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Thread: F&F: Obbittia (PEACH)
- Join Date
- Jun 2013
F&F: Obbittia (PEACH)
Frigates and Flintlocks is my colonial-age campaign. I have been working on it for quite a while, and I finally have something to share with you guys: I wrote up the lore of the first continent, Obbittia. I will add the lore of each of the eighteen nations of Obbittia to this thread, but for now I'd like some feedback on the general lore!
Obbittia: A Brief History
Since the dawn of civilization, Obbittia has been a blood-soaked, war-torn land. From the rich grasslands that fill the continent’s northern half to the cold forests to the south and even the icy tundra that lines the southernmost coast, every inch of land has been fought over at one point or another. Dozens of kings, emperors, or warlords have seen the rich offerings of Obbittia and sought to bring its people together under a single banner; thus far, none have succeeded.
Obbittia was united only once, eight hundred years ago. A Dralian warlord by the name of Aurstin Fuelm successfully forged an alliance between three of the largest kingdoms at the time. Though Aurstin himself held no land and had no rightful claim to any throne, he convinced his three allies to throw the considerable weight of their respective kingdoms behind him. The Panbbittian Empire, as they dubbed their union, slowly conquered or cowed the remainder of the continent into joining the alliance. After fending off a Shamshian invasion from beyond the Dralian Channel, the Panbittian Empire seemed to have finally brought peace to Obbittia. Aurstin Fuelm took the title of Great Caesar and ruled over the entire empire, but placed seven of his loyal subjects as kings of their own domains. Each kingdom was allowed some autonomy and a defensive military force, but a number Caesarian Laws applied to any citizen of Panbbitia. For a time, it seemed that Aurstin Fuelm would forever rule the land from his Iron Throne. But the peace would not last.
Each year, the Great Caesar and his seven kings would convene in Castle Aurstin to discuss the state of the realm. On the eighteenth year of his reign, Aurstin’s meeting with the kings was cut short by Aurstin’s sudden death. All seven kings swore that they saw nothing out of the ordinary; all attempts at resurrecting the Caesar were met with failure or, in some cases, severe magical backlash upon the priest attempting the spell. Divinations as to the cause of the Caesar’s death showed him to have died of natural causes; unfortunately, each diviner revealed a different natural cause.
Without the iron-fisted leadership of the Great Caesar, Panbittia collapsed in short order. The seven kings returned to their homelands and, within a fortnight, each declared himself to be the new Caesar. The great war that followed lasted for three hundred brutal years, which came to be known as the Bloody Centuries. The war itself took many names including The Great War, The War of Seven Kings, or simply The Bloodbath. Currently, the most popular of these names is simply The Kingswar. When the war finally ended, Obbittia was soaked in more blood than ever before. Finally, five hundred and seventy three years ago, the Panbbittian Accords were signed. The peace brought on by this agreement did not last very long; by the end of that year, two new wars had broken out. Yet in comparison to the war that raged throughout the Bloody Centuries these wars were mere border skirmishes.
Since the end of the Kingswar no single kingdom has been able to unite much of Obbittia. Many wars have been fought, alliances have been forged and shattered, and kingdoms have risen and fallen.
For years, even small kingdoms were able to defend themselves, as a strong defensive position was nigh impregnable when enhanced with magic. In Obbittia, this led to a multitude of small kingdoms who warred against each other. While each major nation certainly could have conquered these cities, doing so would have left them vulnerable to a counterattack by one of the other major nations. As a result Obbittia was divided into dozens of small kingdoms from the end of the Kingswar until the introduction and adoption of gunpowder.
Gunpowder was invented in Shamsh almost three hundred years ago, but it was not weaponized until the year 412 PW when a Bengarish professor built the first cannon. Within thirty years, bombards had replaced catapults and trebuchets as the artillery of the day, ships and walls held cannons instead of ballista, and harquebuses had found their way into the hands of infantry. The next century saw major improvements in gunpowder-based technology. Today’s armies are formed of musketmen and pikemen backed by light field cannons and cavalry charges.
Changes in wartime technology brought about major changes in the political reality of Obbittia. Wizards, once the most powerful and destructive forces on the battlefield, quickly found that they had been replaced. A cannon can fire a missile that is almost as destructive as the average wizard’s fireball, but while a wizard takes decades to master magic to the extent of casting empowered Fireballs, a cannon can be built in a couple of weeks. Further, a Wizard can fire a few Fireballs per day (less once slots used for defensive or utility spells such as Fly or Haste are taken into account) while a cannon can spew lead all day long. Finally, a city contains a limited number of individuals with the skill or inclination to become Wizards and no amount of resources can change that fact; a cannon, on the other hand, takes a certain amount of steel and a few skilled workers. Other spellcasters have similar problems; Warlocks, for example, are much more potent when it comes to delivering raw arcane power to a target, but are also much rarer. The last nail in the coffin for caster dominance of the battlefield was the development of the handheld firearm. A powerful Wizard might stop twenty or thirty bullets with ease, but if an entire battalion focuses their fire on her she will soon be slain. With muskets, which take less skill and training to use than a longbow and are more deadly than a crossbow, such massed fire became easily possible, meaning that casters could no longer soar above the battlefield with impunity.
With the rising importance of mundane armies smaller kingdoms found themselves at a severe disadvantage. By the year 573 PW Obbittia’s numerous kingdoms have mostly been eliminated. Seven major kingdoms claim the Iron Throne while eleven smaller nations try to maintain their independence. Once more, a continental war is brewing.
Life in Obbittia
In contrast to its harsh and warlike inhabitants, Obbittia is a beautiful and gentle land. Much of the northern half of Obbittia is composed of rich grasslands or pleasant forest. The major rivers are broad and slow, and the mountains are rich in mineral wealth. For most citizens of Obbittia nature poses no real threat.
Obbittia’s mostly temperate climate allows for easy farming. Most of the land north of the Frozen Wilds has been tamed by mankind. Animals shy away from humans as any wild species of a particularly aggressive nature have been driven to extinction long ago. Deer are quite common in the grasslands and plains of north Obbittia, though they are often pushed out of a region by cattle or sheep. Wolves are common, though they are smart enough to avoid preying on man or his beasts. The wide band of temperate forest between the plains of the north and the taiga of the south is similarly rich in wildlife; creatures such as moose, bears, or cougars fill these woods, though even the bears know the consequence of crossing men.
The Frozen Wilds are a different story. The southern third of Obbittia is dominated by a vast, frozen forest. Snow falls here almost all year aside from a brief period of growth in the spring. This region is much more difficult to tame and thus its wildlife is much fiercer. Dire creatures fill these lands; giant, shaggy herbivores who are stalked by fierce and twisted predators. Even further south, the surface of the Sea of Ice freezes in the winter. While the sea is frozen, frost giants from an unknown land stalk the shores of Obbittia, hunting the great beasts and whatever unfortunate men they happen to catch. The Frozen Wilds are no place for civilized men.
