Torum mountains and Oturmi

The Torum mountains is an enormous mountain range covering most of the northern parts of Kotani. It goes as far west as being within sight of the city state of Nuamci, as far south as the Hypparian steppes (east-north-east of Luciat) and the great forest of Cumari. As far east as the northern reaches of Narjannast and the “slim lands” and the lowlands of the Oturmi tribes.

The Torum mountains is inhabited by mountains tribes of the Oturmi in the east, some Odani mountain clans towards the north, and within the mountain range, in the deep valleys and canyons the Wanari and Ran’uhr people live in seclusion, keeping some old, hidden danger at bay. The mountains also house many old fortresses, some hidden cities and underground roads connecting various valleys with old ruined cities and keeps. Somewhere in these mountains the old city of Shar’dahn lies, hidden and forgotten, once a beacon of hope, now a desolate and monster-ridden trap. Here only the inanimate remains of Stonehewn stand and lie about, like shattered gargoyles and face-less statues of some forgotten and perverted civilization.
The great city of Corûn lies crash-landed somewhere in the highest valleys, forgotten, derelict, yet still sustaining some life and hope for an ominous future.

The Oturmi tribes in the north east is a battle-hardened and fierce people.

A note on religions

Religions on Pentarus varies a lot.

As for Doran and Ameron, and the other places around on the planet, I cannot really say much about the religions specifically.

On Kotani religions are very various, and mostly “small time”… to start at the beginning. My initial ideas for this world was a world that had been through a great war, a really GREAT WAR… a war that was very much caused by religion and other types of narrow minded prejudices… this has of coursed changed somewhat, yet religion is not very central in this world, not the way I GM it anyways.

Luciat and the city states of the nort-west very much abolished religious influence on the social order and infrastructure. Partly because the pain and suffering many religions caused earlier in history. This doesn’t mean that people are not religious or worship some sort of deities, but its small time and not a very dominant factor in peoples lives, as there are more present issues that press on the peoples priorities, not necessarily good ones…

If you go further north, to Odan, and especially into the northern reaches of Odan, you find more pagan and natural religions, worshipping anthropomorphous forces of nature and the like.

Narjannast has religious aspects, but mainly used by the ruling class to subdue the lower classes, and even here it is hardly present in people’s lives. The nature and form of the religion has not been developed yet.

Quein has a religion based in a goddess, forces of nature, magic and old legends. Hardly developed, yet some is known about a magic order and an order of paladins.

Da’nuhn has mainly three religions, but the state-religion is based in the deification of the empress whose extremely long and harsh rule has shaped the order and direction of the country… not necessarily to the better, but nonetheless, its a strong and dominant religion.

Tel’saris also forces a monotheistic totalitarian religion upon its citizens.

Basically my notion is that players that want a religion can develop this themselves, with help from the GM of course if its needed. Gods themselves do not exist as such, but devis and people (like Mudagu and the God Empress of Da’nuhn) of tremendous power do exist. Nature in itself can also make itself “heard” and “known” through magic in certain areas… not necessarily as conscious beings. Magical and godlike creatures and people do exist, but they are not the beings that caused Creation into being.

Diary of Willem Lafayhe

“Day one

My name is Willem Lafayhe. I’ve come from another world to find power. Or at least so it feels. The path I’ve travelled has made me cross an ocean, to reach another continent, in search of Runes of power. I currently possess one. A Rune of Fire. Or at least that is what I think it is.

Back home I have left my mother, my younger brother and my two younger sisters. I do not expect to see either of them again for many years, if I ever see them again.

I arrived at the port in Luciat, a bustling town of trade and commerce in search of these Runes. The Runes in question came into my possession when I was younger and more inexperienced. I had a very limited understanding of the things in my possession then. So I did what any other stupid teenager would do, I sold the Runes in my possession. All but one. They brought in a fair amount of money, money I used to buy a home for my family and another small place for myself. Little did I know that I had sold a fortune for no more than small change in comparison to it’s real worth. Something I found out when my small house burned down one night, and all that was left was the one Rune I had kept after the sale, to remind me of my success… Or my failure as it would prove to be.

