The Kalrock Clans

An ancient and powerful people, they abide within the living cities. Immense beasts bare the clans across the pale seas. A life of symbiosis, the people of the clans tied together by magic and fate to their homes. The clans act as guardians of their beasts, or living temples as they call them. In return, the people of the clans gain long life and increased vigor, often taking on parts of the appearance or temperament of their temple. The clans are not exclusive, anyone is welcome to assimilate into the fold, but the commitment is for life.

Joining the clans requires a ritual known as the bond. The exact ritual varies from clan to clan and is only known by those who have been a part in it. The result of this ritual, is the emotional and psychic linkage of the recipient and their clan beast. This process creates an immense devotion between beast and recipient, as well as fluency in the clans tongue.

There are four known living cities that still traverse the pale seas, they are:

**Rumvaild: The Turtle**

*Size: 30 km^2*

Rumvailed, the star of noon, rumbling city, home of the chanting citadel, is one greatest cities on the pale seas. Its buildings, all crafted from the metals pulled from deep within the gods shell, shines like a blazing fire at noon. Because of this, much of the city is alive at night, and almost no one goes out during the day. Those that do walk around during the day, wear darkened goggles and plate their shoes with a rare heat resistant metal to resist the burning steal of the ground. Because of the metal shodden feet, the entire city rumbles with the clang of tens of thousands of footsteps. It is almost impossible to talk outside during the day. Because of this there exists endless interwoven pathways throughout the city. The wealth of this clan comes from the precious ores that lie within the tumours the inhabitants pull from his flesh. Though a source of perpetual wealth

             Semi mechanical, mostly large smoother metal with jointing you cannot see.

The heated metal also protects against attackers who would burn themselves walking through the day.

It is also a city of song, there is always music floating out of a forge or music hall, and fortunate travelers may witness rumvailed raise its immense head over the water and sing a note that seems to freeze the air itself. It vibrates throughout the city, echoing of metal, and when this occurs, the whole city stops to sing along, and ancient song in a long lost toung. A slow chant that grows in rhythm and volume, as it dances to a longing crescendo that never occurs. The song is always different, and no one on rumvailed can remember the words until it comes time to sing.

Wooden coins are used here

Rumvailed is the primary sources of metal on the pale seas, outside of the empire, and contains many of the finest smiths on the seas.

             Because of this it has an incredibly powerful economy, and itself has a fleet of rwound, shell shaped ships powered by large underwater engines.

**The Rumvailed bond has 4 stages**,

1. The internal organs of the individual are strengthened and rejuvenated. (+1) con The individuals life span is doubled. 2. They grow hard shell like plates on their back +2 ac to attacks from behind 3. Their back shell fully grows 4. full synaptic bond, they look like a TMNT

             **Districts:**

Merchant: This district contains a mix of many different species. Every other person you see is a dwarf, but apart from that you see alost every known creature (and some you are not familiar with). The roads here are paved with tight fitting stone that locals know is a curtesy to merchants and travelers.

Carbon: though sooty, it is considered a stable. It is needed for the making of steel, and generations of dwarfs work here with very few new comers. Those that live here, love it. Those that don’t worry about its necessary but unfortunate impact on their property value.

                            Iron: The life blood of the city. Central to its success and vast in size.

                            Bronze:

                            Tin: very poor

                            Mithril: one of the wealthiest districts

Gem: though gems are not found here, there is a healthy trad importing them to be used for jewelry setting.

                            Platinum/gold/silver: very wealthy

Spire forge/administrative centre: a three sided tower juts out of the centre of the island, its light grey brickwork, so perfectly cut that the joining can only be seen from up close, sharply contrasts the shining, alloy syrfaces of the surroundings city. Here burn the clans royal forges, used to construct great constructs such as entuer buildings or ships, and masterpieces to be sold for untold fortunes. From each side pours and ever running stream of molten metal that locals say is the lifeblood of rumvailed. Carvings, depicting the many wonders of this island run up and down the sides.

**Delvings:** one of the few alternateices to metal working is delving. Many no rumvaildens come here to make themselves rich this way. Entering into tunnles, along with mining teams, the delvers protect the teams as the remove valuable metal tumors from the god. This is a very dangerous task, and the deeper you go, and the more valuable district you enter, the mor dangerous creatures you can find. It is illegal on pain of immediate execution for non rumvaildians to mine or take any ore from rumvailed.

**Creatures:** creatures on rumvailed are those many beings that were exiled from the surface as the dwarfs expanded. They have become fierce and deadly as they are forced to adapt to the hot and vicious undershell environment.

there are all sorts of boogymen stories told of what lives underground, the most well known is the **verdrecka**, a many limbed beast that takes young dwarves who do not wish to learn their metal working. (vedrecka is real)

**Politics:** the city is ruled by the five and the one. The five are the council families, the most powerful families on rumvailed, who have ruled for many thousands of years. Each has a distinctly different hair colour. The one is the synaps, chosen from a different none 5 family each time. The synaps shaves all their hair to demonstrate that they have forgone politics and family loyalties in honour of the one. Of course, loyalties often remain…

