It is a land of deep jungles and golden seas, mysterious and unexplored.
It is a land of knife-edged mountains and deadly glaciers, trackless and forbidding. It is an age when humankind is a young race, newly arisen on an ancient and monster-haunted Earth. Mighty cities and sprawling empires rise and fall, weaving a tale of great deeds and epic tragedies that will be lost and forgotten by the peoples who come later. Even the land itself is fated to fall beneath the numbing cloak of endless winter, burying the triumphs and defeats of this vanished age beneath miles of ice. But for this glittering moment in the slow dream of time, Thule lives!
D&D Beyond Campaign Link
Tyarna Vorzin, Royal Seer, 2222 AR |
A QUICK OVERVIEW OF THULE’S TOPOGRAPHY
Thule is a vast, mountainous island-continent that stretches more than fifteen hundred miles end to end. Nearby lie the great islands of Hellumar and Nimoth, with stranger lands yet beyond their shores. All three lie in the northerly reaches of the Atlantean Ocean, but in this age, they are warm and verdant. The ice is only just beginning its relentless advance.
The dominant feature of Thule is the rampart of mountains ringing its coasts. The Shields of Sunset guard the high plains of Nar in the west.
As one might expect from a land of such extremes, each region of Thule has its own rugged beauty. The Claws of Imystrahl are majestic fjordlands, home to Thule’s oldest cities—seaports with their faces turned toward the Atlantean Ocean. The mighty Starcrowns virtually wall off these steep islets and peninsulas from the rest of Thule. The Nar Highlands in western Thule are wide, rolling plains and hills where fierce nomads roam. Kalayan the Golden is the region around the inland sea, home to the jungles of Dhar Mesh, the swamps of Phoor, and the richest and most powerful cities of the continent, great powers such as Quodeth and Lomar.
The northern coasts are known as the Thousand Teeth, after the countless rocky islets and spires that dot the Sea of Mists. These are barbarian lands with few cities. Finally, Thule’s northeastern reaches are known as the Lands of the Long Shadow. Vast tundra plains and barren, windswept hills mark the creeping onset of everlasting winter, with the grim expanse of the glaciers looming on the northern horizon. Here the secret of Thule’s wonders and majesty is made plain: This is a doomed land, and its beauty will not last.
Quodeth Region at 10 miles/hex |
A 5e Dungeons & Dragons Open game in the swords & sorcery Primeval Thule setting - http://www.sasquatchgamestudio.com/products/primeval-thule/
Introductory pdf free at: https://www.drivethrurpg.com/product/129630/Primeval-Thule-Travelers-Guide
2. PCs roll best 3 of 5d6; in order STR DEX CON INT WIS CHA. Then replace any one attribute with a '15', and apply racial modifiers.
Sources: The PHB, XGTE, the PT Campaign Guide, and the PT Player's Guide may be used for materials. No Tasha's, no other sources without prior consultation.
Highest PC Level - New PC Start Level - New PC Starting Wealth
2 - 2 (300 XP) - +15gp
3-4 - 3 (900 XP) - +45gp
5-6 - 4 (2700 XP) - +135gp
7-8 - 5 (6500 XP) - +325gp
9-10 - 6 (14000 XP) - +700gp
11-12 - 7 (23000 XP) - +1,150gp
13-14 - 8 (34000 XP) - +1,700gp
15-16 - 9 (48000 XP) - +2,400gp
17-18 - 10 (64000 XP) - +3,200gp
19-20 - 11 (85000 XP) - +4,250gp
New PC Level: Magic Gear Limit & cost
2-4 -
5-6 Common (100gp, consumable 50gp)
7-16 Uncommon (1,000gp, consumable 250gp)
17-20 Rare (4,000gp, consumable 1,000gp)
Primeval Thule Campaign House Rules
Classes
Rests
Combat
The following incur opportunity attacks if done within enemy reach:Shooting a bow, except a crossbow
Reloading a bow, gun or similar weapon
Standing from prone
Picking up an object (such as a dropped weapon) from the floor and standing back up
The following use up half a character's movement:
Standing from prone (as per RAW)
Picking up an object from the floor and standing back up
Mounting or dismounting a mount (as per RAW)
Grappled Casting: A character who attempts to cast a spell (except a cantrip) while Grappled must make a CON save at DC 10 or else lose the spell. If Restrained or Grappled & Prone, the save is with Disadvantage.
Caps
Maximum AC is 30.
