| OmegaZ |
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I really like the idea of playing a game set in ancient Thassilon. The society alone is full of potential for adventure, but it needs to be fleshed out a bit more. I've read everything I can find on Thassilon and the runelords so I think I've got the right ideas for how the setting would be different. Here are some points I've got, let me know what you think and if you have any more!
-Thassilon's corruption depends a lot on whether or not Xin is still alive. Early on Thassilon would be LN and pretty progressive compared to the human-centric Azlanti Empire. Elves, dwarves, halfings, gnomes, orcs, and giants are all welcomed and this diversity brings strength. The corruption would creep in and grow as the years went on, but while Xin is still involved it can only get so bad (because the runelords would fear Xin discovering their abuses and take action against them).
-Society would be magocratic with monsters as part of the citizenry. Giants, lamia, undead, dragons, outsiders, etc. could all be part of Thassilon's society, walking the streets alongside the core races. There would be strife, but ultimately might makes right in Thassilon.
-Because runes and runic magic is so powerful, language itself could be restricted. If your lower class can't read, its hard for them to rise up. Writing becomes a privilege of the upper class mages, as its part of their justification to rule.
-Runes themselves are treated with a kind of reverence, as they hold magic power and are a symbol of the runelords' power. You're not going to deface the rune of Gluttony because Zutha's minions will come after you. The form a rune takes would also be an important indicator of status: if its a brand it marks you as a slave but if its worn as an amulet it marks you as protected by that runelord. If you don't have a rune, you aren't a protected citizen and therefore can be hunted by monsters.
-Learning wizardry/magic is restricted to the upper class, as it solidifies their power and keeps the lower classes subjugated. If you're a low class sorcerer you have to be careful not to alert the runelord's enforcers. Access to spellbooks, regular books, scrolls, etc. is highly restricted.
-If you're in the upper class, life is pretty good. You probably live a comparable life to nobles in current Golarion, but there's greater pressure to become a mage and less writing to go around (since less people are literate). If you're not in the ruling class, you're likely either a skilled worker, soldier, or apprentice mage. If you're not any of these, you're likely a vassal or slave.
-Since monsters are part of society and some of them eat people, there are probably laws that allow for the hunting/killing/consuming of vassals for the purpose of food.
-Personal freedoms are a luxury for the upper class, and even then its limited. Speak publicly against the runelords? Prepared to be hunted, tortured, and possibly killed.
-As this is pre-Earthfall, the deities are different. The Azlanti deities spelled out in the Ruins of Azlant adventure are worshipped minimally, but Lissala and the Peacock Spirit faiths are dominant. I see this as similar to Cheliax: Asmodeus is the dominant faith, but faiths that don't upset the apple cart are allowed. Faiths that upset the apple cart are discouraged or persecuted.
-Adventuring itself is mostly done in service of the runelords and the ruling class. Dealing with internal power plays, slaying non-citizen monsters, messing with other runelords, etc. Fighting against the runelords is certainly possible, but as they command the most power/resources its an uphill battle.
| Adjoint |
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Remember that Thassilon was a caste society. The ancestors of Shoanti were one caste (warriors), and Varisians were another (laborers); the descendants of the Azlanti were mages the ruling class. Even if a magician (most often sorcerer) appeared in another race, such powers were suppresed by special tattoos (that's where Varisian tattoos come from, although their purpose changed).
Elves weren't actualy part of Thassilon society, they remained a separeate kingdom; what is now known the Mierani Forest wasn't a part of any Thassilonian realms. Dwarves and orcs haven't made it to surface yet. Gnomes haven't yet arrived from the First World. Halflings could indeed be present - about their origin little is known, as they integrate in surrounding cultures to the point of forgetting their own roots.
A lot of called and bound outsiders would be around.
The political system may vary depending on the realm.
For example, I think that Shalast would be the most feudal of all; as long as the vassals keep paying tribute to the Runelord of Greed, they are allowed to do what they want.
Edasseril was higly beaurocratic, I imagine a police state.
Haruka was theocratic despotism - the priesthood of Lissala lived lazy lives, and all others wwere basically slaves.
Gastash was abundant in food, and traded that food with other ralms - I suspect that trade culture might as well make it the freest of all Thassilonian realms.
In Bakrakhan likely a large part of the society was enlisted into the army; that may cause some social mobility, as showing prowess in war could be a reason for promotion.
Eurynthia was the realm that had most trade connections with lands outside of Thassilon, importing luxury slaves. The caste system could be weak here, as there would likely be many people of mixed race.
Cyrussian would have the strongest nationalism; even the lowly workers would be proud of being a part of the best of the realms.