And so it came to pass that I used most of my remaining fortune to ensure myself passage across the Broad Sea, to another continent in pursuit of the Runes I had so foolishly parted with only months earlier. And after a while I found myself in Luciat. Where I am now. I have hired the services of two local “informants”. One a wily fellow styling himself Vim, and another one a thug by the name of Pugsley. Not my choice of loyal retainers, but one got to make do with what is available.

I have followed the trail of one of the middle men in the sales of my Runes, and as improbable as it sounds, my informants have managed to dig up some information about his whereabouts.

Day two

Seems my informant was lacking on a little bit of critical information. Such as the fact that Torok, the middle man, is in fact dead. Murdered in the streets. Luciat is such an uncivilized place… And my informant almost got himself jailed over a bar brawl. I am seriously starting to doubts the benefits of this arrangement I’ve made with my two “informants”. At least they managed to scrounge up some useful information about Toroks daily whereabouts before his most untimely death. It seems the man used to live in a warehouse belonging to a merchant from afar named Genahl. As he styles himself, an exotic merchant dealing with only the rarest of trinkets, cloth and spices. So naturally I was curious about what wares he sold, in addition to what his employee might have stored in his warehouse. I think a visit is in order.

And to my surprise I found that I rather enjoyed the visit to Genahl. His selection of wares have proven invaluable. He does indeed deal with some of the most interesting amounts of rare trinkets and cloth and spices. A most curious box with ancient seals have piqued my interest, and we were able to reach an agreement about price. I have also found several scrolls with basics on learning his language, Da’Nuhn, and some scrolls retelling the story of his, compared to the savages who live here, advanced culture.

A quick search in Genahls warehouse, searching the area where Torok was supposed to live, has yielded very few substantial leads, but entirely without merit it was not. I learned that Toroks murderer, whoever he is, is in possession of at least 3 of the Runes of power. If nothing else, I am at least on the right track here.

About a week after last entry.

These past days have proven to be most interesting. I have run across two very distinguishing savages. Much more so than the inhabitants who live in this muck-ridden city.

Borgar, a savage from the far north. He seems to be a bounty hunter or perhaps a lawman from the society he comes from. He is in search of a murderer named Krais, who he has pursued from his homeland far to the north. Borgar is a most intimidating northerner, and his stature proves that the stories I’ve heard about the northerners are probably true. But he pales in comparison to the giant who travelled with him. A man of truly fearsome stature. Bran, a mountain of flesh on two legs. The fascinating thing about this though, is that Bran, more muscles than brain it would seem, is the son of a shaman from his homeland. He knows about the old powers. I must find out more. Maybe this man can lead me to even greater powers? One thing is for sure, this man is not the biceps for brains as he might appear to be.

I think it would be in my interest to help these northerns with their search for the killer they are in pursuit of. Not that I really got a choice, since Vim has made a disappearing on us, and Pugsley seems to be more than eager to abandon his contract to help with catching the killer. Most curious to find something resembling morals in a street thug.

A day after last entry.

The killer was not that difficult to apprehend and secure. But it seems that he had plenty of allies in town, and it would be wise to leave until things settle again. Annoying as it is, it seems I must now rest my investigation of my Runes of power again. And Borgar is insistent that we deliver the culprit for local justice in the land he committed his crime. Why waste the time, he is surely going to hang anyways.

Several days after last entry.

The northlands are so damned cold. So immensely cold. How can there even live people up here?

Several days after last entry.

A town, or something. A fort I’m told. Here we can rest and recuperate. and get some warm clothes. Crag Keep is the name the locals have of the place.

I have studied more of the language Da’Nuhn when possible, and it seems to be a rather simplistic language, but with lots of smaller exceptions. It’s grammar is very straight forward, but the verbs have non-standardized ways of directing time and action. Which makes it very confusing if you don’t know how it is supposed to be. So far this is the only obstacle to mastering the language as I’ve come across. It’s quite ingenious in it’s complex simplicity.

I’ve also come across a few ideas about catalysts for unleashing the powers of the Runes, from the shaman-son Bran of all people. This man is most decidedly not what he seems. Maybe I should try to see if I can get it to work.

One day after last entry.

Borgar has left us to pursue some local bandits and dispense some local justice upon the local populace. I don’t really mind, as it gives me more time to experiment.

