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Azania

Through the gate in the vast jungles of Dis is a path to a continent unknown. it's history tied to the known world--yet full of it's own history, splendor, nobility and perfidy.
 
This is Great Azania.
 
 

Allas

The City States

 

Major Cities: Penpellosa 150,000, Asodinis 48 000, Thraves 36 000

Population: 1, 000, 000

Languages: Als

Religion: The Pantheon of Leusis. Zaius Skyfather (Air, Glory), Hypollon (Light, Art), Eatha (Marriage, Earth), Akratos Wardog(War, Beast), Alasthean (Star, Battle), Kathayn (Life, Love), Mohorvan (Metal, Artifice), Saharodin Sealord(Water, Chaos), Rawn  (Death, Darkness), Viane (Green, Hunting), Haramis (Fire, Travel), Alkinos ( Strength, Battle)

Established: 5000 years previous, settled by Disian Apostates and Sea Peoples

Landmarks of note: The Oracle at Allas. The Mausoleum of Tersus.

History:  Allas was founded by fleeing Disian warriors fleeing from the Inzhari destruction of their empire through the eye of worlds. After a generations long march they took to the sea and sailed south after clashes with the Sheruit Empire, they pirated their way through the middle sea until their admiral had a vision at the rock where the Oracle of Allas would be founded. Melding with the local people –a recent settlement of refugees from a distant shore—they founded the stock known as the Allas. They speak Als which is a variant of Disan so changed by time and loan words that it is now as different as English and Sanskrit. The Allas are fractious people splitting into the Oikomenos and merging in part with the  Sahuerit settlers of Aterapth to form different competing races. They are sea folk, and farmers, but most of all thye love to make war from their citadel cities. The Allas will identify themselves by City first then name and finally as Allas.

Ethnography: The Allas are bronze-skinned with broad features, black hair—with an occasional ash blonde or blue eyed individual within their group. These are viewed as touched by gods and frequently become priests. The Sea People were a lightskinned folk who came from the western sea on a flotilla of old ships and flotsam—they speak of a land to the west where vast plains meet tropical islands.

Geography: The Allas live in Akeros. A harsh though beautiful land of small rivers, rocky hills and forested meadows. It is an ancient land broken into provinces by its geography.

Fauna: Great lions, bulls and dragons roam the hills. Strange human beast hybrids haunt the hills and creatures created only by jealous gods are not so very far from the people.

Economy: Allas are wealthy in gold and bronze. They pull bounty from the sea and trade about the inner sea. Their coins are minted in city tates and may have drastically varying value. Their soldiery hires out as mercenaries. The standard—20 bronze=1 silver, 20 silver=1 gold.

Head of State: Multiple kings of each City state with Eron of Penpellosa and Agron of Thraves being the most powerful.

State Type: Collection of Monachic city states.

Standard Arms: Short swords, Round metal shields, long spears, short bows, Breast plate and helm.D&D Conversion

Allas has standard fighters, thieves, Clerics of the pantheon. Allas as a state tends towards Lawful Neutral

Racial modifiers: +1 constitution, -1 wisdom

 

 

Aetheropae

 

The Empire of Ateraph

 

Major Cities: Calorn 45,000, Akritos 120 000

Population: 700, 000

Languages: Als, Sheruit

Religion: The Pantheon, Gods of Sheruit (Court of Misrule with alternate names and a less sanguinary aspect)

Established: 4 000 years.

Landmarks of note: Temple of Zaius.

History:  Ateraph is a fusion of the Allas and the rebellious settlers from Sheruit who merged to become their own people. Ruled by the five kings of Akritos, they are a wise, but warlike people, happy to defend their borders but also generous to travellers, and traders. They value study and the cultivation of the mind, but also follow the disciplines of war to a high degree. They follow the pantheon of their Allas kin, but also regard the Court of misrule as a necessary though not loved truth of their heritage and past.

Ethnography: The Aetheropae are related to the Allas and Sheruit merging their features into a new phenotype. Skins range from a copper to a dusky brown. Their hair is black but chestnut is not unknown. They tend toward acetic features, high arched noses and thin faces.

Geography: Ateraph is a cultivated land—with olive and wine orchards present. The hills are wild and the mountains treacherous however. Much of the land is arid at higher altitudes and the construction of temples in high reaches common.

Fauna: As Akeros.

Economy: A land of scholars and warriors, they follow Alasthean most of all but venerate Zaius and Morvahan.

Head of State: The five kings in Akritos. Armon, Hamath, Soka, Azun, Kostis. All other city leaders are called Lords.

State Type: Centralized Monarchy

Standard Arms: Long bows, broadswords, spears, shields, leather armours.

D&D Conversion:

All classes. Sorcery is a forms of study here with the Aetheorpaeic wizards respected worldwide for their wisdom.

As a state Ateraph tends towards Neutral Good.

