Thursday, April 25, 2019

My Ardonirane . . .

Ardonirane - the capital city of Thorsz' Empire:

Originally a competitor to the Marbordo Longo Imperio two centuries ago, the Empire of the Thorsz Carn family consistently lost ground and a hundred years ago one branch of heirs settled on the previously uninhabited and presumed to be uninhabitable island of Nokobli amid the Great Reef north of the Imperio's shores, while the other branch of the family fought a losing battle against the Imperio. The island was mabe inhabitable with the aid of sorcerously mutated plants and the help of several tribes of Kobolds who expanded the natural caves on the island into the largest fungi farming enterprise in the known world. Today Dhallak m'Thorsz Carn arguably has more personal and direct influence than the MLI's Emperor, both in Thorsz'z Empire, the Imperio, and many places beyond. This is due to his dominating the market on mercenaries and producing a regular crop of heroes (and providing a steady flow of corpses to mulch the fungi farms from the failed mercenary recruits). His Death Test is world famous as a proving ground for versatile small teams of warriors. While the Imperio Legions might best him in set battles, survivors of the Death Test dominate in small actions, mercenaries, caravan guards, and as adventuring heroes. Thorsz Carn takes his pick of the best survivors for his own troops and "official" mercenaries, but unable to employ all those who try over the years, his Death Test Badge has become a symbol of warrior quality and a de facto mercenaries guild both inside and beyond the Imperio.

The island of Nokobli is a black and gray granite rock with white gravel and even areas of loose yellow sulpher, once inhabited only by a variety of monsters: the deadly flightless birds Diatryma, Stone Beetles Lizards, Giant Spiders, Stomemason Bugs, Sea and Land Crabs, a variety of slimes, and innumerable birds. Thorsz' sorcerers have added Rockvine Cherries, Rockvine Pistachios, Thorsz Ruffage (a grass like plant that lines well like pits dug and planted near settlements), and a broad range of Kobold Fungi. Birds, fish, crab, scallops make up the meat portion of thediet of Thorsz' citizens making up for the sameness of the cherries, pistachios and ruffage. But it is the endless variety of mushrooms and other fungi that lend spice and distinctive flavor to Nokobli food. Still, normal human food from the Imperio will always sell well when brought to Thorsz' ports.

Thorsz' settlements are limited to Ardonirane and four other ports spread out across Nokobli and Westrock (the small island west of Nokobli). All farming occurs within a day's walk of settlements of in the many tunnels and caverns carved by Kobolds or Stonemason Bugs. The Stonemason Bug tiles are a major exports as well as dried mushroom rations (though of course the mercenary trade is the most lucrative of all exports). Many Thorszians are also excellent fishermen and sailors, even braving the Great Ocean to trade in distant lands. Nokobli and Ardonirane in particular are also traditional places of refuge for misfits and malcontents from the Imperio. Thorsz is much less concerned with bureaucracy than the Imperio (with the exception of his mercenaries), and will often welcome even pirates and rebels as long as they cause no trouble for Thjorsz and do no operate directly from his territory. For it's part the Imperio finds Thorsz' small Empire and his mercenaries useful in various way and is lenient since it is clear Dhallak m'Thorsz Carn has no interest in actually running or conquering an empire and much prefers his current situation. Since he has access to longevity potions he is likely to remain ruler in his islands for some time.

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The city of Ardonirane sits on a rocky promontory and face a small bay to the east. On the western shore beside the city is town of the fishermen with a few small simple docks mad from driftwood. On the eastern shoe lies the city docks with a royal shipyard and slipway (that also will build commercial or private ships for a fee). Next are the merchant docks (made of stone like the city dock and royal slipway). Finally, at the far end of the port are a private shipbuilder and the Guard Dock next to it. The north end is guarded by the Port Tower, which has a large magical light to guide ships to port at night. The Guard Dock has a small tower and a narrow wall to keep out most of the islands' predators. Also in the port areas are a couple warehouses, many temporary tents covering cargo being processed in or out, and the Reef Runner Inn (which serves mainly sailors and marines trying to avoid the higher prices inside the city walls or whom have transgressed Thorsz' Guards and are not allowed inside the city walls.

