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Korvosan Chaos - Rules and Background

kckolbe

Banned
Banished
Joined
Mar 31, 2014
House Rules:

Crafting: Use this for crafting. The creation cost is lower, and high checks can speed up creation.

Race: Use these rules to create your own race, and give it a more specific name. The Defensive Training abilities are not allowed.

HP: Max at first level, then half after that, rounding down on even levels then up on odd. For example, a 3rd level wizard would have 13 HP (6,3,4) before other bonuses.

Character Creation:

Use 15 point point buy.
 
RE: Korvosan Chaos - Rules

Korvosa is a city of about 18,000, the only city of note in the otherwise wilderness of Varisia. As a city, its alignment would be lawful neutral with a slight leaning toward lawful evil. There are laws for everything, and somewhat harsh penalties for breaking the most minor of laws. That said, almost all form of traditionally criminal behavior is present and tolerated, with those engaging in various forms slavery, gambling, prostitution and even forms of outright thievery sanctioned by the government and handled via a "vice tax." Not only does Korvosa have a thieves guild, it is officially recognized.

Thieving is the only institution protected by a guild, as all other industries operate via apprenticeship programs. All merchants, laborers, and tradesmen are either self-employed or apprenticed to another.

The city is divided into seven districts, many of which are further subdivided into wards.

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.

Midlands: 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 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.

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 safehouses appear on roofs throughout the most crowded parts of the city (Old Korvosa). 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.

Noteworthy People:

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 measurement —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 guildmaster 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.

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.


Religion

Abadar (LN): The church of Abadar is very influential in Korvosa, as might be expected of the God of Cities, and Abadar is the patron of many of the city’s guards. The Bank of Abadar is in the city’s North Point district and houses the city’s Mint. The church works very closely with the city authorities, and does its best to help the city to thrive. Most of the city’s paladins (which are rare in Korvosa) are allied with the church.

Asmodeus (LE): The Temple of Asmodeus is the youngest of the city’s houses of worship. It was built in 4608 AR in an attempt to curry favour with the new regime in Cheliax. The city’s High Priest of Asmodeus is Ornher Reebs. The church competes with the church of Abadar for the right to verify and witness oaths and contracts. Its members take pains to operate on the right side of the law; only volunteers are sacrificed to their deity.
Nevertheless, the church of Asmodeus is seen by many as, at best, a necessary evil if the city is ever to return to its prior position as a protectorate of Cheliax. Only the best is good enough for the temple of Asmodeus, which causes them to have quite a few dealings with artists and artisans who revere Shelyn.

Pharasma (N): The Grand Cathedral of Pharasma is in the city’s Gray district. The clerics of Pharasma are charged with ensuring none of the undead residents of the nearby graveyard escape into the rest of the city. Bishop Keppira d'Bear is the head of the Church in the city. Pharasmin clerics of a less martial bent may become midwives.

Sarenrae (NG): The Temple of Sarenrae is high up in the city’s Heights district, to ensure unobstructed sunlight. It is dedicated to healing, and is popular with many of the city’s commoners. The temple serves as a hospital, and the clerics are sought after as healers. The goddess is also seen as the best representation of the key Korvosan virtues of honesty and incorruptibility, which adds to the popularity of her faith in the city.

Shelyn (NG): The Sanctuary of Shelyn is in the city’s North Point district, and is the smallest of the dedicated temples. It is the least influential of the five faiths that have dedicated temples in the city, but is popular with the city’s artists.

Pantheon of Many: The city’s Pantheon of Many in the South Shore district serves seventeen gods equally. There are shrines to the five deities who also have their own temples, and there are also shrines to Erastil, Iomedae, Torag, Desna, Cayden Cailean, Irori, Gozreh, Nethys, Calistria, Zon-Kuthon, Urgathoa, and Norgorber.
 
RE: Korvosan Chaos - Rules

Security:

Korvosan Guard: The primary responsibility of the Korvosan Guard is the protection and well being of the city of Korvosa. Its members serve as police and will, in times of danger from beyond the city's walls, also act in the capacity of a defensive military force. In addition, the Guard also often works to forward the interests of the government and the local church of Abadar, as many guards are loyal to Abadar.

Sable Company: The hippogriff-mounted marines of the Sable Company answer directly to Korvosa's monarchy, their orders given to them by the standing seneschal of Castle Korvosa. Their purpose is to patrol and defend the city's skies and waterways, though they've also been known to assist the Korvosan Guard in their efforts throughout the city.

Order of the Nail: The Hellknights of the the Order of the Nail pursue their unyielding ideals of order and law above all else; they are fanatical when confronted by behavior or events that fly against their strict worldview. They are most loyal to Asmodeus. Currently, this is the smallest of the three.
 
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