Beyond 20
Above 20th level for every additional 50,000 XP a PC may swap out one character element, as if gaining a level. Level 20 PCs may occasionally receive Epic Boons. An Epic Boon +2 attribute increase may raise an attribute to 22, or to its current cap if higher. No more than two attributes may benefit from this raised cap.
Table 2–3: New Armor
Armor Cost Armor Class Strength Stealth Weight
Light Armor
Leather Cuirass 100gp 13 + Dex modifier (max 2) — — 15 lbs.
Medium Armor
Mail Cuirass 200gp-600gp 15 + Dex modifier (max 2) Str 13 Penalty 40 lbs.
Bronze Cuirass 600gp-900gp 16 + Dex modifier (max 2) Str 13 Penalty 50 lbs.
Heavy Armor Scale Coat 40gp-60gp 15 Str 13 Penalty 35 lbs.
Armour by City
Quodeth has little capacity at iron-smithing. The typical armour is the boiled -leather-&-bronze Scale Cuirass (AC 14, medium, 40gp) or Scale Coat (AC 15, Heavy, 50gp). Quodeth also manufactures the expensive Bronze Cuirass (AC 16, Medium, 900gp).
Katagia retains enough knowledge of Atlantean ironworking to manufacture Mail Cuirass (AC 15, Medium) and Mail Suit (AC 16, Heavy). When exported they both typically retail for 600gp.
Imystrahl has not manufactured armour or weapons for centuries, but retains large stocks of magically treated silver mail cuirass (AC 15, medium) and silver plate cuirass (AC 16, medium - as bronze cuirass). Silver mail Cuirass includes 200gp value of silver, silver plate cuirass includes 250gp value of silver. When exported, which is rare, they typically retail for 600gp and 900gp respectively, possibly more to a collector.
Magic items for sale in Quodeth ca 2214 AR
Table 2–4: New Weapons
Weapon Cost Damage Weight Properties
Martial Melee Weapons
Khopesh 20 gp 2d4 slashing 5 lbs. Heavy, special
Mace-axe 15 gp 1d8 slashing 7 lbs. Heavy, versatile (1d10), special
Warspear 8 gp 1d8 piercing 4 lbs. Heavy, thrown (range 20/60)
Martial Ranged Weapon
Chakram 20 gp 1d6 slashing 2 lbs. Thrown (range 30/120); finesse
Healing Services
1 hour with a Healer (Proficiency: Medicine) who makes a DC 15 INT (Medicine) check restores 5 hit points and removes 1 disability. A check uses up an entire Healer's Kit (otherwise 10 uses, 5gp). Using a healer's kit on yourself incurs Disadvantage on the check. A proficient healer treating another who is at 1 hp or higher may use their passive Medicine score for the check.
Characters may benefit from at most 8 hours of treatment (8x5=40 hp) per day, using 8 kits (40gp).
Atlantean Noble Fighter, wizard Hero from an aristocratic family - History, Persuasion
Bearer of the Black Book Sorcerer, warlock, wizard Master of a legendary artifact - Arcana, History
Beastfriend Barbarian, druid, ranger Hero with an animal companion - Animal Handling, Survival
Dhari Hunter Barbarian, ranger, rogue Savage-born hunter, tracker, guide - Stealth, Survival
Free Blade Fighter, rogue Freebooter or mercenary - Intimidation + one other
Golden Sea Corsair Barbarian, rogue Bold pirate - Acrobatics, Athletics
Guardian of the Nine Cleric, druid Enemy of the Great Old Ones - Arcana, Investigation
Ice Reaver Barbarian, Fighter Berserk warrior from the icy north - Intimidation, Athletics OR Animal Handling
Initiate of Mysteries Cleric Member of priestly order - Religion + 1 cult-specific skill
Jungle Trader Bard, rogue Resourceful explorer and caravan leader - Persuasion, Sleight of Hand AND Survival
Katagian Pit Fighter Fighter Arena fighter or gladiator - Intimidation, Performance
Myrmidon Fighter, ranger Elite soldier - Animal Handling, Medicine
Occult Scientist Wizard Scholar combining studies of magic and weird science - Arcana, Investigation
Panjandrum Cleric, rogue Judge, agent, or oficial - Investigation, Persuasion
Quodethi Thief Ranger, rogue Member of a powerful thieves’ guild - Acrobatics, Deception
Sacred Slayer Cleric, rogue Holy assassin - Religion, Stealth
Soothsayer Cleric, wizard Seer and adviser - Insight, Religion
Star-Lore Adept Warlock, wizard Dabbler in forbidden lore - Arcana, Religion
Tribal Outcast Barbarian, druid, ranger Wanderer who can’t go home - Nature, Survival
Escaped Slave (Player's Guide) - TWO of Athletics, Sleight of Hand, Stealth, or Deception.