Perhaps because they needed to carry larger and more numerous weapons, ships grew quickly with the advent of gunpowder. Adventurers, with their ludicrous personal fortunes and love of adventure, quickly made use of these larger, faster ships to scour the seas for new opportunities. Far to the north, past the neighboring continent of Shamsh and the smaller Phirania, they found what they sought. Sevar, the Broken Continent, dominated the world’s northern hemisphere. According to Shamsh legends, Sevar was once a single continent ruled by a powerful empire whose achievements in magic dwarfed anything seen since. A great catastrophe befell the empire, and Sevar itself was sundered so that the great continent was split into a number of smaller lands with a multitude of islands in between. Though the lands that make up Sevar are harsh and brutal, they also contain a great number of ancient ruins and artifacts. A number of Obbittian colonies dot Sevar’s coast.
To the west of Shamsh Obbittian explorers discovered a number of lands that were thus far unknown to any of the nations in Shamsh, Obbittia, or Phirania. The unimaginative explorers dubbed the first of these lands Setland, as it lay to the west of their home and thus closer towards the setting sun. Setland was not a single continent, but rather a small, arid continent surrounded by a number of large tropical islands. The islands were mostly uninhabited or inhabited only by tribal groups, but the largest island was home to a kingdom who called themselves the Zalan. The arid mainland of Setland is home to one of the only known kingdoms of non-human creatures; fierce fire giants patrol the arid land, slaying any humans they find.
As Obbittian and Shamshian colonization of these new lands commenced during the 450s, exploration of the unexplored parts of the world continued. A few years later, in 457 PW, Shamshian explorers discovered yet another new land to the west of Setland when attempting to circumnavigate the glove. They dubbed this land Maigonato. While this land was inhabited, much of the central region was filled with thick jungle. The major civilization filled the corners of the continent, leaving stretches of uninhabited coastline. Obbittian colonists soon filled those sections in.
Obbittian colonies are in a rather primitive stage. Their purpose is to gather resources to send back to the homeland to help with the war effort, not to conquer new lands. However, some enterprising governors have set their eyes upon their native neighbors. The situation could very well change soon; the impact such a change would have on both Obbittia and the lands surrounding the colony can only be imagined.
No major lands have been discovered since then, though much of the world’s oceans have been explored. It is widely believed by many citizens and officials that no undiscovered lands still exist, but the truth of the matter remains to be seen.
Last edited by Whitersnake; 2014-02-20 at 02:15 PM.
- Join Date
- Apr 2011
- Plane of Science
Re: F&F: Obbittia (PEACH)
One thing that is overlooked is how colonies from different kingdoms interact. Real world colonies were well-fortified to defend against privateers, pirates, and the possibility of war with another European nation. In the 1600's conflict was mostly raiding, but by the 1700's, armies fought in the colonies whenever a war erupted between the home countries. Also, often times natives were courted to fight against other colonies in return for assistance in the form of goods, weapons, and help against other tribes. As your native nations are more powerful, they could be a serious potential factor in such wars, and would have a lot of diplomats visiting in the name of their ruler. Since this game seems about colonizing, you definitely need to flesh out each colony individually, as even colonies of the same power are going to end up different based on the value of their exports.
- Join Date
- Jun 2013
Re: F&F: Obbittia (PEACH)
The format I'm using for the book is similar to the format used in the published campaign settings -- I'm gonna put up the continent's general description, then go into detail about each colony. The published campaign settings tend to have 4 sections: a general overview, notable cities, notable terrain features, and notable people. I will be adding notable colonies between notable terrain features and notable people, using the same format as other cities; that's where I'll address that aspect. Nearly all of the colonies in this setting are still in the individual city stage; so Jamestown, not Virginia.
I'm glad to see people have interest in the colonies, though. The colonies will certainly be the highlight of the campaign setting; I could see most games starting out at a colony and spending the first eight or so levels there, running various tasks for the governor and dealing with neighbors.
- Join Date
- Apr 2011
- Plane of Science
- Join Date
- Jun 2013
Re: F&F: Obbittia (PEACH)
Spoiler: Map of Dralan
Exports: Wine, Cheese, agricultural crops, art
Colonial Resources: Setland – Ivory, Metals
Dralan is an old and proud nation. Legend claims that Genville was the first city founded in Obbittia, and perhaps there is truth to that tale. Genville certainly has a rich history; it is said that more paintings, sculptures, and books have been produced in Genville than in the rest of Obbittia combined. While that may be an exaggeration, there is no denying the cultural significance of Dralan.
Much of Dralan is made up of rolling plains and rich grassland. The Tagee, Laeoo, and Genville rivers run through Dralan, bringing water to its fields. The Laeoo and Sammer forests are relatively pleasant woods, devoid of any large or vicious creatures; as a result, Dralan is largely self-sufficient with regards to its lumber production. Vineyards and fields of various crops, predominantly wheat, fill the plains of Dralan. The nation produces more food than any other in Obbittia; in fact, Dralan’s population makes up nearly a quarter of Obbittia’s total population. Safe from invasion on its own peninsula with only the relatively weaker Takish and Tagee as neighbors, Dralan has always been able to prosper – and turn its attention outwards.
Since the days of Aurstin Fuelm, who was a Dralian by birth, Dralan’s rulers have seen themselves as the natural successors to the Panbbittian Empire, and so Dralian waves would routinely march south across the Drall Mountains. In the year 566 PW King Aurstin XVII (despite the name, his claim to the lineage was dubious at best) led a failed invasion into Tagee. With his army routed and morale at an all-time low, the citizens of Dralan rebelled and overthrew the monarchy. A charismatic young man of common birth by the name of Gabrial Nabbarte who had been a low-ranking general at the time used this opportunity to quickly rise to power. He instituted “emergency measures” to quell the revolution, declared himself the interim crown prince, and rallied the citizenry behind him before calling for a democratic election. Though the nobles of Dralan tried to destroy him before he could succeed in his ploy, he was successfully elected as Emperor of Dralan.
By the year 568 PW, Emperor Nabbarte had cemented his rule over Dralan by replacing any nobles who opposed him with newly titled commoners, usually the loyal generals who helped him take power in the first place. Those nobles who were loyal to him, however, he left alone. The common citizens of Dralan adored their Emperor, for he freed those peasants who still served as serfs and reinstituted many of the old Caesarian Laws, granting many rights to every citizen of Dralan. Nabbarte’s next action was to modernize his army. Under the reign of Aurstin XVII, the army was still composed of knights, swordsmen, and trebuchets. Emperor Nabbarte ordered the production and importation of tens of thousands of firearms and cannons. Today, Dralan’s army is easily the most modern military in the world.
In the year 572 PW, Nabbarte’s forces marched on Tagee and Takan. The Darlanians plan on conquering the two small nations using their veteran troops while marshalling a grand army to begin the assault on the rest of Obbittia. As of early 573, it is widely believed by prominent figures in Obbittia that Tagee and Takan will fall within the year and that Nabbarte’s forces will be ready soon after.
