Geography part 1

Story by Pierce on SoFurry

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#4 of Golden Sun Campaign Setting


Central Lands

The Central lands is the center of the world, or as they would like to believe. It stretches over 33,000 miles of land. While there are countless Statelets four have been presented here.

Kuran

Kuran is the crossroads of the world, it boarders Rashan, Krince, Nmar, the Wastes, Zikh and Cudea. Thousands of caravans ply through its badlands and trade for rare spice from the Far East, Steal from the Wastes, Gems from the south and slaves from the west.

Population 18,270,000 (62% Kuranese 21%Rashanian 11% Nmarian 6% Other) Power center; Lawful Neutral

Government Monarchy (Puppet state of Rashan)

Religions Local gods, Rashanian Pantheon, Nmarian Pantheon

Imports Silk, Wine, Gems, Wool, Textiles, Iron, Spices

Exports Slaves, food, Livestock, Gold, Ivory, Furs, Metal

Alignments (LN, N, CN, LE, NE)

Life and society

Kuran is an independent but often ‘Guided' Realm, ruled by the King Sajra (Cousin to the emperor of Rashan) and controlled by nobles (Rashanian officials). The people of Kuran know full well who actually rules their land but rarely care, so long as the profitable caravans wander their desert and the Rashanian military keeps the uncountable number of bandits at bay they notice vary little difference in their lives.

Kuran is vary much a mercantilist society, with the tradition role of family members and feudal structure. While the backbone of its economy is formed on agriculture a huge piece of its treasury comes from the lucrative caravans and bazaars. Its peasantry mainly subsists on farming, but derives half of its living on servicing caravans and mining the abundant copper in Kuran. While the Rashanian officials attempt to tame the vast badlands they often find that the bandits are cleverer then they are prepared for.

Waste Raiders are growing more bold and beginning to strike not only upon the edge of Kuran but are making a steady advance into Kuranese territory. Bandits also begin to make more daring raids, merchants who have for untold years turned a blind eye to corruption begin to grit their teeth as money spent for protection against bandits burn up in taxes. The people grow restless as the Rashanians stamp out local gods and convert temples to Sul into temples of Hestas. The Rashanian armies even manage to overstay their welcomes in the countless inns and villages.

(DM note; Kuran is based on the Sassanid Empire)

Cities and towns

The Kuranese build their cities and towns in a haphazard manor, often the only planned piece of a town is its mud brick walls, and from there the Kuranese will build houses in space that is not taken and rather then expanding the walls they will built atop other houses until dwellings are four stories high and the only way through the town is through dim dank alleys that can range from five to ten feet

Major Geographical Feature

Kuran is set in a Shallow Valley some eight hundred miles long and five hundred miles wide, which borders the entrances to six major parts of the known world. It is bordered on all sides by hills and mountains which has made it the only rout from the central lands to the wastes and a valuable asset to the Rashanian crown and a much sought after gem of Barbarian raiders and conquerors, but few ever seem to hold onto this piece of badlands for long.

The Black Canyon

This deep crevasse made of dark stone was host to the battle of the 16 tribes and the clash that not only granted the 17 jackal tribes a land to call their own but to finally put Rashans golden age into twilight

Mount Sul

The tallest mountain in the known world and place where some say that dragons wait and dream amid the impossibly tall peaks

Horns of Dagoth

Twin mesas that are named after the ram conqueror Dagoth, whose horns were snapped off at the stump leaving them like two mesas upon his sandy fur. It is said that bandits makes their hideout in the caves of the two horns

Important sites

Gharar (Metropolis, 24,054)

The capital of Kuran and the most cutthroat place in the world. It is a dark city of narrow alleys and mazelike sewers; its hidden nooks conceal Thieves and murderers. Its nobility seal themselves in their estates and its myriad religions vie for control of its dark streets.

Sanad (Large town, 1,634)

Sanad is the last village before entering the wastes. It is also the place where Sibuna as a young pup was taken as a slave and sold

Rastan

Rastan is an abandoned village near the border of Nmar, few travelers will make camp in this shell of a town, it is said that the forgotten town was destroyed centuries ago by raiders and its people butchered

Regional History

Kuran was first settled in the Stone Age, since then many cultures have risen and fallen and many of these old peoples skeletal cities exist in the shifting sands, nine hundred years ago Kledish raiders swept through Kuran and destroyed the last of the Gurran culture. Twenty years Rashan conquered ago Kuran and deposed its upper nobility as well as high priests and peoples of power, since then the king has slowly but surly brought Kuran into a poverty, but so long as the tributes keep coming the Rashanians care not.

