are precious, farmers are well protected, but bear the burdens of heavy taxes levied by their selfish lords.

With relatively little soldiery, non-human incursions are common, with some Lord holdings actually being kept by orcs or hobgoblins. Farmers in such holds are usually kept as prisoners, forced to work for their non-human masters, squeezing out a living out of the arid lands.

Because of the disorganized nature of Kenadir and the haphazard quality of it defenses, the land is rampant with monsters of all manner, specially ogres, giants, and other scourges. The balance of power is kept by the fact that the monsters are as likely to attack each other as they are to encroach on the human and non-human lands.

As a general rule, travel through Kenadir is discouraged due to its inhospitable nature. However, trade expeditions, if well guarded, can fetch a handsome profit. Many adventurers have traveled through Kenadir and established small landholdings for themselves. But these often fall as soon as their sponsors leave for more adventure.

The other powers find little reason to conquer or colonize Kenadir, since it offers relatively little in resources. However, the need to keep constant alertness on their borders for roaming monsters is often a source for debate on what to do about them.

Lastly, Kenadir is often the best solution for "undesirables". Criminals in exile, pardoned murderers, and undesired extra royal relatives with sensitive bloodlines often find themselves shipped and abandoned in Kenadir. They are allowed to make their fate as best as they can, as long as they are never seen again back home.


The Haven of Tharumar

Tharumar is an "arcanocracy", a landholding ruled by wizards. The Court consist of five Grand Masters, who have achieved at least level 21 in their profession. They oversee all matters of state with the goals of keeping their studies and projects safe. Wizards are extremely welcome in Tharumar, as are all demi-humans. They have well-supplied universities and libraries, with great focus on research and the maintenance of ancient knowledge. Quite many wizards start their careers here and travel to other lands to find apprentices or take title and lands with rulers and nobles.

Even the Court of the Sovereign Ones pays respect to Tharumar. On occasion, the Keep of the Sky Emperor can be spotted peering out of the clouds over Tharumar, a sure sign the Grand Masters and the dragons are in discussions.

It is rumored that more than human beings are allowed in their halls, some claiming that the city has a truce with otherworldly creatures, from other planes of existence or from deep underground cities, allowing an exchange of knowledge for appropriate payments in rare materials and exotic monster parts. Since the foremost halls and libraries are open only the highest echelons of Tharumari leadership, and the servants are sworn to utter secrecy, such rumors are very difficult to confirm. Those who have tried usually return with the firm, nigh unshakable, conviction in the error of the information, and usually depart the city with great alacrity.

Wizards are a secretive lot.

The Haven is protected by a small army of well drilled soldiers, often bolstered by mercenary armies if more manpower is needed. This small army is supported by a large contingent of magi, who bring a plentiful selection of magical weapons and spells. The Court also boasts of wyverns and small drakes in their ranks, as well as magical constructs. A small contingent of gargoyles maintains a sharp lookout on the hold's walls, numbering to over one hundred. It is written in history books that in times of great need the Masters of Tharumar have not shied away from calling on necromantic forces to bolster their defensive ranks. The last time that had to happen was over two hundred years ago, though, and there is no evidence of undead power in the hold now.

Your regular citizens live a good life in Tharumar. Few dare cross the Grand Masters, and hence the lands are free of skirmishes or border warfare. None the less, the occasional wandering creature needs to be put down, along with infrequent creatures escaping a lab or research basement. Accidents with magical constructs are very rare now. The new "self-destruct" laws have made such incidents almost a relic of the past.

While the Grand Masters maintain the Haven's needs with careful attention, their primary goals are often intellectual, not political. Foreign plots against their power are frequent, with a given amount of attrition always present. In addition, the many wizards are often highly competitive, and will jockey for position, not only political but also in the academic halls and in reputation.

The Haven keeps a good relationship with the Council of the Twelve, with cordial gatherings twice a year, or when needed for urgent matters. But they don't always see eye to eye. The Council attempts to maintain a balance of power in the lands, seeking to use its influence to keep matters under control with subtle action and manipulation. The Haven is politically blunt, often uninterested, and difficult to convince to lend its resources to Council purposes. Still, they come together in common purpose as wizards, a common ground to which they can relate.
This message was last edited by the GM at 21:42, Fri 18 Sept 2020.
Game Master
GM, 11 posts
Wed 22 Apr 2020
at 17:06
  • msg #3

Dwarven Clans and Strongholds

Karak-Dun

Karak-Dun, or Rockstead, is a small dwarven underground clan city and mine. The dwarves of Karak-Dun number approximately 12,000, including women and children. Karak-Dun is known for its rich veins of gem stones, in particular emeralds and saphires, and what appears to be an almost inexhaustible vein of silver.

Dwarves of Karak-Dun like to travel the world to see the craftsmanship of other people and cultures, and tend to spend one or two years outside before returning to their home and taking up permanent residence. A rare few take it upon themselves to stay beyond the ancestral walls, and make a living, along with new friends and family, in the lands under the sun.


Hellak-Oshar

Hellak-Oshar, or Fortress of the Dark, is a war-camp that expanded into a city. Hellak-Oshar was originally built as a siege camp to keep a large population of underground denizens locked up behind a large fortress. It was created many centuries ago, before humans came to these lands, and only elves and dwarves walked the fields and forest of these shores.

Back then, the creatures of the deeper dark and the under-shadows were more frequent on the surfaces, causing havoc and destruction. Under a pact between the clans, this family of dwarves volunteered to become the first line of defense in this ongoing war. They created a large underground fortress, and sealed off the passage to the under-shadow with a massive warded wall. The know-how and building expertise of the entire race was poured into this structure, creating one of the most impregnable boundaries this world has ever seen created by mortal hands. Today, the barrier is quiet, and many are beginning to forget what it originally served for. The younger generations of dwarves still value tradition, and follow their duties as wall guards for two years with discipline. However, more and more voices are heard questioning the wisdom of keeping watch over what seems like a dead legend.

None the less, the leaders of Hellak-Oshar keep to their pact, and their priests dutifully perform all the Rituals of the Keeping over the barrier, assuring that its magical potency remains at its peak.

