The Families
(Vetubræ, Herrenius , and Blasio)
The Vetubræ and Herrenius heads are both Counts,
but with vastly different position. The Blasio family
is a member of the Mirror Trade League and allied with
both noble families.
The Vetubræ family have been nobles since the
days of the Orisiran Republic, even before the days
of the Old Empire. The sons of Vetubræ have held
important posts for the empire for generations. At
the end of the First Orc War, the Count Vetubræ
at the time was the military advisor to the Emperor.
He was furious at the ability of the orcs to invade
Arama. He blamed the weakness of the empire on the
internal battles of the nobles and advised the Emperor
to forbid nobles from having large forces. The Emperor
was assassinated before he decided and several Dukes
were able to strip the Vetubræ family of all
holdings and position. Only the family estate in Babel
was left intact. Since then the family has regained
a few island holdings in the Mirror Sea and some Troll
lands along Skyfall lake.
The Herrenius family were minor nobility until the
conquest of the Kutri and Uti lands, where the head
distinguished himself and became a Count. When Arama
was discovered and interest in Kutri and Uti dropped.
The head quickly (and very savily) exchanged his holdings
for large sums of money and moved to the spot that
became Babel. The family has kept this wealth and has
been able to maintain an important position in the
empire since. The members of the family have not usually
held important legislative positions, but have often
held top executive and especially military positions.
The first known member of the Blasio family was a galley
slave who escaped from an Imperial warship around the
time of the founding of Babel. He worked as a netmaker
and helped other slaves escape. His sons became fishermen
and sailed small ships to supply the ever increasing
needs of the city. A couple generations later the family
became one of the foremost transhippers of goods between
Arama and the Old Empire lands. After the disaster
of the First Orc War, the family switched to mainly
sea-borne trade and friendly relations with the orcs.
The family now has a fleet of well-protected merchant
ships trading all over the Mirror Sea and overland
routes to trade with the orcs at Qiryat. The Mirror
Trade Cartel is a group of merchant guilds in about
a dozen or so cities on the Mirror Sea. The members
own or control about 80% of all Mirror Sea merchant
shipping.
Imperialist/Royalist Split
No groups are called Imperialists or Royalists but
many believe in the ideas of one or the other. Imperialists
believe that military units should be controlled by
the Emperor. Royalists believe that nobles should be
allowed to raise and control their own military units.
Many arguments pull on both sides of the discussion.
Imperialists say that conflict between nobles only
weaken the empire. Royalists counter by saying that
nobles spend much effort and money raising forces that
are used by the empire during war. The Imperialists
say that each noble has their own agenda and the royalists
say that the imperial military certainly does not have
a unity of purpose; just look at the conflict between
the Silver Swords Legion and the Red Moon Legion.
Guederia Politics
Power and politics and money are controlled by four
groups: nobles, elected officials, title holders, and
rich non-nobles (merchants.)
Definitions of Positions
Station refers to a noble position. Station passed
down to the eldest son. If no sons are around when
the owner dies or retires, the oldest daughter gets
the station. If station is made up of more than position,
the owner can divide the various positions between
the heir, but this is rare. More common is for a second,
or even third son, to distinguish himself and enlarge
the holdings and get one of the positions. The levels
of nobility are Knight, Baronet, Baron, Count, Marquis,
Duke, and Archduke.
Titles refer to temporary military or bureaucratic
positions. They are temporary in that most last for
a prestated amount of time and can be revoked at any
time. Titles are given out mainly by nobles and elected
officials. Some title holders can give out titles below
them, but more of these lower titles are still given
out by the overlord. Titles are sometimes given to
the heir of the original title holder at the holder's
death or retirement.
Office refers to an elected position. Political positions
are earned by the vote of other nobility. Each noble
who qualifies and is at the place of the vote gets
one vote. The more important the vote, the fewer who
qualify to vote. Senate seats, for example, are voted
on by Barons or higher. Elections are held on New Year's
Day yearly. In the event that an office holder dies,
their heir holds the office until the next election.
