TheMeanDM
2008-05-16, 08:35 AM
Inspired by Krimm Blackleaf's "Nation of the Dead" campaign world, I've decided to share my creation with everyone.
The World of Athame
The World of Athame (http://farm3.static.flickr.com/2317/2210232578_f59fbce040_o.jpg) is my richly detailed homebrew campaign world that I created...oh...15 years ago (or so).
Detailed pictures of
Northeast countries (http://farm3.static.flickr.com/2331/2210232432_7657040d1a_o.jpg).
Northwest countries (http://farm3.static.flickr.com/2245/2209716599_7b122a50cd_o.jpg)
Southwest countries (http://farm3.static.flickr.com/2177/2209717063_4480258a04_o.jpg)
Southeast countries (http://farm3.static.flickr.com/2266/2210509374_ae57a15e2a_o.jpg)
Here is the history of the world, up to this point.
Most normal people know at least something about the "world history" dating back up to 500 years ago.
Characters with Knowledge: History can make appropriate skill checks to have learned more about the history of the world. If a character has Knowledge: Religion, they can make the appropriate DC check for the "Gods War" period.
My rough chart is as follows:
{table=header]Time Period | DC
0-2100 | 40
2100-3700 | 35
3700-5700 | 30
5700-8000 | 25
8000-8700 | 20
8700-9200 | 15
9200-9600 | 10
9600-current | 5
[/table]
0 - This is the beginning of "new" history. Before this time, great empires and nations of humans ruled the world of Athema, their names long buried and forgotten in the sands of time. Eventually, the wars of these great lands led to an apocolyptic battle that re-created the world and caused the loss of nearly all knowledge that the great nations had acquired. Bands of humans gathered together and formed small communities for survival.
0 to 2100 - During this 2100 year period, the world was in chaos. The continents, due to the great cataclysm, realigned themselves in drastic fashion. The natural "reordering" took a huge toll on the surviving humans, and it was during this period that other, different races began to appear--due to the continents coming together. It was during this dark period of time that the Gods either came into being or were summoned to the world by the prayers of all who faced the relentless onslaught of the re-forming world.
2100 to 3700 - The next sixteen hundred years sees the surviving humans and new races form various countries and alliances, and the shattered world began to rebuild itself. Small countries form and live peacefully for many centuries. They lived peacefully because of the whispered stories of how a great war caused all their grief. The gods during this time gained great power and large numbers of devoted followers.
3700 to 5700 - During this time, two countries became great empires. They were called the Thaylay and Achaen empires. Each empire had a very strong, but expansion-minded ruler.
The two countries originally tried to live peacefully, but war was not to be denied. For the last 400 years of this time period, the two empires struggled mightily against each other. Many of the non-human races went into seclusion during this time. The Dwarves, Elves, and even the Orcs went to the extreme edges of the two great empires and began to build their own countries. This was when the elves of Shangtai might have founded their country, though no human scholar is entirely sure, and the elves don't talk about their origins.
The war would have dragged on for centuries more, if not for the intervention of one dark god. This god, his unholy name banished and erased from the annals of time, intervened on behalf of the Thaylay empire, mainfesting his power upon the world. The power that this god lent the Thaylay emperor was so destructive, that it not only obliterated the Achaen capital city, it decimated the surrounding land for hundreds and hundreds of miles in all directions---thus creating the area known as "The Waste".
The gods of light and goodness, knowing that they had to act, warred against the dark god and (supposedly!) scoured Athame of his power and taint and banished the dark god from this realm. They filled the power void with their holy might.
The remaining other evil gods, not wishing to allow the good gods a foothold in the world, exuded their own power upon Athame. Divine battles raged across all the world, and some gods (and many thousands of followers) were slain. Much damage was done to the world--both spiritually and physically.
Finally, the remaining gods reached a truce and all who survived pledged that no god would ever again directly influence the affairs of the world--only through their followers would the gods will be worked upon Athame.
5700 to 8000 - The Thaylay empire, the sole remaining "super power", was at its best (and worst!) during this eight hundred year period. Many great discoveries in magic and technology came about during this era. The Thaylay empire controlled most of the known world during this time, but they were decadent and lazy in their rule.
8000 to 8700 - The Thaylay empire fell into civil war. When the last emperor died, his lineage was thought to have died with him, as he had no male heirs. Powerful nobles contested for the throne and many wars of succession were fought.
8700 to 8900 - After another 200 years of fighting over succession, the common people revolted against the noble houses that had fought each other using the blood, sweat, and lives of the commoners. Many great heroes came from this era in history. It was during this time period that many of the current, "modern" countries formed themselves.
8900 to 9200 - This begins the "modern" age of history. The new kingdoms that have arisen expand and strengthen their control of their new lands. The empire of the dead (Daggoth) controlls much of the central lands at this time, enveloping all of Pelennor, Kandor, and up to Alseric and Merillion. The wizard kings of Daggoth, prompted by an aspiring young mage named Blackmantle, had their eye fixed on expanding the rule of Daggoth eastward toward Troyan.
During this time, trade flourished amongst many of the other countries, especially the Black Kingdom in the south lands.
Many expeditions of exploration were launched by varying countries, as the time of heady expansion and prosperity lent itself well to this adventerous attitude. A strange land/island of snake-men, odd Dwarves, and "primitive" humans was discovered by one such expedition. The land was named Jangain.
The great elven nation of Shangtai opened its borders to limited trade during this period. Their enlightened culture was not surprised at the "barbarian" intellect of the humans and other races that did not go into seclusion so many millennia ago.
The barbarians of Arangel embarked on a great "raid" that ravaged the lands of Allitur to the south, swept up through the woods, and even moved north into the lands of Kandor to fight Orcs, Trolls, and Goblins. This raid was eventually beaten back--and nobody, save for the Arangellian chieftains--has any explanation for why such a campaign was launched.
The kingdom of Allitur recovered quickly, and began construction of a great wall that was meant to hold off any more invasions by the Arangel barbarians. Darian the Great was the ruler that initiated this construction.
9200 to 9400 - The wizard kings of Daggoth squabble amongst themselves, and Alseric and Merillion are able to reclaim some of the lands that had been theirs originally.
The southern nobles of Troyan revolt against the opressive and dictatorial rule that comes from the Troyan capital. For 200 years they fight a bitter war of freedom. They are successful, and form the country known as Trillian.
The Black Kingdom establishes an outpost in Jangain, hoping to gather resources (gold, exotic goods, etc) for their profit.