Plots and rumors

Kuran is experiencing a period of unrest after being conquered by Rashan, many lesser nobles and warlords seek to exploit the chaos in a bid for power

A lion on the throne

The deposed prince and son of Gulgosh the former king of Kuran, has gathered a few deposed nobles and plots to retake the throne of Kuran... or so the rumor goes

To catch a thief

A general of the Rashanian army has put a huge sum of money up for the capture of a bandit known only as the whirlwind

Rashan

Rashan is the Center of The Rashanian Empire and the black heart of the Rashanian people. It is filled with badlands and ancient tombs of bygone ages.

Population 21,864,003 (69% Rashanian, 31% Slaves) Power Center; Lawful Evil

Government Monarchy/Theocracy

Religions Rashanian Pantheon

Imports Slaves, Livestock, Food, Timber, Silk, Textiles, Wool, Iron, Bronze, Gold

Exports Tools, Gems, Silver, Marble, Copper

Alignments (LN, N, LE, NE)

Life and Society

Arrogant, hedonistic and cruel... such is the description from any who set foot within Rashan. While nobles and priest-kings live in unimaginable opulence, its lower castes and slaves toil their lives away to feed the massive empire. Nobles live in great palaces and pleasure domes, the merchant and artisan class live in comfortable mansions, but the serfs and slaves often are treated as the same.

Rashan is heavily Patriarchal, the head of the family is always male. He has the power to kill or sell members of his house into slavery. Women are little more then special slaves, daughters of nobles who cannot be married off are often given as gifts or favors to other noble house. Polygamy is often practiced.

Its lower castes serve their entire short miserable lives as serfs to nobles or as fodder to the military. Many times serfs who cannot make payments find themselves sold as slaves or as burnt offerings to Hestus or Asteras.

Rashan is made of interconnecting city-states, each ruled by a priest-king. The Priest-kings pay fealty to the Emperor who is considered to be a god on his right by the Rashanians. While from the outside Rashan seems united, internally only the might of the Emperor keeps the collection of city-states from fracturing.

The lot of a slave in Rashan is a poor one, slaves are considered having as many rights as a head of cattle or a piece of pottery. A master is fully within his right to maim or kill a slave on a whim. Some slaves are even bred on larger plantations; most slaves though are brought in from nations around Rashan.

Many merchants shun Rashan out of the heavy tithes that the border guards take as well as the xenophobic attitudes of the Rashanians.

Foreigners are not allowed to own slaves or property in Rashan, meaning Rashanian merchants have a monopoly on the slave trade. As such few are willing to settle in Rashan if they have a choice.

(DM note; Rashan is based on a mix of ancient Egypt and Assyria)

Cities and towns

Rashanians often build out of mud and clay bricks, though for temples and palaces they will use stone, they divide their cities into temple lands, noble lands and the rest is cut up according to wealth. All Rashanian house will build a courtyard onto their homes if at all possible and build high walls to protect privacy. They lay streets out as they go along leaving many turns and twists.

Major Geographical Feature

Rashan is a landlocked country that stretches four hundred miles wide, and two hundred miles long, Rashan has three rivers cutting through it leaving thin green lines of fertility across the badlands.

The Garden of Byssis

This hanging valley stands as perhaps the most beautiful place in Rashan; hundreds of cultivated fruit trees and springs of crystal clear water flow through. The Emperor of Rashan has built a large villa here as well as an opulent temple to the god of Pleasure Byssis.

The pool of Asteras

When you smell stagnant waters and see dieing palm trees you can be sure you have reached the tainted oasis of Asteras, the goddess of sorcery. Small ruins of long forgotten temples sit here silent as the grave; Rashanians say that the waters hold a demon long trappen under its dark purplish water.

Mount Sarhar

Plumes of black smoke belch from Mount Sarhar leaving the surrounding valley black with ash and in constant fear of eruption.

Important sites

Skem (Metropolis 86,976)

The ancient seat of the emperor and capital of the Rashanians Empire, Skem is named for the god of time and fate. Built on the bones of a long abandoned city, which in turn had been built on the ruins of a forgotten civilization, it sits in a shallow valley. The Emperor lives here on his gilded throne.

