A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
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Sunday, 7 October 2012
Tsarin – Player available knowledge
Tsarin – Player available knowledge
This info is available to the players, both in game and with the use of Skill Checks, either local or history. In game terms, when appropriate to the situation or if a player asks, they can roll to determine if they know. Rumors, of information with a DC higher than 15 is unknown unless a player has some skill ranks in that area and investigates as appropriate, its never learned by accident. There is no guarantee whether these are true, but when needed I can use these without inventing it up on the spot.
The Tsarin is a vast valley in the northern portion of the Dwarven Reaches. One of the few territories spared from the cold by a unique protector - the Ice Tyrant Sarinth. How and why so many races live peacefully beside a tyrant without being either destroyed or harassed is a mystery. He has claimed this territory as his own for the last 1200 years, the last nine hundred years uncontested. The land is his hunting grounds, yet he leaves the intelligent humanoids alone, as long as they do the same to him. This is quite unlike the instincts of every other known tyrant, feared due to their tendency to enslave or destroy every other creature around them. Yet a multitude of humanoid races all exist and thrive in his personal "space". In fact, except for periodic reminders of his presence such as ice statues erected overnight in a farmer's field, or the corpses of an invading army, the people are barely aware of his presence. (DC 5)
Other tyrants openly despise him for his tolerance of lesser creatures, and are quite eager to show their displeasure. Each attempt has failed, as Sarinth, obliterates anyone who dares question his authority. For his benevolence, the cities honour him with a yearly tribute, but he seems to care little for this attention. At least twice Cryssanis has failed to pay this tribute, and there has been no repercussion. Only those who invade his lair or stop him from hunting get his personal attention. He shows no interest for politics, at least seven human dynasties have fallen during his reign. The people, live, work, war and die around this great beast, just as ants do with a human. (DC 12)
Four races make up the majority of humanoids: dwarves, jahlen, gamorec, and human. The human presence comes mostly from the noble and commoners that exist in the mountain and valley, half comprised of farmers, miners or soldiers. The current Noble Family that rules is the Flavarian (Flav) Empire. Technically all Nobles and as well as merchant houses pay a yearly tax and swear fealty to the crown. With a well-organized military, and a Green Griffon Sash Knighthood, which helps to maintain order and patrol the wilder regions, the Flavs maintain a peaceful presence. Holding lawful principles, they encourage the people to be independent but loyal.
Their taxes are considerably high for non-lawful churches as well as other noble families but their rule has been remarkably stable as the laws are published, and lesser nobles can be deposed for harsh edicts. (DC 6)
Most people here are traditional Sarithines, a conservative and pious people with a dedication to principles of freedom and non-interference. The nation has strong alliances with dwarves & jahlen, and are working to build up treaties with the elves and the lizardith population as they were recently non-aligned to the nation. Tenderfeet (halflings) are considered full citizens, though they tend toward the town villages, rather then the cities. (DC 5)
Flavs have been in power for less than two hundred years, as they over-threw the previously despotic Pollanic regime. This human dominated noble family was a military powerhouse that had earned the loyalty of the people with strict laws and obvious shows of military strength. Expansionists at heart, they fought almost everyone around to carve out the human territory, which is still the core of the current Flav nation. They also knew how to make peace, as the Pollanics were true to their word as long as it benefited themselves. They highly favoured the dark god Keran (Lord of Fear, Domination & Darkness, LE, Black), who paid no taxes and was the non-official state religion. They allied themselves with the Mandorrians from the Old South, and battle contingents often came to the peaceful valley to patrol or train. (DC 12)
They were also corrupt. They used their influence with many of the unseemly races to brutalize peaceful neighbors and used mind-magics to subvert anyone who might oppose them. This led to the Uprising, when three noble houses (Flavian, Grentic & Lenth) staged a military coup, to depose the Pollanic family and establish a just nation. Hathalio Pollan, the Royal Prince disintegrated the crown and rather then plunge the nation to war, retreated to Ecolas, their home-city. (DC 11)
**Rumor Pollanics have tried many times to regain the throne secretly, but have failed thus far and never through direct revolt, though many of their clan folk have called for it. (DC 15)
Though loyal to the “new crown,” the people remain stuck in the old ways, resisting the changes of the Flavs. Many speak secretly for the harsh rule of the Pollanics to return as they felt safer with obvious shows of military strength but so far, a popular revolt hasn't happened. (DC 11)