Dralan's army has gotten a major kickstart under Nabbarte's rule. Knight and swordsmen regiments have been retired in favor of lighter dragoon cavalry and musketmen; veteran spearmen have been retrained and reequipped with pikes; catapults and trebuchets have been scrapped with cannons and bombards taking their place. The once neglected Dralanian navy has been completely shelved, the old and leaky ships replaced with sleek and modern galleons. Along with the faster, lightly armed ships the new Floating Fortresses, rumored to be of Nabbarte's own design, have been introduced. These ships are enormous, carrying as many as 500 cannons and clad in thick iron plates. These ships are too heavy and unwieldy to leave coastal waters, but as Nabbarte plans on conquering Obbittia they certainly have their place.
Emperor Nabbarte's greatest strength is, perhaps, his skill in integrating the mundane and mystical aspects of his army. Recruitment of those with the inclination for arcane skills is heavier in modern Dralan than in any other nation in Obbittia, historical or contemporary. Dralan's warmages are trained not only in magic but also in tactical understanding so that they can use their mystic skills to the utmost efficiency. All of the generals in the Dralanian army are required to pass a test regarding magical theory, to prove that they understand the needs and usage of their army's arcane resources.
In Obbittia, Dralan's army is second in size only to the forces of the Panbbittian Confederacy. Though slightly smaller, the Dralanian army is much better equipped; it is said that Dralan has more muskets than soldiers, and that may very well be true. The Panbbittian Confederacy, by comparison, fields mostly outdated troops; the majority of their army is still composed of knights and swordsmen. Dralan's army, however, is relatively green. Most of the troops are fresh recruits, spirited but not necessarily skilled.
Dralan's navy, by comparison, is much more mediocre. Nabbarte's Floating Fortresses are untested in real battle and, though promising, may prove impractical; besides, only two have been completed (the Obbittian and the Kingsinker) while a third is still under construction. Dralan's navy is not small, but compared to, say, the Keslanish navy, it is badly outmatched.
For most of Darlan’s history, its most major industry has been agricultural. Dralan’s warm, though not scorching summers and cool, though not freezing winters make it perfect for many varieties of crops. The lack of frost – snow rarely falls between Darlan’s mountains and nights are usually not much colder than days – make it perfect for viticulture. Many of Darlan’s richest noble families made their fortune from the grapes that grew on their land.
The huge amounts of food produced in Darlan’s rich plains allowed the nation not only to export these goods to other nations but also to drop the cost of living in Darlan’s own cities to very low levels. As a result citizens of low means who would, in other nations, have been forced to resort to subsistence farming instead learned trades and skills. Craftsmen and artisans are more common in Darlan than anywhere else in the world.
With so many resources right at home, Dralan has never been too interested in colonization. A Dralanian monarch could win more popular support by winning a few miles of land from a neighbor than from settling a new colony. That changed with the rise of Emperor Nabbarte. Realizing that cheap imports from foreign colonies gave the other nations of Obbittia a dangerous advantage, he ordered the settling of a colony in Zalan. Though the natives quickly organized and tried to drive the colonists away, Dralan managed to establish a base in the region.
Nabbartine, as the colony is named, is a relatively new colony, only a few years old. It has no established fields yet, as the Zalan warriors keep the colonists within their walls, for the most part. Still, Nabbartine has a significant port which is used to stage the Dralanian navy when it operates in the region. The colonists have a strange relationship with the natives; at times they trade finished goods for ivory and raw metals while other times they viciously fight each other. The same tribes which occasionally rise up and try to wipe out the colony are also its best trading partners.
Life and Society
SpoilerDralan is a rural country, with perhaps half of the population living in scattered villages or at the center of wide farmlands. The relatively safe nature of the countryside allows this arrangement; with no real threats, gathering behind walls is simply unnecessary. Each farmstead is home to between one and twelve families. Together they tend to their land, often not distinguishing between the properties of each individual families. These farms are surprisingly efficient and are a major factor in the richness of Dralan’s land. Though commoners are allowed to own land by the law of the land, they usually do not. Instead nobles living in the castles that dot Dralan’s landscape own vast stretches of land surrounding their homes. These nobles usually allow their subject nearly complete autonomy. Since Nabbarte reinstituted the Caesarian Laws, their tax rate has been capped at the comparatively low one-tenth. Though the nobles still possess the vast majority of the wealth, this cap allows almost any farmer to afford some luxuries. Perhaps more importantly, any willing peasant can attend one of the academies in Dralan in exchange for a year’s service to the crown; as a result, the peasantry of Dralan is far more educated and productive than that of any neighboring land.
Between these sprawling farmsteads, towns spring up. While the members of each farm create their own furniture or simple tools, more skilled craftsmen tend to live in these towns where they can serve the surrounding farmsteads. Aside from craftsmen, towns are also home to taverns, gambling halls, and other sources of entertainment for those peasants who manage to save enough money to partake in these pleasures. Most towns are fairly small, home to no more than a hundred or so people. However, at any given time a town can contain as many farmers out on business as residents, and three or four times that number following a good harvest.
With so much of Dralan’s citizenry spread out throughout the countryside, urban areas are of less importance than in neighboring states. Aside from the capital, Dralan’s cities are more like overgrown rural towns than true urban population centers. Indeed, these cities usually began as towns that grew larger and larger as citizens were drawn to some local feature. The glorious exception to Dralan’s rural society is the capital, Genville, which puts most cities in Obbittia to shame.
Government and Politics
SpoilerSince its revolution, Dralan has technically been a constitutional monarchy. An emperor is elected by the people, and once so elected serves for life. Of course, Gabrial Nabbarte is not likely to give up the throne to just anyone upon his death; as those nobles who were disenfranchised by the new Emperor preach, he will no doubt arrange for his heir to take over. Still, so long as Nabbarte remains popular, this does not cause much concern to the people of Dralan.
While Nabbarte has ultimate power in his kingdom, he is more concerned with the conquest of the rest of Obbittia than the everyday management of the land. A council of three advisors serves below the Emperor. The first is elected by the peasants and common citizens of the land; the second by a council of nobles; and the third is appointed by the Emperor himself. From day to day, the kingdom is run by these three advisors. Nabbarte himself is often away from his palace in Genville, preferring to spend his time mustering forces in central Dralan or personally supervising one of the two invasions currently in progress.
SpoilerRittelle Academy – The great city of Genville contains a marvelous school where one can learn about nearly any subject. From economics to biology, students at the Genville Academy master nearly every subject. Though monarchs have always appreciated the worth of educated advisors, no king has been as supportive of the Academy as Emperor Nabbarte. His most trusted advisors and generals all graduated from the Academy, as did Nabbarte himself. Of the schools that make up the Genville Academy, none is more influential and powerful than the Rittelle Academy. One of the foremost repositories of arcane knowledge in Obbittia, Rittelle’s halls have seen nearly every great wizard in Dralan’s history. In preparation for his grand campaign, Emperor Nabbarte has decreed that any citizen of Dralan who shows any level of arcane power will be admitted and trained in Rittelle, free of charge, in exchange for a three year service in the Dralanian army during which they shall receive full Warmage pay. Recruiters for the university, bearing Nabbarte’s seal, travel the countryside and search every hamlet and town for promising disciples.