Haas (Metropolis 47,422)

Haas is perhaps the wickedest city in the world. Bathhouses and gambling dens infest it like the plague and prostitutes can be found upon every street, the trade of pleasure slaves and exotic drugs fill fat merchants coffers. At the epicenter of Haas there exists a huge bathhouse, which the high priests of Byssis call their great temple. Thieves and cutthroats lurk in every alley and vice flows like water.

Many Rashanian solders hope to the heavens that they will be assigned to Haas, and many young nobles will make a pilgrimage here for the gilded pleasure domes which tower in the distance.

Teras (Ruins)

Teras is the remains of a former civilization that was wiped out thousands of years prior, the ruins of palaces and temples engraved with many ancient (often erotic) bas-reliefs attract many adventurers who hope to unravel the mysteries of the forgotten sand-swept city.

Ashura

This lone black Ziggurat juts out from the desert, Priests of Asteras lay the dead to rest among the ancient catacombs and make grisly sacrifice to the cannibalistic panther goddess. This place draws seasoned thieves who hope to leave with rich not discover just how seasoned they will become if caught

Regional History

An unnamed people first settled Rashan some 25,000 years ago, 20,000 years ago early conquerors from Kled settled here and absorbed the culture. 10,000 years ago the first great civilizations of the world rose and sank. 5,000 years ago Currash conquerors conquered the region and interbred with the natives and the fist of the Rashanians race was born, 500 years ago Rashan began its second great age and the first priest-king conquered the region and modern Rashan began to take shape, 70 years ago Thran was formed from lands on both Zok and Rashan, 20 years ago Kuran is conquered.

Plots and rumors

Rashan is known for conniving nobles and merchants, countless power plays take place daily.

Skem underworld

Treasures from earlier cities are being brought to the surface as well as old curses

The Rite of spring

At an annual fertility festival people are being dragged off and sold into slavery

Atrus, The kings man

Medium Panther

8th Level Fighter

Hit Dice: 8d10 + 24 (64 Hit Points)

Initiative: +2 (dex)

Speed: 30 ft

AC: 19 (+3 Dex, +1 Dodge, +5 Breastplate)

Attacks: Scimitar +12/+7 melee

Damage: Scimitar 1d8+4

Face/Reach: 5 ft by 5 ft/5ft

Saves: Fort +8, Ref +4, Will +2

Abilities: Str 18, Dex 14, Con 16, Int 13, Wis 10, Cha 14

Skills: Ride +12, Gather Information +8, Innuendo +8, Sense Motive +3

Feats: Mounted Combat, Power Attack, Cleave, Combat Reflexes, Trample, Ride-By Attack, Dodge, Death Blow, Dirty Fighting

Climate/Terrain: Rashan, Nmar, Kura, Thran

Challenge Rating: 8

Treasure: Standard

Alignment: Chaotic Evil

Advancement: by Character class

An arrogant smile emanates from the muzzle of this tall panther; his breastplate bears the marking of a royal house, and his sword gleams cruelly in the sun

If their was ever a epitome of Rashanian culture, Atrus would be that ideal. He is Arrogant, Hedonistic, cruel and xenophobic. Atrus is the top agent of the Emperor of Rashan and eldest son of the house of Sy'Til, he takes his place in the High noble caste vary seriously and lets no slight go unpunished. He is a devote follower of both Hestas and Byssis.

His job for the Emperor is to hunt down criminals and nobles whom have been declared traitorous (Which is anyone who opposes the emperor) and Rashan, and to bring their head to Skem and to lay them at the Emperors feet. Noble fear his visit and often pay him his proper respects.

He reserves a special hatred against Sibuna the Barbarian, whom is the only game whose has managed to elude his sword. While he was assumed dead in Kura he did survive and his encounter with the horrifying Arana only served to fuel his hate.

Nmar

Nmar is the hub of the worlds trade; unending caravans plow through it to reach Thran and the other great cities of the world

Population 21,087,097 (76% Nmarian, 4% Rashanian, 10%Currash, 6% Kuranese, 4% other) Power Center; Neutral

Government Mercantile confederation

Religions Nmarian Pantheon, Currash Pantheon, Rashanian Pantheon

Imports Salt, Wine, Textiles, Silk, Iron, slaves

Exports Furniture, Gems, Tools, Copper, livestock, pottery, spices

Alignments (N, LN, CN, LE, LG)

Life and Society

Nmar is a series of city-states and duchies. No king has held the throne in eighty years but Nmar somehow manages to survive the warring states since. The wealthy kingdoms war constantly over land, wealth and water.

