Kyne

Alignment: NG
Capital: Kyne
Major Cities: Kyne, Luminous, Velyth

Physical Characteristics:

Kynite’s are a people of average height between 5’7” to 6’0” for the men and 5’4” to 5’8” for the women. The most distinctive feature of the Kyne is their black skin and hair. It’s said that the Kyne originally came from far across the sea fleeing some terrible calamity that befell their original homeland and settled the coast of their nation. What ever the source of their complexion it tends to breed true when intermarriage with their lighter complexioned neighbors occurs. Physically the Kyne are well proportioned and tend toward muscle.

Local Fashions:
The most distinctive feature of Kyne fashion is the broad leather tool bandolier that is worn by men and woman alike. The bandolier will naturally vary in quality and decoration depending on the wealth of the wearer and serves both purposes of utility and establishing social status. The tools on the bandolier tell other what role you fill within their society. Scholars will carry inks and parchments, warriors will carry weapons and the tools to maintain them, craftsmen will carry the tools of their crafts, nobels tend to carry the tools of scholars, but their bandoliers will also be inlaid with their household crests.

Otherwise Kyne fashion favors bright colors and rich fabrics. Men will tend to wear trousers that end at the calf and knee high decorated boots with squared toes and occasionally a decorative inlay. Over their torso they wear loose fitting white or brightly colored shirts with collars cut open to mid chest and short brightly colored short vests that only extend to about midriff.

Women of Kyne dress much like their male counterparts. Their shirts and vests tend be more decorated than the men’s. The loose fitting bright shirts will also tend to be cut narrower than men’s (limiting cleavage). Long loose skirts comprised of layers of bright fabrics are also occasionally worn, although these tend to be viewed more as formal wear and they prefer trousers for day to day activity. Woman’s boots will usually have delicate decorative carving, and unlike men’s boots will also have sharply pointed toes.

Attitudes: Kyne is probably one of the most egalitarian societies among the 12 nations. Women are full property owners, entitled to inheritance, and fully accepted in virtually all professions.

The people of Kyne exalt learning, education, and skillful craftsmanship. They boast one of the highest literacy rates in the world and adhere to a powerful work ethic. These traits in combination have elevated Kyne to be the center of wealth, learning, and craftsmanship in the western world.

Finally the Kynese are a body conscious people. Public displays of sexuality and mixed gender nudity are deeply taboo among them. Indeed even hugging and kissing are not acceptable in public among the people Kyne. Instead husbands and wives will show affection by resting a hand upon the cheek of their spouse. This tends to be limited to moments of deep sentiment however as the Kynese view this gesture as equivalent deep kissing in public.

They do boast public baths, that are marvels of engineering with elevated wooden tubs fed from upstairs aqueducts and boilers. Bathers are take individual baths in the tubs to get clean and then join their fellows in large soaking pools for conversation. However men and women have separate entrances, dressing rooms, bathing rooms and exits.

Slavery: Slavery is not permitted in the nation of Kyne. Slaves transported into Kyne are considered to have all the rights of freedmen. They will also actively harbor runaway slaves actively granting them asylum from their nation of origin.

Civic Organization: Kyne does have a king, however his power is dilute compared to the monarchs of other nations. The king of Kyne is advised in his rule by a council of twelve academics drafted from the most accomplished minds in Kyne. The council’s position is not merely advisory however as the council can veto a royal edict via a simple majority vote. Thus in any matter of great substance the king must constantly seek the advice and support of various members of the council.

While Kyne does have an aristocracy it depends heavily on it reputation for scholarship to maintain its legitimacy in the eyes of the people. As such noble titles in Kyne tend to be secondary to academic credentials. As such most nobles forgo exalted titles in favor of a comparatively humble “lord” or “lady” followed by where their family holds power. Comparative power then requires only a knowledge of Kynese geography as the larger a region the Lord claims the greater his relative power. Academic titles however will be trumpeted far and wide by such nobles and will often precede their political titles.

