Ancient Kingdoms - Mesopotamia
Ancient Kingdoms - Mesopotamia is a campaign soucrebook including some adventures set in a fictional variation of the historical period. The adventures included are, Adevntures in the Red Waste, The Sea of Bones, Dragonclaw Rock, Oasis of the Purple Dreams, The Pit of Yhath, The Ziggurat of the Ghoul Queen, The HOrns of Sinmesh, The Ruins of Ibnath, Temple of a Thousand Gods, and The Great Ziggurat
The glittering fires of civilization beckon the weary desert traveller, who drives his heavily laden camel-train through the desert sands towards the city-states dotted like pearls on a string along the twin rivers Euphrates and Tigris. Here, despotic priest-kings rule from ziggurats that stretch skywards to the starry realm of the gods, while robed priests heap sacrifice upon the earthly altars of brazen and obscene idols.
Bearded men and women from a hundred nations throng the crowded streets of gardened Babylon, Nineveh with its libraries, age-old Uruk, and glittering Nippur. Woollen-robed stargazers guard ancient wisdom and science written on cuneiform tablets in their forbidding towers of mud-brick, while on the skull-strewn battlefields between the city-states, bronze swords clash against wooden shields and mighty warriors crash their chariots into the serried ranks of enemy spearmen. This is the splendor that is Mythic Mesopotamia.
This chapter provides details on the geography, history and culture of a quasi-Mesopotamian historical fantasy setting, the default backdrop for this adventure module. Throughout this chapter, the term “Sumerian” is often used interchangeably with “Mesopotamian”. Note that the following information has been adapted to a fantasy milieu and is not intended to be historically accurate. A number of new rules are presented throughout this chapter, intended to bring distinctive flavor to a campaign set in Mesopotamia; of course, all such rules are optional and it is ultimately up to the DM to decide what to use in their own campaign.
The glittering fires of civilization beckon the weary desert traveller, who drives his heavily laden camel-train through the desert sands towards the city-states dotted like pearls on a string along the twin rivers Euphrates and Tigris. Here, despotic priest-kings rule from ziggurats that stretch skywards to the starry realm of the gods, while robed priests heap sacrifice upon the earthly altars of brazen and obscene idols.
Bearded men and women from a hundred nations throng the crowded streets of gardened Babylon, Nineveh with its libraries, age-old Uruk, and glittering Nippur. Woollen-robed stargazers guard ancient wisdom and science written on cuneiform tablets in their forbidding towers of mud-brick, while on the skull-strewn battlefields between the city-states, bronze swords clash against wooden shields and mighty warriors crash their chariots into the serried ranks of enemy spearmen. This is the splendor that is Mythic Mesopotamia.
This chapter provides details on the geography, history and culture of a quasi-Mesopotamian historical fantasy setting, the default backdrop for this adventure module. Throughout this chapter, the term “Sumerian” is often used interchangeably with “Mesopotamian”. Note that the following information has been adapted to a fantasy milieu and is not intended to be historically accurate. A number of new rules are presented throughout this chapter, intended to bring distinctive flavor to a campaign set in Mesopotamia; of course, all such rules are optional and it is ultimately up to the DM to decide what to use in their own campaign.
This adventure is included in the product Ancient Kingdoms Mespotomia, available on the Frog God Games store.
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