Hellak-Oshar dwarves are a trained and capable lot. They are fierce warriors, and strongly devoted to their clan. They train early and often for their duty at the Barrier, and are disciplined in vigilance and steady perseverance.


Lonn-Gashar

Lonn-Gashar, or Twilight's End, is a community of hill dwarves at the base of the mountains near the borders of Ragalia and Lohren. They are the most visible dwarves in the human communities, travelling for trade, learning, advancement, adventuring, and general interest. All manner of personalities come from Lonn-Gashar, and many of them have been known through the lands as great adventurers.

Lonn-Gashar dwarves are excellent farmers, and have fields above and below ground. Their below-ground farms grow mushrooms and other underground variety of lichens and vines, as well as keeping light-less varieties of "livestock" in the shape of fungus-eaters and fishing camps.

Lonn-Gashar is open to all species, specially halflings, which share the area of the hills with a large population knows as Timmarick's Enclave, named after their founder, Timmerick Proudstrong. There they farm and grow vegetables like any other place, and happily trade with their neighboring dwarves for metals and gemstones.
This message was last edited by the GM at 22:10, Sun 24 May 2020.
Game Master
GM, 12 posts
Wed 22 Apr 2020
at 17:07
  • msg #4

Elven Clans and Forest Domains

Eulivari

Eulivari elves think of themselves as a highly civilized group of people, experts in fine thought, magic, warfare, and artistry.  They believe their culture is far superior to other's, and they frequently look down on the barbarism and internal conflict of humans, with whom they are constantly at war, or at least a compromise truce.

Eulivari elves enjoy an advanced civilization, with glorious architecture, fine cities, and majestic spires in their tree dwellings, far above the ground of their forest homes. They are known for the finest and most delicate craftsmanship, the most remarkable towers, and a sense of beauty and grace no mere human can match. Their above-ground farms are models of efficiency, and their watering aqueducts a wonder to behold, all integrated into the forest canopies among which they live.

Most Eulivari elves live in the city of Lae-Lah-Ran, Song Home, where the High Queen and her consort rule over their people. They try to keep in good standing with all around them, even when they are constantly rebuffed. So it is that everyone knows of the Eulivari, but they are not often seen in the world at large. A small number of satellite colonies are scattered around the lands, serving as long range observation points and diplomatic centers in the service of the Queen. Every two years a new diplomatic detachment is sent to propose a new peace agreement with all distant rulers with whom they are in conflict, or to relieve the present detachment.

Eulivari elves never travel alone. They are always in groups, and often include a large guard contingent for diplomats.

Eulivari elves make fine mages, excellent warriors, shrewd politicians, crafty thinkers, and outstanding artisans. They are all, without exception, steeped in the mystical arts.

Eulivari think themselves above their simple brothers, the Estandoli elves, who favor a closer approach to the trees and nature, as well as a more engaged attitude with the world around them. While Eulivari seem austere and stern to Estandoli, Estandoli look hedonistic and reckless to the Eulivari.

Outside of their cities, the Eulivari are often referred to as "high" or "gold" elves.


Estandoli

Estandoli elves are related to the Eulivari by blood and ancestry, but their cultures have diverged enough for them to be almost two separate groups. Estandoli elves live in forest communes, on the ground, and make cities along the trunks and roots of the trees. They farm and grow fruits, and also keep a small measure of livestock, but many prefer a fare made only of plants, berries, fruits, and nuts.

Estandoli elves are playful and engage the world around them with curiosity. These are the majority of elves found in the world at large, adventurers of all types and makes.

Estandoli are independent, ferocious, and take on life with a gusto that few can match. They like to explore and discover, and make excellent scouts and hunters. Their free access to the arcane arts make them coveted adventuring partners, and hence they can be found in the ranks of many mercenary or private groups, bolstering their strength with bows and spells.

Estandoli elves have city enclaves in many parts of the world, each one a separate elven line or family. They keep in touch via magic spells, allowing news to take little time to travel between them. Estandoli, despite their unabashed freedom, have a common loyalty to each other. When one is threatened, they all are threatened. Many armies have come to regret, and dearly underestimate, the response capacity of Estandoli elves. They move troops with amazing speeds using hidden portals kept by the elder mages and druid sages who work with them.

A high appreciation of nature and a respect for life make Estandoli elves fierce enemies to all who would desecrate the forests of the world. But at the same time, the elves don't care if the other species fall on their own swords, or on someone else's swords, as long as they don't bother their cities, forests, and way of life.

In a way, Estandoli elves can be quite parochial in large numbers, in great contrast to their travelling adventurer brethren.

In many parts of the world, the Estandoli elves are called "wood" or "green" elves.
This message was last edited by the GM at 22:10, Sun 24 May 2020.
Game Master
GM, 14 posts
Wed 22 Apr 2020
at 17:11
  • msg #5

Halfling Clans and Root Homes

The Hill Homes of Avadale

Avadale is a picturesque halfling commune a few days south of Blackrock, with hill-bound homes, burrows, and a dense warren of underground passages. The halflings of Avadale are a cheerful lot, like to farm, eat, sleep, celebrate, and be merry, and make for great artisans and entertainers. Avadale consists of about 12,000 halflings, making it one of the larger halfling towns in Karanos.

Avadale makes good brewers and excellent cooks, as well as fine cheese-makers. Their love of food and merriment means they are always looking for the next excuse to eat and enjoy themselves, and have a good smoke on their pipes.

Unfortunately, a few of them are also known as thieves, with many of them using their size and unobtrusiveness to larcenous advantage. A few of them have also taken to road-life persuasion, taking on gypsy lifestyles travelling in wagons and exploring the world in small family units. You can often find halfling wagons or trading trains on a road on just any part of Karanos.

There is an common adage that says that if you see a halfling, you've seen the last of your purse.