Nmar is the most powerful trade engine in the world; its upper class is not descended from conquerors or foreign nobles but merchants and traders. Its massive wealth is fed by unending caravans and camel trains. And its lowest classes still enjoy a semi-comfortable lifestyle.

An Nmarian family is vary traditional, and a household usually houses an extended family, but unlike the rest of the world women can inherit property and become a head of a household.

Nmarian society is divided into baronets, then into the three hundred and seven city-states. While internal fighting is common when an enemy is at the gate all princes are expected to send troops to defend. Some City-states are great cities while some are made of a microcosm of hamlets

Nmarians also have a reputation to be unrepentant liars and commonly obese. They make excellent traders and bankers. They make fearsome warriors if provoked and are among some of the best archers in the world.

Slaves in Nmar enjoy a status of life only other slaves could dream of; a slave who serves his master for a number of years is allowed to buy his freedom and many city-states require a certain level of treatment for slaves.

(DM note; Nmar is based on ancient Greece and Persia)

Cities and towns

Nmarian Cities are well laid out and alleys minimized, often a wealthier city will build sewers and public baths. Clay bricks are a main architectural element in Nmarian buildings, glazed bricks for nobles

Major Geographical Feature

Nmar is set on the eastern side of the Central lands and just barley touches the White Sea; it spans some four hundred miles across and two hundred miles long.

The Devil Winds

The Devil winds refer to the savage sand storms that constantly whip Nmar. Some say that the devil himself blows the sand

Salazar's table

This large Plateau is famed for the sparkling oasis with supposed healing powers. It remains a place seemingly untouched by the Devil winds and is supposedly uninhabited

Important sites

Sarn (Metropolis, 36,009)

Sarn is a city-state located on the White Sea, while there is no formal capital Nmar often looks to Sarn as its center; it is one of the few ports in Nmar, making it vary wealthy.

Galip (Large city, 4,742)

Galip is a large city ruled by Mujila Demab San-Alcaif, Prince of the City-state of Galip and cousin to the ruler of Thran Nafusir Dabu Al-Nafadi whose domain boarders his state.

Beth (Castle)

Upon the border to Kuran sits Castle Beth, which is the seat of the Milili house. Its sandstone walls have repelled untold numbers of assaults on its ancient walls

Regional History

Nmar was born out of the tribes that now form the 307 city-states. Slowly but surly the place was built into a great trading power. Some 200 years ago Zok conquered a minor city-state called Thran, some 50 years ago Rashan conquered the eastern edge of Nmar, putting a heavy strain on relations between the two nations.

Plots and rumors

Any plot or conspiracy in Nmar is almost always about trade or money.

Inheritance

Nafusir Dabu Al-Nafadi is the ruler of Thran, Mujila Demab San-Alcaif is the Prince of Galip, the two states stand next to each other, some wonder if the two have eyes on the others throne

Bandit eat bandit

In the high deserts tougher bandits are raiding bandits

Thran

Thran is an Independent City-state that is called the jewel of the world and the eternal city; it is the largest port in the known world

Population 2,097,089 (54% Thranese, 36% Nmarian, 10% other) Power Center; Lawful Neutral

Government Monarchy

Religions Thranese Orthodox Church

Imports Furniture, Gems, Tools, Copper, livestock, pottery, spices

Exports Salt, Wine, Textiles, Silk, Iron, slaves

Alignments (LN, LE, LG, N)

Life and Society

Thran is the jewel of the world. Its docks link the world west to the world east, all the tongues of the world can be heard in its streets, gaudy silks from Kuran and silver jewelry from Norrgot can be found here. Its gates are almost never closed due to camel trains coming at all hours, and its streets are among the most peaceful in the world.

The rest of the world regards the Thranese worship of "the Nailed God" with suspicion and curiosity. A human would recognize this as a form of Orthodox Christianity, a man of this world would be baffled by the strange liturgy of the Church and images of "the Nailed God"

Nafusir Dabu Al-Nafadi is the seventh Prince of Whiteport and the ruler of Thran; he is also one of the most revered and despised men in the world. The monarchs of Rashan and Zok would like to see him on a roasting spit, but the princes of Nmar and Zikh see him as a god in his own right. The nobles of Thran have mixed feelings of their prince and more then a few would like to see him die.