Most offices give more power to those in office longer
(seniority.)
The Imperial Senate
Senators make the main decisions of the Empire. Only
the Emperor can issue a decree that can override a
decision of the Senate. Most Dukes have enough power
to be Senators. Some Counts and Marquis are also Senators.
The Senate numbers 100 and it meets in Babel. All Senators
get a staff and offices near the Senate, paid for by
the Empire. Term of office is five years and a Senator
can only be impeached by a two-thirds majority of the
Senate. If a Senator is impeached, the seat remains
empty until the next New Years election.
Most action by the Senate is decided in committee,
and the most powerful committees are staffed by the
Senate's most senior members. When the committee makes
a decision, the entire Senate votes on the action.
Other Senators who are not committee members can sit
in on a committee meeting, but may not speak. Sometimes
an action of a committee is important enough that it
is put in front of the entire Senate. These type of
actions are usually the military ones. The President
(of the Senate) is the most senior member and he decides
where a course of action goes.
The Foreign Warfare Committee decides the military
and diplomatic actions of the empire concerning external
states. The committee consists of seven members, three
associated with Ilza, one Nisava, one Tulear, two neutral
(currently Col-Wan and Pwe To.) The committee directly
controls the expeditions of the Imperial Endless Sea
Fleet and funds appropriations operations.
When the orcs captured Babel, a dozen Senators were
killed as part of the deal between the orc emperor
and the human emperor. The Senate was temporarily disbanded.
When the tusk riders formed the Reborn Empire of Siba,
the Senate was disbanded, with the surviving members
made senior administrators in the new government. Those
refusing (about a dozen) were put to death.
Titles Over Land
Titles of leadership over land result from a noble
not having a hereditary title to that position. These
types of titles are often given to lower nobility as
a temporary reward for service. The only reason these
titles occur are when the matching noble position is
eliminated. The Emperor is the only one who can eliminate
noble positions above the rank of Baronet. Dukes can
eliminate the noble positions of Knights and Baronets
in their domain. Noble positions can also be interrupted
by the death of all heirs of the title, which then
reverts to the Duke of the Domain (for Knights and
Baronets) and to the Emperor for others. This pool
of titles for Dukes (and the Emperor) to pass out allows
them to reward loyal servants without granting permanent
positions.
Noble rank comes from the type or number of stations
owned. For example, a Count can be a Count by being
the ruler of a county or by having multiple baronies.
The conversion of lower ranks to higher ranks is as
follows: two baronets equal a barony, three baronies
equal a county, three counties equal a dukedom, and
three dukedoms equal a arch dukedom. If one position
is in Arama two counties equal a marquis, and two marquis
equal a dukedom. Overall rank can be made up multiple
lower ranks, but rarely is. For example, a Count could
be one because he has two baronets and two baronies.
Knighthoods also sort of convert to higher ranks, but
only to achieve the first baronet or barony. Two knighthoods
equal a Baronet and three knighthoods equal a barony.
About 75% of all rank comes from a noble having only
one position, ie. a count over a county, etc.
Conflict Over Land
Nobles are allowed to fight each other in turf conflicts
because although it weakens the Empire temporarily,
it keeps the Empire strong and vigorous. As long as
the forces are small and the damage is limited Imperial
Troops will not intervene. Forces of over a couple
hundred men on each side usually attract the attention
of local Imperial Forces.
Money and Power
Rich citizens who are non-noble are still influential
and are continually trying to buy land and/or marry
into a noble family. With a noble position, their financial
influence would allow them to get titles. Lesser nobles
are always trying to get their heirs married to rich
families and rich families are trying to marry into
good families.