Dayrest

Dayrest is the second of the known halfling communities, located in the far south of Ragalia, almost to the edge of Lohren. This community, part of the Ragalian empire, retains more much of the traditional halfling spirit, but also has a strong standing militia, necessary at times to defend against the depredations of rebels or highway men that plague the empire at its edges, and corrupt tax collectors that frequently knock on their doors. A community about 7000 strong, Dayrest is a mix of hill homes and burrows, as well as watch towers and smaller border keeps with militia garrisons.

Like their cousins in Avadale, Dayrest halflings love to celebrate, eat, drink, and be merry, but they also make mean warriors. Having to adapt to defending themselves more than usual, they have created a halfling crossbow, smaller versions of common crossbow that fire smaller bolts, but are no less lethal in great numbers.

Dayrest makes some of the finest ale in Ragalia, easily competing with the master brewers in Kragstam. Their recipes are a finely guarded secret, and they trade their alcohols with most of the cities of Ragalia, and several in Lohren as well. Only recently have they begun to experiment with shipping their stocks out of Lohren's coastal cities to reach the Larian markets.

Ragalia, being the political black sheep that it is on Karanos, frequently demands the "removal" of unsavory or unpopular public personalities. A few of the halflings of Dayrest have banded together and taken on the skills of assassins, removing "undesirables" for a convenient price.


Timmarick's Enclave

Timmarick Proudstrong was one of the few halflings of Dayrest that decided that living under the Ragalian yoke was too much for him. He gathered like-minded followers and left the empire to seek out a better life for himself.

After several day's travel, the expedition approached Lonn-Gashar, the hill dwarves of Karanos. There they found a welcoming people, plenty of land, and fertile fields where they could establish a community and live in freedom.

With the help of the dwarves, the Timmarick clan soon created a small enclave of halflings among the dwarves, and they have enjoyed the synergy of mixing good food and drink with well crafted tools and stone masonry. The enclave presently is home to approximately 2000 halflings.
This message was last edited by the GM at 03:48, Mon 25 May 2020.
Game Master
GM, 15 posts
Wed 22 Apr 2020
at 17:17
  • msg #6

Non-Human Lands and Other Civilizations

The Tribes of Nagara-Ash (Orcs)

The orcs of Karanos have a long history, even longer than that of humans. However, very little is kept on record, as the orcs didn't develop sophisticated writing until only a few centuries ago. But their race has been on Karanos for thousands of years. Any information on the orcs on anything past the last two hundred years is found only in the libraries of other races' historical archives.

Originally a group of sophisticated and intelligent tribes, the orcs, or Da-ash, as they call themselves, colonized the land in many places. Their civilization flourished over time, with their architecture and philosophy being some of the most advanced for a mortal race. Despite their short-lived nature, Da-ash managed to convey their knowledge and education from generation to generation with impeccable precision. Their craftsmen were highly sought after, and their wizards were powerful, resourceful, and influential.

All that came to an end with a great calamity. Somewhere along the past a phenomenal cataclysm wiped the majority of orc accomplishments off the face of the lands. The orcs descended into brutal barbarism, their cities fell to internal warfare, and their knowledge was lost as libraries were burned and scholars were put to the sword. Their enemies took advantage of the discord and began campaign of conquest and pillaging, adding to the destruction of their cities. Only a handful of the first ones survived, everyone else falling to the cataclysm or becoming part of the savage mob that followed. Scholars debate the reasons, pointing to corrupt magical research as the cause. Others follow the records of several outlying stations who claimed that a plague of unseen virulence and brutal effect had consumed them, collapsing their lives like so much straw before a storm. What exactly happened will probably never be known, but the fact remains that their civilization came to a brutal end, their vaults were plundered, their knowledge was lost, and their borders were assimilated. Hence, the majority of ruins on Karanos are of orc origin. Much of the wealth found in treasure and coins, as well as some enchanted items that have survived the ages first came from the orcs.

But today things are a bit different. Da-ash have built new cities and many offshoot colonies. Today they have a thriving civilization to the east, and can be quite intelligent. Today's civilized orcs are as sophisticated and backstabbing as the best of humans.

During the initial colonization of Karanos, humans had to push a great deal of orcs out of the area so they could claim the lands. At the time the orcs were more primitive, savage, brutal, and generally disorganized as tribes. It took a few centuries of conflict to clear out as much space as humans have right now. The tribes were pushed to the east, where they regrouped, regathered, and rebuilt. But during the last three centuries, they have learned lessons from their human antagonists and forged alliances, built fortresses, and stolen the secrets of higher craftsmanship again. They are not as advanced as human culture at the moment, and can't really hold a candle to dwarven or elven make, but they are numerous, prolific, and generally expansionist and aggressive.

The closest city of orcs is now Nagara-ash, a collection of confederated tribes gathering for safety in numbers and to pool resources. As a city, it is successful due to the unlikely cooperation of its members, and the need to keep maintaining a sense of order. The ever-present threat of Kaerdellon and its sweeping creepers keep the city defenses occupied and its warriors always at the ready.

Orcs hold slaves of all kind, handling the menials tasks and hard labor for them. They have ogre slaves as shock troops for their armies. But mostly they have goblins or kobolds in their ranks for household tasks. A good fraction of their slaves are also human, which are preferred for their intelligence and tractability. Human slaves can rise to the ranks of advisors among orc society, as many of them have a better understanding of things in general, including diplomacy, geography, crafting, and politics.

Orcs excel in martial and military arts, hunting, riding, and exploration. Surprisingly enough, many orcs are great artists and can create pieces of clothing, decorations, and battle armor worthy of any orc prince. They have created sophisticated treatments of wood and oil that act like plate mail, and their warlocks and smiths have created remarkable replacements for the human equivalent of magical steel. It is often stronger than human make, but only works intermittently.


The Court of the Sovereign Ones (Dragons)

Dragons are a disorganized and fiercely territorial lot. But among all the self-centerednes are gold dragons. Intelligent, curious, gregarious, and diplomatic, the gold dragons observe the world from their flying cloud citadel, Meagallis. Flying high over the lands, obscured by a permanent cloud cover, Meagallis travels along the currents peacefully, conveying the law of the Court to other dragons and their mortal allies.

