Thoris - What Lurks Beneath (Inactive)

Game Master Almagafor

For my DMPCs buddies.


Background:

The nation of Thoris has been united for 80 years now, the monarchy having united once disparate peoples and cultures. The civil war that racked the nation ended with the ascendancy of the Falamit Dynasty and the coronation of King Rys I. Since then legions and feudal armies that once clashed for control over Thoris have assualted the savages of the untamed lands, claiming new territories for citizens leaving overcrowded cities and yound nobles needing demesnes of their own.

Thoris is not a monolith however. Long lived elves and dwarves remember the time they walked unhindered by checkpoints and were untaxed by a foreign king. The nobles push against regulations that attempt to keep their power in check. The legions are composed of foreigners and mercenaries. The savages of other lands prepare to retake lands they have lost. And through it all a dark undercurrent flows, whispers speak of civil war renewed, the weather has become progressively grim, and something lurks in the night.

Into this turbulent scene we find our heroes drawn to the northern border, to a small mining town called Ironrot. Within the mines ancient evil is awakening, ready to descend on the town and drag it to Perdition.

Setting and Feel:

The setting is one of low magic. This is not to say that magic is hard to come by in game or that players are somehow limited in spell levels or such. Instead, the low magic feel of this game is brought about by no item simply being a "+2 longsword," each magic item has a history to it and they tend to be useful over long periods of time. The average person knows as much about magic as a medieval peasant might and treats it as such. Witch, wizard, sorceror, shaman, and such are not defined terms but rather catchalls used in the vernacular. The average citizen is superstitious and has likely never seen real magic in use, but rather slight of hand and charlatanism. Most, though not all, magic users are self taught and came about their powers through divine gift, sudden insight, careful experimentation, or some combination of the three. Magic users, if they are known as such, are treated differently and can expect to be shunned and feared. Divine spellcasters may receive slightly better treatment but it is not a guarantee.

Spell and spell-like ability using monsters are rare, but not unheard of, as are those with supernatural abilities. Most stories of such creatures are akin to the boogeyman and tend to be discounted. Among scholars undead, outsiders, dragons and the like are known to exist but most people who might be able to deal with one have either never encountered one or did not live to tell the tale. Most who say they have seen a supernatural creature are thought to be mad or lying.

The setting is dark. Bad things happen to good people and good doesn't always come out on top. Most of those in power are corrupt and those who aren't often have their days numbered. The gods, good and evil, tend to be distant, even from their clergy. People are scared and they are alone.

Cities:

Shining Advent - The capital and second founded city of Thoris, it sits on a series of islands in the Mother Sea. The city was built about 3000 years ago by ancestors of the Falamit Dynasty as a refuge against their enemies and was designated as the capital when they won the civil war. The local climate is mediteranean.

Flame End - The westernmost city and the religious center of the nation, temples to nearly any diety can be found operating openly here as well as numerous monastic retreats. The local terrain consists of rolling hills and vinyards with a temperate climate.

Dawn Cradle - The eastenmost city and one of the worst slums in the known world. Built as a guard against Sagrilak, the city was sited on a causeway surrounded by swamp. What was once a military fortification grew overtime into a small city with extreme overcrowding due to lack of solid ground.

The Forks - The first known city in and former capital of Thoris, the nation is the namesake of this former citystate. Once the war was over the city's name was changed to what was once an unofficial moniker. The city lays not far from Shining Advent, though separated by the Mother Sea, and lays at the convergence of three major rivers, the Thelm, the Aar, and the Rinyth, and controls trade along them.

Heartwood - A northern city and center of the lumber trade, this city once belonged to the old elves and still shows marks of their architecture. The city was abandoned for nearly half a millenia before being resettled by humans three hundred years ago.

Tyldrem - Lying between The Forks and Flame End along the river Thelm, this city is known as the bread basket of the West. The industry of the city is geared entirely toward supporting the farmers who travel there to sell their goods down river. Storms that begin over Shining Advent and the Mother Sea and rack The Forks end here as gentle rain, combined with a warm summer and mild winter the earth here is almost black and the most fertile and desirable in Thoris.

Qath Mora - A colony of Thoris across the Mother Sea and her southernmost city, Qath Mora once belonged to Sudland and has been a major point of contention between the two lands. The city itself is pleasantly cool but it is surrounded by harsh, hot savannah and desert.

Razor Melt - The northern colony of Razor Melt lies on the other side of the Jyndral Mountains from the rest of Thoris and guards the northern entrance to Hellwinter Pass from Roalm and Wildlands incursions. Once belonging to the greater Dwarven clans, Razor Melt is carved into the very stone and manned by two full legions as well as numerous camp followers. Unlike Heartwood, Razor Melt has never been completely abandoned and hosts a larger than average dwarf population. Food for the city is imported throughout the summer from Tyldrem through Garrison and stockpiled. The city itself is unsuited to large scale agriculture due to constant snows coming from the far north and breaking against the mountains.

Garrison - The heart of Thoris's military and headquarters of eighteen legions, Garrison was once a temporary fort erected on the southern side of Hellwinter Pass. It has grown overtime and now has a population second only to Tyldrem and her outlying towns. The city is the most orderly of the major settlements of Thoris and is a center of metallurgy and engineering as well as containing the Arcane War College, headquarters of the battlemages.

Deities - Standard

Neighboring Nations:

Wildlands - To the north and east of Thoris, beyond the Jyndral Mountains and the Anderhalm river, lie the Wildlands. Heavily forested with pine and other evergreens, the area is sparsely populated by various savage tribes. While some tribes swear allegiance or fealty to Thoris, most are hostile. The land is generally hospitable despite the colder temperatures and is considered a possible region for expansion of the kingdom.