Each ruling noble in Kyne just like the king has a council he must continue to seek the approval of. These small councils typically only consist of 6 members drawn from the finest academics and craft masters of the region.

Family: Family in Kyne is important, but only in a personal sense. Unlike other locations there is not the same overarching sense of destiny deriving from family in Kyne. Children are usually free to choose their own mates (although parental input is expected and traditional.)

Inheritance is also an egalitarian affair in Kyne. The assets of the deceased parent are divided evenly among all the children. This often results in the liquidation of estates so the money can be evenly divided. Those wishing to avoid this must bequeath property to their heirs prior to their deaths. Thus it is not uncommon for family businesses and properties to be transferred to a favored child while the parent lives on now dependant on the child.
Politics: Kyne has always been a largely peaceful nation. While they are as prone to political ambition and infighting as any other people, the diffusion of the power of the aristocracy by the councils has made wars of conquest difficult propositions at best. Kyne is far more likely to negotiate a settlement with an enemy and then subvert their power economically than to seek open warfare with an enemy.

During the imperial era, Kyne was one of the only nations to enter the Empire as part of a negotiated settlement rather than conquest. Their freedom from imperial rule was later won, again not through conquest but rather was achieved peacefully as the empire was no longer able to meet their treaty commitments to the territory as the provinces around them entered armed rebellion.

Political power in Kyne centered on the great university at Kyne. The University Kyne is the undisputed greatest center of learning in the western world, and arguably the greatest in all the world. Only the council library in Karaadia rivals their library, and while the Imperial library is very probably greater in terms of arcane knowledge. It cannot compete with the University in terms of history, natural philosophy, and engineering. In these matters the university reigns supreme.

Because academic lore is so strongly revered among the Kyne ruling class all their children study in the university and it is generally understood that inheritance of title will inevitably go to the most accomplished academic within the line of succession. If the accomplishment of multiple heir is in dispute lordship will be awarded by their fathers council after a review of their academic accomplishments. For these reasons it is not uncommon for at least on heir to remain at the university, either studying or working as an academic for most of their lives until they inherit.

This makes Kyne nobility among the most learned in the world, although they also will often come to rule completely disconnected from the day to day matters of governance for their territories and rely heavily on their councils for advice in the beginning of their rules, this suites the councils very well.

Religion: The Kyne seem on the surface to be a largely secular people. This is not entirely accurate however. In truth the deep reverence the people of Kyne hold for academic pursuits derive from their devotion to the Goddess Gearia. It was at her behest that the people of Kyne set out to master the art of mechanomancy and to understand the forces and principles of the natural world. It was also Gearia who’s prophecies and dedication to artifice gave the people of Kyne the warning and tools they need to flee across the great southern see in ages past eventually to settle in the land that is modern day Kyne. If the people of Kyne do not spend a great deal of time in devotion or attending church it is largely because for them the act of study and academic investigation is an act of devotion.

Gearia
The mother of invention, The lady of wonder, The light of inspiration
Greater Deity
Symbol: A golden gear
Home Plane: Mechanus
Alignment: LN
Portfolio: Craftsmanship, Invention, Knowledge and Learning
Worshipers: Craftsman, Inventors, Scholars
Cleric Alignments: Any
Domains: Craft, Knowledge, Metal, Artifice
Favored Weapon: Hammer

Dogma
The only meaningful enlightenment comes not from, meditation or contemplation of the self, but from active investigation of the physical world. From the mastery of these forces is true enlightenment acquired. Along with such enlightenment, the true academic also gains power accessible to the masses and the advancement of civilization. For these reasons Gearia has blessed the people of Kyne with the understanding of the gear, the lever, the cam, the chain, and sprocket. She admonishes us to learn to use the principles and powers of these tools and seek her inspiration in their use. For this is the path to comfort, and riches, and power for her people.

