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The Setting for my new Game...

Started by Cranewings, February 17, 2011, 01:11:50 AM

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Cranewings

Someone on this website made this map, and I've been running games with it for the last 6 months. I'm starting a second game with it on Monday, so thanks again for it. Silverlion, is it your map?



The game I'm going to be running has the party traveling with a caravan on the royal road of a Persian style empire with a crazy wizard king. The party either works as security on the caravan or has businesses on it.

I had the idea of naming the capitol city Amlash but having foreigners call it Zathimopolis. It is a little confused in what I wrote, so consider the two exchangeable.

Overview

The Empire of the Striking Serpent has existed for over 200 years. The latest Shah, Kamram the Godly, has ruled for the last 152 years. In that time, he has conquered four neighboring kingdoms and added them to his empire. Known to its people as Zathurm, the empire is seen by some as a land of greatness, freedom, and opportunity, and others as an evil blight on the world.

Kamram the Godly has ruled the people of the Zathurm province with generosity, wisdom and respect. In return, they repaid him with honor and sacrifice. The professional army that was established under his rule and supported with his magic and genius successfully marched against the world. For the army’s success, the city of Amlash has become a city of splendor, rich beyond comparison.

Government

Zathurm Xathuiris is a monarchy with the capitol at Amlash – the City of Splendor. Technically a hereditary monarchy, Kamram the Godly obtained immortality by sacrificing his wife and sons (after having brutally murdered the rest of his family). His imperial guard, the so called “Snake Charmers,” (named for their Composite Short Bows which are decorated like a snake) number 10,000 and honorably defend the palace at Amlash with their lives.
Kamram is known to his subjects at Amlash as a just and fair king. He is loved and praised by the priesthood for he has spread the state religion across the sea. To those with political goals, Kamram is seen as someone that is as deadly and temperamental as a cobra. He has repeatedly executed vassals for events both minor and outside of their control, always claiming that had they upheld the laws of religion more faithfully, the gods would have supported them. Backed by the power of his magic, Snake Charmers, and the priesthood, no one is bold enough to argue.

Under his rule, the Zathurm has been divided into 20 provinces called, “satrapies.” Each satrapy is governed by a satrap who rules essentially as a vassal king. They are permitted to provide for their own defense and follow their own laws and religions, provided those religions worship the gods light. Each satrap has two primary aids, his general and his state secretary. The supreme general is in charge of all military affairs including defense and recruitment. The state secretary keeps official records and reports to the government at Amlash.

During the last fifteen years, conquest has been a distant dream. The empire is massive and spread very thin. Constantly, Amlash and the Zathurn province have been battling one uprising or another, lead by a local satrap that came to believe too fully in his own greatness.

Regions of Control

There are four principal societies that have been absorbed into the Zathurm. Two of the societies still exist and are ruled by vassal kings under Kamram the Godly’s scepter. The other two were destroyed, their people enslaved, and their cities reduced to rubble. Since that time, colonies have been established by people of the Zathurm which repopulated the same sites Kamram once destroyed.

Niber (Egypt off the Desert)

The first, major land conquered by the Zathurm was Niber. Their empire stretched from just north of Amlash all the way to the deserts of Hezzesheol. In the past, it was ruled by emperors that were worshipped as gods. Now, the people of Niber worship Kamram with worldly offerings, and their real gods with spiritual ones.

Niber is a fertile land, with a rich sea to its west and shielded from the desert by mountains to the north. Often thought of as the bread basket for the whole empire, Niber is rich with grain and sheep. The people of Niber used to bury their kings in massive stepped pyramids which rise up over 400 feet into the air. These pyramids were built in sync with the stars and seasons. Wizards often travel to them to take advantage of the wells of spiritual energy they provide.

The warriors of Niber are usually light armored for they fight on vast open plains. Padded and Leather are the most common types. Infantry fight with spear, sickle sword light wooden shields, and javelins. Archers are often accompanied by a shield bearer and are unarmored. Chariots usually seat three: a driver, a shield bearer and an archer. Calvary archers are popular, however the Niber culture treats cavalry as the most valuable, and so they rarely ever risk it in melee combat.