 


 

Azani

 

N’Azania, The Thousand Islands

 

Major Cities: Olorun 100, 000,  Zafira 100,000

Population: 500, 000

Languages: Azani

Religion: Runes

Established: 1000 years ago. A march of exiled Zinj travelled beyond the scarp to the outer sea as slaves of the Lassa. Breaking free they founded N’azania in the sparsely populated islands to the north. In a thousand years they have transformed them into an incredibly prosperous and advanced society.

Landmarks of note: The Harbour of Olorun. The Magnetic Isle.

History: The Azani are ex-slaves who broke free from their captors—the Lassa and in a desperate flight found and populated the islands of N’Azania. They speak Azani—which is the root tongue of many of the races on the continent. They have, over the course of 1000 years, built a civilization of advanced technology and culture and have prospered.

Ethnography: The Azani are dark skinned, nappy haired race, from the same base lineage as many others in the central continent. They have some limited interbreeding with the Lassa who came with them on their flight and others who have come to their shores on wreckage from storms or in journeys.

Geography: N’Azania are tropical islands of the paradisical sort. White sand, lush palms and hardwood, ferric deposits are common. 

Fauna: The land is largely free of dangerous life. Cattle have been brought and thrive. Some lesser-known or uninhabited islands have legends of beasts, but the waters teem with life both nourishing and treacherous. A legendary race of fish men is said to take the unwary in secluded reefs.

Economy: N’Azania is wealthy in terms of ferric metals and gem stones. The small extinct volcanoes provide gems and natural materials in abundance. The sea provides bounty and the area is idyllic.

Head of State: The Azanian Senate. Nobles appointed from various islands make up the senate with the head position rotated through astronomical cycles.

State Type: Republic.

Standard Arms: Azanian Longswords, Light scale armour shirts –protection of scale mail, weight of chain shirt, crossbows.

D&D Conversion:

N’Azania has a sorcery college and runic priests. They do not have riding animals. Azanians do not believe in imprisonment but in exile.

As a state N'Azania tends towards Chaotic Good.

 


 

Ba'A'Wesi

 

The Plains Warriors

 

Major Cities: N/a

Population: 50,000

Languages: Azani, Wesi, Lassa, Sheru

Religion: Runes

Established: Nomadic tribes--indigneous.

Landmarks of note: Sebun Scarp

History: The Ba’A’wesi are the indigenous natives of the Sebun Scarp and the Masduni highland veldt. They have been moving their cattle from grazeland to grazeland since the world was young.

Ethnography: The Ba’A wesi are of Zinj base lineage—but are tall—the tallest people on the continent. They are tireless trackers and fearless hunters. Their word is their bond and their wrath is terrible to behold.

Geography: The land of the Ba’A’wesi is among the harshest on the continent. Arid. Rife with predators and the monsters of the Noro K’tun, their land breeds men of great hunting and survival prowess. 

Fauna: Cattle and all the creatures that would feed on them. Great lions and reptilian horrors from the desert stalk their lands.

Economy: Nomadic cattle based economy hunting and gathering with limited agriculture.

Head of State:  Each tribe has power shared between the edler council, the war chief and the shaman.

State Type: Multiple Meritocratic Chieftaincies.

Standard Arms: Leather. Spear and hide shield are favoured. Throwing irons.

D&D Conversion:

The ba’A’wesi are honor bound, fierce foes and value debt.

As a state the ba’a’wesi tend towards Lawful Neutral

 

Daturai

 

The Kingdom of the Noro Daturai

 

Major Cities: High Daturai 50 000

Population: 350, 000

Languages: Azani, Sheru

Religion: The Prophet of Zar, (Court of Misrule)

Established: 2000 ybpa

Landmarks of note: The Pillars. The ruins of old Mysta

History: The Daturai are of mixed Sheyk and Zinjian stock, an Empire founded by Sheyk traders and their slaves, the Daturai have carved an empire upon the northern border of a vast desert known as the Noro Daturai. They are a nation of traders but any stock is good. Slavers and pirates they look to the wealth of N’azania greedily.

Ethnography: The Daturai are of mixed zinj and sheyk stock favouring the Sheyk. They practice a true free market economy with the trade laws the only thing that prevents full on anarchy. People are bought and sold—human life has no value beyond the work, beauty or food that can be taken from it. The power of the trade is all that makes this diseased society work.

Geography: Daturai is a land built upon a single road running from the Nya Scarp to the town of Mysta along the Northern Ocean. The south is the Noro Daturai a vast desert filled with inhuman ruins and strange plateaus. It is said that the true masters of Daturai reside on one of them—but that  no one who has ever gone to them has returned.

Fauna: The Noro Daturai is a seething sand sea of vicious predators of vadt size unseen anywhere else on earth.

Economy: Trade. Piracy. Kleptocracy.

Head of State:  Supreme Trader Kada Al Wazrm

State Type: Kleptocracy.

