Gazetteer Eight: The Land of Distant Shores

In out next Gazetteer, we will briefly explore the lands of the Kamakura people and the oriental world of Empires Rising.

A Kamurai warrior

Ruling over a kingdom made up of the Island of Kamakura and the Northern Provinces, the Kamakurans once ruled a mighty empire in the east.  The Kamakura people are a disciplined race believing in honour and tradition, and have a long-standing practice of a militaristic lifestyle, priding themselves on their martial prowess. The Kamakura people live in a feudal state, which is very prosperous, with a rich economy and a huge trade in importing goods to other lands. The autocratic Shogun, who imposes his will through his warrior-elite, runs a regime that is militaristic and totalitarian in nature, and the peasant class is subjugated and treated no better than slaves. There are various levels of society, starting with the Shogun warlord at the top, his warrior-elite (known as the Kamurai) in the middle, and the peasant-serfs at the bottom toiling in the fields. The laws are very draconian and justice is swift. The people know their place, and know not to try and rise above it.

The Kamakura people are one of the most disciplined people in the world. Years of strict training and tutoring has formed a unique society that thrives on honour and self-discipline. Most Kamakura men spend many years, from a very early age, learning different skills that will forge them into a true warrior. While the women learn domestic skills, in order to serve the man they will eventually marry. The only women that are allowed to learn the martial arts are priests, who are held in high regard, one equal to any man. The Kamakura practice ancestor worship, and firmly believe that their ancestors have a guiding hand in their lives. Ancestral Temples can be found in all the major cities and every home has a shrine dedicated to the family spirits.

A Kamakura woman

The Kamakura makes up the largest ethnic group, but actually are not the true native peoples of the region. The true natives are the Aiyu. They are seen as outcasts and hold no honour or rank in Kamakura society. They had lived in the region for many centuries before the Kamakura arrived. Most live freely on the islands of Chi and On, but those that live on the mainland are treated as slaves. Any Aiyu living in the region are not well treated and are often persecuted by their Kamakura overlords. At the end of the Winter Age, the Kamakura tribe came to the islands occupied by the native Aiyu. The Kamakura were a warring nomadic tribe, looking for lands to settle. They came across the island that is now present day Kamakura and conquered the peaceful Aiyu.

For the Kamakura cultural Keyword, please consult the Empires Rising campaign setting book.

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Gazetteer Seven: The Shattered Kingdoms

One area that appears on the world map, but is not mentioned in the Empires Rising setting book gazetteer are The Shattered Kingdoms. In this blog entry, we will briefly explore the island nations that make up the Shattered Kingdoms, and provide a new cultural Keyword for heroes.

A long ship from the Shattered Kingdoms

The Shattered Kingdoms are group of islands that lie to the northeast of Olfenstien between the Arms of the World. The islands are not one united nation, but a serious of smaller, independent kingdoms that share a similar culture and language. The islanders of the Shattered Kingdoms are a hardy folk; as the rocky islands has a salt ridden soil, which is no good for growing crops or rearing livestock. Instead, the islanders are hardened mariners, fishing the seas around their islands or trading with neighbouring nations. During the summer months, some islanders take to their boats and sail south, looking for defenceless villages and farms to raid off the coasts of Atalansia, Olfenstien and the Alliance. This has given the Shattered Kingdoms’ people the reputation for being cutthroats and pirates, who yearn for bloodshed and treasure.

This could not be further from the truth, as in reality, the Shattered Kingdoms is a civilised place. Although a different lord known as a Jarl rules each island, disputes between the island dominions are settled by a moot. The Jarls gather upon the Moot Rock, a small island at the centre of the Shattered Kingdoms, to discuss whatever disputes that need to be settled and to cast a vote to decide on an outcome. The Jarls must abide by the decision of the majority and swear an oath to keep it. Any Jarl who goes against the vote risks a bloody retribution from their fellow Jarls. The position of Jarl is not a hereditary one, and any warrior maybe elected by his peers to the post, providing the previous Jarl is deceased. Although, killing one’s own Jarl is illegal and punishable by death.

The women of the Shattered Kingdoms are just as hardy as the men folk. They are no mere anglers’ wives, as some opt to accompany their husbands and sons on the summer raids. Those that remain behind on the islands help forge weapons, build boats, repair nets, make clothes, trade with foreigners, as well as raise their children. It is very unusual for an islander’s wife to be comely. The other inhabitants of the islands are thralls; able bodied people captured during raids and brought back to the islands to serve the Jarl. Servitude as a thrall is for life, and often they are given tasks involving backbreaking labour. The laws of the islands dictate that a Jarl’s thralls are to be freed upon his or her death. Some freed thralls remain on the islands, adopting the customs and beliefs of the islanders. Whilst others buy passage home, returning to their former lives many years after the capture.

