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BaltoBruiser
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Culture, History, and Events

#2 Post by BaltoBruiser »

Arden, called 'the Defender': One of the great heroines of Archontean history, Arden, with her companion, Vul the Sorcerer, is responsible for a number of quasi-legendary feats. Arden was a simple legionary who rose through the ranks to command a legion of heavy infantry before being tapped by the expansionist emperors for 'special duties'. These duties are usually presented as the Twelve Labors of Arden (q.v.). Whatever the historicity of the Labors, it is a fact that she and Vul discovered the cliff of Arden Vul and established the first imperial outpost there. Despite her reputed toughness, in the present Arden is viewed by ordinary Archonteans with great warmth and affection (more so than Vul the Sorcerer); she is often cited as the epitome of the protective and caring warrior.

Calendar: The dominant calendar used in the eastern portion of Magae is the Ennian calendar, that is, the official Archontean imperial calendar. The founding of the Empire is traditionally dated from the year of the signing of the Compact of Ennius (Ennii pactum). Dates are thus given either as SP, or before the compact (literally sine pacti, ‘without the compact’), or as AEP, or after the compact (literally ab Ennii pacto, ‘from the compact of Ennius’). The calendar is called the Ennian Calendar, for obvious reasons. The current year is 2993 AEP. In official documents, however, it is common to date documents to a specific year of the reign of a given Emperor/Empress; thus, the current year (2993 AEP) might also be presented as "in the 8th year of Emperor Constans XXV". For this reason, lists of emperors with their regnal dates are held in all administrative offices of the empire.

The Thorcinga once had a distinct calendar, but it has been completely overshadowed by the Ennian calendar and is almost entirely forgotten. The Wiskinga never developed a distinct calendar system; in the north, then, years are reckoned by the season and/or by the lifespan of local jarls (although 'civilized' Wiskinga use the Ennian calendar). The dwarves use an entirely distinct calendrical system, one based on the founding of the great hold of Kazildor, an event that occurred in 1877 SP (by Ennian reckoning); the dwarves date years 'from the stone', and thus the present is the year 4870 'from the stone'. Elves use a calendar based on years from the creation of Gildorin, the first elf; according to this reckoning, it is the year 9,533. Halflings and imperial goblins follow the Ennian calendar.

Years on Magae are comprised of 372 days. The Archonteans, and most other human civilizations, divide this period into twelve months of 30 days based on the lunar cycle. Two six-day intercalary periods are added to the year, one in the late summer (harvest festival) and one in the winter (the winter solstice). Weeks are seven days long. The Archontean names for the days of the week are: Basilsday, Lunday, Totsday, Mitrasday, Tasday, Horasday, and Demmasday (these are named after, respectively, the basileus, the moon, Thoth, Mitra, Ptah, Horus, and Demma). Numerous holidays and festivals dot the calendar year, sponsored by all the temples, by the imperial administration, and by local communities.

The Compact of Ennius: This agreement was named after, Ennius, that lord from Mithruntir (aka Archontos) who first proposed and signed it 2,993 years ago. The signing of the compact serves as the starting date for Archontean calendars: 1 AEP means 1 year from the signing of the compact of Ennius ['ab Ennii pacto'].

Larel One-Eye: The most famous legendary figure in Archontean history. Larel is the archetypal trickster, who always manages to reveal the pride or stupidity of the powerful through his wit and cleverness. A certain number of his escapades are iconic; many more are known only as regional variations.

Marius Tricotor (aka Marius Invictus, or Marius the Unconquered): An ancient Archontean military hero. As archon of Arden Vul in the early years of the Archontean presence, he was responsible for defeating and mostly exterminating the 'hopper' foes (i.e., heqeti).

Phagtro the Westron: A popular ‘barbarian’ warrior featuring in Archontean epic literature. The “Deeds of Phagtro” are numerous and vary according to the teller. He is usually cast as a grudging but useful ally of the Archonteans during their expansionist phase, although his outsider status allows writers to use him to critique Archontean social norms.

Priscus Pulcher, ‘the Hekate’: A powerful male Archontean magic user in antiquity. Priscus became one of the prominent Sortians (q.v.). He died in the War of the Sortians and Theosophs (q.v.). Over the centuries Priscus has come to be thought of as a great villain whose 'treachery' brought the empire to its knees.

Sortians (SOR-tee-ans): The reformers and rebels who battled the Theosophs in the great civil war that ended the Archontean golden age 1,200 years ago (aka ‘the War of the Sortians and Theosophs’). Taking their name from the word for ‘fate’ or ‘prophecy’, they formed a loose “League of the Sortians”.

The Ten: The modern pantheon of deities worshipped in the Archontean empire emerged out of the chaos surrounding the War of the Sortians and Theosophs. Whether the 'new' gods are merely avatars of the original Twelve (q.v.) is an open theological question. An additional seventeen minor deities are also venerated within the Empire. See below, Gods of Magae, for the modern pantheon.

Theosophs (THEE-oh-soffs): An obscure word used pejoratively to describe the conservative faction in the great civil war that ended the Archontean golden age 1,200 years ago (the War of the Sortians and Theosophs). While both factions drew from all reaches of Archontean society, the Theosophs were dominated and led by the powerful priesthoods of Thoth, Set and Horus, and by the old-timers in the wizardly Order of Thoth.

Trenner’s Rock: A famous Archontean victory of antiquity, at which the legions defeated a larger force of assembled Thorcin thegns on Irthuin. The architect of the victory was the polemarch Eadgifia, a native Thorcin but acculturated Archontean, who commanded the 3rd Legion of heavy infantry. The victory shattered effective opposition to Archontean expansion, and thus led to the creation of the exarchates of Narsileon and Arcturos.