Darian's Wall is completed during this period of time, and the incursions from Arangel into Allitur halt. Allitur expands their rule north into Kandor, but lose the eastern part of their lands to a new faith, who worships "The One". These relizious zelots establish their own country, called Pelennor.
9400 to 9700 - A powerful wizard seizes control of Daggoth, supplanting the old regime's rule. Sistanos Blackmantle is the new ruler's name, and upon his ascension he begins to rebuild the strength of the Daggoth armies.
9700 to 9750 - Blackmantle launches a bloody war against his neighbors, with undead hordes and orc and goblin allies as well. His lightning fast attacks decimate the armies of Merillion and Alseric within the first years. His aspirations are to sieze control over the entire northern half of Athema.
He pushes his armies into the east, past Alseric and Merillion. His forces engage the dwarves of Stonemight in an attempt to wrest control of the mountains from the dwarves. Pushing past the Shining Sea, Blackmantle's hordes finally meet substantial resistance from the combined might of Troyan and Trillian.
A great hero arises in Merillion to fight against Blackmantle. His name is Joseph Brightstag. Only 20 years old, his knowledge and skill as a warrior are unparalled anywhere in the known world. Taking control of the scattered rebels in and around Merillion, Brightstag unifies them and conditions them to be an elite force of freedom fighters. Brightstag and his band (known as the Knights of the Horn), perform a daring raid on The Citadel, the heart of Blackmantle's empire. The goal of the raid was to capture and then destroy an ancient artifact that Blackmantle had posession of--the Heart of Thasmudyan. The Heart (also called the Black Heart, or Dark Heart, or Heart of Darkness) allowed the necromancer to raise and control vast sums of undead far beyond what normal magics would allow for.
The raid was successful (barely) and the handful of Knights left, led by Brightstag, undertook the quest to destroy the Heart--for posessing did not destroy the summoned undead. It is assumed that the Heart was destroyed, because while the hordes of Daggoth were embroiled in a titanic battle with the forces of Troyan and Trillian, whole legions turned to dust, granting victory to the easterners.
Only Brightstag, his lieutenant (now his wife), and two knights survived the quest to destroy the Heart.
The dwarves of Stonemight swept down from their mountain home to liberate the cities of Merillion and Alseric, which had been besieged by undead and other allies. Blackmantle retreated fully into Daggoth, his power broken. Peace came to the lands.
The city of Belorian was established in Hyperboria as a trading post and "capital" city for the Hyperborian clans.
In 9740, Merillion and Alseric, realizing their precarious positions as separate countries bordering Daggoth, decided to form a mutual alliance of strength--thus the Federated States of Almeric were formed, with Brightstag and Emilia McIsaac elected co-rulers.
Border skirmishes between Troyan and Trillian resume, as the Troyan government is still, after so many years, resentful of the secession of Trillian.
9750 to 9751 (present year) -
The Black Kingdom has lost contact with their outpost in Jan'gai'an. None of their scrying magics have been able to determine the whereabouts of any of the inhabitants. They have begun construction of a fleet of ships to investigate the colonies silence.
Troyan has announced an embargo and blockade of sea-bound goods to Trillian. The crossroads where the Forest Road and Platinum Route meet is a hotbed of conflict. All signs point to a war between the two countries.
Rumors fly, especially within Allitur, of an Arangellian chief who is seeking to unify the clans again. Supposedly he has gained support of at least two powerful clans, besides his own. The Alliturians are confident that Darian's Wall will protect them--but wall forces have been doubled.
Pirates have been aprehended by the Troyan navy. The ship was carrying "contraband" bound for Trillian. It's rumored that for every 1 ship caught, 10 escape, though, and rumors also say that great fortunes can be made in this business.
Strange creatures have been attacking travellers who pass through the Swamps of Barrozar. Survivors tell of bi-pedal lizards that raid their camps and caravans.
Stories circulate about great ruined cities in the deep lands of The Waste. Expeditions have been launched in the past, but none have ever returned. These rumors are given credence by the interesting artifacts that occasionally turn up for trade by the nomads.
Trade through northern Almeric has lightened due to whole caravans being lost. A decoy caravan, staffed by veteran bandit fighters, was dispatched from Merillion to root out the ambushing fiends. However, it has been weeks since this caravan was scheduled to return. They were last reported to be near the Plain of the Ayeries.
Sir Altinous, the foremost paladin of Tyr, and his griffen mount Skyraker have been unheard of for a year now.
Joseph Brightstag is rumored to be deathly ill and possibly even dying or dead. His wife is denying such rumors, but Joseph has not been seen in public for weeks.
Sample of Country / City / Lands breakdown:
Kingdom: Federated States of Almeric
Cultural Archtype: Swiss (in mentality, but not fully neutral)
Primary Races: Human
Secondary Races: Dwarf, Gnome, Kobold, Lizardman
Race Positions/Situations: The dwarves have established a trading post in Merillion.
The Gnomes trade rather briskly with Alseric.
Languages: 3 – Common, Seric, and Meril
Literacy: 50%
Technology Level: Crusades era
Industries/Trade Goods: Mining, Dwarven and Gnomish made goods, fish from the inner sea, some timber and food crops
Arms & Equipment: any common and martial are available, limited exotic types
Government System: Confederation of states
Ruler(s): Emilia McIsaac and Joseph Brightstag
Came to power by: Emilia was elected to her post, while Joseph was
a war hero that revolted against the decrepit and corrupt king of Merillion 30 years ago.
Military System: in the NW territories, there is a standing army in Dagford.
Joseph is the General Excelsior, and commands from the top-down.
Military Strength: Very strong.
Social Alignment: Neutral Good
Rebelliousness: very low
Robbers/Highwaymen: 25%
Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
Merillion | River/Plain | Ag, mining, trading, fishing | Human, Dwarf | Merillion | 45,000
Alseric | Plain/moor | Ag, fishing, trading | Human, Gnomes | Alseric | 33,000
Swamps | swamp/marsh | fishing, hunting | Lizardman | none known
Hills | hills | mining, herding, hunting | Gnome, Kobold | Gnomehome | 15,000
[/table]NPC’s or Contacts of Note:
Joseph Brightstag Co-ruler Human/Fighter
Emilia McIsaac Co-ruler Human/Wizard
The humans are the dominant race in the lands.
Gnomes and Kobolds inhabit the hills mostly, and fight quite frequently over territory.
The dwarves trade some of their goods in Merillion.
The plains are good farm grounds and the rivers and inner sea provide a
good source of food as well as an excellent transportation system.
