Alternate Ierendi Gazeteer: The Pirate Kingdom of Ierendi (AM 2)
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Alternate Ierendi Gazeteer: The Pirate Kingdom of Ierendi (AM 2) Editor: John Biles Primary Author: John Biles Creators of Vaults of Pandius and Wizard's Community Mystara Materials and Concepts Used in this Gazeteer: Thorfinn Tait (Map of Ierendi as of 1000 AC) Table of Contents Welcome to the Alternate Ierendi Gazeteer -- 3 Why an Alternate Ierendi Gazeteer? -- 3 What Drives the Pirate Kingdom of Ierendi? -- 3 Campaigning in Ierendi -- 3 History as the Immortals Know It -- 4 Old Mother Kana's Almanac - 8 Climate – 8 Agriculture – 9 Geography – 9 The Defense of Ierendi - 8 Slavery – 9 Disease and the Nithian Curse – 10 Relations With Specific Nations and Peoples -- 11 Religion in Ierendi -- 12 The Way of the Kahunas (Druidic and Necromantic Makai Practice) -- 12 The People's Temple -- 13 The Pirate's Temple / Church of Ierendi -- 14 The Eternal Truth of Al-Kalim -- 15 Banned Faiths – 16 Pirates, Plunderers, and Poltroons – 16 The King and His Advisors – 16 Ambassadors of Note – 17 Pirates and Raiders of Renown – 18 An Ierendi Miscellany -- 20 An Ierendi Atlas -- 22 Alcove Island -- 22 Aloysius Island -- 23 Elegy Island -- 23 Fletcher Island – 24 Honor Island -- 25 Ierendi Island -- 25
Roister Island -- 28 Safari Island – 28 Utter Island -- 29 White Island -- 29 Adventures -- 29 Players' Guide to Ierendi – 37 What Everyone Knows About the Pirate Kingdom of Ierendi – 37 Tavern Talk From Other Lands -- 37 From Conversations With a Veteran Adventurer -- 39 A Karameikan Merchant in the Shires -- 40 History as the Ierendi Know It -- 41 Life in Ierendi -- 43 On Being a Pirate -- 43 The Peoples of Ierendi –44 Naming -- 45 Clothing and Food -- 45 The Calendar and Holidays -- 46 Government -- 47 Private Investigators -- 47 Mechanical and Fiddly Bits (for 3E) -- 48
Welcome to the Alternate Ierendi Gazeteer Why an Alternate Kingdom of Ierendi is the piles of money legitimately (if problems and opportunities of you count slavery to be Ierendi Gazeteer? freedom. Ierendi stands to legitimate.) and want their Rogues and Fighters as nation to become more The original Ierendi Gazeteer Alphatia does to Wizards; it is respectable... and less free. has a variety of problems with a land where they have The towns grow larger and it, the biggest being that it untrammeled opportunity to demand more power. And as leans too much on pop culture rise to the top by their own Thyatis has recovered its references and on the strength or perish by their strength and Darokin and the existence of a tourist trade that weaknesses, where an orphan Minrothad Guilds wax in seems implausible given the lad may rise to become King power and the Shire Pirates condition of the nations of the Pirates and rule a grow more numerous as their around it; Mystara has plenty nation...or end up as a corpse, homeland grows overcrowded, of room for humor, but it just a slave, or a whore (and it's not the pirates are under harsher seems to go a little too far in clear which fate is worse.) It pressure than ever before to that direction. Only Alphatia is a land, in other words, for give up their freedom and could really sustain the level the Chaotic, whether they be restrain themselves and of tourist visitation necessary good or evil. become law-abiding and to make it function as it does respectable. And the slaves and it's too far away, beyond Ierendi's identity has long been are restless; they know how Thyatis, to get many defined by piracy, a nation Ierendi was founded. How Alphatians. founded by prisoners long before they try to imitate overthrowing their jailors and their masters? It seems the This is an effort to recast setting out to rob blind those glory days of the Ierendi Ierendi more in lines of a cross who sent them there. The Pirates may soon end... between Hawaii and the towns existed to enable the Caribbean in the Age of Piracy pirates to sell their goods and But they won't give up the ship taken seriously, though covert merchants of every without a fight! hopefully not stodgily. It is, in nation came to buy stolen the end, intended to be fun, not goods and sell them back to a Ph.D thesis (been there and their original owners. The done that). towns also grew food to feed themselves and the pirate This is a rather darker vision crews. But the real action was of Ierendi than the standard, on the ships. He who became but hopefully a playable one. King of the Pirates ruled the waves and the waves ruled the What Drives the land. Pirate Kingdom of But now there is dissension in Ierendi? the ranks. Some pirates have settled down and used their loot to import valuable crops What drives the Pirate to grow and now make huge
Campaigning in becoming King of the Pirates, work. Can a nation founded can cover a very wide ambit. by revolting slaves and Ierendi prisoners continue to hold A more political campaign can down slaves forever? Should Ierendi can be used for any of be constructed by focusing it? Is it time for a new model several campaign approaches. upon the growing conflict or are the old ways good It is an excellent base for any between the interest of the enough? How is freedom to sort of naval adventures and slaveowners, the towns, and be defined—who deserves could either figure into a naval the pirates as the future of the freedom? Everyone? Or only campaign based elsewhere or Isles is decided. Such a those strong enough to seize serve as the home base for a campaign might also lead up and to hold it? piracy and exploration to becoming King of the campaign. The Ierendi Pirates, but then poses the The answer to these questions Pirates, in addition to raiding King with the problem of how will define the future of their neighbors, also enjoy a to deal with these conflicts. Ierendi, whether it sinks into good hunt for buried treasure chaos, is destroyed by like anyone else and will often At a philosophical level, revolting slaves, becomes a do very crazy things for Ierendi can also be used by free republic or a slave wealth. The Ierendi raid all those so inclined to examine owner's oligarchy, or even the way to the Northern the problem of freedom built something no one would Reaches, Norwold, Ochelea, on slavery—the freedom of currently imagine possible. the Pearl Islands, and Alphatia the Ierendi towns, in their crazier moments, so slaveowners, and pirates is such a campaign, possibly built on a backbone of slavery eventually leading to which makes the whole system History as the Immortals Know It After the fall of Blackmoor, but network and sending the Serpent Ierendi Isles. And finally, before 1750 BC, the Ierendi Isles Peninsula on its gradual decline unfortunate lizardmen from the were part of a larger landmass into the sea. The Azcans fought Malpheggi swamp were swept which stretched south into the over whose fault the earthquakes out to sea by the disaster; most Sea of Dread. Far to the were; the losers were driven out perished, but some survived and northwest, descendents of the and ended up on the new coast, ended up in Ierendi, floating Azcans dwelt in a giant plateau then forced to flee into the ocean there on giant mats of plants from where the Atruaghin Clans now in crude boats; most died, but the the swamp. live, and far to the west, survivors ended up at Ierendi. Tanagoro and Elves competed for Likewise, some Tanagoro tried to Over the next 750 years, small control of the Serpent Peninsula. flee east across the ocean from tribes of Azcans and Tanagoro Earthquakes and devastation the Serpent Peninsula. Most formed on the Ierendi Isles, struck in 1750 BC, collapsing perished, but some were blown living by a mix of slash and burn caves within the Azcan cave far east by storms, crashing in the agriculture and fishing. They
