Why my campaign world has the best fluff:
1. Typical campaign intro:
"It is the 28th century YE. Southern Ea is in chaos. Following the Bloodhammer Uprising in Imarr, the Albine Emperor has ordered a total withdrawal from the lands of the Old Empire. Some Albine commanders have disobeyed, becoming mercenaries or warlords. Countless regional rulers have declared their own independent states. The Albine administrative infrastructure has collapsed as city-state governments replace Imperial rule. New leaders have arisen, determined to carve out new Empires by the bloody hand of War…
Greatest of the City-States is Imarr: Imarr the Glorious, the Eternal City. Once Imarr was the heart of the Old Empire; now under Overking Tarkane the Usurper, is she destined to rule once more?"
2. ExampleS of setting info:
"Nations of South Ea
Population figures are estimates, and include subject and slave populations but may not include uncontrolled groups within claimed borders. Most estimates likely err on the low side.
The Overkingdom of Imarr (16.2 million)
(Tarkane): greatest kingdom of southern Ea, the Overkingdom rules many realms, from the conquered (2738-39) land of Imgart Province in the north, through Gordava (conquered 2735) and the recently incorporated (M11 2739) Scornic League territories in the west, to the great port city of Doskan (conquered 2736) in the south. The Overkingdom's capital is ancient Imarr, by far the greatest city of Ea and said to hold over a million people within its high walls. Population includes: ca 5.2 million Scornic League (1.4 million Northwoods, 1.7 million Vantouche, 1.2 million Scorn'el & Deepwater, 0.9 million southern including 0.125 million Borderlands Duchy), 1 million Imgart Province, 3.2 million Archduchy of Colladel, 1.2 million Imarr & suburbs, 3.5 million Heartlands, 1 million Gordavan March, 1 million Doskan March, 0.1 million tribesmen in Sorganzorro marsh & Coast Range mts. Allied or client realms include the Kingdom of Trafalgis, Mount Fire & the Sea of Dust, and the Heavenly Mountains. Languages: Imarran Common & many other.
PRECEDENCE IN THE OVERKINGDOM OF IMARR ca 2740 YE
Title: Rules (typical population)
Overking Everyone
Archduke Millions
Duke Hundreds of Thousands
Margrave, Count Tens of Thousands
Graf, Viscount, Baron Thousands
Baronet, Freiherr Hundreds
Foreign potentates (where recognised), and allies are typically allocated precedence according to the population of domain ruled, with some 'bumping' up in marginal cases, eg the Warmaster of Mt Fire and the Ladies of Hawk & Crane are counted as Dukes, the King of Trafalgis and the Caliph of Marrak are counted as Archdukes.
Mongali Empire (3.6 million)
(Kadai Khan): the Mongali are an aggressively expansionist race of horse nomads. In 2741 YE the Mongali lost the Norse realm of Settlers' Country, but still rule the Steppes and Do Chakka. The Albine warlord Kardus, a former Legion commander, controlled the dusty arid plains of western Do Chakka ca 2736-40 YE. Bitter enemy of the Mongali, he had no love for the Overking either. Conquered by Mongali Horde M4 2740 YE. Population includes ca 1.52 million Mongali, 0.5 million Norse & Albine slaves in Arukan, 1.4 million slaves in Do Chakka. Languages: Mongali, Makyan on southern border, Albine and Common in Do Chakka.
Mount Fire (0.2 million)
(Warmaster Xiang): the forces of Mount Fire under Xiang control the wastelands of the Sea of Dust, where once were the realms of Cartheos and Kormir. Population is ca 0.2 million in Sea of Dust. Languages: Veridoran, Common.
Heavenly Mountains (0.1 million)
(Lady Ling-Da of Crane's Palace, Lady Cho of Hawk's Palace): The Hawk & Crane monasteries of fierce female warrior-monks, the Guardians, fiercely defend the high passes over the Heavenly Mountains from Mongali incursion. The Guardians are recruited from the peasant villages of the mountains. Language: Veridoran.
Beskarn (0.15 million)
(Marena, Fjorent, War Chiefs, etc): an isolationist forested land of fierce tribesmen and powerful witches. In East Beskarn the Witch-Queen Marena holds much influence. The great witch Fjorent also resides here. Language: Beskarni
Makyan Kingdom of Bretania (2.6 million)
(Marowa): the fierce Makyan Barbarians under King Marowa of the Bison Warriors have conquered (2730-32 YE) the once-civilised realm of Bretania, reducing the former inhabitants to serfdom or slavery. To the south Makyan Bretania abuts on the great Ankan Lake, to the south-east meadows become sparsely populated savannahs and fade into the deserts of Marrak, roamed by wild tribesmen and fell beasts. Population includes ca 2 million Bretanian slaves/serfs, 0.6 million Makyan. Languages: Makyan, Common.
