The Hkari in Verum | World Anvil

The Hkari

  The seals of the green pantheon hold the elements in balance so that the material plane may function. The druids seek to hold the balance in place, but their numbers and strength have greatly diminished since the Reckoning, so it is up to the Hkari to aid them. The Hkari serve not just to safeguard what remains of the druids, but their original purpose was to hold back the tides of evil pouring from the hells, the abyss, and Abbadon. Dark forces vying for a single foothold within Verum itself are held back only by the mighty Hkari. These veiled knights, led by the Black Phoenix, are the bane of demons, devils, and daemons. As such, their souls are the most prized by these creatures. They will sacrifice anything they can to grab a wayward Hkari soul, but they are protected by their legendary armor. Forged from the souls of the fallen Hkari, their armor serves not only as defense but as a last resort should they fall. But someone must hold back the tide, someone must stand against the darkness and put their faith in the light!  

Starter

Hkari Plate
Full Plate Armor (Requires Attunement)
This legendary armor, passed down to all members of the order, is forged and infused with secret rituals and the souls of Hkari past. However such power comes at a cost.  
  • This armor contains a +1 enhancement bonus, and increases in might as the wearer gains strength. At 5th level it becomes +2 and at 10th level, +3.
  • You gain proficiency with this armor if you don't have it.
  • This armor also provides a +3 to any hit point gained form any source of healing.
  • If you should ever die, to protect it from the evil constantly waiting for it, the armor seals your soul within to keep it safe and to power the next Hkari. A Hkari can never be resurrected.
  • The armor can be taken off, but no matter where it is, your soul returns to it once you have attuned to it, which you do when you join the Hkari.
  Fadesteel Gorget: Whenever you would be subject to a critical hit, you reduce the damage taken by 5.   A set of traveler's clothes, Smith's Tools, and a pouch containing 10gp.   Improved Starting Equipment: Choose three from the following item sets to start with: x2 bandoliers, potions of healing x 3, pole of collapsing, antitoxin, empty vials x 2, bullseye lantern, smokestick, net, hourglass.  

General

  • Any who join after level one receives the Hkari Plate and must attune to it.
  • Attribute Cap Increase: +2 Wisdom; This boosts the maximum of an ability score, but not the score itself.
  • Tool Proficiencies: Smith's Tools
  • Magic Item Crafting Bonus: Crafting magical items at the Hkari's faction forge increases crafting speed by 25%.
  • Blazing Glory: You gain this upon entering the faction and if you leave and somehow survive you lose it. In True Combat (combat against a threatening foe), when you roll a 20 on an attack roll, you gain a stack of Blazing Glory. For each stack of Blazing Glory that you have, you deal an additional 5 damage of the weapon or spell's original type against hostile creatures. Additionally, you score a critical hit on a 19 or a 20 when attacking an outsider, which is further increased by 1 if you have the Improved Critical or Superior Critical features as appropriate, and you gain a stack of Blazing Glory if you score a critical hit in this way. All stacks of Blazing Glory fade when True Combat ends.
  • Knowledge is Power: You learn the language Wicked
 

Loyalty Benefits

 

Echelon Armor Types

At Loyalty 1, your Hkari chooses one of three transformations, once chosen it cannot be changed. At higher Loyalties, these armors gain additional powers. Although the armors may change shape and material style, they maintain the same weight and armor type.  

Valkyrie Echelon

The armor grows lighter and accommodates a pair of metal wings tucked away to form a sort of metallic cloak.   Loyalty 1: As a bonus action you can grow a pair of metallic wings that grant you a 30-foot fly speed for 1 minute. You must complete a long rest before you can use this ability again.   Loyalty 2: Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.   ---  

Myrmidon Echelon

The armor takes on a sharper more sinister shape, as dozens of mouths with sharp teeth form closed all around the armor.   Loyalty 1: You can use a bonus action to grow dozens of tiny maws on your armor, consuming the blood of those you slay. For 1 minute whenever you kill an enemy you heal for 1 hit point. You must complete a long rest before you can use this ability again.   Loyalty 2: Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 damage. If you do not have access to the Divine Smite class feature, you can use it once per day as if with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.   ---  

Signifier Echelon

The armor takes on its lightest form, becoming more akin to a chainmail robe.   Loyalty 1: You can use a bonus action to empower your spellcasting for 1 minute. When you hard cast a spell you add 1d6 additional damage of that spell's damage type to the total damage dealt. You must complete a long rest before you can use this ability again.   Loyalty 2: Whenever you use the Divine Smite class feature on an evil outsider, you deal an additional 1d8 radiant damage. If you do not have access to the Divine Smite class feature, you can use it once per day as a paladin of equal level with a first level spell slot. The extra damage does not count toward the dice maximum provided by the ability.  

Tenets

  • You know not mercy for your enemy.
  • You will not suffer the weak who fall to your enemies' wiles.
  • Help the druids when you can.
  • Your life is too valuable to waste, spend it well.
 