However, dragons still being dragons, they are rarely seen in the mortal courts, only showing up when their interests, or curiosities, are challenged. Presently, they have alliances with the elves, the dwarves, and the humans of Ragalia, Laria, and Lohren. They are neutral to Tharumar, and have little interest in the small perspective of the orcs.

Few souls other than dragons have ever ventured into the Court, and those who have returned tell tales of vast halls of immense size, with treasures collected over centuries, and dragon magics of great astuteness. Libraries to dwarf all mortal ones, and even demi-god consorts who have permanent guest quarters.

Little else is known of the Court and its members. They are all gold dragons without exception, as no others are allowed to formally take residence. They guard their knowledge jealously, and admit no interlopers.


The Domain of Xaramandus The Lich (Undead)

Xaramandus the Lich came to be in the Year 742 FC. That was 147 years ago. He built a large army to conquer the western lands, but was defeated in the War of the Bones, in 745. He withdrew past the mountains, and created the fortress hold Kaerdellon, next to the Cragspire volcano. He has been holding court in his fortress ever since, and safeguards his borders like a nation, with hordes of creeper undead and flying nightmares.

Since that time his ambitions have changed. Today he sends diplomats to all capitals which accept him, and has ceased his expansionist agenda. He seeks to establish normal trade relations with all, and brings great quantities of precious metals, gemstones, and raw ores to foreign markets.

His emissaries only travel at night, and the trade trains, wagons full of precious cargo, are protected by large processions of skeletal men at arms - pike-men and archers.

During high holidays and state celebrations, Xaramandus himself can be found visiting the royal courts of Ragalia and a few of the Lohren free-states. Laria does not wish to have any dealings with him, and their soldiers still scour the lands past their mountains for any rogue undead left behind by the Kaerdellon sweeps. Nagara-ash despises him, as many of the undead roam into their lands, a difficult consequence of living close to his hold. No formal peace was ever established between Xaramandus and the eastern orcs.

Not much is known of his domain at all, other than it being inhospitable to normal living things. It is believed that his court is kept by a number of powerful undead beings, occupying the ranks of diplomats and nobles, each tasked with different responsibilities to fulfill. Xaramandus himself is a closed book, interested only in politics, arcane matters, and the examination of siege weaponry. On occasion his attention will veer into ancient portents, obscure magics, and almost forgotten prophecies.

While no one truly enjoys dealing with a lich, there is great benefit to trading with one, as the ores and metals he provides are hard to come by, and can be used for sophisticated construction of armors, weapons, and even highly durable fortifications.
This message was last edited by the GM at 17:12, Sat 09 May 2020.
Game Master
GM, 16 posts
Wed 22 Apr 2020
at 17:18
  • msg #7

Of Gods, Spirits, and Religions

Human Gods

Chiress, Goddess of Light and Truth

Chiress upholds the principles of truth and compassion, seeing past lies and piercing the veil of wicked beings. She embodies assistance, comfort for the weary, healing, and protection. Chiress has followers in all walks of life, as her principles are overall life-affirming. Her favorite weapon is the mace, in order to avoid spilling the blood of the living. (Blunt weapons only.)


Nerrin, Spirit of the Woods

Nerrin embodies the natural order of the forests, hills and mountains. All things green, living and growing, as well as the animals within fall under the domain of Nerrin. He has followers among many people living close to nature, and in particular druids. His favorite weapon is the staff. (Wooden weapons only.)


Pheol, Lord of Order

Pheol is the embodiment of structure, order, rulership and goverment, as well as discipline and hierarchy, in the service of others. His followers are mostly soldiers, princes and kings, but he receives acknowledgement from anyone who relies on, or hopes for, organized protection and defense. His favorite weapon is the sword (normal). (Martial Weapons Only.)


Garax, Envoy of Magic, Keeper of Secrets

Garax represents the fickle and sometimes misunderstood nature of the arcane forces in the world. His blessings are sought whenever magic is involved, as he is the master of all arcane knowledge and often guides his followers in achieving understanding and mastery of magic. His followers are almost exclusively wizards, but he also holds interest among researchers, librarians, and others who follow academic pursuits and a path of intellectual discovery. His favorite weapon is the dagger. (All traditional wizard weapons only.)


Oblan, God of Deceit and Ill Will

Oblan embodies the darker natures of living beings: from shameful secrets, dark vices, selfish lies, to murderous plots. His followers don't typically hold good intentions for others, seeking to strengthen their luck by calling on Oblan. Primarily followed by thieves, rogues, cutpurses, highwaymen, and murderers, he also gets secret worship from politicians, rulers, and merchants, hoping to increase their wealth or influence by vile means. Oblan's favorite weapon is the short sword and the crossbow. (Edged Weapons and Crossbows only.)


Shaelle, Mistress of the Fields and Hearth

Shaelle is the giver of warmth, sanctuary in a storm, and blessings of a beautiful spring day. She oversees the life of growing farms, livestock, harvests, and the blessings of a loving home and hearth. She is a peaceful goddess, relying on others for any needed defense. On occasion, a stalwart soul will join her ranks, becoming a defender of the simple people. Shaelle blesses any useful tools, but her favorite is the scythe. (Farm weapons only, along with slings and bows. No crossbows or martial/military weapons.)


Ballor, God of Death and Sorrow, Guardian of the Last Passage

All cultures fear death. To them it is the great unknown, and for many the point of reckoning for a live lived according to their beliefs. But death causes grief, sorrow, loneliness, and a great sense of loss. Many seek to avoid it, wishing to add a few more years to their life. Many seek to surpass it, perhaps looking for secrets that will help them to master death by living forever. But most just don't want to think about it. Others, who think that death is not the final step, use it to their advantage by taking what is left behind and bending it to their own purposes.

Ballor finds followers in all who want to avoid his domain in any way possible or those who wish to promote it for their own goals. He is often called upon to help those who just passed to find their way to their better afterlife, and by some to help others find their way to their afterlife sooner rather than later. But he also answers prayers from anyone who wishes to avoid their untimely fate altogether. Although Ballor will grant favors and boons, he knows that ultimately no one can avoid meeting the Guardian of the Last Passage.