Standard Arms: Studded leather and curved one handed swords. Poison. Concealed daggers.

D&D Conversion:

Daturai is an evil place. Anything goes

As a state Daturai tends towards Chaotic Evil

 

Elehu

 

The Chosen

Major Cities: Helevan 100,000, Ishwarai 10,000, Yeshu 5,000

Population: 500, 000

Languages: Sheru, Als, Azani

Religion: The Prophet of El.(Good, Law)

Established: Indigenous

Landmarks of note: The Three islands, The Temple at Yeshu

History: The Elehu are of the same lineage as the Sheyk. They have existed in these lands for all recorded history. Their lineage traces back to the conquest of their peoples by the Sherhuit. A prophet of the unspoken god gave them freedom and returned them to their homeland. The Elehu are slightly xenophobic and have strained relations with the Sheyk, the Sherhuit and the Zinjians. They have taken to hiring the Oikomenos and Alas as mercenaries to support their kingdoms.

Ethnography: Elehu are of tanned skin, nappy hair and light brown eyes as a rule. They tend towards corpulence at times—but have beautiful women and muscular youths. They are clannish viewing loyalty to kin and family as important. Their priesthood holds great power over the kingdoms and can call even kings to trial should it be considered required.

Geography: Elehu is divided into the rich agricultural lands of the mainland and the beauty and refinement of the islands. The islands are home to vast reserves of marble and mines which produce the unparalleled architecture found there.

Fauna: The sea and land both have the common subtropical fauna—however—the interior is known to be haunted by djinn and demons.

Economy: Elehu is rich in resources and artisans. They export more than they import and their land exists as a trade source for almost all of the rest of the continent. They have excellent trade vessels that ply the waters from Lassa to N’Azania; from Sheruit to Daturai.

Head of State: King Elesar Elishu, High Priest An Kanem

State Type: Theocratic monarchy

Standard Arms: scimitar, shield, recurved bow.

D&D Conversion:

Elehu has all of the classes.

As a state Elehu tends towards Lawful Neutral

 

Gatun

The Forest Lords

Major Cities: Argetha 30 000, Nolo 5000, B’welu 9000

Population: 300 000

Languages: Azani

Religion: Court of Misrule (Azani Version)

Established: 5000 years

Landmarks of note: Sbalu s’bat, M’bwelu N’kioshori

History: Both the vast jungles of M’Bwelu and M’nagatun have had Zinjian natives for thousands of years. It is in the process of trade and diffusion that the Gatun have begun a rise again out of the darkness of their shadow years. It is said that a once great empire of the Zinj once flourished here—but that though the worship of demons that have fallen. Five hundred years ago a great warrior called Ena an’gatun of a central tribe led a war of conquest throughout the jungles adding his power to the conquered. A vast army they launch attacks upon the Elehu and their Allas and Oiokomenos mercenaries. The battle was a deadly one and the Gatun eventually retreated. They built a great tomb for their hero in what would become the silver city. Now a council of chieftains meets there once a year to decide on the nature of the future of the Gatun and to rule on disputes.

 Ethnography: The Gatun are a zinjian race. They have two broad divisions the gatun and the bwelu gatun—both are essentially identical.

Geography: M’bwelu and M’nagatun are both vast jungle realms. They are interspersed with large rivers and swamp areas, and high cathedral forests. The air is always humid and disease is common.

Fauna: The jungles of the Gatun are a largely known quantity for all of their vastness—though they are rife with ancient ruins of the old Zinjian empires. There demonic creatures—variants of vermin and natural beasts make their homes. There are rumours of cannibal beast men who live in the jungles as well as huge scaly humanoids who would feast upon lone travellers if given a chance.

Economy:  Raiding and subsistence agriculture, slave trade, mining for silver.

Head of State: the high chieftain is presently Mbwani Gogu, leader of the Fire River N’gatun.

State Type: Aggregate tribal factions.

Standard Arms: Short bow, sabre, spear. Hide and leather armour is regular.

D&D Conversion:

Gatun have all classes. Their priests are of the chaos pantheon—usually with some local demon as a specific local god.

As a state Gatun tends towards Neutral Evil.


 

 

The Green Men

The Keepers of the Dragon Jungles

 

Major Cities: none

Population: 10 000

Languages: Enkioshai

Religion: The Green Rune

Established: Indigenous

Landmarks of note: The Ruins of the Serpent City

History: The Green men are a group of ZInjians who have given themselves over to the green rune entirely. They have no real civilization but instead are possessed by a fungal infection that dyes their skin green and has them as part of a partial hive mind. They have no civilization living in the shadow of the dinosaur haunted jungles of the M’wesi. They have been here as long as there have been men in Azania.

Ethnography: The Green Men are of Zinjian stock originally. The infection over generations has made them infrahuman. They non longer need to speak. They value stealth and watchfulness. They are not especially xenophobic but rarely see any other human beings given the extreme danger of life in the M’wesi.

