The Distant Shores Of Home

Kattashahar

Alignment: NE (+2 Stability, +2 Economy)
Consumption: 5
Economy: +6
Loyalty: 0
Population: 16,577 (3,849 ratfolk, 2,225 elves, 1680 half-orc, 1,540 fetchling, 1241 half-elf, 1,012 human, 906 Oread, 902 tiefling, 898 strix, 724 dwarf, 563 dhampir, 412 gillmen, 290 hobgoblin, 158 gnome, 106 Yahwli, 31 Clend, 26 kitsune, 14 Bellucenian (in addition to this census, the transient population can add as many as 3,500 long-term temporary residents of various races at any given time, especially in the spring and fall when shipping is at its peak.))
Size: Five hexes
Stability: +2
Unrest: 7 (crime, unpopular leaders, menial jobs, poor wealth distribution)

Kattashahar has a cool, temperate, maritime climate which is relatively mild despite its northerly latitude. Winter daytime temperatures rarely fall below freezing and are milder than places such as Bettesibi just a short distance north on the top "arm" of Sersuv. Summer temperatures are normally moderate, rarely exceeding 65 °F. The highest temperature ever recorded in the city was 83 °F on 4 Augur 2673 of the Selvine Age. The lowest temperature recorded in recent years (i.e., the current Shielded Age) was 14 °F during Dismember 1004.

The city's proximity to the ocean and unique geographical protections mitigate any large variations in temperature or extremes of climate. Given Katta's position between the coast and hills, it is renowned as a "windy city", with the prevailing wind direction coming from the south west, which is often associated with warm, unstable ocean air that can give rise to rainfall – although considerably less than more geographically exposed cities such as Mustathafaya, to the west. Rainfall is distributed fairly evenly throughout the year. Winds from an easterly direction are usually drier but considerably colder, and may be accompanied by haar, a persistent coastal fog. Vigorous atmospheric depressions, known as O'g'rian windstorms, can affect the city between Vasktober and Maeve.

Police: There is a strong, militarized police force in Kattashahar, with four precincts spread carefully across the city. While they do generally keep the peace, the police are very corrupt and focused much more on the interests of the current Convocation than the safety of individual citizens. Anyone who has lived in Katta for any decent amount of time knows to approach cautiously any interaction with an officer of the law because that cop could be honest, but they much more likely are in someone's pocket, or many someones' pockets.

Crafting: Kattashahar has a powerful Crafters' Union, and any citizen seeking to get something made or built will find it to be of great benefit to work throught the CU rather than looking for an independent crafter. The CU will take your work order, match it up with the most appropriate artisan crafter(s) for the job, negotiate a price, estimate the work, and keep down payments in escrow, if appropriate. People generally only deal with crafters directly when they want something to be made but don't want a paper trail leading to it.

The Port: Katta's port districts are by far the most important areas in the city. Their towering cranes, sprawling warehouses, and colossal drydocks process enormous amounts of cargo and passengers every day, moving and storing goods, fixing and building boats, and channeling select vessels into the Workings; the massive locks that are the fastest and safest route to and from the mainland. The ports are heavily patrolled by the police from Precinct 1, but that is mostly to ensure the interests of cargo belonging to the Convocation, and not to prevent other crimes from happening. As such the port is a beehive of both criminal activity and legitimate commerce, and a place in which one must be very careful.

The Workings: This strip of land is home to the amazingly complex and powerful skein of technology and magic that makes the north and south locks function. It is only accessible to technicians and laborers with special dispensations to work there. Anyone caught there without such permission faces stiff penalties, up to and including exile or even death.

Crumbweed and Seepings: The two decrepit shantytowns on either side of the Workings are home to the vast majority of menial laborers in the city. Roughly 70% of the city's population is crammed into the teetering clapboard houses and threadbare tents clinging to muddy earth that comprise these neighborhoods.

Northlock: Once the seat of power in Katta, this district still has a fair amount of money and influence to throw about, but its once-grand homes have fallen into disrepair and many of its younger citizens and scions have moved to the more popular and favored Southlock. There are many secrets in Southlock, and the district's proximity to hills and the Deadlands make it an excellent place for smugglers, mercenaries, and vigilantes to work.