Thranese society differs little from Nmarian society, save that the religion is the Thranese Orthodox Church.

(DM note; Thran is based on Byzantine and Jerusalem)

Cities and towns

There is only one city (Whiteport) and a few surrounding villages who feed the city. Whiteport is laid out into wards and streets though the plague of alleys that infests other cities is alive and well in Thran.

Major Geographical Feature

Thran is a small but powerful state, while the only real destination is Whiteport a few places come to attention

Attels Harbor

This large harbor serves as the entry for countless ships and as a result is often jammed with sea traffic.

St. Peters cove

This cove is named for a figure so familiar to us, but foreign to the rest of the world, it serves as the personal docks of the Al-Nafadi family, and the royal navy of Thran. Unlike Attels harbor it is easy to sail into an exit.

Important sites

White Port (Metropolis, 2,034,374)

The jewel of the world and eternal city.

Regional History

Until two hundred years ago Thran was a city-state of Nmar, when it was taken by Zok. It was eventually liberated by Rala Quhir Al-Nafadi the First Prince of Whiteport and leader of the Silver Army. Since it has been an independent state, and under the rule of the Al-Nafadi family Whiteport grew from a small city to the greatest port of the world.

The Thranese Orthadox church is a greater mystery, while it is known that humans of our world occasionally fall into their world, any history of this institution is lost to history.

Plots and rumors

Countless plot exist around the Prince and the Diet, many noble resent how the Prince is regaining power lost to them during the reign of his Brother Kana.

Inheritance

Nafusir Dabu Al-Nafadi is the ruler of Thran, Mujila Demab San-Alcaif is the Prince of Galip, the two states stand next to each other, some wonder if the two have eyes on the others throne

Blades of the Hatusa

A foreign cult is growing in Whiteport

Nafusir Dabu Al-Nafadi; 7th Prince of Whiteport

Medium Tiger

12th Level

Aristocrat

Hit Dice: 12d6 (48 Hit Points)

Speed: 30 ft

AC: 10

Attacks: Rapier +9/+4 melee

Damage: Rapier 1d8 melee

Face/Reach: 5 ft by 5 ft/5ft

Saves: Fort +4, Ref +4, Will +13

Abilities: Str 13, Dex 11, Con 10, Int 17, Wis 16, Cha 16

Skills: Appraise +18, Bluff +18, Diplomacy +20, Gather Information +20, Sense Motive +20, Ride +15, Knowledge (Royalty and Nobility) +18

Feats: Iron Will, Leadership, Weapon Focus (dagger), Skill Focus (Sense Motive), Skill Focus (Diplomacy), Skill Focus (Gather Information)

Climate/Terrain: Thran

Challenge Rating: 11

Treasure: Quadruple standard

Alignment: Lawful Neutral

Advancement: by Character class

Nafusir Dabu Al-Nafadi is the seventh prince of the city-state of Whiteport. While he has only ruled for two Human years he has already distinguished himself as one of the outstanding princes of Thran's short history.

Nafusir has inherited his regal position from his brother Kana Sabajo Al-Nafadi the 6th Prince of Whiteport, as well as the massive problems left from his rule. As a whole the citizens of the City-State know vary little of their monarch aside from his extremely Orthodox views on almost everything.

One thing that would strike a person who met Nafusir would betake aback by his sheer size, and strength. The tiger's reputation for cunning is well known; and one can see why, Nafusir being the second son of Bahace Dabil Al-Nafadi 5th Prince of Whiteport grew up in an atmosphere of constant political intrigue and threat of reinvasion by the empire of Zok whom Thran successfully seceded from twenty human years prior. Such created the scheming, calculating, Machiavellian image of Prince Nafusir we see.

Nafusir has two surviving siblings; Jorula Sandas Al-Nafadi and Armana Duman Vedhas. Jorula currently is left in charge of the family estate, and Armana is the wife of the Grand Prince of Zikh, he has cousins in many prominent and powerful places.

Any PCs encountering him will notice that prince Nafusir is distrusting, aloof, cold, Machiavellian and if the situation calls for it draconian. If the PCs are within the right circumstances will find that he can be extremely resourceful and a valuable alley or a dangerous enemy.