Geography: The M’wesi is a huge jungle on top of a completely isolated plateau in the north of the Azanian continent. It is there that the lizard kind have made their refuge and home. Huge Saurians roam the jungle making it the most dangerous area in the continent. Huge trees reaching 300 to 400 feet in height create vast forests. Deep chasms and rivers run over the plateau, interspersed with some open flatlands and crags. It is an inhospitable and lethal place for human life.

Fauna: Dinosaurs.

Economy: Vast reserves of gold lie in this jungle. Getting it out---not so easy.

Head of State: Running Vine.

State Type: Hive mind-hunter gatherers.

Standard Arms: Blow guns and spears.

D&D Conversion:

The green men are all rogues except their priests.

As a state green men tends towards Neutral

 


 

Lassa

The Sea Kings

Major Cities: Trader’s Rock 50, 000

Population: 70, 000

Languages: Azani, Sheru, Als

Religion: The Pantheon, Court of Misrule (Azanian)

Established: Established 5000 years prior by fleeing Disians. Those who went on to become the Allas—the Lassans stayed behind and developed a trade society .

Landmarks of note: Bloodcove the City of Sin.

History: Lassa is the kingdom created by the refugees of Dis after the war with Inzhar. The Lassans stayed when the Allas left and for five thousand years have plied the coast and created trade routes with the rest of the world. Trader’s Rock is a city based upon trade between all of the disparate cultures in Azania. The Lassans themselves are hearty sea folk. If viewed by the rest of the world as a trifle daft. Anyone of any race may be found there—it is a place where ones background is not inquired after.

Ethnography: The Lassans are of Disian root stock with thousands of years od Sheyk, Sheruit, Zinjian, Azanain and other stock bred in. They are of medium height, tend towards long, curled hair, black usually. Their skin is lighter than the Zinj norm, tending to a deep cinnamon colour.

Geography: Lassa is a cluster of Oases on a desert coast. The land is poor for raising crops, and the sea provides most of the bounty. 

Fauna: Desert coastal normal. Strange humped beasts are the normal beasts of burden. Horses are prized.

Economy: Trade in all things though not as extreme as that of Daturai. The Lassans are not a cruel people by nature, simply acquisitive and very wealth conscious. They do value friendship and family highly enough to make the enslavement of a Lassan a crime. Though other people's slaves—not so much—though slavers are looked down upon. Lassa also does some business in taking in boatloads of the plagued and moving them to the deep desert as a paid service to other parts of the world.

Head of State: King Ledo Swann.

State Type: Nominal Monarchy

Standard Arms: Leather, Knives, short bows

 

D&D Conversion:

Any sorcerers, wizards in Lassa come from somewhere else.

 

 


 

 

Masduni

 

The Savanna Dwellers

 

Major Cities: Ranash 55000

Population: 250,000

Languages: Azanian, Sheyk.

Religion: El Azrimira

Established: 4000 Indigene

Landmarks of note: The Ruins of Old Msonrai

History: The Masduni are indigenous to the Masduni Savanna. They have a written history that traces back to rock paintings on sacred stones. They have since converted to El Azrimira after the Sheyk helped them liberate themselves from the Sheruit.

Ethnography: The Masduni are tall, brown skinned with arching thin features. They tend to a wiry leanness, but have massive reserves of endurance.

 Geography: Masduni is ruled by its vast grassland. Jungles to the south break the border with the southern countries. The temperature is hot, stifling during the day. To the west the Masduni scarp descends to the Saharbahar—the land of the Lord of Lions. It is here that the sacred stone of Mahesh stands. It is a rite of passage for warriors in the faith of the godlion to attend it.

Fauna: Vast herds of antelope and Dinotherium are dominated by the Masduni Lions. Great Cats powerful enough to make a meal of the occasional saurian that descends from the scarp.

Economy: Trade, religious pilgrimages,  cattle.

Head of State:  High King Jaffa Okizamu

State Type: Feudal Kingdom

Standard Arms: They prefer one handed swords and long axes. Armour is round shields and cloth or silk as anything else is far too hot.

D&D Conversion:

Masduni have all classes.

The alignment of the populace is neutral good.


 

 

Oikomenos

The Warriors In Bronze

 

Major Cities: Batratia: 40, 000, Teras Monia 35 000

Population: 250,000

Languages: Als, Elehu

Religion: The Pantheon

Established: 2600 ybp

Landmarks of note: The cascade at Kekwos

History: The Oikomenos are a martial offshoot of the already martial Allas. Their entire society is geared to support the individual soldier who hires himself out to others in the course of wars. Every boy of age is entered into the Agonores and trained to become a fighter of surpassing skill. The Oikomenos stage competitions each alternate year to inspire and elevate the level of fitness and combativeness to their peak.

