Alignment: Chaotic Good
Major Cities: Dathia, Tyriway, Metia
Morrhallan men average a height of around 5’7” to 5’9” and women stand only a little shorter at 5’6” to 5’8”. Both tend to have tan sun weathered complexions and will tend to have lean muscled frames. It’s rare for Morrhallans to carry large frames but their slender builds tend to be made entirely of whipcord and bone.
The warm climes of Morrhalla encourage light garments. Morhallan men tend to wear short sleeveless vests and loose billowing pants that tie at the knee. Current fashion dictates brightly colored sashes instead of belts and men and women both tend to carry a sharp curved dagger at the waist. Women also tend to wear the vests although they will be cut longer extending to the waist with the sash worn beneath the vest, women will also wear pants that tie at the knee but women’s pants will tend no be cut much closer to the leg and lack the blousing effect of men’s pants.
Morrhallans are fiercely independent, and never did resign themselves to imperial occupation. They held out long after every other nation around them had fell and were one of the first nations to embrace rebellion when the empire weakened. This has left Morrhalla with a lingering hostility to the Empire, which has not diminished with Morrhalla regaining its independence. The churches of the triumvirate were burned and sacked with the withdrawal of imperial troops and the people of Morrhalla hold nothing but contempt for anything reminiscent of Karaadia.
Morrhalla is a nation for seafarers and the sea has shaped their culture and people. Though many Morrhallans live and work on the land even their farmers will typically have served as a deckhand on a ship for one voyage during their youth. This Morrhallan rite of passage is refered to as getting salted. Permanent positions on a ship are highly envied by Morrhallans with ships officers holding the same status as noble nights in other lands.
The institution of slavery is reviled in Morrhalla and not tolerated in any capacity. Even the worst of Morrhallas criminals are never enslaved and will be imprisoned only long enough to be judged. Crimal penalties in Morrhalla will never include long term imprisonment. Rather Morrhallan justice prefers fines, corporal punishments, or execution for serious offenses.
Morrhalla is a monarchy but nobility in Morrhalla derives not from the ownership of land like most places, but rather from the ownership of ships. A captain in Morrhalla is by definition a noble and the more ships he commands in his fleet the higher his status as a noble. The king of Morrhalla is by tradition the owner of the lands of Morrhalla and thus controls the Morrhallan shipyards. As such he weilds a certain measure of power and is entitled to tribute from the Morrhallan captains, but as kings go he wields substantially less power than most Monarchs. A Morrhallan captain is sovereign on his own vessel and while, by tradition he is required to answer the call of the king in defense of his home, there is no mechanism to enforce that duty. In practice this functions well as most Morrhallans have a highly refined sense of personal duty that transcends any written law.
On the land the kings power is a little more substantial, with farmer working the land and paying taxes to the king. But on every farm young boys dream of taking to sea while their fathers wish they could go back. Not surprisingly the overwhelming majority of Morrhalla’s population lives near the sea.
Family is important to Morrhallans but not nearly as defining as it is in other nations. Morrhallans believe that family ties should be maintained but that children should be independent as soon as possible. As a result, children are raised by their parents until around the age of 15, at which time their parents will negotiate a contract to have their child serve a term as a deckhand on a vessel. The typical term will last for 3 years at the end of which the child will be discharged at age 18 with his share of the voyages proceeds. This is the seed money the child will use to make his way in the world. Many children will choose to sign up for another term, if a captain will have them, others will use the money to enroll in a craft school. And some will use the money to lease land from the crown to become farmers.
From the day they leave home at 15 on the child is considered an independent adult. Their parents will still correspond with them and offer them advice but they are expected to care for themselves and make their own decisions from that point on. Morrhallan parents do not arrange marriages for their children.
Morrhallan politics, perhaps more than anywhere else, are a meritocracy. Those captains who are skilled and clever traders will survive and prosper and with that prosperity they will buy more ships and become admirals. Those who are reckless and foolish will go broke loose sailors willing to follow and inevitably be taken by the sea. The position of king is inherited and seldom is contested. As unworthy kings tend to just be ignored by the Morrhallan noble class.
During the Imperial occupation the imperial triumvirate were installed in Morrhalla, but the clergy found very few converts among the Morrhallan populous. After the rebellion the imperial churches were cast down and burned by the people of Morrhalla who throughout the occupation stubbornly held to their original gods. Morrhalla holds to a dualistic pantheon embodied by the land and sea represented as Zashen and Lythen, a god and goddess.
Legend holds that Zashen and Lythen are lovers who embrace one another at the shore and the movement of waves on the beach and rhythm of the tides are the two of them making love to one another and that it is this intercourse that all animals and living things were actually born from this embrace between land and sea.