The lower city is surrounded by a wide stone wall (rumored to have small passages within) and two external Gates. The "City Gate" gets the least traffic, serving mainly fishermen and hunters venturing forth into the Nokobli Wilds, their are trails to the two other small cities on the island, but most people and good move by boat between Thorsz' cities. The other 'external' Gate is the Customs Gate or House, where import and export taxes are levied. The Royal Gate to the north of the Lower City leads to the Upper City, and near it is the Royal Hospital placed conveniently next to the deceptively small entrance to the Death Test. Near the southern end of the lower city is the Royal Insula, a large building owned by Thorsz' Carn which provides a selection of practical shops and crafters as well as affordable housing for services the Thorsz feels need to be subsidized for his subjects. Southeast of the Insula in a corner of the city wall is the cramped 'poor town' of small rickety shanties, where more than a few crippled survivors of the Death Test eke out precarious lives. Across from the Customs House is the Ankor Inn (no one is sure if this was a mis-spelling of Anchor or related to the Ankor family of the An ethnic group of the Imperio), a cheap no frills in currently run by a Goblin as an investment for his Goblin Wizard brother. Several warehouse also line the city wall just north of the Customs House for long term cargo storage. Beyond this, facing "Fortune Square," is Lang's #1 Inn, a large establishment featuring both some of the best rooms available in the city as well as many affordable 'closet' rooms for Death Test applicants and merchants wanting good food and nice rooms at the cheapest price. Many residents also rent out rooms to Death Test applicants and merchants or sailors as a side line. The Upper City has narrower but taller walls and is where by royal decree the elite of society must live (great merchants mostly, but also anybody Thorsz thinks might be a threat to his rule and whom he wishes to keep under watch and guard). The Sea Tower is a look out point with both telescopes and scrying balls to search out ships at sea. The Captains Tower houses the leaders of Thorsz's Guard and their administration, while the men live in the Guard Barracks (or underneath it in the dungeons built deep into the rock) just off the Grand Esplanade where Thorsz occasionally gives speeches from the balcony of his Royal Palace. The Royal Courtyard has administrative offices lining the north side, stables and barracks for Thorsz' personal Guard on the west side, and a granary and storehouse on the east side.

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 People you may have met:

Merek the Seacaptain, a well known veteran sailor and shipmaster of the Marnia who travels the length of the Imperio but seems to like resting and refitting in Ardonirane. Usually stays at the #1 Inn.

Nakan the Waveborn Monk, a follower of the Mystic Way who has taken to the sea to advise, console and heal his fellow seamen, a friend of Merek and often in his employ as a sailor or physicker. Usually stays at the Reef Runner Inn though being partial to liquor he can be found at any inn, bar , or restaurant around Ardonirane.

Half Burnt Tom, an Aplaki ex-patriot, nominally a vet and stable hand, but also in a low key way a wizard. He is good at handling any kind of animal but now well versed in dealing with the riding and walking lizards of Nokobli, as well as the camels used on rare land trips between Thorsz' cities, though he enjoys tending to the few horses in town and has even been called in by Thorsz to treat his horses. He also will treat people who can't afford a physicker, though he freely admits he has better results with animals than people, to which his clients reply he is better than nothing. As part of the retainer the Lang family pays him for working in their and their Inn's stables, he gets free room and board at the #1 Inn. For his part he is happy to have an attic room with a view of the sea where he can read wizardly tomes and novels.

Elihaniku (a.k.a. Shadowhand) - a curious individual of middling years and no obvious occupation who stays at various inns around Ardonirane and seems to be a friend of Merek's even though he is clearly not a sailor. He seems to have some contacts with Thorsz' administrators and is often lunching with them around town.

The Pad, a dubious individual who usually stays at the Reef Runner Inn, apparently because it is cheap and discreet. His name comes from his cat-like manner of not just walking but moving in general. Seems to be an acquaintance of Elihaniku's and Merek's but is mostly a loner, though he can be spotted quietly drinking or eating alone around town at various taverns, restaurants, and inns.

Han Lang, like the Langs of Lang's #1 Inn he is relation of the ubiquitous Lang Clan that is honored to descend from Wu Lang the first Emperor of the Imperio, and which has provided several more Emperors over the centuries. Han is most definitely a citizen of the Imperio, more specifically he is a Lampioneer. What is a Lampioneer doing outside the Imperio? Word has it that he is the officially "unofficial" Lampioneer liaison to Thorsz or a spy or both. He claims to be on an extended vacation though he carries a small ax and a spiked shield in Lampioneer colours that imply that like most Lampioneers he is never completely 'off-duty.'




1st Play Session

Had the first session last Monday & things went well - got in about three hours of good play. Gave a fast overview of the setting & then got right into it running some characters through Death Test and managed to kill three PCs, but fortunately they recruited two from another party that had lost two of theirs. All had fun and we're going for it again in about two weeks.

Wednesday, April 3, 2019

Rough Map

wip

The City of Black Dragon Bay is my primary potential starting point for a campaign, on the sea, near the western edge of the imperium, with m'Thorsz Carn's city of Ardonirane as another starting point or a place to travel to, to get experience in Thorsz' Death Test Dungeons.

More Setting ideas

It is the 327th Year of the Marbordo-Longa Imperio, and its rule stretches the two hundred miles between the shore and the mountains along two thousand miles encompassing some fifty cities more or less, and something approaching a quarter million people. Fishing boats and merchant-ships flock the sea between the shores and the reefs, guarded by war galleys. Walled cities dot the river mouths and bays of the coast, and march into the foothills of the mountains. Coaches and long-wagons ply the fine roads between the cities while wheel-carts reach out from the roadways to plantations and redoubt farms. 

