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From the Depths of a High School Notebook Comes...My New Campaign Setting

Started by Ninja D!, October 18, 2008, 05:22:16 AM

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Ninja D!

One Name, Two Meanings.  It is important to understand that the name Natu is not given to only one person, place, or thing.  Instead, Natu names to separate things that exist in the same space, one likely named after the other.  These two things are a loosely organized nation, and the vast desert region where that nation exists.  Which first used the name is now uncertain and the truth may forever be lost in the ever shifting sands of time.

Natu, The Desert.  Natu is a vast inland desert.  The environment is particularly hostile itself, even without considering the terrifying creatures one could encounter there.  Despite this, many people manage to not only survive there but also to thrive.

Natu, The Nation. The loosely organized nation of Natu is actually little more than a simple alliance of baronies, which are alliances of city states themselves.  The only formal structure that the nation has to speak of is a small group called the Council of Barons.  

Ninja D!

[spoiler=Natu Rough Map Updated with City States Detailed][/spoiler]
Ara
The barony known as Ara is located in the north central portion of the land of Natu.  It is bordered by Sha-Rai in the east and by Ghet in the west.  Travelling south from any point in Ara will lead to the central area of Natu, the deep desert, and the no mans land where all manner of nightmare creatures are said to dwell and where the necromancers of the Necropact call home.  With an average sized population but no special industry or resources to speak of, Ara is considered to be economically poor for its size.

Afif - Afif is the most economically prosperous city state in the barony of Ara.  It is located in the portion of the barony that lies between Sha-Rai and Lhen.  As such, it sees more than its fair share of trade simply from trade caravans passing through.  This economic prosperity is not entirely a positive thing, however.  People from the other city states of Ara often travel to Afif seeking fortune and prosperity for themselves.  Some find it and of those a few become gracious benefactors to those in need while the others are mostly overtaken by greed and will eagerly sell out other, even of their own family, in exchange for more wealth and privilege.  Most who travel to this city state seeking a better life do not find it and end up living in what has become the largest slum in northern Natu.

Bisha - The city state called Bisha is located nearest the barony of Ghet.  It fares better in most respects than Habala, though is considered to be economically inferior to Afif.  This, however, also leads to much less corruption than an either of those places and makes Bisha the friendliest, is not the largest or most prosperous, city state in Ara.  While it is still poor by the standards of other baronies, Bisha does well enough and the crime rate is comparatively low.  Bisha is a kind of religious center for Ara and is home to one of the largest temples in northern Natu, smaller only a couple located in the barony of Sha-Rai.

Habala - The city state of Habala is located in central Ara and is the poorest of the three, economically.  The people that live in this place are nearly all downtrodden.  Many turn to faith but the only temples found here in in a state of disrepair and, in some cases, may not even be safe for worship, much less habitation by a proper clergy.  Others turn to crime but few who do prosper as the few in Habala that have anything worth stealing or extorting tend to guard whatever it is fiercely and jealously.  Even honest merchants and tradesman in the city state of Habala often struggle.  Still, there is a diamond in the rough.  Perhaps in an effort to gain the pity of the Council of Barons or for some other unknown reason, the City Barons of Ara have elected the one among them that hails from Habala to represent them on the Council of Barons.  

Ghet
The barony of Ghet occupies the north western portion of the region of Natu.  To the south is Roh, while Ara lies to the east.  In terms of population, Ghet is roughly the same size of neighboring Ara.  Ghet, however, is more economically prosperous because it is the only barony of Natu that maintains active trade relationships with foreigners hailing from outside the land of Natu.  This trade is strictly monitored by the City Barons of Ghet's three city states and the full extent of it is kept a secret from all but the Council of Barons.  Foreigners are also closely monitored while in the barony, as the City Barons of Ghet do not want any outside cultural contamination.

Al-Abwa - The city state of Al-Abwa is the north westernmost settlement in the barony and thus in all of Natu.  With its location so near the edge of the desert lands, this city state sees the most of the foreign trade that the barony of Ghet is known for.  Most foreigners that come into Natu for trade stop in the city state of Al-Abwa, even if it is not to be the final destination for their wares.  However, Al-Abwa is also the city state that most strictly controls how much foreigners are able to interact with the general populace and the leaders of the settlement are often borderline paranoid about cultural contamination.  Attempting to counter this, the leaders of Al-Abwa make many religious practices a matter of law.  On the surface, Al-Abwa is very devout, indeed.  In truth, however, this is mostly an act.  The simple fact is that most of the people of Natu are just not as curious about the foreigners as their leaders would fear.