Deadlands: A curious neighborhood whose disposition is heavily influenced by its proximity to the Kattashahar Cemetery in the northeast corner, and the Lady of Beauty hospital in the west; twin pillars of life and death in whose shadows the quiet citizens of this artisan district go about their lives and work.

South Filing and Power's Pulse: The only residents of these districts are the members of the Aristocracy, those who serve them, and the staff of Convin's Adventure Training School South.

Lackwyst: Home primarily to police and the Aristocracy's private militia.

Southlock: This is the largest and most populous district in Kattashahar, and home to many working-class families, but mostly it is where crafters, artists, ship captains, police, professors, doctors, and other professionals all live. Eventually, many will decide they want to take a shot at being on the Convocation. This district is generally law-abiding, though it has been known to break out in the occasional conflagration by where its genial borders abut the shores of commerce that make up Port Heart.

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The Kattashahar Convocation

Kattashahar is ruled by a rotating group of six wealthy families known as “The Convocation”, who are selected by ballot at a city-wide celebration called The Annum held once every other year.  The families do not have to be the wealthiest families in the city, but they usually are, and even if they aren’t the very most wealthy, they are always near the top of the list. All the richest families and individuals in the city are constantly jockeying for position to get themselves invited to sit on The Convocation. Once a member, they fight constantly to stay, and once knocked out of place, they fight twice as hard to get back. The reason for this is simple; once in The Convocation, you get to help decide what families are in the ballot for the people to vote for in the Annum, plus each of five families is assigned a district to manage, and their rule is absolute. The remaining districts — including the whole port — goes to the sixth family. This is done via lottery, and the lottery is re-drawn every year at a private, invite-only grand gala event held in the aristocratic district of Power’s Pulse. 

The current Convocation consists of the following six families:
House Kwamachinda
House Utsinye
House Nyepera
House Zviri
House Rasika
House Onda

Recent families that were in the Convocation and want badly to return:
House Akafa
House Zenze
House Museve
House Gawa
House Kutarisira
House Pombi
House Chokwadi
House Taura
House Usarwa

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Basic Information about Heart's Home

Months of the Year:
Janniairy
Major Holidays:
Janniairy 22 – Elemental Day, when the Elemental gods and planes are celebrated
Fooluairy
Major Holidays:
Fooluairy 13 – All Fools' Day, celebrates the arts, also the center of a five-day festival
Fooluairy 28 - Nurianna's Day, celebrating the birth and life of Nurianna
Hark
Ampule
Maeve
Major Holidays:
Maeve 11 – Mysteron Day, when the Mysterons are celebrated
Soon
Major Holidays:
(Soon 6th of every other year is The Annum)
Soon 21 – Dragon's Day, celebrating draconic culture
Soon-lie
Augur
Augur 12 – Athleta, celebrating athletics and physical accomplishment, also the center of a five-day festival celebrating such games, contests, and achievements
Crescendo
Vasktober
Major Holidays:
Vasktober 1 – Study Hall, day celebrating reading and knowledge
Newvember
Major Holidays:
Newvember 5 - Day of Renewal, when we take stock of our lives and selves
Dismember
​​​​​​​Major Holidays:
Dismember 1 – War Day, remembrance of those who fell in battle
(Dismember 26 of every other year is the Election Gala in Power's Pulse)
Dismember 28 – Souls' Day, a celebration of the cycle of birth, death, and rebirth

Each Month has exactly 28 days

Days of the week:
Suns’ Day
Moons’ Day
True Day
Woe Day
Thirst Day
Fly Day
Sever Day

Current year: 1153 of the Shielded Age

Previous ages:
The First Age lasted about 2,000 years
The Second Age lasted nearly 4,000 years
The Gilt Age lasted 1,200 years
The Selvine Age lasted 3,400 years