Ramsar (Babylon)

The city of Ramsar to the south of the Zathurm was taken around the same time as Niber. For fifty years, the people of Ramsar resisted Kamram with repeated rebellions. With his sights set across the sea, Kamram received permission from his priests to burn Ramsar to the ground.

The city was set at the tip of the southern peninsula, its people being a great sea faring society. Their last rebellion had been successful and for 5 years, they ruled themselves. The Zathurm found it impossible to invade by land for each attempt was outflanked along the peninsula by the Ramsar navy.

Word reached the people of Ramsar that Kamram had used the wealth of the Niber to construct his own navy. The decision was made to abandon the city. With few options, the people of Ramsar retreated into the Elphurgas Hezzem. They now live in a cluster of developing towns on the plains scattered throughout the demon infested swamps. Their navy supports other nations that rival the Zathurm while pirating its coast.

The military of Ramsar was similar to Zathurm’s, as they had copied much of it from their enemy. The Ramsar military prefers chain shirts to iron or bronze cuirasses for their heavy infantry. Ramsar never fielded chariots, however their cavalry was comparable.

Tiratolia

Tiratolia is the crossroads of the world. It has been settled and ruled by men from almost every nation. For the last 40 years, Tiratolia has been under the rule of Kamram the Godly. The war was quite brief. The Legas was formed as a coalition to prevent Kamram from taking any other nations, however when the invasion came the Legas were nowhere to be found and the people of Tiratolia were forced to surrender.

The rulers of Tiratolia were the most powerful priests in the world. They had erected a temple that touched the sky. From its peak, their priests were able to commune with their patron deities. The priests of the Tiratolian pantheon were betrayed by their youngest members who believed Kamram to be the human vessel of the high god. They have become lords of the land and powerful sorcerers, enjoying great personal wealth at the expense of the displaced priesthood.

Tiratolia has been gifted with a new generation of priests of foreign powers as its own priests have largely gone into exile.

The people of Tiratolia are light olive skinned with curly brown hair and light eyes. There cities share a lot of the Legas’ (Greek) architecture, often dispersed through circular and domed buildings. The streets near the palaces of their greatest cities are made with a kind of turquoise stone and the walls of their cities are painted bright white and edged with gold.

Hattusa


The Hattusa people were conquered just a few short years before the invasion of Tiratolia. It was this invasion that prompted the formation of the Legas Atterim and its alliance with the Tiratolian Empire. The Hattusa were descended from the Ysjornian (Nordic people) who had come into contact with the northern Tiratolians and settled with them. The Hattusa are marvelous stone carvers, having learned the technique from the dwarves, and built great walls and cities made of stone. The Hattusa honored their deities with massive statues, often fearsome, which towered over the roads and palaces.

   It was these statues which drew the ire of Kamram the Godly, who (some say in his insanity) saw them as a direct insult to his divinity and as avatars for Gorumat. After a brutal 10 year long war, the tribes and city states of the Hattusa finally fell. Kamram ordered the execution of the priesthood and the destruction of all of their fearsome idols.

   Sense that time, the Hattusa people have been converted to the worship of Agabeth, the Zathurm god of light. Rural people and nomadic tribes of hunters and herders near the mountains still worship their old gods and build idols for them deep in the hidden valleys.

Religion

   The principal religion of the Zathurm involved the worship of a powerful god of goodness and law named Agabeth who offers his protection from the powers of his twin, a Gorabeth. The priests of the faith claim that Agabeth is fated to win their battle when the world comes to an end. Still, there is an undercurrent in the society that believes Gorabeth will win the final day. The simplest proof, they say, is that even the followers of Agabeth succumb to old age and death.

   The priests, under Kamram’s leadership, allow the worship of foreign powers so long as the subject of worship is on the side of goodness and light. There have been exceptions -- most notably the patron deity of the capitol of Tiratolia had her temple burned to the ground. Her priests have gone into exile and the new generation of Tiratolian priests under Kamram’s rule no longer acknowledges her.

The People

   The people of Zathurm are obviously extremely diverse. Many cultures have been brought into the Zathurm under Kamram’s rule and many others have developed economic and cultural symbiosis. Speaking directly about the native people at the heart of the Zathurm who founded the capitol city of Zathimopolis and supported Kamram in his early days, a few things can be said.

