Qu'orath
Posted 30th June 2008 at 01:07 AM by Jack99
Updated 30th June 2008 at 01:56 AM by Jack99 (added a secret)
Updated 30th June 2008 at 01:56 AM by Jack99 (added a secret)
So, if you have read the others posts in my blog, you will know that my players know very little of the world around them. Having arrived through a portal only 25 years ago, not much has been explored. While my campaign is in no way set in stone, I do want to explore the possibilities in my players discovering another populated country.
My players are very much in control, as in I try my hardest not to rail-road them, but considering how they usually react to things, I think it is a fairly good guess that they eventually will stumble the way the bread-crumbs lead. In this case, towards Qu'orath, through a series of ancient portals, hidden in ancient crypts and dungeons, such as Keep on the Shadowfell (Called Keep of Darkness IMC) and Castle Whiterock (I imagine the portal being on level 3 or so, maybe deeper, although I don't plan on running them through everything).
Anyway. Since they will eventually go explore, I need a country they can explore.
IMC, the war between Bael Turath and the dragonborn empire of Arkhosia only ended 106 years ago, and Bael blew up 103 years ago. This caused a major sundering of the continent, creating many smaller isles, and drowning a large part of the former empire. As if that wasn't enough, the magical explosion that destroyed Bael Turath, somehow ripped a gap in the Feywild, causing fey energies to flow into the world. This caused the forests to grow and spread at an alarming rate, almost swallowing cities and creating huge natural barriers between the civilized areas, between the points of light...
Anyway, so instead of one huge empire with millions of inhabitants, the former empire of the tieflings is mostly destroyed. But, there are however still a few enclaves left, that cling to the ancient decadent ways. One of them is Qu'orath, which lies in the north eastern part of the continent that has seen the arrivals from another world.
These are my random plans for Qu'orath
Qu'orath
269k inhabitants (200k humans, 26k tieflings, 12k halflings, 10k dwarves, 15k dragonborn, 3k elves, 2k half-elves and 1k eladrin)
Qu'orath is still clinging to the ancient ways. The noble houses (families) of Tieflings run the country in all aspects. They own all land, and other races are, while not slaves per say, not worth much more to the tieflings.
* Elves and Eladrin are mostly left to themselves in the forests. A few are hired as teachers or employees
* Halflings have someway kept their status as traders
* Humans work the lands, serve in the private armies, and in general do everything but rule. As slavery is a common punishment, there are a good deal of human slaves.
* Dragonborn are slaves, or dead
* Dwarves are not only free, but also on generally good terms with the tiefling lords.
Maybe it has something to do with the proximity of Ironborg, one of the few dwarven citadels of substantial size.
The ancient ways of the tieflings include many fun sports, most which involve a lot of cruelty. But the all-encompassing "pass-time" in Qu'orath, is something called the Game of Thrones (yeah, another rip-off)
The Game:
There are 31 nobles families, each with a keep/castle/estate and some land. They "play" the Game of Thrones, back and forth, for the (perceived) power over the country, while humans work the surrounding lands and provide crops and food.
It is a game of financial, political, military and arcane power.
15 families count around 350 tieflings each (called lordlings). Each of these families rule over around 4k humans in their area. The family names are: N'tul, N'gir, D'la, K'onth, M'og, S'god, B'lo, N'tur, V'gird, C'al, G'gor, G'ul, G'lin, M'gug, D'du.
9 families count around 750 tieflings (called lords.) Each of these families rule over around 8k humans in their area. Their names are: C'tuar, N'gogon, Z'eglin, O'ba, O'nag, T'tuan, L'rotug, V'andir, W'etu.
5 families count 1k tieflings (the cha-khan - the war council). Each of these families rule over around 15k humans in their area. Their names are: K'elitul, F'aetu, J'andrumo, M'argorgan, H'ordengu
1 family counts 2k tieflings (the Khan). This family rules more than 25k humans. It's name is: T'myaomir
1 family counts 4k tieflings (the Kha-khan). It rules over more than 40k humans. It's name is: R'kakhanimata
All the families are run by wizards and warlocks, or at the very least has a large number of members well versed in the arcane arts.
Secret: Since magical power is paramount in Qu'orath, and since a tiefling breeding with a human always produces a tiefling, there is a longstanding practice of any human female that shows an aptitude for magic to be removed from society, and used to breed more magic apt tieflings.
The social place of a family depends on number of warriors, wealth, magical power and political flair. As they ascend the ladder, they are allowed to add vowels to their name, just as if they fall down the ladder, they remove vowels.
The Kha-khan lords about all from the capital (Bael Deus), and keeps out of the game (in general)
Around 3-5k tieflings live outside the clan system, in cities.
Worship of The Shadow (Secrets, Night, Deceit, Devils, Drow, Treachery, Tieflings) - other religions are not allowed not conducted in the open.
Secret: Around 10 years ago, The C'al Family embraced a new master, or rather some of the family members did. Since then, the Cult of Yeenoghu has been gaining quite a few followers, in many different familes, and they all seem to be gaining rapidly in power.
In war, the tiefling nobles ride on war elephants, casting their spells from small platforms.
War Elephant Level 10 Elite Brute
Huge natural beast
Initiative +5 Senses Perception +7; lowlight vision
HP 256; Bloodied 128
AC 22; Fortitude 21, Reflex 16, Will 18
Saving Throws +2
Speed 8
Action Points 1
m Gore (standard; at-will)
+13 vs. AC; 1d8 + 7 damage.
M Trample (standard; at-will)
The elephant can move up to its speed and enter enemies spaces. This movement provokes opportunity attacks, and the elephant must end its move in an unoccupied space. When it enters an enemys space, the elephant makes a trample attack: +11 vs. Reflex; 2d6 + 7 damage, and the target is knocked prone.