encountered each other, traded shipped back to the Nithian life of periodic natural disaster, ideas, and intermarried. And empire. It was from the Nithians hurricanes, warfare, peace, and fought. A lot. Eventually, they that the arts of necromancy fishing. At times, Hin navigators intermarried to the point where passed into the lore of the visited from the Five Shires to they blended into a single, Malpheggi and the Makai. explore and trade with the quarrelsome people, the Makai, natives; the Traladarans, on the cooperating to survive the often And it was the arts of other hand, were too poor of harsh hurricane season of the necromancy they would turn on sailors to drop in. The Thyatians Isles and to fight the local their putative masters. Guided by visited the isles for trade after the lizardmen. The Lizardmen their patron immortals, the Makai rise of the Thyatian empire, fought back as best they could; and Malpheggi rose up against though local diseases (descended the warfare was inconclusive and their Nithian overlords in 500 from the desperate magical and marked by periods of cooperation BC, right as the Immortals necromantic plague revenge of as well. They dominated descended on Nithia to destroy it. the now long extinct Nithians on Aloysius, Safari, and Elegy Nithian reprisals looked likely to their revolting slaves) killed Islands, along with having some wipe out the Malpheggi, so the many would be traders and presence in the rest of the chain. Immortals took the survivors to discouraged Thyatian the Hollow World. The Makai colonization. destroyed the surviving Nithians, only to then forget the Nithians Looking for new lands for The Makai had only crude had ever existed. This threw the farming, some Hin arrived on weaponry; the more successful Makai into chaos as they forgot Fletcher and Ierendi Islands in crafters of both origin cultures most of what they had learned the 6th century, avoiding Elegy had not been the ones who had to from the Nithians. Indeed, the Island at the urging of the flee for their lives, ending up survivors concluded the world natives. They built Northkeep here. The result was that when had been destroyed and reborn a and Korsakov Tower and the Nithians surfaced in 1000 BC, second time. (The Makai dimly lighthouses to guide ships and the Nithians easily crushed and remembered the 1750 BC quakes began struggling to grow crops conquered the Makai, aided by as the first breaking of the world, under hotter and wetter the fact that entire Makai villages the Death of Earth. The Nithian conditions than they were used simply vanished once the necromantic plague which to, and trying to find ways to Nithians won their initial destroyed the Malpheggi and survive the hurricane season. victories (spirited away to the killed many Makai was Hollow World by perhaps remembered as part of the Death For a long time, they struggled to slightly overeager Immortals of Air. The Death of Fire is make a living, until the discovery seeking to preserve Makai generally expected to be coming, that tobacco and coffee could be culture...) The Malpheggi, who and then the Death of Water, grown here much more profitably had never quite flourished here which will end the cycle and start than in the Shires led to a boom also fell to the Nithians. a new Aeon... More on this later.) in their cultivation and in Hin Aid from Ka enabled them to immigration. (Many Hin also For five hundred years, the recover their ancestral ways, now died of the local diseases.) Hin Makai and the Malpheggi were modified by their new flocked to the islands and enslaved by the Nithians, turned necromantic and religious relations with the natives turned into producers of valuable cash practices, and eventually recover. ugly. Brutal Hin vs. Makai war crops—coffee, rice, sugar, cotton, ensued; the Hin largely took over indigo, and tobacco—to be For centuries, they lived a quiet Fletcher and Alcove Island and
held substantial portions of Safari but not easily practiced at sea or the freedom he could know. and Ierendi Islands when the would live in villages on the land, Thyatians showed up. They took which would serve as the home In 700 AC for reasons known control of Utter and Aloysius bases of pirate ships and fleets. only to the Immortals, several Islands, setting up prison camps Every five years, there would be villages of Human and/or Hin and using prisoners to grow a grand contest of pirate skills, Pirates simply vanished without a valuable crops for them. Three the Tournament of Piracy; the trace. This disaster led to a way warfare now ensued, with winner would become Pirate period of religious frenzy and the Hin forced into slavery and King. Ships would govern panic which culminated in the the Makai driven back into deep themselves, electing a Captain rise of the Pirate's Temple. forest and the less valuable for whose word was law, but who (Uknown to the locals, Korotiku agriculture areas. More and more any honest pirate could challenge took several villages to plant prisoners were imported to the for the leadership. Any Captain them among the Merry Pirates in Isles to grow crops. could enter the Pirate Conclave the Hollow World.) This every five years (or on the death vanishing, however, was In the late sixth century, Thyatis of a King) and make a bid for the relatively small in scale, and did and the Hin went to war, and this kingship. And the Pirate King little to slow the growth of the provided the many prisoners of would rule with the 'advice' of the population. the prison colonies with an Captains. Ex-Thyatians, Hin, opening. They now revolted Makai, anyone who dwelt in the A clock was ticking and that under the leadership of Mad land and lived or had lived the clock was named 'population Creeg, a man who claimed he had life of a Pirate could be a free growth'. As the Pirates and their been sent to the Isles for the man in Ierendi, chosing who towns flourished, the Makai and crime of 'Killing an Immortal of would lead him and bringing the Pirate towns increasingly Thyatis'. This seems rather down the wrath of the former competed for the same land to get unlikely to be true, but whether prisoners and slaves on the food and the same waters for fish. he believed it or not, he was a 'civilized' nations who had laid The result, finally, was a brutal man of great cunning and them in chains. war in the 9th century AC. The strength (and quirky humor), who Makai were defeated, despite swiftly led the Ierendians to For several centuries, this schema their necromantic skills, but the victory. Forming an alliance worked. Many Makai continued war was long and harsh, and with the mysterious Honor to live in the traditional manner, Pirate King Konal imposed what Islanders, he drove out the but some assimilated into Pirate he felt was the worst possible Thyatians and declared himself society and even rose to be Pirate punishment—slavery—on the the Pirate King of Ierendi, Kings and Queens. The Hin and surviving Makai. They were writing the Code of Honorable the other humans of the Isles turned into a labor force for the Piracy, by which the land would tended to dominate Pirate society, towns, freeing up the elderly to be governed. however. The towns flourished, enjoy their old age and enabling growing crops and providing more free men to become pirates This code forbade the growing of crafts and fencing stolen pirate or craftsmen (or even traders). cash crops for sale abroad and loot to covert merchants. A required all men who would be dangerous land it was, where a This strengthened the Ierendi free to spend a period of their man might have his throat slit for military, which was essentially youth on a pirate ship. Those a few copper, but a land where a the collection of town militias who grew too old for the sea or brave and cunning man faced few and pirate ships, by enabling who had crafts needed by pirates limits on how high he could rise more free men to enter those
