On an ancient world, in an oppressive empire, something malicious stirs in the west...
Mytarhi is the name of the world on which the campaign Chronicles of the Imperium takes place.
The world is an old one – very, very old. It is estimated by Chroniclers that the history of the world stretches back 17,000 generations – or roughly 500,000 years. During this time the world has seen the rise and fall of empires, warfare and pestilence and the flowering and extinction of races, creatures, and all manner of life.
500,000 years of war, history, magic, science; great secrets have been both found and lost, great secrets uncovered and buried, miraculous inventions created and recreated, over and over and over… for millennia.
The human ancestries are divided into numerous tribes or civilizations: Thalassians (Caucasoids), Aishiiri (Mongoloid), Mharboon (Negroid), Lharboon (Capoid), Jhekh (Australoid)
The Thalassean race is further subdivided into the following tribes/races (Also included are periphery types reflecting Mharboon (Negroid) and Aishiiri (Mongoloid) accretions; description includes their Earth counterparts):
Thalassean Proper – the bronze-skinned, tall; dark haired, dark eyed; Greco-Roman-Turkish like majority of the Thalassean peoples; (Mediterranean: Yemen)
Shar-Thalassean (Thalassean Proper subgroup) – a slightly smaller, lighter skin tone; brownish hair types, brown or hazel eyed; group of the Thalassean proper; (Atlantic-Mediterranean: Toulouse, France)
Nahr Thalassean (Thalassean Proper subgroup) – a tallish, thin, and mostly albino race; pigmentless or light skinned, blue-white or red-eyed; (Pontic Mediterranean: Czech Republic)
Keltoi - (Dhanae Proper subgroup) – mountain and marshland dwelling peoples, brown and red-haired, light eyed; (Keltic Nordic: Aran Islands, Ireland)
Mhorne - (Dhanae Proper subgroup) – stocky, dark-haired, and dark-eyed, stoic, and battle-hardened; (Borreby: Jutland, Denmark)
Mhrünae - (Dhanae Proper subgroup) – a taller, fairer offshoot of the Mhorne; renowned for their musical ability; (Brünn: Göteborg, Sweden)
Aponhor - (Dhanae Proper subgroup) – a rosy-skinned, wind-hardened people, scraping their living from the rocky earth; herdsmen and woodsmen, dark-haired, light-eyed; (Tronder: Morayshire, Scotland)
Tohrron Proper – a thick-skinned, thick-skulled race; herdsman and ironworkers, famed for their mastery or metal working; (Alpine: Pecas, Hungary)
Knharic - (Tohrron Proper subgroup) – hardy, tanned, wind-burned; light to dark hair, blue or green-eyed; (Dinaric: Bukovina, Romania)
Shar-Knharic - (Knahric subgroup) – barbaric and pagan; heavy-lidded eyes, full lips, fair-haired, dark-eyed; (Noric: Heidelberg, Germany)
Nahr-Knharic - (Knahric subgroup) – barbaric and pagan; heavy-lidded eyes, full lips, dark-haired, light-eyed; (Armenoid: Van, Eastern Anatolia)
Bhoralic Proper – tall and thin, renowned for their skill at sorcery and fire-magics; weavers and craftsmen, brownish/blackish-haired, dark-eyed; (East Baltic: Vilnius, Lithuania)
Jhark (Bhoralic Proper subgroup) – stockier, well-muscled and thicker; heavy-lidded eyes, full lips, fairer-haired, eyes cover all ranges of light to dark; (Neo-Danubian: Minsk, Belarus)
Lhurak (Bhoralic Proper subgroup) – tend more toward the willowy side frame-wise, well muscled; sleepy-eyed, pale skin, fair-haired; (Lappish: Jämtland, Lapland)
All demi-human races are for all intents and purposes, extinct. They exist, just in extremely small numbers – for example, the only known Elven being is a fortune teller living in Stormhaven.
Demi-humans (if and when encountered) are divided into categories in ancient texts –
Elven peoples are described as nomadic aboriginal types while
The Fey are inscrutable and terrifying, misunderstood, timeless beings of legend and myth.
Dwarves, Gnomes and Halflings are lumped into the same category and are simply called Half-men.