Closely allied to the Flavs is the Jahlen population. This humanoid-ram race actually controls more territory than either the Flavs or the Dwarves but the Natalle Jahlen are far less aggressive. They are natural pacifists with a druidic tradition, fighting in defense only. Hurting them is their lack of organized armies, and a decentralized population, spread out over such a huge mountain territory. However, their clans quickly come together for mutual defense, and they can spelunk or climb faster than any other race, and use this speed to make guerrilla attacks. The Flavs and the Natalle are working together, knowing that each can exist peacefully together, whereas many other races merely breed carnage. (8)
Gamorecs (orc-kin in the common tongue) do not come close in numbers to either the humans or jahlen, but make up for it by being stronger one-on-one. Two types exist; the first are barbarian nomads, living in small tribes roaming the valley's forests and plains. Except for occasional raids on merchants or farmers, are mostly harmless. The other type is a ruthless warrior, fanatics who desire the destruction of the elven and jahlen peoples. Their war-bands comprise 5 - 50 soldiers equipped with armor, weapons and sometimes mounts that make lightning fast and savage attacks. For now the Gamorec soldiers concentrate on jahlen towns and wandering tribes. War-bands found by a Flav patrol can be dispatched, but spotting one of these war-bands is growing increasingly difficult. Many are wondering when they will begin to make direct raids on Flavian lands. (DC 11)
Rumor: Some in the Flavian military are sporting the idea of hunting down and sacking the Gamorec tribes but for now the nobility want a peaceful solution. The Pollanics openly scold them for their weakness and call to war (DC 15)
Elves are significantly smaller in population than the other races, wild (Naric) and high elves (Noren) dominate the Lucian Forest in the southern part of the valley. The Naric are more than three times in number the population of their settled cousins, and have a great reputation for sweeping raids against evil foes. There is no animosity between the two groups, intermarriage is common, and many elves vary between the two paths throughout their entire lives. Elves more openly embrace sorcery magic than their allies, so many Military Contingents often have an Elven adviser, most Elves are dual classed, with ranger and rogue most likely the secondary class, assume all elves are minimum one level of sorcerer. The Elves avoid human politics, as they simply want to do their part in common defense as per the signed treaties, in return the humans honour their part to leave the Lucian Forest alone. (DC 8)
The elves once had a far greater influence in the valley, before the three century war with the gargoyles that created a pox to destroy their Elven enemies. The pox did its job quite well, decimating the fey population by more than 50%. The elves, along with their Dwarven, human and Jahlen allies then turned on the gargoyle driving them out of the valley. This was more than 150 years ago, and the Gargoyles still have an open bounty on their heads. It was due to the Gargoyles drop in position that has caused the Gamorecs to rise in prominence and the elves becoming involved in the human patrols. (DC 12)
Rumor: Though it is generally assumed the pox was cured, this is an inconvenient lie. The claim is that elves are now immune, but the pox can be transmitted, and this is why the Lucian Forest remains forbidden to outsiders (DC 15)
Even fewer in number then the Elves, Lizardith control three small swamps in the region, all neighboring on the mountains. These yellow-greenish scaled humanoid lizards are incredibly civilized, and perhaps are the even more magically inclined then the Elves. They are aggressive in raids when it comes to magic or treasure, but care little for pastureland or mountainous terrain. They have never been allied or enemies with the humans. One of the unique features of these beings switch genders between the male to female (and back) during certain ordained events, meaning at times, 80% of their population is one gender. Some claim these Lizardith influence the dragon Sarinth, or perhaps something far more dire. (DC 20)
There are two distinct dwarven traditions, the most numerous are the Thoric that live beneath the mountains and the the Jhoric who are land-less dwarves inside the valley. Jhoric once the undisputed rulers of the valley but wars with the Oni made them retreat to the point that they have never yet recovered from. The dwarves still keep up trade with their allies, especially the elves and Flavs, yet their age of glory is past. Some of the dwarves are branching away from their "racial" empires and embracing the Flav ways in the cities. Using their knowledge in stone working and sapping (tunnel making) they know they can give their human comrades a huge tactical advantage. So far their numbers are small, but their positioning within the Flavian society can only grow. (DC 10)
A newer presence has started moving into the valley, the flame-winged Phaetox have been arriving in the human mountain towns. They are refugees from Dacia, a Spireland nation more than 100 days travel North-West, due to a war with the Ice Salamanders. These incredibly lawfully bound beings tend to live in cities, and this is the closest locale for them to fit in. But some fear what this will mean to the population and the power struggles. (DC 13)
Rumor: stories about of one or more phaetox war-jammers or flying warships in the valley. This is disturbing to the Flavians for two reasons, one is obviously the unknown reason why the Phaetox would come with a war vessel, but the second is that jammer technology is unknown to the valley, and the generals know their defenses are ill equipped for such a battle. Are they planning to take over a city for their own use? (DC 20)
