General Information
The Four Ages of the World
The Empire
The Dominion of Kotan
The Province of Tenosia
Teclá
The Northern Barbarian tribes
The Island At The End Of The World
The Isle of Sorcery
The Crazy Barbarian Island
Complex of the Gods (a.k.a. Subway of the Gods)
The Great Ritual
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World Information
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Important Note: this is what our characters knows of the world around them. You'll
see that many sections are incomplete, as there is a lot of things
that is still unknown.
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General World Information

Map of the known world
Calendar
Campaign starts in year 1,000 IR (Imperial Reckoning).
1 Year = 365 days = 10 months + 5 festival days.
1 Month = 36 days = 6 weeks of 6 days.
- Odin (mid-winter)
- Vozro (Rebirth Festival, "New Year")
- Dva (late winter)
- Tri (early spring)
- Chetyre (late spring)
- Pyat (early summer)
- Leta (Mid-Summer Festival)
- Shest (mid-summer)
- Sem (late summer)
- Zhatva (Harvest Festival)
- Vosem (early autumn)
- Devyat (late autumn)
- Smert (Festival for the Dead)
- Desyat (early winter)
1 Week = 6 days
- Primus
- Secundus
- Tertius
- Quartus
- Quintus
- Sextus (the usual holiday/day of rest)
MONEY
1 gold zoloto = 20 silver dengi = 100 copper med = $100
1 silver dengi = 5 copper med = $5
1 copper med = $1
Odd Coins
1 iridium platina = 5 gold zoloto = 100 silver dengi = 500 copper med = $500
1 brass latun = $2
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The Four Ages
Since the start of this campaign, we were led to believe that 1,000 years
ago, there was a world of peace and magic. Then some people tried to perform
a ritual, using four powerful artifacts, that would open the gates of chaos
(knowingly or unknowingly, we don't know). The ritual was interrupted, and
the four artifacts of Power dispersed to the four corners of the world.
Even those who had special means of knowing the events of this time (Vinz and
the Serpent Queen for having lived themselves through this, and Rufus
for having living ancestors around) knew this to be true.
As of our visit to Leif's home village in Chapter 43,
all of that changed. It seems time is divided in four ages (of which the marks
on our foreheads, the Mark of Ages, is the representation):
- The Age of Gods: A golden age of magic and magical empires, during
which the gods were active in temporal affairs. Also the time when the
Serpent Queen (and Vinz) lived, thus explaining why she seems to know
Necros personnally and had his Scroll. This is the age the Inquisitors
think would be brought back by performing the ritual.
- The Age of Blood and Iron: An age of chaos, destruction, and torture,
likely brought about by mortal wizards overreaching themselves to compete
in power with the gods. These mortals made bargains with godlike beings
from "outside time," also called Mad Things. The Gods finally won, and
decided to erase this age from the memory of all mankind by pulling the
timestream to create a loop joining the Age of the Gods and the Age of
Waiting as if they were continuous. The wizards and their allies were thus
sent in some kind of parallel timestream.
- The Age of Waiting: The resulting age caused by the gods' withdrawing
from the mortal world -- in the process, hiding magic and binding away the
Mad Things outside of time. It stopped on the last day of last year.
- The Age of Reckoning: A time that some believe will look like a second
Age of Gods... and others fear will be a second Age of Blood and Iron.
Only one of the two views can be correct, whence "Reckoning." This Age has
started the first day of this year. It marks the return of Magic, the Gods,
the Mad Things, and the unraveling of the timeloop hiding the Age of Blood
and Chaos from our memories. And of course, our small group is right in the
middle of the storm.
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The Empire
Geography
The Empire is a gigantic piece of land in the northern hemisphere of the
planet. Its width covers the entire continent. It is bordered in the north
by the barbarian lands, and in the south by its eternal rival, the Empire of
Teclá. It is criss-crossed in many points by chains of mountain, the
most important being the one separating the cities of Kapital and Roma in the
west.
Although much smaller initially, the Empire has conquered many of its
independent neighbors in the last 700 years. Today, many old countries
like Kotan and Tenosia are simply provinces of the Empire and controlled by
Imperial governors. The Imperial language is in common usage throughout the
Empire, although many provinces like to keep their native language in use.