Goblins, gnolls, orcs, hobgoblins, giants and all other subhuman or “evil” races are simply referred to as Orks.
NAME OF LOCATION/WORLD: Mytarhi
AREA: 400 million square miles (two times the size of Earth)
POPULATION: Unknown, though a rough census puts the Imperium population somewhere close to 40 million (estimated)
CITIES (WITH POPULATION):
TARNHOMME: 175,000
KHORL: 1,500
MARLSTED: 2,800
SHAMIIR: 3,200
NOTHWYN: 13,700
INDOR: 3,500
ARGEAS: 1,500
SUMUAR: 2,800
STONEMILL: 20,000
STORMHAVEN: 10,000
MAGEGATE: 7,500
PHARN: 5000
WYTEGYRE: 8,800
LOTK: 6,200
OTHMAES: 10,300
KALINDOR: 1,500
SHAEMOOR: 9,500
NEVERSUMMER: 80,000
DARKWELL: 20,000
SHORN: 17,000
LANGUAGES SPOKEN:
Common, Mage-tongue, Outlander, High Erabin (a courtly, formal dialect), Dhwalim (Low Speech), Khazdjima (pidgin dialect mixing Dhwalim with Outlander, used by metal/weapon/ smiths and other craft persons). Translators of other languages are often available for hire in the cities of Tarnhomme, Nothwyn, and Indor.
COINAGE:
Ab (1 copper Abi (10 Ab, silver Aba (10 Abi, gold Kup (10 Aba, electrum Kupta (10 Kup, platinum)
GOVERNMENT TYPE:
Imperial Dictatorship: a highly bureaucratic system ruled by the Imperatrix, a hereditary ruler.
The current Imperatrix is Selune Na’Joris. The Imperium has waged wars throughout its existence in an effort to unite the whole of the continent under one ruling government. Twenty years ago, Hierlor Na’Joris led the last campaign against the west and succeeded in completing the Imperium’s conquest of the known world. Ten years after the victory, Na’Joris eldest daughter took the throne as Imperatrix upon his death.
The powers of the Imperatrix exist by virtue of her tribunal powers and her proconsul powers.
The tribunal powers make the Imperatrix's person and office sacrosanct, and give her authority over the Imperium's civil government, including the power to preside over and to control the Senate.
The proconsul powers give her authority over the Thalassean army. She also has the power to declare war, to ratify treaties, levy taxes, and to negotiate with foreign leaders; and also has the authority to carry out a range of duties including the power to control senate membership.
In addition, the Imperatrix controls the religious institutions, and is a member of each of the four major priesthoods.
Literally, logistically, and economically, the main pillar of the Imperatrix’s power and authority is the military. The military answers to the Imperatrix and yet she too understands that she is in power because the military is so strong – should it turn on her… it would not take much for the powerful entity to take over the realm. However, through political, magical, and spiritual means, the Imperatrix remains in control. Any threat of revolt is swiftly and brutally put down. The power of the Imperium and its presence is known and felt throughout the entire continent.
Beneath the Imperatrix are 12 advisors or lictors (Foreign Policy, Military, Currency & Trade, Science/Magic, and Religion, etc.). The lictors preside over the Senate which is comprised of officials elected from the populous from each region of the Imperium. Currently, the Senate has 1500 members. Each senate member is served by two scribes.
The scribes are responsible for the recording and dissemination of all decrees of the Imperatrix and the lictors.
Each city and major town are served by no less than two pols, which are responsible for taking the information from the scribes and announcing it through the city. Pols are also responsible for municipal administrative duties such as tax collection and census taking.
Finally, the judiciary or High Court consists of 101 adjudicators, elders selected from their communities. Should a case come before the court, the severity of the case will determine the number of adjudicators who will pass judgment in the dispute.
MAJOR RELIGIONS:
The Pantheon (polytheistic worship; major Temples exist for the creator/creatrix god, Ao, a Lawful Neutral / gender neutral deity), the Temple of Solas (the Sun) and the Temple of Maena (the Moon).
Other worship of lesser deities is tolerated, although no churches or temples other than those dedicated to Ao are allowed in the country. Thalassian Citizens believes that those who worship other deities are actually worshiping Ao, as he is the essence of all that is divine.