Time-Lost Wanderer (Player's Guide) - Medicine, Investigation
Patrons and Enemies: Choose one entity to be a patron, and one to be an enemy. Your GM will provide opportunities for your character’s relationships with the great powers of Thule to come up in play.
THE BEAST CHIEFTAIN The history of Thule has been the story of barbarian tribes struggling to master the wilderness, and slowly clawing their way toward civilization. Once humans were little more than beasts themselves, but as people learned to master nature, they rose above the level of beasts and became the lords of the Earth. he beastmen—a cruder and more savage breed of humankind—are being left behind, and they hate what more advanced humans represent. The beastman Ghom, khur-za-khur of Ur-Ghom, dreams of unleashing an orgy of violence and unthinking rage on all of humankind. Yet Ghom is only the personiication of a savage, sullen spirit that lurks in the shadows of hule’s jungles, hating humans and all their works. Few humans willingly serve this ierce spirit, but a few—particularly those warriors who give themselves over completely to animal rage brutality—become its unwitting agents.
THE BLACK CIRCLE The demon-haunted city of Thran is home to the most powerful group of mages in Thule: he society known as the Black Circle. These proud, cruel wizards are bent on nothing less than world domination, and constantly seek ancient artifacts, forgotten spells, and unwholesome allies to bring their dark dreams to fruition. Until they ind the tome or ritual that will give them what they seek, they carefully husband their power, staying in the shadows and working through intrigue and manipulation. Spies of the Black Circle operate in most of Thule’s major cities, and the wizards are not above conjuring demons and other monsters to destroy those who get in their way.
Leira, Katagian Beast Friend Ranger |
barbarism, and superstition. To save it, he will impose civilization in the high tradition of Atlantis, even if he must do so at the point of a sword. he Emperor can easily inance expeditions, make Katagia’s store of magic and technology available to heroes engaged in his work, or assign soldiers or agents to promote causes he supports—or attack those working against his purposes.
THE GREAT SERPENT The cult of Set is older than humankind. Long before the first human nomads found their way to Thule’s shores, the serpentmen of Neskk honored the Great Serpent with horrible rites and obscene sacriices on steaming jungle altars. Even though the empires of the serpentmen are gone, this vile cult persists. Every city is home to worshipers of Set; some practice their dark faith openly in grand temples, while others carry out their rituals in secret. hese worshipers form a vast network of spies, assassins, and zealots who obey any order the cult’s high priests give in the name of the Lord of Night.
KANG, THE WHITE DEATH A malicious spirit of hate and destruction lurks in the great glaciers of hule. Kang, the White Death, is the mightiest of them all, and it is a vast and implacable menace to all civilization. As one might expect, the ice-spirit wants to bring endless winter and death to all within its reach, crushing all the Earth in its gelid grasp. But Kang also stands for doom—the ending of the age—and the necessary destruction that must come before this chapter of history closes and a new one begins. Its weapons are ill fortune and ironic doom, and its agents are (sometimes unwitting) nemeses of the proud and mighty.
Orethya, the Silver Sword, Last Hero of Imystrahl |
LIGHT OF MITHRA Mithra’s temples are among the most inluential in hule. Mithran priests stand at the side of many monarchs, staunch defenders of royal power and privilege. Many are corrupt and venal, but behind the vast wealth and venal interests of Mithra’s temples lies an ancient power of truth and good. Mithra checks the ambitions of evil gods who would drag hule’s civilizations into an age of darkness and despair, and he stands as an important protector of the human world against the Great Old Ones and their terrible servants. Mithra does not always work through his priests, but every now and then a brave barbarian or plucky rogue confronting elder evils has found the Light to be on his side without ever knowing that he was serving as Mithra’s champion.