areas. This proved crucial in the seem to grow stronger faster than eventually ending up in Ierendi. late 9th and early 10th century, it does. Conflict between The Makai will remember this as the Minrothad Guilds and Thyatis conservative pirates who despise the Death of Earth, which turned up the heat on Ierendi. slavery, wealthy townsmen, and destroyed the First World. Desperation led Pirate Queen those pirate crews who revel in Antonia to approve the growing the wealth slavery brings them 1750-1000 BC: The Azcan and of cash crops by Makai slaves in continues to heat up and now the Tanagoro survivors blend to form order to raise funds to bribe current King, a Hin named the Makai, competing with the Thyatian commanders and to hire Captain Mungo Shipshearer, is Malpheggi Lizardmen (who assistance and purchase Glantrian close to death and competition to dominate Aloysius, Safari and magical items in order to defeat a see who will replace him is Elegy Islands). strong attempt by Thyatis to starting to heat up. Further, the conquer Ierendi in Belisarius' slaves grow increasingly restless, 1000-500 BC: Nithians colonize War (905-918 AC). and they study the secret Makai the islands, enslaving everyone arts of necromancy and plot their and growing semi-tropical cash The precedent having been set, revenge. crops. The Makai and Malpheggi later Pirate Kings gradually learn and adapt the necromantic expanded slavery, raiding the Whoever becomes King of the arts. Turtle Clans of the Atruaghin, Pirates next will likely determine and many distant lands to capture the future of Ierendi for decades 500 BC: The Immortals guide a slaves to grow crops whose sale or maybe even centuries to come. revolt which wipes out the would fund military efforts Things cannot go on like Nithians but unleashes bitter capable of fending off Ierendi's this—there are many routes the plagues which wipe out the wealthier enemies and free up yet nation could sail, but it must set Lizardmen and kill most of the more free men to become pirates its course now, or likely fall into Makai, who now suffer massive and soldiers and traders. discord and be destroyed by its amnesia due to the Immortal However, it also shoved foes. destruction / retconning of Nithia. increasing money into the hands They come to see this as the of those who ran the plantations And that, of course, is where the Death of the Second World, the from the towns, creating a class PCs come in. Death of Air. (Beliving foul of men not dependent on piracy winds carried the Nithian or craftsmanship for their wealth Pre-1750 BC: The Ierendi Isles plagues.) Aid from Ka enabled and freedom, but on slavery. are part of a larger mass of land them to recover their ancestral Conservative pirates opposed extending south and east into the ways, now modified by their new this, but though some Pirate Sea of Dread. Azcans live in the necromantic and religious Kings and Queens tried to reduce large plateau where the practices, and eventually recover. dependence on slavery, none Atruaghin Clans now live. Far were able to afford to abolish it. west, Tangoro and Elves compete 500 BC – 500 AC: A time of in the Serpent Peninsula. And quiet recovery and tribal life with Today, matters are moving Lizardmen live in the Malpheggi some trade contacts with the towards a crisis. There's not Swamp. outside, but the plagues which much more room for the riddle the isles drive off most expansion of slavery for 1750 BC: Earthquakes destroy intruders. production of cash crops, but the this land and send groups of number of free men continues to Azcans, Malpheggi, and 6th century AC: Some Hin begin grow and Ierendi's enemies still Tanagoro fleeing their homes, all colonizing Fletcher and Ierendi
Isles. Many get sick and die and King Mad Creeg. henceforth in a difficult and the colonies initially struggle. uncomfortable position. 618-20 AC: Pirate King Mad 518 AC: Colonists figure out Creeg writes the Code of 9th – early 10th century AC: The how to grow tobacco and coffee Honorable Piracy. Minrothad Guilds and Thyatis profitably and now the colonies increasingly pressure Ierendi, begin to flourish. 625 AC: Pirate King Mad Creeg pushing its defense to their limits. steps down and runs the first 541 AC: Pressed by population Tournament of Piracy to choose 905-918 AC: Belisarius' War: growth, the Makai descend on the his successor; he is succeeded by Desperation forces Pirate Queen Hin colonies and wreak havoc; Aarthas the Strong. Antonia to approve the growing believing the Hin will leave, they of cash crops by Makai slaves in foolishly then withdraw home 700 AC: The Vanishing: Entire order to raise funds to bribe without killing everyone. That Hin and Human Pirate villages Thyatian commanders and to hire winter, the Hin strike, vanish from Ierendi; unknown to assistance and purchase Glantrian slaughtering any Makai they can those left behind, Korotiku has magical items in order to defeat find, now reduced to feral status taken them to the Hollow World. Thyatian forces sent by by hunger and desperation. This provokes a wave of panic Gabronius IV under Admiral Brutal war ensues on and off. which leads to the creation of the Belisarius to conquer Ierendi. Pirate's Temple. 571 AC: The Thyatians show up, Mid-late 10th century AC: Later taking control of Utter and 812-18 AC: The War of the Pirate Kings expand the scope of Aloysius Islands, setting up Dead: The Pirates and Makai Ierendi slavery, acquiring slaves prison camps and using prisoners finally fall out in a brutal war; the from many distant lands to work to grow valuable crops for them. Makai use their necromancy to the fields, enabling most free War with the Makai and Hin use dead pirates against the living men to take up the life of piracy ensues. to make up for smaller numbers if they choose, strengthening the after a vicious surprise attack. lands' defenses. Conservative 586 AC: The Thyatians and Makai-descended Pirates consolidate their power in the 817 AC: The Makai sack North oppose this. Ierendi Isles. Hin pirates heavily Keep and turn all the local Hin raid all trade with the into an army of flesh-eating 982-1000 AC: Pirate King motherland. zombies. This and other Captain Mungo Shipshearer, a atrocities work both sides up to a Hin from Fletcher Island, is King 593-623 AC: Thirty Years' War frenzy. of Ierendi, winning 3 of the Hin vs. Thyatis. This Tournaments in a row. provides the context in which 818 AC: Pirate King Konal Ierendi revolts. finally defeats the Makai and 1000 AC: A life lived to the enslaves them, turning them into fullest burns out faster; King 600-618 AC: Ierendi prisoners a labor force for the towns and Mungo Shipshearer is dying rebel, ally with the Honor farms. This passes without much slowly of a previously unknown Islanders, defeat Thyatis, and protest despite its bending of the disease and no one knows who establish independence under Code of Honorable Piracy as the will follow him to the throne or Pirate King Mad Creeg. surviving Pirates are extremely where they will lead the nation. angry with the Makai. The Cue the PCs. 600-625 AC: Reign of Pirate Makai Pirate families are