Ballor is very frequently called on by mages or clerics who follow the principles of death as a means to an end. Ballor isn't picky in this regard. He will grant his followers's wishes, as long as they respect his principles.

Because many of his followers are often murderers, necromancers, and undead, Ballor is considered an "evil" god, but he is actually quite neutral. It is merely the dark intent of his more visible followers that colors his reputation. It is entirely normal for common people to light a candle on his altar asking him to walk away from a sick child or infirm parent, hoping to avoid death for just a little while longer.

Ballor favors no weapons. Death is enough. (No weapon restrictions.)


Jameera, Goddess of the Arts, Muse in the Stars

Jameera is the goddess of artists, musicians, craftsmen, bards, etc. She is depicted as a carefree beautiful young woman in a long dress. She is very popular among artists, musicians, and is often asked to bless festivals and fairs. Her temples often take the shapes of artist's communes, halls built with extraordinary beauty and flowing natural designs. Not many of her followers choose to partake in the defender's path, so her wandering adventuring priests are rare to find.

Her favorite weapon is the short bow and the staff. (No other weapon restrictions.)


Elven Gods

Kallaeran, God of the Hunters

Kallaeran (Kah-LAY-ran) embodies the elven concept of grace, martial prowess, and union with the wild side of nature. As such, he represents the unbridled nature of the elven spirit with its natural environment, its respect for it, as well as its interdependence with it. The Hunter knows its terrain, knows how to read it, how to use it to his advantage, how to draw nourishment from it, how to do defend his natural homelands, and how live alongside it in harmony. Kallaeran is revered more by the wood elves than the high elves, but you can find followers in both camps.


Juahleine (Juah-LYNNE) is the goddess of the natural waters, lakes, rivers, springs, aquifers, etc. She is revered by the high elves more than the wood elves because she embodies the natural flow of elven buildings in Lae-Lah-Ran, a natural fluid design for which she is credited. Craftsmen, artisans, artists, musicians, all call on Juahleine's inspiration to guide them in their endeavors.


Ohlander (Oh-LAN-der), The Old Soul of the Woods

Ohlander is another expression of Nerrin, Spirit of the Woods. He presents himself to each group as they are able to understand him. For the elves, he shows up as an ancient elf, twice as tall as the tallest among them, dressed in a golden regalia with a crown of oak branches. He is often seen, and symbolized, as an ancient tree, with a smiling joyful face and a cheerful attitude. Treants, denizens of the forest, are treated with great respect by the elves, as they see the image of Ohlander in them.


Eanadari (eh-ah-na-DAH-ree), Goddess of the Moon and the Stars

Being highly attuned to nature and its many signs and portents, Eanadari is a special goddess for the elves. She guides their steps by giving them signs of things to come. These signs are sometimes portents, sometimes predictions, sometimes warnings. The collective elven people look to Eanadari as a guide of their soul, and often associate the white of the moon with the silver of their hair and eyes. The mystical nature of the night, when the stars and moon shine, is attributed to her, and is held sacred by all elves.


Dwarven Gods

Grarbol The Smith

Grarbol is the god of the dwarven forge. He sees to the clan's hearth and family members by using the forge as a unifying symbol around which all dwarves can gather. Grarbol represents industriousness, discipline, and creativity in the name of family and clan, and he blesses all dwarves who dutifully work towards the wellbeing of their clanmates.

Grarbol is asked to watch over new construction, new forging, and to bless the birth of new children into the clan community.

Gromdur is depicted as a middle-aged happy dwarf, forging away joyously over an ancient forge, with a shaping hammer in his right hand.

Grarbol is Gromdur's brother.


Gromdur The Patriarch

Gromdur, brother to Grarbol, is the dwarven god of the family. His domain includes leadership, community, pride, warfare, how to properly hold a grudge, and how to hold your liquor.

Gromdur's name is frequentely called as a battlecry. He's invoked when important decisions need to be made, and during marriages, child birth, and funerals. He is given service when diplomacy is at hand, blessing the outcome towards peace and prosperity.

Gromdur is often depicted as an older dwarf with a long, illustrious beard, covered in braids and rings, with a massive horned helmet and a judge's hammer in his left hand.


Halfling Gods

Merwig, The Blessed One

Goddess of Hearth and Harvests, Merwig is another representation of Shaelle, Mistress of the Fields and Hearth. Merwig shows herself to her halfling followers as a buxom woman with knee-legth hair and a broad, satisfied smile. She blesses homes, children, livestock, all living and growing things, celebrations, cooking, and new  journeys. She favors marriages, romances, courage, and resourcefulness.

As a goddess of harvests, she also protects nature and fields, specially where fruits and seeds are concerned, as they represent the next generation in the cycle of life.


Nature Spirits

Cimmeris

Made of elemental fire, Cimmeris is the guardian spirit of the fiery nature of the flame. The element of fire is frequently found in all living things that hold strong emotions and high passions. It is also found in many living creatures coming from the realm of fire, or having a strong passionate nature.

Cimmeris is present where nature connects with fire: volcanoes, deserts, open magma flows, and often moutains with strong underground activity.

Cimmeris is also present in magical enchantments that deal with elemental fire in any way. A wizard's Fireball spell often includes Cimmeris' essence as part of the spell invocation ritual.


Glacius

Glacius, the elemental spirit of Water, is the guardian spirit of all water-based qualities in the world. It is an adaptable, restorative spirit, often deeply steeped in emotion and compassion. Water's healing and preserving qualities are highly known to all physicians and health pratitioners, specially all clerics and field healers.

Glacius is often invoked when purifying, specially in rituals and cleansings against disease or rot.

Glacius watches over the wellbeing of fresh-water ways (rivers, brooks, lakes, etc), keeping them clean and well-maintained.


Terranos

Elemental spirit of Earth, Terranos is a spirit often encountered among the hills and mountains of Karanos. Small wayshrines to Terranos can be often found next to roads and bridges, blessing the rocks and masonry that keeps them together.