**The families:**

                           **Barrelbrand Black (all ale and food)**

**Steel forge Silver (platinum blond) (invented steel)**

**Sacrin Red (religious duties (currently completely bald as they are head of the council)**

**Pengrit purple (Great craftsdwarves and jewlers)**

**Delvrin Dust (delvers and miners) (Hair is a baige and speckled with black, new family that displaced an old out of favour family (kadrid Grey)**

**The Grand BarelBrand:** The original barrlebrand mead hall. It is a massive, 6 story drinking establishment, with each floor representing a different kind of alcohaul. The building is build like a half cylinder lain on its side. It has low arched ceilings clearly made for dwarves. This is the place to be for any social climber or wealthy merchant

**Floors:**

                            1. ale, rowdy lots of fights

                            2. whiskey and smooth jazz

                            3. some halucinegenic liquid and fire dancer

4. clear liquid with gold dust, in a separate room, there is an  intense dance party. They dance to the rhythm of rumvailds heart, the liquid intensifies the connection with rumvailed and lets people hear its vibrations. It has severe side effects the next day.

5. Deeris ale made from a rare red berry from the east. In this room is a long aquaduck of marble in which people dip their heads into drink from

6. A quiet room that only serves 12 cups of alcohaul a day. Attendees auction for the most expensive alcohaul, some of which goes for tens of thousands of gold

**Quicksingers tavern:** A legendarily seedy space. Its two building joined by bridges

**Temples:**

 Each sector has a temple.

**Gem Glory:** A interlocking hexagonal church mirroring both the shell plates and the facets of gems.

**Church core:** the religious centre at the central forge. The inside of this immense room in made of interlocking hexagonal plates. A light, beaming down from the top of the towerbeams on a floating, gently roatating

**Forges:**

**Iron tree:** it’s a sprawling series of nearly 60 different workshops, each involved in an intricate, never ending forging and crafting process.

**History:** Rumvailed knew of its upcoming death. It told its people of a creature to the far north with great powers over the mind, by stealing its tears once could craft a gem that could put a creature in stasis. The rumvaildians did it with great weariness, but followed the command of their god. Other learned about the abilities of this creature and over time followed suit but with much more negative intentions.

**Economy:** due to the prevalence of metla, it is worthless as coinage. Instead, wood is used in itslpace. The wood is enchanted to before resistant. The equivalent exchange is:

**1m = 1 Ebony**

**1g = 1 oak**

**1s = 1 ash**

**1c = 1 birch**

**Details:** police ware green and purple plaid

**Eusee: The crab**

*Size: 10 km^2*

Spending most of its time in the depths, both beast and inhabitants alike scavenge the seafloor for the debris of great battles or storms. There are few sealed dwellings upon Eusee, the clan opting instead to wear enchanted helms of breath, or even grow gills themselves. Many dwellers of the depth use this shell as a forward operating base for adventure and skulduggery. Because of this, Eusee has gained a reputation for lawlessness and adventure. The great weakness of this beast is its complete and total blindness. Because of this, Eusee is entirely reliant upon its inhabitants for direction.

10 km^2

In the inky depths of the ocean, Eusee at first seems a mound of floating lights in the distance. Once you come near however, this mountain of shell with its glowing city upon its back dominates the sea depth like an elder king. Every shift of its legs shakes the sea floor, and its claws sunder rock with total ease

Looking upon its grey carapace, interspersed with shining polychromatic marks one can feel its majesty, its power. You are in the presence of a god.

Passing from the sea floor to its back, it is easy to make out the city, as it glows brightly with the only light at such incredible depths. Large sections of its back are enveloped in lair bubbles, to better aid those who cannot breath in the water.

Made of junk found under the sea, they don’t use money

Time is kept by the repeated filling of the air bubbles that support certain sections of the city.

Burial practices involve feeding the dead to eusee.

The more populated areas are highly heterogeneous, away from the core you find race based pockets

             VARSENS REBUILDING ORDERS

             -focus more on the arts and such -new arts universities and crafts festival.

-Taxes the hell out of the Arkadee. Also taxed the hell out of the merchants who are given rights to trade at eusee.

**Y'sarian: The whale**

*Size: ~400 km^2*

Y'sarian rises out of the depths with an explosion of water, visible from hundreds of miles away.  All of the structures upon Yesren have been constructed of its steel-hard baleen, the city that curls around Y'sarian giving it a glimmering pearlescent look. huge glass domes run our of sight down its spine. One of the three depth dwellers, Yesren splits its time between the surface and the ocean bottom. The Y'sarian clan collects its baleen for sale across the sea. Slow to move, and with little natural protection, this temple must be protected from the many adversaries in the great deep.

People of the Y'sarian clan often grow to sizes considered great for their respective races. Some inhabitants may even gain leathery blue skin or blowholes.

**Old Haradvere: The elephant**

*Size: ~400 km^2*

Striding upon the waves, Haradvere, the eldest of the living cities continues its everlasting journey. A dense jungle lies upon its back, populated by beast folk of a multitude of species. A complete outlier from the other, there is no clear symbiotic relationship between Old Haradvere and his passengers. Little is known of this living city or the clan (clans?) upon his back.

**DECEASED**

**Ledmorene: the shark**