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Korvosan's History

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Korvosan's History Empty Korvosan's History

Post by stygiandrake Tue Nov 07, 2017 8:02 pm

Like the people of any other city, Korvosans concern themselves more with the day-to-day particulars of living than with politics, history, or macroeconomics. Still, Korvosa has a few particular nuances that make it and its citizens unique. The following overview only begins to
touch on what it means to be a Korvosan. At its height, just before the death of Aroden and the
departure of the separatists who founded Magnimar, Korvosa just topped 23,000 inhabitants. It lost nearly 10,000 to the resulting chaos of the time, but in the last century it regained half that many. As a result of its rapid contraction and slow re-expansion, many of the affluent sections of Korvosa remain under populated. With the buildings it has and the area it covers, Korvosa could comfortably fill out to a true metropolis. The dichotomy of Korvosa’s under populated affluent wards with overcrowded Old Korvosa highlights the city’s greatest failing: the vast gulf of separation between its wealthy, powerful elite and its dreadfully impoverished poor. This gulf between social classes colors the development of the city and led to the creation of some of
the features unique to Korvosa. Those who live in Korvosa respect and admire ostentatious displays of wealth, power, or knowledge. They consider confidence and competence the greatest of assets, and they deride or heckle those who display weakness, indecisiveness, or inability. Korvosans are quick to judge and slow to forgive. In addition to power, Korvosans love predictability. Korvosans like to regulate their lives, creating strict regimens for themselves that they slavishly follow. Upsetting a Korvosan’s routine can ruin his entire day and likely makes him angry. To this end, Korvosa strictly enforces its laws (which often have harsh punishments far in excess of the law codes of other non-evil governments) and rewards those who play by the rules. That said, Korvosa also recognizes that not everyone plays by the same rules, so it compensates by applying regulations to nonviolent criminals in the form of vice taxes and official recognition of the city’s single thieves’ guild. By charter amendment, Korvosa does not allow merchants, laborers, or tradesmen to form guilds. Most workers within the city are self-employed or work for a master to whom they were apprenticed in their youths. The city relies on these cottage industries and the skilled workers who make them proof it able, so naturally it has one entire volume of laws and regulations devoted to the protection and rights of workers. And thanks to the Korvosan drive to succeed, the city’s merchants do well for themselves.

The city of Korvosa wears its Chelaxian heritage proudly on every building, tower, and rooftop. As the oldest human settlement in Varisia (a claim frequently challenged by Kaer Maga), Korvosa considers itself the founding seat of civilization in an otherwise lawless region. Thanks to it and the spread of its people, Varisia has become a relatively safe place to live. Korvosa sits at the end of Conqueror’s Bay, where the Jeggare River meets the sea. The city fills the spit of land formed by two sharp turns in the river, covers Endrin Isle (which splits the river at its mouth), and spreads to a few outlying areas on the far shore of the Jeggare. It stands on two hills: Garrison Hill on Endrin Isle and Citadel Hill on the mainland. The Narrows of Saint Alika separates Endrin Isle from the shore. The city is divided into seven districts, many of which are further subdivided into wards.

City Districts
East Shore: The only district beyond the channel of the Jeggare River, East Shore is home to a handful of noble houses closely tied to the military of the city, as well as the struggling Theumanexus College.

Gray: Unlike all other districts in Korvosa, Gray’s residents generally keep to themselves and are well behaved. Of course, most of Gray’s residents are dead. The only living creatures who reside in Gray belong to the church of Pharasma and live within the temple.

Heights: Standing atop Citadel Hill, the Heights District has a commanding view of the rest of the city, which its residents look down on—both figuratively and literally. Nearly all of Korvosa’s power players reside in the Heights, including the monarchy.

Midland: When most people think of Korvosa, they think of the cosmopolitan and friendly district of Midland. As the home district of both the Korvosan Guard and Sable Company, Midland has the smallest number of gangs and gang battles in the city—although the thieves’ guild does a brisk trade in the district thanks to the disproportionately high number of merchants, shops, and other commercial and f financial concerns.

North Point: The first section of the mainland settled by the descendants of the city’s Chelish founders was Mainshore, at the northwestern tip of mainland Korvosa. That ward houses many of the city’s oldest non-noble families. The greater district of North Point covers the entire northern end of the city and holds Korvosa’s seat of municipal power (City Hall), the city’s courthouse (Longacre Building), and the Bank of Abadar.