The islanders of the Shattered Kingdoms keep the old heathen gods. The two dominant cults on the islands are Manolöre the Lord of the Waves and Solkranth the Storm Lord. Both deities are described as the “Nemesis of the Nine” in the Book of the Prophet, and both are considered heretical cults in the eyes of the Church. Even in the tales of the Twelve Pilgrims, Tolkeius uses trickery to defeat the storm giant named Solkranth, mocking the heathen god in the process. The truth is the religious practices and traditions of the islanders are little different to those found on the mainland. The marriage ceremony is conducted aboard ship on the open sea, children are baptised in saltwater, and when an islander dies, their family lay the body on a skiff, set fire to it and push it out to sea. The islanders believe in their saying, “The sea gives us life, and to the sea we must return in death.” An islander drowned or lost at sea is never mourned, as these are seen as the most purist forms of death.

The Shattered Kingdoms Cultural Keyword

Abilities: Boat Handling, Fierce Reputation, Hardy Folk, Hardened Mariner, Hold Breath, Mythology: Old Heathen Gods, Raid and Pillage, Relationship: Jarl, Shattered Kingdom Culture, Spear and Shield Fighting, Sworn Oath, Strong Swimmer.

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Gazetteer Six: Mercenaries

In our latest gazetteer, we will be taking a look at one of the many factions and organisations that exist in Empires Rising. The mercenary company I would like to introduce can be slotted into any military campaign. The heroes may even belong to the company or have to face them on the battlefield. If the heroes are members, the company acts as a community, providing resources and support, which maybe be drawn upon during the campaign.

The Jovial Ghoul company sigil

In a time of empire building and conflict, mercenary companies have found that work is never in short supply. Many of the major powers often require extra auxiliary troops and smaller nations are always on the lookout for men to boost their ranks. One of the most infamous of these mercenary companies is the Jovial Ghouls, a macabre unit of infantry who dress as walking corpses to frighten their foes. The Jovial Ghouls have taken part in a number of recent wars, finding themselves in the employ of various notorious individuals. When the money is right, they will fight for whatever cause comes their way, and know when the time is right to get out if things turn ugly. Like many sell-swords, it has been known for the Jovial Ghouls to switch sides more than once during a single conflict.

The current captain of the Jovial Ghouls is Raskhin Vhal, a grizzly mercenary who spent his entire life soldiering. It is said he was an orphan boy who was adopted by the company, and has grown up with the Ghouls, acting the role of the captain’s steward. His election to captain did not come as surprise, as Captain Vhal had spent time being educated in the art of warfare by previous captains he served. The company accepts men and women from every nationality, and most of the Ghouls are runaways or deserters, looking to strike it rich from the loot of the battlefield. The company is reportedly fifteen-hundred strong, but this figure may not include raw recruits who are not battle ready and various camp followers. Currently, the Jovial Ghouls are fighting in Jhartika on the side of the Sultan, in a campaign to repel the Grydorlanian military incursion in the south of the country.

Company Resources: Warfare 12Ш, Morale 9Ш, Diplomacy 18, Wealth 18, Magic 12.

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Gazetteer Five: Shadow Over Grydor

For our fifth gazetteer, we shall be taking a brief look at the city of Grydor, the capital and centre of the Grydorlan Empire. This blog entry simply expands on the one in the Empires Rising setting book.

The Grydorlan Empire's coat of arms

The city of Grydor is one of the oldest examples of Durran occupancy of the Southern continent. Dating back to circa 200 Old Calendar, Grydor was once a place of culture and learning, with the embodiment of democracy at its very heart. It was this very democratic process that allowed Mirandiele to take power, and transform Grydor from a slumbering city-state into a mighty empire. With riches plundered from conquered nations, a radical rebuilding program began, transforming Grydor into a modern city. All the slums and rookeries of the old city were demolished to make way for modern living accommodation, new public buildings were erected, and great monuments were constructed to Mirandiele’s achievements. Today, the city is a good example of modern architecture, with its plazas and wide avenues laid out in a grid pattern, symbolizing both efficiency and expediency. At the heart of this grand design stands the great cathedral dedicated to Mirandiele the Immortal Empress. The building itself has been placed so it dominates the city, a strong symbol of the ideology that has been thrust upon its citizens.

