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Kamishiro_Rin

Kamishiro_Rin

Knowledge of Kalaman

   Characters who succeed on a DC 12 Intelligence (History) check know the following details about the city:

DC 12 Intelligence (History) check

   Capital City. Kalaman is the capital of the Solamnic province of Nightlund.

   Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm.

   Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal.

   Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains.

   Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler.

Power in Kalaman

   Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Use the previous roll for this roll as well, not a separate roll.):

DC 15 Intelligence (History) check

   Kalaman is led by the following three groups:

   Governor. The head of Kalaman’s government is Governor Calof Miat (human noble). He represents the city’s people and speaks on their behalf during council sessions.

   Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence.

   Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (human knight).

   Courts (Civil & Criminal). Although the Knights of Solamnia have no military presence in Kalaman, like all cities in Solamnia, the Order of the Rose serves as judges in courts and, if not the law-givers themselves, then advisors to the law-givers of a given locale. Their courts also interpret the will of the King, and the decisions of the aristocrats and nobles that fall within the King’s will, and may overturn or interpret a city’s—in this case, Kalaman’s—laws in light of the King’s will and that of his justly appointed nobility.

   Chief Justice Corpher Marbleheart (kender noble), Knight of Solamnia, Order of the Rose, serves as the chief judge in Kalaman along with 8 other judges. They randomly form tribunals in which court cases are tried.

Kamishiro_Rin

Kamishiro_Rin

Knowledge of Kalaman

   Characters who succeed on a DC 12 Intelligence (History) check know the following details about the city:

DC 12 Intelligence (History) check

   Capital City. Kalaman is the capital of the Solamnic province of Nightlund.

   Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm.

   Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal.

   Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains.

   Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler.

Power in Kalaman

   Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Use the previous roll for this roll as well, not a separate roll.):

DC 15 Intelligence (History) check

   Kalaman is led by the following three groups:

   Governor. The head of Kalaman’s government is Governor Calof Miat (human noble). He represents the city’s people and speaks on their behalf during council sessions.

   Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence.

   Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (human knight).

   Courts (Civil & Criminal). Although the Knights of Solamnia have no military presence in Kalaman, like all cities in Solamnia, the Order of the Rose serves as judges in courts and, if not the law-givers themselves, then advisors to the law-givers of a given locale. Their courts also interpret the will of the King, and the decisions of the aristocrats and nobles that fall within the King’s will, and may overturn or interpret a city’s—in this case, Kalaman’s—laws in light of the King’s will and that of his justly appointed nobility.

   Chief Justice Corpher Marbleheart (kender noble), Knight of Solamnia, Order of the Rose, serves as the chief judge in Kalaman along with 8 other judges. They randomly form tribunals in which court cases are tried.

Kamishiro_Rin

Kamishiro_Rin

Knowledge of Kalaman

   Characters who succeed on a DC 12 Intelligence (History) check know the following details about the city:

DC 12 Intelligence (History) check

   Capital City. Kalaman is the capital of the Solamnic province of Nightlund.

   Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm.

   Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal.

   Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains.

   Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler.

Power in Kalaman

   Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Use the previous roll for this roll as well, not a separate roll.):

DC 15 Intelligence (History) check

   Kalaman is led by the following three groups:

   Governor. The head of Kalaman’s government is Governor Calof Miat (human noble). He represents the city’s people and speaks on their behalf during council sessions.

   Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence.

   Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (human knight).

Kamishiro_Rin

Kamishiro_Rin

Knowledge of Kalaman

   Characters who are from Kalaman or succeed on a DC 12 Intelligence (History) check know the following details about the city:

DC 12 Intelligence (History) check

   Capital City. Kalaman is the capital of the Solamnic province of Nightlund.

   Ancient Bastion. Kalaman is a thriving trade city known for its strong walls, castle, and harbor beacons, all of which predate the Cataclysm.

   Rulers. The city is led by a governor, a council of prominent guild leaders, and a military marshal.

   Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains.

   Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler.

Power in Kalaman

   Characters who succeed on a DC 15 Intelligence (History) check know the following details about the city (Characters who are from Kalaman have advantage on this check. Use the previous roll for this roll as well, not a separate roll.):

DC 15 Intelligence (History) check

   Kalaman is led by the following three groups:

   Governor. The head of Kalaman’s government is Governor Calof Miat (lawful neutral, human noble). He represents the city’s people and speaks on their behalf during council sessions.

   Guild Leaders. A council composed of the leaders of the city’s five most prominent guilds—the Cartographers’ Guild, Dockhands’ Guild, Fishers’ Guild, Masons’ Guild, and Shipwrights’ Guild—oversees the city’s broad business interests and runs varied public services. The guilds’ leaders are neutral human and hill dwarf nobles who are prone to bickering and jockeying for influence.

   Marshal. Kalaman’s military guards the city and defends eastern Solamnia. The military is robust, as the city can’t afford to solicit aid from the Knights of Solamnia, headquartered in the west, every time raiders from Estwilde or other threats cross the border. Kalaman’s military is commanded by the pragmatic Marshal Nestra Vendri (lawful neutral, human knight).

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