And in some provinces (like Tenosia and Kotan), the idea of breaking away
from the Empire is now stronger than ever.
The center of the Empire is mainly composed of a big desertic area. Trade
routes are still maintained, however, and commerce is quite active, even in
this region. There is talk of mysterious tombs and cities buried under the
sands and protected by demons, but most of them stay hidden to the casual
traveler.
History
To be completed.
Politics
Until recently, the political system in the Empire was very similar to
the Roman system, with an Emperor (Nicolai XIV) at his head and a strong
Senate to manage the day-to-day operations of the Empire. Each province of
the Empire is controlled by a local governor. The capital of the Empire
for the last 700 years is named Kapital, and is situated approximately two-
third of the way on the western side of the continent.
The old capital of the Empire, Roma, lies 40 days-walk west of Kapital, on
the other side of the mountain chains. Many members of the imperial senate,
including Rufus Gordianus's uncle Lucius, still live there. Architecturally,
this city is much more beautiful than Kapital, and its history and culture
much richer, but as the Empire prepared his new expansion 700 years ago, it
was deemed that a new capital was needed, more accessible and more defendable.
Thus, Kapital was created on a river bank, and most of the Empire's
institutions moved to the new city.
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The Dominion of Kotan
Capital: Toshtanag
Politics
Before joining the Empire, Kotan was a totalitarian and militaristic
kingdom ruled by the direct male descendant of Rog Ancalagon, legendary
founder of Kotan who "fought the gods" to win a country for his people.
The sword and shield of Rog Ancalagon are kept in the palace and are
considered the holiest of relics.
Situated far to the North and East of the Empire, Kotan enjoyed his
independence for a long while. Then, 80 years ago, the Empire, in one
of its last expansionist phase, came knocking on its door. The battles were
hard fought and numerous, but it soon became apparent that the Empire's
Legions, better armed and superior in numbers, would eventually make the
kingdom fall. King Arthurio would have still fight till the end, but the
kotanese merchants, fearing they would lose everything if the war was
formally lost and the kingdom surrendered, took matters into their own hands
and managed to have the King assassinated.
Soon after, the merchants found out the King's only child, his daugther
Katiana, was already six months pregnant. According to kotanese law, if
the child was a boy, he would become heir to the throne, and his mother
would serve as regent until his coronation. The merchants knew the
daughter shared her father's vision for Kotan and would continue the
fight. Assassination was out of the way, however, because killing the
daughter so soon after the father would probably raise unwanted questions.
The merchants decided to go another way. The second in line for the
succession to the throne was Alexander, the two-years-old nephew of the
King by his youngest sister Luanna. Luanna had married a rich merchant, and
was much more sensible to the merchants' needs and influences. Using their
contacts in the government, and the fact that a kingdom in war couldn't be
kingless for three whole months, the merchants managed to have Alexander's
coronation ceremony take place before Katania's delivery. Luanna, acting
as regent of the new King, immediately started negotiations with the Empire's
emissaries, who were eager to stop this really costy war. Soon, a peace
treaty was signed, and the kingdom of Kotan became the Dominion of Kotan.
Through the treaty, Kotan managed to keep most of its institutions, although
the King's title was reduced to Dominar. The palace's ground is still
considered Kotanese soil and no foreigner, even from the Empire, can enter
the premise. The Kotanese army was put under the control of the Empire.
Without armed forces, the Kotanese Dominarship does not have any political
power, but it is still one of the leading economical entity in Kotan, partly
due to the fact that there are no Imperial taxes on business transactions
made inside the Palace.
The current Dominar is Qadsan, 45, son of Alexander, who died mysteriously
some 40 years ago. Even more mysterious, his death was only officially
announced more than six months after his disappearance and Qadsan's
coronation.