Respect the gift of inspiration which the Lady Gearia bestows upon you. Guard her revelations well, keep them both from the hands of the unworthy as well as from being lost to the darkness of ignorance. Keep every vigilant for those minds that unknowing have been touched by her revelations, nurture in these the light of Gearia’s wonder and share the blessings of her revelations with all the people of Kyne.

Clergy and Temples
Temples to Gearia are wondrous places. The gates to the temples are large polished clockwork affairs designed to show off the complexity and power of Gearia’s revelations. Beside each gate is a small offering box. Dropping a coin in the slot triggers a miraculous series of events, as polished brass gears spin, chains pull clockwork figures cavort in alcoves around the gate and atop the walls. Depending on the size of the temple this display may also include a fanfare of trumpets and the activation of water features on the temple roof before the secured gate finally opens of its own accord and allows the donor access the sanctum of Gearia.

None of these features use magic or human power, the whole process is touched off by the weight of the coin hitting the box. It is a point of pride in the clergy to great the best fully automated display possible. Some temples even scale the entry display to the size of the donation all by the variable weight of the coins deposited.

The Clergy of Gearia are master engineers and craftsmen, as such their day to day vestments will more often than not be practical work clothes with a broad leather bandoleer filled with tools, parchments, and inks and measuring tools. On formal occasions they wear red robes trimmed in silver and belted at the waist with a broad black utility belt. About their shoulder is a set of yellow vestments typically decorated with gold and silver pins indicating the various academic, engineering fields the priest has mastered.

Core Classes:

Elementalist of Kyne
HD D6
Skill Points per level 4+intelligence Modifier.

Attack Advancement: poor

Fortitude Saves: poor
Reflex Saves: good
Will Saves: good

Class Skills: Concentration, Craft, Decipher Script, Heal, Knowledge (any), Profession, Spellcraft.

Class Abilities
1st Elemental affinity, Summon, Banish
2nd Familiar
4th Bind Elemental, Elemental Casting
6th Second affinity
8th Bound Defender
10th Elemental mechanomancy
12th Empowered summon
14th Elemental Plane walk
16th Second Empowered Summon
18th Body of Elements
20th Second Body of Elements

Elemental affinity: Elementalist’s must choose one of the four basic elements for his affinity, he cannot have any two in opposition to one another so he cannot possess both earth and air, or fire and water. Once chosen the Elementalist gains a +1, combat rolls, and skill checks against any elemental creature of the elementalists chosen type, this bonus will increase by +1 for every odd level after first to a maximum of +10 at level 19. Next the Elementalist will gain energy resistance against his chosen elemental types of damage equal to his level of Elementalist.

Second Affinity: The Elementalist may choose a second elemental affinity, however it is treated as though he were 5 levels lower than his actual level.

Summon: The Elementalist can summon an elemental from one of his chosen types at will and compel it to serve him. The elemental will appear but be unable to act until the round after it is summoned. The Elemental will serve but only so long as the Elementalist continues to concentrate. Each round the elemental can attempt to break free from the Elementalist control by making a will save equal to the 10 + half the Elementalist’s level(rounded down) + the Elementalists charisma modifier. The summoned elemental will be a standard elemental of its type with hit dice equal to the elementalist’s level. The size of the elemental will be determined by the HD 1-3 = small, 4-7 = medium etc. Once free the elemental will often turn on the Elementalist attacking him. Once lost, control of the elemental cannot be regained. The Elementalist can however summon another elemental to combat the first, or attempt to banish the errant elemental. (see banish.)

Banish: The Elementalist can attempt to banish any creature of an elemental type for which he has an affinity. A banishment is a full round action that provokes attacks of opportunity, any damage during that round will require a concentration check to avoid ruining. At the completion of the banish the target elemental must make a fortitude save equal to 10 + ½ the elementalists level + your charisma modifier or be banished. An elemental who resists this check is immune to further banishments from the same Elementalist for 24 hours.

Familiar: The Elementalist gains a mephit of one of his affinity types as a familiar it is otherwise a standard familiar.