Kingdom: Jangain
Cultural Archtype: Jungle / Rain Forest
Primary Races: Jungle Dwarves, Yuan-Ti
Secondary Races: Human, Kenku
Race Positions/Situations: Yuan-Ti try to enslave all the other races.
Dwarves inhabit the hills and surrounding woods. The Yuan-Ti are believed
to live underground, as no surface dwellings have ever been found.
Humans have established a small walled city, from which they attempt to
explore the island. The Kenku live somewhat peacefully with the humans—
as they make their homes high in the trees.
Languages: Yuan-Ti (draconic derivation), Dwarven dialect, Avian, Common
Literacy: 10%
Technology Level: Stone and Bronze ages, Crusades for humans
Industries/Trade Goods: wood, forest creatures, light ag, hunting
Arms & Equipment: limited, many are stone or wood based
Government System: Clan (dwarf & kenku), Yuan-Ti (empire), Humans (general/military)
Ruler(s): unknown, Bright-feathers-against-blue-sky-at-dawn, unknown, General Sizemore
Came to power by: assignment (general)
Military System: unknowns, traditional top-down (humans)
Military Strength: small garrison of soldiers (1500)
Social Alignment: In the “wild” = Chaotic, at the Garrison = Lawful
Rebelliousness: N/A
Robbers/Highwaymen: N/A
Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
none | Coastal | fishing, hunting | human | New Gar | 3,000
[/table]
NPC’s or Contacts of Note:
Tommy Farseer Guide/hunter Human/Ranger
Gen. Sizemore Garrison Lord Human/Fighter
Bright-feathers-against-blue-sky-at-dawn Chieftain Kenku/Fighter
Several wealthy merchants and investors have pooled their resources to
finance the expedition to explore, tame, and eventually exploit the lands of
Jangain. A veteran of many years and native of Troyan, General Sizemore
was paid a kings ransom to command the forces of New Gar. The garrison and
town were established 5 years ago. However, the regular monthly shipment
of goods has not arrived—for nearly 6 months.
Kingdom: Black Kingdom
Cultural Archtype: Egyptian/African and Arabian
Primary Races: Human, Half-Elf
Secondary Races: Sand Giant, Desert Elves
Race Positions/Situations: Humans are dominant with Negro and Arabic
being the primary “races”. The Masinyane (Egyptian/black) race inhabits the
coastal, southern, and southeastern areas. The Mu’Min Ghazi (“Gods Faithful Soldiers” Arabic)
culture is primarily in the north, northwest, and desert areas.
Languages: Bogatu, Mu, and Common
Literacy: 35%
Technology Level: Roman
Industries/Trade Goods: Silver, Pearls, Gold, Fish (aquaculture)
Arms & Equipment: all martial/simple, many exotic
Government System: Matriarchial Hegemony (merchant houses/council headed by women)
Ruler(s): The Nine
Came to power by: wealth, gender (and assassinations)
Military System: Family/house based
Military Strength: Fair navy, but due to the friction between houses, the overall strength is low
Social Alignment: Lawful Neutral (Evil) = Masinyane, Lawful Neutral = Mu’Min Ghazi
Rebelliousness: 25%
Robbers/Highwaymen: 30%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal | fishing, trade, pearls | Human (Masinyane) | Aran’gar | 40,000
Coastal | fishing, trade, light ag | Human (Masinyane) | Osan’gar | 35,000
Desert | herding, hunting | Human (Mu'Min Ghazi) | unknown | unknown
[/table]
NPC’s or Contacts of Note:
Dr. Dealgood merchant human/rogue
Izzim Al’Braheem guide human/ranger
Women rule in the Black Kingdom. Men are valued and useful, but hold no real
power. If a husband is displeasing to his wife, the wife has the power to kill
him (though this is extremely rare). Shady dealing, assassination attempts,
and inter-family/house feuds are very common. Duels between family
representatives are fairly common on the streets of either major city. Slavery
is an everyday part of life.
The Ghazi people are nomadic herders that live on the fringes of the desert,
and some actually make their ‘homes’ in The Waste itself. Whole families live
beneath large tents made from animal skins.
Kingdom: Troyan
Cultural Archtype: Crusades (French)
Primary Races: Human
Secondary Races: Triton and Saughin (sea), Wood Elf
Race Positions/Situations: Humans make up 90% of the population on
land. Tritons and Saughin vie for supremacy of the oceans. Small bands of
wood elves reside in the forest, but are becoming scarcer as the government
actively hunts them down.
Languages: Common, Troyanese
Literacy: 50%
Technology Level: Crusades Iron Age
Industries/Trade Goods: Timber, Ag, Arms and Armor, horses
Arms & Equipment: All, though few exotic.
Government System: Military Dictatorship (authoritarian)
Ruler(s): Grande Chancellier Etienne LeMarc
Came to power by: Military strength, lineage
Military System: hierarchy
Military Strength: very strong cavalry units. Good basic ground troops.
Social Alignment: Lawful Neutral (evil) (think modern Russia / Vladimir Putin mentality)
Rebelliousness: 25%
Robbers/Highwaymen: 35%
Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
none | Plains | Ag, trading, weapons | Human | Ayerthyn | 45,000
Black Forest | woods | Logging, hunting, trade | Human, Elf | Malkier | 4,000
East Wood | Woods | Hunting, farming | Human, Elf | Torlyn | 3,500
[/table]
NPC’s or Contacts of Note:
Julian Rosseau merchant human/rogue
Adrieanne Geneau merchant human/fighter
Troyan is a kingdom that prides itself for its military strength. They are,
however, arrogant when it comes to their interacting with other kingdoms
because they feel that their military strength gives them superior bargaining
abilities. The country of Trillian, to the south, seceded from Troyan some 200
years ago in a very abrupt and bloody revolution. This was a few years after
the first LeMarc seized lands, money, and power away from the nobles of the
time. Border skirmishes between Troyan and Trillian are very common. The
Troyan navy has attempted to block all sea trade with Trillian, but has only
had some very minor successes. Because of the current LeMarc’s iron-fisted
rule and ideas of how the country should be, there has been an increase in
the number of bandits and revolutionaries. Though they scream about Trillian
financing these bandits and revolutionaries, they have yet to provide any
solid evidence (but it’s true, none the less). Their cavalry is second best in
the world, behind their rival Trillian.
Kingdom: Trillian
Cultural Archtype: Germanic (Crusades)
Primary Races: Human
Secondary Races: Wemic (Pridelands), Triton, Saugahin,
Race Positions/Situations: Humans are dominant race on land. Tritons
and Saugahin vie for dominance in the sea. The Wemics wander through The
Pridelands—their numbers are unknown.