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Kattashahar Magic Shops

Kapowzer’s Boom Shop
Spellcasting for hire Yes 
Max spell level 7th 
Spell list(s) wizard/sorcerer spell list only
Specialty school(s) Evocation
Magic Items bought No
Magic Items sold Yes
Max level sold Greater Medium
Magic Weapons/Armor sold Yes, but rarely; case-by-case basis
Scrolls scribed Yes
Potions brewed No
Custom magic items crafted No
Inventory Small
Location 158 Anchor Street, Port of Heart, just south of City Clinic Heart.
Brindlebull Kapowzer is an elderly gnome mage who bears the distinction of having adventured on every continent of Heart’s Home at least once in her long life, and has now settled into proprietorship for what she assumes are her final years. She is frail of body, with poison-wracked lungs, a weak heart, and ruined legs, but her mind is as sharp as it ever was. Her gnomish wanderlust has all but disappeared, but her curiosity about the world and joy in meeting and speaking with other people are alike undiminished and she is always happy to speak with patrons of her shop, regaling them with stories of her adventures, dispensing hard-won wisdom, or just passing the time trading tales.

Old Terrorlocke’s House of Mystery
Spellcasting for hire
Yes
Max spell level 7th
Spell list(s) Wizard/Sorcerer
Specialty school(s) Necromancy, Illusion
Magic Items bought Yes
Magic Items sold Yes
Max level sold Lesser Medium
Magic Weapons/Armor sold Yes
Max level sold +3 total enhancement
Scrolls scribed Yes
Potions brewed Yes
Custom magic items crafted No
Inventory Small
Location 28 Jukith St., Deadlands, west of the cemetery
Winter Bakstrom is an eccentric gargoyle of indeterminate age who claims to have been exiled to Kattashahar by something he calls The Iudex Petram, a term he speaks with terrified loathing. He lives under his storefront in his statue form by day, protected by a strong, well-hidden trap door, and only opens for business well after the sun has gone down. He has a special relationship with the residents of the Deadlands such that they tolerate his occasional grave-robbing forays or the odd reanimated monstrosity run amok, though how he gets away with this is not known. He is a fair and reliable businessman, but has no use for phatic communion or other niceties, and can be very abrasive to work with.

Bellimeany Family Magic
Spellcasting for hire No
Max spell level 4th
Spell list(s) Cleric
Specialty school(s) Healing
Magic Items bought Holy or healing only
Magic Items sold Holy or healing only
Max level sold Greater Minor
Magic Weapons/Armor sold No
Scrolls scribed No
Potions brewed Yes
Custom magic items crafted Holy or healing only
Inventory Medium
Location 500 Sutton Alley, Southlock, southeast of the Adventurer’s Guild
The Bellimeany family (father and mother Roger and Deliah, daughters Kateena, Natalia and Tammy, and sons Beryl and Talis) are very devout Abadarian halflings who gladly provide magic services to the community, always accompanied by a healthy dose of proselytizing on behalf of the Master of the First Vault. Despite (or perhaps because) of this, their store does a brisk business and is open long hours. They get huge amounts of business from the police and guilds, especially for healing potions and potions of Shield of Faith.

 

Crystal Casting
Spellcasting for hire Yes
Max spell level 5th
Spell list(s) Wizard/Sorcerer
Specialty school(s) Abjuration, Conjuring
Magic Items bought Yes
Magic Items sold Yes
Max level sold Lesser Medium
Magic Weapons/Armor sold Yes
Max level sold +2 Enhancement
Scrolls scribed Yes
Potions brewed Yes
Custom magic items crafted Yes
Inventory Very Small
Location 282 Needle St., Lackwyst, west of Police Precinct 3
Crystal casting is run by the aged human wizard Julieta Kutsama and her half-orc husband Bolg. The two met while adventuring in the dangerous jungles of South Elleth and use their experience to dole out wisdom and advice along with their wares. Julieta’s ability and willingness to craft custom magic items guarantees her a steady stream of business from all corners of the city. The two proprietors are friendly and forthcoming, but always swamped with work so do not have much time for favors or socializing outside of the acceptable parameters of keeping good business relations.
 

