Rushakal Empire

The Rushakal Empire is an archepilago.  Long ago the kingdom of Alleria went to war with everyone else.  After hundreds of years of battle, they conquered the known world.  The individual kingdoms are still run by their own system of government (or what their system was changed to by the Allerians), but the emperor in turn rules them.

          Laws:  The Empire has few universal laws.  The first is that there can only be one army, the imperial army.  However, each kingdom may have a militia for their own defense.  The second is that no magic may be used against the empire or the emperor.  The third is that every kingdom must acknowledge imperial rule over their own.  There are other laws, but those are the main ones.

          Organizations:  There are many organizations besides those of the various churches.  Many of these exist in only one or two kingdoms and are not mentioned.

                   The Necromancer’s Guild exists in all towns that banned necromancy, with the leaders based in Tzat.  They put a lot of time and resources into new recruits, who may have been strong-armed into the guild.  They give their members a cursed necklace; it does nothing but stay on them (the better to scry with).

                   The Imperial Army:  This is broken up into four divisions.  The southern division (navy), the western division (ground troops), the eastern division (elite navy), and the northern division (elite ground troops).

                   The Silent Servitors:  This is a group of spies and assassins that serve the empire.  They are everywhere and will do anything maintain stability in the empire.

                  

 

Kingdoms of the Rushakal Empire

Alleria

Ruler:  High Mayor Bertim Gunlara (NG, male human)

Government:  Aristocracy

Cities:  Mellonia (M), Falleran (M), Zalleray (M)

Resources:  Foodstuffs (fruits, grain, vegetables), timber, cloth, gold, silver, iron

Population:  79% human, 9% halfling, 5% elf, 3% dwarf, 2% gnome, 1% half-elf, 1% half-orc

Law:  LG

Allies:  Raden Nak, Lopolt

Enemies:  Tzat, Virth, Dasht

Language:  Allerian (core language)

Special:  +2 Knowledge (Nobility), +2 Sense Motive, -2 Disguise, -2 Hide

Alleria is the Imperial Center.  The Imperial palace is located here.  The cities in Alleria are run by various noble houses, which fight one another quite often.  The courts are usually bogged down and one can be in prison for years before a trial.  The Allerians put much stock in honor and dueling, and look down upon those that would avoid combat.  The people here are generally stuck up when it comes to outsiders, considering them inferior.  They hate adventurers, seeing them as a symbol of the time before the complete unification.  To be an adventurer in Alleria is reason enough for a show trial and imprisonment.

 

Virth

Ruler:  His Excellency the King Hardak (CN, male human)

Government:  Special (Thief’s Guilds)

Cities:  Cax (LC), Fawrat (M), Pax (SC)

Resources:  Foodstuffs (meat, grain), clay, cloth, copper

Population:  96% human, 2% halfling, 1% elf, 1% other

Law:  CN

Allies:  Tzat

Enemies:  Alleria, Raden Nak

Language:  Virti (Allerian)

Special:  +2 Intuit Direction, +2 Pick Pocket, -2 Animal Empathy, -2 Handle Animal

Virth is ruled by a number of thief’s guilds, each controlling a sector.  The cities themselves are actually large mazes, with a huge glass dome at the center as the palace, and a point of reference for locals to navigate the city (any outsider gains a –4 penalty to their know direction checks, DC to know direction in a city is 21).  Ironically, stealing and other such acts are punished most severely here, only the best remain.  The “king” is simply the leader of the most powerful thief’s guild, the others answering to him like various crime families in the mafia.  The throne passes from one person to the next so often, no one is ever too sure whom to fake fealty to.

 

Yayler

Ruler:  High Citizen Dulquadik Mellendrellaran  (LN, elf male)

Government:  Republic

Cities:  Yayler (M)

Resources:  Foodstuffs (meat, fruit), stone, timber

Population:  37% human, 20% halfling, 18% elf, 10% dwarf, 7% gnome, 5% half-elf, 3% half-orc

Law:  LN

Allies:

Enemies:

Language:  Yalish (Core Language)

Special:  +2 Diplomacy, +2 Gather Information, -1 Jump, -1 Swim, -2 Climb

Yayler is a city-state, which uses the republic system of government.  All citizens get a single vote, and voter turnout is about 80% of the population.  Citizenship is only granted by birth or invitation, and is taken away by imprisonment or other reasonable reasons.  Citizenship is passed on to children.  They rarely have anything to do with the outside world beyond telling them to trade and go.  They are xenophobic to non-citizens.

 

Dasht

Ruler:  Overlord Mudog Makult (CE, hobgoblin male)

Government:  Clan

Cities:  Bilgewater (SC), Bloodmud (SC), Wormstone (SC)

Resources:  Foodstuffs (meat, roots), stone, iron, timber, slaves

Population:  37% hobgoblin, 20% orc, 18% goblin, 10% gnoll, 7% kobold, 5% half-orc, 3% Other (giants,    aberrations, other humanoids, all evil)

Law:  CE

Allies:  Tzat

Enemies:  Alleria, Raden Nak, Ashcarak, Goldmarch

Language:  Dashti (Tzati)

Special:  +2 Intimidate, +2 Bluff, -2 Knowledge (all)

Dasht is the haven for evil creatures of all types, but mainly those of brute strength.  The land is rocky and bleak.  The evil creatures only took it because no one else was willing to live there.  The various races fight each other and themselves constantly, keeping the population within reason.  There is a bustling slave market there, which sells humanoids and other creatures (no outsiders or elementals).

