[Derry Home Page] [Derry RQ Page] [Derry Guederia Page]

Guederia World Notes

Topics:

The Families
Imperialist/Royalist Split
Guederia Politics
Definitions of Positions
The Imperial Senate
Titles Over Land
Conflict Over Land
Money and Power
Station of Count Vetubræ
Station and Titles of Antonio Gabba
Nature of the Game
The Campaign
The World
Otherworld Gods
The Empire
The Empire and Banditry
Imperial Highways
The God-Emperor
Slaves
Imperial Legions
Red Moon Legion
Other Imperial Legions
Second Invasion of the Orcs
Reborn Empire of Siba
The Raga Clan
Languages of Guederia
Power Limiting


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?


[Derry Home Page] [Derry RQ Page] [Derry Guederia Page]

Copyright © 1995-6 by Michael Derry, derry@jugenstil.com Updated April 25, 1996