Thursday, February 1, 2024

The Rogues of Calimshan

Taysun Moonstar 

Race: Dusk Elf
Class: Sanctified Rogue/ Cleric of Selûne (moon) or Mystra (magic)
Align: NG
Age: Young Adult
Height: 6' 1"
Weight: 120 lbs. 
Homeland: Waterdeep (the North).
Bonus (Story) Feat: Explorer
Traits: Blessed Touch, Lunar Birth.

Taysun is a dusk elf of unquestioning faith. Born during a lunar event, Taysun was forever marked by the goddesses' mysterious ancient magic. Taysun is an old-soul who prays under the moon nightly and who sometimes receives wisdom in his dreams, a divine Deja vu like sense that has served Taysun well all his life- sometimes to the detriment to others. 

Taysun is a member of the House Moonstar, a noble family of mostly Dusk elves and half-elves. He was always thought by his House as destined to be one of the most devoted. Acquiring domains early during his progression through the Sacrament of Holy Orders. Taysun quickly gained a kinship with other benevolent priests and adepts while earning a loathing for evil clerics. 

Two summers ago, Taysun heard the Calling, another Sacrament of Holy Order- an invitation from the gods to explore, travel and spread good deeds in their name. Gaining the story feat Explorer in the process. 

House tradition demanded Taysun to formally present himself and appeal to his family elders in a high ceremony whereby he could petition for leave whilst honoring House Moonstar ways and answering Selûne's/ Mystra's call. At the same time Taysun's rival half-elf brother also presented himself to the House elders. 

The House elders handed down their blessing to both brothers, granting each leave and securing employment with house bannermen. However, after experiencing a portentous dream the night before, Taysun secretly switch employments with his brother. 

Taysun accepted the offer of employment to work for one of the family’s allied privateers- Captain Ithal Jonnes. Here Taysun found success and the company of friends while his brother found an early death at the hands of pirates and their vile sorcerer. Taysun's dream saved his life but at the unfortunate expense of his brother's. 

Taysun was the first to join Captain Jonnes and as more would join, Taysun would experience a portentous dream the night before encountering each of them. 


Starting Item: Lunar Mace, + 1 Light Mace, Silent and Eclipsed Metamagic Rod

A sacred House Moonstar creation and blessed by the avatar of magic. The weapon functions as a normal +1 mace, Taysun's holy symbol and a both a silent spell and eclipsed spell metamagic rod. (3/day total.)

Crated with a steel shaft handle with a black leather wrap it features a spherical weapon-head the likeness of the moon. 

The weapon also bestows 

  • +2 enhancement bonus on Stealth skill checks. 
  • +4 situational bonus to charisma based skill checks made when interacting with non-evil aligned divine spellcasters, priests and clerical adepts. 
  • This weapon is upgradeable. 

Furthermore, at night or when the moon is visible, the mace grants the owner low-light vision, this effect occupies the eyes magic item body slot.



Othello

Race: Halfling
Class: Knife Master/Swashbuckler Flying Blade
Sex: Male,
Align: CN
Age: Adult
Height: 3' 4”
Weight: 38 lbs.
Homeland: Lluirwood and Baldur’s Gate (Sword Coast).
Bonus (Story) Feat: Crisis of Conscience
Traits: Ambitious, Anatomist.

Hailing from Lluirwood, a shire of halflings, Othello traveling to Baldur's Gate where he worked his way into a prestigious thieves guild and gained a deadly reputation as a knife master. His skills with deadly flying blades and his panache served the Shadow Thieves well. 

He was an ambitious gentleman's thief who displayed confidence even when the stakes were high- despite his small stature. He knew where and when to strike in formal social situations or from the shadows. Othello despises empty headed warriors- the ones commonly dressed in head to toe armor, paladins especially. 

With Othello is Iago, his trusted companion and an agent for the god of thieves; and Cassio, a loyal Shadow Thief scoundrel. 

In times past Othello was married to Desdemona, a cat-burglar for the Shadow Thief organization and a beautiful noblewoman. Their relationship was taboo however because Desdemona was not only younger than Othello, but she was a human. Their union was made without the knowledge of her father, a minor Duke in Baldur's Gate, who would greatly object. 

While the discovery of their secret was a mystery, this was when Othello’s life changed. 

Last year his trusted companion Iago cautioned Othello to be suspicious of Cassio and Desdemona's relationship. Iago called attention to how differently Cassio acted around Desdemona. Unbelievable at first but with doubt already planted, Othello became convinced of his wife's unfaithfulness with Cassio. Their betrayal meant death for both Desdemona and Cassio and desertion for Othello. He also gains the story feat Crisis of Conscience

That summer along with Iago, Othello abandoned the Shadow Thieves and joined a privateer who employed a crew of rogues who hailed from Calimshan to Waterdeep. 

Othello likes social environments and pipe smoke, singing and dancing during lazy weekend nights. Othello loathes evil clerics and avoids the company of egotistical individuals, tolerating them long enough get what he needs. 


Starting Item: "Iago" +1 Returning Intelligent Dagger 

Iago is Othello's magical dagger, a small, beautiful well honed weapon with a blade that seems to gleam even in utter darkness. Its crafter is unknown. 

Inhabiting the dagger is Iago, a fully sentient ancient entity in service to envy and trickery. No secret is safe around Iago. It has a long memory and seems to hold long grudges. It often reports grievances back to Othello- sometimes as petty as who gets more food rations than anyone else. 

Iago grants Othello

  • +2 to competence bonus Sense Motive skill checks. 
  • +5 situational bonus to perception skill checks to notice a pick pocket
  • fly (as per potion) once a day
  • Iago will automatically improve its enhancement bonus to +2 at 4th character level. 

Iago was once wielded by a cleric of Mask during the Time of Troubles and is the weapon Othello used to kill his wife Desdemona and friend Cassio for their betrayal. 