 

Lopolt

Ruler:  Mayor Rose Merryriver (NG, female halfling)

Government:  Republic

Cities:  Sallyforth (V), Merryweather (V), Bagthrop (ST)

Resources:  Foodstuffs (fruit, vegetable, livestock), wood, cloth

Population:  96% halfling, 2% human, 1% dwarf, 1% other

Law:  CG

Allies:  Raden Nak, Alleria

Enemies:  Dasht

Language: Halfling

Special:  None

Lopolt is the halfling homeland.  Although many halflings leave, there are still enough to make a few decent villages and various thorps and hamlets.  Lopolt defends itself in most cases, but when faced with a larger danger, they depend on Alleria to protect them with diplomacy and Raden Nak with steel. 

 

Raden Nak

Ruler:  Highlord Guydark Gi (LG, human male)

Government:  Feudalism

Cities:  Korden Nak (LC), Hevet (LC), Waldet (LC)

Resources:  Metals (all), foodstuffs, wood, stone

Population:  79% human, 9% dwarf, 5% elf, 2% gnome, 1% half-elf, 1% other (non goblinoid)

Law:  LG

Allies:  Alleria, Lopolt

Enemies:  Dasht, Tzat, Virth, Ashcarak

Language:  Nakash (Allarian)

Special:  +3 Knowledge (Religion), +1 Handle Animal, -2 Forgery, -2 Bluff

Raden Nak is entirely devout to Kunar Gi.  Anyone born here knows all the stories and legends surrounding the god and the country.  The temples of Kunar Gi are the most grand, with Azran and Badre taking a minor second.  There are no neutral or evil shrines in public, though some worship in secret.  Laws are rigid here, and punishments are harsh.

 

Tzat

Ruler:  Quigg Xantrel (LE, lich male)

Government:  Magocracy

Cities:  Bonedeep (M), Slicid (LC), Deeppitch (M)

Resources:  Slaves, gems (type 1-4), metal, stone

Population:  37% drow, 20% human, 18% mind flayers, 10% undead, 7% giant, 5% goblinoid, 3% other (includes outsiders)

Law:  LE

Allies:  Dasht, Virth

Enemies:  Alleria, Raden Nak, Xalntamac

Language: Tzati (Core Language)

Special:  +2 Knowledge (arcane), +2 Gather Information, -2 Swim, -2 Tumble

Tzat is a land of pure evil.  The creatures that live in it are slowly corrupted until there is no good inside them.  They have a standing army of undead (this goes against Imperial Law, but the emperor hasn’t addressed this particular problem yet) that sits on their enemy’s borders.  The cities go below ground many levels and cater to all sorts of life.

 

Fellorian

Ruler:  Queen Dellorialaquali Solances (CG, elf female)

Government:  Aristocracy

Cities:  Raelorian (SC), Yelloialaqu (SC), Uthelanal (LC)

Resources:  Timber, foodstuffs, gems (type 1, 3), iron

Population:  96% elf, 2% human, 1% halfling, 1% other races

Law:  CG

Allies:

Enemies:  Tzat

Language: Elf Language

Special:  None

Fellorian is the homeland of the elves.  They resent being conquered by the Rushakal Empire and patiently wait for an opportunity to break away from it.  However, if they become free, the Tzat kingdom would have reason to send its army to attack and conquer them, so first they seek a way to crush the Tzat. 

 

Goldmarch

Ruler:  High Thane Renskal Fohammer (dwarfs), High Mayor Bleddium Forortharat (gnomes)

Government:  Feudal

Cities:  Deepstone (M), Coldrock (LC), Feldritchik (LC)

Resources:  Stone, gems (1-4), metals

Population:  37% Dwarf, 30% gnome, 18% human, 10% halfling, 5% other races

Law:  LN

Allies:  Ashcarak

Enemies:  Dasht, Raden Nak

Language:  Dwarf

Special:  None

Goldmarch is the combined cities of the dwarfs and gnomes.  Eventually other races moved in as well to trade and learn the art of crafting rock and metal.  Goldmarch provides most the metals and minerals for the empire.  This fact keeps the western division stationed in their kingdom.  A fact the Goldmarch residents resent.

 

Xalntamac

Ruler:  Archmage Kellanzen

Government:  Magocracy

Cities:  Xalntamac (M)

Resources:  foodstuffs, magical items

Population:  37% human, 20% elf, 18% gnome, 10% halfling, 8% dwarf, 7% other

Law:  N

Allies:  Ashcarak

Enemies:  Tzat

Language:  Xalntamaci (Allerian)

Special:  Spellcraft +2, Speak Language +2, -1 Diplomacy, -1 Innuendo, -2 Sense Motive

Xalntamac is a haven for spellcasters of all types, ruled by the most powerful spellcaster.  Spellcasters created this city-state to study their craft without fear of persecution.  Everyone in the city has at least one level in sorcerer, wizard, or bard.  Their production of magical items for the empire’s use keeps the southern division close by.

 

Ashcarak

Ruler:  Terarn Juldi

Government:  Clan

Cities:  Bren (SC)

Resources:  foodstuffs (grain, roots), livestock (horses)

Population:  79% human, 9% dwarf, 5% elf, 3% halfling, 2% gnome, 1% half-elf, 1% half-orc

Law:  LN

Allies:  Goldmarch, Xalntamac

Enemies:  Dasht, Raden Nak

Language:  Ashcarakik (core language)

Special:  Ride +2, Handle Animal +2, -2 Disable Device, -2 Open Lock

Ashcarak is a savage place located on rolling grasslands.  The empire changed their system of government, so that the ambassador would only have to address one person.  This person is determined by a series of brutal one-on-one fights between clan leaders ever 10 years.  The people are nomads, and the city simply serves as a place for outsiders to find the ruling clan and to trade with the Ashcarak.  They are well known for their horses, which are the best in the lands.