Campaign Notes. Part I

From: Peter J. Whitelaw (100102.3001@CompuServe.COM)
Date: Wed 25 May 1994 - 23:30:42 EEST



These notes are being published in the form in which I have received them with no editing or addition by myself.

Some matters will not be clear to readers due to their unfamiliarity with the campaign environment. I am familiar, having played their for 13 odd years and will endeavour to clarify unclear issues by private e-mail (I don't want to clog up the Daily) so long as I don't get swamped.

It is hoped that the posting of these notes will lead to debate on game/campaign related issues and pet ideas that we all have but have never quite been able to fit into a Gloranthan campaign.

Many thanks to those of you who replied privately and publicly to my offer to post this material.


SHARRANKET


Sharranket is a very small but very wealthy nation famous for its position as the hub of many of the world's most important trade routes, and for being the only nation to have an economy almost exclusively based on trade.

The territory consists of two off-shore islands and a small stretch of mainland bordered on one side by the Korazoon Desert and on the other by the sea. Each of the islands has a city, one the capital of Chumrir, the other a smaller city named Ronispur.

The Sharranketans were originally a nation of fishermen, who ventured far afield in vessels owned collectively by extended family groups (kulwar). Over time, as they ventured further and further from their homeland and had occasion to visit foreign shores, they became carriers of goods from one coastal settlement to another in order to supplement their ocean harvests. Some kulwar specialised in these activities more than others, and it became their primary source of income. The deposition of the Sultan of Sharranket in a popular revolt left the most successful of these families, now grown rich, to fill the vacuum of power.

The ruling families of Sharranket operate concessions with foreign rulers to extract, process and/or ship commodities on their behalf providing them with goods otherwise unavailable to them in return. In this way the Sharranketans near monopolise trade in Albir gold, Tsengir horses, tobacco, exotic wood, cotton and many other valuable materials.

Sharranket nonetheless has a very closed culture, and dealings with foreigners are always conducted through appointed representatives and their minions. Sharrenketans have a system of nomenclature by which they refer to family, co-nationals and foreigners, which defines the degree of trust and intimacy they consider appropriate.

The Sharranketans found small merchant enclaves alongside the client community, from which they manage their business interests in the region. These communities are sponsored and managed by an individual house, with the exception of that at Athelster which is a joint Mirdaza-Jalpur undertaking.

Society and Government

Sharranket is ruled by a plutocratic council made up of representatives from five important kulwar. The council meets in the former palace of a dynasty of sultans deposed 80 years ago with popular support. Seats in the council, of which there are 12, are purchased by auction, hence a single family, the Zamada, hold four at present, while the less wealthy Mirdaza family has only one. Each time an appointed member (Peshmurga) dies his seat is reauctioned.

Any appointment must be ratified by the people, although this is something of a formality, and involves substantial donatives to the urban population of Chumrir. It is customary for the people to express their will by open demonstration before the palace. The priests of Shara Peshwan, patron Goddess of the nation, are then admitted to the council chamber to speak more formally on their behalf.

The majority of the population is directly employed by one of the 5 ruling families. In particular the various merchant fleets provide a valuable source of employment to the poorest classes. Others live as tenants, renting the necessary land, premises or tools that they require for their livelihood from them. A lucky few have private holdings of their own. Sometimes such things are given in recognition of long and faithful service to one of the ruling kulwar.

The principal occupations of the common folk are fishing, herding, farming, and processing the raw materials imported by the merchants into finished goods.  

 Religion

Many Sharranketans follow the Djesmiri Religion as originally promulgated a little over a century ago by the prophet Sanek of Djesmir. In addition, most people are initiates of Shara Peshwan's Cult, whose priests are called Voices as they speak the will of the people. The popular cult among the ruling families and their chief minions is that of Temnit, God of wealth. Shrines to other eastern gods such as Haliset, Tolat and Thesh may also be found in the urban centres.