So what happened to Katiana and her child? Was she killed, did she
went into exile or hiding to prepare a rebellion? To this day, no one
knows for sure but once in a while, some monarchist trouble maker
appears and claims to be Katania's son (or grandson) and tries to
form a rebellion. Such undertaking had always failed, but, just to be
safe, the Empire (backed by the Dominarship's money) outlawed the
monarchist movement 15 years ago, calling them heretic because they claim
that a mortal could "fight the gods" and win.
Even today, there are still some underground groups of monarchists
dreaming of restoring Kotan's independence. Luckily, most of them are
composed of pathetic scholars or dreamers without any serious resources.
Economy
Natural resources:
Gold mines (controlled by the Dominarship), timber (some rare trees are
only found in Kotan)
Main "industry":
Pottery, silk
Culture
There are no written tradition in Kotan.
What Kotan lacks in written tradition, it makes up in singing tradition.
Prior to the introduction of literacy, history was kept in songs passed
from generation to generation. Every major battle had its song that
described the different actors, their heroic feats and the strategy they
used to smite their enemy. Some songs lasted for 2 hours and proved to be
great inspiration for the Kotanese army.
Linguistic
The Kotanese language is still in use today, but it is more and more
frequent to meet Kotanese who only speak Imperial.
Religion
Because of the legends surrounding its founding, the Kotanese
civilization is not very religious. Common proverb is "My sword is
stronger than you faith". The Empire's religions are slowly gaining
acceptance, however.
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The Province of Tenosia
Capital: Tenosia
History
In 297 IR, civil war erupted in the Empire when Augustus Karsus Aurelius,
then tribune of the 2nd Legion, tried to seize power by killing Emperor
Nicolai IV. His coup was quickly stopped when the 2nd Legion fell in an
ambush near Roma after being betrayed by its Primus Pilus Romus Gaius
Javius. The two hundred or so survivors crossed the western mountain
pass and fled into the desert. Although it was assumed they would all
die, half of them actually made it across and reached a big unnamed river.
Living on the borders of this river was a small village whose inhabitants
were barbarians from the north who had to fled their lands when threatened
of extinction by their enemy.
The two groups reached a mutual understanding, and the ex-legionnaires
started building a small village beside the barbarian village. They
called it Tenosia. Each ex-soldier was able found a wife in the barbarian
camp, and the village started growing. In the next fifty years, it became
a small city. Eventually, the city's frontier reached the barbarian
village and absorbed it. A hundred years after its foundation, it became
a real city-state, levying heavy taxes from merchants wanting to cross the
desert.
From year 400 IR to 947 IR, Tenosia prospered; although never forgotten,
the Empire was almost relegated to the role of tales to frighten children.
In 534, Tenosia started an extremely successful campaign to annex the cities
near its territory, some peacefully, some martially.
All this changed in 947 IR, however, when Imperial troops crossed the
desert to scout the western coast of the continent. They were
rapidly eliminated by the Tenosian forces, but others soon came and
eventually, news of the existence of the city-state reached the Emperor's
ears. He immediately sent a couple of Legions across the desert, but the
lack of preparation took their toll on the troops and the first attack
failed. The Emperor finally wised up and took more time to prepare his
troop for the next wave of invasion.
On the Tenosian side, however, High General Claudio Androvsky knew
that his city had only repelled the assault because the Imperial
Troops were ill-prepared for the desert. He knew the second wave would be
better prepared and even more numerous, and that he had no real chance of
keeping the city as an independent state. When the second invasion wave,
formed of five complete Legions, showed up at Tenosia's door in 948, he
immediately surrendered. Although it was the right decision, many of his
generals resented him for it, and he was assassinated less than two months
after becoming the Empire's official representative for the Imperial
Province of Tenosia. Since then, Imperial representatives have never been
Tenosians.
Politics
Given his foundation by ex-legionnaires, Tenosia developped a
civilization based on highly militaristic values, mixed with imperial
combat tactics and strategies. It was a military dictatorship, with the
High General considered the same as a king, and selected for life by
popular vote amongst all the living generals (some have tried to take the
place
by force over the year, but all have been put down. Reigning generals
can be removed from office, but it takes at least a two-third votes of
all the generals, and some removings had to be done by force. This is
such a rare situation, however, that it had only happened twice in all the
history of Tenosia.