Duingar Deepwinter

Race: (Shield) Dwarf
Class: Bard 
Studious Librarian, Fighter Lore Warden
Sex: Male
Align: NG
Age: Adult
Height: 4' 5”
Weight: 165 lbs. 
Homeland: Neverwinter (the North).
Bonus (Story) Feat: Ghost Guide 
Traits: Artisan, Magical Talent.

In the early days of history it is said that Marthammor Duin, the dwarven chronographer, god of wanderers and travelers  ventured between strongholds and castles spreading stories, fighting alongside the dwarves, and joyfully sharing dwarven history. 

Great dwarven tales say that Marthammor Duin sired three sons- each a different race of dwarf who, when they reached adulthood, traveled for three decades before establishing clans of their own.  

House Deepwinter was one of those dwarven clans. Duingar Deepwinter is the distinguished seventh generation to Marthammor Duin. 

Duingar was born literate and began his journals in his first year and would complete his first book by his fifth name day. Proving himself honorable and with roguish charm, Duingar was a troubled youth who seemed to be attracted to haunted locations- especially libraries. 

This ability attracted the great librarians and sages in Candlekeep in the North who gladly welcomed Duingar into their fold. Also gaining the story feat Ghost Guide

As an adult Duingar specializes in recovering lost books, maps, and tomes from lost ruins and haunted libraries for the Harpers of Candlekeep. Duingar was also born with an awareness for the supernatural and can sense and even disrupt hauntings and the like. 

Two winters ago, Duingar heard the Calling, an invitation from Marthammor Duin to explore, travel and chronical good deeds in his name. So he traveled south to Waterdeep where an allied house- House Moonstar, who would arrange employment on a Calashite privateer ship looking for a crew of promising rogues.

Duingar loves melancholy songs and poetry about times past over thick and sudsy beers. He loves reading, spreading stories and recites them in combat. He has a distaste for evil religions who preach lies and false histories flushing them out whenever and wherever he can. 


Starting Item: Marthammor Duin's Handy Haversack

This dwarven backpack is very old, exquisitely made, and well used. This unique haversack is highly specialized. 

Crafted by the first Deepwinter cleric of Marthammor Duin, it was handed down through the decades to others of House Deepwinter. 

This haversack has two side pouches, each of are magical scroll cases capable of holding 10 magic scrolls or up to 5 large maps or documents. (Total of 20 scrolls and up to 10 large documents)

A central pouch rolls out to reveal a complete writing space with a small chalkboard, 2 pieces of chalk, 2 sticks of charcoal, an eraser, 3 colors of ink in bottomless wells, 3 unbreakable ink pens and 50 sheets of fire resistant parchment. 

The large central portion of the pack can contain up to 100 cubic feet or 1,000 pounds of books, tomes, grimoires or related materials only. Other unrelated materials will not go in the haversack. 

The writing kit bestows:

  • Grants user the ability to Read Magic as per spell. 
  • +2 situational bonus on Appraise skill checks to determine the value of a map, book or other written works. Success of 5 or more, determines if the item has magic properties. 
  • +2 competence bonus on Craft (books, calligraphy, maps, manuscripts, ect.) skill checks, further more crafter only pays 1/4 crafting costs for these items. 
  • +5 situational bonus on Linguistics skill checks to create or detect forgery documents. 
  • +5 situational bonus on Linguistics skill checks to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. 
  • +4 situational bonus on Use Magic Device skill to use a scroll. 

Once per week the writing space can be used reproduce any existing divine or arcane scroll. User must have a scroll with a spell on it to be copied and must be of level you can cast. The Haversack will not make copies of copies. 

Even when filled, the backpack weighs only 5 pounds. Retrieving any specific item from a haversack is a move action and does not provoke the attacks of opportunity. 





Nora Wands
Race: Human (weretiger)
Sex: Female
Align: CN
Age: Young Adult
Height: 5' 9”
Weight: 145 lbs. 
Homeland: Athkatla (Amn). 
Bonus (Story) Feat: Nemesis
Traits: Blessed, Lunar Birth.

Nora is a moon-touched young woman born during a lunar event that would foreshadow her future. Nora was raised by her widowed father Gildath Wands, a capable roguish human wizard from Waterdeep who was perfect in Nora's eyes. She adored her father who identified her early aptitude with magic. 

Not so long ago Gildath married the Lady Diredower, a member of the mage-aristocracy in Amn who was also widowed and with two daughters of her own. An arranged marriage but Nora was told the marriage would benefit her magical education. 

However, Nora’s life changed for the worst when her father mysteriously died shortly after marrying Lady Diredower. Drowning in the harbor was the reported cause of death. 

Meanwhile the Lady Diredower was extremely jealous of Nora’s natural intellect and was determined to forward her own daughters' interests before Nora. She would therefore burden Nora with mundane duties and ceaseless errands. Lady Diredower, in the meantime would see to her two half-elven daughters, Bestra and Tyrra Diredower trained in the ways of magic and intrigue. 

Nora would often venture through the Diredower villa in her downtime, evading her step-sisters until one night Nora stumbled upon a mischievous figurine of wonderous power, a black jade raven. Nora chased the raven out of the villa, into Athkatla where Nora met Anskela a sea elf privateer-mage and follower of the Moon goddess. Together they captured the figurine and a fondness for each other. That fateful night Nora and Anskela became friends with Anskela becoming Nora's magical tutor in secret. 

Soon after, Nora discovered the Lady Diredower had conspired with the vile wizard-aristocracy of the city to murder her father and abscond with the family fortune. Nora confronted the Lady Diredower who downplayed Nora's accusations while questioning Nora’s logic. She even suggested his death was somehow Nora's fault. This enraged Nora and in the light of the full moon Nora found the courage and strength to avenge her father and for the first time changed into a tiger-human hybrid. Also gaining the story feat Nemesis.

Distraught and confused and covered in blood Nora confided with Anskela who invited Nora to escape with her on a privateer ship. 

Nora likes the open skies and nature in balance with civilization. She loves animals epically birds and has a beautiful singing voice. She abhors evil female clerics who Nora believes was instrumental in the death of her father. 