Station of Count Vetubræ
A group of three Dukes tricked the father to join their
side in a showdown with the Senate in exchange for
future concessions and a possible Senate seat. Their
plan backfired, and they were able to get the Senate
to blame Count Vetubræ. These Dukes remained
in power, but lost a little bit of their power. The
Counts of Vetubræ have become power brokers in
order to someday return to power.
Count Vetubræ was still a Count because he held
a baronet and three baronies. His family once ruled
the same holdings, but also a county in Osir. About
75 years ago, the family head had given the baronies
and baronet to his children (four sons.) He was convicted
of treason and stripped of his station and executed.
The sons pooled their titles and made their oldest
brother a Count. The sons banded together and attempted
to get revenge without losing everything. They had
only minor success and the enemy Dukes still remain
powerful.
The lands of Count Vetubræ were widely spread
out. The following list the lands and knights: Barony
of Lac May (near Kal'at in Geled County, two sheriffs),
Barony of Harraign (in Siba, five tusk rider knights),
Barony of the Fir Isles (in Mirror Sea, includes several
small islands, one knight and three sheriffs.) One
station has been added through conquest in the last
twenty years: Baronet of the Black Tower (Troll Lands,
three troll lords.) These are very minor stations even
within the scope of being a barony or baronet for many
more powerful baronies exist. Totals are five tusk
rider knights, four knights, and six sheriffs.
The Black Tower Baronet was expanded into a Barony
by conquest. The Empire of Siba took over the Barony
of Harrigan. The death of the Count caused the two
surviving brothers to split the three baronies between
themselves and Coriolanus.
Station and Titles of Antonio Gabba
Antonio knows little of his father, except that he
was a member of the Imperial Bodyguard married to the
third daughter of the Duke of Wilh. His mother raised
Antonio to be honorable and be loyal to the people
of the empire. Antonio enlisted in the Imperial Winged
foot legion at the early age of thirteen (officially
a squire for three years.) Cornelius and he attended
the Skirmisher School together. Antonio spent two years
with the legion before asking and getting a post of
Imperial Herald.
Antonio rapidly advanced through the ranks of Imperial
Heraldry. The first level are those who deliver messages.
The second level are those who handle the more difficult
missions such as ransoms and simple negatiations or
scouting. The third level consists of those who train
the first two level, handle the most difficult missions,
and conduct liaison between internal parts of the empire
and also with external parts. Antonio became a High
Imperial Herald (third level) and was knighted for
his resolution of a dispute between the Herrenius family
and the Duke of Ashqelon.
One of the Admirals of the Endless Sea Fleet, Baron
Lentius, led the Marines into disaster near Belsalampy
in the orc lands. Antonio informed the Senate of this
disaster and they elevated him to an unlanded Baronet
and made him Admiral of the Endless Sea Fleet. The
Senate elevated him again after his actions with the
Silver Sword Legion outside the gates of Babel against
the Red Moon Legion. The Senate made him Baron Gabba
and the Imperial Ambassador to the orcs. Then Baron
Gabba met the daughter of Count Rusticus of Spirit
County and fell in love with her.
Soon after his wedding to Countess Contessa, Baron
Gabba was granted the County of Warden County by the
orcs and granted the Barony of Gabba Land by the human
Emperor. The Reborn Empire of Siba made him not only
the Count of Warden County, but also the Count of Spirit
County. Count Rusticus passed the land to his new son-in-law
and went to continue his position at the Red Moon Temple
after confirming Count Gabba as a Red Moon Legionairre.
Naritrivada, the tusk rider clerk that arrived in Ashqelon
to co-opt the local nobles into the Reborn Siban Empire,
conferred with Vic Vega on who should get what and
what to do with the various lands in and around the
Duchy of Ashqelon. A new Ducky was created out of High
Plains County, Spirit County, Warden County, the cities
and such along the River Dagra, including Lac Zor.
The new Duchy of Ahkziv was granted to Antonio Gabba
by the Reborn Empire of Siba, with the Emperor's Park
the only independent region in the Duchy.