Gherra - The great city state of Gherra is further south than Al-Abwa but further north than Harmah.  It is the largest settlement in Ghet and sees nearly as much trade as Al-Abwa from foreigners.  The official restrictions placed on foreigners in this city are also the most lenient in the barony and as such many of its people have adopted some unusual customs and tastes from the outsiders that visit their home.  Gherra is known far and wide for their great cooks and exotic delicacies.  

Harmah - The southernmost city state of Ghet, Harmah is also the smallest.  Because of this it sees the least foreign trade of any of the city states in Ghet.  It is likely for this reason that the City Barons of Ghet have elected the one among them from Harmah to represent the barony of Ghet on the Council of Barons.  Culturally, Harmah seems almost entirely untouched by outsiders and is like any other city state in Natu in most respects.

Laotah
Laotah is in the south eastern portion of the land of Natu. It is bordered to the north by the barony of Lhen and to the west by Rahem.  Laotah boasts the largest population in Natu, outside of Sha-Rai.  This is because almost all of the barony lies in a deep valley, mostly protecting it from the wind and putting settlements closer to the water table than anywhere else, making the digging of wells easier.

A'zaz - The city state of A'zaz is located near the middle of the barony of Laotah, almost directly in the center of the valley that is the main reason for the prosperity of the area.  It is a hub of trade and culture for the entire barony as well as being the largest settlement.  This is most likely why the City Baron of A'zaz has been elected by his peers to represent them on the Council of Barons.  A'zaz can accurately be described as a bustling metropolis.  Though there is an active underworld, crime is not a serious problem here.

Bosra - The city state called Bosra is located in the northern portion of Laotah, just outside of the valley and near the land controlled by Lhen.  It is a fairly typical settlement by the standards of the region though it is smaller than the city states located in the valley of Laotah because life is more difficult here.  Stories of corruption in this place are common and Bosra has nearly as active an underworld as A'zaz, despite the difference in size.  Few traders are willing to do all their business here and the ones that do are likely intimidated into doing so.

Izra - Izra also lies outside of the valley that makes the barony of Laotah so prosperous.  It is in the northwestern portion of the barony, near the lands of Rahem.  Izra is very small compared to other city states in Natu.  Though it is likely this settlement could not stand on its own, it does not need to.  Izra is almost always the last stopping point for trade caravans before entering the lands of Rahem and it is here that they will sometimes rendezvous with their escorts through that territory.  Aside from occasional trouble caused by mercenaries from Rahem, Izra is a very peaceful place.

Nawa - The moderate sized city state of Nawa is in the northern part of the valley that makes up most of the land of Laotah.  It was founded long ago and was never intended to grow as large as it has.  At that time, the place now called Nawa was just a small settlement to house people who were digging for minerals accumulated near the water table and was not even intended to be permanent.  While a little similar mining still occurs around here and this mining is the biggest part of Nawa's economy, it is no longer the sole purpose of the settlement.  Nawa now operates just like any other city state in Laotah or all of Natu.  

Tartus - The city state called Tartus is in the southern portion of the Laotah valley and the smallest of the three settlements there.  It is known mostly for its entertainers and is home to the only university of the arts in Natu outside of Sha-Rai.  Tartus is a very high-class settlement by the standards of Natu.

Lhen
The smallest barony in Natu, Lhen shares its name with its only city state.  It is bordered to the north by Sha-Rai and part or Ara and to the south by Laotah.  Laotah has no important resources to speak of and survives, economically, by trading with other baronies.

Lhen - The only city state located in the barony of Lhen is one that shares that name.  Lhen is a settlement of moderate size for Natu.  It relies on trade to survive but does this fairly well, being located between two of the larger and more populous baronies.  Lhen is one settlement that certainly would not survive on its own without being allied with the other baronies and their city states.  While it is not totally free of corruption, such things as that and crime are not a serious problem here.  The city is not rich by any means, nor is it poor.  It simply does enough to get by and maintain and little else.

Rahem
The barony of Rahem is small in size and in population but is located between two of the larger baronies, with Roh to the west and Laotah to the east.  Rahem prospers by helping to facilitate the trade between the two baronies at its borders.  This is done with a kind of militia that escorts trade caravans and with numerous mercenary groups that are regulated by their city state of origin.  These mercenaries are also known for causing trouble, making Rahem famous for having the roughest and most dangerous settlements in Natu.