Leaves of Dream Apothecary
Spellcasting for hire
 Yes
Max spell level 6th
Spell list(s) Witch
Specialty school(s) Healing
Magic Items bought It is not common practice.
Magic Items sold Yes
Max level sold Lesser Medium
Magic Weapons/Armor sold No
Scrolls scribed Yes
Potions brewed Yes
Custom magic items crafted Tattoos only
Custom mundane items crafted: Yes
Mundane: medicines, poultices, wound dressing, teas, lucky items, sachets, smokes, herbal ritual items/magical components.
Special: Open to barter for neighborhood residents
Inventory: Small (magical) -Medium (non-magical)
Location: 68 Dulldandy circle, Seepings, northeast of the crafter’s guild
Belthorion Noromin  (Bel to his neighbors) is a soft-spoken elf who came to Katta when his daughter was entering her teenage years with a background as a hedge witch for a number of small towns.  His caring for others is obvious by the tenderness he has with clients, who come to him as often for his mundane healing poultices and medicines as for his magical concoctions.  Further, his willingness to barter with Crumbweed and Seepings neighbors has gained him favors, dinners and a wide range of supplies from those with less coin. His daughter, Inariel, helps out at the shop and is also a skilled artist with a specialty in tattoos, magical and mundane. She has her own space set up in a back corner room of the shop for tattooing. Both live in shared apartments above the shop. Has a shop cat, a haughty old orange and white tabby named Titus.

 

Madame Jenaya
Spellcasting for hire Yes, 
Max spell level 4th
Spell list(s) Witch
Specialty school(s)  Divination
Special: Harrow Readings
Readings:

  • Non-Magical:

    • Lucky Lady – 1SP (one card pull)
    • Maiden, Mother, Crone – 5SP/10SP (three card spread, no explanation/with explanation)
    • The Cross, The Bridge, The Tapestry, The Path, The Sword —25SP
  • Magical:

    • Focused Reading (using Augury) = 150GP
    • Ritual Reading (using Harrowing) =300 GP
    • Touch of the Divine Reading (using Harrowing and Divination) = 700GP

Spells: Augury, Guidance, Locate Object, Divination
Location: Shack on the second level, accessed from a ladder in the alley next to 104 Ixonia Trace, Crumbweed, Southeast of the Hospital
Madame Jenaya is an older eccentric woman fortune teller who claims to be from Varisian, the last of an ancient harrowing bloodline. There’s little about her that is scrutable, including her hours of operation, but her fortune telling tends to be fairly reliable and at the very least, entertaining. If an appointment is made in advance, she is always there. Otherwise, for spontaneous inquiries, the rule is: if the lantern is lit, she is open for business.

 

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Average Citizen of Kattashahar

Humanoid expert 3
N Medium humanoid
Init +0; Senses Perception +8

DEFENSE
AC 10, touch 10, flat-footed 10
hp 13 (3d8)
Fort +1, Ref +1, Will +4

OFFENSE
Speed 30 ft.
Melee dagger +1 (1d4–1/19–20)
Ranged dagger +2 (1d4–1/19–20)

STATISTICS
Str 9, Dex 10, Con 10, Int 11, Wis 13, Cha 12
Base Atk +2; CMB +1; CMD 11
Feats Alertness, [Iron Will or Great Fortitude], Skill Focus (Profession)
Skills Appraise +6, Bluff +9, Diplomacy +7, Disguise +6, Knowledge (local) +6, Linguistics +6, Perception +8, Profession (merchant) +10, Sense Motive +9
Languages Common plus at least two more
 

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Average Cop/Port Guard of Kattashahar

Humanoid fighter 4
LE or CN Medium humanoid
Init +1; Senses Perception +3

DEFENSE
AC 20, touch 11, flat-footed 19 (9 armor, +1 Dex)
hp 34 (4d10
12)
Fort +6, Ref +2, Will +1; +1 vs. fear
Defensive Abilities bravery +1