Nature of the Game
The world is not a game of massive power. Skill masters
and Rune masters are very powerful people. Captains
of two or three hundred men are usually Lords or equivalent.
Leaders of small temples tend to be Priests. Leaders
of Sorcery society branches tend to be powerful Adepts.
The party, for example, contains most of the powerful
people in the Tekoah area.
The Campaign
Factionalism and anarchy are at an all-time high. The
Empire is now split into kingdoms/ governorships or
smaller. To the east of Babel is the New Empire which
includes Arama, Orc Kingdoms, Agimori, and the Great
Desert. To the south is Skyfall Lake and further, the
Troll Empire. To the west is the Old Empire with many
huge cities and extensive farmlands.
The World
Cults are worshipped by most of the world's population.
Most cults have associated Shamen and and an associated
sorcery society. Independent Shamen and sorcery societies
do exist but are few in number. The Ilza group of cults
believes in the individual and self-gain. They feel
nothing is wrong or evil about their philosophy, which
includes slavery, chaos, prejudice, castes, etc. A
familiar example would be Rome with its gladiators,
rich senators, commercialism, exploitation, and so
on. The Tulear and Nisava group of cults believe in
righteousness, justice, honor, morals, law, and the
advancement of the individual within society. Chivalry,
American capitalism, and democracy are all examples.
The conflict between the two factions is like a deadly
conflict between Republicans and Democrats. The true
life and death, no holds barred, struggle is between
the normal Gods and the otherworld gods.
Otherworld Gods
The Otherworld Gods entice beings of this world to
let them in. These Gods are those of the Cthulhu mythos,
Demons from Stormbringer or Tekumel, and other strange
beings that are not part of this world. Normal demons
are not always greeted with gleeful abandon, but are
philosophically seen as being okay. Orcs worship normal
demons and the normal Gods have many demonic beings
as servants and helpers. The Red Moon Goddess is a
perfect example of a generally benign demon. All cults
work against incursions of Otherworld Gods and instruct
their worshippers to be extremely vigilant to prevent
world destruction.
The Empire
The World the players know of is the Empire of Man
and the allied or subservient empires. These empires
are ruled by Emperor-Kings or Imperial Governors. The
structure within a kingdom is feudalism (Tulear/ Nisava)
or warlord exploitation (Ilza), depending upon the
culture and cult group worshipped. The current Emperor
assassinated the old Emperor with the support of the
Senate. He is young and weak. Kingdoms are rebellious
and power shifts occur frequently. The Imperial Navy
is still supreme and keeps piracy to a minimum. Imperial
armies still keep the peace where they are.
The Empire and Banditry
Guarding is a common occupation. The Empire is a collection
of hundreds of cultures and thousands upon thousands
of communities. Legions do little police-type work
and only a few bandit clearing operations. Soldiers
of nobles are frequently involved in campaigns. Therefore
raiders, bandits, and criminals of every type plague
the lands. Guards protect caravans from bandits, flocks
from wild animals, warehouses, inns, and well-to-do
citizens. Most crimes of banditry carry the penalty
of death or slavery.
Imperial Highways
Imperial Highways are always independent of the lands
of nearby nobles as are most major rivers. The Empire
controls the major travel routes to prevent trade disruptions
to the Empire. Most Imperial Highways are four lane
stone roads with a gravel and sand base. They are constantly
maintained by slaves and prison chain gangs. At least
every twenty to thirty kilometers is an inn. In more
densely populated areas a village or town is every
five to ten kilometers.
The God-Emperor
In Osir, the Emperors have all been worshipped as gods.
The culture of Arama has never had God-Kings and this
concept comes with great difficulty. The current young
Emperor has de-emphasized his divinity and focused
on his role as leader of the Empire. He is much more
Araman in thought, being raised in Babel and educated
by Araman tutors. The senators who brought him to power
were not really aware of this facet and are upset with
the turn of events.