Abadan - The city state of Abadan is in the eastern portion of Rahem, near the lands of Laotah.  Though fewer mercenary groups are based here than in Kerki, it is nearly as rough.  Abadan is much smaller than the other city state in Rahem in the law enforcement is very inferior, causing crime to be a serious problem.  The one possible benefit that frequent, unchecked crime imparts is that an organized underworld has never had any success at forming.  Some suspect it would be an easy matter to clean up the city but the City Baron (who came to his title through his father and his father's father) does not care enough to even try.  As long as he gets his cut if mercenary profits and goods from traders passing through his territory, he cares little for the good of his charge.  He also cares little for political alliances and would never even want to be on the Council of Barons.  This dislike of even the loose, alliance-based government of Natu makes him dislike the standardized currency of the land and as such, those coins are often not used by the people, or even merchants, of the city state of Abadan.

Kerki - At least three fourths of the mercenaries that the barony of Rahem is famous for are based out of the city state of Kerki.  Here they are strictly monitored and regulated but still incredibly successful as caravans coming from the coin making barony of Roh are almost always very wealthy and able to pay extreme amounts for protection.  Though the City Baron of Kerki is a vocal supporter of the Council of Barons and their work to unite the people of Natu, he only reluctantly serves on that council himself.  He feels that a City Baron's place is with their people and works very hard to ensure Kerki is the best place he can possibly make it.  He has a strong dislike of the City Baron of Abadan and would like to see someone replace him.  Despite the best efforts of the City Baron, however, Kerki is still a very dangerous place if one crosses the wrong people.  

Roh
The barony called Roh has the second largest population of any barony outside of Sha-Rai and is nearly as prosperous.  This prosperity comes form the large mountain range that runs through much of the barony and into the deep desert.  All of Roh's city states are located very near to this range and from it they mine the ores that are then refined, still in Roh, into Natu's accepted currency.  Roh is bordered to the north by Ghet and to the east by Rahem.  Roh is known for being nearly as rough as Rahem, only without the mercenary bands to blame.  This combined with the infamous corruption in the social, economic and politically systemes gives Roh a very unsavory reputation.

Sha-Rai
Sha-Rai is by far the most populous and prosperous barony in Natu.  It is bordered by Ara in the west and south west and by Lhen in the south.  The barony of Sha-Rai is also home to the only large body of water found anywhere in Natu.  Because of this, the majority of the land is well irrigated and is the center of nearly all aggriculture in the land of Natu.

Hibou

Damn you! This shares a lot of elements with something I've been developing...

Pretty sweet so far. The importance of the necromancers is definitely what draws me in... I'm interested in seeing lots of special undead and necromantic rituals.
[spoiler=GitHub]https://github.com/threexc[/spoiler]

Ravenspath

This sounds like a really fun setting. I would be interested in seeing what more of the Necropact rules/guidlines are. You have implied that there are factions within the necromancers. Are they based on good, evil, neutral or type of undead the person can create or control. Or some other division, or a combination of ideals.
Those on the Raven's Path Seek Answer to Discover Questions.
Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

Ninja D!

Quote from: JokerThe importance of the necromancers is definitely what draws me in... I'm interested in seeing lots of special undead and necromantic rituals.
You have implied that there are factions within the necromancers.[/quote]I want the necromancers to be kind of like scientists.  They will have varying ideas concerning ethics (do you only use bodies of those who agree to be used while they are still alive of bought from the families?  will you dig up bodies at night and hope you don't get caught?  will you actively go out and kidnap people to experiment on them?  will you experiment on the still living? do you just not care?) as well as different styles of how they do things.  Many of them will be like mad scientists and I think most of them will kind of be as hermits, living alone and possibly visiting with their few friends at the Necropolis only very rarely.  Obviously, a lot of necromancers will be just plain crazy.  I'm not sure if there will be any clear cut factions at this point, though.