The furious lady, Deep lady, Scaled mother
Symbol: Sea shell
Home Plane: Elemental Plane of Water
Portfolio: Sea, Weather, Sailors
Worshipers: Sailors, Fishermen, any who live near the sea
Cleric Alignments: Any
Domains: Ocean, Weather, Water
Favored Weapon: Scimitar
Zashen is the undisputed queen of the sea. When you set out upon the waves you give yourself entirely to her. She may carry you to safety and riches, or she may choose to carry you to the bottom and keep you forever. This is her right by virtue of your decision to enter her realm. Make sacrifice to Zashen, beg her with humility and watch for signs and omens of her pleasure before setting out upon the waves… She may still choose to keep you but your place within her court will be better if you enter it with offerings in her name and smile on your dead lips.
Clergy and Temples:
Priests of Zashen tend to wear blue coats that extend to the knee and belt at the waist with a green sash. Temples to Zashen are built in tidal caves and into rocky beach front cliffs, but most frequently you’ll find Zashens services being held on board ships at small ship borne alters. There is little organization to Zashens church, most clergy are called from the crew of ships and will serve another priest as an apprentice eventually moving on to serve a ship of their own.
The deep father, Earth Lord, The silent one
Symbol: A high mountain rising from the sea.
Portfolio: Earth, Crops, Crafts, The dead
Worshipers: Farmers, Land dwellers, Craftsmen
Cleric Alignments: Any Non-evil
Domains: Plant, Earth, Craft, Death
Favored Weapon: Hammer
Much as you may love the sea, you are creatures of the earth. All life grows from it, and in the end all living things must return to it. The earth is a place of deep secrets and limitless potential, deep within it are crafts and artistry just waiting for the patient craftsman to smooth away the rough places concealing the great works within it.
Clergy and Temples:
Lythens Clergy tend to wear full length robes of brown with deep cowls and belts of green. Temples of Lythen tend to be in natural caves and also serve as places of burial, although smaller alters can always be found near fields to accept the offerings of farmers. Again as with the church of Zashen there is no particular organization to the church of Lythen. Instead new priests are indoctrinated through a master apprentice relationship.
This salty veteran knows ships and the sea like no one else. He can handle a ship, fight off pirates, and safely guide his vessel through the very worst of weather. The master sailor tends to forsake heavy armor, preferring instead being able to swim, but he’s handy with a crossbow or a sword, and a hard life at sea has toughed him up so he can readily take a pounding.
Hit Die: d8
Skills: Profession (sailor) 5 ranks, Profession (Navigator) 5 ranks, Rope use 5 ranks, Climb 5 ranks, Swim 5 ranks.
Base attack: +4
Feats: Leadership, Skill focus (Sailor), Endurance.
Other: Character must gain at least one level while serving as crew on a ship at sea.
Class Skills: Profession (sailor), Profession (Navigator), Rope use, Climb, Swim, Balance, Intuit direction, Spot, Craft (Carpenter), Diplomacy.
Skill points: Each level the Master sailor get 4 + int modifier.
Attack Advancement: Average
Fortitude Saves: Good
Reflex Saves: Good
Will Saves: Poor
1st Strong Swimmer
3rd Sea fighting
4th Ship’s Master
5th Weather sense
6th Tactical Commander
7th Come about
9th Superior Sea fighting
10th One with the ship
Weapon and armor proficiencies, the master sailor is proficient with all simple weapons and all small and medium sized martial weapons.
The master sailor gains a +5 on all swim checks
The Master sailors experience and reputation tend to make him respected and he has learned to capitalize on that. When the master sailor issues orders he tends to be obeyed. Particularly in combat and high stress situations allied NPC’s will tend to obey the master sailor without even thinking.
The Master Sailor takes no penalties for fighting on a shifting deck.
The Master Sailor is intimately familiar with the particulars of his ship. This affords the Sailor a +5 on all Profession (sailor) checks when maneuvering in combat, dealing with poor weather, or any other exceptional feat of seafaring.
The master sailor has become attuned to the shifting weather patterns at sea and can accurately predict the weather up to 24 hours in advance.
The Master sailor not only tends to be obeyed but he really ought to. His experience makes him an expert tactician all allies who fight under his direction get a +2 to their initiative and +1 to their base attack bonus.
The Master sailor can turn any ship he commands 90 degrees in half the time and space as normal for that type of ship. This can be devastating when maneuvering in combat to ram.
The master sailor is an expert at positioning his vessel to deliver a broadside. All catapults and ballista get a +2 to hit thanks to his careful placement of their vessel. This stacks with Tactical Commander
Superior Sea fighting
When fighting on a shifting deck the Master sailor, as a standard action, can make an opposed balance check against any opponent without superior sea fighting if successful the opponent is considered flat footed and the Master sailor may make one attack at his highest base attack bonus. Even if the check fails the sailor still makes the attack but the opponent is not considered flat-footed. This ability even affects those with the uncanny dodge ability.
One with the ship
The Master is deeply in tune with the terrain and movement on the ship and turns this into real advantage when fighting at sea. The master sailor gains a +4 dodge bonus to AC and a +4 terrain advantage to attacks when fighting on a ship at sea.