INDUSTRIES:
Fishing, whaling, trade coal, gems, and other precious minerals; export: animals, oil, spices, etc., shepherding animals, warehouse supplies, agriculture (some wheat, spelt, oats, and potatoes).
CALENDAR:
Unlike many countries, the citizens of Thalassian Imperium use a lunar calendar to mark the passage of time. There are twelve months in a Thalassian Citizens year, and each month begins with the New Moon. Thus, a year in Thalassian Imperium is usually shorter than a year in areas which adhere to a solar calendar. Throughout the year, commerce is only conducted in Thalassian Imperium during the day, which lasts from sunrise to sunset; however, during the month of Agraran, for the followers of the Ao religious sect no business is conducted during the day, and all followers of Ao fast during the day, waiting until sundown to break their fasts.
DESCRIPTION: Thalassian Imperium stretches from the eastern coastline to the Ferricwall and Ragefang Peaks in the far west (see map). A lot of data concerning the Imperium’s continental features will be provided by the players as we move through the world.
The people of Thalassian Imperium span the entire spectrum of races, colors, creeds, and physical types.
CITIES/SETTLEMENTS: There are five major cities in Thalassian Imperium.
TARNHOMME is the capital of the Imperium and the location of the throne of the Imperatrix. In addition to being the bureaucratic center of the country, Tarnhomme is also home to three renowned cultural artifacts: the Talmon, a great colossus; the Wall of Kildurin, a massive and formidable wall/dam that guards the western border of Tarnhomme, it was erected through powerful (some say divine) magic thousands of years ago; and the Oracle’s Refuge, an ancient temple of Ao.
KHORL, located 250 leagues west of Tarnhomme, is renowned primarily as the home of the Medical College of Thalassian Imperium. The college, a complex of dozens of marble-constructed buildings and gardens, occupies a low plateau at the north end of the city. The remainder of the city engages in trade, primarily in goods related to medicine and food. Tourism is also a high-income business for residents of Khorl.
MARLSTED, located 350 leagues north of Tarnhomme, is a commercial port exporting and importing major stock and warehouse items such as food, coal, oil, and weapons. Much of the city is occupied by large warehouses, as Marlsted serves as the primary trading post between Thalassian Imperium and other city-states throughout the known world. Most any product, Thalassian Citizens or foreign-made, can be found in Marlsted, although some items will be more difficult to find than others. There is an adventurers’ guildhouse in this city.
NOTHWYN, located thousands of leagues west of Tarnhomme, and butting up against the Ferricwall Mountains this metropolis is often called the “City of Knowledge” because of the large number of colleges and universities within its borders. Many scientists, wizards, and inventors can be found throughout the city, and Nothwyn boasts the largest number of non-human residents of any of the cities of Thalassian Imperium. Although it is unusual, particularly learned non-humans are occasionally allowed to serve as instructors, particularly in language and foreign history courses.
STORMHAVEN is located approximately 65 leagues south of Tarnhomme. A great many sea-faring merchants and land-based caravans from locations spanning the Imperium pass through Stormhaven, and the city. The city militia is headed by a seasoned war veteran who was appointed following the recent assassination of the previous leader.
SHORN is located approximately 1200 leagues due west of Tarnhomme. Shorn is a prison city, where all manner of criminals and enemies of the Imperium are sent, if not condemned to die by the Imperatrix. Inside the walls the only rules are those upheld by the prison population. The walls are heavily guarded by both normal and magical means to prevent escape. The community within the walls thrives on self-sufficiency – the grow crops, raise livestock, etc. Once a month, trade caracvans arrive to trade… but the main rule of Shorn is – once you go in, you don’t come out.
NOTABLE SITES:
Other than the cities themselves, there are three major structures of renown in Thalassian Imperium. All three of these are located in the capital city, Tarnhomme.
(1) The Talmon (colossus). Legend has it that at one time a mighty giant strode from the storm clouds and defended Thalassian Imperium from an invading fleet. To commemorate the event, this statue was constructed over 4700 years ago by the Thalassian Citizens builders’ guild. Many believe that if Tarnhomme is ever threatened with invasion, the Talmon will come to life to protect the city.