Slaves
Slavery is common in the Empire. Most slaves are prisoners
of war or their descendants, and others are criminals
such as bandits and debtors. Prisoner slaves are usually
freed if they return to their birth city or area. Debtor
slaves are free when the debt is paid off or their
master dies. By law slaves may own property and money,
but since most slaves are not paid and all their assets
are usually divided up as loot, it is rare for a slave
to have any money.
Most slaves are not treated too harshly and many have
rights equivalent to a normal citizen. A social structure
does exist among the slave caste and slaves of important
people have more rights than an average person. An
example is the execution of a Legionnaire who killed
a senator's shoe-boy. Slaves disenchanted with their
current lives rarely rise up because of the Imperial
army. A main exception are the gladiators who are always
locked up. Slaves are marked by brands. Important and
rebellious) slaves have slave collars (MP sucking devices,
setable for 1-5 MP total).
Imperial Legions
Local forces all over the Empire are kept by nobles.
The Imperial legions are forces controlled by a specific
office, political or military. Legions contain 5-15
thousand troops, with 8 thousand being average. All
the legions are built around some special structure,
which gives the legion identity, esprit-de-corps, and
special powers. Some legions have only decorative identities.
As a general rule of thumb, Imperial legions are more
powerful than local forces (noble's troops). But many
very strong small local forces exist. Cavalry has traditionally
been a weak arm of the Imperial army. Guard legions
are those who protect the borders of the Empire and
have proven their ability repeatedly, winning the grant
of Guard status by the Emperor. The Red Moon Legion
is up for the award now. The number of Imperial legions
is about 35, with provisional or reserve legions doubling
this number in times of crisis.
Red Moon Legion
Worshippers of the Red Moon Goddess/ Demoness, Mergaea.
The legion sorcerers can summon and dominate Lunes
and now know many Orc fighting spells. The legion is
once again one of the richest in equipment, for each
soldier now has Red Moon Armor and Silver Weapons.
Generally, each soldier wears ringmail or better made
of metal from the Red Moon and each carries a silver
scimitar, silver sickle, silver naginata, or silver
arrows and a composite bow.
The Legion began in Pre-Osirian empire times as a Demi-God
worshipping clan and regimental-sized unit. At the
time, many of the members were werecreatures. Rival
lycanthrope clans lived adjacent in the Empire of the
Half-Trolls, the first great empire. When the Siba-Osir
war began, the Clan took up arms to defeat the enemy
lycanthrope clans. The Red Moon troops were the only
ones in northern area and so Empress Nehyuhet gave
the Clan several hundred pure silver swords and the
Red Moon Goddess sent armor and weapons of Red Moon
metal to the Clan.
The legion entered into several battles with these
evil clans and defeated them all. Their most famous
victory was the slaughter of the entire Lycanthrope
Corps of the Great Empire of Siba in the Pre-Empire
period. The Empress who supported the Clan was assassinated
and many other empire troops came to destroy and sack
the Siba empire. Sometime during this period, enemies
of the Clan had the Senate disband the Red Moon Regiment
(double size at the time), an order which the regiment
refused. In response the senate sent the regiment to
attack the Siba College of Sorcery complex, a task
they were sure to die completing, but amazingly they
survived. The legion was then sent to garrison the
far frontier against orcs (which happens to be the
area where Babel is now) without the support of Empire
funds.
Temple funds and taxes on the local Trolls kept the
now small legion-sized unit alive. When Osir was unified
into the First Empire, the Red Moon temple clan became
part of the new empire. But expansion at the time was
to the south and the west. The clan and the legion
were far from Imperial attention. The silver swords
given to the legion by the Empress were taken away
at this time and given to another legion, which was
renamed the Silver Swords legion and sent to fight
the war raging in Qaja. During these wars of expansion,
many Tusk Riders were converted to the worship of the
Red Moon Goddess.