Note: casting spells or concentrating on spells will not be possible when in hybrid or weretiger form. Furthermore, this character is prohibited from taking any other arcane spellcasting class other than eldritch scoundrel. 


Starting Item: "Raven" Black Jade Raven (Figurine of Wonderous Power)  

This fist-sized piece of black jade is exquisitely tooled into the shape of a hunched and brooding raven. It was once owned and presumably crafted by Lady Diredower. 

Upon command, Raven transforms into a small black raven or a giant black raven

Raven is intelligent and is both fickle and tricksy. Both forms of the raven have Improved Steal as a bonus feat. 

Raven is also capable of performing most tricks as per the Handel Animal skill use: aid, bombard, come, deliver, detect, entertain, feint, fetch, flee, maneuver (steal), perform, seek and sneak.

Raven understands Common and Elven, can answer yes or no questions, and can sometimes mimic or repeat short phrases. (perform DC 15)

Raven can maintain its non-figurine status for only 4 hours per day. This duration need not be continuous, but are expended in 1-hour increments.

Raven has a connection to the shadowfell and is immune to most spells detection including know alignment

When not activated the figurine grants low light vision to its owner, this effect occupies the eyes magic item body slot. 

After three transformations into its giant raven form, the statuette loses its ability to change into a giant raven until the figurine can be recharged under a waxing moon for 8 hours. 



Prince Faruk Khavari

Race: Ifrit
Class: Rogue Survivalist/ Urban Ranger
Sex: Male
Align: CN
Age: Young Adult
Height: 6'
Weight: 185 lbs. 
Homeland: Calim Desert (Calimshan).
Bonus (Story) Feat: Shamed
Traits: Reactionary, Sun-Blessed. 

Faruk Khavari is a Calishite royal, the third son of the Caliph of a tribe of desert dwelling ifrits in the Calim Desert. 

Ifrits are a passionate and fickle race and like other ifrits in Faruk’s clan, he was not satisfied with a sedentary life. Faruk loved to run and like a wildfire, he felt he must keep moving or burn away. He was therefore likely to scorn his formal responsibilities. Faruk was a survivalist but felt most at home in the city and like many who love the city Faruk loves people. 

Not long ago Faruk's mother lost her twin brother to foreign highwaymen keen on preying on unawares tribes. The highwaymen were captured and killed as tradition demanded, but the damage was done. Faruk's father was unsuccessful in consoling his mother and after a few months her flame no longer held the radiance it once had. She began worshiping questionable faiths claiming such practices eased her pain. 

Last autumn Faruk's mother traveled to Calimport and when she did not return to the tribe after a few months Faruk went into the city against his father's orders looking for her. 

For several nights Faruk searched, then on the night of a new moon he found her in the throes of ceremony- celebrating the darkness with other women parading a dark magical sphere through the sandy streets. 

Faruk's rash actions against the ceremony participants to rescue his mother caused unintentional property damage, personal harm of innocent Calashites and- in the colleterial damage of that night- the unfortunate demise of his mother. 

Despite Faruk's good intensions this disgrace brought ultimate shame to the tribe and the family, not to mention the heartbreak he caused his father- the ifriti Caliph. 

While Faruk's recklessness normally meant death for anyone below his stature- Faruk was instead exiled from the tribe and the family. His title and birthright now forfeited he also gained the story feat Shamed.

Retreating to the city, Faruk worked through his emotions and eventually found work aboard a Calashite privateer ship where he would continue to survive. 

Faruk loves being free and enjoys life. He is willing to try most anything just to experience it. He loathes evil religions who he blames for his mother's death. 


Starting Item: Blazing Dawn, +1 Flaming Scimitar, Shadow Bane 

This fine weapon is intricately crafted with tongues of fire etched along the blade with red-gold inlays and red leather sheath. 

This weapon was forged by Faruk's father, Ara Khavari on the day of his birth- it was his birthright and symbol of Faruk's royalty. 

  • Doubles the benefit Faruk receives from his Sun-Blessed trait:
    • Whenever Faruk is affected by a healing effect that would heal more hit points than his maximum hit point total, Faruk gains the excess healing as temporary hit points. Faruk can gain up to a number of temporary hit points per day equal to your TWICE character level in this way. These temporary hit points last for 1 minute (1 encounter). 
  • As a standard action, the scimitar can emit light in a 30' radius or dim light in a 60' radius. 
  • It confers a +2 enhancement bonus to Intimidate skill checks to demoralize opponents. If successful, the demoralize effect lasts for one extra round. 
  • This weapon is upgradeable. 

When Faruk was exiled his father promised to break the scimitar, symbolizing his heartbreak he felt but Faruk swapped it before his father could make good on that promise.

Obligatory House Rule Post

House Rules 

  • Start 2nd character level. One rogue (bard) level and one other character level. Characters provided. 
  • Ability Score 25 point buy. The maximum any ability score can be (before racial modifiers) is 18. Players many reallocate ability points of they so choose. 
  • Players will have a favored class to choose, class features, skill points to spend, and spells to pick for their character.
  • Spellcasters are restricted from taking other similar caster classes of the same spellcasting type. 
  • Retraining non-story feats is encouraged for preselected feats. See DM on which feats qualify. 
  • Bonus Feats at 3rd, 5th, 7th, 9th, etc. must be trained (using downtime rules for retraining). Characters may not train fellow characters for this house rule
  • Maximum hit points received up to 4th character level, then again each time a character receives an ability point. 
  • Athletics is a STR-based skill that functions as one skill for all feats of strength, climb and swim skill checks. If the character takes any finesse feat or possesses a finesse class feature, that character may choose to change the Athletics skill from STR-based to a DEX-based skill. This is a permanent character change.
  • After a confirmed attack critical failure, character suffers disadvantage on all d20 attack rolls (including attacks of opportunity, etc.) until his next turn. 
  • A creature's '5-foot step' equals that creature's natural (un-enhanced or modified) reach. 
  • Common monsters with CRs < player level act on initiative of 10. 
  • Bonus Weapon Feat. Calimshan characters gain the martial weapon feat, but only with the falchion, jambiya, or scimitar.
  • Learning the Alzhedo language, the Divine Language, requires 2 ranks in the linguistics skill and must be taught by a cleric. Calishite characters (Faruk) may begin play knowing Alzhedo.
  • Drinking a potion or applying an oil is a standard action that provokes an attack of opportunity. Only 1 potion or oil may be activated each round. Source
  • Clarification on how light and darkness will interact. (see graphic below)



    Haggling

    Calimport is a trade-city like no other. Individuals and organizations vie for wealth and power and while most anything can be found or crafted. Calimshan operates with an enhanced economy where haggling and bartering is an art. 