LordVreeg

[blockquote=Big Audio Ninjamite][blockquote=Ravenspath]You have implied that there are factions within the necromancers.[/blockquote]
I want the necromancers to be kind of like scientists. They will have varying ideas concerning ethics (do you only use bodies of those who agree to be used while they are still alive of bought from the families? will you dig up bodies at night and hope you don't get caught? will you actively go out and kidnap people to experiment on them? will you experiment on the still living? do you just not care?) as well as different styles of how they do things. Many of them will be like mad scientists and I think most of them will kind of be as hermits, living alone and possibly visiting with their few friends at the Necropolis only very rarely. Obviously, a lot of necromancers will be just plain crazy. I'm not sure if there will be any clear cut factions at this point, though. [/blockquote]
Shades of Grey and mavericks can be fun.
The ethixcs debate will be intereseting, and ultimately have a lot to do with the Necropact.  What did the necormancers agree to?  WHat is considered moral, vs what do some crazy desert hermit Death mages want to do?  I think some of the factions could be very clear cut, brotherhoods within the pact, while others are more like competing schools of thought.  I think I get it.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Ninja D!

That sounds about right to me.  As implied above, necromancers were once accepted and even prized members of society.  Then the practice became more and more common.  Maybe a couple of necromancers even became City Barons.  Suddenly you have animated dead walking the streets, keeping the peace.  People grew uncomfortable like that and, being unreasonable as people can be, decided that rather than fix what was wrong, they would take the entire problem and throw it out in the deep desert, bound by a bunch of rules on pain of death.

Ravenspath

Quote from: Ninja D!People grew uncomfortable like that and, being unreasonable as people can be, decided that rather than fix what was wrong, they would take the entire problem and throw it out in the deep desert, bound by a bunch of rules on pain of death.

I'm wondering if there was a precipitating event for this. Some undead went nuts and slaughtered a town? The Baron decided that the town would be better if EVERYONE was under his control and turned them all into zombies?

Or was it just more an uneasiness that folks had?
Those on the Raven's Path Seek Answer to Discover Questions.
Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

Ninja D!

Quote from: Hollowfaust, pg 31
Curfew Tokens
The most important mark of Hollofaust citizenship is the curfew token.  Hollowfaust's streets are among the safest in all of Ghelspad, due to the city's roving undead patrols.  While these creatures terrify visitors, they provide comfort and security to the city's inhabitants.

Each citizen of Hollowfaust is issued a numbered copper token.  Per their instructions, undead patrols cannot harm anyone bearing such a token, and all citizens are required to wear their tokens in plain sight when walking the streets after dark.  The patrols capture anyone without such a token and take him to the Blackshields.  Those pedestrians who resist arrest may encounter a deadly response.

The Guilds manufacture the curfew tokens, so the undead patrols, while mindless, are usually capable of recognizing counterfeit tokens.  Fake tokens capable of fooling patrols can only be manufactured using magic, and anyone convicted of creating or carrying such a token may face final forfeiture.
I figure that the necromancer City Baron probably had a system very similar to this in place while he was in power.  The problem with this likely began when someone left their home in the middle of a night in a hurry and either did not have a curfew token or forget it.  That or maybe their token had been stolen or lost or something.  Anyway, since they left in a hurry because of something important or some kind of emergency, they would have resisted when the undead guadians tried to bring them in.  This resistance then got them, and possibly one or more witnesses who tried to help, killed.  After this happened, the people of the city may have demanded that the undead patrols be removed.  The necromancer City Baron then refused, on the grounds that it was a single incident and the streets of his city were the safest in Natu at night because of those patrols.  Some people then probably sought to remove that City Baron from power by force, probably unaware of just how big a reserve of undead he actually had.  More died.  Some necromancers would come to defend this City Baron on principle and the people of the city would get some more help, possibly from necromancy-hating foreigners.  Lots of bloodshed later, all necromancers are lumped together in the eyes of the common people and thrown out into the deep desert and the Necropact is born.

That's not a perfect, ready-to-print, detailed record of the event but I think that is the gist of it.  Does that sound good / reasonable to you (you being anyone who reads this)?

I figure maybe the city that all of that took place in was also destroyed / contiminated / cursed in that process and now there could be a 'ghost city' somewhere out there.  By now it would be hundreds of years old and the stories about it would probably be even more fantastic than the reality of it, especially since I picture the people of Natu being very superstitious.  So that would be one more interesting location / adventure-waiting-to-happen for the setting.

Also, not that it matters but sorry I didn't do any more for this setting or anything at all on this site yesterday.  I overslept (somehow I slept 11 1/2 hours) and woke up just before I had to go to work the overnight at the truck stop I work at.  I will try to do something for it today.  Also, as something that does matter more, I would like to thank everyone who has commented.  I really do appreciate it and if there is something of yours you want me to look at and I haven't, let me know.