Alignment Unaligned Languages none
Str 21 (+10) Dex 10 (+5) Wis 14 (+7)
Con 18 (+9) Int 2 (2) Cha 12 (+6)
My players are very much in control, as in I try my hardest not to rail-road them, but considering how they usually react to things, I think it is a fairly good guess that they eventually will stumble the way the bread-crumbs lead. In this case, towards Qu'orath, through a series of ancient portals, hidden in ancient crypts and dungeons, such as Keep on the Shadowfell (Called Keep of Darkness IMC) and Castle Whiterock (I imagine the portal being on level 3 or so, maybe deeper, although I don't plan on running them through everything).
Anyway. Since they will eventually go explore, I need a country they can explore.
IMC, the war between Bael Turath and the dragonborn empire of Arkhosia only ended 106 years ago, and Bael blew up 103 years ago. This caused a major sundering of the continent, creating many smaller isles, and drowning a large part of the former empire. As if that wasn't enough, the magical explosion that destroyed Bael Turath, somehow ripped a gap in the Feywild, causing fey energies to flow into the world. This caused the forests to grow and spread at an alarming rate, almost swallowing cities and creating huge natural barriers between the civilized areas, between the points of light...
Anyway, so instead of one huge empire with millions of inhabitants, the former empire of the tieflings is mostly destroyed. But, there are however still a few enclaves left, that cling to the ancient decadent ways. One of them is Qu'orath, which lies in the north eastern part of the continent that has seen the arrivals from another world.
These are my random plans for Qu'orath
Qu'orath
269k inhabitants (200k humans, 26k tieflings, 12k halflings, 10k dwarves, 15k dragonborn, 3k elves, 2k half-elves and 1k eladrin)
Qu'orath is still clinging to the ancient ways. The noble houses (families) of Tieflings run the country in all aspects. They own all land, and other races are, while not slaves per say, not worth much more to the tieflings.
* Elves and Eladrin are mostly left to themselves in the forests. A few are hired as teachers or employees
* Halflings have someway kept their status as traders
* Humans work the lands, serve in the private armies, and in general do everything but rule. As slavery is a common punishment, there are a good deal of human slaves.
* Dragonborn are slaves, or dead
* Dwarves are not only free, but also on generally good terms with the tiefling lords.
Maybe it has something to do with the proximity of Ironborg, one of the few dwarven citadels of substantial size.
The ancient ways of the tieflings include many fun sports, most which involve a lot of cruelty. But the all-encompassing "pass-time" in Qu'orath, is something called the Game of Thrones (yeah, another rip-off)
The Game:
There are 31 nobles families, each with a keep/castle/estate and some land. They "play" the Game of Thrones, back and forth, for the (perceived) power over the country, while humans work the surrounding lands and provide crops and food.
It is a game of financial, political, military and arcane power.
15 families count around 350 tieflings each (called lordlings). Each of these families rule over around 4k humans in their area. The family names are: N'tul, N'gir, D'la, K'onth, M'og, S'god, B'lo, N'tur, V'gird, C'al, G'gor, G'ul, G'lin, M'gug, D'du.
9 families count around 750 tieflings (called lords.) Each of these families rule over around 8k humans in their area. Their names are: C'tuar, N'gogon, Z'eglin, O'ba, O'nag, T'tuan, L'rotug, V'andir, W'etu.
5 families count 1k tieflings (the cha-khan - the war council). Each of these families rule over around 15k humans in their area. Their names are: K'elitul, F'aetu, J'andrumo, M'argorgan, H'ordengu
1 family counts 2k tieflings (the Khan). This family rules more than 25k humans. It's name is: T'myaomir
1 family counts 4k tieflings (the Kha-khan). It rules over more than 40k humans. It's name is: R'kakhanimata
All the families are run by wizards and warlocks, or at the very least has a large number of members well versed in the arcane arts.
Secret: Since magical power is paramount in Qu'orath, and since a tiefling breeding with a human always produces a tiefling, there is a longstanding practice of any human female that shows an aptitude for magic to be removed from society, and used to breed more magic apt tieflings.
The social place of a family depends on number of warriors, wealth, magical power and political flair. As they ascend the ladder, they are allowed to add vowels to their name, just as if they fall down the ladder, they remove vowels.
The Kha-khan lords about all from the capital (Bael Deus), and keeps out of the game (in general)
Around 3-5k tieflings live outside the clan system, in cities.
Worship of The Shadow (Secrets, Night, Deceit, Devils, Drow, Treachery, Tieflings) - other religions are not allowed not conducted in the open.
Secret: Around 10 years ago, The C'al Family embraced a new master, or rather some of the family members did. Since then, the Cult of Yeenoghu has been gaining quite a few followers, in many different familes, and they all seem to be gaining rapidly in power.
In war, the tiefling nobles ride on war elephants, casting their spells from small platforms.
War Elephant Level 10 Elite Brute
Huge natural beast
Initiative +5 Senses Perception +7; lowlight vision
HP 256; Bloodied 128
AC 22; Fortitude 21, Reflex 16, Will 18
Saving Throws +2
Speed 8
Action Points 1
m Gore (standard; at-will)
+13 vs. AC; 1d8 + 7 damage.
M Trample (standard; at-will)
The elephant can move up to its speed and enter enemies spaces. This movement provokes opportunity attacks, and the elephant must end its move in an unoccupied space. When it enters an enemys space, the elephant makes a trample attack: +11 vs. Reflex; 2d6 + 7 damage, and the target is knocked prone.
Alignment Unaligned Languages none
Str 21 (+10) Dex 10 (+5) Wis 14 (+7)
Con 18 (+9) Int 2 (2) Cha 12 (+6)
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