Old Korvosa: As its name implies, Old Korvosa is old. It covers all of Endrin Isle, most of which is covered by Garrison Hill. Atop Garrison Hill stands the stone wall of Fort Korvosa, while the imposing black marble Palace Arkona dominates the northwest corner of the island.

South Shore: The newest district, South Shore became a part of Korvosa only a quarter-century ago. It contains the Pantheon of Many, a massive temple dedicated to most of Avistan’s most popular deities. South Shore’s population consists mainly of the city’s nouveau riche hoping
to escape the cramped conditions found elsewhere in the city.

Five major landmarks give Korvosa a distinctive skyline: the ancient and massive structures of Castle Korvosa, Pillar Wall, and Gate foot, as well as the more practically sized Great Tower and Hall of Summoning, which have stood for less than 50 years. In addition to these landmarks,
several locations unique to the city bear mention.

Important Locations
The Acadamae: Shrouded in secrecy, the campus’s 30-foot-high walls only barely conceal the grand Hall of Summoning. Visitors and residents cannot hope to ignore the presence of the Acadamae, and since very few people unconnected with the college know what happens
within it, the place births abundant (and sometimes ludicrous) rumors.

Castle Korvosa: The centerpiece of the city, Castle Korvosa towers over the Heights. Multiple lord magistrates, seneschals, and monarchs have added to the castle over the past three centuries. As such, despite a relatively consistent neo-Chelaxian styling, the castle’s main towers and interior buildings are crammed together haphazardly.

The Shingles: Permanent and semi-permanent homes, roads, and safe houses appear on roofs throughout the most crowded parts of the city. These rooftop communities and the pathways that connect them are collectively known as the Shingles.

The Vaults: Most cities have sewers. Some can even claim dungeons beneath them. Yet few have as complex a system of subterranean tunnels quite like the Vaults of Korvosa. Modern Korvosa stands atop the remains of at least two other civilizations and integrates both of them
in its design.

Military
Three military groups police and protect Korvosa: the Korvosan Guard, the Order of the Nail
Hell knights, and the Sable Company. Each one focuses its efforts in different areas and interacts with the monarchy in its own unique way. The Korvosan Guard serves the city of Korvosa first, the government second, and the church of Abadar third. It works closely with the city leaders and the high priest of Abadar to maintain order in the city, acting most often like a police force but turning into a military organization whenever the city is threatened by external forces. The Sable Company does not answer to the king of Korvosa, but rather to the seneschal
of Castle Korvosa. These hippogriff-riding marines defend the skies and waters of Korvosa and provide aerial and amphibious support to Korvosan Guard operations. Hellknights are fanatics of law, adhering only to their harsh, Cheliax-born vision of order and their own unyielding sense of honor. Like most Hell knights, those of the Order of the Nail believe themselves to be above
morality, caring only for the establishment of righteous order at all costs.

The Underground
The Cerulean Society is Korvosa’s thieves’ guild, and it monitors, controls, or influences almost all illegal activities of any noticeable size in the city. More than a dozen gangs work the streets, Vaults, and Shingles of Korvosa, but most of them answer in some way to the Cerulean Society (or else do not survive long). Hastily hushed rumors put one of the noble houses as the de facto leadership behind the thieves’ guild.

Korvosa’s History
Conflict, misery, and division define the history of Korvosa. Founded as an island fortress at the edge of a hostile and untamed land, Korvosa evolved over time into a bustling and energetic trade center. Several distinct periods define the history of Korvosa from its blood-splattered founding to its current turmoil. Before the city’s founding, the site on which Korvosa
stands was sacred to the Shoanti, although most have forgotten why. They knew only that the large pyramid atop the hill at the mouth of the river was to be guarded at all costs and that no one was ever to enter it. For hundreds of years, they kept this promise. In 4407 are, Field Marshal Jakthion Korvosa rescued an abandoned group of Chelish marines trapped on a hostile
island and founded Fort Korvosa. The settlement acted as a strong defensive position and trading post for settlers, pioneers, trappers, and explorers in the area. After much of the settlement burned during a Shoanti raid (an event known as the Great Fire), an influx of Chelish gold and tradesmen strengthened the settlement’s defenses and allowed its residents to move onto the mainland. An ill-fated insult against a very prominent Korvosan noble family sparked the Cousins’ War, in 4502 ar. The war ended Korvosa’s role as a military outpost and—with a further influx of Chelish nobility—made the settlement into a true colony. A period of great wealth followed, leading to a steady increase in size. Korvosa’s prosperity came crashing down in 4606 are, when the unexpected death of Aroden kicked off a civil war in Imperial Cheliax. Cut off from its homeland without a word, Korvosa survived these dark times. Today, the city
prospers again, thanks to (or in some cases, despite) its self-appointed royalty.