Old Mother Kana's Almanac Climate Agriculture Geography Ierendi tends to be hot and wet, A huge variety of fruits, As per the canonical Gazeteer (p. especially wet. Winter begins as vegetables, melons, and the like 6-8 cover the native wildlife and the previous year's hurricane flourish in Ierendi. Pineapples, terrain well.) season ends, wobbling between bannanas and the all-present the forties and sixties degrees avocado are especially popular. The Defense of Farenheit with very brief freezing Rice is the most common grain, spells or unusually warm spells. and huge amounts of fish are Ierendi Cold rain and fog is very consumed as the primary form of common, especially fog in the meat. Beef, chicken, and pork are Ierendi's only standing navy is the morning. Spring is short and all relatively rare and expensive. forces supplied by Honor Island, relatively dry, followed by a very A lot of food is imported, but in times of war, all active long hot and humid summer however, as the best agricultural pirates must flock to the flag, which often spikes up into the one land goes to growing tobacco, giving Ierendi a fairly substantial hundreds and is commonly in the coffee, indigo, sugar, and cotton. and expert fleet. Where Thyatis nineties. Starting in late summer and Minrothad's navies fight with through the fall, hurricanes begin Both food and cash crops are precision, the Ierendi are closer to to periodically slam into the isles, generally grown by slaves a naval barbarian horde, relying coming up from the southeast and overseen by free men. Slaves are on speed and the individual rarely the east. Thyatis and the organized into 'gangs' according excellence of their crews, Minrothad Guilds end up with to age and experience, with the combined with the substantial most of the more easterly hardest work done by those in the magical enchantments of their hurricanes, however. 18-35 range. Plantations are ships, to deal with better typically owned by a particular disciplined foes. Fancy pirate ship or town, which manuevering would require appoints an overseer to watch giving up freedom, after all. over it and collect the revenues. Man for man, the Ierendi have the Ierendi is hitting its limits in best sailors in the world; under a terms of useful agricultural land skillful Pirate King, this skill can relative to its population size. be used to best effect; under weak This is creating some amount of kings, enmities between social stress, though right now, commanders undercut the agriculture remains highly effectiveness and cooperation of profitable. At the cost of creating the military, leading to disaster. an evergrowing number of angry slaves waiting for a chance to The continual piratical operations break free. of the Ierendi Pirates keep
everyone's skills up; most free Slavery them, a reign of terror can lead to men spend at least a while as a some slave poisoning your food pirate, making it easy to replace or you being beaten to death.) Ierendi slavery is hereditary. You losses so long as they don't grow Slaves cannot testify against non- can become a slave in one of two too intense. slaves, but can against each other. ways—judgement passed on you They have no property rights in by the Pirate Conclave (how There is a very small group of theory—in practice, masters some of the Makai were professional soldiers who guard generally allow them to enslaved) and being captured by forts for defense. Organized into accumulate wealth if they can Ierendi Pirates. Most Ierendi one hundred man companies, the find some way to do so, so long Pirates do not enslave everyone Royal Pirate Army numbers only as it isn't a threat to the masters. they capture, as this would 1000 men. They all train as provoke too harsh a counter- archers and spearmen in both Most slaves work the fields, but response and encourage most light and medium armor. some work as domestic labor, people to fight back harder. craftsmen or even clerks in Rather, slaves are usually taken There is also a militia force, businesses. Field slaves are from enemy pirate ships and from organized by the towns and rarely emancipated, but the slave-raiding / trading. (Thyatian villages. Lightly armored, it domestic and business slaves and Minrothad prisoners are focuses on missile fire and have a fair chance of it. usually enslaved regardless of operating in dense forest and origin, though) A lot of slaves jungle. In addition to fighting in Makai face a lot of problems taken these days are either wartime, it helps to hunt runaway because many non-Makai Ierendi Karameikan or Sindhi because slaves. Up to 5000 militia can be tend to assume any Makai is a neither nation can fight back very fielded in companies of irregular slave or else that their ancestor effectively. size when needed. Another five was one. This leads to a lot of thousand low quality militia of conflict and duels. The child of a slave is always a old men can be fielded in deep slave, but the owner of a slave emergencies. Slaves range greatly in their may emancipate a slave for any response to slavery. Some of reason. Some allow their slaves them are completely broken, to save up wealth and buy their obeying their masters out of fear freedom. A fair number of and/or devotion. Most are emancipated slaves are the sons somewhat resistant, but unwilling and daughters of their master. to take major risks. They'll sneak Freed slaves may become pirates, off a little tobacco, or every so townsfolk, or just leave Ierendi often let frogs cavort in the entirely if they have the master's ale when he's not resources. looking, or even beat up one of the master's relatives in a moment Masters may freely sell, beat, of passion, but they fear rape, kill, etc their slaves at will. punishment too much to do major In practice, most masters hold resistance. back from total tyranny from a mixture of human feeling and self-preservation. (The People's Temple tends to target the most vicious masters, and even without