NYARLATHOTEP For the most part, the Great Old Ones take little interest in the afairs of mere humans. Some sages believe they aren’t even aware of their own cults, and are utterly indiferent to the fates of their most ardent supporters. Nyarlathotep, the Crawling Chaos, is the exception. his fearsome being is sometimes referred to as the soul or the voice of the Great Old Ones, the only one of their number that seems interested in humans—for good or for ill. In his guise as the “Dark Pharaoh,” Nyarlathotep spreads chaos, madness, and despair, bringing moral decay and destruction to human realms. But to those who serve him, the Dark Pharaoh bestows gifts of unholy power and knowledge.
QUEEN OF THE PEACOCK THRONE The great city of Quodeth is home to greedy merchant lords, corrupt panjandrums, and swaggering thieves, but it is also the seat of Deyane Verix Hazeda, the Queen of the Peacock hrone. She wields little power in her own city, and is little more than a igurehead. However, she stands for something much bigger: he beauty and splendor of hulean civilization. No other city captures this moment in history or is so inextricably interwoven with the story of hule as Quodeth, and the Queen of the Peacock hrone is the symbol of the city. he Queen has little strength to arm legions of champions and few agents to help those who ight in her cause—her aid (or opposition) comes in the form of inluence and suggestion.
THE REAVER KING The barbarian tribes of hule regard civilization as weak, decadent, and corrupt. Many barbarians eschew civilization’s vicesT, but others see the need to sweep it away altogether and make a clean start of things. The Reaver King of Nim is one such chieftain. he city of Nim is heir to the strength and fury of the Nimothan people, and whoever holds the throne of Nim is efectively the king of hule’s barbarians. he Reaver King gives aid and support to those who aspire to plunder city-states, battles civilizing inluences wherever he inds them, and inspires lesser chieftains to launch their own wars against civilization’s wickedness and dissolute ways.
THE RED MAGE OF MARG In recent years a powerful sorceror known as the Red Mage has arisen among the Slavers of Marg. Rumoured to draw upon the power of the terrible Outer God Iot Sotot, the Red Mage has power over time, and has brought numerous human captives to Marg from the distant future, to be sold in Marg's slave pits and beyond. The Red Mage may also have the power to summon entities from the distant past, but is loath to do this as it risks his own existence. Some say the Red Mage himself was originally from the future, a Time Lost Adventurer, once a fighting slave in the Death Pits of Marg, who slew three Katagian Pit Fighters in a single bout to win his freedom. Since adapted to this brutal age, he retains a connection to the time from which he came. He may be a powerful enemy to escaped slaves, or a generous patron to those who prove themselves worthy.
John Cabot, the Red Mage |
THE SAGE OF ATLANTIS On the outskirts of Katagia stands a lonely tower, overlooking the sea. his is the home of Hyar homel, the legendary Sage of Atlantis. A whitebearded old man now bent with age, Hyar Thomel is the last living person who was born on the island of Atlantis. How this is possible, none can say, since he was already an old man when the sea claimed Atlantis, and that was three hundred years ago. Hyar homel seeks to preserve the legacy of A tlantis by sharing his scientiic and cultural advances with the younger races of hule. he Sage of Atlantis is an excellent source of information; if Hyar Thomel is an enemy, he provides crucial information to the hero’s rivals or villains the hero opposes.
SERVANTS OF R’LYEH he cult of Cthulhu is ancient and widespread in hule. he city of Quodeth stands atop the ruins of a prehuman city countless thousands of years old where Great Cthulhu was worshiped; many other secret temples and black shrines lie hidden in hule’s jungles and shores. his continent-spanning cult waits for the day when the stars are right, and Cthulhu is released from his eons-old prison to rule over the Earth once again. Since this day may be long in coming, the Servants work tirelessly to speed it along by hoarding terrible lore, forging alliances with unhuman races, and recruiting the poor, the destitute, and the desperate to join in their blasphemous rites. Cthulhu’s followers dream of remaking the Earth in the belief that a paradise awaits.
The Dawnspire Citadel of the Sword Saints |
Kalayan Battle Maiden or Sword Saint (Kensai), of Dawnspire Castle |
Active Sword Sisters are required to remain unmarried and generally chaste (with allowance made for mission requirements), as a defence against the psychic threat of Kang. Sisters with 20 years good service may be given permission to marry and raise a family; most such settle at Murtan or the smaller Kalay farming villages of the Thulak Peninsula close to the Dawnspire, though a few are found further afield. These Matron Sisters remain as a strategic reserve to be called upon in time of great need. Many senior Sisters never marry, continuing to serve at the Dawnspire until death.