Last edited by stygiandrake on Wed Nov 08, 2017 1:20 am; edited 1 time in total

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Post by stygiandrake Tue Nov 07, 2017 8:03 pm

New Ally.

Laori Vaus CR 10
Female elf cleric 10 (Zon-Kuthon), first met at She hopes the PCs can help her secure
an audience with Salvator house.

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Post by stygiandrake Tue Nov 07, 2017 8:04 pm

Zellara’s Harrow deck. It remains haunted by Zellara’s spirit even after Gaedren is defeated. This spirit grants the deck several helpful powers and is effectively an intelligent magic item.

Cressida offers the PCs a spot in the Citadel barracks if they need somewhere to stay the night or to rest, and also says that she’ll put in a good word with Theandra Darklight, the owner of the Three Rings Tavern in Five Corners. By the next day, the party should have a line of credit there that gives them not only a place to sleep and eat while they’re in the service of the Guard, but also a headquarters. Cressida has worked with adventuring parties before and knows how to treat them well.

Vencarlo Orisini is a tall man of advanced years, yet with a twinkle in his eye and a bounce to his step that hints at a vibrancy and inner fire of a man under half his age. He wears his salt-and-pepper hair pulled back tightly into a bravo’s top-knot. His eyes are a cast of deep green like
the ocean after a storm. He is of Old Chelish blood, and it shows. Orisini wears black leather gloves to ensure the oils of his skin don’t rust the pommel of his shining steel rapier. This rapier is his pride, and he speaks of it in tones normally reserved for a loved one. During the walk north, Vencarlo takes the time to thank the PCs for how they handled the situation with
Grau recovering in the Citadel. Vencarlo admits that Grau was once one of his most promising students, about some scandal involving Grau, Vencarlo, and Sabina. If asked about Sabina, Vencarlo’s eyes grow sad for a moment and then he smiles, saying only, She found her true calling—I just hope that it’s something that deserves her attentions.

The Goldenhawk’s rates are good, only 4 sp/night, but the beds are lumpy and cramped. Still, with Devargo’s presence, nights spent here are relatively safe. A gnome named Tuggins presides over the floating inn. Tuggins is a wall-eyed character with a crumpled hat, patchy beard, and extensive collection of keys . The masters of the Twin Tigers, the gambling boat, are two dark-skinned human brothers wrapped in red veils these are twin Vudrans named Anpugit human expert and Rajeek male human, entrepreneurs always looking for new games to add to their offerings. The House of Clouds is a brothel run by a madam named Halvara female half-elf expert. A patron talks to the men and women who work here until he finds one who strikes his fancy. The patron then pays a 5 gp fee and the two retire to one of several private rooms in the ship’s lower deck for 15 minutes of low-cost bliss. The Dragon’s Breath Corridor is run by a short human named Bezzeraty male human wanders languidly about the smoky room, wheeling a large hookah to and fro on a cart and muttering “Get smoked!”

The steel birdcage that hangs from the ceiling is one of Devargo’s latest acquisitions, a pseudodragon named Majenko. He will, however, agree to sell the creature to a PC for the measly cost of 5,000 gp. Majenko CR 1, Male pseudodragon, hp 15 (MM 210),TACTICS
During Combat If a fight breaks out, Majenko realizes that the PCs are his chance for freedom. He telepathically contacts them, begging for them to release him. If they let him loose, he promises to help them in the fight and serve them for a year in gratitude.

City NPC

The People of Korvosa
Buildings, infrastructure, and politics make a city livable (or intolerable, in some cases), but the people who live in a place truly make it a city. Barely more powerful than the lord magistrates who preceded them, the monarchs of Korvosa must share power with the strict governmental entities existent at the founding of the monarchy. The command King Erodred II exerts over the
city is constantly checked by the arbiters, magistrates, and nobles, the city’s most politically powerful groups. More than judges, the arbiters not only determine the guilt or innocence of defendants in a court of law, but also have legislative oversight. No one exactly knows what the 23 magistrates or their staffs do, but most Korvosans suspect the entire purpose of city hall is to waste the time and money of the city’s people. Finally, two overlapping divisions define Korvosa’s aristocracy: the five most powerful families bear the coveted title of Great Houses, giving their members special privileges within the city, and 21 noble houses make up the Dock Families, allowing them to charge berthing fees on one or more docks in the city.
Notable Korvosans
Listed here are many of Korvosa’s most well-known names, be they famous or infamous.
The Government Korvosa’s government is split into three groups. The arbiters serve
as judges, trying criminal cases and settling civil disputes. The magistrates handle the day-to-day bureaucracy of city management. And the monarchy serves as Korvosa’s diplomats and defenders.



