The village of
Ibh-Kewar lies along the great trade route known as the Road of Wonders in the
Satrapy of Almas, in the western reaches of the horizon-spanning
Khvarenah Empire, in the world known as
Tal-Talab.
Neighbouring Realms and Regions
Trikalithan Theocracy: West over the Four Deserts lies the Trikalithan Theocracy. The successor state of a more ancient, crumbling empire, the Trikalithans have been revitalised by the rise of a new religion and new technology. Their legions now march under the auspices of commandments inscribed on three white stones they claim come from heaven, wielding weapons of smoke and flame that can kill more surely than a crossbow bolt and shake city walls to rubble. The Theocrats gaze with jealousy and zeal across the wastes at Khvarenah.
Thundering Steppes: North of the Khvarenah Empire lies the vast, sprawling region of arid grasslands, wind-swept peaks and lonely lakes known as the Thundering Steppes. Amidst the open wilderness, civilisation clings to fortress-towns built along trade routes and watering holes, while much of the population is nomadic. Invading tribal kingdoms, mercenary warlords and the shifting patterns of herds mean that the political landscape changes with the season, while the plains remain unchanged.
Senpethi Empire: Past the Great Valley of the Blue Braid and countless miles of desert and badlands lies the ancient Empire of Senpet. Perhaps the oldest kingdom of mankind, it has a reputation as a melancholic and austere land, where pharoahs and commoners alike live in poverty, diverting the riches of their fertile floodplains and abundant mines and the efforts of the living to venerate their ancestors and prepare to join them with lavish funerals and tombs filled with grave goods and luxuries. In return for this dedication the ancestors intercede with their Thousand Gods on the descendants behalf, tempering divine wrath and earning favour.
The Four Deserts
Khshyke Jaddha, the Red and Green Desert, the Parched Highway: Perhaps the least hostile desert, the Khskyke Jaddha is a region of badlands. Eroded red mesas, canyons and strange wind-sculpted spires of rock are divided by fields of rough gravel and hard dirt. In the rainy season flashfloods make the Parched Highways no less dangerous, but do bring wadis and ephemeral lakes back to life, allowing greenery to flourish amongst the red. This region is the most frequented by caravans and travellers, and is home to many outlaws, deserters, nomadic villages and isolated cults.
Khulmrew Sarb sa'Kerd, the Black Desert, the Realm of Ruin Framed by a bowl of mountain ridges, the Black Desert is named for the iron-rich sand that floods what was once a prosperous, forgotten kingdom around an inland sea. The tops of towers and lines of mortarless walls bespeaking inhabitants of great stature and craft break the black monotony, along with forests of petrified trees and strange relics.
Kewar Shash, the Silver Desert, the Desert of Mirrors A thousand years ago when the first Farridim empress united Khvarenah she warred with the cruel empire of Shatansurz. The wizard-priests of that realm, sensing defeat as the armies of the righteous drew about them called out to their bleak gods in spite, invoking a rain of falling stars to destroy themselves and their enemies. Shatansurz was hammered into nothing but a memory, the sands that covered it scorched and fused into an ocean of molten glass. Over time this cooled and cracked into a merciless wasteland where the sun burns overhead and reflects from below, and the slightest zephyr stirs razor-sharp shards to flay the skin.
- Shyr Tuhum, the City of Mirages: Hidden by mystical veils somewhere in the Silver Desert is rumoured to lie a city of magicians. Most people in the Khvarenah Empire think of this place as the very heart of deceit and black sorcery on Tal-Talab, and while it is true that some arcanists delve into the dark history of Shatansurz and bewitch the innocent for their amusement, just as many simply seek knowledge and isolation.
Shyn Khwadim, the Golden Desert, the Singing Sands Primordial and elemental forces run wild amongst the Singing Sands. The yellow-gold grains seem unusually light and are easily piled up into dunes as tall as mountains, over which skim the winged and bladed ships of Zebarbab desert fae lords and ladies and the mobile palaces of genie sovereigns. Oases of living water crawl between the dunes while storms of burning sand battle sentient statues. It is a place of myths come to life, and to say 'it happened in the Singing Sands' means as much as 'I saw it in a dream' to most people - but the wise know that anything may well be true.
Magic and Religion
The predominant faith of the empire is
Shayl Zidaq, the Flame of Truth. This non-theistic religion prizes honesty, reason, generosity and cleanliness. While it acknowledges and respects the gods of other faiths it does not venerate them, instead focusing on the Flame of Truth that empowers the deities and brings the light of law and warmth of community to the whole universe.
- Suitable Domains for keepers of the flame are Fire (see the House Rules thread) Knowledge, Life, Light and Order.
There are many other religions practised within the empire and many more beyond, so clerics of any Domain are possible as minority or foreign faiths.
Sorcerers, those who are touched by inherent magic, are generally well-regarded in the empire, seen as being kindled by the Flame of Truth. Unless they twist their powers to ill ends they are often seen as living good luck charms, blessed by the Flame or even as saintly.