The riches of Arama were discovered soon after the
fall of Qaja and the Empire organized to defeat the
Orcs. Once again the legion found itself on the forefront
of the action as hordes of Tusk Riders joined the legion
and it moved into Beer Sheva. The legion held Beer
Sheva as waves of Imperial armies poured in to fight
the shattered remains of the orc armies (most previously
defeated by the Red Moon Legion with the Tusk Riders
auxilaries).
A temple built by orcs for worship of the Red Moon
Goddess was found in the mountains and the legion rejoiced
at the treasures and wonderful holy items found. The
legion was posted as garrison again to protect against
the orcs. Currently, the legion is close to becoming
honored by the title of Guard legion for service to
the Empire. The legion remains one of the most insular
of Imperial legions and lives a life of hardship on
the frontier.
Just before the second orc invasion, the enemies of
the legion manuvered to make the Silver Sword Legion
the permanent Imperial Guard Legion. This action removed
the Red Moon Legion from consideration, infuriating
them enourmously. This stain upon the honor or the
Red Moon Legion demanded the revenge upon the Silver
Sword Legion.
Other Imperial Legions
Sure Foot Legion: The Sure Foot Legion is a mountain
legion whose members are reknown for their ability
to cross rough terrain quickly. Nisava is the main
god worshipped by legion members, but P'ishan is also
widely worshipped. Most soldiers are lightly armored,
but carry large polearms like Pikes, Poleaxes, Halberds,
etc. Still holding out in the Sure Foot Legion lands.
Winged Foot Legion: Skirmisher Legion based in and near
Yafo. They run the famous Skirmisher School. The School
is run by the remnants of the legion which was wiped
out by a force of 8000 hellhound riders (beginning
the second orc war.)
Legion of the Setting Sun (medium infantry-7500): Based
in Yafo, the legion is composed of griffin-riding infantry
who worship Tulear. The Legion has dropped to 1500
with the extra 6000 Griffins living in the Emperor's
Park.
Legion of the Silver Swords (heavy infantry/ magicians-12,000):
Current holder of the title Imperial Guard Legion.
Based in Babel. Highest profile legion in the Empire.
Destroyed by the Red Moon Legion during the second
orc invasion. The remaining members died in the fires
of the Imperial Palace created by the Siba tusk riders.
Imperial Bodyguard (Demi-Heroes-900): Immortal Troop
of the Emporer, destroyed in the fire of the Imperial
Palace.
Steward-Chancellor's Own Light Horse Guard (light cavalry/archers-2500)
Beer Shevan patrol troops, wiped out by the orcs. Srivata,
the new tusk rider Steward-Chancellor, has a new group
of 2500 tusk riders from Prefecture 17.
Shadow Legion (irregular skirmishers-7000) Strongest
Imperial Legion, killed the orc Emperor fifty years
ago. Ships carrying the legion to Babel were burned
by the Siba Empire.
Thousand Green Stars Legion (irregular heavy infantry-8000):
Half troll and half Green Star Devils, recruited by
the Siba Empire.
Second Invasion of the Orcs
The orc Emperor planned the invasion of the human empire
for 25 years. The first part was the reunification
of the orcs into a unified orc Empire. Antalaha of
the Lightning Clan emerged as the Supreme Warlord during
this period and was supported by the orc Emperor, for
it matched his aims. At the end of the three year civil
war, major conflict ended and the many small tribes
were unified with the dominant clans. During this final,
year-long period, the troops were trained and General
Mantana conducted his expeditions along the coast.
General Mantana had spent years building an enormous
independent force, recruited mainly from those defeated
by the Imperial Marines, but also recruited from the
various groups splintering from their overlords. Mantana
planned to use these forces for the assault on the
orc Emperor's Palace, in order to outwit the Emperor
and kill him. The leaders of the orc empire were summoned
by the Emperor and the Supreme Warlord and the invasion
plans were made. Mantana was able to get assigned to
the reserve army.