Disease and the gain a +5 bonus to start with and Atruaghin Clans: Pathetic land- acclimate at triple-speed; the dwellers and their equally Nithian Curse curse is out to kill rebels, not pathetic and vulnerable coastal obedient slaves. dwelling cousins. The Turtle and One may measure the power of Tiger clansmen make good slaves the Nithians by the fact that a It is to be noted that a similar and indeed the Tiger clans often curse unleashed by the Nithians Lizard-man curse affects any seem eager to sell Turtle clan back in 500 BC still has power visiting Nithians. It's just that members to the Ierendi for a tidy over these isles. They are riddled none ever come here to notice, as profit. The rest of the clans are with diseases which cannot long they're all in the Hollow World irrelevant. No embassy. survive leaving the isles as a now. Ylari are immune to the result. (They were intended to Nithian curse, but are vulnerable Republic of Darokin: The kill off the rebels, not to spread to the Lizard-man curse. Darokinians endlessly complain back to the motherland.) Ierendi However, Ylari gain +5 to save about Ierendi pirates but lack the diseases can only infect those against the Lizardman curse, due strength to defeat them and often who have visited the Isles at least to being only somewhat related to work with them against other once. This means invading fleets the Nithians. The humidity tends foes. DDC members are are often wiped out by disease, to make most Ylari miserable, but considered in Ierendi to be but can't carry it home to plague it doesn't quite stop the protected by the Honorable Code. bomb Thyatis. missionaries. They maintain an embassy, even if the ambassador often isn't very Over time, those most vulnerable Relations with happy. to the diseases who live in the Islands have died off and only the Specific Nations and Ethengar Khanates: The what? disease resistant remain. Visitors Peoples Who? Sea of Grass? How do and invaders are not so lucky. you sail in grass? Once a week (or a month if you Kingdom of Alfheim: Both want to play this down for foreign The Five Shires: Sometimes countries are only vaguely aware PCs visiting the isles), they must good friends, sometimes enemies, of each other since Alfheim is make a Fortitude save at often friendly rivals. Currently landlocked. There are no formal difficulty 15 (Save vs. Poison for allies as the result of strong relations, but some Elves admire other editions) or else become efforts by Pirate King Mungo, but the independence and freedom of sick; the DM should adjust this may change once he dies. the Ierendi. Others see them as disease virulence to suit the need They have an embassy. little better than orcs. The Ierendi and tone of his campaign. slightly admire the Elves, even if Anyone who bears arms during The Republic of Glantri: A fine they are landlubbers. the week finds the difficulty rises customer for the cash crops and a to 20 (as the disease-curse supplier of desperately needed Empire of Alphatia: The enemy identifies them as a REBEL.) magical gizmos. You have to of my enemy is my friend. The Each year in which at least half hide them from the Shire-folk, Ierendi get much of their magical your time is spent in the Isles though. Some Ierendi of the gear from the Alphatians when reduces the save difficulty by 1; towns want to copy aspects of not imported from Glantri. Sure, eventually, one becomes largely Glantrian government. Most wizards aren't as good as Pirates, immune to it, if one is a long- Pirates prefer their own ways, but at least they appreciate term settler. Ironically, the curse though. They have an embassy. freedom. Alphatia maintains an is less dangerous to slaves, who embassay in Ierendi City.
Heldaanic Knights: Many potential rivals. No embassy; sentence; fools are sent here to Ierendi see the Heldaanic Knights relations are sometimes friendly, either get wise and healthy or die. as a twisted fun-house reflection sometimes hostile but always Relations are usually terrible and of themselves and it makes them interesting. while there is an embassy, uncomfortable. Most Ierendi turnover is high. don't like them and there are little Kingdom of Rockhome: Hard formal relations. Or reasons to to get in contact with due to Kingdom of Vestland: Little interact at all. geography, but Dwarves are real reason for contact here; it's useful for their rock working just too hard to get back and Grand Duchy of Karameikos: skills. A fair number of dwarves forth. Sheep to be shorn, especially the work as engineering mercenaries Black Eagle Baron. Stefan is in Ierendi and some past Pirate Emirates of Ylarum: Ierendi is pathetic and the Traladarans have Kings have offered to let the so wet that it attracts endless tides always been helpless. Perhaps dwarves colonize the Ierendi of Ylari seeking to study the after the fiftieth time their homes Uplands. Recent talks have secrets of its wetness and burn, they'll learn to be real men. discussed this again; after a greeness. They then preach and But probably not. Possibly useful century or so of negotiations, the drive the locals crazy. There are against Thyatis, though. But Dwarves are starting to warm to some converts in the town, people likely more useful as slaves. the idea. There is a Dwarven who have grown used to There is no embassy, as Stefan embassy. disciplined, hard-working lives of withdrew his after an initial craftsmanship and business which attempt at relations. Kingdom of Sindh: If the Sindhi no longer really fit the chaotic navy wasn't weak, they'd have mores of the Pirate's Temple. Minrothad Guilds: They're like killed everyone in Ierendi by Many of the slaves, however, your evil little brother who you now. There is no embassy and have been listening to the caught dismembering your little prospect of one. missionaries and add ideas from it friends. Thugs and murderers and into their own syncretic faith, the corrupted by their own wealth. Soderfjiord Jarldoms: Contact People's Temple, from it. This They make the Ierendi between the two nations tends to makes the missionaries a little uncomfortable as it's not always lead to violence when some crazy. easy to tell the difference between Ierendi begins preaching the Code the two nations' pirates. of Honorable Piracy at them. No Relations are usually hostile, real reason to trade, hardly even though uncomfortable embassies worth the effort to reach to raid. exist in each nation for the other. No embassy. Kingdom of Ostland: Kindred Empire of Thyatis: In Thyatis, spirits, but also far away and this job is viewed as a death Religion in Ierendi Hangoon (Druidic Makai Practice) The oldest religion of the Isles is the Druidic faith of the Makai. It and Necromantic divides time into Aeons, Worlds,