Other arcane practitioners are regarded based on the sort of magic they employ. Arcane power that unveils truths, channels magnificent energies or transforms physical reality is valued and respected. Spells that deceive the senses or ensnare the mind are considered unsavoury at best, evil and against the Flame of Truth at worst. Necromancy that communicates with the spirits of the dead and traffics in pure lifeforce is honourable, but that which deals with dead bodies and decay is unclean.
Languages
The many races and cultures of the empire speak many tongues, but Sharzban serves as the common tongue, official language of state and widespread trade argot from one end of the realm to the other.
Sharzban draws from Persian/Farsi sounds and names. Turkish, Arabic and Greek sounds and names can also fit the tone of the setting.
Common Races
Dwarves: Dwarves have lived in these lands as long as humans, often in rugged and inhospitable areas where less hardy folk could not thrive. They can be often be found in mining villages in the hills and badlands, living in great homes and halls carved into cliff walls, while others live alongside other races in towns and cities as artisans, farmers, traders and every other profession.
Elves and Half-Elves: Elves were - and many still are - the 'vassals' of the beautiful and pitiless Zebarbab. That is to say, servants, soldiers, playthings and even food. Those that escape often find refuge in Khvarenah, and while few in number their long lives allow them to find esteem as master crafters, scholars, courtly advisors and living historians. Enough time has passed for a generation or two of elves to have been born free of bondage while the elders still recall it, and some have intermarried with humans.
- Druu: The druu, also known as the drow or the Zealots of Morgu'th, where the first elves to escape servitude. They fled into caverns and passages below the desert, where they came under protection of the scorpion goddess Morgu'th. Under her tutelage they mastered poison and blade, becoming deadly assassins and spies, and learned the deep magics of shadow and subtlety. The druu are a cult, a network, a nation without land beyond the isolated subterranean holdfasts. They work to further Morgu'th's will, liberate their kin from enslavement by the Zebarbab and defend elves from all oppressors.
- Sea Elves: In the Ink Sea to the south of Khvarenah live the sea elves in the Myrwarad Paeshaha - the Pearl Kingdoms. Different clans are acclimated to different depths; some spend their lives on the shore or paddling in the sunny surface waters; some in the vast middle depths amongst the shoals and schools; and some on the seabed or deep chasms, never seeing light unless conjured by magic or bioluminescence. Generally, the deeper one dwells, the closer to the queen's court and power the clan has. The Myrwarad Paeshaha trade with the imperial satrapies and free cities of the coast, sometimes skirmishing with them over control of sealanes and fishing grounds.
Halflings: The first halflings lived in the desert, dwelling in communal, matriarchal, semi-eusocial burrows resembling colonies of meerkats or molerats. Halflings queens rule, served by their daughters with the few males are traded to other burrows for breeding, exiled or slain in infancy. While some still maintain this ancient lifeway, others have departed to make a living as caravaneers and nomads or intermixed with human settlements and have adopted more diverse and familiar gender roles and governance.
Half-Orcs: 250 years ago a great horde of orcs descended on the empire from the Thundering Steppes. The Emperor Ardash Farridim XIX met them in battle, resulting in a bloody stalemate. Unexpectedly, he brokered peace with the orcs, offering them instead of conquest or vanquishment esteemed positions, rank and rewards. The majority of the orcs agreed and joined the emperor to drive off their unwilling fellows, and became the new core of the imperial army: the Jawadun-Khun, the 100,000 strong Immortal Cohort. Since then, orcs and their half-orc offspring have formed the unbreakable heart of the empire's heavy infantry and cavalry. They have also spread out through all ranks of society, becoming satraps and strategists, physicians and priests, farmers and merchants alike.
Humans: You know these. You've met humans. You may even be one.
Gnolls: Most gnolls live in nomadic bands in the desert, but some have found a place in society, often doing jobs that Khvarenah culture finds unsavoury: handling dead bodies, butchery, barbering, tanning and waste disposal. They find no shame in these tasks which are valued in gnollish culture, and they are proud and independent enough that they do not tolerate being treated as 'second class' or 'untouchable'. Subraces amongst gnolls include the matriarchal, competitive
kroca; resourceful and inquisitive
hna; and the hardy, insect-taming
aarish.
Uncommon Races
Some places are so suffused with otherworldly energies that those who live there or even pass through can end up becoming... changed in ways that can linger in their bloodlines. Those that make deals with the genies or stray to near the Singing Sands (and their children) can be transformed into
genasi, while some elves and humans are changed into
eladrin for the entertainment of the Zebarbab.
Aasimar and
tieflings are often the descendants of unnatural breeding experiments an perverse rites with otherworldly beings in the wicked fallen empire of Shatansurz.
Dragonborn arise spontaneously when the blood of heroes mixes with that of the sand dragons they hunt.
Tabaxi dwell on jungle islands to the south and east of the empire, but bands of them can be found throughout the four deserts as well. The faculty of illusion possessed by
forest gnomes is seen as a mark of evil in the empire and they are one of the few races that find a cold welcome; they seek refuge amongst magicians and in remote glades and oases, while their
rock gnome cousins found sanctuary in the Trikalithan Theocracy's nascent industrial revolution.
This message was last edited by the GM at 22:24, Fri 20 Jan 2023.