Karana Heights

**Karana Heights** is a country southwest of Vrachodis.

## Geography

Karana rests on a colossal plateau, elevated above the harsh deserts of the Scarred Sands. Deep roots and centuries of druidic magic have infused the land itself with the essence of fertility. Thus, the area is densely covered in tall trees, thick grass that usually reaches to four or five feet high, and tremendous amounts of water. The Amazons reside on the plateau-like oasis… one with large monsters roaming about constantly.

* **Wooden Fingers:** One of the many geographical terms in Karana. These are large trees that some villages structure themselves around, or a small group of them.

### Climate

The air is humid, ranging from very hot in the day to very cold in the evening. Rain occurs often, especially in the Karana Wood. The weather is extreme as the growth in the land, with monsoon season and a fair share of tornadoes.

#### Druidic Effect

However, the land is just as abundant in magic. Ancient druidic enchantments upon the land help to ward off some of the storms in certain places, mostly in cities. The land and skies themselves seem bent on the protection of Karana’s civilization, so long as it does not shelter itself from the outside world.

## Population

Mostly consisting of larger humanoids, the Amazons are merely larger than average humanoids. 6’ is manlet status, 7’ is average height with the women often taller than the men. Many of the Amazons are born with or come to possess animalistic traits, said to be granted ‘guardian spirits’ from the gods. Shifters are common, with some changelings appearing in frequency as well.

## Government

The Karani society is almost entirely matriarchal, based on the fact that mothers are bearers of life and life-bearers should have the privilege of governing it. Furthermore, the Heights are a tribal magocracy; its rulers are split into several clans each run by a council of mages.

### The Court of Sages

The Court is Karana’s governing body. Each tribe has their own Court of eleven magic users called Sages, who act as a council to perform legislative, executive and judicial duties. Though there are court mages that attend to and carry out the Sages’ wishes, it is the Sages that form the ruling body. Sages are not necessarily wizards; just as often, they are also powerful druids.

### The Court of Queens

The Court of Queens is formed of the thirteen most powerful Sages of Karana, each who act as “leaders” of their own courts. They act as a Court of Sages to the other Courts of Karana, making large-scale decisions on matters such as foreign policy and designation of threats and disasters. One is the tiebreaker vote in the Court of Queens, Queen Imani Aesir, who holds court in Karana’s capital of Tene’kit.

#### Imani Aesir

Known as one of the most powerful elementalists in the world, Queen Imani Aesir does not care for altruism to the other nations of the world. Everything must benefit Karana in some way in the end. However, she does appear to show some favoritism to the nation of Vredia due to mutual connection with the elements, and is rumored to have ties to the witches of Melicor. She is hundreds of years old, yet appears to be of Orcish blood.

## Wealth

Karana Heights specializes in Travel Trade. The Karani exhibit many excellent natural landmarks for sightseeing if you can avoid the giant monsters between civilization points. Lush springs, beautiful waterfalls, excellent camping spots… Karana has it all.

### Eternal Fruit

Many exotic fruits grow on the Wooden Fingers of Karana, enough to provide potent healing and the like. These make for good trade in potion ingredients, especially since some of the “fruits” are incredibly deadly poisons that rival or surpass wyvern venom.

## Culture

The Karani pride themselves on skill, strategy, and tradition. Competition is common, with many festivals in place to accommodate their versions of sporting events and athletic trials. Some ritual combat is performed, but such practices are more ceremonial. Brute force itself is recognized, but is unfavored when compared to being smart in a fight.

### The Rite of Fangs

A coming-of-age ceremony in the Heights, where a young man or woman is bitten in a ritual by a were-person and given some of the bestial essence. They are tasked with controlling this form while being forced into it for 48 hours beneath moonlight. After this, they are tasked with hunting down a specific creature. At times, multiple children at once are tested, usually as siblings, friends or groups of students. Whether or not the child retains the traits is based on happenstance or specific circumstances of the rite.

### Arms Welcome

The Karani are a culture who rely much on foreign relations, to Imani Aesir’s chagrin. Individuals from all across the world come for many healing pools in the Heights, fabled for the ancient druidic regenerative magics stored in them. If they can bring proper trade, the Karani welcome them into rituals that provide sustenance or healing. All should cherish nature’s bounty, and the Karani are known to be a salvation for some in the Scarred Sands if they can survive the journey.

### The False One’s Shrine

A forbidden place in Karana, this shrine is supposedly home to cursed tombs of persons erased from history. It is one of the spots for dungeoneering by adventurers, though the locals do not enter, for only death and horror await. A strong few may survive, and Karana makes a good bit of money off of selling supplies to such individuals, but every person is scarred by some sort of evil magic that cannot be cured even by most divines. The only reliable way to survive seems to be bringing a faithful chosen of Amarinthinos along…

### Religion

Although the Watcher is respected in Karana, their worship focuses on many of the other deities of nature. They share some of the deities’ rituals around the world, but tend to take on a more “druidic” method.