They are a dark bronze skinned people with dark curly hair and light eyes. They are shorter than most people by a few inches, though they seem to have long legs (squat torsos), broad shoulders, and are known for their thick wrists and ankles.

They are an equestrian people. In ancient times, it was their people that brought the horse to other cultures and to this day they are famed for having the most beautiful horses and the most powerful cavalry. Zathurm is mostly wide open plains. While agriculture is the most common way of life, some tribes still carry on their nomadic tradition, and it is these nomads that Kamram draws on to build the bases of his military’s cavalry.

While slings are popular in a large portion of the world, the Zathurm rarely use them. Bows are the standard here. Most men can fire a bow proficiently and a large portion of the population can make them. Composite short bows, made of wood, metal and sinew, they are technologically advanced and can be very beautiful.

Lying is not at all tolerated by the Zathurm. Most people see it as a clear mark of a degenerate spirit. While the punishment for most crimes in the Zathurm is a fine or a time period of hard labor, lying to the wrong person can result in a very steep punishment. Lying to one’s family or spouse can earn you a public caning.  Lying to the police is punishable by amputation. Lying to one’s superior in the military or government is punishable by death. It is important to note that it is considered socially unacceptable to owe a debt because you are obliged to lie. To facilitate this, it is illegal in the Zathurm to collect interest on a loan.

Active Fortifications

The 1600 active fortifications includes all of the nation’s cities and towns, the postal stations and police garrisons along the 1400 miles of the Royal Road, costal fortifications, costal watch towers, border keeps and castles, and the internal fortifications of the wealthy.
Cities and Towns 130
Royal Road Garrisons 280
Royal Road Postal Stations 30
Costal Watch Towers and Forts 200

Demographics - Zathurm
Size:            1,000,000 Square Miles
Total Population:      80,000,000
Population Density:      80 people / square mile
Inhabited Land:         444,500 square miles of inhabited land
Wilderness:         555,500 square miles of wilderness
Cities and their Populations:   Zathimopolis    1,000,000
Number of Towns:       117
Town Population:      1d8x1000
Ruined Fortifications:       146 in settled lands, 49 in the wilderness
Active Fortifications:       1600

Professional Military


Zathurm is one of the only nations with a large, professional standing military. While it is theoretically possible for the empire to secure a million men through peasant levies, there are always 150,000 soldiers and 120,000 sailors ready and waiting.

The 120,000 sailors refer to the crews of the Zathurm’s 600 triremes. Each ship is equipped with 170 rowers, 10 light infantry, 5 professional archers, 10 engineers and the command crew.

The 150,000 soldiers are divided into 15 brigades. Each brigade is separated into 10 battalions. Each battalion into 10 troops, and each troop into 10 squads.

A single battalion is either comprised of 2 troops of shield bearers, 4 troops of light infantry, 2 troops of heavy infantry, and 2 troops of archers, or entirely of a single type of soldier – such as 10 troops of heavy infantry.
The Snake Charmers – the most famous brigade – is comprised of 10,000 elite heavy infantry. This force is always kept at full strength. It resides at the imperial palace, except when the shah sends it abroad as a show of force and will.

Abandoned Fortifications

The 200 plus ruined fortifications in the empire are mostly relics from the period before Kamram the Godly conquered Ramsar and Niber. Many of these fortifications were in desolate forests and rocky hills far from civilization, although the lay of the land denoted tactical significance. When they were abandoned, anything of value was taken with the soldiers. Still, the fortresses provide a lure to creatures and people, both strange and beautiful, far from human settlements.

The Royal Road
Adorned with rest stops, inns and guard shack along its entire 1400 mile trail, the Royal Road connected the whole mainland empire from Niber to Ramsar. Every five miles along the trail a rest station is maintained by a local town or village. These way stations also house a small garrison of professional soldiers who insure the safety of travelers. Every 50 miles, a postal station is prepared to carry messages to the four corners of the empire. Each station maintains a fresh stable to facilitate the fastest possible relay of important information.

Cranewings

I'm not going for real historical accuracy. I'm more into a Robert Howard renaming history to fit the story...

That said, my players don't know or care much anything about ancient history. Even still, they seem to enjoy the pseudo historical setting quite a bit. I'm looking for stuff I can put in to help them feel like the place they are in is a real place, something they can be immersed in.