Khavas Rho, Master of the Dawnspire |
Multiclassing
I allow a limited and appropriate amount of multiclassing, in consultation with the GM, when done primarily for characterisation rather than powergaming. I think if PCs have no more than one spellcasting class it should work & fit the setting.
LANGUAGES IN PRIMEVAL THULE
All player characters can speak Low Atlantean and their own native language. Characters of Intelligence 9 or less have fairly limited vocabularies in Low Atlantean and may suffer circumstance penalties to interaction skill checks if that is the only language they share with the person they are interacting with.
Common Language Spoken by Script
Atlantean, Low Most humans, elves, and dwarves Atlantean
Atlantean, High Atlanteans, scholars, wizards Atlantean
Dhari Humans (Dhari) Draconic
Dwarven Dwarves Dwarven
Elven Elves, wizards Elven
Kalayan Humans (Kalayan) Elven
Lomari Humans (Lomari) Atlantean
Nimothan Humans (Nimothans) Dwarven
Urgan Beastmen, gnolls, winged apes
Uncommon Languages Spoken by Script
Benthic Aboleths, deep ones, cultists
Pnakos Draconic Serpentmen, troglodytes, sorcerers
Draconic Giant Cyclopes, giants, minotaurs Dwarven
Rakshasan Rakshasas Infernal
Rare Languages Spoken by Script
Abyssal Demons, ghouls Abyssal
Celestial Angels, gods, priests Celestial
Infernal Devils, warlocks Infernal
Mi-Go Moonbeasts, mi-go, star things Pnakos
Characters can learn additional languages in the normal manner, although wizards should know at least one of the following languages: Draconic, Elven, or High Atlantean.
Calendar - from start of campaign
The Atlantean year starts with the Spring Equinox on the 1st of Tebon.
Game Month - Sunrise & Sunset 1st of month, east (Boreal) of Quodeth.
M1 Tebon (March) 6am/6pm (1/1 is the Spring Equinox, festival of Ishtar)
M2 Sana (April) 3am/9pm > LONG DAY (15/2 is first day of no sunset, festival of Tarhun)
M3 Adar (May) LONG DAY (no sunset)
M4 Nidon (June) LONG DAY (1/4 is Summer Solstice, festival of Mitra. No sunset)
M5 Taru (July) LONG DAY (15/5 is last day of no sunset) 17/5 Queen Deyane's birthday festival.
M6 Samon (August) - 3am/9pm
M7 Dumet (September) - 6am/6pm (1/7 is the Autumn Equinox, festival of Set)
M8 Abron (October) - 9am/3pm > TWILIGHT (15/8 is first day of no sunrise, festival of Tiamat) 27/8 Harvest festival of Kishar
M9 Ulon (November) - LONG NIGHT (no sunrise all month, full dark)
M10 Tisra (December) - LONG NIGHT (1/10 is Winter Solstice, festival of Nergal. No sunrise all month)
M11 Samnu (January) - TWILIGHT (15/11 is last day of no sunrise, 16/11 festival of Azura)
M12 Kislon (February) - 9am/3pm on 1st Kislon
The duration of the Long Night varies from over 4 months at Thule's Boreal ("eastern") tip, to 0 months in Katagia and south across the Claws of Sunset where "The Sun Ever Sets".
City: Approximate Duration Long Night/Long Day
Quodeth: 3 months
Marg: 2.5 months
Nith: 5 weeks
Imystrahl: 3 weeks
Katagia: 0 weeks - just outside Polar Circle
Click for full size image. Geographic north is to right of image, Thulean north to top. |
THE CITIES OF THULE
• Akal-Amo, City of Temples. A distant and mysterious city on the great island of Hellumar.
• Droum, City of Tusks. The people of Droum are abandoning their city in the face of the approaching glaciers, leaving behind a plague of restless dead.
• Ikath, City of Serpents. Built upon the ruins of a great serpentman city, Ikath is the gateway to the Dhari jungles and their rich trade in ivory, gems, and hides.
• Imystrahl, City of the Black Lotus. An elven city, Imystrahl is falling into ruin under the inluences of the opiate known as the Black Milk and a pernicious cult of Nyarlathotep worshipers.
• Jomur, Place of Chiefs. The meeting-place of many tribes in northern Thule, Jomur is virtually abandoned for three-quarters of the year.
• Kal-Zinan, City of the Iron Gate. The city of the dwarves, where stern ironmasters jealously guard the secret of iron working.
• Katagia, Last Bastion of Atlantis. A strong city of the southern coast where the last vestiges of Atlantean culture and learning are preserved.