A few hours after last entry.

Breakthrough. I can’t believe it. I finally figured something useful from my Rune. Had I not known better I would say that the thing is alive. Alive with power, although running on fumes. I must figure out how to recharge the thing. How, oh how. This is getting me more and more excited. Maybe I am finally on the verge of a breakthrough here. I can’t wait to test it out more later. And I found out that the same method I used to operate the Rune allowed me to open the chest I bought from Genahl. I believe had he known what was inside, he would have charged a higher price for the chest. Not my problem though. Most defenitely not my problem. Also a local has spilled his tounge about a place of power. Or at least so it seems from his descriptions. He claims it is not a place for mortals. It is a place with a will of it’s own and it does not like visitors. I simply must know more about this place. Perhaps I can convince the others to make the trip?

One day after last entry.

Stormy and cold. Hardly a day anyone sane would be outside. And as proof of that, I think I will remain inside today and work more on my studies. See if I can figure out some of the scrolls from Genahls box. They seem to be instructions of sorts. I am unsure of what they instruct though. I am still not fluent enough in this language to make proper sense of it all. But I will continue to study it.”

-W. Lafayhe, archaeologist.

Narjannast (draft)

Narjannast, the mightiest force in the north, or so they claim to be… my forefathers wanted to prove them wrong, and if I may say so myself, I think that history will agree, but I forget myself, this isnt a lecture on politics. Narjannast is an old country with proud traditions that go farther back than most people care to remember, King Erathon IX and his court rules with an iron-grip, yet justice as a rule, prevails. Nayr, the capitol, is a grand city, possibly the largest in the north, well defended and well fed. The palace and the districts north of the river are large, extravagant and well kept. South of the river on the other hand, things are more like what we are used to, practical, functional, grey and hard, sometimes worse than anything found here in Luciat. The rest of the country suffers from similar tendencies, the local lord or knight sits in his castle, well fed, well kept, whilst his hard-working people live in less than they deserve. So is it in a country where the noble and rich live off the work of the less fortunate, and especially when there are so many noblehouses, so many barons, knights and lords and ladies, strong and wilful ladies, beautiful and dangerous, more so than their counterpart

-Lord Nimael Bendheart of Luciat

Rallonia (Work In Progress)

Current Leader:

Fuhrer Jaeger Hoch IV

Government Type:

Dictatorship

Capital:

Centrum

Population:

21,000,000

The population of Rallonia is 98% human. The remaining 2% are augments and well hidden other species. These creatures are the subject of much Rallonina folklore and myth, the majority of the nation having very little to do with the other species.

Languages:

Rallon

Climate:

It is generally temperate in the central and southern regions, growing colder in the north. Summers in the south are hot and dry, warm in central and cool and humid in the north. Winters are chilly in the south and central and relatively dry. Further north the winter is far wetter and colder with occasional snow in the lowlands.

Terrain:

Mostly dry plains in the south east and western regions. Plains and lush grassland dotted with mountainous areas in the south and central area. In the north it is mostly hilly with occasional mountains and plains in the north east with gradually more mountainous areas in the north and north western regions.

History:

Rallonia was in the ancient times the centre of the vast Northern Empire of Ameron. After the Great War most of the Northern Empire had been decimated and its former glory vanished. A once advanced and powerful society found itself thrust into a dark age.

The next 500 years the survivors salvaged what they could from the ruins and struggled to survive. Old conflicts soon resurfaced as civilization regained a foothold and warlords arose leading their tribes against another to claim dominance over the region. In the year 564 AW the warlord Negha Wiel succeeded in uniting the disparate factions in the territory, declaring himself supreme ruler, and naming his newly established nation Rallonia. For the rest of his reign and that of his successors the Wiel dynasty expanded and consolidated most of what constitutes modern day Rallonia.

In 874 AW the 310 year old Wiel dynasty came to an end signalling more turbulent times for Rallonia. For 250 years the country was ruled by various factions in various ways with greatly varying degrees of success. Eachnew leader emerging was a pail reflection of the Wiel dynasty. Rallonia’s neighbours who had galvanised themselves into the nations Huskeara, Zwarden, Galdina and Maltria began conflicts with Rallonia. Each sought retribution for centuries of conflict with the Rallonians. This was dubbed the ‘Shattered Kings era’.