Blessed stones are also often found in valleys and deep in the heights of mountains, where few travellers venture to explore.

On occasion, Terranos will arrange for a shrine to be created when an wanderer is lost on a mountain range, helping them to find refuge among the rocks.


Sylees

Elemental spirit of Air, Sylees is the guardian of the winds and the skies. She can be seen in the wild storms and gentle rains, in the spring gales, and the autumn breezes. She's often seen in lighting, and occasinally in tornadoes.

Sylees has very few shrines, as she does not have a terrestrial presence. But a few of her living followers, specially avian species, will create shrines on the ground or in nests for her.


Life and Death Spirits

Jovillar

Where there is the bright spark of living joy, of unbridled courage, of willing adventure and discovery, there you will find Jovillar. A spirit coming together for all things bright, living, joyful, and playful, Jovillar manifests in blessings for all things happy, as their very joy and goodwill blesses all around them.

Jovillar's blessings are often seen in the presence of someone embodying him, bringing optimism and cheefulness to the world.

His servants, spirits of unbridled light, occasionally aid those who find themselves in dire need or have lost hope during a significant endeavor. Their presence directly opposes Bereth's servants, and being close to them gives great courage and hope to all living beings around them.

Jovillar has no followers or shrines. He exists simply because there is joy in people's hearts, and this energy calls forth his essence, allowing it to manifest and multiply.


Bereth

On the opposite side of Jovillar is Bereth, spirit of death. Bereth does not represent the act of dying or the act of taking a life. He represents the sense of unfulfilled life desires, of stagnancy in eternal rest, and of the hopelessness often experienced by the living when faced with the prospect of the inevitable fact that is death in the world.

His power comes from the collected sense of failure and frequent desperation that a living being may experience when feeling unable to settle into a peaceful acceptance of the transition into death and movement into the afterlife. This is often found in those living beings who have become too attached to things in their life, whatever that may represent for them.

His essence is frequently found in graveyards, among naturally occurring undead (those cursed to live out an undead life because of strong emotions attached to unfulfilled tasks, or strong passions towards others, like jealousy, hatred, or vengeance), or in some unnaturally occurring undead (wraiths, whights, vampires, ghosts, etc.), where these creatures feed on such energies by draining the life force of others.

Spirit servants of Bereth may occasionally manifest as small gray clouds with exceedingly malicious intent, harnessing the black passions of those who feel life cheated them, or that death is nothing but misery and punishment. They bring with them auras of defeat and despair, turning even the hardiest of soldiers to whimpering surrender. These small clouds are anathema to all living things and their presence often accompanies the approach of strong undead beings to the vicinity.

No livings things willingly worship Bereth. His presence is there simply because they have engaged in dark passions or emotions, creating the very essence of Bereth's servants, unwittingly assisting in their manifestation.

Jovillar and Bereth are examples of how living emotions can create consequences in the world at large, be it for good or ill.
This message was last edited by the GM at 04:00, Mon 25 May 2020.
Game Master
GM, 17 posts
Wed 22 Apr 2020
at 17:20
  • msg #8

Of Magic, Arcane and Divine

Arcane Magics

Arcane magics are the domain of the mind, collected through study and careful research, bolstered by dedicated practice. Arcane spell caster work through a spell book, where they keep all their notes on their knowledge in a secret script that only they can read.

When they wish to cast a spell, they simply pick a spell from the ones they know and invoke it. They have a limited number of spells they can cast in any one day, the source of their power coming from restoring the powers of magic to their minds. The more learned the wizards, the more spells they can cast, and the more powerful those spells become.

The nature of magic being flexible, it is possible to store a source of power in an object by dedicating a fixed power reserve to it. This is an expensive and time consuming task, but results in the wizard being able to draw a spell incantation without expending the power from his mind.

In effect, this allows a wizard to cast a spell from the device without burning his spell slots. Such items are called "Spell Sinks", and act as extra spell slots for a wizard. The most common spell sinks carry first level spells, but more rare sinks also carry second or third level spells slots. Sinks with spells above third level are very rare and highly coveted by all wizards.


Divine Magics

Divine magic is the domain of the gods. They fall into camps based on ideals and principles, and embody those for their worshipers. When a follower pledges their loyalty and life to the god, they are awarded spells, which they may use according to their judgment but must always be aligned with the god's principles.

However, the ideals of divine power are not all embodied by divine beings. Some principles exist universally as ideas and concepts, and can be called upon by anyone with enough conviction. Principles sufficiently common in the land are: Luck, Order, Love, Life, Death, War, Tyranny, Evil, Good, Trade, Messenger, Chaos, Law, Vengeance, Roads, Protection, Seas, Rivers and Lakes, Mountains.

Divine spells are called into life by the priest's will at a moment's notice, based on their devotion, intent, and the strength of their conviction. It is possible for priests to channel their faith and energy into a vessel, a "Promise of Faith", a visible, material object holding a reserve of power for the priest. Using a Promise a priest has access to divine reserves above and beyond their own ability.

If effect, this allows a priest to cast a spell from the Promise without expending their own spell slots. First and second level Promises are common, with Promises of third level becoming more difficult to find. Any Promises of fourth or higher level are very rare, and often have to be acquired through special quests or by edicts of higher powers.


Spirit Magics (NPC)

In addition to gods, there are smaller powers in the world. The world "smaller" is relative, though, because it is comparative to the gods. These smaller spirits have very few followers, but are able to grant boons and spells like the gods. However, their powers do not go as far.

Spirits come in several varieties and draw their powers from different sources. The most common spirits in Karanos are:

- Mountain (major)
- Forest (major)
- Fae (minor)
- Lake and River (minor)
- Elemental (Fire, Water, Air, Earth) (major)
- Shrine (minor)

Minor spirits grant spells up to 3rd level. Major spirits grant spells up to 5th level.

Spirit priests are rare and are usually committed to the protection of their patron at a fixed place. Some spirits, like mountain spirits, have a rather large fixed area. Others, like rivers and lakes, are smaller, but can reach far. Elemental spirits are even rarer, and are usually found in areas of abundance in both the actual element, and arcane or divine sources of power.

