FR10 TSR 9274 Old Empires.pdf

(4220 KB) Pobierz
Old Empires
244031764.012.png
244031764.013.png 244031764.014.png 244031764.015.png 244031764.001.png 244031764.002.png
OFFICIAL GAME ACCESSORY
OLD EMPIRES
by Scott Bennie
Table of Contents
Introduction ......................................... 2
History of the Old Empires ............................. 3
Lands Surrounding the Old Empires ...................... 7
People and Society of Mulhorand ........................ 11
Geography of Mulhorand ............................... 14
Current Economy of Mulhorand ......................... 19
Current Politics of Mulhorand ........................... 20
Laws of Mulhorand ................................... 22
Adventurers in Mulhorand ............................. 22
Religion of Mulhorand ................................. 23
Personalities of Unther ................................. 47
Culture of Unther ..................................... 49
People and Society of Chessenta ......................... 50
Geography of Chessenta ................................ 52
Current Economy of Chessenta .......................... 56
Current Politics of Chessenta ............................ 57
Religion of Chessenta .................................. 61
Personalities of Chessenta .............................. 62
Mercenary Companies of Chessenta ...................... 63
Culture of Chessenta .................................. .64
Personalities of Mulhorand ............................. 30
Culture of Mulhorand ................................. 33
Adventurers in the Old Empires ......................... 65
Southern Magic. . ..................................... 71
Technology of Mulhorand
..............................
34
Magical Items ........................................ 81
Geography of Unther .................................. 4 0
Encounters in Mulhorand .............................. 87
New Monsters ........................................ 88
Religion of Unther .................................... 44
Credits
Editing: Mike Breault
Typography: Kathleen C. MacDonald
Cartography: Diesel
Cover Art: Brom
Keylining: Dee Barnett
Interior Art: Valerie Valusek
TSR, Inc
POB 756
Lake Geneva,
WI 53147 USA
TSR Ltd.
120 Church End, Cherry Hinton
Cambridge CB1 3LB
United Kingdom
ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS, PRODUCTS OF YOUR IMAGINATION, and the TSR logo are
trademarks owned by TSR, Inc.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to
the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Ltd.
This work is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork presented herein is prohibited without the express written consent of TSR, Ltd.
© 1990 TSR, Inc. All Rights Reserved. Printed in U.S.A.
9274
ISBN 0-88038-821-8
9274XXX1501
People and Society of Unther ........................... 35
244031764.003.png 244031764.004.png 244031764.005.png 244031764.006.png 244031764.007.png
INTRODUCTION
“The span of earthly things is as a
dream; but a fair welcome is given he
who has reached the South.”
Old Mulhorand saying
the answer is so easy that you have to be
careful not to miss the forest for the
trees. There are two ways to use any
RPG supplement. One is to read through
it solely for pleasure, enjoying the work
for its own sake. The other way is to use
it as a source of background and adven-
ture in your campaign.
If you are running a campaign out-
side of the Forgotten Realms, this book
can still be useful. This book contains
dozens of new spells, magical items,
characters, and monsters that can be
taken out of this supplement and used
in any campaign, regardless of setting.
Cityscapes may be redesigned for use in
other campaigns. Adventure ideas and
rumors can be transferred to other set-
tings. This is meant not just as a
Forgotten Realms book, but as a source
book for any inventive Dungeon Master
running campaigns in any world.
The other use, of course, is as a
FORGOTTEN REALMS game supple-
ment. If you are running characters
from outside the Old Empires who
travel in these reaches, please make
sure you read through the book care-
fully. Any land has its customs and ta-
boos that seem strange to outsiders,
and the Old Empires is no exception.
How a character deals with culture
shock can be as interesting as how a
character handles a new monster, as
both are unfamiliar challenges that test
his ability.
If you are running characters from
the Old Empires, be sure that the char-
acters realize that the attitudes of their
homelands are often quite different
than other places in the Forgotten
Realms. They should understand their
homelands, and be able to imagine
what it was like to be a child there,
what they were taught, and what they
were brought up to believe.