Years, Months, and Days. Each possible, even as the Kahuna of them as zombies to kill said Aeon is a great phase of Life use their nature lore to prop enemy. A few Kahunas of Death existence divided into five up Grandmother Life as long as have sold out to the Pirates and Worlds, each of which ends in an possible. provide undead labor for the apocalypse. At the beginning of nastiest plantations. an Aeon, the world is fresh and Together, the two groups of new. Gradually, however, the Kahuna (clerics) conduct rites Elegy Island remains under the world decays over four worlds. intended to stave off the death of control of the Hangoon and Each ends with a disaster—The the Sun (Grandfather Sun) and to seems likely to stay so. Death of Stone, The Death of prop up Grandmother Life to Air, the Death of Fire and finally survive another day and to Druidic faith is declining, having the Death of Water. The world appease Grandfather Death. been replaced for many Makai by then crumbles away, only to be Grandmother Ocean also has to the People's Temple. reborn after the Death of Death, be appeased to keep her from which ends the Fifth Age of each devouring the land too fast with This church serves five Aeon, when Death finally turns her mighty storms. Already she Immortals, though it only names in and devours itself in its claims half the year for her four; Ka is the silent benefactor hunger. watery children and the storm of the Church, while season will only grow longer in Grandmother Life (Terra), The Current World is the Third the next World. Grandfather Sun (Ixion), World of the Twenty-First Aeon; Grandfather Death (Thanatos), the Death of Stone eded the First These rites have, over time, and Grandmother Sea (Protius) World in 1750 BC when the become much softer, abandoning are openly named. (Thanatos is lands of the Sea of Dread sank human sacrifice for the sacrifice not so much worshipped as beneath the waves, showing of food and valuables. A few appeased. In theory, anyway...) Stone would now crumble over angry Kahunas would be rather time, until all the lands are gone. happy to sacrifice some of the The Second World ended in 500 'free men' if they could get away BC with the Plague-Winds of with it, though. Their rites Amnesia which wiped out almost revolve around the opening and all knowledge of the past of the closing of storm season and the Makai (see history for the full four equinoxes and solstices. story). We now live in the Third World and most Makai figure its Kahunas of Life are normal end comes soon, though the Sun druids. The Kahunas of Death does seem quite healthy for are necromancers who use their something doomed to die to end powers to assist their fellow the World soon. Makai. A fair number go crazy and end up turning very evil or Still, Death grows stronger, but very insane or both, but most, the wise men are ready for him. though sinister, act to help the The Kahuna of Death have now mostly enslaved Makai and studied Death's lore and when the turn their malice lose on the 'free Fifth World comes, the World of men' of Ierendi. They are Death, they will be ready to stave especially fond of killing an off Grandfather Death as long as enemy's relatives and sending
The People's Temple one born. The founder of the result of this is that while some People's Temple was a man born texts are very common in many in Minrothrad by the name of communities, each community The People's Temple is the Tomia, but he was taken as a has its own version of the holy response of the increasingly slave to Ierendi, where he writings, hidden away by the diverse slaves of the Ierendi Isles escaped and began circulating priests to avoid being found by to the mostly unsuccessful between plantations, aiding the masters. And to avoid them attempts of Ylari preachers to others and teaching the slaves to being contradicted. convert them (and of preaching stand together. He came to be from the Pirate's Temple), known as 'The Hope' and The People's Temple has several combined with some aspects of eventually, he is said to have esoteric sub-sects which compete the old Druidic faith of the Isles. escaped this world and headed to control the direction of the The People's Temple operates at into the planes to find a source of church, groups who have taken two levels—an exoteric level of Immortality to create new symbolic readings of some of the what is believed by the average Immortals not beholden to the holy writings and who often have member and an esoteric level of current order, who would create special writings only revealed to hidden lore which guides the a better world. Those who are the initiated. Each of these inner leadership of the faith. The kindest to each other and groups sees itself as the true, exoteric level is a higgledy- humiliate the masters the most rightful leadership of the church piggledy jumble of holidays, will join him in his quest when and the true heirs of the Hope. worship rites, and other religious he dies, until finally, the Hope is Many priests belong to none of trappings taken from all the fulfilled. (This dream of new these groups, but each has a fair cultures which touch the Sea of Immortals is also known as the amount of influence among those Dread, from Hin harvest festivals Hope.) not initiated into them. to Sindhi caste garb to mocking recreations of the rites of the The People's Temple thus The Daughters of Night believe it Pirate's Temple. Indeed, teaches a dual ethic—anything is necessary to snuff out the Sun mocking other religions is an done to non-slaves is justified if in order to bring about the Fourth important part of the faith, they refuse to aid the slaves, World. They are unaware they though a dangerous one; those while towards your fellow slaves, are under Nyx's influence and brave enough to mock their you must be kind and generous now get their spells from her, and masters publically are regarded and forgiving, for if you do not don't usually share her focus on most highly. All the nations who stand together, freedom will undead, though those highest in have abandoned them to their never come. Those who best the sect are more aware of what fate, the old religions which embody this may one day is going on, but believe Nyx one could not save them, the heroes become the Immortals to Come, of the new Immortals to Come, who did not liberate them—all following the Hope to destroy the who they must bring into must be mocked and shamed for corrupt Immortals of this present existence by snuffing the Sun, their failure. day. who imprisons her. The People's Temple looks The Holy Writings of the The Liberators are busy plotting instead to a new age to come, of People's Temple are a mish-mash a giant slave uprising against new Immortals who will not of the writings of the Hope, the their masters; unfortunately, the abandon the helpless—by their holy writings of various decentralized nature of the private ceremonies, they seek to immortals and the additions of church has made this rather hasten that day when the corrupt every communit's priests. The difficult. This sect has been born old order is torn down and a new
several times, as it tends to get magic user to fake divine The Pirate's Temple just far enough to get caught. powers. To his shock, some of They appeal to those too his followers actually developed / The Church of impatient to wait for the coming the ability to cast spells, leading Ierendi of the New Immortals. him to suspect he himself was a pawn. He finally left to The official name of the Pirate's The Dream of an Ocean Desert investigate this, only to end up a Temple is the Church of Ierendi, (sarcastically named, yes) are the prisoner of (Immortal of the but in practice, it is usually group most influenced by the DM's choice). The actual power referred to as the Pirate's Temple. Ylari preachers; they hope to of most believers comes from It worships a collection of redirect the yearly monsoons to Korotiku and Diulanna, who both Immortals related to war and Ylarum in hope of getting Ylari disapprove of slavery and adventure on the high seas. It help in overthrowing their support self-improvement and gives its highest reverence to masters. (Also, they hope that change. (Though the Daughters Sinbad and to Protius (The Old with less water here, the cash of Night are empowered by Man of the Sea), the former crops they're forced to grow will Nyx.) ruling over ships and sailing, the