• Lomar, City of Triumphs. A warlike city in the Kalayan Hills, Lomar’s legions represent the strongest army to be found in Thule.
• Marg the Crimson, City of Slavers. Home to the Crimson Slavers, Marg is a cruel and oppressive place whose slave markets are illed with wretched captives. In 2222 AR Marg is ruled by Kaz Vurin, but increasing dissastisfaction with his rule has prompted talk of his replacement, perhaps by the Time Lost Adventurer John Cabot, known as the Red Mage.
• Nim, City of Reavers. A lawless and brutal harbor on the northern coast, Nim is the refuge of the Reaver Kings of the boreal seas.
• Nith and her surrounding communities are a nascent city-state of Atlanteans trying to rebuild their home continent’s culture, creating a new Atlantis on Thule. Nith sees itself as the shining reflection of Atlantis, even as the rest of the region regards that as delusions of grandeur.
• Orech, City of Mazes. Cloaked in mystery and madness, Orech is a city under the inluence of reclusive priests of Hastur the Unspeakable.
• Quodeth, City of Merchants. Largest and richest of Thule’s cities, Quodeth is overrun by thieves’ guilds; in fact, some name it the City of Thieves instead of the City of Merchants.
• Ren Shaar: Originally of Atlantean construction, Ren Shaar has changed hands dozens of times in its history, and today its populace claims independence while worrying about Katagia to the west, Lomar to the north, and Marg to the east.
• Rime, City of Ice. A hidden haven under the very snout of Kang, the Pale Death, Rime is a secret pirate haven where the Golden Corsairs of the Kalayan Sea hold power.
• Ruritain: This small city-state exerts control along the peninsula’s eastern coast, but the other towns are besieged by monsters coming from the mountains and dissatisfied with Ruritain’s promises of protection. Following the death of her husband, the elderly King Ozzar, in 2221 AR, Ruritain is ruled by the former slave concubine - and time-lost adventurer - Matilda Van Cleef. She has every intention of expanding her domain.
Matilda, Queen of Ruritain |
• Thran, City of the Black Circle. Remote and forbidding, Thran’s black walls conceal the strongest and most wicked cabal of magicians in all of Thule.
• Ur-Ghom, City of the Beastmen. Hardly a city at all, Ur-Ghom is the seat of the brutal beastman khur-za-khur, or Chief of Chiefs. Folk of other races enter at their own peril.
There are rumors of hidden cities concealed in Thule’s vast jungles or in the trackless mountains, but these places remain undiscovered for now and have no dealings with the known cities of the continent.
THE NINE POWERS
Most civilized Thuleans recognize a distinct pantheon of greater powers with wide inluence and temples in the more important citystates. This group of major deities is sometimes known as the Nine Powers. Not all of the Nine are known in all cities; different priesthoods wield different amounts of inluence from city to city. In fact, many Thuleans would argue about which deities are properly numbered among the Nine Powers, usually substituting a civic patron, a legendary hero, or (in some cases) an anthropomorphized version of one of the Great Old Ones. The Nine Powers are generally held to include:
Deity Alignment Description
Asura NG Goddess of dawn, fire
Herum CE God of beasts, rage
Ishtar CN Goddess of love and luck
Kishar LN Goddess of the earth, agriculture
Mithra LG God of sun, sky, lordship
Nergal NE God of war, the underworld
Set LE God of night, secrets, snakes
Tarhun CG God of storms and battle
Tiamat CE Goddess of the sea, chaos
QUODETH, CITY OF MERCHANTS, CITY OF THE PEACOCK THRONE
The three Great Houses of Quodeth are the Vorzin, Marsesk & Sedarnel, they all hate each other. There are other nobles of great wealth & influence, such as Prince Dredan Taroth said to be the wealthiest man in Quodeth,
1/1/2215 AR: Queen Deyane Hazeda marries Prince-Consort Zerda Sevaschu (PC). Zerda is appointed Admiral-General of Quodeth, as Baron Urugan's successful tenure concludes - under Urugun Quodeth has in 2214 conquered the Isle of Woe from Marg, forged an alliance with Kal-Zinan, and also taken Three Towers from Marg.