Languages: Common, Trill
Literacy: 80%
Technology Level: Crusades Iron Age
Industries/Trade Goods: Arms and armor, agriculture
Arms & Equipment: all common and martial, many exotic
Government System: Aristocracy Hegemony
Ruler(s): Lord Freiderich Eberhart, Lord Maximillion VonDeiterich,
Lord Adolphus Kauffman, High Lord Kasimir “the Dragon” Tannhauser,
Lord Richard Wagner, Lord Meister, Lord Ostermann, Lord Reinhardt
Came to power by: Nobility, lineage
Military System: Hierarchy, with each noble house maintaining an army
Military Strength: Excellent
Social Alignment: Lawful Neutral (Good)
Rebelliousness: Low-None
Robbers/Highwaymen: 10%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal | Arms, Ag, Aquatic | Human | The Rock | 44,000
[/table]
NPC’s or Contacts of Note:
Sir Altinous hero at large human/paladin
The Rock serves as both capitol and military stronghold (think Minas Tirith).
Perched upon the highest hill nearest the ocean, The Rock earned its nom de guerre (name of war) during the secession.
The defenders of The Rock repulsed Wave upon wave of Troyan troops.
After 18 months of siege, a bold and daring attack from the sea scattered the
attacking Troyans and ended the Secession War.
Lord Roderick Tannhauser was the commanding general of The Rock’s forces,
and earned the title of High Lord. This title, passed down through the
generations, gives slightly more power (and responsibility) to the Tannhauser family.
The government, though all nobles and noble families, is one that is extremely
benevolent toward the commoners. They understand that it was through
their hard work and sacrifice that Trillian (and the nobles) came into existence.
Their superb treatment of the common folk has garnered them extreme loyalty
and adoration, which is reflected in the non-issues of rebellion and bandits.
Kingdom: Hyperboria
Cultural Archtype: Scandinavian/Norse
Primary Races: Human, Frost Giant, Orc, Troll
Secondary Races: Remorhaz, Yeti, White Dragons, Wild Elves
Race Positions/Situations: Humans are the primary race.
In the deeper, colder areas Frost Giants rule from great ice fortresses.
Orcs and trolls reside in the forested mountains. Yeti’s can be found lurking in
the snow-capped peaks. In the forests can be found some Wild elves.
Dragons and Remorhaz only appear in the furthest, coldest reaches of this
harsh land.
Languages: Common, Skaldese
Literacy: 15%
Technology Level: Norse Iron Age
Industries/Trade Goods: hunting, ship building, fishing, exploration
Arms & Equipment: common and martial, chain, leather, scale armor are common
Government System: Clan monarchy/city states
Ruler(s): Lord Halfdane Rolfson
Came to power by: strength of numbers, silent assent by other clans
Military System: chaotic/clan based
Military Strength: good, when organized. Excellent sailors and fierce ground fighters
Social Alignment: Chaotic Neutral (free spirited)
Rebelliousness: low
Robbers/Highwaymen: 30%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal/Alpine | ships, fishing, hunting | human, giant | Jarlsfjord | 25,000
Alpine | trading, hunting | human | Beltaford | 15,000
[/table]
NPC’s or Contacts of Note:
Rolf Liefson explorer human/barb
Gunnar Rolofson guide human/ranger
Lief Hakonson merchant human/rogue
The humans of Hyperboria are hearty, adventurous folk. They love the
challenges that they face living in these lands. Their love for challenge has
led them to become the world’s foremost sailors when it comes to exploration
(the pirates of the Pirate Isles are the best sailors in the known world,
however).
The city of Jarlsfjord is the capitol of this wild land, if the word capitol can
really be used. It is the largest city in the land (25,000 people), and the main
shipbuilding port. There is a large wooden wall that surrounds the city.
The buildings are made from stone and so as to better resist the elements.
Each city in Hpyerboria is dominated by one particular clan, and the head of
that clan is the highest authority figure. The humans of Hyperboria don’t
necessarily subscribe to the idea of being a country, but when there are
incursions into their lands by other races or nations, they are able to band
together very effectively.
Kingdom: Daggoth
Cultural Archtype: none, really
Primary Races: Human, Undead
Secondary Races: Orc, Goblin, Hobgoblin
Race Positions/Situations: Undead and humans are about 70/30.
The populace in Daggoth actually use some undead as laborers.
Orcs, Goblins, and Hobgoblins inhabit the more remote areas, especially near
Kandor and Hyperboria.
Languages: Common, Orc, Goblinoid
Literacy: 15%
Technology Level: Bronze Age
Industries/Trade Goods: Ag, precious stones, weapons
Arms & Equipment: all simple/martial
Government System: Magocracy
Ruler(s): Arch-mage Sistanos Blackmantle (and the council of six)
Came to power by: murder, longevity, magical aptitude
Military System: hierarchy
Military Strength: fair to excellent (depending on need)
Social Alignment: Neutral Evil
Rebelliousness: low
Robbers/Highwaymen: 45%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Plain/Island | Farming, trading, weapons | Undead, Human, Orc, Goblin | The Citadel | 40,000
[/table]
NPC’s or Contacts of Note:
Name Position Race/Class Relation to PC’s Notes
Nysstor merchant human/rogue smuggler, employer
Essana Darkeyes guide human/ranger guide, potential friend
Daggoth is a land of nightmares made flesh (or bone!).
Blackmantle came to power through a ruthless campaign of systematic
assassination and open warfare against the ruling nobles over 300 years ago.
He has held his powerful position through wizardly might, assassination, and
an iron grip.
The Citadel is the fortified city where his Ivory Tower looms high over the city.
Other lands not fully detailed:
Kingdom: Shangtai
Cultural Archtype: Oriental
Primary Races: Elves
Secondary Races: Humans
Kingdom: Kandor
Cultural Archtype: none
Primary Races: Orc, Goblin
Secondary Races: Giant, Troll, Bugbear, Gnoll
Kingdom: Pelennor
Cultural Archtype: Roman/Spanish Inquisition
Primary Races: Human
Secondary Races: Lizardmen (swamps)
Kingdom: Arangel
Cultural Archtype: Celtish/Irish/Pict
Primary Races: Human
Secondary Races: Elven
A note on Thieves Guilds (see this post):
http://www.giantitp.com/forums/showpost.php?p=3826973&postcount=77
(no, you are not required to be a guild member. sometimes being an independent is a good thing...sometimes not...)