Bind elemental: The Elementalist gains the ability to semi-permanently bind an elemental into a gem. This gem can then be used as a the elemental core for Kynese Elemental Mechanomancy, or to power elemental casting. The elemental gets a save equal to a banish roll. If the elemental saves the gem is shattered and lost. Further the elemental will then also be free from the elementalists control and the elemental will also be immune to banishment from that Elementalist for 24 hours. The gem must be worth 100 gp per hd of the elemental to be bound into it. The gem type also varies by elemental type. Fire= Ruby, Earth = Emerald, Air = Diamond, Water = Sapphire.

Elemental casting: The Elementalist, can now use bound elementals to power some elemental spells. The Elementalist may cast spells from the Elemental priest Domain associated with the elemental type bound into a gem. The Elementalist may cast these spells as normal or add metamagic feats to the spells. Each time such a spell is cast however the elemental used in the spell loses 2 HD per total spell level (after any metamagic feats are applied.) These spells can only draw on a single bound elemental at a time, so possessing two, four hit dice elementals would not allow the cast to cast a 4th, or 3rd level spell instead he could as best cast 4 first level spells, or 2 second level spells.

Bound Defender: The Elementalist can bind an elemental to a gem set in a piece of jewelry to act as a personal bodyguard of the wearer of the jewelry. Rules for binding are the same as for Bind elemental. The defender once bound can be summoned from the jewelry at will by the Elementalist, it will not take orders and has no capacity to distinguish friend from foe it will simply attack anything that approaches within 10 feet of the Elementalist. The Elementalist however need not concentrate on his defender it will simply attempt to keep anyone away from the Elementalist until dismissed. The elemental will remain until it’s hit points drop to 0 at which point it is banished and gem set in the jewelry will crumble into useless dust. Finally the elemental will not heal even if dismissed back to its gem. Only the Elementalist can call out a bound elemental. A single Elementalist can bind multiple elementals in this way but can only bind a total number of elementals who’s HD is equal to twice his own HD.

Elemental Mechanomancy: The Elementalist can now use gems with bound elementals to power mechanical weapons. The weapons will vary depending on the tastes of their creator, usually they resemble a fancy blunderbuss. The Elementalist can use this weapon to either target a single enemy within 60 feet with a ranged touch attack dealing a variable amount of damage. For each 1d6 points of damage the attacker fires the bound elemental will lose 1 HD. When all the elementals HD have been expended in this way the weapon must be reloaded with another elemental. Alternatively the Elementalist can fire his weapon in a 90 degree 15 foot arc in front of them, doing 1d6 points of damage per 2 HD expended to everyone in range. This attack requires no attack roll but targets do get a reflex save for half damage. The damage inflicted will be the same as the elemental type loaded into the weapon.

Empowered Summon: Elementals summoned by the Elementalist, now come with maximum hit points per hit die. This only applies to the Elementalists Primary affinity.

Second Empowered Summon: Like empowered summon but now it also applies to the Elementalists Secondary affinity.

Elemental plane walk: The Elementalist may now plane shift to any elemental plane he possess an affinity for and back once per day. The Elementalist may take 1 additional medium sized creature with him per 2 levels of Elementalist, large creatures count as 2, small creatures as .5. While on the elemental plane the Elementalist will not suffer any ill effects from the plane its self. Companions will likewise be protected from the plane as long as they remain within 20 feet of the Elementalist. While there, the Elementalist cannot summon or banish denizens of that plane, however he can attempt to control any local elemental types he encounters using the same save as a summon. Finally he can still summon or banish elementals from his other affinity plane.

Body of elements: The Elementalist gains the DR, movement type, and Immunities of an elemental of his primary affinity whose hit dice are equal to his own.

Second Body of Elements: The Elementalist gains the DR, movement type, and immunities of his Secondary affinity.

Kyne

Karaadia -interregnum fool2074 fool2074