The orcs invaded all of Arama simultaneously with the
collusion of the Red Moon Legion. The enormous success
of the plan suprised everone, including the orc war
council. Within three months, most of Arama and Babel
were conquered. At this point, the Imperial Marines
and a force of Wahir cultists attacked the orc Emperor's
summer palace at the same time Mantana's force of 12,000
independant warriors attacked the main palace. Mantana
killed the Emperor and with the help of the surviving
generals (Nossibe was killed at the summer palace by
the humans, led by Antonio Gabba), the cabal of generals
assassinated the Antalaha, the Supreme Warlord.
As the orc generals were consolidating their position
and redividing the armies, the entire orc fleet burned
and the tusk riders took over Babel and the entire
empire almost immediately. Mambata drew Mantana to
Babel after buring his arm off and threw him into another
dimension. The orc generals withdrew most of their
armies, with a few remaining behind to pay off the
tusk riders and allow the main orc armies to safely
withdraw. The orc Empress was able to have her new
husband and the father of her child, Mantana, recovered
from that other dimension.
Reborn Empire of Siba
Mambata Drivadi, the Chancellor of the Siban Sorcery
Colleges, and most of the leadership of the first Siban
Empire made a deal with the Empire of Osir. They would
give up the Siba Empire in order to be provided with
pleasant accomodations and freedom to continue their
studies and research. The humans instead built a dungeon
under what became the Imperial Palace in Babel. The
humans then doublecrossed the tusk riders and imprisoned
them with slave collars.
The tusk riders were furious and they all vowed to
destroy the emperor and take over the empire. They
thought that Vic Vega would allow them to escape, but
he was rescued from prison by Count Vetubræ before
the tusk riders expected. When the orcs took over Babel,
they released all political prisoners, and since they
knew nothing of the tusk riders, they released them
too. The tusk riders fled to their hideaways and within
two months they burned the Imperial Palace, destroying
the human Emperor, the Imperial Bodyguard, and the
remnants of the Silver Sword Legion. Shortly after
the destruction of the palace, the tusk riders took
over Babel and the entire human empire.
Since the tusk riders had been planning for hundreds
of years, their administration quickly restored order
in Babel. Most of the Imperial nobility and government
swore alligience to the Reborn Siba Empire, the rest
were eliminated, such as Count Vetubræ. Large
areas of the empire are in limbo and the locals are
not sure what the future holds. Some resistance is
already forming against the tusk riders and the remaining
orcs. But, the tusk riders have made many significant
moves to eliminate the impetus toward rebellion and
include the many sectors and factions of society into
the Reborn Empire of Siba.
The Raga Clan
The Endless Sea Islands were the original birthplace
of the orc race. Innumerable primordial places of power
and ancient demon temples still can be found all over
the islands. About three thousand years ago, the orcs
first made simple rafts and floated to the other islands
and then to the mainland. Some of the original aboriginal
orcs can still be found in the mountain highlands north
of Lac Zor (in the middle of the orc lands.)
The Raga clan was formed about two thousand years ago
and the dynastic line has continued unbroken ever since.
The Raga clan has held a continuing special place in
the minds of all orcs, they see the clan as the ultimate
arbitrater in the political upheavals that continue
to wash across the orc lands. About a thousand years
ago the center of power shifted from the islands to
the mainland, mainly due to the massive amount of food
the mainland produces.
The Raga clan islands are the most heavily inhabited
places on the planet with the main island of Sahalava
is almost completely urbanized with a population of
5.5 million. About 9 million more live on the other
7 main islands. Madoso is kept as the bread basket
of the Raga clan and is the least inhabited. The Burn
(the destruction of 95% of all orc shipping) brought
catastophe upon the clan and things with the clan will
never be same.