The Rise of the House of Hoch saved Rallonia from itself and its neighbours. The house of Hoch was one of many powerful noble houses who claimed descent from the Wiel dynasty and therefore right to rule. The House of Hoch originally ruled over what is now southern Rallonia. They having few hostile neighbours due to the uninhabited wastelands paste their southern border managed to consolidate an impressive power base. Using diplomatic means both fair and foul the infiltrated and ingratiated themselves into the other ruling houses gathering political strength while engaging the populace with impressive displays of military might and aid when another Ralloninans houses territory came into trouble. Eventually the house of Hoch climbed to the top of Rallonias Heirarchy and assumed power. Jaeger Hoch the first declared himself Fuhrer and supreme ruler of Rallonia in 1112 AW.

The Hoch dynasty is the best thing and the worst thing that has happened to Rallonia. The fuhrers have brought peace and stability to Rallonia but have also become more and more totalitarian. It can be argued that the internal peace of Rallonia is maintained by brutal means with uprisings and civil disobedience being quashed more often than not forcefully. There have been more than a few massacres of Ralloninan civilians at the hands of state forces in order to maintain order. Recently however conflicts with Huskeara have been the States main tool of keeping the population loyal and focused.

Magic and Technology:

Magic:

Rallonia is considered a low magic nation. While all of its population do have the ability to manifest basic control of catnrips very few Rallonians are born with the capacity to manipulate what they call aether to any great degree. Those that do are often found by the state while they are young and indoctrinated into state run institutions where they are instructed in state sanctioned techniques. Any other practitioners of aether manipulation beyond normal levels who are not state sanctioned are often encouraged to join the state or are incarcerated.

Magical technology and weaponry is extremely rare and almost unheard of in the civilian population. Even the state possess very little in the way of magical technology save for the goliaths and a small number of old tech artifacts.

Calliomancy:

The most common magical practice is Calliomancy. Aether manipulators are taught to inscribe pattern matrices upon specially treated parchment which are then used as the means to invoke a specific effect.

Theses usually take the form of scrolls. The scrolls are imbued with the latent power and the pattern matrice of the effect all that is needed to activate and direct the effect is a small investment of personal aether.

Calliomancers main duty is to produce scrolls and research aether manipulation for the state. Calliomatic scrolls can be used by anyone who can read them and are a common item to find amongst Ralloninan civilians and military alike. It is a extremely safe and reliable form of magic as the only real danger is present in the creation of scrolls. Calliomancies drawback is that scrolls are easily damaged and therefore unusable. Calliomancers of course have the ability to manipulate the aether on the fly but to a much more limited capacity than other aether manipulators and are often limited to their preparations. However they can unleash many powerful spells quickly and with little or no cost and danger to themselves allowing them far greater longevity, and reliability in many situations. Calliomancers also possess the ability to (after enough training) use more than one pattern formulae during aether manipulation, imprint it upon a variety of surfaces as well as altering and effect by the size and technique of the pattern formulae imprinting. Truly powerful Calliomancers can inscribe vast areas with latent effects, tailor latent spell effects with elaborate results of triggers on many different surfaces, and activate safely and quickly a number of Calliomatic imprintings at a time.

Technology:

Rallonia was more fortunate than its immediate neighbours in technological terms after the war. Many

intact caches of old technology and various intact facilities meant that straight after the war Rallonia had the tools at its disposal to defend itself and reconstitute its people and territories. Much of this was either depleted or destroyed during the various wars that riddle its history. Currently its general population live in a blend of aspects fromearly twentieth century and industrial age technology.

At the current point most of Rallonia has access to running water and a limited form of electrical power. In many of the cities this energy is drawn from ancient power stations or similar old tech devices and structures. In newer or smaller towns and villages fossil fuels, water and wind power are far more common.

Hand guns and machine gun projectile weapons are readily available. These being the most plentiful weapons left over from the Great War, however though they are plentiful they are usually far too expensive for most civilians. Such weapons are seldom made in recent time and those that are, are mainly for the military. Other plentiful and commonly used technological armaments are ballistic armour and explosives. Hand to hand combat is favoured by most due to reliability and cost. Also due to the rarity of high calibre ranged weapons and the commonplace use of ballistic armour hand to hand weapons are often a better choice when dealing with armoured opponents.