Spirit priests are restricted in advancement like demi-humans. They reach a max level and then have additional ranks, but never get to 36. In exchange for the lower spells and lessened potential, all spirit priests have special talents that help them in defending their patrons:

- Spirit Form
The priest may take on the form of their patron for a short time, gaining bonuses and special abilities through it.

- Spirit Defender
The priest gains bonuses in battle while fighting in their spirit's domain

- Spirit Infusion
While the priest attacks with her patron's Favored Weapon, all attacks qualify as coming from a +1 magic weapon for purposes of harming creatures that need a +1 magical weapon or more to be hit.

- Spirit Boon
These are special bonuses or abilities that are unique to each spirit patron.


Magical Devices

Magical devices in Karanos come in many shapes, forms, and have many different functions.

One of the most common holy devices are the small shrines each temple builds for their deity. They are different based on the which god the temple is dedicated to, but they are have permanent enchantments that help the community and represent the god's inclinations.

When a new temple is finished, all the clerics gather before their shrine and ask the deity for a blessing. At their request the new shrine is imbued with power, representing the presence of the deity at the temple, and their gifts become a permanent enchantment at the shrine.


Chiress Fountains

A "Chiress" fountain is a small fountain built by all temples dedicated to the goddess. They are all of different styles but have the common theme of a large circular plate made of stone or metal, representing the sun of Light and Truth, from which a light spring of water pours into a pool, the blessing brought by its qualities. The pool is typically shallow, and the water is always clean. Anyone drinking from the fountain will feel greatly refreshed and benefit from the Mending Boon once a day. The pool can also Cure Disease once a week. A Chiress fountain usually makes enough water to fill 200 cups a day, which is not much by any measure. But the water is given freely, and followers respect the fountain to not abuse it by overuse. No matter how long the spring flow, the pool never fills. If collected, the water's potency last only for three days outside of the pool's confines.



Places of Magic

Places of magic can be specially prepared sanctified lands, arcane accidents, rolling mystical thunder clouds, or even creatures in other dimensions whose power is so strong it seeps into the material plane, causing havoc in the world.

The most desirable places of magic allow a wizard or priest to cast spells with greater power. The least desirable place remove the presence of magic from an area. Some places of magic will favor life, while others will favor unlife.

Places of magic often leave behind small manifestations of their power made material. These little trinkets, magic rocks, crystals, exotic plants, altered waters, new forms of animal life, or even rapacious arcane monsters, often bear highly magical components that wizards can use for spell development, device creation, or potion mixing. Care should be exercised in using such materials as their final effects are often unpredictable, but usually in line with source their creation.
This message was last edited by the GM at 16:51, Sun 10 May 2020.
Game Master
GM, 54 posts
Thu 30 Apr 2020
at 04:00
  • msg #9

Of Magic, Arcane Spells

New Spells Available

Zero Level Spells: Charms

Charms are light day to day tricks that wizards are able to conjure with frequency and ease that are small and almost insignificant, but make life a little easier and more enjoyable. They also represent a wizard's "casual magic", something practical and easy that can be used on a daily basis without much study and off-the-cuff, so to speak.

A wizard can cast no more than their INT / 2 (rounded up) charms per day. The caster only needs to spend 10 minutes in study to recover all their daily charms. They are restored automatically if the wizard studies their regular daily spells.

Wizard's Hand

Level: 0
Range: 40'
Duration: 1 turn/level
Effect: Object no more than 5 lbs. in weight

This effect gives the caster the ability to move small objects with the power of his will. Nothing heavier than five pounds can be moved, nor anything larger than 2'x2'x2'.
The wizard can keep INT total number of objects under his command, but can only keep [INT bonus + 1] objects in motion as long as he's paying attention to them. If the wizard ceases to pay attention to an object in motion, it remains where it is left until the wizard resumes paying attention to it. If the duration expires any objects held in midair are released and will fall.
This spell was created to help a wizard handle dangerous research with volatile reagents at a safe distance in their laboratory. But it has found many other clever uses by enterprising wizards with larcenous intent.


Spark

Level: 0
Range: Personal
Duration: Instant
Effect: Creates a small momentary flame

This spell creates a small flame at the wizard's fingertip. It is enough to light  kindling, a candle, a lamp or torch, or prepared oil. It is very practical for wizards with pipe weed who feel like having a smoke, and for starting cooking fires. The spark of fire is very small, only lasts for a second, and is not enough to seriously injure a person, although the heat may be painful.


Tricks

Level: 0
Range: 30'
Duration: 1 turn
Effect: Small light and sound effects

This spell casually creates small light and sound effects, enough to fill an area no larger than 5' x 5' x 5'. The lights and sounds will be clearly illusory, and only create simple shapes and effects. This spell is often used as a visual tool for storytelling, entertainment for children, or as clever misdirection. With concentration the caster can create more complicated shapes that may resemble people, creatures, or objects.


Flash

Level: 0
Range: 30'
Duration: Instant
Effect: Small arcane energy bolt does damage

This is a very small blasting spell created to get rid of small critters (spiders, roaches, worms, termites, etc.). When used on tiny creatures no more than a few inches in size, the spell always hits. When used against anything larger than insect size, the wizard needs to hit the target's armor class. It does 1D2 points of damage.


Level 1 Spells

Rain Shelter

Level: 1
Range: Personal
Duration: 1 hour (6 turns)/level, max 24 hours.
Description: Keeps the caster dry.

This spell is a travelling wizard's best friend. It prevents the caster, and only the caster, from getting wet in rain, no matter how the water flows. It even keeps her boots dry in heavy mud, but won't stop them from sinking if it is deep. It doesn't protect the caster from strong winds or extreme temperatures, though, only rain.

This spell works on all naturally falling water, but not on any water effects created by magic. It will work even in a large waterfall, but will not keep the caster dry if they become submerged in a body of water.