Ravenspath

Very nice idea. Hollowfaust is one of my favorite supplements.

And with that being said I had the evil thought of what a way to assassinate someone. Either switch their token for a fake one and when they go out they are attacked. Or 'mug' them and steal it while they are out on the streets.

Those on the Raven's Path Seek Answer to Discover Questions.
Homebrews in progress



  - For being extraordinarily knowledgeable in the realm of sequoias. 

Ninja D!

Quote from: RavenspathVery nice idea. Hollowfaust is one of my favorite supplements.

And with that being said I had the evil thought of what a way to assassinate someone. Either switch their token for a fake one and when they go out they are attacked. Or 'mug' them and steal it while they are out on the streets.
I love the Scarred Lands and it just occurred to me that I should try to find more of the books before the end of the year, since they will likely be much harder to get your hands on then.

The same thought occured to me.  There would probably end up being a kind of underground trade of real curfew tokens that were stolen, for the purpose of moving around people that were not supposed to be in the city at night.  Since the undead patrols are out at night, there would probably be no, or at least few, living guards that would be likely to see the fugitives.  

I may include something like Hollowfaust out in the deep desert.  I figure that there would be some people out there that are not necromancers that wound up there some other way.  

Ninja D!

Updated, now with city states
Rahem
The barony of Rahem is small in size and in population but is located between two of the larger baronies, with Roh to the west and Laotah to the east.  Rahem prospers by helping to facilitate the trade between the two baronies at its borders.  This is done with a kind of militia that escorts trade caravans and with numerous mercenary groups that are regulated by their city state of origin.  These mercenaries are also known for causing trouble, making Rahem famous for having the roughest and most dangerous settlements in Natu.

Abadan - The city state of Abadan is in the eastern portion of Rahem, near the lands of Laotah.  Though fewer mercenary groups are based here than in Kerki, it is nearly as rough.  Abadan is much smaller than the other city state in Rahem in the law enforcement is very inferior, causing crime to be a serious problem.  The one possible benefit that frequent, unchecked crime imparts is that an organized underworld has never had any success at forming.  Some suspect it would be an easy matter to clean up the city but the City Baron (who came to his title through his father and his father's father) does not care enough to even try.  As long as he gets his cut if mercenary profits and goods from traders passing through his territory, he cares little for the good of his charge.  He also cares little for political alliances and would never even want to be on the Council of Barons.  This dislike of even the loose, alliance-based government of Natu makes him dislike the standardized currency of the land and as such, those coins are often not used by the people, or even merchants, of the city state of Abadan.

Kerki - At least three fourths of the mercenaries that the barony of Rahem is famous for are based out of the city state of Kerki.  Here they are strictly monitored and regulated but still incredibly successful as caravans coming from the coin making barony of Roh are almost always very wealthy and able to pay extreme amounts for protection.  Though the City Baron of Kerki is a vocal supporter of the Council of Barons and their work to unite the people of Natu, he only reluctantly serves on that council himself.  He feels that a City Baron's place is with their people and works very hard to ensure Kerki is the best place he can possibly make it.  He has a strong dislike of the City Baron of Abadan and would like to see someone replace him.  Despite the best efforts of the City Baron, however, Kerki is still a very dangerous place if one crosses the wrong people.

LordVreeg

So do we barter in Abadan, or use older moneys?

Rahem sounds like a fun adventuring starter...

Kerki sounds like the kind of place one might find a little learning...any places of interest or unique organizations?

Are the merc groups mainly little independent bands of varying sizes?  That is how it sounding...

I am wondering what type of magical guilds/factions have arisen directly becasue of the Necropact, to control/oppose/understand/destroy Necromancers...
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

Ninja D!

Quote from: LordVreegRahem sounds like a fun adventuring starter...
Are the merc groups mainly little independent bands of varying sizes? That is how it sounding...[/quote]I am wondering what type of magical guilds/factions have arisen directly becasue of the Necropact, to control/oppose/understand/destroy Necromancers...[/quote]There will not be a lot of magic in the setting at all.  I'm thinking that nearly all magic not done by PCs or NPCs of very high level will be handled by the 4E ritual system.  So what magic there is will be utility kind of stuff an not lob fireballs kind of stuff.  Magic will be rare and magical.  Necromancy will be part magic, part science.  I think that the Council of Barons will probably have a person or people in charge of overseeing things related to the necromancers but I am not totally certain of how I will handle that yet.  If anyone has any ideas, I am open to suggestions.