At first, the people of Grydor were enthusiastic and ecstatic at the prospect of regime change. Mirandiele’s rise to power was meant to herald in a golden age of prosperity. What she promised, Mirandiele delivered, as the city grew rich on plunder derived from conquest. However, all this came at a price, as Mirandiele’s regime started to impose strict draconian measures on its people, in an effort to stamp out any thought of discontent. Civil liberties vanished, martial law was imposed, and the new religion was imposed upon the people, as Mirandiele’s megalomania and narcissistic tendencies grew out of all proportion. The citizens who had handed power to her, and once loved her too, now live in fear of persecution. Speaking out against the regime is a crime punishable by death, and the more popular political agitators simply disappear in the night. A dark cloud has descended over the city, as a totalitarian age dawns for its people, and the so-called golden age has turned to rust.

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Gazetteer Four: The Immortal Bard

To celebrate the birth of the immortal bard William Shakespeare, in our next gazetteer we meet Empires Rising’s own famous playwright, William Waggledagger.

William Waggledagger at the Triangle Theatre

The name William Waggledagger has become synonymous with the theatre. Every man, woman and child in Atalansia and beyond are talking about his plays and sonnets. Born and brought up in the sleepy village of Avonford-upon-Lanta, Waggledagger started his career as an actor, before turning his hand to writing. Within quick succession, Waggledagger founded a playing company, after receiving patronage from Lord Edwin Stork, the King’s viceroy. With the backing of a powerful patron, The Viceroy’s Men moved into the newly constructed Triangle Theatre in the heart of Lantaport, and Waggledagger was given a retainer that gave him a steady income and a house for him and his family to live, so long as he produced plays that favoured the current royal dynasty.

Amongst Waggledagger’s most famous plays are A Midwinter’s Day Nightmare, Hate’s Labour’s Won, The Miserable Husbands of Welvinine, The Merchant of Armon and Little Ado About Something. His most recent play, The Calm, has the critics in hysterics, and has been so successfully received, a national tour is being planned. Waggledagger has not only written comedies, as some of his plays are about historical figures, whilst others have been tragedies. Tarin the Butcher is a bloody play about the rise and fall of a tyrannical lord in Kerilan, and paints the Atalansians as saviours and heroes of the Kerilan people. The play is a masterpiece of propaganda, and misses out the atrocities committed by the Atalansian military and the bloody occupation that followed.

Significant Abilities:  Backing of a Powerful Patron, Career as an Actor, Famous Playwright, Favoured by the Critics, Highly Spoken of, Relationship: The Viceroy’s Men, Steady Income, Synonymous with the Theatre.

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Gazetteer Three: Professor Tumblety

In the third in a series of gazetteers, I would like to introduce you one of the most popular of the non-player characters from my long standing Empires Rising campaign. Professor Tumblety is a favourite amongst my players and he even made a guest appearance at Furnace last year, starring in the Empires Rising scenario I ran.

A recent portrait of Professor Tumblety

The colourful and enigmatic, if not a little eccentric, Professor Basil Tumblety is reputedly a genius. Tumblety was born into a wealthy, and privileged enough to have the best education money could buy. The Professor graduated from the University of Lantaport, despite a number of allegations made against him of cheating, and took up a teaching post at a Saint Tolkeius’ School for Underprivileged Children. Several glowing references led to various promotions for Tumblety, until he found himself headmaster of Tompion Thomas’ School for the Gifted. It was during a journey to the annual Headmasters Guild conference that Professor Tumblety’s teaching career came to an abrupt end. Allegations, from kidnapping a female student to stealing a nobleman’s charger to impersonating a monk, were levelled against the Professor, and Tumblety was forced to resign.

After the fiasco, Professor Tumblety moved to the south coast and opened a hotel with his wife Sybil. It was during his short tenure as a hotel owner that he first employed his faithful Silurian manservant Manill. Manill was hired because he spoke the common tongue “well” as he had “learnt it from a scroll”.  Several disasters later, which included Tumblety insulting a group of Grydorlanian tourists and coming a cropper with some hotel inspectors, a mysterious death, and complaints about the food – especially a poorly made Waldorf salad – Tumblty was forced to close the hotel. Despite the failure, and the grumblings of his wife, Professor Tumblety has turned his hand to work freelance as an inventor, rehiring is faithful manservant Manill as a general dogsbody. Today, the Professor runs a workshop in Lantaport, and invites the rich and the influential to pay him patronage.

Significant Abilities:  A Little Eccentric, Colourful and Enigmatic, Freelance Inventor, Glowing References, Relationship: Faithful Manservant Manill, Reputed Genius, Retired Headmaster, University Educated.

Flaws: Criminal Allegations, Disaster Prone, Wife Sybil.