    Haggling is to dispute or bargain persistently over the cost of something. To haggle down the cost of something make an opposed Charisma or Perform (Haggling) skill check. Success means the seller acquiesces to the buyer and sells the item(s) without unreasonable upcharge (sells at book price). Failure indicates this seller cannot be persuaded to reduce the cost of an item or lot of items and the buyer must find another means. 

    Further haggling attempts against the same seller in the same 24-hour period suffer a cumulative -5 penalty. Haggling takes a minimum of 1 hour, plus 1 hour per 10k gp value of the item(s). 

    Close the sale: add +5 to the haggling roll to settle for half the upcharge difference. 

     

    Massive Damage (Unconsciousness from)


    If you ever sustain damage equal to half your total hit points or more from a single attack or effect and it doesn’t kill you outright; make a DC 15 Fortitude save. If this saving throw fails, you fall unconscious regardless of your current hit points. Unconscious creatures are prone, and helpless. The unconscious condition lasts for 1 round plus 1 round for every 5 points the Fortitude save was failed by. Natural '1' failure on this save indicates you are stunned for one round after you regain consciousness. 



    Magic Item Attunement 

      Magic items that occupy a body slot require a character to form a bond with them before their magical properties can be employed. This bond is called attunement. With the exception of most slot-less items, weapons and armor, and expendable one-use items, a wonderous magical item requires 24 hours to attune to a character. This focus can take the form of practice, meditation, or some other appropriate activity, but usually wearing the magic item will suffice. 

      An item can be attuned to only one character at a time. A character's attunement to an item ends if the magic item has been more than 100 feet away from the character for at least 24 hours, immediately if the character dies, or if another character attunes to the item. 

      A character may attempt shorten the magic item attunement process to a single hour by making a Spellcraft, Use Magic Device, or Character Level check (Character Level checks suffer a -2 circumstance penalty) against a DC equal to 11 + the caster level of the item to be attuned.

       

      • Elves and Half-elves ignore the -2 circumstance penalty and instead receives a +2 racial bonus to Character Level checks to shorten the magic item attunement process. 

      • Dwarves and Halflings receive a +2 racial bonus to Use Magic Device checks to shorten the magic item attunement process.

      • Human characters with spell-like abilities, feats, or traits that grant spell-like abilities do not suffer the -2 circumstance penalty to Character Level checks to shorten the magic item attunement process. 

      • All spellcasters receive a +2 bonus to Spellcraft skill checks to shorten the magic item attunement process.  
      • Hero Point. If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. 



      Spell slots and spell effects. 

      Lasting spell effects, like endure elements, protection from good/law, etc. even racial spell-like traits (like a drow's levitate ability) occupy a magic item body slot. Any spell of a duration greater than instantaneous takes up an empty body slot on the person it is cast upon.  

      Innate at-will ‘always on’ spell-like abilities that have durations greater than instantaneous effectively remove a body item slot of the players choosing. 

      Detrimental spells like curse or the negative effects of a prayer also take up a magic item body slot. If all item body slots are full (with spell effects or magic items), the detrimental effect takes over the highest level spell effect (or caster level of an item) filling a body slot. The spell effect or magic item is suppressed for the duration of the detrimental spell. 


      Spells Copied from Another Spell book or Scroll. 

      A wizard or eldritch scoundrel may add spells to her book whenever she encounters a spell on a magic scroll or in another wizard’s spell book. No matter what the spell’s source, the wizard must first decipher the magical writing or cast the read magic spell

      • To decipher an arcane magical writing, a character must make a Spellcraft check (DC 20 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic. 
      • Next, she must spend 1 hour studying the spell. At the end of the hour, she must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty. See Writing a New Spell into a Spellbook for associated costs.


      New Feat 

      Ritual Spellcaster (General, Magic)

      Prerequisites: 3rd character level, intelligence 10 + ritual level

      You may cast a small list of core rule book spells with durations or effects that last hours as a ritual spell and not as a prepared spell. 

      Benefit: This feat grants any character, including non-spellcaster classes, the ability to cast a ritual. 

      A ritual spell does not occupy a typical spell slot and therefore allows prepared spell casters to save spell slots. 

      A ritual spell is recorded and cast from a ritual spell book. To qualify for a ritual spell the character must have a minimum intelligence of 10 + ritual spell level. 

      When taking this feat, the character starts with one ritual spell book and two first level ritual spells for free. Characters gain new ritual spells in their ritual spell book through adventuring or purchase where available and not through the level-up process like typical spells. 

      Ritual spells and spell books are half the cost of the standard spell and the basic spell book. 

      The casting time of a ritual spell from a ritual spell book is always 10 minutes, otherwise a ritual spell works as per the spell. 

      1st level ritual spells: alarm, mage armor, endure elements, mount, unseen servant, floating disk

      2nd level ritual spells: obscure object, magic mouth, false life, misdirection, protection from arrows, rope trick

      3rd level ritual spells: explosive runes, non-detection, phantom steed, sepia snake sigil, tiny hut, gentle repose, secret page, shrink item, water breathing


      Light and Darkness


      Light and darkness spells functions as a counter to darkness and light spells when cast directly upon opposing light/darkness spell effects of equal or lower level. This is effectively a restricted targeted dispel magic

      Make an opposed caster level check and compare that to the targeted darkness or light spell (DC = 11 + the targeted spell’s caster level). If successful, the darkness or light spell is successfully countered and both your spell and the targeted spell end. 