Rain Shelter, 10' Radius

Level: 2
Range: Personal
Duration: 30 Minutes (3 turns)/level, max 12 hours.
Description: Keeps the caster and his friends dry.

This spell works just like Rain Shelter, except that is covers a larger area, which anyone can enter or leave at will. Anyone in the area will remain unaffected by rain and won't get wet. The area moves with the caster, so everyone needs to travel together.
This message was last edited by the GM at 15:19, Sat 02 May 2020.
Game Master
GM, 60 posts
Sat 2 May 2020
at 04:41
  • msg #10

Of Magic, Divine Spells

New or Altered Clerical Spells Available

Level Zero Spells: Boons

Boons are casual spells that represent the cleric's comfort with their divine patron. They are easy to call (just a casual divine invocation) and don't demand great faith. They do, however, validate a cleric's devotion towards their patron. These spells are usually granted first to beginner clerics as they enter their first year of devotional study at their patron's temple.

A cleric can cast WSD / 2 (rounded up) Boons in any one day. A cleric need only to meditate  for 10 minutes to restore their daily Boons, and they are restored automatically if the cleric makes time to pray for their normal daily spells.


Mending

Level: 0
Range: Touch
Duration: Permanent
Effect: Any living creature

This spell is a very light curative, restoring stability to an injured living being. It either heals 1 hit point of damage (minor scratches, bruises, or cuts) or stabilizes a dying creature. It has no other effect.


Morsel

Level: 0
Range: Personal
Duration: Permanent
Effect: One small piece of food or drink.

This spell conjures into reality a small piece of food or drink that is no larger than can fit into the cleric's hand. This could be a small bun of bread, an apple, a handful of berries, a small set of dried meats, a few vegetables, etc. It can also create no more than single cup of water, juice, or wine. The cleric still needs to provide the cup in order to hold the drink, or it will appear in their hands. Four uses of this spell would be enough to fill a grown person's appetite in a single meal.
This spell is used for casual snacking during the day, and can help the cleric stay fed if he's travelling by himself. It is also useful for feeding animals, or presenting simple gifts to people.


Challenge

Level: 0
Range: 5'
Duration: 1 round/level, concentration
Effect: Any one minor undead creature

This Boon allows the cleric to create a floating symbol made of light that represents their patron deity in a fixed space. The cleric needs to concentrate on the symbol in order for it to remain in place and have any effect. The symbol will prevent one minor undead creature (no more than 2 HD), selected at the casting of the spell, from crossing the space in which the symbol is located. The symbol covers a 5' radius area with its effects. However, if there is enough space, the target can move around it. The target undead will be drawn to the symbol for as long as the cleric concentrates on it unless it makes a Save vs Spells at the moment of casting. The symbol does not prevent the target from attacking the cleric, it only prevents them from moving through the challenged space. This spell is best used to contain a single creature through a narrow space (a doorway, a passage, a tunnel, etc) until more help arrives, or to draw such a creature's attention away from someone else.


Wakefulness

Level: 0
Range: Touch
Duration: 2 hours
Effect: Any living creature

This boon will prevent a person from falling asleep naturally. The cleric can cast this spell on themselves. This spell only affects normal sleep, and will not prevent a person from being affected by magical sleep. This spell is best used during guard shifts to keep the cleric awake during a long night after a tiring day. This spell does not replace a good night's rest for spell study or clerical meditation. This spell can be cast repeatedly, each extra casting adding another two hours to the total amount of waking time on the same target.


Level 1

Shelter

Level: 1
Range: Touch
Duration: One night
Effect: All living creatures in a 20' x 20' area

This simple spell changes the temperature in its area from uncomfortable to comfortable, by cooling or heating it. It only manages temperature, not wind, rain, hail, or any other severe atmospheric event, nor the burning effects of the sun. It can only manage temperatures of strong cold (a desert night) or strong heat (a desert day), and cannot truly affect extremes (arctic freeze or volcanic gusts). This spell was created to make spending a night in the wilderness easier to weather.


Level 2

Cure Moderate Wounds*

Level: 2
Range: Touch
Duration: Permanent
Effect: Any living creature

This spell heals a living creature for 4 to 14 points of damage (2D6+2). It works just like Cure Light Wounds, including healing paralysis if needed.


Level 3

Cure Serious Wounds*

Level: 3
Range: Touch
Duration: Permanent
Effect: Any living creature

This spell heals a living creature for 6 to 21 points of damage (3D6+3). It works just like Cure Light Wounds, including healing paralysis if needed.


Level 4

Cure Critical Wounds*

Level: 4
Range: Touch
Duration: Permanent
Effect: Any living creature

This spell heals a living creature for 8 to 28 points of damage (4D6+4). It works just like Cure Light Wounds, including healing paralysis if needed.

[This spell replaces the current 4th level clerical spell named "Cure Serious Wounds".]
This message was last edited by the GM at 06:47, Sat 02 May 2020.
Game Master
GM, 117 posts
Wed 20 May 2020
at 01:22
  • msg #11

Calendars and Time Reckonings

Calendars

The experience of Time is a cultural and, in these times, a racial phenomenon as well. Different people measure time differently, ascribing importance to the passage of days and the significance to the change of seasons based on their own understanding of the world.

Here are several of the more common Calendar Reckonings in Karanos:

Human Reckoning

8 Months: 6 weeks x 7 days a week

Vondall : Summer
Jenndall: Summer
Harrmuss: Fall
Jomuss  : Fall
Garonn  : Winter
Peoronn : Winter
Rahlen  : Spring
Pharlen : Spring


Elven Reckoning

6 Seasons (months): 4 weeks on Ascending, 4 week on Descending

Ulandenn    : Rebirth (Season of the Spring)
Ashadeluhn  : Delving (Season of New Learning)
Morihlenn   : Growth  (Season of New Seed)
Aerdeluhn   : Cleansing (Season of The Waters)
Vaellenuhm  : Sleep (Season of The Crone)
Vaerell     : Night (Season of the Cold)


Dwarven Reckoning

4 Seasons, Kept in Three Year Collections, as Terms of Duty

[To be completed and detailed]
Sign In