Any suggestions?

Silverlion

#2
Yes it was my map. Sadly that game group had issues with commitment to play. Still I love what I did and will use it again.

I really enjoy what you have done.

I had mercantile driven city states in Legus Atterum (Anything for a price.) They were opposed by the beneficial monarchy of the Lake Kingdoms That is they think they're better, more beneficial, because they don't have slavery! They consist of allied kingdoms with infighting and treachery.



As for what to make it feel real? Just do what you do with conviction. I generally had various multiple things going on and kept things happening even when the PC's were not involved.

Merchant Caravans to Yssia seeking to trade in sealskins, and fine pelts, plus Horn-Whale Ivory. Go one, attack one, investigate the loss of one. Just make sure they're common, not "oh PC's are here, let them go.."

 Sending people to find the Lost City of Rule in Azken-Ghash, and steal something of value from the cursed Vulture Men, who haunt its ruins, have stories or even a mummified body or two return from the desert being sent by tribesmen who respect the Soft-Foot peoples traditions.


Stuff like that. Make the people varied, and not always monochromatic, after all big Empires get traders from all over. Lost sons, runaway daughters, slave trade, merchants who dream of wealth, or peasants who dream of any thing but toil.

Insert your own world details of course, mine are just examples.

Perhaps some religious reform begins happening on the edge of the local area, people speak of miracles, and powers of gods. It could be bunk (in fact, I'd make it so, makes for real divinity more things you don't want to get your attention.)

I'd have war break out here, mercenaries signing up for good pay, maybe a border dispute among clan lords turns violent, and sweeps in allies from several regions. Maybe its not even that simple, maybe its over the tariffs on pickled fruit from across the Jendoril Sea.
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Hearts & Souls 2E Coming in 2019

Cranewings

I've been having a hard time coming up with a way to run the caravan, never having done it before. That is a really good idea. If I plan out places they go a little bit in advance, they can meet people looking for something in one game, and then retrieve it the next, or the one after that, and so on. Hopefully they will take good notes.

Maybe every game, or every time they get into a new area, I can have them meet people looking to buy 2 or 3 rarities from a distant land. It would give the game a good deal more continuity.

Silverlion

Quote from: Cranewings;440873Maybe every game, or every time they get into a new area, I can have them meet people looking to buy 2 or 3 rarities from a distant land. It would give the game a good deal more continuity.


Like anything just sell it, don't over do it. Hawkers selling wares that are familiar to them in their homelands. "Buy the crimson fruit of X." where apples are rare and precious. Sure the PC knows its common fruit tree raised in a few places back home, but here? Not an apple tree to be found, just bruised, aged (and maybe going bad) fruit. Its little touches that drive home its reality in my games.

I for example have NPC's in players paths who have NOTHING to do with the player's or their opponents plans. They're just people doing their thing. Bickering old couples, young girls blushing shyly at the PC's, stuff like that.

But I imagine I'm speaking to the choir. Just the things I do, I like to ramble on about.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Cranewings

Thanks for the advice. Seriously, I've been known to lay it on pretty thick.

I've got a couple of angles I want to run in this game. One of the side things I came up with was the Zathurm used to have 4 major magical orders. A few decades ago, the Shah took over leadership of the one he was a member of and merged it with another.

The other two groups refused to join, and so became illegal. They had their libraries and labs taken over by the state and were driven into hiding or exile.

Foreign sorcerers know what happened. They are allowed in the Zathurm but if they display too much ability, they are given the offer to join up or be banished from the land. If they don't seem to have any money or backing, they might just be killed.

Of course there is a bard and a sorcerer in the party. This game is going to be E6 - so second level spell casting is what it takes to get the attention of the most powerful wizards in the world: 5th level.

If word gets around that a rogue foreigner sorcerer and unaligned bard are on this caravan, the different mystic orders may want to use them for a variety of different things.

Silverlion

Quote from: Cranewings;440963If word gets around that a rogue foreigner sorcerer and unaligned bard are on this caravan, the different mystic orders may want to use them for a variety of different things.


"Are you a witch?"

"No?"

"Well why not, sonny?"

"...."


I love strange, but human conversations in my games. I also love twisting expectations a bit.
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Cranewings