The Imperio is protected by the Legions in war and the Lampioneers in peace. In the Far Away, west and east, the Legions fight barbarians and sometimes foster new colonial cities. The only real rival in power to the Imperio is the Empire of the Horse Clans over the Grand Southern Pass.  In the Far East lies the Empire of the Desert Kings, a land of exotic goods and strange customs. In the Far West above the Great Escaprment is the Aplaki Verge, a region of forests and lakes nestled amidst many narrow valleys, peopled by rough yeomen in lonely steadings, clever but stern and wary of strangers. But patches of Mallumo, the Murk, still lie throughout the land and monsters, of myriad form, are spawned and roam unguarded lands and bandits and sorcerers consort with them and prey on travelers and isolated settlements. These dangers are dealt with by the Legions if they, as they occasionally do, mass into large bands or hordes. But more usually these dangers are dealt with singly or in small groups by Lampioneers or adventurous heroes, those of the so-called “Martial World.” In the cities criminal gangs and the Beggars Guild are contained by the Constables of the Tribunals, examined by Judges, and condemned for punishment or executed if they go too far.  

The people of the Imperio have several religions, the state and bureaucracy support the Civic Sage’s Way, an ethical philosophy of community and knowledge that focuses on correct behavior rather than the afterlife, though it acknowledges spirits beyond the civic community and the possibility of an afterlife. The Sovereign Way follows a messianic spiritual king who offers salvation after death, but whose ethics complement or parallel those of the Civic Sage. The Mystic Way reveres spirits and inspirational immortals and warns of demons and hells, its ethics more variable and pragmatic than the other Ways. The Followers of the Sovereign and the Seekers of the Mystic Lights both have temples and monasteries. The Civic Sage instead has Academies and ritual temples, but not monasteries. Every city also has three other temples sanctioned by the state, one to the Civic Spirit that represents the community and watches over it, one to the Warrior Spirit for soldiers and constables and adventurers of the Martial World, and the temple of the Ancestors where funerals are held and offerings made to the ancestors, that inspire and guide people. Each city also has an Opera Hall that serves both as a place of public entertainment and a place for ritual and ceremony on display to the community. Each city is led by a Council of Seventeen but more properly rules by a Judge in his Tribunal and aided by constables and bureaucrats. The council is generally composed of retired officers and bureaucrats, leaders of important merchant or craft guilds, and otherwise prominent citizens – but each city has different traditions and circumstances. On the coast a sea captain of long experience may sit on the city council, while inland his counterpart might be a mining engineer or master architect. Several cities are grouped into a Province and ruled by a Prefect, who also serves as a judge to appeals against a city Tribunal. Above the Prefects is the Emperor and the State Ministries: The Ministry of War commanding the Legions, the Ministry of Justice and Safety organizing the Judges and Prefects as well as the Lampioneers, the Ministry of Taxation and Expenditure which handles finances, the Ministry of Rites and Ceremony that encompasses religious matters involving the state as well as diplomacy with external states or powers and also the Offices of Censors and Inquisitors that audit and inspects the other ministries and act as something like an intelligence service and secret police, and the Ministry of Archives and Knowledge that oversees record keeping and education in general and in particular of bureaucrats and legionaries, and the Ministry of Works and Posts that builds roads and bridges, ports, forts, and other states infrastructure staffed by Engineers and Mechanicians that direct ordinary Legionaries or hired citizens that do ordinary labor according to their designs. These Six Ministries are the coordinated strength of the Imperio. The Emperor guides all and is the final arbiter of conflict and dispute, chosen from the Twenty Three Great Families by Imperial Electors (the six Ministers, heads of the Ministries, leaders of the three religious Ways, and a representative from each city selected by their council). This then is the world of the Marbordo Longa Imperio.

Setting Fragment


“Popolo, Socio, Imperio”              People, Society, Imperium

The Founders were cast upon a strange land by storm and magic, a long shore a thousand leagues to the left and the right (The Marbordo Longa “The Long Seacoast”), to the north a narrow sea (Marnia “Our Sea”) protected by the Great Reef and beyond the Great Ocean, to the south tall mountain ranges and the Great Escarpment divided by the Grand Pass beyond which the Horse Clans rule. But a land of chaos and danger, beset by the monster spawn of the Mallumo (“The Murk” or “the Darklight”) and competing barbarians, eager to despoil and subjugate all others.  In distress, peoples joined and under an emperor a new society was constituted. The first city was founded, to protect and prosper farmers, craftsmen, and merchants, guarded by a legion, inspired by religion, corrected by judges, and lead by an emperor. And in victory and prosperity, this form replicated and colonized across the Marbordo Longa, and the monsters pushed back, the barbarians given the choice to join our way or turn away and seek other lands, and our empire begun.