Kids are removed from their parents' side at the tender age of six to be
endoctrinated in the army. They follow a rigorous physical and
psychological training until the age of 16, when they are sent to battle
against the northern barbarian tribes for a period of at least six
years. Those who distingued themselves are sent to special training
schools to become officer, while the others are sent back home to learn
a new trade. Those who went home, forming the vast majority of the people,
are still considered part of the army, and have to spend at least two
weeks every six months in military training to maintain their combat
readiness.
Since Tenosia has become an Imperial Province, the training regime has
only been slightly altered. Young kids are now sent to "civil service
training camps" that basically teaches the basis of military life. The
next six years are then spent in the Legion fighting for the Imperial Army,
instead of against the barbarians.
Although a governor named by the Empire officially rules the city, the
High General is still the effective ruler, even if officially he only acts
as a civil servant. While he doesn't have the power, his opinion is what
will make things go forward or no. If he doesn't want some trade to take place,
it will become bogged down in bureaucracy; if he wants it done, all
authorizations will miraculously be filled in record time.
Ever since the assassination of High General Androvsky, Tenosia always
sported an extremely active and numerous independentist movement, going
from the low-life on the street to the highest military ranks, including
merchants and nobles. With the troubles plaguing the Empire now, rumors
has it that the High General is preparing himself to seize power of
the city and throw the Imperial forces out. Another rumor says that the
governor has in fact allied himself with the High General to rule
conjointly over an independent Tenosia. Finally, others mention that a
dark force is now controlling the High General and the governor toward
steering trouble in the empire.
Economy
Natural resources:
Fish
Bronze mines
Main industries:
Trade center for those who wants to cross the desert
Armors and weapons
Books
Paintings, sculpture, and other art objects
Wine
Culture
Even with its military tendencies, Tenosia is one of the most active
cultural centers in the Empire. Theater plays a major part in day-to-day
life. And while the city of Tenosia is mostly military, many of its
neigbhors are more oriented toward the sports and the arts. Many of those
cultures have been integrated in Tenosian cultures, making it a melting
pot of many different religions and styles.
Linguistic
Although some local languages are still used, Tenosian was the official
language for many centuries before the Empire came along. Now, it is
expected of all Tenosian to know the Imperial language. Tenosian is still
thought in most of the schools, although some have decided to concentrate
on the Imperial language (to the great irritation of all independentists).
Religion
Having been founded by ex-members of the Legion, Tenosia worships the same
Gods as the Empire. It does have its part of oddball religions, mostly
"imported" from the cultures it absorbed, but they are of relatively minor
importance.
Different parts of Tenosia support different Gods. While the militaristic
city of Tenosia mostly supports the Sun God and other Gods of war, other
cities support Gods more akin to their main occupations, like commerce,
art, etc.
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Teclá
Situated south from the Empire, Teclá is a big land, approximately half the size
of the Empire. Founded many hundreds of years ago, it has been on and off at war
with the Empire. Pavlo Ruinas, current dictator of the eastern portion of the Empire
and ex-general of the Legion, has made his fame and fortune with his wins in the Teclan
wars many years ago.
Teclá is a powerful theocracy where the church controls most of the day-to-day life.
One of the most peculiar features of its inhabitants is that they never seem to call
each other by name, or even by position. Everyone seems to call everyone else "cousin."
The capital is the city of Teclá, far to the south, near the equator. It is
build on the ocean coast, and is surrounded by a tropical jungle. The
temperature is really hot during the day. Most people actually take a nap between
11h00 and 13h00, and most of the outside activity takes place once the sun comes down.
One of the strangest ones we have witnessed is a fire ceremony to send the spirit
of the dead to their God between the stars.
The Temple of Teclá is a gigantic compound containing many structures and surrounded by a
15 feet high wall. The main gate is very big, protected by four hearses, and
highly magical. Three other gates are present, one on each side, and are heavily
guarded. Many hundred guards live on the compond, with at least 80 to 100 always on
dury, even in the middle of the night.
The main structure of the Temple compound is a 225-feet-high pyramid at its center.