      If the check fails, both spells function and an overlap of darkness and light effects occurs. (See graphic)

      Furthermore, if a darkness or light spell effect is brought into an existing area of magical light or darkness, the result also creates an overlap of effects. 

      Low light vision = can see twice as far in an area of dim light. 

      Darkvision = ability to see with no light source to a distance indicated. 

      See in darkness = can see perfectly in darkness, including that created by deeper darkness.  

      Wednesday, January 31, 2024

      House Moonstar

      House Moonstar

      Members: 22

      Matriarch: Luady Alathene Moonstar. (moon elf) High Priestess of Selûne

      Heir: Hormuk Moonstar, eldest grandson of Alathene. 

      Race: dusk elves, moon elves, and half-elves. 

      Trade & Interests: astrology, cartography, Selûnography, exploration, magic, navigation, and sea trade (Pearled Harp Trade Co.).  

      Holdings: Moonstar Villa (Residence- Sea Ward, Waterdeep), A Marid’s Flagon (Tavern- Hook Ward, Calimport), The Blushing Mermaid (Feasthall- Dock Ward, Waterdeep), The Pearls (Residence- Emerald Ward, Calimport). 

      Religion: Selûne and Mystra

      Lady Alathene
      House Moonstar is one of the oldest elven noble families in the Realms. Ennobled in the Year of Bright Nights, 985 DR in Waterdeep. 

      A house of mostly dusk elves, an ancient elven race that has endured the Crown Wars and internal division. 

      Dusk elves differ from typical elves in that dusk elves have pale to dusky skin and have light blue or violet eyes; and rather than being tied to the terrain around them like others elves, dusk elves are linked to dreams and to the night itself. They are attuned to the magical concepts of darkness and shadow which can sometimes be considered sinister in nature to those uninformed. 

      Dusk elves are too known for ambitious explorers and are traditional followers of Selûne or sometimes Mystra; House Moonstar is no exception as many ambitious explorers from House Moonstar are credited with the discovery lost lands and strongholds as well as reclaiming ancient elven ruins and dungeons in the Cormanthor and around various Fallen Lands

      House Moonstar operates several interests along the western coast including the Blushing Mermaid Feast hall Waterdeep, a well-known for its luxurious atmosphere, privacy, and unique dining experience; the Pearled Harp trade company out of Calimport that boasts three heavy cargo ships who regularly employs privateers and guild agents to see business is uninterrupted. 

      House Moonstar also has ranking clerics at Lighthouse of the Moon in Calimport, the Temple of Selûne in Baldur's Gate, and in Waterdeep. House Moonstar, specifically Lady Alathene, is responsible for the creation of The Moonlight Maidens, an exclusive all-female cabal of arcane magic spellcasters dedicated to Selûne. The Moonlight Maidens empowers women spellcasters, explorers, and collectively furthers the dogma of both Selûne and Mystra. 


      House Moonstar allies: 

      • Jonnes- a human house of nobles who gained their fortune and notoriety through seafaring shipping between Luskan and Athkatla. Faith: Valkur
      • Volahrn- a Calishite-branch house in Calimport. Faith: Mystra
      • Deepwinter- a small dwarven clan of astute Shield dwarves most of who are lore keepers and adventuring bards. Faith: Marthammor Duin



      Family History: 

      Lord Vanrak the Dark Ranger
      During the Time of Troubles Lord Vanrak Moonstar returned from an expedition from Myth Drannor to be by the side of his ailing father Andvarran. 

      Lord Vanrak loved his father deeply. 

      It was said Lord Vanrak prayed by his side for fourteen days to restore and heal his father from a wasting disease but no relief was had. 

      Then, on the darkest of nights, Andvarran died coughing and convulsing despite Vanrak’s constant vigil and clerical attention. 

      Lord Vanrak's body, mind, and emotions  were weakened by his arduous travels and the extreme vigil, he was overcome with such grief and vile bitterness from the death of his father that he shifted blame to the inept House's priests of Selûne and incompetency of the clerics of Mystra. 

      That dark summer night, when Vanrak assumed leadership of House Moonstar, he publicly split from Selûne’s church, cursed them and their pompous goddesses, and turned to a dark faith- one that would relieve his suffering. 


      Lord Vanrak's allies: 

      • Pastor Sambar Moonstar- venerable councilor, dusk elf, and former cleric for House Moonstar. Pastor Sambar is Lord Vanrak's accomplice after his parting with the church and mentors a cabal of eight dark priestess called the Infinite Dark to administer Vanrak's will. 

      • Sai Malkarion Brokengulf- introduced to Lord Vanrak thirty years ago as a promising human squire during Vanrak's shorter winter exploration campaigns. Malkarion grew up to be a powerful swordsman under Vanrak's supervision. He has long blond hair and a full beard, Malkarion eventually grew to stand taller and stronger then his peers. His and Vanrak's fellowship turned into a companionable friendship over the years as Malkarion became a notable paladin which made his fall after Vanrak's even more tragic. Today Sai Brokengulf follows a dark faith and loyally serves Vanrak. 

      • EsveleEsvele is beautiful and terrifying evangelist. Slim of build and average height with long black hair, tawny-hued skin covered in tattoos, and dark eyes. Born in Waterdeep to House Greycastle, Esvele was taken by thieves and sold into slavery to a dark church in Calimport before her first blossoming. It is said her words can break a man and leave them powerless in her presence. She has gone by several names including Esvele of House Greycastle, Esvele Zahrah, and Furiosa of House Agundar. 

      • Shaalabhak- little is known of Vanrak's roguish drow ally from Calimshan. 



      Almost three decades later, the House Moonstar remains openly divided, between those who follow Lord Vanrak the 'Dark Ranger', his disciples, and those who follow his sister Lady Alathene and her Moonlight Maidens. 