Le Sirrete – Like most would-be conquerors, Nabbarte has long searched for every available advantage. To assist his conquest, Nabbarte tasked the feared Le Sirrete spy organization that has long served the crown of Dralan with the acquisition of relevant artifacts. Le Sirrete agents travel Obbittia and the wider world, finding and securing every artifact they can find. The deadly agents have no qualms about hiring adventurers, though if they are double-crossed or find their offers refused they are not above using their blades against their former partners. The Le Sirrete delve into ancient ruins, extort or steal from powerful spellcasters, or raid the treasure vaults of rival nations. If half the rumors regarding the artifacts they have already collected for their young master are true, the Dralanian army will be a fearsome opponent indeed.
The Council of Nobles – The old dynasty of Dralanian rulers fell in large part due to its treatment of the common men of Dralan. The new order has made doubly sure to treat those who empowered it right, but not all of the old loyalists who lost their land and privilege have given up so easily. The Council of Nobles is a collection of former noble families who, for one reason or another, crossed Nabbarte and paid the price. Though now untitled, many of these ex-nobles still have connections, wealth, or other resources, and would like nothing better than the fall of Nabbarte.
SpoilerDralan has no official religion, as Emperor Nabbarte is not a very devout man. Still, like most Obbittians, the majority of citizens worship the Duality. Other religions are tolerated, so long as loyalty to Dralan comes first.
SpoilerGenville (Metropolis – 2,570,000) – Genville is the capital of Dralan, and its largest city by far. Genville was founded as a fort on a large hill, one that split the mighty Laeoo River in twain; half the river flows east towards the sea while the rest continues north towards the Dralanian Channel. Protected on two sides, Genville prospered as a fort. The farms that dotted the land between the two rivers grew into towns which grew and grew until they met one another and merged into a mighty city. As the population living between the two rivers exploded the fort was turned into a comfortable palace. With so many living between the rivers, farms sprang up on both sides to feed the populace; these farmsteads soon grew into towns as well. Today, Genville is a bustling metropolis that stretches all around the original fort. The city would be divided into three sections by the rivers running through it, but bridges and docks fill the rivers so thickly that it is possible to cross the wide Laeoo without ever seeing it. The Imperial Palace is here, as is the Genville Academy.
Laeoo (Large City – 520,000) – Like Genville, Laeoo sprang up where the Laeoo River split. Here the river parts to form the East and West Laeoo Rivers. Unlike Genville, the land is not safe enough to expand far beyond the walls – the nation of Takan is just across the East Laeoo. Though the farms of the city spread past the city walls, people hesitate to live too far from their protection. As a result, Laeoo’s population never exploded like Genville did. Still, Laeoo has long been the most important center of trade with Takan. Currently, Laeoo serves as the spearhead of the assault against Takan. Reinforcements and supply trains are assembled and sent to the front lines from here.
Dailee (Large City – 750,000) – Dailee is by far the largest trade city in Dralan. It is a major port city which handles nearly all of the trade between Dralan and the nations of Shamsh, north of the Channel. Its position on the Laeoo River allows goods from Genville and Laeoo to be carried along the river to waiting ships which then cross the channel to trade with the rich nations of Shamsh. It is a city of powerful merchants and devious guilds who are always looking for opportunities to get ahead of their competitors.
Sammer (Small City – 310,000) – Sammer was once a small logging town through which much of Dralan's lumber passed. The new regime, however, saw the use for a coastal town located near a forest and converted the once small town into a major port. Lumber from the nearby forest is brought in by the ton, cut into logs, and formed into the mighty galleons that make up the Dralanian navy. With so many ships being produced, merchants from Dailee soon saw an opportunity for growth. Rather than shipping lumber downstream from Laeoo to Dailee, they build their ships in Sammer, then send them along the coast to Dailee to join their fleets. The formation of this port city has allowed Dralan to form major trade routes with the neighboring Keslanish isles to he south.
Tarnae (Small City – 120,000) – Tarnae grew out of a small mining town on the side of the Tagee mountain. Gold prospectors rushed to the region when the streams that trickle down the mountainside and into Lake Tarnae were found to contain gold. When the easy gold ran out, some enterprising prospectors began to mine the mountains for silver, gold, and iron. These mines grew, and today Tarnae steel makes up most of the equipment that the Darlanian army carries.
Nabbartine (Small town – 500) – Nabbartine is a small, unremarkable village in central Dralan. For most of its existence, this village had a different name, but that name is remembered by few nowadays. Emperor Nabbarte chose this village and its surrounding countryside as the staging ground for his army. The small village of no more than a few hundred citizens has exploded with tents and makeshift barracks. All recruits are sent here for training and equipment before being shipped off to one of the two fronts or south to the Drall Mountains.
SpoilerFort Drall – The biggest threat to Dralan has always been to the south. The Panbbittian Confederacy to the south is a powerful theocratic empire which claims the Iron Throne. Perhaps they have reason to; the old capital of Panbbittia lies within their borders. Still, the people of Dralan have never been apt to surrender their sovereignty to foreigners. Fearful of the great Confederate armies, the rulers of Dralan built a great wall across the pass between the East and West Drall mountains. Towers dot the length of this wall, but only a single gate allows access to the south. This gate is guarded by the mighty Fort Drall, a massive fortress the size of a small city. Fort Drall is self-sufficient, with wells and reservoirs within the innermost walls. A second ring of walls extends beyond the fort on the Dralan side of the Drallwall, and rich farms fill this space with food for the soldiers within. Fort Drall can – and has – be held under siege for years at a time. It is here that Emperor Nabbarte is gathering his forces for his planned assault on the res of Obbittia.
Sammer Forest – Once a peaceful forest in the heart of the wilderness, the logging operations that gave Dralan its navy have turned the Sammer Forest against mankind. Once, peaceful nymphs guided lost hunters out of the forest or helped misguided children feed. Now these same creatures will attack any human who comes near their try. Will-O-Wisps lure lumberjacks into ambushes by wolf packs and lycanthropes stalk the woods, searching for prey. Some local shamans have turned against their fellow men, attacking and slaying them in the name of nature, while others have lost their powers – the forest, it appears, no longer wishes to coexist with man. Worst of all, rumors of a dragon in the region have sprung up. Dragons have been gone from Dralan for over a century; their return is certainly a bad omen.
Bishop's Peak – on the northern slopes of Mount Tagee is a great cathedral, built on a peak about halfway up the mountain. This cathedral is extremely old, and its origins are unknown – estimates of its age vary, but nearly all scholars agree that it was built before mankind came to Obbittia. The cathedral's proportions are too large for a human, just about right for an ogre; but of course, ogres are brutal beasts who fail to construct simple huts, much less a cathedral. Since time immemorial, the cathedral has served as the headquarters of the Church of the Duality in Dralan. Even today, some of its deepest underground passages have never been explored.