Ethnography: The Oikomenos are Allas in phenotype.

Geography: Oikomenos is even more harsh than Allas—arid and rocky—the land does not support life easily and has crafted a harsh and strong race of men.

Fauna: As Allas.

Economy: While Oikomenos does provide enough grainland, cattle grazing and vinelands to support its population, it is the hiring of armies that the main coin comes into the land. The mercenary warriors are among the best in the world. The kings of the City states of Telamonia and Batratia field armies of thousands.

Head of State: Twin Kings Rorke and Caliphos.

State Type: Feudal Monarchy

Standard Arms: Spear and shield, short sword, breast plate and greaves.

Conversion to D&D: All Oikomenos are fighters—except for the slave classes which have rogues. Priestesses are selected to serve the gods in various capacities.

The cultural alignment leans towards Lawful Neutral.

 

 

Sheyk

 

The Followers of the God Lion El Azrimira

Major Cities: Masbasra 200,000, Orosco Bay 50,000, Kwarzi 40 000

Population: 1,200,000

Languages: Sheru, Als, Azanian

Religion: El Azrimira the God Lion. (Glory, Strength)

Established: 3000 years rebellion against Sheruit.

Landmarks of note: The Harbour of Masbasra, The Barrowood Cliffs, The University of Kwarzi

History: The Sheyk are of the same base lineage as the Elehu. They maintained their freedom as outriders and nomads when their lands were conquered by the Sheruit. Freeing themselves they took back their lands and under the banner of the prophets of the God Lion they have founded three great Caliphates the Orosco, the Saanaa and the Asamir. Building great cities and collecting vast knowledge the Sheyk stand as a civilizing influence upon the continent.

Ethnography: The Sheyk are Elehu stock, with admixtures of Zinjian stock.  Orosco and Azamir keep slaves, the Saanaa do not interpreting the scriptures differently. They have at times warred amongst each other and each group is becoming more divergent. The Saanaa keep to the Elehu stock more than the others. The Azamir are taller and more spare and darker of skin. The Orosco take to the duskiness of the Sherhuit. All have black hair and eyes tending to deep browns, with lighter colours rarely seen.

Geography: The Sheyk lands run from the middle sea to the high desert of the Noro Bashat. All kinds of climes and environments are present.

Fauna: Desert, tropical and plains standard.

Economy: The coin of the Sheyk is the silver Adrea. The more precious gold Lion is worth 20 silvers. The Alm is a copper coin with 100 making up the value of a single silver.

Head of State: Azimir: Sultan Fahd Azim, Orosco: Caliph Shane Kephr Orosco, Saanaa: Caliph Assan Al Khadim.

State Type: Feudal Empires

Standard Arms: Sword and Shield, Chain or Half plate is common. Crossbow.

 

D&D Conversion:

 

The general cultural alignment is Lawful Good.

 

Sheruit

The Empire of the Sands

Major Cities: Herketoshiros 200, 000, Namifaser 120, 000, Sheru 65 000

Population: 1, 000, 000

Languages: Sheru

Religion: The Pantheon of Chaos

Established: 6000 ybp

Landmarks of note: The Tombs of Zakros, the Catacombs of Hatasheput, the Necropolis at Andibar, the Lighthouse of Asurabai.

History: The Sheru are an Ancient Empire of human sacrificing, superior, magically gifted sadists. In order to prevent the Inzhari from defeating the Disians and threatening their empire—they developed the walking plague and unleashed it on Dis. In fighting it back they opened themselves to the conquest of Inzhar and the gate between the two continents was changed trapping some Azanians with the Disians and preventing the dead from coming back through. Thoroughly evil they have been beaten back to their desert and estuarine homeland and the colonies on Akeros.

Ethnography: The Sheru are a race of dark but not Zinjian skin. They have much in common with the Masduni though shorter and with almond shaped eyes. They have straight black hair worn long or shaven. They follow the church of chaos but in odd associations-the gods of misrule are blended with the beast rune to reflect animalistic representations of themselves. They worship the emperor of Sheru as a living god. He is the most powerful magical being on the continent.  Slavery is an integral part of the empire with generations of slaves held in bondage.

Geography: Sheruit is a desert surrounded by fertile coastland.

Fauna: The sands of Sheruit are haunted by the dead in vast numbers. Natural life shuns the interior. The coastlands are domesticated.

Economy: The coins of Sheru are pure gold. Any other metal is the coinage of slaves.

Head of State: God Emperor Anurush Kebrat Ankhavath

State Type: Empire

Standard Arms: Khopesh and breast plate, long bow and spear, Chariot.

D&D Conversion: Sheruit is a sprawling land of entitled nobility who are so castebound they view non-noble sheruit and all outsiders as animals. The place is a riot of all classes.

The state tends towards Chaotic Evil.