Languages of Guederia
Osirian is the main language of the Empire
Kartvelian is another Old Empire language, spoken in
Kartvel
Laz is another Old Empire languages spoken in Laz
Bloodtongue is spoken by Half-Trolls and some otherworld
demons
Darktongue is spoken by Trolls and darkness spirits
Blacktongue is spoken by Orcs and some normal demons
Utigur is spoken by Barbarians living in Uti
Kutrigur is spoken by Barbarians living in Kutri
Mostali is spoken by Dwarves
Aramaic has the following dialects: Nafarian (Kos, dominant),
Teymurtash (Wilh, Osirian related), Afshari (Northwestern),
Azari (Northeastern), Inalu (another dominant southern),
Pichaggi (slaves descended from the original race)
Tedan is spoken by those living in Teda
Baharlu is the language of the Goudari mountain tribesmen
Qaja has five related dialects Qaja (main), Qaragozlu,
Qarapakh, Qari, and Qashqai
Cushitic is spoken by the blue people, the Great Desert
nomads
Agimori languages are Brahui (plains) and Beja (jungle)
Arrans speak Arranian, but the only outsiders to know
it are orc pirates and blue people
Stormtongue is spoken by wind spirits and Nisava cultists
Firespeech is spoken by fire spirits and Abeche and
Tulear cultists
Seatongue is spoken by water spirits and Narnual cultists
Earthtongue is spoken by earth spirits and Fusho and
Gugi cultists
Spiritspeech is spoken by many spirits and by Shamen
Tradetalk is spoken by Hachardan cultists and other
travelers
Power Limiting
by Joel M. Rives <joel@dragon.gatech.edu>
Dynamics is the lifeblood of adventure. A static world
is not only boring, it is probably dead. One area of
dynamics, in particular, tends to involve the life
of the stalwart adventurer most often in the world,
the struggle for power. Whether the character is a
willing participant in this never ending play or not
does not matter. It will touch their life in a variety
of ways -- often shaping their decisions with the lure
of opportunity. In the lands of fantasy, where Runequest
adventures are most likely to occur, the types of power
which the inhabitants of this world will covet the
most might easily fall within three broad categories:
physical might, magic and knowledge. It doesn't take
much of an imagination to realize that, with limited
resources, being able to restrict others from access
to these powers is just as important as acquiring more
personal power.
This ideology provides a great mechanism whereby the
GM can limit the development of characters in areas
they see fit to do so. Sure, any character can USE
magic but can they find someone who will help them
gain the ability? Why should the priests capture spell
spirits and the sell the power like a public utility
when they can hoard the magic and thereby ensure their
usefulness? What king is going to encourage the common
citizenry to purchase arms that they can then turn
around and use to revolt with? No one wants armed and
armored rowdies wandering the streets both day and
night. Having or being a personal bodyguard (and thus
a license to bear arms in service) might well be a
service which the local captain of the guard would
keep under tight reins -- in the name of the king,
of course.
Knowledge of all kinds -- especially that which which
can be easily turned into profit -- is probably the
most prized and least understood resource of power
available to all peoples in these lands of fantasy.
The artisan and crafter does well to covet the knowledge
of their respective trade. Guilds may impose stiff
penalties upon those members who divulge trade secrets
without going through the proper channels. To accept
an apprentice is a serious matter. The master will
want to be certain that the one they teach will remain
in the craft and not merely learn the techniques and
then run off to do something else. Religions, too,
recognize the value of knowledge. There are certain
ideas and concepts which can not be properly understood,
without the careful training provided through the priesthood.
Thus, this knowledge must be guarded against the untrained
mind. Military leaders understand full well the immense
value of pertinent and up-to-date information about
enemy nations. Knowledge is a coin, which the clever
adventurer will choose to hoard away, for given freely,
its value is greatly reduced. Who knows but that someday
a well kept secret may prove the vital bartering point
that will save the adventurer's life?
| Copyright © 1995-6 by Michael Derry, derry@jugenstil.com | Updated April 25, 1996 |