The Giantreach – the giants of Obbittia are a primitive, savage race. Most live alone, crushing and devouring any humans foolish enough to approach them. Yet even amongst the giants there is some variety, and the giants of Giantreach are more civilized than most. Giantreach is a small valley in the center of the Laeoo Forest. The valey is home to a small village of hill giants who, unlike most of their kind, are relatively peaceful. They are willing to trade with humans, especially for cattle, as they love beef but do not raise their own cattle. The giants are usually willing to work for a human village or town for a few months in exchange for a daily ration of cattle. Trading with giants, even civilized ones, still has its dangers; the giants who live in the forest surrounding Giantreach have no qualms about eating intrepid travelers and even the most civilized of giants still gets hungry for a snack once in a while.
Hera's Shrine – In the plains north of Tarnae is an ancient structure of unknown origin. The structure is relatively simple, no more than a huge slab of stone with a smaller slab atop it; yet this simple structure has very special properties. The slab of stone is about fifty feet long and thirty feet wide and nearly ten feet tall; a set of rough gaps in the side of the slab allow a man to climb up the side of the slab. On top of this unremarkable structure is a much smaller slab of stone with similar proportions. The entire structure radiates strong magic of unknown origins, and farmers in the nearby area have, through trial and error, discovered that the slab has some unique properties. A reasonable sacrifice of a certain crop or domestic animal during the spring is thought to cause a marked increase in the harvest of that crop or creature the next year. The locals have dubbed the shrine Hera's Shrine, after a pagan goddess that was once worshiped in the area. The clergy of the Duality takes a dim view of this practice and discourages it, but the perceived rewards incentivises the locals to make the sacrifice anyways. (Thank you Slayerofundead!)
Adventuring in Dralan
SpoilerDralan is a safe land, for the most part. Occasionally a particularly troublesome beast of some sort – ankhegs, dire animals of unusual ferocity, or a local werewolf – might cause problems for the local villagers. Other times bandits might use the war as an opportunity to prey upon those too weak to be drafted. With a large draft in progress, deserters are, of course, an occasional problem. Still, the Dralanian soldiers can usually solve these problems; only out in the more backwards farmsteads are adventurers truly needed. Those adventurers getting their start in a major city might instead find themselves sent elsewhere, to more dangerous areas; the Sammer forest, in particular, has no shortage of adventure opportunities.
Adventuring in Dralan is relatively safe and lucrative, but has one major drawback: adventurers make good soldiers. A group of adventurers who kills a few ogres for a local village might find themselves drafted by the soldiers who were sent to deal with the ogres, when they finally arrive. Adventurers who make more of a name for themselves might see this as an opportunity rather than a curse: the Dralan army happily employs adventurers as special forces agents or scouts in foreign lands. Adventurers loyal to Dralan or willing mercenaries could make a fortune in Dralan's armed forces.
A local village asks the party for help avoiding the draft
A village whose warriors enlisted is besieged by deserters; they come to
the party for help
A local general hires the party to deal with some local menaces so that his men can focus on the war effort
A local general hires the party to go into neighboring lands on scouting duty so that his men can deal with some local menaces
While constructing a new keep on the border with Tagee, workers discover the entrance to an ancient buried tomb
A shaman who was once the master of a PC shaman loses his powers because he is unwilling to kill the loggers in the Sammer Forest. She asks the PCs to help appease the spirits of Sammer
Last edited by Whitersnake; 2014-02-25 at 06:54 PM.
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Re: F&F: Obbittia (PEACH)
So a pretty obvious revolutionary France analogue there with a touch of Prussia. The main area that I don't know if you plan to cover which you should is their navy. Is it strong? Is there a history of a strong navy, or is it recent?
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Re: F&F: Obbittia (PEACH)
Yep, a French-analogue. Some nations will fit the campaign better than others and therefore be changed less; this is one of them.
That's a good point about the navy. So far I've been using the subtitles that are standard for campaign setting books, but I added a Colonies tab (though I think "Colonial Holdings" is a better name...). As this campaign setting has a certain focus on overarching wars and such, I should add an Armed Forces section that describes the state of the nation's army.
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Re: F&F: Obbittia (PEACH)
Looking at your tabs you also need a relationships tab to cover that nation's relations with other nations. Not just alliances and wars but general feeling of the other nations citizens to the nation currently being discussed based on history. For Dralan, they obviously have a bad history with their neighbors, and royal governments will distrust the nation due to the revolution. However, the lower you go in the social class, the more sympathetic a person would be to a Dralanite. Add on specific alliances, wars, trade colonial competition, stereotypes, and things in common, and you have a useful tab for how an adventurer from that nation will be treated elsewhere.
Other than that, I love how you are fleshing out your nation so far! Great job!
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Re: F&F: Obbittia (PEACH)
Major Settlements section is complete. Important Sites is next, followed by a detour to go back and add an Armed Forces section, then I'll talk about adventurers.
EDIT: Important Sites is complete, and a map has been added.
EDIT2: Armed Forces completed and added
EDIT3: Dralan is finished!
Last edited by Whitersnake; 2014-02-25 at 06:56 PM.
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Re: F&F: Obbittia (PEACH)
Religions of Obbittia
Long ago, the majority of Obbittians were animists, worshiping the spirit world or any of a multitude of local gods. Though these deities were as varied as the people who worshiped them, a single theme repeated throughout the land: the distinction between light and darkness. In many religions, the gods of the sun and the moon, the day and the night, or of birth and death were the chief deities of their pantheon. And so it was that when Obbittian kingdoms began to rise, uniting varied tribes under their banner, these themes stuck. As time went on, originally distinct deities began to merge. Neighboring tribes agreed that their different gods were really just the same gods under different names, and when a god had no counterpart in the neighboring religion, he became an aspect of another, similar god. This process repeated itself as the kingdoms of Obbittia grew larger and mightier, so that soon only two gods remained.
These two gods were known by many names, but when the great empire of Aurstin Fuelm arose across Obbittia, they were canonized by the names they have to this day: Phybantix, goddes of Light, and Yalun, god of Darkness. Neither was good nor evil, for each was necessary for existence to continue, and each encompassed much more than just Light or Darkness; domains such as War, Disease, Arcana, Water, Fire, Life, or Death were all assigned to one of the two deities. They were worshiped together, and indeed they were considered to be different aspects of the same god; thus the Church of the Duality was born. The Church was popular across Obbittia, and it spread rapidly and drove out most competitors; very few Obbittians now worship the old gods.