*****
The World of Athame
The World of Athame (http://farm3.static.flickr.com/2317/2210232578_f59fbce040_o.jpg) is my richly detailed homebrew campaign world that I created...oh...15 years ago (or so).
Detailed pictures of
Northeast countries (http://farm3.static.flickr.com/2331/2210232432_7657040d1a_o.jpg).
Northwest countries (http://farm3.static.flickr.com/2245/2209716599_7b122a50cd_o.jpg)
Southwest countries (http://farm3.static.flickr.com/2177/2209717063_4480258a04_o.jpg)
Southeast countries (http://farm3.static.flickr.com/2266/2210509374_ae57a15e2a_o.jpg)
Here is the history of the world, up to this point.
Most normal people know at least something about the "world history" dating back up to 500 years ago.
Characters with Knowledge: History can make appropriate skill checks to have learned more about the history of the world. If a character has Knowledge: Religion, they can make the appropriate DC check for the "Gods War" period.
My rough chart is as follows:
{table=header]Time Period | DC
0-2100 | 40
2100-3700 | 35
3700-5700 | 30
5700-8000 | 25
8000-8700 | 20
8700-9200 | 15
9200-9600 | 10
9600-current | 5
[/table]
0 - This is the beginning of "new" history. Before this time, great empires and nations of humans ruled the world of Athema, their names long buried and forgotten in the sands of time. Eventually, the wars of these great lands led to an apocolyptic battle that re-created the world and caused the loss of nearly all knowledge that the great nations had acquired. Bands of humans gathered together and formed small communities for survival.
0 to 2100 - During this 2100 year period, the world was in chaos. The continents, due to the great cataclysm, realigned themselves in drastic fashion. The natural "reordering" took a huge toll on the surviving humans, and it was during this period that other, different races began to appear--due to the continents coming together. It was during this dark period of time that the Gods either came into being or were summoned to the world by the prayers of all who faced the relentless onslaught of the re-forming world.
2100 to 3700 - The next sixteen hundred years sees the surviving humans and new races form various countries and alliances, and the shattered world began to rebuild itself. Small countries form and live peacefully for many centuries. They lived peacefully because of the whispered stories of how a great war caused all their grief. The gods during this time gained great power and large numbers of devoted followers.
3700 to 5700 - During this time, two countries became great empires. They were called the Thaylay and Achaen empires. Each empire had a very strong, but expansion-minded ruler.
The two countries originally tried to live peacefully, but war was not to be denied. For the last 400 years of this time period, the two empires struggled mightily against each other. Many of the non-human races went into seclusion during this time. The Dwarves, Elves, and even the Orcs went to the extreme edges of the two great empires and began to build their own countries. This was when the elves of Shangtai might have founded their country, though no human scholar is entirely sure, and the elves don't talk about their origins.
The war would have dragged on for centuries more, if not for the intervention of one dark god. This god, his unholy name banished and erased from the annals of time, intervened on behalf of the Thaylay empire, mainfesting his power upon the world. The power that this god lent the Thaylay emperor was so destructive, that it not only obliterated the Achaen capital city, it decimated the surrounding land for hundreds and hundreds of miles in all directions---thus creating the area known as "The Waste".
The gods of light and goodness, knowing that they had to act, warred against the dark god and (supposedly!) scoured Athame of his power and taint and banished the dark god from this realm. They filled the power void with their holy might.
The remaining other evil gods, not wishing to allow the good gods a foothold in the world, exuded their own power upon Athame. Divine battles raged across all the world, and some gods (and many thousands of followers) were slain. Much damage was done to the world--both spiritually and physically.
Finally, the remaining gods reached a truce and all who survived pledged that no god would ever again directly influence the affairs of the world--only through their followers would the gods will be worked upon Athame.
5700 to 8000 - The Thaylay empire, the sole remaining "super power", was at its best (and worst!) during this eight hundred year period. Many great discoveries in magic and technology came about during this era. The Thaylay empire controlled most of the known world during this time, but they were decadent and lazy in their rule.
8000 to 8700 - The Thaylay empire fell into civil war. When the last emperor died, his lineage was thought to have died with him, as he had no male heirs. Powerful nobles contested for the throne and many wars of succession were fought.
8700 to 8900 - After another 200 years of fighting over succession, the common people revolted against the noble houses that had fought each other using the blood, sweat, and lives of the commoners. Many great heroes came from this era in history. It was during this time period that many of the current, "modern" countries formed themselves.
8900 to 9200 - This begins the "modern" age of history. The new kingdoms that have arisen expand and strengthen their control of their new lands. The empire of the dead (Daggoth) controlls much of the central lands at this time, enveloping all of Pelennor, Kandor, and up to Alseric and Merillion. The wizard kings of Daggoth, prompted by an aspiring young mage named Blackmantle, had their eye fixed on expanding the rule of Daggoth eastward toward Troyan.
During this time, trade flourished amongst many of the other countries, especially the Black Kingdom in the south lands.
Many expeditions of exploration were launched by varying countries, as the time of heady expansion and prosperity lent itself well to this adventerous attitude. A strange land/island of snake-men, odd Dwarves, and "primitive" humans was discovered by one such expedition. The land was named Jangain.
The great elven nation of Shangtai opened its borders to limited trade during this period. Their enlightened culture was not surprised at the "barbarian" intellect of the humans and other races that did not go into seclusion so many millennia ago.
The barbarians of Arangel embarked on a great "raid" that ravaged the lands of Allitur to the south, swept up through the woods, and even moved north into the lands of Kandor to fight Orcs, Trolls, and Goblins. This raid was eventually beaten back--and nobody, save for the Arangellian chieftains--has any explanation for why such a campaign was launched.
The kingdom of Allitur recovered quickly, and began construction of a great wall that was meant to hold off any more invasions by the Arangel barbarians. Darian the Great was the ruler that initiated this construction.
9200 to 9400 - The wizard kings of Daggoth squabble amongst themselves, and Alseric and Merillion are able to reclaim some of the lands that had been theirs originally.
The southern nobles of Troyan revolt against the opressive and dictatorial rule that comes from the Troyan capital. For 200 years they fight a bitter war of freedom. They are successful, and form the country known as Trillian.
The Black Kingdom establishes an outpost in Jangain, hoping to gather resources (gold, exotic goods, etc) for their profit.
Darian's Wall is completed during this period of time, and the incursions from Arangel into Allitur halt. Allitur expands their rule north into Kandor, but lose the eastern part of their lands to a new faith, who worships "The One". These relizious zelots establish their own country, called Pelennor.