 

Sokun

The Green Archipelago

Major Cities: Sokunji 150, 000, Abarjji 15,000

Population: 350,000

Languages: Sheru, Azani

Religion: All.

Established: 3000 ybp.

Landmarks of note: The Ruins at Yusu.

History: The Sokun are a pastoral folk with the ownership of the land held by the emperor Sokun. The Sokun has granted patents for land to families, orders, churches and concerns. They survived the depredations of the Sheruit through becoming fighters in the mountains of the  N’dali. Freed of the conquest, they began a pastoral and trade nation that sought the truth. This was the foundation of the Sokun. Sokun means truth. Sokun has opened its ranks for any and all peoples as the Original Sokun believed that all views must be considered to achieve the truth.

Ethnography: Sokun are Zinjian in base, but have thousands of years of cosmopolitan intervention. They have dark to coffee skin, colonies of other nationalities have been in the area for generations. Sheyk, Masduni, even Sheruit are large parts of the capital city of Sokunji. Outside the main cities however, the populations are largely noble land owners of the ZInjian stock.

Geography: Sokun is an almost completely coastal civilization with most of the areas almost completely cultivated. The mountains in the interior are wild and hot, with moraines and couloirs, scrub and rock enough to hide a population well in. Old ruins from the conquest era dot the peaks and hills.

Fauna: Wilder animals exist in the interior. The sea is rife with dangerous life that the Sokun pull from the waves. Cattle, horses and goats are also raised inland by landed nobles and their tenants.

Economy: Sokun has built its wealth up through agriculture and hard work. The feudal Lords play their tribute to their Dukes and Marquises and they in turn to the Earls and in turn to the Emperor. The Sokun also have a renowned University that produces some of the most knowledgeable sorcerers and wizards in the world.

Head of State: Emperor Sokun Ajji Sokun the Twelfth.

State Type: Inherited Monarchy

Standard Arms: The armed forces of the Sokun use any type of language—have no uniforms or requirements beyond the circlets that denote rank.

D&D Conversion: All classes and races.

The alignment of the society is Chaotic Good.

 

Tabra

The Treetop Kingdom

Major Cities: Tabra Shanka Asgun, 18,500

Population: 65,000

Languages: Sheru, Tabran

Religion: The Jackal of Sheru

Established: Established 6000 ybp.

Landmarks of note: The Vast Ruin of Tabar

History: The Tabra were a fierce warrior race situated in their capital of Tabar until the Sheruit first conquered them five thousand years ago massacreing the population, devastating the Cities and taking the survivors as slaves. The remainder fought back in a thousand year guerrilla war. The Tabra built flets than greater and greater distances. There is now a vast network of crafted pathways high in the trees—some up to four thousand years old and lost to history as the vast trees live for tens of thousands of years.

Ethnography: The Tabar are dark skinned Zinjian peoples with long woolly hair grown into dread locks as a national style. The free Tabar marked themselves as against the Sheruit.

Geography: Tabar is a jungle of vast trees the depths of which are perpetually in darkness. The trees have a striated biome with the tree-tops are sunny and bright. The deep paths are twilight and run from branches to trunk—the darkways are on the jungle floor and most who run those do not come back.

Fauna: The tree-tops have vast clouds of birds. The twilights have some creatures –leopards, cave fishers etc. The forest floor has giant leeches, snail and slugs and other large killer inverebrates.

Economy: Tabar trade in foreign coin. Barter is common on the flatways.

Head of State: The High King Elothos Jafaran

State Type: Nomadic tribes

Standard Arms: Knives, spears, nets –leather armours—short swords.

D&D Conversion:

The alignment of the Tabari is Chaotic Neutral with the spell casters tending toward evil.

 

Yod

The Vertical Land

Major Cities: Cliffsedge, 10, 000,

Population:  45, 000

Languages: Yod, Azani

Religion: Runes

Established: 7000 Years+? Indigenous.

Landmarks of note: Cliffsedge: The Vertical City, the Scarp.

History: The Yod are a small people who to escape the great saurians of the top of the scarp and the desert to the south—live upon the vast scarps—some over a mile high sheer cliffs with buildings built into the side. Vertical cities and wholes biomes vertical. They have resisted the invasion of anyone as no one was willing to try and take them from their fastness. The Yod are the most advanced civilizations on the continent; but the vast cyclopean constructions of other races not for them. They are herbalists and potion-makers extrordinaire.

Ethnography: The yod average three feet tall with long nimble fingers. They have zinjian skin, dark –with brown eyes and woolly hair. Their houses are of adobe in the dry parts of the N’gatun Scarp and N’yodi. Stone around the cliffs at Cliffsedge and of suspended wood in villages and cliffs of the M’toru Badoyodi.