With the fall of Panbbittia, two nations strayed from the path set forth by the Church of the Duality. First were the kingdoms in the old Panbbittian Heartland. Having just lost their great and mighty empire, they found themselves opposed to death, destruction, and the other endings espoused by Yalun. Creation, argued the Heartlanders, and Life, were the true virtues of the world; without the corrupting influence of Yalun, the Empire would still exist. They turned away from the Church of the Duality, burned those who would still worship Yalun at the stake, and endorsed a new god for themselves: Phybantus, God of All. Meanwhile, the southern people of Snearjt, in their perpetually frozen forests, began making use of the undead in an effort to produce enough food for their population. Upset by this endorsement of Yalun, the Heartland Kingdoms struck out at their neighbors. The invading crusaders of Phybantus upset the Snearjt, and so they too turned away from the Duality, this time in the other direction: they began to worship Yalin, Goddess of Death.
The Duality is a relatively simple religion. It teaches that the two gods, Yalun and Phybantix, are but two sides of the same coin. Whatever Phybantix births, Yalun eventually destroys. The worshipers of the Duality believe that Yalun does not truly destroy anything, but only stores it away for future use. They believe that one day, the roles of Phybantix and Yalun will be reversed; Phybantix will bring her creations back to her, while Yalun will release the contents of his vault into the world.
In the imagery of the Church, Phybantix is depicted as a plump woman with golden skin. She is often holding a baby, a sapling, or caring for the young of some domestic animal. Phybantix's holy symbol is a simple golden disk which represents the sun. Yalun is usually depicted as a gaunt, silver-skinned man. He is often alone, before a field of black; very rarely is he depicted with another creature. His holy symbol is a silver disk, which represents the moon. Those rare priests who serve both Yalun and Phybantix carry a disk of which half is silver and half is gold. When Phybantix and Yalun are depicted together, they are always looking in opposite directions with their backs towards each other; to create an image in which the glance of one falls upon the other is a serious taboo for the worshipers of the Duality.
Churches of the Duality are spread throughout Obbittia, except within the borders of the Panbbittian Confederacy or Snearjt. Priests usually do not serve the Duality itself; rather, they pick one of its aspects and serve that deity. Often, their closest friends serve the other aspect; the friendly debates between priests of the Duality are legendary.
The Order of the Golden Light is a much different religion. Many of the temples of the Golden Light, which are almost exclusive to the Confederacy, are militant in nature. Golden Light temples are much larger and more imposing than those of the Duality; some are as large as castles, and perhaps even more defensible. Aside from priests, much of the Golden Light clergy is made up of paladins or warpriests; the holy warriors of the Golden Light travel the Panbbittian Confederacy and far beyond, smiting the enemies of Phybantus: demons and devils, lycanthropes, aberrations, and most of all, the undead. The Order of the Golden Light has banned numerous forms of magic, especially those involving the undead, negative energy, or the summoning of beings other than celestials. The penalty for violating this ban is simple and universal: death. The Order depicts Phybantus as a man in golden armor, trimmed with red. He carries a sword which burns with holy flames; thus, his holy symbol is an iron sword trimmed with golden flames. Most priests wear an amulet which represents this symbol, but some warpriests or paladins use their actual sword as their holy symbol.
The Mystics of Yalin are much more tolerant. They believe their goddess to be aloof and uncaring, and most followers of this religion have a single goal: to avoid meeting their mistress for as long as possible. The Mystics do not truly worship Yalin so much as draw on power in her name; every corpse they animate, every creature they kill, and every soul which they erase from existence is considered to be a praise of their dark mistress. The Mystics do not care whether the secular population of their lands worships Yalin or not, nor do they care what their goddess thinks of them; they simply wish to delay their meeting with her for as long as possible. Yalin has no holy symbol, or rather her holy symbol is a lack of one. She is rarely depicted by her followers, but on the rare occasions that she must be she is represented as a silver skull.
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Re: F&F: Obbittia (PEACH)
Capital: The Palace of Bones
Population: 3,000,000, including sentient undead
Colonial Resources: None
For much of Obbittia's history, frozen forests and tundra to the south and the wild forests to the east have been relatively uninhabited, home only to wandering tribes and ferocious beasts. Then, about a hundred years before the rise of Panbbittia, a long series of warm summers brought prosperity to the barbarian tribes of the Great Forest. As the frost receded further and further south, the people of the region were able to settle down and build towns and cities. Fifty years before the time of Aurstin Fuelm, the region was home to a large number of small independent kingdoms. When the mighty Caesar united Panbbittia, he placed the region under the rule of a single monarch, a barbarian shaman and leader of a fairly large tribe by the name of Mapokaj.
Mapokaj was a wise ruler and skilled in the ways of magic. Under her ruler, the land filled with citizens and Snearjt grew prosperous. Even a wise ruler could not make up for a hostile land, however, and soon the summers grew colder. Perhaps the worst of the famine could have been avoided through the use of centralized planning to spread out the produce from the warmer north to the cooler south, but the once-wise ruler suddenly seemed blind to this problem. Mapokaj disappeared from the public eye, as did many of the local lords and barons who were loyal to her. Peasants began turning up in the frozen taiga, malnourished and frostbitten; before they died, many spoke of a great ivory palace being constructed in the ice-locked south coast. Such ridiculous rumors were dismissed by most, of course, until one day Mapokaj reappeared and declared that the nation's capital would now be far to the south in an ivory palace. With her were two hundred of Snearjt's most powerful spellcasters, men and women who had apparently aided her in the construction of the new palace. As a reward for their loyalty, each of these new nobles was given a castle and a fief of land surrounding it. Snearjt was now a feudal society, and for a short while, it prospered.
The cold, however, proved too brutal for Snearjt to thrive. The summers were too short and the winters too long; it was impossible for the people of Snearjt to produce enough food in the short time that they had. Were there more of them, they would have been able to produce more food in the limited time that they had; but of course, with more citizens, Snearjt would need to produce more food, which it could not do. The nobles of Snearjt, personally trained by Mapokaj, had the solution. They began reanimating the dead; at first they animated only those who recently died, but as their need for bodies grew they began digging up the graves and wrenching the ancestors of Snearjt from their peaceful death. Soon, every village in Snearjt contained twice as many of the dead than of the living. There were those who did not like the desecration of the dead, and they, too, soon labored under the necromancers' dark magics. Rapidly, Snearjt was transformed into an undead society. Food was no longer a problem, nor was any other resources; during the summer, the dead would farm, and during the winter they would log, mine, or build. Snearjt prospered, though its living population stayed small.
Soon after, the death of Aurstin Fuelm brought war to Obbittia. As war tore the land, the great armies of the Heartland united under the golden banner of Phybantus and marched on Snearjt, whose use of undead was an abomination in their eyes. Angered by this war, Mapokaj banned the worship of Phybantus or Phybantix in her land. Her undead armies, led by the necromancer barons and the newly formed Mystics of Yalin, successfully drove out the armies of the Heartland Kingdoms. Yet the further they got from the frozen reaches of Snearjt, the less effective the undead were. Zombies and skeletons are unaffected by snow or ice, and so can fight effectively against chilled soldiers; but further north, the undead are outmatched in temperate climates. And so Snearjt drove away the Heartlanders, but could not pursue further.