OFFENSE
Speed 20 ft.
Melee mwk guisarme 9 (2d45/×3) or sap 7 (1d63 nonlethal)
Ranged net 5 ranged touch (entangle) or javelin +5 (1d62)
Space 5 ft.; Reach 5 ft. (10 ft. with guisarme)

STATISTICS
Str 16, Dex 13, Con 14, Int 10, Wis 10, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Combat Reflexes, Dazzling Display, Exotic Weapon Proficiency (net), Skill Focus (Intimidate), Weapon Focus (guisarme), Weapon Specialization (guisarme)
Skills Intimidate +11, Perception +3, Ride +2, Sense Motive +2
Languages Common plus one more
SQ armor training 1
Combat Gear potion of cure light wounds; Other Gear full plate, masterwork guisarme, javelin, nets (2), sap

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Average Aristo Bodyguard

Humanoid fighter 7
LN, LE, or NE Medium humanoid
Init +1; Senses Perception +6

DEFENSE
AC 20, touch 11, flat-footed 19 (9 armor, +1 Dex)
hp 57 (7d10
19)
Fort +8, Ref +4, Will +4; +2 vs. fear
Defensive Abilities bravery +2

OFFENSE
Speed 30 ft.
Melee 1 halberd +14/9 (1d10+10/×3) or sap 11/6 (1d6+4 nonlethal)
Ranged composite longbow 8/3 (1d8+4/×3)
Special Attacks weapon training (pole arms +1)

STATISTICS
Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
Base Atk 7; CMB +11 (15 trip); CMD 22 (24 vs. trip)
Feats Alertness, Combat Expertise, Dazzling Display, Greater Trip, Improved Trip, Iron Will, Persuasive, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Diplomacy 5, Handle Animal +4, Intimidate +12, Knowledge (engineering) +5, Perception +6, Profession (soldier) +5, Ride +2, Sense Motive +8
Languages Common plus six more
SQ armor training 2
Combat Gear potions of cure moderate wounds (2), tanglefoot bags (2); Other Gear masterwork full plate, +1 halberd, composite longbow (
4 Str) with 20 arrows, sap, cloak of resistance +1, 35 gp

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The Yahwli

Yahwli
LG Large humanoid (yahwli)
Init –1; Senses tremorsense 30ft., low-light vision; Perception +5

DEFENSE
AC 13, touch 9, flat-footed 13 (2 armor, +1 Dex, +2 natural, –1 size)
hp 30 (4d8
12)
Fort +6, Ref +0, Will +3

OFFENSE
Speed 40 ft.
Melee greatclub 7 (2d87)
Ranged javelin 1 (1d85)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 21, Dex 13, Con 18, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +9; CMD 18
Feats Iron Will, Toughness
Skills Climb +7, Perception +5, Survival +5
Languages Common, Draconic, Aklo, Giant

ECOLOGY
Environment: any cold
Organization solitary, pair, hunt (3–4), or family (5–16)
Treasure standard (hide armor, greatclub, 4 javelins, other treasure)

The Yahwli are one of two races (along with The Clend) who are native to Heart's Home. They are the only race that has cultural memory of the entire recorded history of their world, and they guard its secrets with a taciturn zeal unknown to other races. In fact, the Yahwli claim that while they have always been a minority population on this world, they have an unbroken lineage dating back to before the first age, and that they were once one of several races on Heart's Home, a fact that Boskalan global surveys seem to corroborate. 

Yahwli are somewhat ogre-like in appearance, being on average 12 feet tall and covered in thick layers of body fat and durable muscle. There the similarity ends, though, as the Yahwli are comely in an exotic way. They have smooth, obsidian skin and large glittering eyes protected by dual eyelids. Their hair is thick and almost always black or deep brown, and while they are always very rotund they move with surprising grace. The vast majority of these indigenous people live north of the frost line and are invaluable as guides for anyone seeking to travel through that frigidly inhospitable wasteland. 