become unviable, reducing their later over the ocean upon which masters to poverty.) They are In a 3/3.5E game, clerics of the you sail. Valerias, Asterius, and stricter about morality and less People's Temple choose from the Calitha also are patrons of the mocking of other faiths than domains Community, Protection, church. While not an official most People's Temple groups. Trickery, and an alignment part of church theology, Brissard domain of their choice (different also draws power from the The Inner Light believes itself to congregations range greatly in church due to its endorsement of have preserved the secret alignment). Their holy weapon: slavery and empowers those who teachings of Tomia on how to the dagger (because slaves can most strongly defend the join him on his quest without carry a dagger without getting institution. Ahmanni, Crakkak, having to wait for death. They caught and punished...) Diulanna, Korotiku, Minroth, practice secret rites, ascetic Djaea and Halav are all enemies techniques, and holy exercises, of the Pirate's Temple for various combined with studying and reasons. And the People's mastering levels of exoteric lore Temple really hates it. in order to become a being of light fit to join Tomia. The worship ceremonies of the Pirate's Temple are intended to A variety of more obscure groups bring fortune in exploration, exist as well, at the DM's trading, and war and to appease discretion. the wrath of the elements. Ironically, the Temple does have The deepest secret of the a year end ceremony where it People's Temple is that Tomia is makes sacrifices to those actually imprisoned in the outer Immortals most opposed to it, in planes (The DM should choose an effort to buy off their wrath. where as appropriate for his But each of the twelve monthly game.) He began the church as a ceremonies (first day of the giant con game for his own month) are intended to please the benefit, using his skills as a patrons of the Church.
The Pirate's Temple teaches its general, they only discourse on The Eternal Truth followers that fortune favors the this topic if they have to, though bold and that it is better to act repeated confrontation with of al-Kalim than to lose an opportunity by People's Temple preachers have too much caution or debate. It caused a large number of priests Many Ylari come to Ierendi to also strongly emphasizes to further harden their hearts. study this land to try to freedom. The free man submits This is a major place of conflict understand why it is so bountiful to no hereditary authority, but in Ierendi society; positions on and how to change Ylarum to only to those he chooses, who this are likely to change, make it more like Ierendi. Minus must prove their worthiness. depending on the future road the diseases, mind you. Ierendi Cooperation is important, but which Ierendi ultimately follows. City has a major temple and only if you have a voice in Kodos on Safari Island has a fair- determining what the group does. The Pirate's Temple has no sized temple. Some other towns Those of higher skill have more particular eschatology; they have small temples as well. The voice, so you may need to work worry more about the here and discipline of the Ylari faith your way up. But you can; any now and what cool things you appeals to some city-dwelling group that doesn't allow a man to may get to do soon. There may Ierendi who are increasingly rise in rank isn't worth belonging be cosmic cycles or whatever, skeptical of the value of the to. Be bold, smart, and strong, but it's unlikely the world will chaotic pirate life. This is and you will prosper. Be kind to end in this lifetime. Those who causing conflict within the your friends and relatives; those best exercise their freedom may temples however; the Eternal from outside Ierendi, on the other be chosen by the Immortals to Truth condemns slavery, whereas hand, don't necessarily deserve join them, and those who at least many of the local converts have consideration, ESPECIALLY not tried will go to dwell with them. come to accept it as natural or Thyatians. Those who allowed their even necessary. This may well freedom to be taken away will lead to a schism. The introduction of slavery fall into the hands of the Fiends. created a theological crisis for But they had it coming, so don't The last head of the Ierendi the Pirate's Temple. Some of its cry for them. sanctuary was a man named members continue to oppose any Yavi, a very ambitious cleric form of slavery as immoral, but In 3.0/3.5 terms, the Pirate's who hoped to eventually emulate most have been too tempted by Temple has these domains: Al-Kalim and gain immortality. easy wealth to fight it. Those Chaos, Travel, Water, War. He also acted as an agent for the who preach against slavery are a Their holy weapon is the cutlass Kin faction of the Ylari church. repressed minority; the bulk of (use Scimitar stats.) (The hard- His outspoken preaching against Pirate's Temple theologians have core defenders of Slavery are the Church of Ierendi and the come to argue that the least now empowered by Brissard. People's Temple went on for useful must be slaves so that Their domains are Evil, Travel, many months before he tried to those of higher skill and talent Trickery, Water) sail to Kodos, only to vanish en- can be truly free, that slaves route. Most people assume some cannot take care of themselves, group of pirates killed him, and so the men of skill and talent though a few believers think the must take care of them and make Immortals took him up to the them work for their own good. heavens. Many are still somewhat squeamish about slavery, and in The new head of the Church is
determined to avoid ending up though the Pirates tend to mock The Heldannic Knights are not dead, but isn't willing to simply it (in part because many pirates actually banned, but Vanya roll over in the face of violence. can't even read the Nahmeh). worshippers in general make the Halla is quietly seeking Ierendi nervous. However, the adventurers to conclusively Banned Faiths Heldannic knights rarely show prove what happened to Yavi, up here and generally do not and plans to make sure those cause trouble, so it has yet to be a The Ierendi are tolerant of most who did this vanish as well, significant issue. Hattian Storm religions, even some entropic while keeping his public rhetoric Soldiers, on the other hand, are ones, so long as they don't cause toned down. He's a member of asking for trouble. Any group trouble. However, all religions the Preceptor faction, so he which is too much of a formal associated primarily with Thyatis would rather avoid violence, but militaristic / religious group (in the eyes of the Ierendi) are he knows that in Ierendi, that's generally makes the Ierendi banned. This includes, to its not always an option. unhappy at best. displeasure, the Church of Karameikos (but not the Church As the urban areas of Ierendi of Traladara or the Cult of gradually drift more towards Halav.) Religions connected to legitimate trade and away from Minrothad are also banned. reliance on piracy, this faith is slowly growing more popular, Pirates, Plunderers and Poltroons