SpoilerSnearjt's army is entirely composed of the undead. Skeletons and zombies, armed with weapons and armor manufactured by other undead from ore mined by yet another group of dead, are poor combatants. Their equipment is of poor quality, nearly as poor as their bodies. In a defensive war on the hostile Snearjt terrain, they can drive off nearly any invader, but in an offensive war the dead are simply torn apart. As a result, Snearjt has never been much of a conquering force.
Not all of Snearjt's forces are poorly equipped skeletons and zombies. Generals, adventurers, and other heroic or skilled warriors from the armies of invading forces are taken to the Bone Palace, where some of the most advanced necromancers in the world twist them into powerful creations: ghasts, death knights, mummies, and – from those warriors unfortunate enough to be taken alive – vampires make up Snearjt's most elite forces. These powerful, skilled, and most importantly sentient abominations serve as generals in the Snearjtish army, leading the mindless undead into battle. Great beasts such as dragons, chimeras, or giants who fall within Snearjtish lands are also animated, but this practice has decimated the population of many of these mighty creatures, so their numbers are limited. These elite undead, however, are rarely sent away from Snearjt's lands; most invasions into the Heartland have consisted of huge, shambling hordes of zombies and skeletons.
Perhaps just as important as the army's fodder is its true backbone: the necromancers. These deadly spellcasters are very hard to kill and usually refuse to stay dead; as a result, Snearjt's army has a high number of spellcasters, any of whom can raise the enemy fallen. A battle against a division of necromancers is a difficult one indeed, for every ally who falls rises again as another enemy. Though Snearjt's population is low, its army is large – enhanced by the walking dead – and difficult to defeat.
SpoilerSnearjt mainly produces food, and it does so very poorly. The northern half of Snearjt is filled with temperate forest which is highly rocky and contains little usable agrarian land; the southern half is frozen for at least eight months out of the year. Thanks to the multitude of undead laborers, Snearjt is able to feed its population, but for every mouth it feeds three or four skeletons must work all through the summer. Food is grown, harvested, and processed by skeletons, at which point it is distributed to the commoners. Other industries – mining, simple crafting, and other mindless tasks – are all assigned to the undead.
The peasants of Snearjt are freed from any simple manual labor, but as serfs they still must make themselves useful to their lords. They do so by crafting manufactured goods. Each village in Snearjt – and there are many of those, for the entire nation does not support a single city – specializes in its own craft. Food and raw materials are brought in by the undead laborers and the peasants manufacture whatever their lord decrees. Still, aside from their crafting skills, the real task of the peasantry is to breed. Few people bear the potential for arcane power, and the ranks of the necromancer nobility must be replenished; further, fresh bodies are always in demand.
SpoilerUnlike the other major nations of Obbittia, Snearjt has no real interest in colonial holdings. Their most important resource, citizens with necromantic powers, cannot be mined from a foreign hill or grown in a tropical plantation.
Life and Society
SpoilerSnearjt is a feudal, agrarian nation. For the average Snearjtish citizen, life is simple and relatively easy. Each morning a caravan manned by skeletons wheels to the local manor. Accompanied by wight guards, the peasants make their way to the manor, where the baron or count of the region gives a short speech. The peasants gather food and raw materials from the caravan and head back to the village, where they work on their craft for the rest of the day; each village specializes in a particular type of manufacturing and usually sticks to that, though occasionally orders from above are given to their lord, who has them manufacture something else. In the evening, the workday is over; the peasants carry their finished goods back to the manor, load them on the wagon, and return home. The day belongs to the lord, but the night belongs to the citizens; they are free to do what they wish once their quotas have been met.
For most peasants, there is no escape from this repetitive role. One exception exists: those peasants who have a propensity towards magic. Agents of the Tsar travel the land, searching for any commoners who are born with the ability to cast spells. Ideally, these spellcasters are found before the age of nine; they are taken to the Bone Palace to be raised by the undead and taught the ways of necromancy. Away from living humans, these children fail to develop traits such as “compassion” or “empathy”, ensuring that they will one day govern as the Tsar demands. Once they learn to reanimate the dead, the spellcasters are given a castle, a fief, and a title, and inducted into the ranks of he unliving.
Government and Politics
SpoilerEarly in the Kingswar, the sorceress and queen Mapokaj decreed herself to be the Tsar, the Snearjtish word for Caesar. Soon after, an attempt on her life was made by agents of her son, whose name has been abolished from history by royal decree and is now remembered by few. Mapokaj eliminated the assassin and her son as well, but realized that her mortal form was vulnerable to attacks on her person. To ensure that Snearjt would always have a queen, the necromancer queen performed the necessary rituals to turn herself into a lich. Since then, she has ruled as the absolute and eternal monarch of the Tsardom of Snearjt, and no force in the realm has even come close to displacing her.
The Tsar of Snearjt rules over the entire country, but does not manage every village in the region. Rather, the Tsar directly manages only the Bone Palace and the surrounding frozen and barren countryside. The rest of Snearjt is divided into four principalities, which are ruled by four crown princes. These princes are not related to Mapokaj, but rather are her four most trusted allies from the time of the Panbbittian Empire. All four are undead: the first is a vampire, the second a death knight, the third a ghoul, and the last a mummy lord. Each of the four has a castle at the center of his principality and manages the major issues relating to the surrounding area.
The four princes of Snearjt are selfish creatures, more concerned about their own self interests than the good of their citizens. Because they are too involved in their plots to manage their land, they relegate responsibility to the barons. Each principality contains a dozen or so barons, powerful undead necromancers loyal to their prince. Of course, loyal is a relative term in Snearjt, and the borders of the principalities shift all the time. Perhaps it is this internal conflict which keeps Snearjt from conquering the rest of Obbittia.
The barons manage their lands, but each village requires day-to-day management to ensure that the citizens are working to their full potential. This is where the lords come in: Snearjt is very much a feudal, manorial system. Every village is built around a manor; the manor's lord manages the village, controls the undead assigned to it in the event of a war, and animates any dead villagers. The lord transfers a certain percentage of his forces to the baron of the region, who controls the local army in the name of the prince. Thus, if a single village is invaded, the local lord's forces hold off the enemy until the baron's reinforcements arrive. If necessary, a prince can order the other barons under his control to aid the lord in trouble.
With necromancy being so important to Snearjt's economy, every government official from lord and up is both a necromancer and undead. A significant minority of the peasants themselves have some degree of necrotic power, although many cannot animate the dead, and so were removed from the Bone Palace.