The Norse Kingdom (Trafalgis & Settlers' Country) (1.82 million)
(King Sigurd): The proud Norse Kingdom of Trafalgis was conquered by Imgart in 2729 YE and freed recently (2738-39 YE) from Imgart occupation with aid from the Overkingdom of Imarr. Generally regarded as a client state of the Overkingdom, though the young King Sigurd, once a Bloodhammer Knight, is independent-minded and doubtless sees things differently. Settlers' Country had been conquered by the Mongali in 2725 YE, and around 600,000 of its 1.6 million population slain or taken south into slavery. In 2741 YE Sigurd and a Trafalgic army with Overkingdom & Mt Fire support liberated Settlers' Country from the Mongali, and was petitioned by the Jarls to remain as King of a unified Norse realm. Population .82 million Trafalgis, 1 million Settlers' country. Language: Narish (Norse)
The Marrakeen Caliphate (2.8 million: 2.2 million Southlands + 0.6 million Silk Lands)
(Johmuz VI/Astares): the southern desert realm of Marrak is known for its fearsome Zeereshi lizard cavalry. Johmuz, Caliph of Marrak, is of the ancient royal blood but is widely regarded as a virtual puppet, firmly under the control of his great general, Astares, The Victor of Sasan. North of the Dosk river, Marrak controls the Doskani Silk Lands (conquered 2735-36) on its border with the Overkingdom, an important economic resource. To the south Marrak largely dominates Arypt, a virtual client-state. To the east the mighty Mosquito River protects the Caliphate from the fierce Nubians of Julah. Languages: Marrakan, Common
Arypt (0.5 million)
(Pharoah): the small desert realm of ancient Arypt lies south of the Marrakeen Caliphate. Once centre of a great empire, it is said to be a land of mighty magics and dreaming sands, little known to the outside world. Languages: Aryptian, Marrakan, Common
Pan Chakka (0.5 million)
(no ruler): The wild hills and woods of Pan Chakka lie along the Do Chakka-Bretanian border east of the Forest of Angar. This is sparsely settled upland territory inhabited by human tribes, hardy frontiersmen in stockaded villages, bandits, renegades and minor nobles - often in exile from more welcoming climes - as well as bands of generally hostile nonhuman races including gnolls, but also goblins, hobgoblins and others. The soil here is generally poor and the limestone hills hold little mineral wealth, so it remains a largely undeveloped buffer zone between more welcoming climes. Language: Common
Cyklades Isles (0.4 million)
(no ruler): The Cyklades island chain east of Imarr includes the mysterious Isle of the Shapelings, an invisible race known only to legends. Many Albines colonised the Isles during the Pax Albina. It is now a land of scattered feudal smallholdings, small coastal towns, hidden pirate coves, Trafalgic Norse invaders (renegades from the Imgart invasion of 2729) in the north, and more recently renegade Imgart knights fleeing the Overkingdom's invasion of 2738 YE, all of whom seek to carve out their own domains. The isles are mostly windswept and mineral-poor, with some good farmland. The southern Isles are dry and show much Marrakeen influence. Languages: Common, Albine, Narish in north, Marrakan in south.
Rigeria (0.1 million?)
(no ruler): The far northern mountain-realm of Rigeria is roamed by tribes of savage black-haired human barbarians, doughty warriors against the orcs and other fell things that contest the high mountain peaks. Language: Rigerian.
The Wild Lands (0.1 million?)
(no ruler): the hills and mountains of the Wild Lands east of Settlers' Country and west of Trafalgis are roamed by goblins, giants and an occidental human race, the Wainriders, believed related to the Mongali and the Taiga-men of the far west. This barren land has resisted all Trafalgic attempts at colonisation. Languages: Giantish, Gulman
Chaos Realm (0.2 million?)
(The Destroyer): The Destroyer, Dark Lord of Chaos, rules a twisted realm of nightmarish abominations, the Beast Men of Chaos, and wars constantly against the human lands to the south. M4 2740 YE: A terrible plague has recently struck the Chaos Realm. Rumour has it that the Lady of Crane's Palace, Ling-Da, is responsible, a gift to Lord Alidarn in exchange for the White Spear. Language: Abyssal, Common
Kingdom of Julah (1.4 million)
(Julah): the Nubian conqueror Julah now rules the broad savannahs of Van Karti's Land (conquered ca 2734-35), east of the Marrakeen Caliphate. The indigeneous Kartislanders have been enslaved, killed or driven away. Language: Nubian (various), Common
Cirith Ardrad (8,000+?)