The King and his Advisors Ship's Treasurer to the Pirate Ambassadors of Note King of Ierendi, is a very Mungo Ship-Shearer (Halfling nervous, jumpy halfling. This is Postalcan Pur (Wizard 18), Fighter 17), Pirate King of because he knows that his great ambassador from Alphatia, is Ierendi, is an old man, getting strength is accounting, which quite aware he's the most sick and worn out. He may not tends to get short shrift in pirate powerful wizard in Ierendi and last to the next Tournament of society, and once Mungo retires will never let you forget it. Piracy and intends to step down if or dies, he will be a lot more (Other than perhaps some of the he does. He's had enough of vulnerable to revenge by Captains Honor Islanders, but he and they trying to herd cats to last him a he's had problems with in the pretend each other don't exist.) lifetime. And he's uncertain of past. He's been building up He views this posting as a chance what to do about the building support among the townsfolk of to make a big pile of cash and problems and has decided to just the isles in anticipation of this, spends most of his time selling pass the buck. Almost everything hoping to find a merchant house his services to those who can he does now is intended to defer to take refuge with once Mungo is afford it. The rest is largely spent the nation's problems to be out of power. He and Antonia get hooking up pirates with too much resolved by his successor. The along poorly as he tends to money with Alphatian wizards one exception is his project to deliver reality checks to her wild who will enchant things for them build underwater ships for piracy dreams. or sell them things. What little and exploration of the sea floor; time he has left is used finding this project occupies a fair Antonia Wave-Chaser (Halfling ways to embarrass the Thyatian amount of his energies now and is Rogue 7/Fighter 8, Str 16), ambassador. his favorite thing to work on. Vice-Admiral to the Pirate King of Ierendi, is Mungo's second in Gerard Mauntea (Expert Hannah Ship-Shearer (Halfling command, in charge of his fleet 6/Merchant-Prince 6, Int 15), Wizard 13), Pirate Queen of personal followers. She has ambassador from Darokin, (Honorary) of Ierendi, has been grandiose dreams of conquering spends most of his time in a state married to Mungo for sixty years Minrothad and making them work of perpetual frustration. While and has borne him many children, for the pirates of Ierendi, enabling Darokin makes good money of whom about half are alive. Ierendi to field the mightiest importing and reselling the cash She has thus not had as much pirate fleet ever, one that could crops produced by Ierendi, time to build up her skills as him, wipe Thyatis' fleets off the map, Ierendi pirates continue to prey though she is one of the stronger finally completing Ierendi's on Darokinian shipping and wizards of Ierendi. She revenge. Her grandiose dreams trying to protest this is largely effectively acts as court mage and usually get shot down by Peleke's futile. So he spends a lot of time spends much of her time now reminders of fiscal reality and the being aggravated and the rest of working on the underwater ships two of them get along poorly. the time trying to hire people to project. In times past, Hannah She reminds Mungo of his youth, steal back pirated goods. He is a was usually the voice of reason to however, so he indulges her when distant relative of the current her husband's over-optimism. he can. She is a very skillful Chancellor of Darokin and is not Now she's trying to shake him out naval commander. aware he was given this posting of his general exhaustion, but because he wasn't considered without much luck. good enough at diplomacy for a post where diplomatic skills Peleke Ship-Shearer (Halfling would actually do much good. Rogue 5/Expert 7, Int 16),
Ira Knackwell (Bard 10, Cha quite aware everyone hates her. two to three nights a week to 16), ambassador from The Five But she knows how to use that to throwing huge open parties. Shires, is from the biggest ship- manipulate people. Let it slip that Ironically, this has made her the building family in the Five Shires, Minrothad wants X and everyone most popular if most useless from the town of Tothmeer. He rushes to do the opposite...which Thyatian ambassador in ages. rather enjoys being in Ierendi, and is what she really wanted. She She goes adventuring every few spends a lot of time at Ierendi conducts elaborate espionage and months to bring in enough money shipyards, studying their spends a certain amount of time to continue her wild ways. methods. He is enjoying the trying to turn up the heat of the current good relations and feuds between some ambassadors Maelobus Negrus (Cleric 11, working to foster trade. He is on just as a hobby. Ann has a great Wis 15), ambassador from good terms with both pirates and interest in Nithia and buys Ylarum, is actually of Thyatian city folk, in part due to his great Nithian artifacts at good prices. descent, but his ancestors skill at handling people. He is on converted to Al-Kalim's church extremely good terms with the Stahlsmag of Clan Syrklist during the Ylari uprising. He got current Pirate King. He and the (Bard 12, Cha 17), ambassador this job because of his piety and Glantri Ambassador get along from Rockhome, is quiet and his desire to help advance the very poorly, as one might expect. hard to get to know, which by dream of the Desert Garden by dwarven standards, is outgoing. the study of Ierendi. He is very Jacob Stuart (Wizard 14, Dex She only fully comes to life when friendly and kind, but prone to 16), ambassador from Glantri, is discussing trade. She largely preach at the drop of a hat. He of Klantyre stock, chosen to be ignores the other ambassadors, hires lots of adventurers to go ambassador because he is one of except for the Darokinian one, study aspects of the climate for very few expert boatmen in who she feels sorry for, and him, often camping in dangerous Glantri. In a country which periodically invites over for places for weeks with special offered other roads to power, he discussions which go clumsily as instrumentation which records would have more likely ended up she's not good at social small-talk natural and magical fluxes. He is a rogue or a bard, but he took up and he doesn't know dwarven on good terms with the current wizardry because otherwise he entertainments well. (She's head of the church in the Isles, would be a pawn and patsy all his determined to find some game he but goes his own way. life. He can be very hard working won't lose 8 times out of 10, if he has to and studies magic though.) She is enthusiastic (by every day, but would rather relax. Dwarf standards) about setting up He does a pretty good job of colonies here, though aware that a drumming up business for Glantri fair number of dwarves may be because of his obvious love of the reluctant to go places with so sea. However, the Alphatians get much ocean in it. more work and he rather resents the Alphatian Ambassador, who Antonia Magrinnus (Noble 12, always treats him like an idiot Str 17), ambassador from younger brother. He and the Thyatis, is quite aware she was Shire Ambassador get along very sent to Ierendi in the hopes she poorly, as one might expect. would either grow up or die. Her plan is to do neither and to simply Ann Boleyn (Bard 12, Cha 17), do whatever the hell she wants, ambassador from Minrothad, is from getting in drunken brawls
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