      Last summer, Vanrak successfully organized a small mercenary the Black Gauntlet to terrorize and take control of Waterdeep's Dock Ward throwing guilds and businesses into chaos. While this was going on, Vanrak's allies plumed various libraries looking for specific books. 

      Later that month, after a moonlight prayer vigil Lady Alathene petitioned the Masked Lords of Waterdeep to strip her brother of all titles and exile him, providing evidence of his heinous crimes.

      Convinced, the Masked Lords ordered Vanrak's immediate arrest but when the City Watch went to apprehend him he and his dark disciples had fled Waterdeep. 

      Lady Alathene initiated her own plan and called in allies to the House. She activated the Moonlight Maidens, called in favors with thieves guilds and looked to Glyster, a bronze dragon for aid.

      Thursday, January 25, 2024

      Ithal Jonnes and The Sultan's Scimitar

      Sultan's Scimitar
      The year after the Time of Troubles- 1359 DR (Year of the Serpent) 
      Rashid el Djenispool, the Syl-Pasha of all of Calimshan, was murdered one night by one of his favored jhasina. Caught covered in blood and with the murder weapon, the jhasina was publicly accused of her crimes, found guilty and beheaded for her betrayal before dawn. 

      The grieving was short for the late Djenispool, and celebrations soon began in Calimport to welcome the return of his heir- Punjor el Djenispool, the new syl-pasha, soon to return from a diplomatic mission. 

      Unfortunately, treachery struck House Djenispool again as all the food and drink at the welcoming party held on the Sultan's Scimitar, the enchanted flagship of the young Djenispool heir, was poisoned as it sailed back to Calimport, killing Punjor, his family, harem, and his entire royal court. The entire Djenispool royal line was killed off in a matter of days. 

      At a highly publicized trial, two conspiring pashas were tried and found guilty of more than 30 murders. The Sultan's Scimitar meanwhile was stolen during the Darkstalker Wars and was never seen again. 


      *Jhasin and jhasina are the words in Alzhedo for what are often merely called harem slaves. The words also loosely translate to handsome and beauty. The jhasinnar and jhassinni have a higher station than other slaves and arguably sit higher socially than many among the labor class. The education of a harem slave makes the best of them equal in social value to those the skilled labor class, for they are literate and versed in song, music, dance, art, the recitation of great literature, the art of massage, and other duties.



      Ithal Jonnes
      Ithal Jonnes is a tall charismatic half-elf with brown hair that has paled over the years, a rugged and confident exterior, with blue eyes like the color of the sea. 

      Jonnes was raised in the affluence of Waterdeep nobility but as a half-blood he was hindered and would never formally see his full potential. Because of this Jonnes owes his early unorthodox experience to the dangerous cobbles and dark alleys of Waterdeep's Dock Ward. 

      Building a reputation at a young age Jonnes soon attracted the attention of the Rundeen and the Shadow Thieves and other cartels who maneuvered against Jonnes when he interfered with their profits and the balance of underworld power. 

      The ship's device
      Jonnes openly opposes slavery and the trafficking of sentient beings. 

      Over the next twenty years Jonnes earned the respect of many fellow Waterdeep Houses like House Moonstar and benevolent organizations like the Harpers. He has also built a long list of clandestine contacts including allied clients and underlings in most every major city along the Sword Coast, and has likewise also made many enemies in the underworld from Waterdeep to Calimport. 

      His first mate is a capable half sea-elf mage from Calimport named Anskela whom he took on as first mate and his navigator is Bantu, a Calishite ex-pirate captain. 

      Anskela
      Jonnes venerates Valkur 'Captain of the Waves', god of sailors, naval warfare and tactics and donates to every shrine in every port and observes every high holy day. 
      Bantu


      On one such day Valkur visited upon Jonnes an omen- and a call to adventure. This vision lead him to a clockwork device that, among other things, would assist him in locating a lost enchanted Calishite ship. 

      That winter Jonnes began to put together a crew of capable rogues (the player characters) to find the  lost Sultan's Scimitar- a ship for him to Captain. 

      Monday, January 22, 2024

      The Second Era of Skyfire (Calishite Time of Troubles) and The Darkstalker Wars

      The Time of Troubles was a cataclysmic event in Faerûn taking place over the course of 1,001 days concluding in the Year of Shadows (1358 DR). It was a period during which the deities of Faerûn were forced to walk the earth taking mortal avatar forms. 

      Stripped from divinity, their sacred domains were scattered across the forests, plains, and deserts of Faerûn. Several deities died during the Time of Troubles while a handful of mortals rose to divinity.

      Other names this cataclysmic period are known by included the Arrival, the Avatar Crisis (Cormyr), the Godswar, the Second Era of Skyfire (Calimshan), and the Godsfall.

      The Time of Troubles was precipitated by an attempt by Bane and other dark gods to usurp power directly from other divine entities. Having a mortal of unbreakable faith sever one of the beams that held reality together thereby allowing these dark gods the ability to rewrite reality. 

      The resulting calamity immediately killed all seven gods of magic and relegated every god (except for the guardian god Helm, who protected all Celestial Stairways) to walk among their followers on the earth. This included the gods of demi humans and pantheons far removed from the Faerûn continent. 

      The immediate effects of this were manifold. No longer was there a question as to the existence of the divine, furthermore; divine magic ceased to function altogether unless the cleric was within the vicinity of their deity's avatar or domain aspect. Arcane magic ceased to be regulated by its god-steward and therefore became dangerously unpredictable. Genie-kind from around the world shed themselves of their bonds of servitude and venerable dragons awakened to dreams of divinity. Finally, the characteristically immortal and aloof deities, while still powerful beings, were now vulnerable and dwelling among the civilizations of Faerûn.

      In the North the Time of Troubles saw exiled Avatars, would-be dragon gods and Waterdeep nobles fight to claim divinity for humanity and defend it from the dragons before the gates to the divine realms were closed.

      To the south, it was genie-kind who gathered powerful, destructive elemental artifacts that spawned the godsfall. History refers to this as the Second Era of Skyfire after the noble genies Calim and Memnon renewed their realm-ending conflict in Calimshan- now invested with divine power. The genie-kind from around the world to returned to Calimshan, some endowed with divine essence, were compelled to re-establish bloodlines and create a divine race. 