Teachers of the Palace – The palace of Bones is more a school than a palace. One of its wings contains Her Imperial Majesty, the Tsar of Snearjt and All of Panbbittia, Queen Mapokaj; but as an undead lich with no care for comforts, Mapokaj needs less space then her lengthy title does. Her wing of the palace is packed full of arcane laboratories and experiments, along with accommodations for the wretched creatures she experiments on and the deepest and darkest dungeon in all of Obbittia. Yet the Imperial Wing is dwarfed by the great school that makes up the rest of the palace. Here every child with enough magical power to boil a cup of water is brought to be taught the principles of necromancy by some of the greatest spellcasters who have ever lived. Though they have no official powers, these teachers educate and shape every single noble in Snearjt. They are not a piddling force.
The Deathbringers – Adventurers, generals, and noblemen foolish enough to lead invasions into Snearjt often find themselves waking up a few days after losing their battles, trapped in their own bodies which are now animated and controlled by dark spirits. Vampires, death knights, and ghouls: these deadly undead creatures all retain the memories of their former lives but have radically different loyalties and personalities. These powerful monsters make up Snearjt's elite forces as part of an organization known as the Deathbringers. The most elite of the Deathbringers guard the Bone Palace and the Tsar, but the four princes and the more influential amongst the barons and lords all have their own elite Deathbringer guards. Most feared of all are those elite Deathbringers selected by Mapokaj herself to operate outside the borders of Snearjt: assassinations, kidnappings, and retrievals of powerful artifacts – all of these tasks fall under the purview of the Deathbringers.
SpoilerWith worship of the Duality being banned in Snearjt and the Mystics of Yalin teaching that Yalin is a completely uncaring goddess who cares naught for worship, most peasants do not find religion to be a particularly important part of their lives. Some peasants or barons think that the best way to encourage loyalty is to foster their own worship in the region, and their superiors find the beliefs of the peasantry too unimportant to concern themselves with. As a result, some cults have formed around particularly powerful or personable undead noblemen.
SpoilerBone Palace (Palace, 500) – The Bone Palace is, oddly enough, one of the most densely populated areas of Snearjt. Located on the southern slopes of Mt. Rapo, the Bone Palace is surrounded by nothing but snow and rocks for dozens of miles around. Inside the magical ivory palace, however, hundreds of Snearjt's best and brightest necromancers learn to practice their craft, preparing to one day govern the land. The Bone Palace also governs all of the land west of the Nappa River and further south than Mount Rapo.
Castle Ragna (Fortresses, 50) – Far north of the Bone Palace, deep in the frozen taiga that stretches from coast to coast along the southern half of Obbittia, an imposing castle stands atop a bare hill. This is Castle Ragna, home to Prince Hatto (Mummy Lord Priest 12). In life, Prince Hatto was the high priest of one of the barbarian tribes that lived in Snearjt before its unification. When Mapokaj introduced her necrotic reform to Snearjt, he protested against the idea. Unwilling to allow dissent among her followers, Mapokaj executed Hatto by mummifying him alive. Still, Hatto had much experience leading and managing his tribe, so the Tsar did not wish to waste his skills. Instead, she reanimated him and eventually bent the man to her will. Today, Prince Hatto is one of the most brutal of the princes of Snearjt, but also one of the most effective. He rules over all of the lands north of Mt. Rapo and west of the Nappa.
Fort Blood (Fortress, 50) – The relatively small silver of land between the Nappa and Swasha rivers has long been the most contested territory in Snearjt – and also the most productive. The two rivers overflow in summer as the snowcaps in the mountains far to the north melt, and the water brings with it rich soil from the plains of the Heartland. The farmland here is rich and productive, but there is danger as well: the Panbbittian Confederacy is just to the north and this crossroads of rivers has often been the site of Heartlandish invasion. A territory that is invaded so often must be managed by a truly fearsome and efficient general, and this man is Prince Alexis (Death Knight Fighter 14). Once the Dralanian general who allowed Aurstin Fuelm to quell the barbarian revolts in modern-day Snearjt, Alexis led Snearjt's forces during the reign of the great Caesar. When the Caesar died, Alexis swore his loyalty to Tsar Mapokaj and ensured that her borders remained secure against all invaders. During the early years of the Kingswar, Alexis was never defeated in battle, but eventually his aging body began to fail him. The legends tell that one day he was disarmed by an opponent and, though he managed to defeat that opponent with his bare hands, he decided that old age was not for him. He asked his dark mistress for aid in the matter and soon arose as a Death Knight, more fearsome and deadly than ever.
Castle Stonecrest (Fortress, 50) – The eastern half of Snearjt is isolated on its own peninsula, and therefore relatively safe from invasion. This peninsula is buttressed by the Stonecrest Mountains, a range of rocky and steep mountains that stretches along the interior of Obbittia, serving to separate Snearjt further south than the peninsula extends. But where the mountains end, no natural border separate the Heartland from Snearjt. It is here that Castle Stonecrest was built. Long ago, it belonged to one of the Heartland kingdoms, meant to keep away the barbarian hordes who once filled Snearjt. Since then, the undead have conquered the castle and converted it to their own use. Today, Castle Stonecrest is home to Prince Taggart (Ghoul wizard 8) who governs the fertile forests between the Swasha and Whitewash rivers.
Castle Arlud (Fortress, 200) – The most fertile lands of Snearjt lie north of the Whitewash River. This far north, the thick forests are green year-round and snow falls only in the depth of winter. There are more peasants in this region than the rest of Snearjt combined, and likely less undead. It is here that the oldest and most influential of the princes makes his home. Prince Arlud (Vampire Lord (WotC Website) Rogue 10) is no great warrior, powerful spellcaster, or genius general. What sets him apart from the other princes is his cruelty. Aruld built his castle nearly a thousand years ago, long before anyone had even dreamed of uniting the barbarian tribes of Snearjt. He was a foreigner from a distant land, perhaps one of the Heartland kingdoms, who was banished from his home for some grave atrocity. With a few loyal followers, he traveled to the then-barren land of Snearjt and built a castle, tricking or forcing a native settlement to obey his rule. He forged a small barony from the land and, though many armies had been sent to destroy him, none ever succeeded. The cruelty of Arlud was legendary; thousands died under his rule over the eighty years of his natural lifespan. But finally, the terrible monster of a man perished of old age. But a soul as cruel as Arlud's simply could not rest. Before the next full moon he arose once more as a terrible vampire lord; legends claim that he was the first of his kind, and he is certainly the mightiest. When the forces of Aurstin Fuelm gained control of Snearjt, the domain of Arlud was left untamed. When Tsar Mapokaj converted her lands to a kingdom as monstrous as his own, Arlud eagerly accepted his place as Prince.
Last edited by Whitersnake; 2014-03-02 at 07:32 PM.
- Join Date
- Apr 2011
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Re: F&F: Obbittia (PEACH)
I like it. It retains a lot of Russian flavor while adding in Necromancy into the mix. The only issue is internal conflict. If you've got this nice autocracy where everyone is reliant on the system or bound to the monarch, there's not much going on. I would say there should either be a plot headed by the vampire lord that maintains free will or a re-skinned communist revolt being planned. Something to give some possibility for change in that country. I'd also look at having a plan for border skirmishes to give quests for any adventurers in the realm or in a neighboring one.