Military

Sharranket is famous for its navy, which although small is made up of huge merchant galleys said to be the largest seaworthy vessels in the world. These vessels, all privately owned, are designed for the safe transportation of bulk commodities across long distances. Each carries a contingent of well armed professional soldiers in addition to its sailors and rowers. It is generally agreed that a Sharranketan merchantman would present more than a match for most warships fielded by other nations.

Sharranket's soldiery, again employed by the various families rather than by the state, are also used to guard overland caravans, garrison trading colonies and the maintenance of public order. Should any serious threat of war occur, the Sharranketans use their wealth to hire mercenaries to shore up a weak home defence.

Language

Sharrenketans speak a dialect of Djesmiri, which differs by an average of 10% from other forms of the language. A great many of them speak a second or even third language.

Character Generation

Sharranketans use the character generation table for civilised cultures. Any percentiles in ride should be allocated to boat or shiphandling as appropriate. Any roll of farmer on the character background table may be substituted for sailor if the player so desires.

Cultural Weapons
Falchion 25%
Halberd 20%
Dagger 25%
Target Shield or Buckler 25%
Main gauche 15%
Crossbow 25%


VALOS


History

Valos was settled by several different peoples over the centuries. For a while it was home to a Korantine colony founded from Nasturi, but this was destroyed by Guyuntar raiders shortly after the destruction of Korantis. Marangians settled there some time later and in concert with the Guyuntars who had built permanent settlements on the island made it the base of operations for wide ranging acts of piracy and plunder. When Chiliarchos Longbrow of Agissene finally conquered the island in order to put a stop to the inhabitants predatory ways, Valos was named a free territory and new settlements were founded with colonists drawn from right across the Korantine world. One of these is to be the capital of the Korantine League inaugurated under the Emperor's auspices in 1318.

Geography

Valos is about 40 miles long and 20 wide, with a chain of steep mountains that drop abruptly to the sea to the north but shelter a broad plain to the south. The Korantine settlements are all to be found in its Southwest corner, but the Eastern parts are still inhabited by the descendants of the earlier Guyuntars and Marangians, and there a composite language known as Valot is spoken.

The most important town on the island is currently Thermain, which is the administrative capital of the territory granted to the Lanists after the conquest. Nesterin and its associated harbour at Bosippa are still very much under construction, and unlikely to be finished before the end of 1332. Even then the town of Nesterin will be largely religious in function, a cult centre and symbolic civic centre of the Korantine League. Nearby Pothelin is a mixed-population settlement which survived the recent war intact by coming over to the side of the Korantines, and is now a free community under the patronage of Chiliarchos Longbrow. It is the largest population centre on the island, with 4500 inhabitants.

At the Northeast end of the island are the remaining settlements of the Corsairs, now pacified and robbed of their charismatic leader, Korsaddin The Reaver. These communities were much impoverished by the war and many of their menfolk were killed or enslaved. The three towns, Nystrom, Halisfain and Garnfor together have 7000 inhabitants, from a pre-war total of 11000. It is said that Korsaddin's son Korsaris escaped the siege of Mt Nester with some followers and fled to Marangia - certainly the more optimistic of the Valots predict a victorious return at the head of a liberating army.

Society and Government

The most powerful resident on the island is Gamnates, steward of the Lanist holdings around Thermain on behalf of the Emperor. The territory maintains a body of 25 Templars and their retainers, and the total Lanist garrison numbers 120 men. The lands are farmed and the Templars attended by the subject native population, reduced to a state of helotage following their defeat at the hands of the Korantines. The Valots in other parts of the island retain an independent existence, and live according to their ancient traditions, although they are policed by Gamnates' men.

By contrast the town of Pothelin has absorbed a large number of new settlers, and has taken on the characteristics of a Korantine city with the inauguration of civic institutions. Chiliarchos himself makes the occasional visit, although now as a private citizen. When he does so he receives warm public welcome in Pothelin, a town which he spared from plunder and around which he settled many of his veterans after the war.    



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