Rallonia possess very little in the way of mechanized technology aside from some factories and infrastructure left from the Great War. Land based vehicles are solely for the military and government with only a few extremely wealthy industrial and private parties possessing them. Rallonia has yet to create and deploy its own air vehicles or goliaths in any notable number or success.

Rallonias military secretly guards its last remaining old technology and is in possession of a number of caches of very advanced artefacts, including Goliaths, energy weapons, long range missiles, and power-armour as well as advanced manufacturing facilities, these are of course closely guarded secrets. As with most other nations they are desperately and quickly researching this lost technology and attempting to reverse engineer it while trying to uncover any undiscovered caches. The Rallonian government will go to any lengths to control the possession and knowledge of old technology within its borders. Possession of old tech by the civilian population is illegal without special permit. Those who possess those permits are usually inventors and scientists sanctioned by the government to carry out research. Being caught in possession of old tech without a permit carries serious penalties regardless of the items concerned even so there is a large black market in Rallonia for such goods.

Tenqain Templars

The Tenqain Templars is an organisation of knights and warriors, seeking out and destroying magic wielders. Their main base of operation is unknown to all but their most trusted allies and officers. They have cells in most larger cities on Kotani, and likely around the world.

In Luciat they stay hidden, as Bendheart sees them as a paramilitary group no better than religious fanatics, and there is no room for that kind of people in Luciat.

The templars originate from the eastern shores of Kotani, most likely Narjannast. Here they walk freely and openly, seeking out witches and warlocks wherever they can find them, killing most, and torturing all they find, be they magic users or just poor victims of social injustice.

The Tenqain Templars believe magic to be the downfall of civilization, of morals, ethics and the natural way of life. They believe in no god as such, but they have what one could call patron saints, which are the founding members of the order and other members of significance that has been part of the organisation since its founding, many hundreds of years ago. Some templars, and in fact all the founding members, know how to wield magic, their repertoire is not big, and they are limited to these spells on the pain of death. The spells they wield are only useful in tracking down mages, protection against magic and of killing and capturing magic users (list to come, most likely guild spells, no particular circle).

Considering the scarcity of magic and most peoples disbelief in and/or lack of knowledge of it, has led some scholars to believe that the templars are funded and controlled by a different force all together, not looking out for the best of mankind, but rather preventing the natural progression of the natural order of Pentarus. Similarly these same speculate that the templars are not of so recent origins as most believe.

Da‘Nuhn

DaNuhn:

These eyes of mine have seen the sun set on the lands of Danuhn for over two centuries now. You ask how a man such as I have achieved this feat? How I have managed to win a victory over the sands of time?

You obviously have no idea who I am, allow me to enlighten you: I am Mudagu.

Capitol: Da’Nuhn

Cities: Da’Nuhn, Te’Nahn, Go’kuhn

Villages: na’lehn, Ti’rohn, Ro’mek, an’teh, Spa’ruhn

Ruler: The Serpent Empress (The God Empress)

Religion:       Ghedra (Snake Godess), Tharloss (Spider Godess),  Arnez (Eagle God)

Other Religions:              Various

Imports:                     Wood

Exports:                     slaves, precious stones and metals

Cultures:                     Urban, Nali, Rural, nomadic, tribal.

Da’nuhn, the southern gem, home of the sand seas and the deadly jungles of Reh’na’lah. The country is the whole of the southern peninsula of Kotani, although the whole is not united as one. Albeit all pay tribute to the Snake Throne, at least on the surface. The western part is what is in actuality the country controlled by the God Empress, this is where all the cities are, the city Da’nuhn itself is placed more or less in the middle, with river connecting it to the serpent bay and the port city of Te’nahn to the north. Go’Kuhn is on the south-western shores. In between is a long stretch of sand dunes where small nomadic tribes and some towns and villages can be found.

In the east the desert goes over into barren lands and hilly mountains, before reaching the jungle Reh’na’lah, which even futher east connects to Nadu Lila.