The inside of the pyramid is mostly empty, with three small antechambers and a much
smaller pyramid in its centre. Atop this small pyramid is a sacred altar which contains
the Tablet of Elder Stone, one of the four elemental artifacts (more precisely, the artifact of
earth). According to every law of engineering, this gigantic pyramidal structure is
highly unstable and should have collapsed a long time ago.
From the little history we were able to learn, one of the four beings that stole the
elemental artifacts came here 1,000 years ago with the Tablet, and built the pyramid
around it. In the following years, he founded the Teclan religion and started
attracting followers. The city was gradually built around the Temple.
Our group stealing the Tablet caused the God of Teclá to appear, blasting the
Temple with lighting bolts in its fury, and making the big Pyramid collapse. We have no
idea if this God (or demon) is the same entity that stole the Tablet initially.
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The Northern Barbarian tribes
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The Island At The End Of The World
Situated at the extreme north-western part of the known world, the Island At The
End Of The World is part of the northern barbarian territories. From what Leif can
tell us, it seems the island is uninhabited, although all barbarian shamans are
expected to spend some time there to prove their worth. It is approximately twenty
days away to the north-east of Roma by boat. Following the coast would add 10 days
to the trip.
According to Vasili and the Inquisitors, this place also hosts one of the four elemental
artifacts we have to retrieve, more specifically the artifact of power.. Although
we were told we would have to take a test to get it, we know from Leif and the
Serpent Queen that this test is in fact a trap.
Update Chapter 44 and Chapter 45:
The Isle at the End of the World has proved a different challenge than the Holy Stone
in Teclá. It really seem to be a series of deadly tests against many different
and obviously supernatural creatures. To date, we have faced lizards who can teleport
(or even dimension-port) at will, a giant ape controlling big balls of rock full of
spears, and a 150' water snake.
The artefact we had to steal is a blue sphere surrounded by watery flame, kept on a
spike in the middle of a cave guarded by the water snake. We did the deal using
brain, stealth and magic instead of brawn.
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The Isle Of Sorcery
Someone going directly from Roma to the Island At The End Of The World would halfway
meet a relatively big island, 200 miles by 100 miles. This island officially has no
name, mainly because no one has ever come back from it.
Thorough research and a discussion with the Serpent Queen revealed that this island
is in fact the Island Of Sorcery, a place out of time that stayed exactly as it was
before magic was hidden away by the gods a 1,000 years ago.
Update (Chapter 40):
The Isle of Sorcery is surrounded by a gigantic, perpetual storm sustained by elemental
spirits, and a fourteen foot high wave, big enough to destroy any ship coming near.
General mana level is normal, with at least one additional level of Death Aspected mana.
Invisible to the normal eyes, a vortex is continuously swirling in the sky. The main
inhabitants seem to be a group of very emaciated sorcerors who have created
thousands and thousands of undead creatures to do their biddings. Most of the island
seem uninhabited, by any living being at least. A good part of the island is covered
by a dark forest filled with many angry spirits, ghosts, specters, etc.
The sorcerors use at least three kinds of servants:
- Skeletons: normal, everyday skeletons, like Recnam could create.
- Wraiths: Powerful, willful undead beings of great strength (at least ST 20). They
are not immaterial, but extremely tough, with at least 20 hit points. They all
wear magical armors and are armed with magical shortswords.
- Men of iron: Nine foot tall humanoid beings made of iron. Probably extremely strong
and though. They act like automatons but are capable of speech. Each part of the
monster has to be built individually and plunged into a vat containing the blood
of a thousand warriors. None of the 40 some paths of magic Vinz knows about could
have created such a being.
A millenium ago, when the Gods decided to remove the magic from the world, a group of
sorcerors, who were either already here or gathered here, successfully isolated this
place from the rest of the world and from the Gods' touch. This situation didn't change
for the last 1,000 years. Now, with the return of magic to the world, the Gods wants our
group to destroy whatever is isolating this island from the rest of the world.
Update (Chapter 41):
The Isle of Sorcecy's barrier is maintained by a black diamond that is able to absorb
the heat of the lava pool and transform it in some kind of magical energy.