The Twelve: These were the original Gods of Archontos, worshipped for more than 1,500 years. In the centuries on either side of the War of Sortians and Theosophs, however, the Archonteans came to worship a new pantheon (the Ten). Some theologians argue that the Ten are merely reskinned versions of the original twelve; others maintain that the new pantheon ousted the old. Devotees of the twelve still exist, but in many fewer numbers, and typically in secluded communities; for instance, a revived cult of Set has proven most troublesome to the current imperial administration. Most agree that at least one of the Twelve was actually slain (Horus), although arguments about how his death occurred are legion.

The Twelve Labors of Arden: These are the twelve famous feats accomplished by the great adventurer-heroine, Arden the Defender. While modern scholars are probably right in suspecting that many of the labors conflate numerous lesser accomplishments, the historicity of the Labors is largely accepted by the Archontean people, who love to relate the tales to children, cite them didactically, and use them to highlight normative virtues. The Twelfth Labor is generally undescribed, since, according to tradition, Arden will return from death to aid the Empire in its time of greatest need.

Vul the Sorcerer: One of the great heroes of Archontean expansion. Vul was a classic adventuring magic user who, with his companion Arden the Defender, journeyed through the imperial territories, solving problems and experiencing adventures. Despite the fact that the two almost always appear as equals in the stories, it is Arden and not Vul whom modern Archonteans revere. Vul is known mostly as the taciturn, moody companion of compassionate Arden; only a few wizards and sages know of his real role in Arden's Labors. He is also known, albeit only to mages, for his famous Four Summonings.

War of the Sortians and Theosophs: A bitter civil war fought within the Archontean Empire some 1,200 years ago. The war was cataclysmic, resulting in the utter destruction of Agoreon and Arden Vul, and the retraction of the Empire from Irthuin for some 800 years. Eventually the Emperor Drusus V Dives made peace between the factions (including a democratization of the collegia), but by then the damage had been done.

Worthies of the Archontean Empire: Imperial historians and apologists love to construct lists of the twenty greatest heroes of antiquity. While these lists usually vary in a few names, most of the following are usually included: Amalasuntha of Narsileon, Arden the Defender, Crinius the Rector, Ennius the First Lord, Felix Minucius, Halduin the Citharist, Horatius Interfector, Jixon of Archontos, Licinia the Seer, Kalea the Theosoph, Marius Tricotor (called Marius Invictus), Phocion the Builder, Plotinus Quartus Claudino, Pol the Grinning Mage, Taticus and Thekla (the Twins), Vul the Sorcerer, and Yeth, He-Who-Sought-to-Bring-Law-to-Chaos. Frequent (but controversial) additions to this list include Priscus Pulcher and Larel One-Eye. Some devotees of lists have concocted a list of 'lesser worthies', that typically includes: Eadgifia 'the wall' (a legionary), Grimir the Mighty (a Wiskin warrior), Hertulion the legionary, Hjaltion the dekarch, Isidora companion of Priscus Pulcher, Jaken the Proud, Janata the scout, Lauret the archer, Lucius Minux, Phagtro the Westron, Pharastina sister of Phagtro, Ptoh-Ristus the priest, and Terencius Borsa ('the gut-sucker').
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Persons of Note

#3 Post by BaltoBruiser »

Alexia Basileon, aka the Green Lady: Female Archontean noble who feels she has been cheated of her rightful inheritance of Burdock's Valley (q.v.) by her half-brother, Iskander. She has established a new settlement at Gosterwick, close by the Azure Keep (qv.), and would like to recover the regalia of the archons of Arden Vul as part of her plan to claim her inheritance. Alexia has piercing green eyes, and favors emerald-green clothing. She is well-connected in Narsileon, although she is currently considered a loose cannon.

Alexios Hestales: A parvenu Archontean nobleman, and recent purchaser of the former imperial estate called Storm Point. Alexios is rich and arrogant, but not particularly smart.

Chloris Hestales: Born into the Xenarcheon clan, she is wife of Alexios Hestales, whom she manipulates ruthlessly.

Constans XXV: The current emperor, who rules from his enormous palace in Archontos.

Cynefrith: Male Thorcin and thegn of Frith's Hearth. Cynefrith is in his late 40s, with greying hair in warrior braids, and a badly scarred left-side of his face. He is staunchly anti-Archontean, and therefore is widely suspected to be a leader of the Thorcin Recovery League (although no evidence has yet linked him to their activities).

Eadric Strigona: The leader of the Thorcin Recovery League (q.v.). Although Eadric's name is frequently invoked, he is almost never seen.

Ellagel, Lady: Co-ruler of the largest Elven realm, a mysterious woodland far to the west of the exarchate of Narsileon.

Gallador, Lord: Co-ruler of the Elven realm west of Narsileon.

Gedeon Ligareon: A talented Archontean soldier and administrator. Gedeon is the current leader of the Ligareon clan in the exarchate of Narsileon, and the lord of the Red Keep.
Helena the Unseen: Female Archontean magic user. Helena is mistress of the college of Perception in Narsileon and would very much like to bring Tikun Thane to heel for past transgressions against the college.

Iskander Basileon, aka Lord Burdock: A male Archontean aristocrat and prominent member of the Basileon clan. He has been awarded lordship over Burdock's Valley by the exarch of Narsileon, over the loud objections of his half-sister, Alexia Basileon.

Isokrat the Even-Keeled: Male Archontean and chief priest of Enna in the town of Newmarket.

Josselin Rinstock: Female Archontean and mayor of Newmarket. She is anxious to preserve the 'free' status of Newmarket as a regional trading center against the claims of Lord Burdock.

Keko the Lame: Male Archontean, and logothete (or chief administrator) of the Drome in the exarchate of Narsileon. Keko is thus responsible for all imperial intelligence and special operations in the exarchate. He appears as a courtly man in his early sixties, with silver hair and piercing black eyes; his left leg is largely useless, and he walks with a cane. Keko's name is used to inspire fear in children, while the fact that his family name is unknown causes equal consternation among the Five Families.

