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Unduar is a region controlled by numerous kingdoms tied together by treaties and familial alliances. The land is bountiful, but burdened by a deadening of magic known as ‘The Quiet’.  The kingdoms of Unduar are known for their outstanding knowledge of Alchemy, Fine Arts, and Metalwork, as well as their respect for courtly traditions and decorum. The Dyadic faith holds great sway in the region, serving as the primary religion among the Unduar Kingdoms. Within Unduar martial prowess is held in esteem, and this is often reflected in the knightage and soldiery.
 
The people of Unduar typically live simple, mundane lives, though local scholars steadily advance the native traditions of alchemy and metalworking. Life in unduar strongly resembles medieval europe. They typically have an abundance of metals to draw on for trade, enough farmland to feed the people in good years, and enough surplus of metals to trade for food, textiles, and magic services outside their realm. Unduar is known for its skilled blacksmiths.

The kingdoms of Unduar are officially bound together under one banner, with each kingdom swearing allegiance to the High Crown. Ostensibly, they form a unified power. However the role of the High Crown in governance is marginalized, taking on an almost purely ceremonial role. In truth, power is held by a few large kingdoms which court tribute from their smaller neighbors. Borders and allegiances can shift rapidly within the region.

Defense of the northern borders and defeat of vicious beasts is held in esteem among the martial traditions of Unduar. The absence of magic makes strange beasts and the unknown all the more terrifying.
 
The few places where magic functions within the realm are often the location of holy sites and temples, even in these places the blessings of the gods can be warped by the regions malaise, causing unpredictable side effects when invoked. 
 
Unduar has a martial tradition of  peacetime warriors whom are well educated and expected to be socially refined.
These are typically
 
Unduar nobles are known for their 'courtly speech' which is considered both formal and polite among the aristocracy. [This is typically represented by early modern (Shakespearean) english form: Thee, thou, thine, etc.]
 
Clerics: [All, usually cloistered within sanctified temples]
Fighters: [Battle Masters, Cavaliers, and Bannerets (Purple Dragon Knight)]
Paladins: [Crown, Vengeance, and Devotion]
Monks: [Kensei ("Sword Saints")]
  • This is a highly regarded fighting tradition generally reserved for the nobility. Different traditions involve the use of differing weapons and feats.
  • There are a few lineages considered to be 'styles' that have distinct traits when practiced
    • Whip and Dart, with
    • Karsk Tradition
      • Longsword and Longbow
      •  
    •  
Rogues: [All but Arcane Tricksters]
Druid: [Rare]
Sorcerer: [Rare]
Warlock: [Rare]
Wizard: [Rare]
 
Unduar Regional Instruments:
Ghandol - Mmouth organ, resembling a Sheng
Cith - Plucked instrument identical to Zithers 
Vanel - Bowed Lyre similar to a Crwth
Dracorn - Curved horn similar to the Serpent
Whend - Wind instrument much like a Pibgorn
 
Unduar Common Races:
Humans
Dragonborn
Kobold
 
Unduar Kingdoms:
Luca
 
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The Quiet of Unduar, The Silent Pall, Hollow Lands, there are many terms for the deadening of magic that occurs within the geographic area roughly analogous with the region of Unduar. Within these realms magic seems to twist and drain its users of life. Spellcasters find their abilities tainted by a profound absence, a disconcerting nothingness that interferes with the powers of the arcane, and the forces of faith in equal measure. Those whom fail to heed this sensation are quick discover that magical invocations take a rapid toll on their being.

Scholars debate the origins of the Quiet, with legends about its cause varying wildly. A popular story describes the curse of a nameless god, as it spat its dying words against the heroes of the Hith. What is known, is that the affected region is like a tremendous cloud, waxing and waning over the course of years.  Those whom study the Quiet exclusively fear that the affected region is gradually expanding.

Quiet areas drain the vitality creatures when they attempt magical feats or use magical items. Such areas lack something essential to the existence of magic, and are magical effects are often disturbingly malformed. Healing leaves scars, spells seem unstable, summoned creatures are sickly, and transformations and enchantments are physically or mentally agonizing.  All spellcasting leaves the caster with a sense of foreboding dread.

Within the quiet..

  • A creature that casts a spell or activates a magic item to cast a spell, suffers one level of Exhaustion per spell level of the spell cast. This Exhaustion ignores any immunity, and cannot be removed through magic.
  • A creature suffers one level of exhaustion for each magic item they keep attuned. This Exhaustion can be immediately reduced or removed entirely by breaking attunements.

Some vanishingly rare areas seem to have resistance to the Quiet. Within such combined areas each spell and magical effect activated drains only one level of Exhaustion regardless of spell level, and Exhaustion caused by attunement is removed while the creature remains within.

Potions function normally, and do not cause Exhaustion even if they create a spell effect. however the effect of such potions may be warped as with other magics within the quiet.

Artifacts and the powers of deities also function normally within the quiet.

 

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The guardian is Known by all peoples of Eld. A force that seems to work in concert with gods, its actions are most often attributed according to the beliefs of those whom have encountered its influence. The Guardian will very rarely intervene on the behalf of a mortal under threat, but such intervention is rare, and seems more common for some than others. The guardian is generally worshiped as an aspect of another divinity.


The guardian may be invoked by any player at any time if they are made uncomfortable by events that are transpiring or about to transpire in character. Once invoked, the player should decide how the invocation resolves for their character. Characters experiencing such divine intervention will only be aware of a soothing divine presence, one that often bears resemblance to a suitable deity or spirit according to their personal beliefs. 

The players character is surrounded by sacred light, and..

  • Teleportation. The character is transported to a safe place. This could be a campsite, a temple, a home, or anywhere else the character feels secure.
  • Incorporeality. The character is becomes incorporeal to the source of tension. The source of discomfort cannot affect the character directly or indirectly, and the character cannot affect the source in turn.
  • Invulnerability. The players character is suspended in the air, they are incapacitated and unconscious. They do not age or need to eat or breathe during this time, and nothing can interact with them or move them. When the discomforting situation has passed, the force departs and they are restored to consciousness.
  • Reversal.  The flow of time locally reverses for the character, restoring them to a state before the discomforting event occurred. Characters forget events that transpired.
  • Amnesia. The troubling event is erased from the characters memory. Such memories can only be restored by a wish or greater restoration spell. 

Abuse, or overuse of the guardian, as well as selective use to gain an unfair advantage over other players, will result in the entity ceasing to intervene on a specific characters behalf.

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