The Military
The Great Houses typically each maintain force of around 20 Legionaries (elite warriors) at their compounds, and given time could each field a small army of several hundred. Lesser houses typically have single digit numbers of Legionaries as a standing bodyguard often supplemented by lower-grade soldiery. The Sapphire Palace has around 60 Legionaries defending it at all times, with the total Royal Guard at around 200. Quodeth can potentially field an army of several thousand, but is regarded as weaker on land than the other great cities, especially Lomar. Quodethi naval forces though are unmatched in Thule.
The Royal Council
Queen Deyane is rarely seen by her subjects, and is surrounded by powerful officials and influential nobles who carefully guide her rule. Some say the real power controlling
the Peacock Throne is the Royal Council, a group of six important officials and nobles who are too
powerful to be dismissed or ignored. Collectively, the Council controls the city’s courts, armies, officials, and access to the Queen. The Council members include:
• Grand Vizier Prince Dredan Taroth, wealthiest noble of Quodeth, leader of the government;
• High Initiate Mother Zarissa, High Priestess of the temple of Ishtar;
• High Curate Oruk-Maneth, High Priest of Mitra;
• The Prince Consort Admiral-General Zerda Sevaschu (PC) Katagian noble and overall commander of the army & navy of Quodeth 2215-2218 (replaced Urmal Urugan 1/1/2215 AR, succeeded by Azarde Two Blades).
• Admiral Azarde Two-Blades, mercenary, freebooter, Admiral of the Fleet and Captain of the Royal Guards;
• Merchants' Guildmaster Niram Terinth, Master of the Mint and fantastically wealthy Guildmaster of Merchants. Rumours connect him to the Cult of Set.
Queen Deyane Verix Hazeda |
NOBILITY
Prince Dredan, Grand Vizier, head of House TAROTH. Knows Randall of the 7 Knives. Symbol: Bull's head/Gold Minotaur
Niram Terinth, Master of Quodeth Mint Symbol: Three gold coins
Lady Faldine, head of House Krinth symbol: gold amphora on blue field
Commander Dhol Meyarn - dark bearded young officer, heads the red plumed Quosa City Guard at the Mammoth Gate (a hereditary Meyarn sinecure). Symbol: Stylised mammoths & gate
Sir Sarris Marsesk, Commander of the Knights of the White Guard, the Queen's Personal Guard
Azarde Two-Blades, Captain of the Royal Guards |
Tyarna Vorzin, Scholar & Royal Courtier ca 2213 AR |
Prince Dredan Taroth |
Knight Commander Sir Sarris Marsesk |
HOUSE SEDARNEL symbol: Tiamat, the 5-headed dragon goddess of Ocean, likes Vorstag (PC)
Luth Sedarnel, consort to Jania
Captain Bruthak, captain of Sedarnel House Guard
Odero, a Sedarnel House Guard, was in love with Metira
Sarth 'the Vintner' Vorzin (63) - father of Tyarna, oversees the Vorzin Wineries
Commander Corvin Vorzin (36) - Duke Baerad's second son, a Commander of the Royal Navy & captain of the War Galley Indefatigable. Rumour: Duke Baerad is angling for Corvin to be made Army head after Azarde. He won much prestige when he brought the Princess of Marg to Quodeth.
Captain Imdath Vorzin (33) - Duke Baerad's youngest son, Captain of the Vorzin House Guard
PRIESTS
Yezin Rhond, High Priest of Set
PANJANDRUMS
Podrenius, Supervisor of the Tsando Shipyards
Jor Thodel, a supporter of the Golden Temple of Mithra
Khado Thodel, Jor's son, had fallen in with the Golden Ones, 'rescued' by Aeshma (PC) M8 2213
MERCHANTS
Slen Dwerth of Dwerth Emporium, rumoured 'Prince of Fences'
Naraye Gluor, Ahreb's beautiful daughter
Notho Reesh, a silk merchant
Dedrik & Hedrik, owners of the Missing Dais Inn
Setesh Uttikal, master of the House of the Fallen Star fighting pit/brothel
Eamel & Valebel (elf), the wives of Setesh Uttikal
Nephys, a half-elf sorceress, her tower east of Quodeth.
The Auspex, Sorceress of the 2nd Knife
Kyan, a Seven Knives Underboss, and rival to Randall
Lyana, tale-spinner and magical cat-burglar, currently working for Randall
Kurturbal, a 7 Knives Moneylender & Underboss, ally of Randall
Bronak the Bald, Katagian Pit-Master, often back in Katagia
Silivia, a famous Beast Tamer & Pit Mistress
Black Sorceror of Thran |
Caldrea of Caldrea's Tower, former apprentice of Hyar Thomel. |
15th of Samon (M6 - late summer/August) 2213 AR
Quodeth, City of a Thousand Bridges. You have heard that the rich spice merchant Ahreb Gluor is offering his daughter Naraye's weight in silver to those who would rescue her from the sinister Tower of Black Flame...