Notable Korvosans
Cressida Kroft: The current leader of the Korvosan Guard, Field Marshal Cressida Kroft is an even-tempered woman whose practice of openly encouraging adventurers and mercenaries to aid the Guard in the city’s defense has earned her some unfair criticism by the city’s elite.

Eodred Arabasti II: The King of Korvosa is a man whose spendthrift ways are moderated
somewhat by the numerous good works he has spearheaded.

Ileosa Arabasti: Queen of Korvosa, Ileosa is barely a third the age of her husband. Rumors say that she holds much of Korvosa in contempt, and that she seduced the king into marrying her simply to advance her own wealth and riches.

Garrick Tann: Often called “the most hated man in Korvosa,” Garrick Tann is the Magistrate of Commerce, the man who oversees the collection of taxes in the city.

Lolia Perenne: Once a priest of Abadar, the current Magistrate of Regulation is tasked with the maintenance of weights and measurements—much of her office’s time is spent seeking out faulty scales, shaved coins, and other attempts by merchants and customers to cheat one another.

Marcus Thalassinus Endrin: Commandant Endrin is the current leader of the Sable Company, a man whose dedication to tradition and honor sometimes blinds him to what might be best for his own career.

Neolandus Kalepopolis: The seneschal of Castle Korvosa, Neolandus Kalepopolis commands the defenses of the castle itself, and is regarded as the second most powerful individual in the city, behind only King Eodred II.

Severs “Boneclaw” DiVri: The intimidating and mysterious commander of the Order of the Nail, Lictor DiVri is a towering man who rarely leaves his post at Citadel Vraid.

Syl Gar: If Garrick Tann is one of Korvosa’s most hated officials, Magistrate of Expenditures Syl Gar is one of the most loved—his responsibility is to see to it that city taxes are spent properly and efficiently on public works.

Zenobia Zenderholm: Known as the Hanging Judge, Zenobia is Korvosa’s senior arbiter. Her reputation is justifiably fearsome among Korvosa’s criminals.

Blackjack: One of the city’s most beloved and reviled heroes, Blackjack is more of a symbol than anything else—a legendary masked hero who has fought for Korvosa’s downtrodden
for hundreds of years.

Boule: The guild master of the Cerulean Society, Korvosa’s thieves’ guild, Boule is feared by many and respected by few.

Darb Tuttle: The Archbanker of the Church of Abadar, Darb Tuttle is one of Korvosa’s most powerful clerics.

Devargo Barvassi: Known to some as the “King of Spiders,” Devargo runs Eel’s End, a collection of ships that double as a brothel, drug den, and gambling hall.

Glorio Arkona: The patriarch of one of Korvosa’s most powerful noble families, it is rumored Glorio has ties to most, if not all, of Korvosa’s criminal underworld.

Keppira d’Bear: The Bishop of the cathedral of Pharasma, Keppira’s stewardship over the city’s Gray District has kept the presence of undead at an all-time low.

Pilts Swastel: Pilts owns and runs Old Korvosa’s Exemplary Execrables, a playhouse that caters to those seeking perverse and morally-questionable entertainment.

Sabina Merrin: Many rumors surround Queen Ileosa’s bodyguard, not the least of which is that she and the queen are secretly lovers, yet none can deny this imposing woman’s loyalty to the crown.

Toff Ornelos: The Acadamae is the most prestigious school of magic in Varisia, and as its headmaster, Toff is one of the region’s most respected and powerful wizards.

Vencarlo Orisini: Owner of the renowned Orisini Academy fighting school, Vencarlo’s outspoken disdain for Korvosa’s government has earned him trouble on several occasions

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Post by stygiandrake Tue Nov 07, 2017 8:05 pm

Grau’s sister-in-law’s family lives in a small community northeast of Korvosa disparagingly called Trail’s End—a slight against the number of settled Varisians in the area. Made up primarily of Varisians—with a few Shoanti and socially disaffected Chelaxians—Trail’s End is poor and reputedly dangerous, but the neighborhood feels more like a small town than any district within the city proper. The criminal element is obvious and impossible to ignore in the faces of dozens of toughs and thugs who loiter on the streets here, Sczarni brutes who call themselves the Bashwater Boys and prey exclusively upon Chelaxians and other outsiders. Knowing most city folks’ distaste for Varisia’s natives, the residents of Trail’s End return
such prejudices, creating a community that thrives off Korvosan coin but reviles the city all the same.