Klimt: A strange, possibly bodiless, wizard with a ‘tent’ in both Newmarket and Narsileon. Visitors to the tent swear that it is bigger on the inside than the outside, even though it is somewhat hard to tell, since the tent is pitch black until Klimt's many 'eyes' appear to inspect and question the visitor. Klimt speaks in a sibilant tone, and appears to have knowledge of events dating back many centuries.

Lukon Carleon, aka Lukon the Soulless: Male Archontean. Like Keko, his title is merely chartoularios of the House of Sight, but in fact Lukon is the logothete of the Drome in Archontos, with supervisory powers over the leaders of the Drome elsewhere in the Empire. This makes him one of the most powerful figures in the Empire.

Melchior the Magnificent: A roguish, male, Archontean magic user operating in the exarchate of Narsileon. Melchior has swindled several magic users out of their magic items. His family name is Macrinos.

Plashey the Face: Male Archontean. The public 'face' of the Vengeance Factor in Narsileon.

Rudigar Red-Nail, called ‘the Finder’: Male Archontean ranger and ‘fixer’ for various good-aligned Archontean officials and institutions. He has worked frequently with (for?) Gedeon Ligareon. Few know that he is also a leading member of the Dawn Striders.

Stephania: Female Archontean and high priestess of Set. The Drome, and particularly Keko the Lame, are working against her.

Tikun Thane: A powerful male Archontean mage, with a bad reputation among the collegia. Currently he is master of the Tower of the Ape in Newmarket.

Valerian Krakteros: Male Archontean aristocrat and current exarch of Narsileon. Valerian is a hard-nosed politician who cares mostly about his own power and about pleasing the Emperor.

Wulfhere: Male Thorcin thegn of Moorleigh. Wulfhere is sympathetic to the interests of the Thorcin Recovery League, but is more actively concerned about hill giant activity on the moors.

Ysabet Basileon: Female Archontean aristocrat and courtier. She is cousin to Alexia and Iskander Basileon. An accomplished intriguer, Ysabet has managed to arrange to be married to the exarch of Narsileon, Valerian Krakteros.
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Institutions and Organizations

#4 Post by BaltoBruiser »

Army, Archontean: The Archontean emperor maintains a standing army composed of five legions of heavy cavalry (cataphracts), six legions of heavy infantry (scutarii), and three legions of light infantry (velites). In addition, the emperor directly controls nine cohorts of the tagmata, or imperial guard. Each legion is led by a polemarch and is supposed to contain 3,000 soldiers. Legions are subdivided into 6 cohorts of 500 men, each led by a komes; each cohort has 5 kentarchia of 100 men, each led by a kentarch; each kentarchia has two pentarchia of 50 men, each led by a pentarch; each pentarchia is divided into five konturbia of 10 men, each led by a dekarch. The tagmata are slightly different. Each cohort contains 1,000 men and is led by a taxiarch. Each cohort is divided into two banda of 500 men, each led by a komes; each bandon is divided into 5 kentarchia of 100 men, each led by a kentarch; each kentarchia is divided into 5 konturbia of 20 men, each led by a dekarch. Common soldiers (privates) are called spatharii.

Azure Shield, Knights of the: A knightly order that is more militarized than the Black Legion or Sacred Band. It is divided into septs of twenty knights (each with squires). Septs typically act as units.

Benevolent Brotherhood: The Brotherhood is the empire-wide thieves’ guild, active in all major Archontean cities and towns. Members are ranked: Little Brothers are the rank and file thieves; Brothers run cells within a given area; Elder Brothers are those with a certain geographic jurisdiction and authority over 7-10 cells; Eldest Brothers are a shadowy handful of senior thieves who coordinate empire-wide activities as needed. In sizable population centers (e.g., Narsileon), the Brotherhood operates a public ‘front’, where those in need of the Brotherhood’s services may deposit requests for service with a named Brother (or with a randomly-chosen one, if none are known to the petitioner). The imperial authorities normally do not intervene in the daily affairs of the Brotherhood, leading many to speculate that the Brotherhood pays regular ‘tithes’ to avoid scrutiny.

Black Legion, The: A private knightly order composed of very noble and thus very haughty members.

Bureaucracy, Archontean: The vast imperial bureaucracy is divided into three main branches, the House of Coins, the House of Sight, and the Private House (see separate entries for each). Each branch is led by a thesmothete living in Archontos, who consults regularly with the basileus about decisions affecting the empire. In each imperial theme or exarchate, the chief bureaucrat for each branch of the administration is a logothete, who administers a small army of chartoularii, enforcers, guards, and so forth. Service in the bureaucracy is common for middle- and upper-class citizens.

Collegia: The seven collegia effectively monopolize the formal training in magic use in the Archontean empire. Originally there was but one collegium, the Order of Thoth, and it was strictly limited to the nobly born. Resentment of this stratification was one of the causes of the infamous War of the Sortians and Theosophs, which nearly destroyed the empire some 1,200 years ago. A result of the war, alongside general imperial retraction from Irthuin, was that magical training became more egalitarian. Seven collegia now exist, each with its own identity and/or specialty:
The Order of Thoth: generalists; the original order, and still politically powerful
The College of Perception: illusionists and magic users interested in illusion
The Imperial Academy: generalists; few in number; snobby, limited to uppermost nobility
Collegium of Macrina: academics and researchers; their members produce the largest number of new spells
New School of Arcane Might: generalists and necromancers; follow a philosophy of domination
Order of the Fifth Circle: summoners and those interested in the planes
Collegium of Cinders: elementalists
A few well-placed magi suspect that an eighth, secret collegium exists.