      In the final hours, at the Plaza of Divine Truth- at the base of the Celestial Stairway, it was the Avatars of Amaunator, Azuth, Bhaelros (a triumvirate god of nature's forces), Ilmater, Selûne, Zaltec (Tempus), and Waukeen who defeated noble genies Calim and Memnon and made free the stairway to heaven for humanity's gods to reclaim their cosmic realms.

      That same day, a collection onyx tablets called the Codex of Customs was handed down at the Plaza of Divine Truth from the *Ascendency as a framework for the laws and daily customs of Calimshan and its people. It established a legal structure, demanded daily prayers and ceremonies, and outlined rules of engagement regarding domestic merchant house warfare.

      The *Ascendency are the pantheon of Calishite gods that triumphed over the return of Calim and Memnon during the Second Era of Skyfire.

       


      The Darkstalker Wars resulted from the sudden power vacuum created within the Shadow Thieves, after the massive and sudden deaths of all Bhaal-worshiping assassins that coincided with their god's death during the Second Era of Skyfire

      For years under the ruling House Djenispool, the Shadow Thieves were allowed to control Calimshan's underworld. Their exclusive status gave the syl-pasha only one enemy to fight rather than dozens. 

      After Bhaal's death the Shadow Thieves closed ranks and withdrew from exercising direct authority over illegal operations in Calimshan while they reorganized. 

      Abruptly, the Calishite underworld was again free of external control, and many small affiliations of thieves and assassins tried to grab as much power as possible as quickly as they could. 

      Blood flowed freely and within a few months, Calimshan's many criminal ventures were controlled by no fewer than nine differing factions including the Night Masks, the Dark Dagger, the Rundeen, Asp Thieves, and other lesser factions vying for scraps of power- the Darkstalker Wars

      For two years the Darkstalker Wars were fought mainly among the criminal element. Hardest hit were the remnants of the Shadow Thieves who lost valued associates during the Time of Troubles. The Dark Daggers, drow-dominated consortium of thieves and assassins who were nearly killed off for its efforts. As greedy as the Calishite underworld was, its members would rather work with each other than submit to the drow. Finally, also seeing negative effects were the Rundeen Consortium who for decades controlled illicit trade from the shadows. 

      Monday, January 15, 2024

      Sabbans and Drudachs

       

      There are 17 wards about the city, as per the syl-pasha's command that all of the sabbans save the Pasha's Sabban be organized within wards; whether a ward contained two, three, or four sabbans was determined by the status of the sabbans. (In other words, the richer the sabbans, the fewer of them within that ward.)


      The Sabbans

      The next major division of Calimport is by sabban, an enclosed district or neighborhood. The 53 sabbans of Calimport each act as a miniature city of their own, with their own peacekeepers, water supply, businesses, and more. They do not, however, have autonomous powers and must answer to the syl-pasha who rules both the capital and the nation of Calimshan. While many details and features make each sabban unique, they all share some basic traits. 


      The Sabban Archetype- In terms of general physical details, here is what can be expected in every sabban:

      • Walls: The entire sabban is surrounded by a wall of mud brick either topped or covered in stonework . In many sabbans, the sabban's mark is set high into all of the walls facing into the sabban, which act similarly to street signs. This mark also is set into the keystone of the arch leading out of the sabban while the other side of the keystone is stamped with the new sabban's mark. 
      • Arches & Gates: All sabbans have arched gates within their walls (and beneath the byways atop them) that are shut and locked at night. The gates usually are a double set of hinged metal gates locked by padlock and guarded by the soldiers assigned to the sabbans on either side of the gate arch.
      • Drudachs: Each sabban contains three or more drudachs, which subdivide the sabban with more mud-brick or masonry walls. These help to define areas and their people by social class. 
      • Villa: At least one major villa exists within the walls of the sabban, and this is the traditional house of the sabbalad, the ruler of the sabban. Often enclosed behind its own defensive walls, the sabbalad's villa usually consists of at least three buildings (or one large building with distinct wings) and one khamarkha (a family mausoleum). Forces loyal only to the sabbalad and his house guard each villa (sometimes resulting in clashes with the local amlakkar). It is often one of the largest landmarks in the whole sabban, as its walls rise higher than the drudach-wall byways.
      • Water: Every sabban provides at least one public source of water for its residents. This is most often a communal well from which everyone draws water for all manner of things, including watering one's animals. Many villas have separate wells, allowing the rich to be less dependent on sabban resources. Long lines of commoners waiting to draw water from the well often form, especially during the hottest days.
      • Minaret: Each sabban has a defensive minaret rising from one of its outer walls, and the minaret exits both onto the byways and the ground. The minarets average 20 feet wide and 40 feet tall, and contain at least a score of defenders. Often the only way to tell which sabban is under its protection is by noting the location of the minaret's ground-level exit. If the sabban is wealthy, the minaret may be glazed (at least on the minaret's dome) a color corresponding to the sabban mark. These minarets are often connected to other buildings resting on the wall- the amlakkhan or the sadidah (garrison) most commonly, but sometimes to the walls and garrisons of the sabbalad's villa so the sabban's defenders can instantly gain higher ground for missile fire and other advantages.
      • Sadidah: The sadidah holds sadimmin (soldiers) or Nallojal (sailors or marines, if in a port ward) or Farisan (elite troops). These troops are all sworn to watch over and defend their garrison and sabban when commanded by their sultan commanders (who oftimes also command the sabbalad of the sabban). Where the minaret is attached to it, the sadidah has four or more stories, and the amlakkhan average two or three floors for garrisons, armories, and immediate access to the byways from the second-floor exits.
      • Guildhalls: These buildings are often combined businesses, meeting halls, and living quarters for many of their members. Their primary function is to serve as a central headquarters for their respective guilds. These are often clustered in close proximity to khanduqs (see below) and bazaars where their skills or goods are sold.
      • Ward Message Board: Arch or public square- usually on a 5' diameter, 10' tall stone column, shaded from the sun with arches and tapestries is the ward's message board. From public announcements, apartments for rent, vizir decrees, contract jobs, lost persons and general information message board. To prevent vandalism, there is one amlakkar posted at all times. 
      • Khanduq: These permanent market and warehouse areas are the points around which the city grew. While markets surround the khanduq from outside its walls, the rarest goods or items of greater value are bought and sold within the khanduqs (despite a tradition of selling all foods in proximity with one another). Common clothes and textiles are found in all bazaars, but furs and rare silks and precious fabrics would be sold within the safer (and more expensive and exclusive) khanduq's courtyard markets. For moderate fees, these places also provide the secure storage of precious items and sums of money for those who have expensive assets but no safe holds in which to put them.
        • Public water source.
        • Grocer
        • Business- apothecary, armor smith, weapon, profession services 
        • Souk- haberdashery, household items, male or female personal outfitter and clothier
        • Magic Shop, alchemist or scribe, magic trader. 
        • Food Vendor- food cart, baker, butcher. 
        • Craftsmen- fine smith, blacksmith. 
        • Coffee Shop
        • Launderer- laundry services for the working class residents of the Sabban. 
        • Street Cart Vendors- pipe weed, melon vendor
      • Market/Bazaar: Calimshan birthed the market form of the bazaar, where particular streets (even the impromptu streets of tent markets and the like) formed exclusive markets where goods of a type were sold in proximity to each other (thus, leather bazaars, metalwork bazaars, sages' bazaars, etc.).The open-air tent and cart markets collect at the fringes of the professional and permanent khanduqs. Bazaars always splay out into web-works of streets that grew in set patterns around former temporary tent-and-cart markets. Set in patterns millennia old, there are 'proper' patterns to bazaars, whether temporary or permanent. Closest to the permanent khanduq markets, bazaars spread out concentrically around the khanduq or laterally along street and block patterns. Grouped by types of goods are carts and shops for foods, spices, wines and ales; next are hardier items like clothes, leather-goods, wooden goods; the outermost bazaars are the heavy items like metal goods and weapons (which are always farthest from the gates of the khanduqs). Surrounding the bazaars (either above them in second story shop fronts or among the other services and goods) are supplementary services, businesses, and people seeking work, from mercenaries and sages seeking employment to scribes looking for books to copy for fees.