Nearing 40, Tayce Soldado (NG female human commoner 3) possesses a simple beauty, scarcely hidden by her disheveled appearance and wan features—she’s not slept in more than a day. Despite her personal state, her concern for her daughter drives her on and she welcomes the PCs sincerely, especially if one of them has the look of a priest. She knows nothing of how her daughter might have become so ill, lives here with her three children, Brienna, Charlo, and Rello. Despite being only half-blooded Varisians, Tayce’s sons have distinctly Varisian features, with unruly black hair, brown eyes, and olive skin, while Brienna takes more after her father, having a paler complexion, with light hair and freckles. Tayce and her family are well-known and quietly respected in Trail’s End, and have nothing to fear from the local Sczarni toughs. While Tayce works as a washerwoman for those in the community and several families in North Point, her children also bring.

Ishani Dhatri (LG male human cleric 5) attends a kettle boiling in the kitchen hearth until Grau and Tayce come back downstairs. He’s just nearing 30 years old, yet still only a low-ranking priest in the church of Abadar. His mother brought him to Korvosa when he was less than 10, fleeing an outbreak of scarlet leprosy in Vudra that had already claimed his father. Taking the first ship to anywhere, Ishani and his mother found themselves on the return journey of an Arkona expedition and have lived in Korvosa ever since. Ishani’s experience in Vudra scarred him, and he has sought to help the sick ever since. He knows he can’t offer actual healing without seeking payment, and the use of herbal remedies and other methods of fighting illness are his way of skirting the system for folk who need his aid yet cannot afford the church’s rates.

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Post by stygiandrake Tue Nov 07, 2017 8:06 pm

Updated list of the city. after book 3

Old Korvosa Today The last few weeks have been the most terrifying the good people of Old Korvosa have known. The king’s death
and the plague were bad enough, but it was the sudden destruction of the bridges linking the old city to the new that heralded the final breakdown in law and order in Old Korvosa. Abandoned by the government, Old Korvosa descended into anarchy. Where honest laborers once toiled in the streets, a mob now rules—a mob falling increasingly under the sway of the self-styled Emperor of Old Korvosa, Pilts Swastel. Yet in truth, even the Emperor of Old Korvosa is more of a symptom than a cause. The true architects of Old Korvosa’s rapid descent into madness are its supposed representatives to the city—the Arkona family.


The Order of the Nail has withdrawn from Korvosa, retreating to Citadel Vraid for the first time in Korvosa’s history—some whisper the Hellknights are planning a full-scale invasion of Korvosa to seize control, but more knowledgeable sources know that dozens of Hellknights perished or failed to uphold their charges during the recent events, and that Lictor Severs has recalled his troops to punish them for these failures.

City temples have their hands full tracking down the last remaining pockets of sick in the city or disposing of the dead, and the Academae has kept its doors shut and resources ensconced for the duration, apparently hoping to wait out these troubled times. Both the Korvosan Guard and the Sable Company took staggering hits to both their personnel and morale. The commanders of both organizations talk about recruitment drives to replenish their ranks, yet helping Korvosa recover remains their primary goal—a goal made difficult by Queen Ileosa’s reduced support.

Yet the queen is not ignoring Korvosa. The energy and support once lent to the Korvosan Guard is now funneled into a new order of peacekeepers—the enigmatic Gray Maidens. Even as the number of Korvosan Guards on the streets seems to dwindle, the presence of these armored a warrior woman increases. Regular patrols of Gray Maidens march along the major streets, and rumors of strike forces breaking into homes and buildings reputed to house those who voiced dissenting opinions of the monarchies are growing. Old Korvosa remains under tight quarantine, with troops of Gray Maidens stationed along the Narrows and patrolling the Jeggare in swift warships to ensure that no one gets off Endrin Isle—the plumes of smoke as buildings burn and the periodic roars of riots that echo down from Old Korvosa alone are enough to warn away the curious. No one mentions the words “martial law” yet, but they hover on every tongue.