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Gazetteer Two: City of Merchants

For our second gazetteer, we shall be taking a brief look at the city of Armon, a member state of the Alliance of Independent Sovereignties. I would describe Armon as the fantasy version of Venice, with its many canals and waterways, and the city makes a perfect place to start campaigns of a mercantile or seafaring nature. This blog entry simply expands on the one in the Empires Rising setting book.

The city-state of Armon is a mercantile nation founded on sea-going trade and commerce. The city itself is built on a network of islands that are connected by waterways known as canals. There are very few bridges and no roads, with the buildings being separated by narrow alleyways or by the waters themselves. Armon has a number of ties to Calgaria as well as to the Commonwealth. The port of Armon is home to a merchant navy, which is now at the disposal of the Alliance, much to the annoyance of Atalansia and her allies. Doge Vittorio rules over Armon with a steady hand. He is known to be fair and ready to negotiate if need be. The Doge is diplomatic and welcomes every guest to his court with a warm heart.

The waterways of Armon have seen better days. Most are deserted, littered with rubble and debris, the water itself is dark and moody, and the pungent smell of saltpetre and sewage hangs in the air. The occasional crab and eel maybe spotted in the murky depths. The buildings have a Byzantine feel, with porticos and patchwork facades, lined with red rooftops, gilded domes, pinnacles and spires, and haughty bell-towers. Many of these ancient buildings feel empty; the shutters are closed, and the now tarnished paint peels away from the plaster and brick. Some even learn to one side and look as if they are ready to collapse at any moment into the canals.

Armon is famous for is its masks. These lavishly decorated masks are highly prized and valuable, and the nobles of the city wear them as a sign of affluence, usually to balls or in the Doge’s court. With such a high value placed on these masks, many are stolen and sold on secretly to private collectors or appear on the black market. Glassware is the city’s biggest import. Most of the glassware found in the civilised world most likely originated in Armon and some of it can just be as valuable as the famous Masks.

Taxation is at an all-time high. Everything is taxed! Imports, exports, use of the waterways, housing; even a pitcher of Ale in a tavern has tax added to the price. Then the Alliance add further fees and taxes, which means the price of goods is artificially kept high, leaving the average citizen penniless. Money lending is at an all-time high, with banks and moneylenders prepared to offer money, to those who can afford to repay, at an extortionate rate of interest. This has left many merchants and lesser nobles in debt, often losing their property and businesses as a consequence.

It seems high society lives on in the crumbling city, with much of the wealth acquired through mercantile activity and taxation squandered rather than being put to better use, such as the rebuilding Armon. The nobility is decadent and aloof, and leave the day-to-day running of their noble houses to their servants. This has led to much corruption, as unscrupulous servants help themselves to priceless family heirlooms or skim money from off the top of the pot.

A scene from Armon.

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Gazetteer One: Guttersnipes

In the run up to the publication of Empires Rising, I’m going to post a serious of gazetteers, detailing denizens and locations that are not featured in the setting book. The idea is you can add these people and places to the existing material and build upon the campaign world, and these blog entries will feature new keywords for HeroQuest. The first gazetteer will focus on a couple of NPCs that can be slotted into any scenario or campaign set in Atalansia.

The Sweeney Siblings

There are not many notorious guttersnipes, but the Sweeney siblings have a reputation for being dirty underhanded scoundrels. The ringleader of these snipes is Jane Sweeney, who was one of many children born to an immigrant family. She grew up in the slums of Hamelnstead, a small industrial town in southeast Atalansia, and took to stirring up trouble at a young age. Jane’s brother, who everyone calls Poddy, acts as her accomplice, and follows out her every command. Poddy thinks himself as a hard man, who likes to revel in committing petty crime, whilst avoiding the unwanted attention of the Watch. In reality, Poddy is a half-witted buffoon, who often receives a beating after his “gift of the gab” has gotten him into trouble.

The Sweeney siblings like to the muddy the waters. They find out pieces of gossip or information and see how they can use to stir up trouble, whether it is true or not. Usually, the half-baked schemes come undone, as they try to play off one person against another, and their intended victims quickly realise what is truly going on. Due to their petty antics, they often come a cropper of the local Watch, and find themselves in front of a local magistrate facing charges. This does not stop them, however. The Sweeney siblings have gone so far as to groom their children to carry on their dirty work, as they continue to harass and berate the good denizens of Hamelnstead.

Significant Abilities: Avoid Attention of the Watch, Half-Baked Scheme, Harass and Berate, Notorious Guttersnipe, Stir Up Trouble, Underhanded Scoundrel.

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Ode to a Troll Slayer

The world of Empires Rising is frequented by many bards and poets. Below is an example of a traditional Atalansian poem called Ode to a Troll Slayer, believed to have been written in the year 75 New Calendar. It depicts the tale of a farcical knight who ventured out to slay a rampaging troll and is believed to have been based on a true story.