Melotep Subcontinent

The Melotep Subcontinent connects to Rashan and Kled, making it the land bridge between the two continents. Its have two long rivers running through it making them lush green lines that extend through the sand. It is roughly the size of the Arabian Peninsula

Cudea

Cudea is a land of great pyramids and tombs, is fertile whips of river are populated by its farmers and priests, it is said that nowhere in the world do people work so little to get grain from its soil.

Population 13,628,801 (83% Currash, 7% Rashanian, 10% other) Power Center; Lawful Good

Government Monarchy

Religions Currash Pantheon, Rashanian Pantheon

Imports Slaves, Spices

Exports Grain, Livestock, Wine, Salt

Alignments (LN, N, CN, LG, NG, CG)

Life and Society

Cudeans are Passionate Gardeners, all house hold a garden no matter how little. They are fortunate to be on a tangle of small rivers and steams leaving Cudea shaded in swaying palm trees and on lush fertile lands, farmers and craftsmen populate its lands.

Families respect the father and often it is a single family per hovel. Polygamy is forbidden.

Its nobility is relatively small and wealthy on trade, leaving business almost untouched by taxes. Its real power rests in priest who serves as doctors and civil officials.

The Cudeans build many tombs and Pyramidens, as in all Currian lands the dead are greatly respected and feared. So much so that one of the most important gods is Utan, the god of death.

Cudeans are also known for cultivating golden roses, which produce a mild hallucinogen. They also make one of the most revered wines in the world.

(Note; Cudea is based on ancient Egypt, The New Kingdom)

Cities and towns

Normal homes in Cudea are set on the rivers and marshes; they often build homes out of woven reeds. More permanent homes are built of mud brick

Major Geographical Feature

Cudea is a small lush Country, countless rivers cut through it. Its is roughly two-hundred mile across and some three-hundred miles long

Atep

The great curling river is named after the god of Water Atep, when he is angered he floods the river when happy he brings fertile mud into the fields. It is the lifeline of Cudea.

Important sites

Xuxer (Huge City, 13,003)

The capital of Cudea and the home of Pharaoh Zotuso, the Pharaoh is widely known across the world not for statesmanship or warlike nature, but because he is a she. Pharaoh Zotusa is the daughter of Isuqim the great on his only child.

Pharaoh Doteps Tomb

The first ruler of Cudea lays undisturbed in his steep pyramid, it is rumored to hold untold riches and dangers. Dangers are assumed because the two thousand year old tomb remains undisturbed.

Regional History

Cudea is one of the oldest nations still in existence, its people separated from Curra a thousand years past during a cataclysm, since then it has withstood invaders and disasters, most recently a event that shook the world has happened here; a women has taken the throne. Since then many hungry eyes have turned here in search of conquest only to be turned away by Cudeas armies

Plots and rumors

A host of plots have sprung up around the queen.

Hail to the Queen

The Emperor of Rashan seeks to put his son on what he views as his rightful seat.

Courtship

The queen of Cudea is seeking a husband

Zotuso, Queen of Cudea

Medium Jackal

5th Level Aristocrat

Hit Dice: 5d8 + 10 (34 Hit Points)

Initiative: +3 (dex)

Speed: 30 ft

AC: 14 (+3 Dex, +1 Dodge)

Attacks: Dagger +2 melee

Damage: Dagger 1d4 -1

Face/Reach: 5 ft by 5 ft/5ft

Saves: Fort +4, Ref +4, Will +6

Abilities: Str 9, Dex 17, Con 13, Int 16, Wis 10, Cha 16

Skills: Diplomacy +12, Gather Information +12, Innuendo +9, knowledge (Royalty and nobility) +12, Sense Motive +10

Feats: Dodge, Great Fortitude, Iron Will

Climate/Terrain: Cudea

Challenge Rating: 4

Treasure: Standard

Alignment: Lawful Good

Advancement: by Character class

The image of a striking jackaless stands before you; she is garbed only in a slit cape. Her delicate fingers are covered in golden and silver rings and upon her neck sits a royal necklace.

Zotuso is the queen of Cudea and one of the few women rulers of the world, while she is renowned as a just leader she is by no mean a defenseless little princess, she has proven this by staving off invasion by Rashan and intrigue within her court.