Dawn StridersThe: An ultra-secret organization of powerful good-aligned humans and demi-humans. The Striders have two goals: 1) to sniff out and eliminate powerful evil throughout the known world. This does not mean combatting all evil-doers everywhere; rather it means focusing only on powerful evil - both organizations and individuals; 2) to attempt to shape the political direction of the Archontean Empire subtly and from within. Here, their aim is to influence affairs and events so as to produce more humanitarian, more egalitarian, and more morally positive results. The existence of the Striders is known to the Drome, although they have not yet managed to identify any of its members.

Drome, The: Technically a bureau housed within the House of Sight, the Drome is the name of the imperial secret police. So important is the Drome that its facilities are usually distinct from – and much larger than – those of the House of Sight; indeed, the Drome operates as an utterly distinct agency, and its regional leaders are given the title of logothete (a title equal to their putative supervisors in the House of Sight). Special agents of the Drome are known colloquially as the Black Lotus, and are greatly feared. In Narsileon, the logothete of the drome is Keko the Lame; Keko has a quiet and engaging public demeanor, but is utterly ruthless in the pursuit of imperial interests.

Exarchate (EX-ar-kate): A sub-division of the Archontean empire. Exarchates are ruled by exarchs, and have the most independence from the imperial center due to their ‘frontier’ status. The three exarchates are the Grain Islands, Narsileon, and Arcturos (the last two are on Irthuin).

Factors, The: The Factors are large, empire-wide mercantile enterprises. All of the major Factors has constructed a Factor-Hold in each of the major Archontean population centers. Individual merchants belonging to the Factor can thus travel between cities and towns and be assured of a secure base for their transactions. The Factors also offer banking services: one can deposit monies or goods for secure storage, and one can also procure letters of credit to be redeemed at any Factor-Hold (thus reducing the amount of cash one must carry). While the four large factors have truly empire-wide reach, a number of more regional factors also exist. The four large Factors are:
The Silent Factor
The Golden Band
The Prosperity Factor
The Wisdom Factor
Each of the four has certain idiosyncrasies. For instance, members of the Silent Factor publicly wear attire that covers all but their eyes and refuse to speak to non-members at all; they use elaborate sign-language (and, occasionally, interpreters). The Golden Band is the largest and most prosperous of the four.

Five Families: The five large clans of aristocrats whose members functionally rule the empire in conjunction with the imperial family. The five are these: the Basileon, Krakteros, Junienos, Ligareon, and Xenarcheon families. Each clan sponsors a clan-hold in major habitations (e.g., Narsileon), but individual members of a given family may have their own large estates, palaces, and so forth. The clans contain thousands of members, not all of which are of equal economic status; that is, some lineages within a clan are wealthier and more aristocratic than others. Clan rivalries are long-lasting and notorious (such as that existing between the Basileon and Ligareon clans). It is possible to become a member of one of the Five Families through adoption; this honor is accorded only to extremely valuable allies.

House of Coins: Perhaps the most hated of the three branches of imperial government, the administrators of the House of Coins are responsible for all direct and indirect public taxation, and for operating the five imperial mints. In addition to being responsible for paying 10% of their annual income to the officials of the House of Coins, citizens are liable to a bevy of other taxes, including tolls, usage fees, extraordinary ‘aids’, and so forth. In Narsileon the current logothete of the House of Coins is Lord Alexandros Junienos.

House of Sight: the smallest of the three official branches of government, the House of Sight is concerned with the road system, with postal service, and with diplomacy. While formally a subsidiary office within the House of Sight, the Drome is in practice a separate bureau, with its own logothete who acts with full independence. In Narsileon, the current logothete of the House of Sight is Lord Rebecca Xenarcheon.

Lords of Justice: A recently-formed, secretive, alternate thieves’ guild, designed to challenge the Benevolent Brotherhood’s monopoly. The nature, size, and motives of the Lords of Justice are unknown. The Brotherhood is quite concerned about this threat, even as the imperial authorities have so far turned a blind eye to its activities.

Navy, Archontean: The Archonteans have a long history as a naval power, even as their only real threats by sea are Wiskin long ships and pirates from the coast of Ostralios. The Archontean navy is built around the dromon, a fast galley with one or two banks of oarsmen plus a lateen sail. Light dromons carry 108 oarsmen in one bank, where heavy dromons carry 180 oarsmen in two banks. A super-heavy ship, the chelandion, carries 300 oarsmen in three banks. Each ship is captained by a novarch. A unit of 2-20 ships is called a squadron, and is commanded by a droungarios. A unit of more than 20 ships is a fleet, and is commanded by a strategos. The main Archontean naval forces are located as follows: the Karabisoi, or home fleet, based in Archontos; the Grain Isle squadron, based in Ostentown; the Irthuin Squadron, based in Narsileon; the Borealios squadron, based in Westholm; the Ostralios squadron, officially based in Agoreon but actually based on in Arcturos; and the Iron Isles Squadron, based in the Iron Isles. Each ship carries a complement of marines numbering 1/6 the number of oarsmen; these marines are trained as, and have the same prestige as, members of the imperial tagmata.

Private House, The: The bureaucrats of the private house are responsible for administering all property and financial rights held directly by the imperial family. These duties include managing the emperor’s personal estates, collecting revenues due from tenants on those lands, ensuring that tolls and other exactions held directly by the emperor are paid promptly and in full, and so forth. Although its scope might seem the narrowest of the three branches of government, the Private House is, in fact, the largest of the three branches, with numerous chartoularii serving in regional offices of the Private House all over the empire. In Narsileon, the current logothete of the Private House is Lord Georgios Hellakreon, called ‘Half-Hand’ for obscure reasons.

Sacred Band: A knightly order of paired lovers, some male-male, some male-female, some female-female. Typically, the pair includes one fighter/knight and one magic user. While proud of the order as a whole, members are typically more devoted to their partner than to the order as a whole. This renders the Sacred Band more valuable for heroic individual (or dyadic) missions than for large, collective endeavors.