The Yahwli are deeply devoted to the Dragon Queens and have even named Heart's Homes twin suns after them. They feel that Minathiel and Nurianna "saved them from themselves and their neighbors", and that Heart's Home would have been an uninhabitable ruin if they hadn't come along and helped when they did. This feeling of trust and respect must be at least somewhat reciprocated, as it is known that over six centuries ago the Dragon Queens entrusted the Yahwli to guard nine great secrets of Heart's Home, and that trust has never been broken.

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The Clend

NG Huge humanoid (giant)
Init +8; low-light vision, true seeing; Perception +28
Aura calming (60 ft., DC 23)

DEFENSE
AC 32, touch 12, flat-footed 28 (4 Dex, +20 natural, -2 size)
hp 220 (21d8
126)
Fort +15, Ref +13, Will +18
Defensive Abilities improved rock catching; Resist cold 30, fire 30

OFFENSE
Speed 50 ft.
Melee 2 slams 29 (3d616) 
Ranged rock 19/14/9 (2d624 plus impact crater)
Space 15 ft.; Reach 15 ft.
Special Attacks impact crater, rock throwing (180 ft.)
Spell-Like Abilities (CL 20th; concentration +23)
Constant—true seeing, endure elements
At will—dancing lights, detect magic, message
3/day—clairaudience/clairvoyance, control water, divination
1/day—commune, dream, scrying (DC 18)

STATISTICS
Str 42, Dex 19, Con 22, Int 16, Wis 19, Cha 17
Base Atk 15; CMB +33; CMD 47
Feats Combat Reflexes, Far Shot, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Quick Draw, Weapon Focus (rock)
Skills Knowledge (arcana, nature) +24, Perception +28, Sense Motive +25, Stealth +17 (
25 in rocky terrain); Racial Modifiers +8 Stealth in rocky terrain
Languages Common, Giant, Terran, Celestial, Draconic

ECOLOGY
Environment any
Organization solitary, pair, or cult (2-5 plus 35% noncombatants and one oracle of 4th-7th level)
Treasure standard

SPECIAL ABILITIES
Calming Aura (Su) Creatures within 60 feet of a clend are affected by its calming aura as long as they remain with range (Will DC 23 negates). Affected creatures are calmed as per calm emotions. Aggressive action against a calmed creature breaks the effect for that creature only. A lycanthrope that fails its save is also affected by the true form spell. A creature that succeeds at its save against the aura is immune to that particular clend's calming aura for 24 hours. A clend can activate or suppress the effect of the aura as a free action, and the giant can choose whether to include itself as part of the same free action. The save DC is Charisma-based.
Impact Crater (Ex) When a clend throws a rock, it creates an area of difficult terrain in a 10-foot radius around the spot where the rock landed. If the rock was thrown at a creature, the giant can choose the point of origin for this radius anywhere within the target's space. If the clend misses with a rock attack, roll to determine where the rock lands as if it were a splash weapon.
Improved Rock Catching (Ex) A clend gains rock catching, and it additionally receives a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.

The Clend are a powerful servitor race about whose creators nothing is known. These gentle, murmuring giants dwell mostly in rocky badlands and other scarred, deserted places. They revere the moon, stars, and comets and seek wisdom in these celestial bodies' movements. They are  placid scholars who appreciate reserve, calmness, good company, and lively philosophical debate, and many city governments all over the whole world actively lobby local Clend clans to live in or near their cities, in the hopes their calming presence (not to mention their naturally calming auras) will help keep the peace.

The Clend have enormous respect for the Yahwli, and it is not at all uncommon to find a small number of Clend travelling around the arctic with a tribe of Yahwli, discussing the movements of the stars and celestial bodies, or, as often as not, saying nothing at all.

The average Clend is about 24 feet tall and weighs almost 18,000 pounds.

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The Bellucenians

These half-silicate ooze, half-undead creatures are calm, quiet, peaceful, and endlessly patient. They are gifted technologists and their bodies can take almost any form they desire. For reasons unknown even to themselves, most Bellucenians have a strong preference for winged quadruped forms, and can often be seen accompanying junkers, adventurers, and explorers in a forms that resemble strangely-colored, winged dogs.

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