9400 to 9700 - A powerful wizard seizes control of Daggoth, supplanting the old regime's rule. Sistanos Blackmantle is the new ruler's name, and upon his ascension he begins to rebuild the strength of the Daggoth armies.
9700 to 9750 - Blackmantle launches a bloody war against his neighbors, with undead hordes and orc and goblin allies as well. His lightning fast attacks decimate the armies of Merillion and Alseric within the first years. His aspirations are to sieze control over the entire northern half of Athema.
He pushes his armies into the east, past Alseric and Merillion. His forces engage the dwarves of Stonemight in an attempt to wrest control of the mountains from the dwarves. Pushing past the Shining Sea, Blackmantle's hordes finally meet substantial resistance from the combined might of Troyan and Trillian.
A great hero arises in Merillion to fight against Blackmantle. His name is Joseph Brightstag. Only 20 years old, his knowledge and skill as a warrior are unparalled anywhere in the known world. Taking control of the scattered rebels in and around Merillion, Brightstag unifies them and conditions them to be an elite force of freedom fighters. Brightstag and his band (known as the Knights of the Horn), perform a daring raid on The Citadel, the heart of Blackmantle's empire. The goal of the raid was to capture and then destroy an ancient artifact that Blackmantle had posession of--the Heart of Thasmudyan. The Heart (also called the Black Heart, or Dark Heart, or Heart of Darkness) allowed the necromancer to raise and control vast sums of undead far beyond what normal magics would allow for.
The raid was successful (barely) and the handful of Knights left, led by Brightstag, undertook the quest to destroy the Heart--for posessing did not destroy the summoned undead. It is assumed that the Heart was destroyed, because while the hordes of Daggoth were embroiled in a titanic battle with the forces of Troyan and Trillian, whole legions turned to dust, granting victory to the easterners.
Only Brightstag, his lieutenant (now his wife), and two knights survived the quest to destroy the Heart.
The dwarves of Stonemight swept down from their mountain home to liberate the cities of Merillion and Alseric, which had been besieged by undead and other allies. Blackmantle retreated fully into Daggoth, his power broken. Peace came to the lands.
The city of Belorian was established in Hyperboria as a trading post and "capital" city for the Hyperborian clans.
In 9740, Merillion and Alseric, realizing their precarious positions as separate countries bordering Daggoth, decided to form a mutual alliance of strength--thus the Federated States of Almeric were formed, with Brightstag and Emilia McIsaac elected co-rulers.
Border skirmishes between Troyan and Trillian resume, as the Troyan government is still, after so many years, resentful of the secession of Trillian.
9750 to 9751 (present year) -
The Black Kingdom has lost contact with their outpost in Jan'gai'an. None of their scrying magics have been able to determine the whereabouts of any of the inhabitants. They have begun construction of a fleet of ships to investigate the colonies silence.
Troyan has announced an embargo and blockade of sea-bound goods to Trillian. The crossroads where the Forest Road and Platinum Route meet is a hotbed of conflict. All signs point to a war between the two countries.
Rumors fly, especially within Allitur, of an Arangellian chief who is seeking to unify the clans again. Supposedly he has gained support of at least two powerful clans, besides his own. The Alliturians are confident that Darian's Wall will protect them--but wall forces have been doubled.
Pirates have been aprehended by the Troyan navy. The ship was carrying "contraband" bound for Trillian. It's rumored that for every 1 ship caught, 10 escape, though, and rumors also say that great fortunes can be made in this business.
Strange creatures have been attacking travellers who pass through the Swamps of Barrozar. Survivors tell of bi-pedal lizards that raid their camps and caravans.
Stories circulate about great ruined cities in the deep lands of The Waste. Expeditions have been launched in the past, but none have ever returned. These rumors are given credence by the interesting artifacts that occasionally turn up for trade by the nomads.
Trade through northern Almeric has lightened due to whole caravans being lost. A decoy caravan, staffed by veteran bandit fighters, was dispatched from Merillion to root out the ambushing fiends. However, it has been weeks since this caravan was scheduled to return. They were last reported to be near the Plain of the Ayeries.
Sir Altinous, the foremost paladin of Tyr, and his griffen mount Skyraker have been unheard of for a year now.
Joseph Brightstag is rumored to be deathly ill and possibly even dying or dead. His wife is denying such rumors, but Joseph has not been seen in public for weeks.
Sample of Country / City / Lands breakdown:
Kingdom: Federated States of Almeric
Cultural Archtype: Swiss (in mentality, but not fully neutral)
Primary Races: Human
Secondary Races: Dwarf, Gnome, Kobold, Lizardman
Race Positions/Situations: The dwarves have established a trading post in Merillion.
The Gnomes trade rather briskly with Alseric.
Languages: 3 – Common, Seric, and Meril
Literacy: 50%
Technology Level: Crusades era
Industries/Trade Goods: Mining, Dwarven and Gnomish made goods, fish from the inner sea, some timber and food crops
Arms & Equipment: any common and martial are available, limited exotic types
Government System: Confederation of states
Ruler(s): Emilia McIsaac and Joseph Brightstag
Came to power by: Emilia was elected to her post, while Joseph was
a war hero that revolted against the decrepit and corrupt king of Merillion 30 years ago.
Military System: in the NW territories, there is a standing army in Dagford.
Joseph is the General Excelsior, and commands from the top-down.
Military Strength: Very strong.
Social Alignment: Neutral Good
Rebelliousness: very low
Robbers/Highwaymen: 25%
Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
Merillion | River/Plain | Ag, mining, trading, fishing | Human, Dwarf | Merillion | 45,000
Alseric | Plain/moor | Ag, fishing, trading | Human, Gnomes | Alseric | 33,000
Swamps | swamp/marsh | fishing, hunting | Lizardman | none known
Hills | hills | mining, herding, hunting | Gnome, Kobold | Gnomehome | 15,000
[/table]NPC’s or Contacts of Note:
Joseph Brightstag Co-ruler Human/Fighter
Emilia McIsaac Co-ruler Human/Wizard
The humans are the dominant race in the lands.
Gnomes and Kobolds inhabit the hills mostly, and fight quite frequently over territory.
The dwarves trade some of their goods in Merillion.
The plains are good farm grounds and the rivers and inner sea provide a
good source of food as well as an excellent transportation system.
Kingdom: Jangain
Cultural Archtype: Jungle / Rain Forest
Primary Races: Jungle Dwarves, Yuan-Ti
Secondary Races: Human, Kenku
Race Positions/Situations: Yuan-Ti try to enslave all the other races.