(2) The Wall of Kildurin (“Kildurin’s Grieve”). This fantastic and imposing edifice was created long before the Imperium existed and was made to halt the onslaught of a great host that attempted to overtake the world millennia ago. The massive wall is one hundred leagues in length 800 feet thick and rises to a height of 1200 feet. It protects the city of Tarnhomme from the massive canyon vastness called Arkald’s Maw.
(3) The Oracle’s Refuge (Prophet’s Temple). The Oracle’s Refuge is the oldest and most venerated religious structure in the Thalassian Imperium; it also doubles as a library/learning center and studies on all subjects, current as well as antiquated, take place here. The Refuge consists of three large, connected buildings, the yards between them filled with gardens, statues, and fountains dedicated to gods, demi-gods and prophets.
HISTORY:
The Thalassian Imperium was founded 7500 years ago when Kildurin, the Prophet, led a handful of his followers across the north-western mountains and toward the eastern sea. Legend states that Kildurin and the Thalassians were pursued by the army of Arkald and that the demon-god meant to wipe Kildurin and his people from the face of the earth. Once they had reached the location of where the city of Tarnhomme was to be built, Kildurin turned to face his enemy and summoning all his power and skill, raised the massive wall of Kildurin and at the same time, burying the pursuing army in the massive crevice that would come to be called Arkald’s Maw. Thalassian Citizens now refer to the land beyond these obstacles to the west as Noloc Hararam (“the land beyond the mountains”). Apparently, the barren lands north of the mountains are inhabited primarily by non-human and inhuman inhabitants, although some unusual ruins do hint of a previous civilization in the area.
IMPORTANT FIGURES:
In Thalassian Imperium, no one is more important than the current Imperatrix Selune Na’Joris. She is the youngest ruler to date, having recently ascended to the throne at the age of 32. She is a competent and shrewd ruler who will not hesitate to crush any opposition to the Imperium. She is actively hunting out rebel forces and dissidents.
Malik Nas is the highest-ranking priest and leader of the church of Ao, the 15th priest to serve in this position. It is reputed that Ao blesses his most faithful servant with longevity beyond ordinary humans. Malik has served as high priest for the past 35 years, and though he looks barely over 40, he is 72 years old. A seemingly compassionate man, Malik is well known for his concern for the welfare of Thalassian Imperium’s children, and he has been known to visit schools within Tarnhomme to encourage the young people of the nation. Malik also tends a large greenhouse filled with exotic plants; it is here that he usually receives visitors to his home in southwestern Tarnhomme.
Kanoa Na’Joris is the first Lictor of Tarnhomme and the brother of the current Imperatrix. Kanoa had his eyes set on the throne until his father’s deathbed decree that his eldest daughter should rule after his passing; thereafter, there was a great rift between the two siblings, and some quietly speculate that Kanoa might have contributed to his father’s death. Kanoa is 30 years old, a strong, unusually tall man with a sneer of dissatisfaction always present on his face. His eyes are penetratingly black. He knows that Selune recognizes the threat he presents, so he is wary of the Imperatrix, but it is sure that his anger still seethes within him, and he is likely to make another attempt to take the throne for his own.
UNIQUE FEATURES OF MYTHARI/THE IMPERIUM:
Mageburrow – mageburrows or Fey rifts, are dark tunnels of unstable dimensional energy that allow those that dare use them to traverse great distances at speed, from one location to another across hundreds if not thousands of leagues. They are dangerous, temporary wormholes accessed either by Fey artifacts, hidden and well-guarded fixed gateways, or mythically rare spells.
Passnotes are a form of communication in the Imperium. Ensorcelled pages of vellum on which messages can be penned or written and then sent to a twin page over great distances. They are the equivalent of texting, but only between the two pages – they cannot be used to send to multiple sources at once.
Memory balls are glass balls that have been enchanted to record moments of time, that are then stored, and which can be played back at another time. Each memory ball is different and has been ensorcelled to retain differing lengths or types of “memories”. Some store only visual data of the moment it records, while others store both visual and aural data, allowing the viewer to not only to see the scene recorded, but to hear it as well.