The Old Empires is known as a high-
powered area. There is lots of magic,
much of it quite strange. There are also
major challenges in obtaining this
magic, which is how it should be. The
essence of an adventure is not casually
fulfilling a quest, but discovering a ma-
jor challenge and using every resource
you have, including your intelligence,
to succeed.
As you read through
The Old Em-
The South, the ancient South, is the
place where mankind first reached
greatness in the Forgotten Realms at
the beginning of the age. The remnants
of this greatness are the three king-
doms of Mulhorand, Unther, and Ches-
senta, kingdoms of mystery and ancient
empires.
This book tells of the rise and fall of
great realms, of god-kings and ancient
magic whose power is unmatched any-
where in the Realms. This is the story of
the Old Empires.
The ancient south can be termed a
slumbering giant. It is an extremely
powerful land that wishes to be left
alone to engage in its own self-
indulgent, decadent pursuits, not car-
ing what goes on beyond its borders.
Still, many of their neighbors do not
see them this way. When a plague oc-
curs elsewhere in the Realms, you can
often hear whispers of Southern magic.
The South is considered to be a place of
twisted power, better left untouched.
Even the most reckless adventuring
parties give the South a wide berth.
Yet it is rich in magic, and on occasion
outsiders venture to Mulhorand or Un-
ther and become entangled in the laby-
rinthine politics of their gods.
Many things are unique to the Old
Empires. They have strange gods. They
wield weird and powerful magic. And
there is a hint of the weirdest magic of
alltechnology, a word that causes
hardened sages to shudder. There are
strange monsters and strange men,
great treasures and unknown delights,
and life-ending perils. In short, nearly
anything that an adventurer could
want. This book documents all of these.
you will find that this supplement
places a strong emphasis on the politics
and the personalities of these king-
doms; this book is full of strange names
and devious political factions, all schem-
ing to achieve their ends. There are two
reasons for this.
First, one distinguishing feature of
the Forgotten Realms is the number of
distinct and interesting characters that
player characters can interact with; as
it says in the Source Book of the Realms
(p. 17) more than anything, these indi-
viduals are the Realms. In the same
way, these characters are the essence
of the Old Empires.
The second reason is the nature of
high-level campaigns. Many high-level
campaigns collapse very quickly when
the emphasis is solely on monster bash-
ing and treasure snatching. The secret
to a successful high-level AD&D® cam-
paign is to get the PCs to interact with
the campaign world in ways other than
combat. There is a lot of fun in getting
involved in politics, making plans and
alliances, and outwitting truly clever
NPCs. It isnt easy to run a good political
campaign (and most players dont want
a campaign where the action consists
only of political maneuvering), but
when it works, its a real thrill.
If the details in the political sections
seem too trivial, you can feel free to ig-
nore them, but you might want to give
it a try. It can be a lot of fun. The politics
of the Old Empires, like its characters,
operate on a grand scale.
How to Use this Book
This may be the hardest section of this
supplement to write, perhaps because
2
pires,
244031764.008.png 244031764.009.png
HISTORY OF THE OLD EMPIRES
Toward the end of the previous age,
tribes of humans were pushed out of
the Great Kingdoms of the southeast,
which were covered in desert. Legends
speak of a great war in which powerful
humans fought against the gods to
wrest away their power. The humans
won and became god-kings, but the war
destroyed their kingdoms. These god-
kings, Re and Enlil, led the shattered
remnants of their peoples into Mulho-
rand and Unther. The two god-kings
and their spouses became the leaders of
the royal houses of these two nations.
The people of Unther, who prided
themselves on the purity of their race,
warred against barbarian peoples and
drove them from their lands, but the
god-kings of Mulhorand, who were
openly worshiped by these people, took
them in as full citizens. Since then, the
peoples of Mulhorand have primarily
been racially mixed Turami and Mulan
(the race of Unther and Mulhorand).
Two thousand years before the start
of the current age, Mulhorand and Un-
ther began to develop huge cities in the
river deltas of their lands. Magic in-
creased the fertility of the already rich
soils and the two nations prospered.
Prosperity enabled the god-kings to
build larger states and, over the course
of centuries, large empires were estab-
lished. The two lands clashed occasion-
ally, but the rulers of Unther and
Mulhorand both realized that warfare
would result in mutual destruction, so
all conflicts were carefully limited and
the border of the Alamber Sea kept the
peace.