Dwarves inhabit the hills and surrounding woods. The Yuan-Ti are believed
to live underground, as no surface dwellings have ever been found.
Humans have established a small walled city, from which they attempt to
explore the island. The Kenku live somewhat peacefully with the humans—
as they make their homes high in the trees.
Languages: Yuan-Ti (draconic derivation), Dwarven dialect, Avian, Common
Literacy: 10%
Technology Level: Stone and Bronze ages, Crusades for humans
Industries/Trade Goods: wood, forest creatures, light ag, hunting
Arms & Equipment: limited, many are stone or wood based
Government System: Clan (dwarf & kenku), Yuan-Ti (empire), Humans (general/military)
Ruler(s): unknown, Bright-feathers-against-blue-sky-at-dawn, unknown, General Sizemore
Came to power by: assignment (general)
Military System: unknowns, traditional top-down (humans)
Military Strength: small garrison of soldiers (1500)
Social Alignment: In the “wild” = Chaotic, at the Garrison = Lawful
Rebelliousness: N/A
Robbers/Highwaymen: N/A
Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
none | Coastal | fishing, hunting | human | New Gar | 3,000
[/table]
NPC’s or Contacts of Note:
Tommy Farseer Guide/hunter Human/Ranger
Gen. Sizemore Garrison Lord Human/Fighter
Bright-feathers-against-blue-sky-at-dawn Chieftain Kenku/Fighter
Several wealthy merchants and investors have pooled their resources to
finance the expedition to explore, tame, and eventually exploit the lands of
Jangain. A veteran of many years and native of Troyan, General Sizemore
was paid a kings ransom to command the forces of New Gar. The garrison and
town were established 5 years ago. However, the regular monthly shipment
of goods has not arrived—for nearly 6 months.
Kingdom: Black Kingdom
Cultural Archtype: Egyptian/African and Arabian
Primary Races: Human, Half-Elf
Secondary Races: Sand Giant, Desert Elves
Race Positions/Situations: Humans are dominant with Negro and Arabic
being the primary “races”. The Masinyane (Egyptian/black) race inhabits the
coastal, southern, and southeastern areas. The Mu’Min Ghazi (“Gods Faithful Soldiers” Arabic)
culture is primarily in the north, northwest, and desert areas.
Languages: Bogatu, Mu, and Common
Literacy: 35%
Technology Level: Roman
Industries/Trade Goods: Silver, Pearls, Gold, Fish (aquaculture)
Arms & Equipment: all martial/simple, many exotic
Government System: Matriarchial Hegemony (merchant houses/council headed by women)
Ruler(s): The Nine
Came to power by: wealth, gender (and assassinations)
Military System: Family/house based
Military Strength: Fair navy, but due to the friction between houses, the overall strength is low
Social Alignment: Lawful Neutral (Evil) = Masinyane, Lawful Neutral = Mu’Min Ghazi
Rebelliousness: 25%
Robbers/Highwaymen: 30%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal | fishing, trade, pearls | Human (Masinyane) | Aran’gar | 40,000
Coastal | fishing, trade, light ag | Human (Masinyane) | Osan’gar | 35,000
Desert | herding, hunting | Human (Mu'Min Ghazi) | unknown | unknown
[/table]
NPC’s or Contacts of Note:
Dr. Dealgood merchant human/rogue
Izzim Al’Braheem guide human/ranger
Women rule in the Black Kingdom. Men are valued and useful, but hold no real
power. If a husband is displeasing to his wife, the wife has the power to kill
him (though this is extremely rare). Shady dealing, assassination attempts,
and inter-family/house feuds are very common. Duels between family
representatives are fairly common on the streets of either major city. Slavery
is an everyday part of life.
The Ghazi people are nomadic herders that live on the fringes of the desert,
and some actually make their ‘homes’ in The Waste itself. Whole families live
beneath large tents made from animal skins.
Kingdom: Troyan
Cultural Archtype: Crusades (French)
Primary Races: Human
Secondary Races: Triton and Saughin (sea), Wood Elf
Race Positions/Situations: Humans make up 90% of the population on
land. Tritons and Saughin vie for supremacy of the oceans. Small bands of
wood elves reside in the forest, but are becoming scarcer as the government
actively hunts them down.
Languages: Common, Troyanese
Literacy: 50%
Technology Level: Crusades Iron Age
Industries/Trade Goods: Timber, Ag, Arms and Armor, horses
Arms & Equipment: All, though few exotic.
Government System: Military Dictatorship (authoritarian)
Ruler(s): Grande Chancellier Etienne LeMarc
Came to power by: Military strength, lineage
Military System: hierarchy
Military Strength: very strong cavalry units. Good basic ground troops.
Social Alignment: Lawful Neutral (evil) (think modern Russia / Vladimir Putin mentality)
Rebelliousness: 25%
Robbers/Highwaymen: 35%
Provinces within of note:
{table=head]Name | Terrain | Subsistence System | Races | Cities | Population
none | Plains | Ag, trading, weapons | Human | Ayerthyn | 45,000
Black Forest | woods | Logging, hunting, trade | Human, Elf | Malkier | 4,000
East Wood | Woods | Hunting, farming | Human, Elf | Torlyn | 3,500
[/table]
NPC’s or Contacts of Note:
Julian Rosseau merchant human/rogue
Adrieanne Geneau merchant human/fighter
Troyan is a kingdom that prides itself for its military strength. They are,
however, arrogant when it comes to their interacting with other kingdoms
because they feel that their military strength gives them superior bargaining
abilities. The country of Trillian, to the south, seceded from Troyan some 200
years ago in a very abrupt and bloody revolution. This was a few years after
the first LeMarc seized lands, money, and power away from the nobles of the
time. Border skirmishes between Troyan and Trillian are very common. The
Troyan navy has attempted to block all sea trade with Trillian, but has only
had some very minor successes. Because of the current LeMarc’s iron-fisted
rule and ideas of how the country should be, there has been an increase in
the number of bandits and revolutionaries. Though they scream about Trillian
financing these bandits and revolutionaries, they have yet to provide any
solid evidence (but it’s true, none the less). Their cavalry is second best in
the world, behind their rival Trillian.
Kingdom: Trillian
Cultural Archtype: Germanic (Crusades)
Primary Races: Human
Secondary Races: Wemic (Pridelands), Triton, Saugahin,
Race Positions/Situations: Humans are dominant race on land. Tritons
and Saugahin vie for dominance in the sea. The Wemics wander through The
Pridelands—their numbers are unknown.
