Kavmier

The Aristocracy of the Kavmier

“The whole is greater than the sum of its parts. The Kavmier embody this truth in true unity.”

Racial Traits

Abilities +2 CON +2 WIS
Skill Bonuses +2 Intimidate +2 Thievery + 2 Streetwise +2 insight
Size: Medium

Speed: 6 squares

Vision: Normal

Languages: Common, Ruskacommon, choice of 1 other

Cold Resistance: you have resist cold damage equal to 5 + level

Rally of Comradary

You issue a rally to your team. Their spirits are lifted by the bonds of loyalty.

Encounter – Minor Action

Effect: all allies within 20 squares receive 5 temporary HP. In addition, allies receive a +2 bonus to all Saves, and +1 to attack rolls for 1 turn.

The isolated Kavmier are a proud race of survivors, thriving in the tundra wastelands of the Western continent. Their demonic bloodline often leads to them being misunderstood and ill-perceived by other races. Granted, their tenacity and cunning are deservedly legendary. In reality, they are a highly unique people, set in strong emotions and a highly nationalistic sense of identity and duty. They are various hues of red, black and very rarely a dark purple in complexion. They often sport a pair of horns of variable size and sharp, boney futures. They are average in height (5’6 – 6’) and wear think garments of insulating fur.

Notable Kavmier

Lucife was chosen as Champion for the Kavmier in the 7th cycle and assisted with destroying Oni, upon return he became the de facto leader of Kavmier through popularity with the Kavmier Nobility and Royalty.

The Master Arbiter is the ultimate enforcer of Kavmier and the highest Royal Servant, serving both protection and management. His job is incredibly demanding and as such he gets very little sleep.

The Kavmier Princess was of little consequence until the recent deaths of her parents, now she inspires Kavmier and maintains contact with Lucife. Notably, the Princess seems enamored with Lucife although their relationship remains distant. Her father’s reign saw no Noble Scions other than the required Noble Scion Head, at his death there were made five new Noble Scions.

The Master Sage is the ultimate source of Kavmier and the subtlest Royal Servant, it is their job to know everything and be able to accurately predict anything.

The Master Shade is the ultimate manipulator of Kavmier and the unseen Royal Servant, it is their job to attend to everything that must be done outside of awareness and to exist in a realm of illusion.

The Clan Heads are Royal Servants appointed by the Royal Family to lead their designated Kavmier Clan, anybody may be appointed at any time though the previous Clan Head or a Clan Scion may dispute the new appointment with a duel against the Royal Family member.

The Clan Scions are designated by the Clan Head as their representatives to the other member of the Clan, anybody may be appointed as a Clan Scion.

The Noble Scions are nobles who have forsaken clan and property to act as a regulating force in Kavmier, it is they operate according to their own complex laws and their Council may designate new nobility, who must be accepted into a Clan to affirm this position, as well as new Royalty, the old Royalty may dispute this claim with a duel. The Noble Scions are represented by the Noble Scion Head who is always designated by the previous Noble Scion Head.

Kavmier Nobility and Royalty

Kavmier Nobility are tasked with constant self improvement, they frequently engage in unwinnable or competitive games as well as engaging in ever expanding projects. They are tasked to spread the insight they gain to the rest of Kavmier society. Only the Kavmier Nobility have access to the Kavmier Royalty.

The Kavmier Royalty includes the Royal Family and the Royal Servants. It is their task to see that the Code of Kavmier is upheld and to provide inspiration and direction for all of Kavmier.

Kavmier Royalty and Nobility can be replaced with a duel to the death or by Royal appointment, should negotiation or peer pressure fail.

The Kavmier Nobility are divided into Clans, these clans are each given a philosophy and a duty. The Angel Clan master solving problems through overt action and accept defiance; the Devil Clan master solving problems through subterfuge and accept control; the Legion Clan master unity and accept negotiation; the Dragon Clan master the fundamentals and accept transformation; the Bear Clan master the spirit of Kavmier and accept everything; the Fish Clan master the flow of Kavmier and accept nothing.

The Bear and Fish Clans are notable for having sexist membership, Bear only accepts males while Fish only accepts female. This has resulted in affectionate slang among the peasantry.

The Noble Scions are nobles who have forsaken clan and property to act as a regulating force in Kavmier, it is they operate according to their own complex laws and their Council may designate new nobility, who must be accepted into a Clan to affirm this position, as well as new Royalty, the old Royalty may dispute this claim with a duel. The Noble Scions are represented by the Noble Scion Head who is always designated by the previous Noble Scion Head.

Any Noble can abdicate their title and position to become a peasant.

Code of Kavmier

Kavmier is a nation of individuals. Each individual fervantly pursues personal growth to share with the nation that other individuals my develop as well. The nation supports the individual without destruction of the individual.

Every Kavmier attends to their own developement. They pursue utility, survivability, and sufficiency.

Every Kavmier masters the most fundamental and the most advanced. The self, the tool, and the weave.

Every Kavmier maintains loyalty to the self and through the self the community. The Kavmier trusts in the community because the Kavmier will not betray themself.

Every Kavmier learns tactics, balance, and intensity.

Every Kavmier adapts to situations that have occured and have yet to do so.

Every Kavmier speaks in riddles with clear answers and plays in games with no possible victory.

The Kavmier Nation provides the nessecities of society: resources, communication, and endeavor.

The Kavmier Nation has faith.

The Kavmier Nation survives.

Kavmier Citadel

Grehcko is the name for the capital city of Kavmier. It is and forever will be the only sanctioned city of Kavmier. It is a fortress, a city, and a town, each lying within its own layer.

Kavmier Academy

In the mountains of the island to the north there is a monastery of academic discovery.

Kavmier Dome

Under the sea there lies a place of gardening and pastoralism, as well as industrial raw resource creation.

Militia Temple in Kavmier

The Tudors of the Militia Temple are required to become Kavmier Nobility, tying the organization to the Kavmier nation and the Kavmier nation to the organization. While all Tudors must become Kavmier Nobility as well, not all Kavmier Nobility may become Tudor. Accordingly, the Militia Temple serve as the civil arbitration and defense force for Kavmier and Kavmier devotes resources to the Militia Temple. Tudors must abandon their Clan.

Kavmier Military

The entire Kavmier populace is a sleeping giant. Every Kavmier, down to the last child, are survivalists and tribesmen who study the martial and arcane arts as much as they study hunting and gathering, most have made their own armaments though often with help.

Typically Kavmier wear hide or scale armor, though some choose to wear cloth. Standard weapons include Shield, Advanced Crossbow, Long Knife, Tetsubo, Falchion, and Yari.

Kavmier in battle harass, lead, and starve their enemies before suddenly charging them en masse and dispersing suddenly. Kavmier are known to use their knowledge of thievery and inner nature to move among their enemy stealing resources and leaving behind traps. Although Kavmier are zealous enough to throw away their lives in final glory, they approach death with caution.

Kavmier Magic

Despite their emphasis on fundamentals, the Kavmier may be called notorious for their creation of spells and rituals to solve problems, in fact the great Kavmier Library is in fact a set of self sustaining spells. The Kavmier prefer spells over enchantments, but do use them occasionally.

Kavmier

Æthan WolfgangMclain