(Bori): The Last Dwarven Citadel, the ancient mountain dwarf fortress of Cirith Ardrad in the Yuron Mts NW of the Northwoods wars constantly against the Orcs and other foul things of Chaos. Language: Dwarven
Other lands: Far to the west on Imarokia lie the exotic occidental realms of Tantok, the Westerlands and Matushka, while to the northeast lies the large island-continent of the Albine Empire (west coast) and Thrinia (east). East of Thrinia lies the island realm of Veridor, north-west of Tantok.
Imarran political factions.
The Bloodhammerists
Leaders:
1. Overking Tarkane the Usurper;
2. Gorrin Marl, Vice-Commander of the Imperial Knights Bloodhammer (IKB).
These are the supporters of Tarkane and his power base from which he launched a successful uprising against Albine rule. Initial support was concentrated among disaffected minor Imarran nobility and the urban poor; nowadays most people would claim to be firm supporters of the Overking, in public at least. The IKB are a militarist order of warrior knights who form Tarkane's personal bodyguard, they recruit more on the basis of dedication to the cause and proven fighting ability than on grounds of breeding and station. The IKB accept men only, although retainers may occasionally be female. There are some 3200 Imperial Knights Bloodhammer.
They are allied to the Blue Light Society of Wizards, who include Tarkane's consort Zalindra 'The Devastator', half-sister of Duchess Magda Kullervo of Imgart; to the Church of Ksarul, and to the Church of Odin in Imarr. The Bloodhammer Knights are rivals to Archduke Ulfius' Thrinian Knights.
The Cartheanists
Leader: Adam Dickinson, advocate (imprisoned M3 2739 YE)
This faction, primarily derived from the educated urban middle-classes, such as lawyers and merchants, follow the teachings of the Carthean philosopher Plautonus and advocated the replacement of the monarchy by a democratic republic. They are known to be supported by the Church of Carthea which is headquartered in the Free City of Scorn'el, the centre of the Scornic League which includes Dulleaberg. Most Cartheanists objected to Albine colonial rule, initially supported Tarkane, and learned their mistake only after he had seized power. In M3 2739 YE the Imperial Secret Police launched a clampdown on the Cartheanist dissenters, imprisoning many. Dickinson was released and the Cartheanists guaranteed freedom of religion by Tarkane upon the incorporation of the Scornic League into the Overkingdom in M11 2739 YE, in return for undertaking to respect the 'rule of law' and cease subversion against the Crown.
Active Cartheanists in Imarr number at least several thousand.
The Thrinians
Leader: Archduke Ulfius Bloodhammer of Colladel
Deputy: Sir Per Vartal, 'The Dark'
The Thrinian Knights are a powerful order of warrior knights revering the war-god Thrin, and supposedly strong supporters of Tarkane, their leader Ulfius is officially Tarkane's deputy. But there are frequent rumours that the Thrinians would like to replace Tarkane with Ulfius as Overking. Ulfius personally possesses the Bloodhammer, the holy artifact of the IKB, believed much to Tarkane's annoyance. Ulfius recently led the Overkingdom's conquest of Imgart and liberation of Trafalgis (2738-39 YE). He was supported by his venerable Archmage, Clarendon of the Singing Sword. M10 2739 Ulfius was killed in battle by the frost giant Gungir after slaying Harecules, but subsequently True Resurrected by the Thrinian Archpriest Arkhelt at considerable cost. In 2741 YE he helped lead the defense of Scorn'el against the Mongali Horde, at which time Clarendon died of old age.
The Thrinian Knights accept women, who make up about ¼ of their fighting strength. There are some 800 Thrinian Knights.
Wizard Factions
The Society of Blue Light
Leaders: Zalindra the Devastator, Magist and consort to Overking Tarkane. Umayth.
This secretive religious order of wizards revere Lord Ksarul the Doomed Prince, Master of Magic and Grammarie. It is thought to be ancient in origin. They generally support Overking Tarkane, and some provide magical assistance to the Imperial Knights Bloodhammer. Unlike some other Ksarulist factions, they are not thought to seek His Awakening (and the consequent Apocalypse). The Blue Light have much influence in the Universities, from where they recruit promising candidates. The Blue Light accept men and women on equal terms. The size of the Blue Light Society is unknown, but is thought to be similar to the White Way.
The Order of the White Way
Leaders: 1. Dovistar the Magus.
2.Laera the White
This relatively young (no more than about 250 years in 2738 YE) Order was formed during the Empire of the Red Wizards by mages who refused to join the Red order, and practiced their magic in secret under pain of death. The Order is generally apolitical and prefers not to get involved in mundane politics, although they are active in the Universities and rival the Blue Light for influence. The White Way is a secular Order, many members revere the goddess Avanthe. The White Way accept men and women on equal terms. There are some 350 members of the White Way across Ea, about 70 within Imarr. "
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