Zotuso inherited her position from her father in a cloud of controversy. It was expected she would give the throne to her second cousin a Rashanian Royal and son of the Emperor.

When she refused and took the throne for herself it shocked the central lands. At first the Emperor of Rashan laughed and sent his forces to forcibly remove her only to have his royal guard sent back as heads on platters. This was unacceptable; he would have to show the little girl her rightful place.

When the Cudean Army beat back the full might of Rashans army all eyes turned twords her, no more did they doubt her but fear her. Rashan was humiliated by being beaten by no less then a handful of militiamen but a handful of militiamen commanded by a woman

Any PC encountering her will find her to be witty and amazingly intelligent, she is by no means a fool and by no means a frightened little girl. They will find her to be a formidable enemy or an excellent ally.

Curra

Curra is the homeland of the Currash race, its sits landlocked in the scorching desert. Many ancient ruins lay undisturbed here waiting for the brave and foolhardy.

Population 1,252,090 (98% Currash, 2% Other) Power Center; Lawful Neutral

Government Monarchy

Religions Currash Pantheon

Imports Slaves, Spices, Salt

Exports Furniture, Tools, Copper, Stone

Alignments (LN, N, CN, LE, LG)

Life and Society

The Currash can turn towards Curra and state, which is their homeland. Curra is an ancient land filled with tombs, temples and palaces.

Its rivers are packed with villages and small cogs. Its deserts host numerous oases and springs from which walled cities build upon. In its driest desert ancient ruins still tempt the curious and brave, and its caravan routs hide countless bandits.

Upon its throne sits the Pharaoh Kunatep III, an ancient king who has seen better days, his nobles grow restless in the wait for his choice of an heir. The people of Curra whisper that the king is ill and he nears death.

The people of Curra live much like they do in Cudea. They are almost societal identical twins. They do however allow polygamy. The people of Curra spend most of their lives working their land and living their live, they rarely become adventurers

(Note; Cudea is based on ancient Egypt, the Old Kingdom)

Cities and towns

On rivers and in lush areas they live exactly like they do in Cudea, in the desert houses will gather closely around each other into a tight square which they build a tall mud-brick wall around

Major Geographical Feature

A single long winding river cuts through Curra; while many oases exist Curra are mainly Sand, Sand and more sand.. Curra is landlocked and relies on trade for its salt. It is roughly four hundred miles across and three hundred miles long.

The River Hile

The river Hile runs from the border of Uftna to Cudea, it is shallow enough to ford but deep enough to bring needed water to the parched desert.

The black oasis

Said to lie deep in the merciless desert, lost travelers and bandits may stumble across the black oasis, a deep purplish pool surrounded by black sands, a few tales exist of a cursed treasure that lies on its bottom.

Important sites

Theb (Metropolis, 23,098)

The Capital of Curra and the beating heart of the universe in Currash lore. It is a city of great stone pylons and temples, the river feeds great gardens and statues of bygone kings and priest watch over the city in eternal silence

Sarraha Necropolis

Set in a deep gorge twelve miles from Theb, it is a field of Pyramidiens and half buried tombs, a Statue of Utan; his priests silently walk among the tombs guarding them from robbers and evil

Regional History

Five thousand years prior the first king of Curra took his throne, since then golden ages and dark ages came and went so many times that the gods lost count, only the name of Curra remained, three thousand years ago the Proto-Currash were conquered and enslaved by Kledish conquerors, from the cross came the first Currash. Since then Curra has conquered into the southern continent and the Central lands and shrunk to the general vicinity of Theb only to regain its land. In more recent history the Pharaoh has become sick and now lies on his deathbed

Plots and rumors

The Pharaoh is dying and has yet to name an heir, civil war may threaten if one is not found soon

The throne

An heir must be found for the throne

Uftna

Called the cradle by some it is a land of many ancient tribes and peoples who make about their lives.

Population 12,296,352 (56% Various tribes, 44% Currash) Power Center; Lawful Neutral

Government Monarchy

Religions Tribal religions, Currash Pantheon, Kledish Pantheon

Imports Slaves, Tools, Spices, Gold

Exports Timber, Iron, Salt, Grain, Leather

Alignments (LN, N, LG, NG)

Life and Society

Uftna is an old land set between Curra and Ithop, its people live their lives farming their barley and maintain their homes, its nobles act as judges and clerks and its kings guide them through thick and thin.