Themes: The Archontean empire is subdivided into thirteen themes, or administrative units. Six of the themes are on Mithruin: the city of Archontos itself, plus three agricultural and two mountain themes. Three more are mainly military in nature, and encompass the seas and trading lanes of the North, South and Center. The last four reflect overseas possessions: Borealios, the Grain Islands, Narsileon and Arcturos. The title of the officers in charge of themes varies by their nature, being either an eparch (for Archontos the city), an archon (the agricultural themes of Mithruin), a strategos (the mountain themes of Mithruin, the theme of Borealios, and the naval themes), or an exarch (the Grain Islands, Narsileon, and Arcturos).

Thorcin Recovery League (aka TRL): The name given to organized, Thorcin resistance to the Archontean Empire on the continent of Irthuin. Members of the TRL use distinctive blue arrows and are said to be led by a certain Eadric Strigona (q.v.). Stated goals of the TRL include the expulsion of the Archontean empire from Narsileon and Arcturos.

Vengeance Factor: The empire-wide public assassin’s guild. While it is legal to hire assassins for private matters (especially matters of honor), Archontean law prohibits the Vengeance Factor from targeting public officials. As the bureaucracy is very large, many individuals are ‘protected’ by their status. It is not uncommon, therefore, for a person to hire the Vengeance Factor to satisfy his grudges immediately before taking public office. Assassination that is not conducted by the Vengeance Factor is strictly prohibited, and is punished with the most gruesome of public torture. The Vengeance Factor is quite selective in what contracts it accepts, at least partly because members of the Factor who are killed in the service of a contract may not be avenged. In Narsileon, the Vengeance Factor operates a guild-hall in the Grain Market district, where Plashey the Face facilitates contracts.
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Races of Magae

#5 Post by BaltoBruiser »

Dwarf
Dwarves appear cold, distant, and avaricious to humans. By nature, they are clannish, wary of outsiders, and extremely vengeful, to the extent that they frequently seem xenophobic. Sarcastic jokes about ‘the generosity of dwarves’ are common in Archontos. Dwarves are reputed to be masters of stonecarving, metalworking and enchantment; still, as a rule they refuse to offer their goods for sale, so few are able to evaluate these claims. In keeping with their flinty, avaricious natures, dwarves are often teetotalers, as they fear that the effects of alcohol may render them open to being tricked or cheated. They prefer dour black clothes, sometimes embroidered with silver or gold thread. Some warrior clans favor beards, but most dwarven craftsmen do not.

Dwarven society is two-tiered. The upper tier is composed of the established clans, most named after a type of rock or similar substance (e.g. Malachite); members of these clans are the elites, and enjoy special privileges within dwarven holds. It is said that members of a clan will go to any end to rescue a clansman, or at least to recover his/her body and life-stone. The lower tier of dwarven society is composed of the clan-less. Some of the clanless were born that way, others were exiled from their clans for misdeeds, while still others are survivors of clans that imploded or were eliminated in factional politics.

The clanless do much of the mining and shaping, usually under the supervision of a dwarf from an established clan. When dwarves die, they are said to ‘take to the stone’; whether this is literal or figurative is an open question among human sages, for the dwarves are particularly tight-lipped about such intensely intimate practices.

The Archonteans know of only two dwarven settlements, although its sages suspect that other holds exist on Irthuin and in the southern jungles. One known settlement is Durildor, or Deephold to humans; this small settlement is set in the mountains of Mithruin. The dwarves of Durildor are technically citizens of the Archontean Empire, although they are quite reclusive. It is said that ancient Emperors swore terrible oaths of support to persuade the dwarves to come to Archontea, and that the price of their arrival was near immunity from imperial rule and law.

The other known settlement is Kazildor (Dwarfhome), a major hold lying beneath the mountains north and west of Narsileon. The dwarves of Kazildor have refused all requests on the part of the empire to exchange ambassadors, so little is known of Kazildor itself. Perhaps to fend off more such requests, the dwarves of Kazildor have recently established a small permanent embassy in Narsileon. In return for certain advice and smithy work, the exarch has allowed the dwarves to operate their own trading factor in Narsileon, and has granted them certain monopolies.

Dwarven names are usually derived from types of rock or stone, and/or stone-related crafting, mining or related skills. Given names vary widely, but clan names (if a dwarf has a clan) are relatively few in number, and are of great antiquity. Dwarven clan names: Gest, Granite, Jade, Malachite, Obsidian, Tapper. Dwarven male given names: Etsil, Gedric, Grist, Jasper, Scoria, Utor, Zhorak. Dwarven female given names: Bressia, Dunita, Grishia, Hergist, Norita, Sable.


Elf (High only)

Elves are rare in the human-dominated areas of Magae. The largest and best-known elven enclave is the realm of Lady Ellagel and Lord Gallador, located deep within the central forests of Irthuin. Those elves that travel in human society frequently do so for highly specific, temporary reasons (searching for a specific object or piece of knowledge); on occasion, they reside as advisors in the courts of human lords. Most humans have never seen an elf, and will treat elves with fear and caution.

Elven society is broadly collective, with younger elves associating themselves with seniors who have established reputations for great deeds, excellent craftsmanship, or particular wisdom. Elves prize core balance in all things. Those elves who are able to blend their emotions, magical sensibilities, knowledge, and connections with nature are held as paragons. Elves are curious and inquisitive, but do not care to reveal themselves before strangers (and especially non-elves). Most elves pursue a highly
specific intellectual interest, as well as a specific interest in magic of some sort, whether as a practitioner, theorist, or amateur. Elves are particularly attracted by wisdom, by knowledge, by beauty, and by magical lore.