A multitude of animals that inhabit the valley, the Tyrant Lord Sarinth keeps this valley free of the cold as a private hunting preserve, and though he allows the lesser creatures to hunt, he has on occasion punished groups that would disturb the balance of the valley. The forest and the animals are his to use, and his cult keep his control absolute over anything that would threaten this gentle balance. Just as there are many animals, various magical beasts crowd the valley and the mountainside. Manticore, wyverns, trolls and giants all have their places in the caves and crevices of the valley. It is dangerous to get off the well-worn path, as these beasts are ready to pounce on the wary traveler. (DC 10)
Rumor: Many Lore-Masters in Axidin the City of Merchants claim that this is directly due to Sarinth as well, claiming the dragon’s ravenous hunger, has led him to devour whole tribes of trolls or ogres when he awakes from his wintery slumbers. (DC 15)
Rumor: Far north in the valley, close to the Sphinx Spires, several rogue wizard’s crystalline creatures wreck havoc. Zuashi, mysterious androgynous beings were once a fantastic source of both magical items and rumors. They have disappeared, leaving these killing entities uncontrolled, and attacking any spell caster that approaches them. (DC 15)
Just like every other locale on Nyssa, undead continually make forays into civilized areas. Luckily, a large contingent of slayers and Jackalla reside with Axidin, prepared for the undead hordes. In recent years the undead numbers have been shrinking, however, many unique and stronger undead have been noticed. (DC 8)
Rumor: Strangely, many slayers claim that the undead are drawn here by the remnants of necromantic cult centered in the city of Ecolas. Nokkaria, a Jackalla warrior known throughout the valley is claiming that a lich has awoken and calling his army. (DC 15)
There are four large towns and two cities: Ecalos, the Pollanic home city, Cryssanis, Axidin, in the south near the Lucian forest, Tou`vari (high mountainous town of mixed jahlen, human & dwarf), Nothan, Sarranos-Attell (the capital.) each has a mix of nobles, military men, merchants and commoners. Nobility were once undisputed lords of the land, but they still have significant rights or marks that are uncontested by law. Though taxes are significant for nobility, they own most of the cities and buildings and inflict a heavy toll and rents. Most towns would fall into disarray if it wasn't for the noble taxes, and they use their influence in every way they can. (DC 5)
Rumor: There are black towers in each the larger towns that are virtually invisible or just unnoticable as a cloud at night. Called Diablos, these buildings have no doors or other obvious ways to get in and radiate protection from all divination. Yet, there are things that periodically escape from these dark places, many say, from the other worlds beyond this one. Graybeards say the gates open every 700 years, daemons will stream forth to kill everything or take them back to hell and the timing is just perfect for the next Diablo Carnivale. (DC 25)
The best word to describe the rural peoples of the valley are traditional, with beliefs that stretch back thousands of years. One of their peculiar traits is that of druidic sacrifices of human volunteers. This was not done with evil, but practicality,as there are rituals that summon elemental beasts to serve the faithful or to keep other entities at bay. The Flavs from the start of their rule have minimized the public rites, but the Pollanics used these activities to further their own ends, often to execute their foes and made a great fanfare about the public spectacle. (DC 8)
Rumor: Sacrifices used to happen 15 times a year, at the end of every month. It then changed to four times a year during the equinoxes, then once a year, and now officially once every seven years. Flavs are trying to show that these old rites were never actually needed. Cultists hold to the old ways, and many claim the sleeping elder entities are now ready to awaken, and are planning a great event to unleash an unfathomable ancient being to wreak havoc. (DC 20)
Other than for the tyrant that bears the name of the valley, this region is best known for the alcohol & drunken festivities during the cycle turns. It is through these wild celebrations that most of the domain has heard about the Flavian wines and brandies. Several epic Bacchanal parties have literally torn towns apart in frenzies beyond imagining. Flavians are doing all they can to minimize the possibility of drunken rages, but are not trying to outlaw the events. (DC 12)
Rumor: None of the wild festivities just happened, a cult of the vine, is using these fests to manipulate events. This cult is growing and very easy to hide in a society where alcohol is so widely used. Fears of who is in this cult is starting to grow, especially in the capital.
The inner Circle is another secret cult that practices within Tsarinth. It consists of many former nobles who lost their power to first the Pollanic nobles. They try to weaken the rule of the monarchy to bring back the rule of Lords, when the individual land barons controlled the valley. They have many rogues and wizards in their service, however, their biggest problem has always been getting these greedy, self interested nobles to work together, their division is legendary. (DC 13)
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