Sunday Thule - Session 2 (3rd February 2019)
Following the death of the Serpentmancer Kelauklyth and the rescue of young Naraye Gluor from his clutches, the Tower of Black Flame has a new mistress, Aeridnis, Atlantean Noble Wizard of House Vorzin.
1 month later (M7 Dumet - early autumn/September) 2213 AR:
The jungle trader Jodom lies dying in Ghanport, tended by the dark priest of Set, Mador Kheb. In his delirium he babbles of a lost city in the Mozar Vale, a throne of stone, a mummified corpse weeping tears of gold...
Tyarana, a Scholar of House Vorzin, has heard the rumours, and turns to her cousin Aeridnis for assistance in seeking the long lost Scrolls of Moz...
M6 (~Jan 2019)
15/M6 Samon: Campaign start. Death of Kelauklyth the Serpentmancer & rescue of Naraye Gluor. Aeridnis Vorzin claims the Tower of Black Flame.
M7 (~Feb 2019)
5-9/M7 Dumet: Death of Madhor Kheb in the Cavern of Golden Tears, recovery of the Scrolls of Moz.
15-17/M7 Vorstag Zerda Finnris & Aeshma co investigate the Thing in the Sewers and go Beyond the Shadow of a Dream.
29-31/M7 At month's end they hunt Oola, Mistress of the Whip, and encounter the Watchers of Meng.
M8 (~March 2019)
10-11/M8 Abron - Aeshma, Vorstag, Cassandra & Zerda follow The Scent of Jasmine, slay the cult champion Ruuk Nath, and defeat the Cthulu priestess Metira Sedarnel.
27/M8 Abron - Harvest Festival of Kishar, on the Night of the Yellow Moon. Aeridnis Vorzin, Vorstag Iceslider & Query the Sorcerer help Captain Imdath & the Vorzin House Guard save Quodeth from the Cult of Hastur. Aeridnis recovers the looted Tablet of Dareioth from Monyat, the Golden Prophet. Zerda Aeshma & Vorstag meet Queen Deyane & Grand Vizier Posk at the Grand Ball. The Queen dances with Zerda & Vorstag. Both impress with their performance.
M9 (~April 2019)
4/M9 Ulon: Quodeth sends scouting mission to Voor Darayn. The Quodeth war galley Indefatigable under Commander Corvin Vorzin sails for Ghan Port, arriving Tansere Citadel on 8/9 and Ghan Port on 9/9.
16/M9: Group reaches Tiyerna on the Daray Peninsula.
M11 Samnu (~May 2019)
28/M11 : Tyarna Vorzin is kidnapped by Moon Beasts from the Onther Tower. Aeridnis Vorzin & co investigate the Secret of the Moon Door.
M12 Kislon (~May 2019)
31/M12: Vorzin expedition reaches the Temple of the Moon Door on the shores of Lake Haal. Tyarna rescued from the Moon by Finnris & Vorstag.
2214 AR
M1 Tebon (~June 2019?)
1/M1: Spring Solstice & New Year's Day. Ishtar's Festival of the Silver Moon. The most romantic day of the calendar - in Quodeth, many troths are pledged.
M2 Sana (~June 2019)
ca 15/M2: The Nimoth Calving - many ice-bergs enter the Boreal Sea. This year, one particular ice-berg troubles the Priests of Mithra...
2215 AR
1/1/2215 AR: Queen Deyane Hazeda marries Prince-Consort Zerda Sevaschu (PC). Zerda is appointed Admiral-General of Quodeth, as Baron Urugan's successful tenure concludes - under Urugun Quodeth has in 2214 AR conquered the Isle of Woe from Marg, forged an alliance with Kal-Zinan, and also taken Three Towers citadel from Marg. However Lomari expansion across Ammurath is an increasing concern.
M1 2215: Grand Vizier Dredan Taroth dispatches an expedition to the Lost Tower of Viondor in Nimoth, to seize its secrets before the Hyperborean Princes of the Pale Hand can do so.
#49 The Coral Drake |
#53 Ruritain - Pigs, Jellyfish & Snakes |