Sir Cliff was called the batty knight,

Who always ran away from a fight.

His trusty sword was dulled and notched,

No wonder after the quests he botched.

One day in a village far away,

A villager with a worry came to stay.

A troll run riot through the land,

And someone somewhere had to take a stand.

Sir Cliff decided to take up the quest,

Even though he was not the best.

Off he marched along the road,

Looking awfully like a toad.

It was after lunch he spied the beast,

Straddled a rock having a feast.

Sir Cliff decided to hide in the grass,

Making his quest even more a farce.

The troll caught the batty knight’s scent,

It decided it would let some anger vent.

The troll made its way to where the knight was cowering,

In amongst where the daisies were flowering.

The knight looked up to see the creature,

To see its rather nasty main feature.

Upon its face was a hideous boil,

Terrified he filled his small clothes with night soil.

The troll swung down with all its might,

It’s blade biting deep into the knight.

Woe for him and the wound took its toll,

And Sir Cliff was eaten by the troll.

Here ends the tale of the batty knight,

And time for me to bid you goodnight.

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When the Lion Roars

I apologise for the lack game write ups for quite some time. Life got a little hectic recently, plus I found it difficult to find time to sit down and write up long blog entries. So I’m limiting them to 500 words apiece and just going give you the bare bones account of the game sessions, rather than a full bloated short-story.

A brief recount of what has happened up until now. Eileth has come to the throne at the end of the civil war. Although the illusion of peace has settled over the kingdom, many enemies lurk in the shadows.

Urza unearthed a plot by a faction called The Family, rescued his lost children, “divorced” his wife and destroyed a Lich. Smudge has grown close to Urza’s little sister Darla, who happens to be a dragon in human guise. Whilst Eileth has been romanced by Sebastian Grantham.

The story continues…

Aboard the airship sailing towards the isle of the air elementals, Delandra, Hester and a rather drunk Forge spied a flotilla of ships close to the island.  Deciding to expect them closer and identify who the ships belonged to, Delandra ordered the crew to take the airship into the clouds, whereupon they were attacked by a wyvern.

The beast had been launched from the flotilla and bore the markings of the Grydorlan Empire. The Air Ship managed to evade the full force of the attack and Delandra used her magic to scare off the wyvern and its rider.

At the royal palace, Queen Eileth held an intimate banquette for her closest friends. There the announcement was made by Sebastian Grantham of his intentions to court the Queen. The young noble had sort permission from Eileth’s father, who agreed to the courtship.

During the meal, Urza was summoned away by his man servant to inspect paintings that have been recently been painted by the visionary he had taken into his care. The first showed a white dragon and its female rider and the other a dog-headed demon wreathed in blue flames, ominously sitting upon an obsidian throne.

Looking through his books, Urza quickly discovered the beast was one of the Infernal Lords and the chair it was sitting upon was the infamous Dark Throne. This fear was confirmed by Smudge, who had seen the demon prince when she entered Darla’s dream.

In the morning, Hester and Delandra brought news to the court of the flotilla of ships and the wyvern attack. The Queen immediately rang the alarm and a war council was called. The fear was the fleet could be bound for Valcutter, a city where Atalansia had interests.

Hester took a wonder through the city to get supplies and encountered a woman, who asked her to look after her child for a short while. Sensing a deception, Hester demanded the woman reveal the truth, and the woman told her she was about to be executed and that her last request was to pass her child into the care of someone else. Being confused, Hester took the baby she named Bob and returned to the palace.

Plans were made to get troops as quickly as possible to Valcutter, by using the portal. The portal could only be opened for a minute at a time, but with a bit of magical ingenuity, the heroes managed to get it open for thirty minutes, which allowed for a small task force to pass through.

Delandra and Hester took to the air ship to return to fleet and see if they could gather more intelligence.  Upon arrival, they set the air ship down on the water, before noticing the ships were stationary and had not moved. What’s more, the ships were heavily lit and could be easily seen over a great distance in the dark. This was highly suspicious.

Using their skills and blind luck, Delandra and Hester boarded one of the outer ships and soon discovered from overhearing the crew the fleet had been placed close to the island to act as a diversion and the real attack would take place at Kalumhan!

Once in Valcutter, the Queen and her entourage were greeted by the Sultan, who showed them the upmost hospitality. That’s when Urza encountered the infamous sorcerer Ze’Mhul, who informed him the Atalansian taskforce was in the wrong the place and where the real threat lay.

The port Kalumhan was the real the target for the Grydorlan attack and it was too late to stop the assault!

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