VINPC

The Black Phoenix: The terrifying warrior known as the Black Phoenix leads the Hkari. He can be contacted by formal request, but should not be bothered with anything poultry. You are expected to handle your own problems, else why are you Hkari?  

Ranks

Chaptermaster - Hell Lord   Quartermaster - Hell Knight   Ambassador - Hell Knight   Member - Private - Sergeant (Military rank determinate on level, can also be augmented by prestige)
  • Private - 1st Level
  • Private 2nd Class - 2nd level
  • Private 1st Class - 3rd - 4th level
  • Corporal - 5th Level
  • Sergeant - 8th+ Level
 

Exit

Membership into the Hkari is marked by their iconic armor, but more gravely, once joined and attuned a Hkari may never leave. Desertion results in one's death, and their soul being sealed within their armor.  

Additional Benefits:

 
Hkari Specialization (Phase 3)   Until the end of the Phase 3, all Hkari deal an additional +2 damage to Astral Outsiders, and have advantage on Knowledge checks made against them. Members that join after this agenda is completed gain this benefit.
  ---  
Faction Tool Empowerment: Alchemist's Supplies   +1 Alchemist's Supplies are made available to the faction. Any faction member can use this kit, but it cannot be removed from the Bank, nor does it count toward the number of total magic items in the bank for the purpose of the magic item limit.
 

Faction Loyalty Milestones Achieved

 
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  • 15, Downtime - The faction itself gains downtime days as if it were a player, if 3 were awarded to the player base, the faction gets 3. These can only be used to progress agendas. These days will be submitted after each update stream.
  • 27, Gold Income - The faction earns 1000 gold every update stream. This gold is immediately stored in the Faction Bank.
  • 30, Forward Base 1 - The Faction begins to expand. You gain an outpost within the country that your Faction resides, Dolten for the World Wanderers. This outpost increases the magical item storage capabilities of your faction bank by 1. This outpost is not an RPable location, and can be destroyed through certain events.
  • 41, Armory - The faction opens its own armory, in which adventuring gear, proficiency tools, and non-magical and exotic simple and martial weapons, armors, and mount/pet barding can be purchased using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. When you RP the purchase with the Quartermaster of a faction with this milestone, you do not need to spend a downtime day on shopping. If you do not, you must spend a downtime day to do so.
  • In both cases you will need to submit a trading log in the trading-log chat below is an example.
(at) Trading (at) Yourdiscordname Spending “Total Gold spent” at the (Faction name) Armory   Items bought and at what prices   (at)QM
    Then the QM simply Confirms by also putting in how much gold will be added to their Faction bank.  
  • 49, Forward Base 2 - The Faction continues its expansion. You gain another outpost within the country that your Faction resides. This outpost increases the magical item storage capabilities of your faction bank by an additional 2. This outpost is not an RPable location, and can be destroyed through certain events.
  • 50, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were a player. These days cannot complete research.
  • 57, Downtime - The faction itself gains downtime days as if it were 2 players, if 3 were awarded to the player base, the faction gets 6.These can only be used to progress agendas. (replace the previous downtime buff).
  • 66, Medical Ward - The faction opens a medical ward, in which medical supplies, healing potions and anti-toxins can be bought using downtime days, faction members buy these at 50% discount, players from other factions and factionless buy them at full price and 50% is directed to the faction coffers. The medical ward stocks 6 basic healing, 2 greater healing potions and 2 anti-toxins each update stream. The medical ward can only stock each item up to the amount of members in the faction. Non-members and Factionless must RP the purchase of these materials.
  • 75, Forward Base 3 - The Faction expands deep into its country. You gain another outpost within the country that your Faction resides. This outpost increases the - magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 88, Gold Income - The faction earns 2500 gold every update stream. This gold is immediately stored in the Faction Bank. This overwrites the previous Gold Income milestone.
  • 90, Forward Base 4 - The Faction expands its influence to the corners of its country. You gain another outpost within the country that your Faction resides, the World Wanderers may choose another country to build this outpost in. This outpost increases the magical item storage capabilities of your faction bank by an additional 3. This outpost is not an RPable location, and can be destroyed through certain events.
  • 120, Forward Base 5 - The Faction doubles down on securing its outposts, increasing security and supply to them. This increases the magical item storage capabilities of your faction bank by an additional 1. This outpost is not an RPable location, and can be destroyed through certain events. Design links pending.
  • 124, Gold Income - The Faction earns 3500 gold every update stream. This gold is immediately stored in the faction bank. This overwrites the previous Gold Income Milestone.
  • 130, Research Improvement - The Faction intensifies its researching capabilities. While the Faction has active research it will submit research days as if it were 2 players. These days cannot complete research. (replaces the previous research buff).
  • 140, Improved Kennel - The faction expands its capacity to hold pets and mounts by opening an additional kennel. Each member can now house an additional five Tiny/Small creatures, three Medium creatures, or one Large creature.
  • 150, Downtime - The faction itself gains downtime days as if it were 3 players, if 3 were awarded to the player base, the faction gets 9.These can only be used to progress agendas. (replace the previous downtime buff).

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