Elves have two names, one given name and one that describes one of their parents. Given names vary widely. The second name invariably is composed of a parent’s name with the suffix -son or -dottir. Which parental name an elf adopts as his/her second name is a personal choice, one marked by much symbolism (as the elf is
thereby linking his/her future to that of the selected parent). Only the most venerable and powerful of elves dispense with the parental name. Male elf names: Erist Ellagelsson, Gallador, Gelanchian Gellisson, Jiltorin Trillissason, Lellagalon Begelsson, Nagellor Belladorson, Nisdis Jeronsson, Seldorin Seldorsson. Female elf names: Aelin Gillesladsdottir, Ellagel, Gilleslad, Noredden Galesdottir, Pelissa Halbestdottir.


Imperial Goblins
The humans of Archontos enslaved the goblins of Mithruin in antiquity and put them to work as miners and as laborers on the vast imperial latifundia of Mithruin. Millennia of servitude – but also of exposure to the ‘civilizing’ forces of the Archontean empire - have created a distinct racial subgroup. Even if they resemble ‘wild goblins’ (monsters) physically, these ‘imperial goblins’ are culturally distinct from their monstrous kin and thus look at wild goblins with disdain.

Imperial goblins are short, long-armed, and bandy legged, with yellowish skin and, frequently, yellow eyes. They possess black hair and are comfortable wearing minimal clothing, but possess their own standards for fine dress (these include tall conical caps, colorful vests, and jodhpurs tucked into beautiful leather boots). They reach a maximum of 4’ 8” in height. Goblins are known for their wiry strength and tough constitutions.

Many imperial goblins have been freed from slavery over the years, leading to a large number of imperial freedgoblin citizens. Although these freedgoblins are noted as highly effective merchants, estate managers, and bureaucrats, they are typically treated as second-class citizens by ordinary Archonteans and are the object of casual racism on the part of the Archonteans. If allowed by the GM, imperial goblin PCs should use the racial statistics of gnomes (who are unknown on Magae).

Imperial goblin names combine two radicals, and usually describe a profession or task that the goblin (or his/her ancestors) practiced. Male imperial goblin names: Capdoffer, Lamplighter, Seamfinder, Wicktrimmer. Female imperial goblin name: Hearthminder, Kettlelifter, Threadspinner, Warplifter.

Half Elf
Human/Elf mix only, human can be of any of the Human sub-categories below

Halfling (Stouts only)
Halflings are uncommon, and largely found in segregated agricultural communities. Most halflings known to the Empire live on the Grain Islands to the east of Archontea, where their agricultural prowess provides important food supplies to Archontos itself. These halfling communities are largely self-regulating, although they are under the loose supervision of the imperial strategos and his legion. Local halfling lore does not fully account for their existence on the Grain Islands, being content to distantly recall the Great Voyage on the Big Ships.

Although most halflings are content with their rural lives, a few bold sorts attach themselves to the staff of the Strategos and end up traveling ‘across the water’ to Archontos. These halflings are seen as exotic and rustic, and they tend to suffer some general paternalistic patronizing from Imperial citizens. Imperial officials treat halflings in a genial but patronizing way, and will assume them to be political naïfs. Ordinary citizens of the Empire treat halflings as great curiosities, and will often approach them, pinch them, and ask them simplistic questions.

Halflings have given and family names. Family names are typically derived from botanical or agricultural features. Given names vary widely, but are typically English in origin. Male halfling names: Harry Berrymash, Jenks Pipeweed, Phlebotomas Plumthorn, Rosco Barleystalk, Williston Appleroot. Female halfling names: Alice Goldengrain, Gail Winebottom, Livinia Greenthumb, Lucy Rosepetal, Petunia Turnstile.

Human

Archonteans (Ar-KON-tee-ehns): Properly the term refers to the humans from the great city of Archontos, capital of the empire and dominant center on the island of Mithruin, but it has come to refer to any citizen of the empire, regardless of where he/she resides.

Archonteans are typically medium height (5’4” to 5’7”), with black or dark brown hair and slightly olive-colored skin. They are naturally arrogant when dealing with ‘barbarians’, even while deferring to the myriad social hierarchies that govern Archontean society. Archontean society is highly ordered, with a strong belief in the ‘city’ as the natural building block of civilization.

While Archonteans do farm, the elites typically run their plantations from the nearest ‘civilized’ location. As a result of their urban focus, the Archonteans have been great builders, of towns and cities, bridges, aqueducts, roads, and fortifications.

Archonteans are modeled on the ancient Romans and Byzantines. In antiquity, their names were Latinate, typically with two names (e.g., Priscus Pulcher, Marius Tricotor). About a millennium ago, however, their names have shifted to a more Greek, or Byzantine, style. Hence, the names of the powerful clans Basileus and Ligareus shifted to become Basileon and Ligareon; similarly personal names have ceased to favor names like Priscus, Marius, Julia, and Licinia and instead favor names such as Alexios, Georgios, Marcion, and Theodora.

Modern Archontean male names typically end in -on, -ion, -os, or -ios, while female names typically end in -a or -is. Modern male Archontean names: Alexios, Anaximander, Basil, Belisarios, Hector, Heraclion, Iskander, Kallion, Lukon, Marcion, Melchior, Paullor, Teodor, Uriel, Valerian. Modern female Archontean names: Alexia, Basina, Berenice, Callista, Eudocia, Helena, Megaris, Petronia, Sarabel, Syagria, Theodora.

Khumus (Koo-moose): The Khumus are a nomadic horse-people. They inhabit the far western side of Irthuin, and their Khor-ate is separated from the Thorcinga and Archonteans by the vast forests of central Irthuin. The Khumus are small (5’1” to 5’5”), swarthy, and typically expert riders and bowmen. They are only rarely encountered in the Archontean territories. Khumus is used both as a noun and as an adjective. Male Khumus names: Arslan, Batengis, Batu, Ganzorig, Nergui. Female Khumus names: Enegen, Gerel, Khulan, Sarnai, Sube.