      The Drudachs

      Every native of the city has her own nicknames or the drudachs they frequents. While the palace views one neighborhood as Twelvetors Drudach, many of its neighbors call it the Blades Drudach or the Mameluk's Drudach (in reference to its large military forces garrisoned there or their commander and his alleged origins among the slave class). There are 166 drudachs contained within Calimport. 


      Just like the sabbans that contain them, there are details that make each drudach unique, but they all share basic structural traits. Below is a generic drudach for DMs to se as a template for their own Calimport campaign. There is no standard size to a drudach and only a minimum of services and sites that each must contain. In general terms, though, most drudachs have from 10 to 30 buildings, many of which only remain standing as they are tightly clustered against one another and are all supported by the byways/walls of the sabban/drudach. The minimum amenities of a drudach are: 


      • Archways/Walls: Like the sabbans they are part of, drudachs each have their individual walls, topped by the byways for the affluent. However, very few drudachs have gates or guards at the points where one drudach intersects one or more other drudachs. Instead, simple archways link alleys or tunnels under or through other buildings (limiting a building to second-floor and above businesses or lodgings, since the first floor is a throughway).
      • Religious Sites: All drudachs have at least one temple or shrine, and some have other random holy sites. Not all are officially recognized temples, but they can be pilgrimage sites where occurred events important only to those involved or to the religions and faithful of the gods or prophets involved.
      • Entertainment: While the public wells provide the basics of refreshment, there is never less than one each of a tavern, inn, or festhall in a drudach.
      • Stables: Usually a 1-story hovel with no cellar or lower level. A common sight in all drucachs, these are reasonable beast accommodations for camel, riding lizards, ostrich, baluchitherium, or sometimes bison or oxen. 
      • Business/Place of Trade: While one drudach from each sabban contains a khanduq and permanent marketplace, the others each hold a less formal bazaar formed of carts around a central court or along a wide street. Richer drudachs substitute businesses within permanent buildings, like many cities to the north.
      • Government Buildings: All drudachs contain at least two administrative buildings for the drudach and greater sabban. These include the houses and villas of the druzir and sabbalad, city-owned warehouses and granaries, public registrars (for ownership of land and goods), public stables, and so on. The sadidah or the amlakkhan do not count against these minimums, as they are necessary regardless.
      • Amlakkhan: This is a garrison of amlakkar (the watch) or soldiers, all sworn to watch over and defend their sabban. Where the minaret attached to it has four or more stories, the amlakkhan average two or three floors for garrisons, armories, and immediate access to the byways from the second floor exits.
      • Row House/Living Quarters: Of course, there are numerous other buildings for use as living quarters for those working in the drudach. There are other uses for the general buildings, and many of them overlap with other sites noted above or among the sabban's features (one person's apartments in a row house acting as an impromptu shrine to a god, rooms or buildings owned by the syl-pasha for places to secret spies and goods, etc.).

      Drudachs from the Sabban's Perspective: Often, individual drudachs having competing businesses within one sabban often leads to strife and street wars among those working to embrace the Calishite dream of opulence. Thus, many sabbalads have stratified their drudachs toward providing particular services for the greater sabban. In other words, like bazaars which only sell food or weapons or sage advice, some drudachs are limited to being a trade drudach, entertainment drudach, residential drudach, or government drudach. While more efficient and organized for the sabbalad, only those drudachs destroyed by fire or other disasters and rebuilt (and reorganized into this scheme) have been able to stratify their people and sites in this manner. Thus, many more of the city's eastern sabbans are structured this way, as that area of the city seems more prone to fires and destruction and to newer ways of life.