Karakian
Home of the Page Empire
Food & Drink
Rock Bread
A hard stone shaped loaf of bread that lasts twice as long as standard loafs. It is typically eaten with StoneDrawn Cider as they dip it into the cider to soften the bread and providing a delicious flavor with every bite. The bread tastes stale when eaten dry, but when moistened, the liquid brings out the flavors hidden within.
StoneDrawn Cider
StoneDrawn Cider is a very popular cider in the empire of Page. It's a sweet cider made from Page valley apples, crushed with a stone press, and sometimes fermented with blackberries.
Geography
The cities of Page typically are both above and below ground. Massive fortresses of stone and metal tower a top the mountains; showing the pure skill of the Karak. These fortresses also go down deep into the surface of the mountains depending on the size and population of the cities.
The Iron Fields
Under the eight-legged mountains lies the iron fields. Massive caverns are within the mountain where iron and other minerals and oars are mined. The mining technique of the dwarves makes the caverns look like massive fields where the iron is harvested and smelted in the underground forges. The exhaust of the forages is piped up through vents in the ceiling of the iron fields and expel out at the top of the mountain. This gives the mountain tops a constantly cloudy effect, referred to it as the iron mountain. This is also where orbs are minted.
Laws & Regulations
The Karakian live and thrive in mountainous environments and most believe there is no other place to call home. They believe that unless you have an official order to leave the mountains; it is forbidden to leave. To Karakians, leaving the mountains without an official order is abandoning not only the mountain but also the community.
Religion
While there are those who focus on the trades, others focus on the deities. Many Karakian dedicate their lives to being priest or acolytes to the temples of the deities. While most temples are that of Gaia or Element, in order to give them constant thanks for the resources of the mountains. However, there are temples to other deities scattered throughout the empire.
Society
Karakians specialize in manufacturing metals and equipment. They use the resources of the mountains to fuel their trade. Although metal working is the primary trade, the Karakian also has many other areas in which they work. Some Karakian work as masons and help build the massive stone cities the Karakian live in. Those who live outside the mountains can also hire them out to build many structures by official orders.
Tsumeta buys a significant amount of Karakians' metals to craft their steam powered inventions and other technology. Steam power has aided the Karakians in metal crafting.
Economy
Page supplies the world with the largest quantity of high grade metals.
Orb Minting
The Empire of Page is renowned for their unique production of the secondary currency, Orbs. Page is the only empire to mint them as they originally were the only currency available within the mountain borders of the Page Kingdom (pre the Great War). Once trade became more prevalent with the other kingdoms, coins slowly replaced orbs as the main currency.
Minting orbs take special glass blowing skills mixed with transmutation energetics. The government grows the crystals used in minting and guards them heavily. The actual minting process is an imperial secret passed down to each new Orb Minter apprentice. To become an Orb Minter, one must undergo intense training and testing to establish trustworthiness. To become an Orb Minter, you must be born in the Page Empire, pass rigorous exams, and reveal your family's history.
The crystals' energy is revealed by crushing them into a fine powder. By mixing crystal powder in the glass and pushing essence through the orb, the abilities of the crystal can be activated. The final step is branding the Page Seal onto the glass using energetic brands that are also dusted with the orb’s crystal powder. Once an orb is minted, they are thoroughly inspected for the smallest of imperfections. Any found and the orbs are recycled and remade. Orb Minters take extreme pride in their orbs and any imperfection is a personal defeat to their craft.
Mountain Medicine
Living in the mountains, the Karakians don’t have easy access to herbs and other medical traditional medical remedies. They have had to learn to patch themselves up using non-traditional methods, such as packing wounds with clay, sawdust, or similar material. The materials are mixed with a small amount of herbal paste in order to help heal the injury. While often these medical methods cause the wounds to become infected, they have also helped save lives.
Discipline
Languages
Native
Karak
Secondary
Latlish or Ramkol
Suggested Masteries
Blacksmith and Physician
Primitive Crafting
You know the recipe for primitive crafting and have learned how to craft the items. See the crafting chapter for more information.
Mountain Shaman
You can use random bits of material, such as sawdust, clay, or dirt, to pack a wound which causes minor healing. This can only be done once per successful hit with a piercing or slashing weapon. Using this ability requires two actions. You gain rank one of the Alchemist mastery.
Using this ability requires rolling a d20 to determine if the healing was successful.
Mountain Shaman Healing Effect
For each rank of the Alchemist mastery taken, this ability advances one rank. This ability starts out at ranks zero.
Rank Zero
Minor healing to damage caused from piercing and slashing weapons. Heals for five health.
Rank One
A Laceration wound can be packed to stop bleeding for 1d4+2 rounds.
Rank Two
Herbs can be added to the material to increase the healing by +5.
Rank Three
The equal number of parts of the main ingredient used in health potions plus the material (dirt, sawdust, etc.) can be used to gain the healing effect of that potion.
Rank Four
The equal number of parts of the main ingredient used in antitoxin potions plus the material can be used to gain the effects of the antitoxin.
Rank Five
This ability can be used on dying characters to stabilize them. Using a main ingredient from a healing potion with the material on a dying subject can stabilize them if a 19-20 is rolled. Otherwise, if the result is within the healing range the time it takes for them to die increases by one hour. If a 1 is rolled the time it takes for the target to die is reduced by half.