Update (Chapter 42):
The Isle of Sorcery is no more. By sacrificing himself, Recnam allowed an avatar of
Necros to appear in the volcano and shatter the black diamond. This destroyed the
barrier isolating the Island from the Gods. The magic of the island is now spreading
into the world.
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The Crazy Barbarian Island
This unnamed island is located two days' boattrip north of, and is the
closest island to, the Island at the End of the World. It is a place
where barbarian clans from the other islands come to drop their crazy
people for good. There is no way out of the island.
People that have been dropped on the island have organized a little rural
community to survive. They live from fishing and hunting, and have a small
fishing boat to help them. The village hierarchy is really simple, with a
leader, his two guards, and a priest. For now, the priest is an old Imperial
legionnaire named Seamus, captured by the barbarians many years before.
In the middle of the island is a set of fourteen barbarian tombs disposed in a
circle. Thirteen of them contain the undead body of a powerful barbarian warrior,
while the last one contains the body of a powerful guardian beast. In the middle
of the circle is another gigantic tomb hosting the body of a 15-foot tall giant and
a magically preserved boat.
This is all of course before we arrived. After our passage, only a couple
of villagers are still alive, the undead barbarians and the giant are
dead, and we used the boat and the Heart of Ice to leave the island.
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The Complex of the Gods (a.k.a. Subway of the Gods)
The Complex of the Gods is composed of six different locations distributed more or
less equally across the continent and built in forgotten valleys on mountain ranges.
Each location is composed of a gigantic underground circular corridor many miles in
diameter, accessible by four vertical shafts activated by the power of the Gods and
put at regular intervals. The main corridor is mostly dark, with a zone of light
moving along with any visitors. At regular intervals, a wall of light travel up and
down the corridor to detect any anomaly; once one is detected, a bunch of mechanical
spiders is dispatched to get rid of it.
The corridor has four tunnels leading down and toward its center. Each tunnel is at
the precise middle distance between two of the access shafts. All four tunnels lead
to a common area, a gigantic primordial garden full of trees, plants, etc. The
general form of the place is of a half-sphere a couple of miles in diameters, with
soft light coming out of the ceilling. Hovering in the middle of the place is a big
pentagon-shaped platform, with five gigantic arches disposed along its edges. Each
arch leads to one of the five other complexes. The platform is accessible through a
vertically movable stone plate in its middle.
The trip from the corridor to the garden is made using a magical wooden boat powered
by four elementals, one of each type, and is controllable only by the power of the
Gods. The trip takes a couple of hours. All along the tunnel are a host of side
tunnels hosting some demonic presences.
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The Great Ritual
The Ritual is, as its name indicate, a magical ritual destined
to change the world, although for a long while we didn't know it what way.
According to the Inquisitors and Vasili, it was supposed to bring a new age
of Magic and splendors, and solved all of humanity's problems. But according
to other, more knowledgeable beings (i.e. the Serpent Queen and some dead
hero priest of Necros), it would 'open the Gates of Chaos'.
The Ritual is inscribed in the The Great Tome
of Power, which is in fact more a scroll than a book, in that performing
the ritual will destroy the book. Ideally, each of the four artifacts need
to been present, but it can also be performed with only some of them, or even
none; the chance of success depends directly on the number of artifacts, with
none carrying almost no chance of success, and all four virually assuring
success. The ritual is written in the Elder Tongue, so only those who can
read and speak it can perform it.
The Ritual is made of two parts. The first part is the releasing of magical
energies from wherever it is kept; the second part is the binding of this
energy to one particular being, making him a God. If this second part is not
performed, the energy is unleashed into the world with world-spanning
consequences.
In chapter 91, the Ritual was actually performed by Pavlo Ruinas, in the
presence of only two artifacts, the Tablet of Elder
Stone and the Heart of Ice. He did succeed
in completing the first part of the ritual, but was killed by Recnam before
he could complete the binding part. Accordingly, all the magical energy was
released in the world, forming a gigantic mana-quake and liberating a
multitude of new magical beings, creatures and elementals in the world.
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