Mulhorand expanded to the north
and east, conquering the Priador Pla-
teau (which is modern Thay), Thesk,
and beyond even into Ashanath and
Rashemen.
Lands farther north paid tribute to
Mulhorand and its god-kings. At its
peak, the Mulhorand Empire stretched
as far east as Semphar. While the em-
pire was not the kindest of masters, it
did bring laws, culture, and magic to
thousands of people who had not
known these things before.
Unther was somewhat less kind to its
conquests. It expanded north as far as
Yuirwood, where it warred for centu-
ries against the elven tribes. It reached
west as far as Chondath, swallowed
most of the eastern Shaar, and even
went to war against the southern
dwarves in the Great Rift. Unther
gained a reputation for having fierce
and ruthless warriors who were hated
by those they conquered.
At their peak, 1,000 years before the
start of the current age, the First Em-
pires of Mulhorand and Unther were at
a level that has never been equalled
since. Their magic was extremely pow-
erful, and they had learned a new
sciencetechnologythat gave them
greater power.
Two events brought the first great
Age to an end. One was the rebellion of
the archmage Thayd (after whom the
later-day Red Wizards named their
kingdom), who challenged the might of
the god-kings, along with that of many
of the most powerful wizards of Mulho-
rand and Unther. Thayds goal was to
overthrow the god-kings and unite the
empires into a single grand Overempire
that would be able to achieve limitless
dominion over the Realms. After much
destruction, the god-kings triumphed
and the wizards were slain. After that
time, in Mulhorand, the god-kings
placed magic under their strict control,
and created a bureaucracy of priests to
maintain its control. Mulhorand be-
came the bureaucratic theocracy that it
remains to this day.
The people of Mulhorand and Unther
might have rebuilt their losses, except
for the Orcgate Wars. Five years after
the deaths of the wizards, a huge gate-
way opened in southwestern Thay. It
was a gateway from a world of orcs.
Millions of orcs had come from another
world, seeking a new place to live. They
immediately clashed with the empires
of Mulhorand and Unther, and overran
their northern and western posses-
sions. The god-kings themselves stirred
into battle, and orc-shamans sum-
moned their pantheon in response.
Gods died, cities were laid waste, and
entire regions were devastated. In the
end, the orcs were either slaughtered
or driven into the far north, but the
holds of Mulhorand and Unther on
their far-flung provinces were broken,
and the two empires dwindled. The
god-kings withdrew into their towers,
creating continually reincarnating in-
carnations to lead their cities. Thus the
First Empires of Mulhorand and Un-
ther ended.
The lands lost by the southern em-
pires were quickly retaken, but not by
them. Instead, two new powers rose to
prominence after the Orcgate Wars, the
powers of Narfell and Raumathar.
These were warlike nations that coa-
lesced out of the migrating northern
tribes that were paid to fight as merce-
naries in the Orcgate Wars. They had
weapons of iron (as opposed to the
bronze weapons that Mulhorand and
Unther used at the time) and soon de-
veloped powerful magic of their own.
They quickly subdued large tracts of
land, replacing Mulhorandi culture
with their own.
Unther was never able to regain its
southern empire after the Orcgate
Wars, and soon its holdings in Chon-
dath collapsed.
So proud Mulhorand and Unther
were now reduced to small kingdoms,
once-great powers that were twilight
kingdoms in the brilliant shadows of
Narfell and Raumathar, the two new
great powers.
And, for the most part, the two na-
tions were content, for both still pros-
pered; their rulers still built great
monuments, and their peoples never
starved, and wise men prophesied that
the fiery powers of the north would
soon consume each other.
The prophecy came true. Eventually,
Narfell and Raumathar went to war. It
was a bitter and bloody struggle, full of
the tales of great heroes: Rauthok, Jes-
thren, Halduplac, and many others who
were naught but names to the king-
doms of the south.
Several times, the two northern gi-
ants tried to convince Unther and Mul-
horand to join in the war, but the lords
of the south merely shook their heads
3
244031764.010.png 244031764.011.png
Zgłoś jeśli naruszono regulamin