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.