Her new crown complete, Queen Ileosa announces a public address when it becomes clear the plague is coming to an end. In attendance at this address at the queen’s sides are her bodyguard and lover Sabina Merrin (clad in her breathtaking and intimidating suit of Gray Maiden armor), her new advisor and ally Togomor (whom she announces has taken up the duties of castle seneschal), the commander of the Korvosan Guard Cressida Kroft, and the commandant of the Sable Company Marcus Endrin.

In the days to follow, many speak of how ill-at-ease Marcus appeared, as if they knew at the time what the desperate commandant had planned all along. Queen Ileosa announces triumphantly that the plague has been defeated, although unfortunately at the cost of Doctor Davalus’s life.

Neither group is fully capable of continuing as Korvosa’s protectors, and thus, to shore up this fault, Queen Ileosa names her newly created order of Gray Maidens as the new protectors of Korvosa, appointing Sabina Merrin as the new General of Korvosa.

As a ripple of concerned whispers spreads, Queen Ileosa continues her speech, saying that she has decided to dissolve the Sable Company and that the remaining marines will be folded into the Korvosan Guard.

At this point, she asks Commandant Endrin to step forth to surrender his badge of office. As Endrin does so, he trembles. He reaches for his badge, but instead of handing it over, he throws it at the queen, striking her in the cheek with it. Everyone (queen included) is shocked into paralysis for a few moments, long enough for Endrin to bellow out, “Your shameful reign ends now! Korvosa will be free again!” An instant later, his crossbow is in his hands, aimed at the still-shocked queen. Endrin pulls the trigger. His aim is true. The crossbow strikes Queen Ileosa in the temple. Yet she does not fall. With incredible speed, she regains her composure and yanks the bolt from her skull. Before the blood from the wound has time to run all the way down to her shoulder, she’s standing before Endrin. Her free hand whips out and seizes him by the throat, lifting him off the ground as she holds him up for all to see. An instant later, she buries Endrin’s own bolt between his eyes with a single powerful blow. As Endrin’s lifeless body crumples to the ground and Ileosa imperiously shakes his blood from her hand, she
cries out in a strong, clear voice—“This shall be the fate of all enemies of Korvosa!


Citadel Volshyenek they might be shocked to see the place so understaffed. Only one guard stands at the Citadel entrance, and n one train in the large inner courtyard. The halls of the Citadel are silent and empty, with refuse and trash scattered here and there, dust gathering in empty barracks, and an overall state of creeping neglect hanging like a pall over the place. Cressida Kroft looks haggard and tired when the PCs arrive; she ushers them into the central keep quickly, leading them into a smaller meeting room in the depths of the keep, a plain-looking chamber with a single long table (on which sits a small closed coffer) and enough chairs for the PCs and herself—a chamber protected by a permanent private sanctum spell. After everyone is seated, she speaks in a low voice. and I will do what I can to ensure those friends and family you might leave behind are protected. By remaining in this city, I fear that you put them into more peril. Go to Old Korvosa, find Vencarlo and hear what he has to say. He has contacts in Harse—he’ll be able to help you lay low. I shall be in contact with you when I can, at which point our plan, I hope, shall be clear.

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Post by stygiandrake Tue Nov 07, 2017 8:07 pm

Sklar-Quah (Clan of the Sun): The largest of the Shoanti tribes in the Cinderlands, the Sklar-Quah are also the most warlike. Sklar-Quah braves endure a large number of dangerous trials before they become warriors, including the infamous Burn Runs. The only shamans
who retain any lore about the Fangs of Kazavon are all Sklar-Quah shamans. The majority of Shoanti the PCs might encounter during their exploration of the Cinderlands are Sklar-Quah.

Skoan-Quah (Clan of the Skull): The Skoan-Quah dwells in the easternmost regions of the Cinderlands. Many of their shamans, including Thousand Bones, have worked
with Korvosa to try to build peace between their people, a trait that has seen the Skoan-Quah increasingly shunned by the other Shoanti. Yet since the Shoanti believe that
the Skoan-Quah has the closest connection to the land of the dead, and that they guard Shoanti ancestors from evil spirits, the other clans have begrudgingly refrained
from truly ostracizing the Skoan-Quah.

Lyrune-Quah (Clan of the Moon): The Lyrune-Quah are nomads and, unlike their Shoanti kin, worshipers of Desna. Currently, large groups of Lyrune-Quah are visiting an ancient shrine to Desna called the House of the Moon, yet their traditional campsite has become the lair of a dangerous local predator.

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