Thorcinga (thor-KING-ga): The origin of these inhabitants of the western continent of Irthuin is opaque. Physically they range in size and coloring, a fact that outsiders use to claim that they are a hybrid people. Some Archontean sages, in fact, believe that the Thorcinga are the descendants of the ancient Archonteans abandoned on Irthuin when the empire pulled back to Archontos about 1,200 years ago. Whatever their origin, however, the Thorcinga have established their own distinctive culture.

Although the Thorcinga did occupy the old Archontean cities and maintained them as trading depots, the Thorcinga prefer a rural life. A hereditary aristocracy (the thegns) holds title to most of the cultivated land and other rights of wealth; lesser folk living in villages or manors owe taxes (in kind) and service to their local thegn. Since the return of the Archonteans to Irthuin 350 years ago, and the re-establishment of imperial exarchates at Narsileon and Arcturos, many Thorcinga have chafed at the reappearance of imperial law and bureaucracy. A Thorcin Recovery League (TRL) has sprung up, led by a possibly mythical figure known as Eadric Strigona, with the purpose of permanently driving the Archonteans from Irthuin.

Thorcinga is the collective noun; Thorcin (THOR-kin) is the substantive noun and adjective. Their names are loosely derived from the stock of English names of the Anglo-Saxon period. Male Thorcin names: Aelfric, Aethelred, Colmund, Edric, Godric, Horsa, Swithun. Female Thorcin names: Aethelflad, Cyneburga, Eadgithu, Ebbe, Thalia.

Wiskinga (wis-KING-ga): Inhabitants of Borealios, the Wiskinga are typically tall, blonde or red-haired, and fair-skinned. Their society is more tribal than that of the Archonteans, being based on small kinship groupings clustered around a chieftain’s hall. Wiskin society values physical skills and ability, and reaving is an ancient and well-respected tradition among young Wiskinga. It is also common for young Wiskinga to journey within the Archontean empire, seeking glory, adventure, and wealth before returning to the ancestral steading.

Wiskinga is the collective noun, Wiskin (WIS-kin) is the substantive noun and adjective. Their names are loosely based on Old Norse naming conventions. Male Wiskin names: Bjorn, Hjalti, Njal, Olaf, Thorvald. Female Wiskin names: Birte, Freya, Gudrun, Gunhild, Hallgerd.
BaltoBruiser
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Titles and Hierarchies

#6 Post by BaltoBruiser »

Civilian:

Archon (AR-kon): Either 1) governor of one of the seven urban districts of Archontos, or 2) sole governor of a smaller city/town

Basileus (bas-uh-LEY-us): Emperor

Chartoularios (char-too-LAR-ee-us): Ubiquitous middle- and low-level administrators, reporting to a logothete

Eparch (EP-ark): Prefect or governor of the city of Archontos

Exarch (EX-ark): Governor of a province that is extended from the imperial city

Krites (KREE-tays): Judge. Plural: kritai (KREE-tie).

Logothete (LOGO-theet): Financial administrator under an archon or exarch; also the traditional chief of one of the bureaus of imperial brueaucracy; also the chief of a regional branch of the Drome

Proedros (pro-A-dros): Mid-level administrator charged with logistics; under an archon

Protonotarios (proto-no-TAR-ee-os): Civilian chief administrator within a military theme

Sebastos (say-BAS-tos): Current leader of one of the Five Families

Strategos (STRA-teh-gos): Governor of a theme (unless that theme is governed by an exarch); also a military title

Thesmothete (THES-mo-theet): Senior administrator, particularly as chief assistant to an archon

Military:

Dekarch (DEHK-ark): In a regular legion, commander of a konturbs of 10 men; in a cohort of the imperial tagmata, commander of a konturbs of 20 men

Domestikos (do-MESS-tee-kos): Chief commander of the entire Archontean military establishment

Droungarios (droon-GAR-ee-os): Rear admiral, one in command of multiple naval units; often the adjutant to a naval strategos

Kentarch (KENT-ark): In both regular legions and cohorts of the tagmata, a commander of a kentarchia of 100 men

Komes (KO-mes): In a regular legion, commander of a cohort of 500 men; in a cohort of the tagmata, commander of a bandon of 500 men

Magos (MA-gos): Military magic user of any level attached to any unit

Novarch (nov-ARK): Captain of a naval vessel

Pentarch (PENT-ark): In a regular legion, a commander of a pentarchia of 50 men

Polemarch (POLE-uh-mark): Commander of a legion of 3,000 men; each legion is subdivided into six cohorts

Spatharios (spah-THAR-ee-os): Basic legionary, or private

Strategos (STRA-teh-gos): Commander of an army comprised of several disparate units, whether ground or sea forces; also the term for a governor of certain themes. Often used generically as 'general'.

Taxiarch (TAX-ee-ark): Commander of a cohort of the imperial tagmata; a cohort is subdivided into two banda
BaltoBruiser
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Gosterwick

#7 Post by BaltoBruiser »

The closest safe haven for adventurers exploring the Halls of Arden Vul is the small town of Gosterwick, which has rapidly grown up at the foot of an ancient fortress, the Azure Keep. Lying only a few miles west of the Long Falls, Gosterwick and the Azure Keep occupy an advantageous site atop and around a semicircular, granite ridge. Until recently, the Keep was a ruin, and the site of Gosterwick was inhabited only by a handful of husbandmen and their families. Twenty-five years ago, however, the mysterious Green Lady (Alexia Basileon) arrived at the Azure Keep with her companions, a sept of the Knights of the Azure Shield. Lady Alexia and the knights claimed the tower as their own and began to restore it, swiftly making it their base of operations in Burdock’s Valley. Now known as the Azure Keep, it takes its name partly from the name of the knights’ order, and partly from the azure-blue tiles that define the Keep’s roof. In addition to the keep proper, the Knights sponsored the restoration of other buildings in two baileys located atop the ridgeline, including a grand fortified residence for Lady Alexia, stables, dwellings for craftsmen, a well, and stout walls. Only a few years later came the news that Lady Alexia was building a new town at the foot of the keep; this town, formally named Vetucaster in Archontean, but known to most by its Thorcin name of Gosterwick, also profited from an ambitious, and swift, building program. Currently some 2,200 souls dwell in Gosterwick, including representatives of several of the Factors, a local chapter of the Benevolent Brotherhood, and numerous traders and craftspeople. Lady Alexia is actively recruiting merchants, factors, workers, and retired adventurers to her thriving community.