Roalm - To the north of Thoris lays Roalm, a confederacy of various tribes opposed to Thoris's expansion and colonization. The land is cold and snow is present on the ground constantly. The plant life of the region is deep forest, with various small rivers winding their way through it. Peoples here are primarily hunter/gatherers and generally of humanoid races. The land in thought to be cursed by the southern peoples for its great variety of monsters, many an adventurer has met their end here at the hands of an ogre or troll.

Sagrilak - The eastern city states of Sagrilak are a series of militaristic and dangerous hobgoblin nations. The lands are mountainous and ill-suited to most agriculture and the people, if not soldiers, are primarily shepards and vinters. It is bordered on the north by the Wildlands and the Anderhalm river and the east by the Sistircian Sea, across which lies Minarath.

Evenhold - To the south and east across the Mother Sea and separated from Sudland by the Remiri Strait lies Evenhold, the oldest, proudest and once most powerful civilization. The land is populated primarily by humans now but giant rulers still stalk the arid streets of oversized cities. The nation thrives on plentiful gold and silver mines as well controlling the Remiri, the only known way to the great Southern Ocean and the spice trade that lies beyond.

Minarath - The easternmost extent of any known civilization, Minarath is a land of false gods and infernalism. The varied powers and nations of the region are constantly at odds and it is difficult to tell who is current in control of any given area. Within Minarath only the dead city of Shearn is a constant, lost millenia ago to the forces of good it is now truly a necropolis ruled over by an undead court.

Gwyrne - The northern and western land of Gwyrne is next on the list for the legions to take control of. It contains fertile and easily farmed lands, a gentler climate than other northern territories, and the natives are more civilized than other expansion regions. This does not mean the natives like the Thorese however, the nobles and chiefs of the land go about on great destriers with eons old plate mail adorning them and they are ready to defend their lands to the death. The war for Gwyrne will be long, hard, and uphill. But the legions are being readied and one day soon they will begin their march north.

Sudland - Across the Mother Sea from Thoris lies Sudland, a rough land of savannah and desert. Many primitive peoples call the place home, the place was once the birthplace of civilization but after eons it has been abandoned for more favorable lands. The locals are angered at Thoris for the loss of their trade hub of Qath Mora, even still they pay the tax to use its waters and trade in its markets.

Races:

The races of Thoris tend to reach maturity faster than those on Golarion, those who have greater maturity ages than half-elves instead reach maturity at 30 and then reach middle age at the norm for their species. So elves are physically mature in their early 30s, as well as dwarves and any others.

Elves - Elves in this setting do not build cities, instead the travel in great nomadic tribes. They are among the best horsemen and archers known and are said to be born to the saddle. Most tribes are democratic though dictators and warlords are not unknown.

They may exchange their automatic proficiency with longsword and rapier for proficiency with scimitar and lance, the maintain their proficiency with bows.

They may exchange Elven Magic for a +2 racial bonus on Ride and Handle Animal.

Dwarfs - Dwarves of the setting were once powerful merchants, craftsmen, and warriors, but with the coming of the Thorese legions those who did not join had to learn new trades as the humans and their sympathizers took the most profitable and honorable jobs. Now most dwarves are involved in the slave trade.

May exchange their Greed bonus to appraise things containing gems for a bonus to appraise people, livestock, and other "flesh commodities"

May exchange Hatred bonus versus Orcs and Goblins for a bonus against any humanoid in Thorese military uniform.

Gnome - Many gnomes of Thoris have lost their curiosity and lust for life. They are made to create the great siege engines of the legions and serve as smiths and craftsmen for the nobility. Such gnomes tend to have greying or white hair and are terribly jaundiced.

May exchange illusion resistance for a +2 bonus to save versus fear effects.

May exchange defensive training for Plagueborn

Orc/Halforc - Orcs are natives of Roalm, and oppose civilized expansion to the region. As such those near the border find themselves hunted constantly by the legionaires. Their half breed children are a different story, the human militaries prize the spawn of orcs and men and offer large incentives for those willing to join the legions.

Orcs lose light sensitivity, they gain a +2 racial bonus on Survival.

Half-orcs weapon familiarity may be exchange for short sword and pilum proficiency.

Halfling - Halfling tribes control large portions of Sudland, while they are not enemies of Thoris they rarely see eye to eye with their civilized neighbors. The halflings native to Thoris make excellent diplomats and have served as lesser courtiers for generations, Sudlander halflings are known for their fantastic speed and ability to run long distances.

Northern halflings may exchange their bonuses to Acrobatics and Climb for bonuses to Diplomacy and Bluff.

Sudlander halflings may exchange Luck and Slow Speed for Normal Speed and Fast (speed 40ft)

Dramatis Personae:

King Rys II - The third king of the Falamit Dynasty. Currently 40 years of age, he has lost his first wife as well as his two children. Generally considered a kind and fair king, he currently is seeking a new wife to give him an heir.

Colonel Matias Raam - "The Butcher of Cali's Bay" is an elf and noble of the Thorese court. He is considered extreme, but a loyalist to the crown which he has faithfully served for near a century.

Lady Sorel il'Landes - The widow of Carrick il'Landes, she is one of the wealthiest women of The Forks.

Lord Mayor Karm il'Fen - The mayor of Ironrot is a retired adventurer, known for being unremarkable among the nobility and fair with a blade.

Lord Commander Edwyrd Kull - The commander of the 14th Legion and member of the king's court.

Scar - A crime lord.

Legionaire Marn Wistram - A legionaire of the 14th.

Legionaire Dallad Burne - A legionaire of the 14th.