A normal family will live in its woven hut if they are river folk and its farmers live in mud-brick huts. They have little to call treasure; a few pieces of copper jewelry and perhaps a few pierces of fine pottery.

They measure wealth not in gold or silver but in land. A man of Uftna will defend none but his family more then his land. Land is life, it is where we live die and grow food. River folk rely on fish and trade while farmers rely on irrigation and the rains.

The laws of Uftna are almost as old as the nation itself, they are simple and easy to follow, "An eye for an eye a tooth for a tooth" no exceptions no confusion. Men rule their family but must be sane, merchants may sell what they please but should a person eat a piece of poison food he sold him then the merchant too will be poisoned. It has worked for thousand of years and more efficiently then any other code in the world.

Ancient ziggurats and temples exist, but the people have no interest in the dead and black magic, nor do they tolerate evil, which awakens it. The people of Uftna despise and distrust magic, to them no good has ever come of it and no good can come of it. It was forbidden by the gods and should remain that way.

(Note; Uftna is based on the ancient Babylonians and Sumerians)

Cities and towns

Homes and buildings in Uftna are made of mud-brick and at worst woven reeds, the homes are often built then have no more covering the a mixture of clay, the same mud and sand, as such homes deteriorate faster and are often torn down and rebuilt on the same spot, larger builds may be built of clay-bricks and are often only used in temples or palaces, the best glazed bricks are used to build the ziggurats and step pyramids

Major Geographical Feature

Uftna touches the Western-sea all the way to the White Sea; it spans roughly four hundred miles long and five hundred miles wide. It is mostly grasslands and marshes

The Ishter Mountains

The Ishter Mountains run along the border to Ithop, passes in the mountains allow for trade

The Gilga River

The Gilga River runs from the Western-sea into Curra, it feeds the many marshes and sub-rivers, it engorges yearly and brings silt and fish into Uftna

Important sites

Sur (Large City, 8,937)

Sur is a city of towering ziggurats and temples that look over mazes of huts and walls

Isin (Hamlet, 72)

Isin is a small village set on the River Gilga; it is made of woven reed huts and a single mud-brick shrine to Anum, recently a small statuette has been fished from the river, the locals find it repugnant and leave it in the desert only to find it come back

Tel-Maga

While now only a series of pits and broken walls, Tel-Maga was once the seat of a powerful warlord

Regional History

The people of Uftna are a mystery to scholars; the tribes of Uftna are descended from some unknown ancient people, Kledish raiders and some unknown percentage of the Proto Currash.

Plots and rumors

There are few plots in Uftna, but ancient artifacts turn up and are the cause of interest

Brass dragon

In the Hamlet of Isin a stand lizard statuette turns up repeatedly despite the local's efforts to rid themselves of it, recently villagers have been having strange nightmares and they suspect the statue to be responsible

Ithop

A tiny land of cities carved into living stone, and great canyons and hoodoos

Population 96,442 (100% Native tribes) Power Center; Chaotic Neutral

Government Clan-Structure

Religions Tribal relegions

Imports None

Exports None

Alignments (N, CN, NG, CG)

Life and Society

Ithop is virtually unknown outside of the Melotep Sub-continent; its virtually hidden tribes lie in cities built into the rock and canyons.

A few adventurers have found these closed communities, and often are sworn to secrecy about these lands or killed. The People of Ithop want nothing more then to be left to their own devices.

They build their families into the ancient stone house that have housed families since they were first carved out of the rock.

The Ithop people live in tight knit clans almost to the point of inbreeding. They do occasionally leave in well-armed groups to travel to other enclaves, and rarer to foreign markets to buy slaves and things they cannot produce.

Cities and towns

The people of Ithop carve cities and villages into the sides of canyons and buttes. Some families even hewn out Hoodoos into their homes, Usually no more then a few families will form a clan and build their cities.

Major Geographical Feature

Ithop is entirely made of badlands, only a few square miles are good for farming, Ithop is roughly sixty miles long and thirty miles wide.

Important sites

Bessar (village, 540)

Bessar is a small village built into a mesa, its people keep gardens on the sunny part and keep lovely slave women inside

Salzar (Ruins)

Salzar is an abandoned rock tower in a field of hoodoos; it was abandoned after the water ran dry

Regional History

Little is known about the area, save the people are descended from Kledish raiders

Plots and rumors

The people here rarely leave their homes and deal with such nonsense