The Geography: The Yod are cliff dwellers, existing on the greatest series of cliffs in the known world. The N’yodi rising from the N’gatun rises perpendicularly over five thousand feet from the desert flat of the Noro G’tun. The only thing that comes close to a city for the Yod is Cliffsedge—a collection of stone buildings built over the  Bay of Monsters and provides wone of the few points of trade for the scarp with the outside world. The Yod are very careful in their dealings with the flat landers. The Daturai Scarp and the Masduni Scarp both have much smaller populations of Yod present. In the dark jungled cliffs of M’toru are the Bandyodi—a fierce and extraordinarily xeno-phobic race of yod. Their land is even more impassable than the Great scarp—and their poisons are legendary.

Fauna: The scarp is filled with a vast ecosystem of animals living on a vertical environment.. Herds of mountain goats cultivated by the Yod, preyed upon by some of the most terrifying climbers in the world. The mountains have griffins and a dragon or two. There are legends of vast caves with huge lizards and terrifying beasts as well.

Economy: The yod have adopted Sheyk measure. They trade with Daturai, the sokun and lassa primarily. They mint local coins in gold. They are the tear, the link and the orb worth 5, 20 and 100 silvers by weight. The rope of the scarp is excellent, their potions and concoctions sought in all lands.

Head of State: The Philosopher Queen Samisani Gondal

State Type: Monarchy.

Standard Arms: Short bows, blow guns, staves , knives and short weapons are favoured. Armour is very rare, but chain shirts have been known to exist.

D&D Converstion: Yod use the Halfling racial type but gain a +1 to intelligence.

 

Alignment tends towards Neutral good with the badyod being neutral evil.

 

 

 

Zer

The Survivors of the Inner Plain

 

Major Cities: Great Zeru 50, 000

Population:  75 000

Languages: Azani, Zinjian

Religion: Balance

Established: 9000 years ago indigene,

150 ybp Savaged by the Apes of Ologun

Landmarks of note: Zeru of the Walls

History: Zer was the oldest continuous civilization in the world along with its sister state Zinj. Founded by the eldest son of the first man Zinj,  Zerutha son of Zinj in legend broke the ground between two rivers and lay the foundation for the walls of Zeru. For thousands of years the Zer peoples were the guardians of the inner plain—the wars fought against the Sheruit were massive affairs, an entire legendary cycle the Zeruthiad was written about the Sheruit attempts to take the land through war, trickery and crooked trade. Zeru was impregnable. It was only in the last hundred years that the City of the Apes has fallen under the spell of a demon of Harn—grafting the power of the beast rune to the executioner of Chaos to create a power in the Earth. It has destroyed Zinj entirely and devastated the northern reaches of Zer. The Populace has become refugees in the capital now—and order is restored there—but the populace has given up on retaking the north.

Ethnography: Zer are Zinjian.

Geography: Zeru the City sits at the south end of a vast river cut plain called the Inner or the Zeruthi. The land is lush but at times dry, so the Zer cut beautiful terraces and constructed vast aqueducts the likes of which rival the vast tombs of Sheruit. Now a series of walls have been constructed across the southern plains concentric barriers against an enemy to the north. An enemy which totally destroyed Zinj and devastated the army and the population of Northern Zer.

Fauna: The Inner Plains are quiet—herds of Dinotherium have gone missing. The antelope and the lithe and deadly prides of the Inner Plains Lion still make the journey difficult. The rivers themselves are filled with crocodiles and worse.

Economy: Zeru sits atop the richest gold mine on the continent, however, the gold can buy weapons and armour—it cannot replace the dead of Zer in conflict. Zer are exceptionally well outfitted. Nothing less than masterwork armour and weaponry is granted to their rangers. Iron has more value than gold now.

Head of State: High King Nafango Malakar

State Type: Feudal Kingdom now City State

Standard Arms: Arming swords and shields, short spears. Chainmail or scale armour.

D&D Conversion: The Zer are a fighting people—they have halted the desolation of the apes through will and the walls of Zeru—the once massive population now swells the ancient city. Guards patrol the ancient barriers around the terraced farmlands always watching the north.

Alignment tends towards Neutral good.

 


Zinj

The Lost Empire

Major Cities: Zinj 500, City of the Apes 50 000

Population: 2000 human, 75000 apes

Languages: Azani, Zinj, Ologan

Religion: The Beast Rune, Harn.

Established: 9000 ybp. Destroyed 110 years ybp

Landmarks of note: The Ruins of Zinj

History: Zinj was the birthplace of the dark skinned folk of the continent of Azania. For 4000 years it and its sister state Zeru ruled the central continent, holding off the power of the Sheruit, sending folk out to explore, to travel to seek truth and knowledge. For 5000 years Zinj left the defense of the inner plains to Zeru and sunk into a comfortable sedentary culture—vibrant in its learning and art, proud and strong in its pursuit of cultural perfection in various pursuits. The Sorcerers, warriors and artisans of Zinj were among the very best anyone had ever seen anywhere. Then something happened. A light flared to the north of the Lake of the Fathers and a temple town consecrated to the beast rune fell in a night to something from the jungles of the north. Then another town—on the third night the very walls of ZInj were toppled. The Olagasi Apes—powered by the rune of the beast and the chaos god Hakka the executioner devastated the ancient empire. Due to the devastation the empire ceased to be as the Apes hunted down every last zinj—man, woman or child. The only survivors are exceptionally tough, brave, powerful or lucky. Nothing else human lives in that area—anything human that enters is under order of death—something the armies of a number of land have found out on attempting to avenge Zinj.