Morrhallan Sea Witch
Sea Witches are both feared and revered among the Morrhallans. There are no schools or academy for Sea Witches, rather their particular craft is passed down from master to pupil. Barred from captaining ships by long tradition Sea Witches are none the less highly sought after by captains and admirals across Morrhalla for their unique skills and the prestige their presence in the crew will bring to their ship. Even comparatively low level Sea Witches can negotiate for a hefty percentage of the ships profits. As a result only the most prosperous of vessels will typically host Sea Witch on board.
-Ability to cast Arcane Spells
-Energy substitution (Frost), Energy Substitution (Lightning)
-Knowledge Religion (7 Ranks)
-Must apprentice under an existing Sea Witch for 1 year prior to taking the first level of Sea Witch
Base attack bonus
Fortitude – Good
Reflex – Poor
Will – Good
3 + Intelligence modifier per level
Same as wizard + Knowledge (Religion), Knowledge (Sea)
Spellcasting – For each level of Sea Witch the character gains spells and caster level as though he had advanced a level in his prior arcane spell casting class. In the event that the caster posses more than one prior arcane spell casting class the character may choose which classes spells advance.
1st Expanded Spell Casting,
2nd Weather Sense
3rd Instant Substitution
4th Eyes of the mist
5th Call the Currents
6th Power of the Sea +1
7th Mantle of Mist
8th Creature of the Mist
9th Power of the Sea +3
10th Creature of the Water
Expanded Spell Casting: At first level the Sea Witches spell list expands to include all the spells in the Priestly domains of Storms and Water. In the event that a spell is listed in both the caster arcane spell list and the domain list the lower of the two levels is used.
Weather Sense: The Sea Witch can now unerringly predict the weather up to three days in advance.
Instant Substitution: The Sea Witch can now spontaneously use energy substitution (Lighting, or Frost) when casting a spell. This is done as a free action and does not increase the casting time or effective level of the spell, nor does the caster have to prepare the spell as a substituted version of the spell ahead of time.
Eyes of Mist: The casters vision is no longer impaired by fog or mist of any sort includes magical fog.
Call the Currents: The sea it’s self becomes the ally of the Sea Witch 2/day the Sea Witch can call a favorable current sweeping the ship along as though is sailed downstream in a river rather than through the ocean, allowing their ship to sail at full speed without sails or even in a dead wind or double it’s normal speed in favorable winds. Further the Witch can also call a cursed current to plague a rival ship. This current will work against the ships progress sweeping them off course or even backwards for the duration of the current. A summoned current lasts 1 hour per level of Sea Witch and can be dispelled via break enchantment.
Mantle of Mist: The witches body is now constantly wreathed in a mantle of watery mist. The mist grants the caster +2 to their AC and 3 times a day the caster can call forth the mist swelling the mantle into a full fledged fog cloud as the spell. The mantle can be suppressed by the caster at will but this does require at least minimal concentration on the part of the caster, if the caster relaxes or goes to sleep the mist will again envelope them.
Creature of the Mist: The witch is now able to assume gaseous form as the spell as a standard action at will. Further the witch can travel through the mists instantly similarly to a dimension door. So long as the caster is standing in an area covered by fog or mist, as a standard action at will the caster can change their position to any location covered by the same cloud of fog or mist.
Power of the Sea: All lighting and frost spells are now cast at +1 caster level this increases to +3 at 9th level.
Creature Of the Water: The caster gains water breathing as a permanent effect. Further the witch gains a swim speed equal to their land speed and no longer takes penalties for attempting actions under water. The caster is now effectively a native of that environment.
Sing the winds (Bardic music feat)
Bards among the Morrhallan are deeply revered not only for the positive effect they can have on the moral of the crew, but also because some among the Morrhallan bards know the secret of Singing to the wind. By Using two bardic music attempts and by succeeding on a DC 25 perform check the bard can summon favorable winds doubling the movement for any vessel they sail on. These winds will only last as long as the bard continues to sing and any interruption will end the effect and require the bard to use two more of his daily bardic music abilities to resume the effect.
Fleet of Justice: Several Morrhallan captains banded together during the Karaadian occupation and formed the fleet of justice. This organization existed ostensibly to resist the Karaadian occupation and protect the Morrhallan royal family. During the centuries of imperial rule the royal family sailed with the fleet of Justice and ruled in exile while under their protection. The members of the fleet who were not actively carrying and protecting the royal family dedicated themselves to plaguing the Karaadian navy and shipping interests. The royal family has returned to the mainland and are no longer threatened by Imperial invasion, but the Justice fleet still harass imperial shipping and are a particular terror to slavers. The Empire declared the fleet to be nothing more than pirates and criminals and issued an edict of death for the crew of any ship flying their colors during the occupation. That decree is still in effect.