Languages: Common, Trill
Literacy: 80%
Technology Level: Crusades Iron Age
Industries/Trade Goods: Arms and armor, agriculture
Arms & Equipment: all common and martial, many exotic
Government System: Aristocracy Hegemony
Ruler(s): Lord Freiderich Eberhart, Lord Maximillion VonDeiterich,
Lord Adolphus Kauffman, High Lord Kasimir “the Dragon” Tannhauser,
Lord Richard Wagner, Lord Meister, Lord Ostermann, Lord Reinhardt
Came to power by: Nobility, lineage
Military System: Hierarchy, with each noble house maintaining an army
Military Strength: Excellent
Social Alignment: Lawful Neutral (Good)
Rebelliousness: Low-None
Robbers/Highwaymen: 10%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal | Arms, Ag, Aquatic | Human | The Rock | 44,000
[/table]
NPC’s or Contacts of Note:
Sir Altinous hero at large human/paladin
The Rock serves as both capitol and military stronghold (think Minas Tirith).
Perched upon the highest hill nearest the ocean, The Rock earned its nom de guerre (name of war) during the secession.
The defenders of The Rock repulsed Wave upon wave of Troyan troops.
After 18 months of siege, a bold and daring attack from the sea scattered the
attacking Troyans and ended the Secession War.
Lord Roderick Tannhauser was the commanding general of The Rock’s forces,
and earned the title of High Lord. This title, passed down through the
generations, gives slightly more power (and responsibility) to the Tannhauser family.
The government, though all nobles and noble families, is one that is extremely
benevolent toward the commoners. They understand that it was through
their hard work and sacrifice that Trillian (and the nobles) came into existence.
Their superb treatment of the common folk has garnered them extreme loyalty
and adoration, which is reflected in the non-issues of rebellion and bandits.
Kingdom: Hyperboria
Cultural Archtype: Scandinavian/Norse
Primary Races: Human, Frost Giant, Orc, Troll
Secondary Races: Remorhaz, Yeti, White Dragons, Wild Elves
Race Positions/Situations: Humans are the primary race.
In the deeper, colder areas Frost Giants rule from great ice fortresses.
Orcs and trolls reside in the forested mountains. Yeti’s can be found lurking in
the snow-capped peaks. In the forests can be found some Wild elves.
Dragons and Remorhaz only appear in the furthest, coldest reaches of this
harsh land.
Languages: Common, Skaldese
Literacy: 15%
Technology Level: Norse Iron Age
Industries/Trade Goods: hunting, ship building, fishing, exploration
Arms & Equipment: common and martial, chain, leather, scale armor are common
Government System: Clan monarchy/city states
Ruler(s): Lord Halfdane Rolfson
Came to power by: strength of numbers, silent assent by other clans
Military System: chaotic/clan based
Military Strength: good, when organized. Excellent sailors and fierce ground fighters
Social Alignment: Chaotic Neutral (free spirited)
Rebelliousness: low
Robbers/Highwaymen: 30%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Coastal/Alpine | ships, fishing, hunting | human, giant | Jarlsfjord | 25,000
Alpine | trading, hunting | human | Beltaford | 15,000
[/table]
NPC’s or Contacts of Note:
Rolf Liefson explorer human/barb
Gunnar Rolofson guide human/ranger
Lief Hakonson merchant human/rogue
The humans of Hyperboria are hearty, adventurous folk. They love the
challenges that they face living in these lands. Their love for challenge has
led them to become the world’s foremost sailors when it comes to exploration
(the pirates of the Pirate Isles are the best sailors in the known world,
however).
The city of Jarlsfjord is the capitol of this wild land, if the word capitol can
really be used. It is the largest city in the land (25,000 people), and the main
shipbuilding port. There is a large wooden wall that surrounds the city.
The buildings are made from stone and so as to better resist the elements.
Each city in Hpyerboria is dominated by one particular clan, and the head of
that clan is the highest authority figure. The humans of Hyperboria don’t
necessarily subscribe to the idea of being a country, but when there are
incursions into their lands by other races or nations, they are able to band
together very effectively.
Kingdom: Daggoth
Cultural Archtype: none, really
Primary Races: Human, Undead
Secondary Races: Orc, Goblin, Hobgoblin
Race Positions/Situations: Undead and humans are about 70/30.
The populace in Daggoth actually use some undead as laborers.
Orcs, Goblins, and Hobgoblins inhabit the more remote areas, especially near
Kandor and Hyperboria.
Languages: Common, Orc, Goblinoid
Literacy: 15%
Technology Level: Bronze Age
Industries/Trade Goods: Ag, precious stones, weapons
Arms & Equipment: all simple/martial
Government System: Magocracy
Ruler(s): Arch-mage Sistanos Blackmantle (and the council of six)
Came to power by: murder, longevity, magical aptitude
Military System: hierarchy
Military Strength: fair to excellent (depending on need)
Social Alignment: Neutral Evil
Rebelliousness: low
Robbers/Highwaymen: 45%
Provinces within of note:
{table=head]Terrain | Subsistence System | Races | Cities | Population
Plain/Island | Farming, trading, weapons | Undead, Human, Orc, Goblin | The Citadel | 40,000
[/table]
NPC’s or Contacts of Note:
Name Position Race/Class Relation to PC’s Notes
Nysstor merchant human/rogue smuggler, employer
Essana Darkeyes guide human/ranger guide, potential friend
Daggoth is a land of nightmares made flesh (or bone!).
Blackmantle came to power through a ruthless campaign of systematic
assassination and open warfare against the ruling nobles over 300 years ago.
He has held his powerful position through wizardly might, assassination, and
an iron grip.
The Citadel is the fortified city where his Ivory Tower looms high over the city.
Other lands not fully detailed:
Kingdom: Shangtai
Cultural Archtype: Oriental
Primary Races: Elves
Secondary Races: Humans
Kingdom: Kandor
Cultural Archtype: none
Primary Races: Orc, Goblin
Secondary Races: Giant, Troll, Bugbear, Gnoll
Kingdom: Pelennor
Cultural Archtype: Roman/Spanish Inquisition
Primary Races: Human
Secondary Races: Lizardmen (swamps)
Kingdom: Arangel
Cultural Archtype: Celtish/Irish/Pict
Primary Races: Human
Secondary Races: Elven
A note on Thieves Guilds (see this post):
http://www.giantitp.com/forums/showpost.php?p=3826973&postcount=77
(no, you are not required to be a guild member. sometimes being an independent is a good thing...sometimes not...)
*****