The Knights of the Azure Shield

A military order that spans the empire, the Knights of the Azure Shield are organized into septs of twenty knights (plus squires) led by a Sept Commander. The entire order is governed by the Grand Master from the Night Tower in Archontos, although individual septs traditionally operate as distinct, largely-independent units. Founded 400 years ago by the great paladin of Mitra, Keladon Gesedion (known as ‘the Wall’), the mission of the order is to aid the needy wherever they may be found, without regard to faith, alignment, or social rank. As a result, the order has a reputation as a motor of social mobility, as the stories of men and women from modest backgrounds who joined as grooms, lackeys, or servants and rose to become a squire and/or knight are legion. While not technically defined by alignment as a ‘good’ organization, the order has nevertheless acquired a reputation as a haven for naïve do-gooders.

The sept that has restored the Azure Keep is unusual among the order, and for several reasons. First, it is obviously aligned to a political figure, Lady Alexia Basileon. This runs contrary to the usual ethos of the knights, who pride themselves for their neutrality in the game of the Five Families. Many thus sneeringly dismiss this sept as ‘mere mercenaries’ working for the Green Lady. Secondly, it is larger than a normal sept, with thirty knights and an equal number of squires. Finally, its goals and motives appear to most observers to be opaque, and certainly not typical of the order. While the knights living in Burdock’s Valley have been known to assist travelers on rare occasions, they do not seem to seek out the needy and downtrodden; instead, they seem more inclined to keep to themselves. Some wags claim that the knights literally have been bewitched by the ‘Green Witch’ (Alexia).

Government

Unlike Newmarket, a free town whose elites elect their own mayor, Gosterwick is governed by a thesmothete appointed by Lady Alexia. Currently, the thesmothete is Eusebia Phokas. As Eusebia’s jurisdiction extends only over the town proper, the Azure Keep is governed separately, by Sept Commander Horatius Gesellion. Of course, true authority over both town and keep lies with Lady Alexia Basileon, who dwells in the Residence lying on the ridge just north of the Keep.

The Thesmothete: Eusebia Phokas holds the executive power in Gosterwick, as she supervises the other imperial agencies from her town house. She is aided in her bureaucratic work by three proedroi, and seven chartoularii.

Imperial Bureaucracy: As an imperial town, albeit one started quasi-illegally by a renegade aristocrat, Gosterwick possesses the three familiar agencies of all imperial communities, namely the House of Sight, the House of Coins, and the Private House. In a brazen break with authority, Lady Alexia has simply appointed her own candidates to run the three bureaucratic offices, granting each of them the title of logothete regardless of their previous postings or experience. The House of Coins, responsible for general taxation and public expenditures, is the largest of the three in Gosterwick; Lady Alexia has conferred its administration to an old friend, Theron Glesteon. The Private House, which traditionally administers the estates and possessions of the imperial family in a given jurisdiction, is significantly smaller than usual in Gosterwick, since as of yet the emperor has claimed no territory here for his own. Its logothete is Aedelwine the Fair. The House of Sight, responsible for postal service, diplomacy, and imperial intelligence-gathering, is also small in Gosterwick; indeed, its logothete, Audun Yellow-Eyes, has not yet been recognized in his office by his alleged superiors in Narsileon.

Justice

The four normal categories of Archontean justice are operative in Gosterwick.

High Justice: Crimes against the Emperor and/or against the State. Typically, this means treason, murder, arson, rape, criminal conspiracy, and any type of crime committed against a member of the imperial family or against imperial property. Punishment: fines followed by death, by inventive, public, and slow means. Judge: Lady Alexia Basileon Procedure: accusations are initiated by Lady Alexia or her agents; hearings are held on an ad-hoc basis.

Justice of the Body: Offenses against the persons of imperial citizens, or of those granted judicial protection by the Empire. Typically, this means assault, insult, slander, wounding, sexual assault (other than rape). Punishment: varies, ranging from fines, to amputation, to death. Judge: Eusebia Phokas, the thesmothete. Procedure: citizens file a complaint (for a fee) with the thesmothete’s office. Eusebia holds sessions once per quarter to settle these cases.

Justice of the Domus: Crimes against the property of imperial citizens. Typically, this means burglary; theft; damage of 50 gp or more to movables or immovables; disputes over marriage, divorce, or inheritance; disputes over ownership of property worth 50 gp or more. Punishment: fines, or amputation, or blinding, or castration, or a combination. Judge: one of the three proedroi serving the thesmothete. Procedure: citizens file a formal complaint with the thesmothete’s office. The complainant pays for a writ of summons, executed by thesmothete’s office in order to enforce attendance at court. Both parties are expected to produce their own witnesses, evidence, and/or advocates for their cases. Each proedros holds court once per quarter.

Low Justice: Crimes against non-citizens, and petty crimes. Typically, this means all crimes involving non-citizens; disputes over damages to, or ownership of, goods worth less than 50 gp. Punishments: varies widely, ranging from fines to death. Judge: one of the seven chartoularii. Procedure: The chartoularii hear such cases on a bi-monthly basis in a public square. Complainants register before dawn for a hearing time. Cases are heard orally, and the chartoularios makes a summary judgment.
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