Ethnography: The Zinj who have survived the holocaust are generally undernourished, experts at hiding and exceptionally savage. Their skin is exceptionally dark, their hair woolly and worn in geometric shapes, eyes black and cold now. They survive in ruins where the dominant life form on the continent seeks them to end them.

Geography: Zinj itself was a lush tropical land of plains and fields, vegetation crowned hills and open meadows filled with the bounty of an inland paradise.  Now it is a place of ruin where entire physical structures have been composed of human bone. The dead lie in fields overgrown and villages abandoned for a hundred years.

Fauna: Zinj has been pacified by the Apes of Ologasi—they and their creatures are the dominant form in the Plains of Zinj.

Economy: Survival.

Head of State:  Ashanga the Ape King.

State Type: Devastated ex-state.

Standard Arms: Whatever can be scrounged.

D&D Conversion: The Zinj are either natives living on ruins or survivors outside of the area in Zer or with the Azimir.

Alignment tends towards Chaotic neutral

 

 

 

 

 

 

 

 

 

 

 

Azanian Court of Chaos

And the Sorcerous powers granted to it's followers

 

The King of Misrule : Zarys (Zarasi), (Zar) Eagle

Represented as a tall red faced horned man with flames for eyes who clutches a golden staff, Zarys is the king of Misrule, the lord of creation and charity. The Master of caprice and ill luck. The changer of fortune and the prayer answerer. He is also the Lord of victory and loss.

Domains: Chaos, Evil, Community, Fire

                 

The Queen of Pain: lanzahar (Chetwaya) (Inana) Cow

Wife of Zarys. She is the demon goddess of love and hate, birth and torture. She is represented as an impossibly beautiful woman with white skin and black feathered wings carrying a scourge.

            Domains: Chaos, Evil, Charm, Artifice

 

The Master of Secrets: Astol (Induru) (Az) Crocodile

Represented as an aged man with a robe that covers a misshapen form that is hinted to be unbelieveably  grotesque, Astols face is never revealed only the gleam of a gemlike eye hides within.

Domains: Chaos, Evil, Knowledge, Darkness

 

The Executioner: Harn (An’Wesi) (Haraka) Bull

Represented as a vast minotaurian demon with a huge axe, Harn is the master of berserk rage and massacres. Battle, rape and bloody death are his purviews.

            Domain: Chaos, Evil, Strength, Destruction

 

The Lord of Swords: Raucha (Ansazi) (Ranke) Jackal

Raucha is represented by a laughing haughty noble youth with four arms each carrying a sword in it. He represents the duellist and the tactician, the lover and the debaucher.

            Domain: Chaos, Evil, War, Luck 

The Lord of the Dead: Rawvinn (Cushas) (Kashut) Crow

Midnight hued with no features save the outline of a vast two handed sword. Also midnight and black bat wings is the sign of the lord of the dead. He is lord of endings and can command the dead in the same way that the unlife rune does—he seems to be most mysteriously attuned to it. Rarely worshipped he is somehow distant from the rest of the Pantheon.

            Domain: Chaos, Evil, Death, Darkness 

The Lady of Misfortune: Fyoone(anweya anwaya) (Anwaie) Cat

Represented as a mad eyed girl with a set of weighing scales and a spindle—she is the goddess of madness and fanaticism. The moon and the stars and the deep sea.

            Domain: Chaos, Madness, Water, Weather

 

Lord of Hell: Karakan (Samofe) Kurakan Snake

Father of demons. Punisher of the guilty—corrupter of the innocent. Father of lies and liars. Represented as a richly outfitted Duke with a serpents head.

            Domain: Evil, Chaos, Destruction, Trickery

 

 

 


The Pantheon of Leusis.

 

Zaius Skyfather (Air, Glory), LN

 

Hypollon (Light, Art), NG

 

Eatha (Marriage, Earth), LN

 

Akratos Wardog(War, Beast), NE

 

Alasthean (Star, Battle), LN

 

Kathayn (Life, Love), CN

 

Mohorvan (Metal, Artifice), N

 

Saharodin Sealord(Water, Chaos), CN

 

Rawn  (Death, Darkness), NE

 

Vayonay (Green, Hunting), CN

 

Haramis (Fire, Travel), NG

 

Alkinos ( Strength, Battle) NG

 

ĉ
John Searle,
Nov 24, 2014, 11:14 AM
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