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Alramel

The Land of Wealthy Sands

Regions of Alramel
-Deserts of Amir

-Passage of Ships

-Hazim

-Hills of Gold

-Sav’inah Plains

-Passage of Gems
-Ji’zir Desert

-Dunes of Du’kar

-Salted Paths

-Northern Coast

-Alafah Woods

-Ameedperch

-Northern Wastes

-Mountains of Dracis

-No Man’s Land

-Jek’Niz

Races of Alramel
-Dwarves

-Elves

-Drow

-Gnomes

-Halfings

-Grogan

-Felines

-Yuan-Ti

-Humans

Factions, Societies, Groups and Leaders


The Dangers of the Desert
Brief Introduction
The Rise of a City
For the majority of its lifespan, most of Alramel has been somewhat untamed and
unbroken. With many races forming tribes and just plainly trying to survive above all
else. Building small communities and villages near the few oasis, or living a nomadic
lifestyle and hunting. For a very long time, the one and only rule in the sands was hunt or
become the hunted.

Life slowly began to change on Alramel when gold, gems, bronze and other valuable
resources were discovered in the Deserts of Amir, Amir being the Alramelian word for
“gold” or “wealth”. A few tribes began to build mining settlements and villages, which
soon grew to small towns and cities. Becoming the world’s largest gold producer, their
gold is made into currencies from all nations far and wide.

The biggest and greatest of these cities was Jafar, The City of Gold they call it. It grew
faster than any of the others due to its prime location and investment of foreign races
such as the Halflings of Sileram. Soon building the biggest trading port in Lunitar, this is
truly the land of wealth.

Many of the other races of Sileram and Lokeed usually come and immigrate here for one
of two reasons. One is to seek a new life in this land of business opportunity. Two is to
run from their old lives and from the law.

Tribal Warfare
There are many types of cultures and peoples of Alramel, each having their own view of
life and its purpose. Along with the need of survival due to the scarce resources in the
deserts, many tribes go to war over things like prime hunting spots or a cluster of fruitful
trees.

It is not uncommon to see a skirmish going on when trekking through the Ji’zar Desert to
see Grogan fighting each other over a thresher or a brock. Seeing a trade caravan of
Feline travelling with valuable cargo is also a common sight, as well as high jacking and
robbery.

Not only do tribes and clans fight for resources but also just for plain and simple land.
With land comes bragging rights, showing dominance to smaller clans and tribes
Regions of Alramel
Deserts of Amir
The Deserts of Amir are were the magic happens in Alramel, by magic we mean trade.
Being known as the Deserts of Gold this is the wealthiest and richest part of the
continent. Being a mix of dry and hot deserts that are chillingly cold at night and
savannah grass lands. Many pack animals such as lions and Alramelian wolves live here
and make it their hunting grounds.

Golden Port ( Trading Port Town)

Golden Port is the largest port town on the southern side of the continent, as well as the
whole of Lunitar. The entire city is made up of transport and shipping businesses and
companies. Its people having their main income from working for these businesses and
on the trading ships. The town itself houses 12,256 people of varied races, with no town
guard. The town guard is made up of hired mercenary companies by the businesses that
run the port.

Jeddah (Trading Port City)

Jeddah is the second largest city of the continent, coming second to Jafar. Being along the
coast just across from Hazim, they do a lot of trading together. Hazim has an abundance
of spices which Jeddah lacks but trades bronze in exchange. It is a wealthy mercantile
city, ruled by a self-proclaimed sorcerer king that calls himself Androphis. Hosting a
population of 638,996 that are a mix of Feline, Human, Halfling and Elves. With 1/3 of
its people living in poverty many resort to crime to feed themselves or join the various
gangs that roam its streets.

Azir (Militaristic Mining City)

Azir has been known for its strict military and regulated laws. With its elite town guard,
Silver Watch, keeping vigilant watch over its gem and silver mines. Ruled by a fat
merchant king known as A’rizer, the Silver Purse. Its people living more or less
comfortable financial lives as many have job opportunities in the mines or as
mercenaries. Its people number 500,185 that are majority Human and Elf.

Jafar (Sprawling Metropolis)

The true center of culture, power and wealth of Alramel. A bustling city scattered with
music and entertainment accompanied by many shopping stalls along streets and
dedicated trade bazaars. The city under guard by the Vanguards of Golden Sand, grown
up and trained in the military school Barracks of Vanguards. The largest city on the
continent is ruled by a bureaucracy known as The Masters of Jafar. The city houses a
whopping 1,531,837 people, that is more than twice the population of its closest
competitor on the continent. Eader on Sileram is the only city to come close with its
1,265,116 people. The people of Jafar are extremely diverse as almost all races can be
found here.

Passage of Ships
The passage of ships is the busiest trade route from Alramel to Sileram and Lokeed. With
its area relatively safe from sea creatures such as krakens and sea drakes. It is patrolled
and watched by the Sails of Sea Lions, which is an escort company that only works with
protecting ships and their cargo. Pirates are common on the outskirts of the passage as the
ocean is just far too large for the patrols of the Sea Lions to monitor. Its waters are also
generally favored by the weather with only the occasional strong winds that sometimes
blow ships of course.

Hazim
Hazim is a part that was broken off from the mainland around the 13th Age from a
massive elemental storm of water and earth. It caused the southern part of the island to
sink or become flooded to the point where it is no longer connected to the main land. The
land itself is rich with all sort of spices. With its only major city, also known as Hazim to
be governed by a dictator known by his people as the Juta’kar the Bloody Axelord.

Hills of Gold
A series of small mountains and hills littered with gold mining companies that have their
main offices in Jafar. Many who are guilty of minor to medium crimes are given a choice
of prison or to work in the mines. The outskirts of the hills are surrounded by streams and
small rivers where giant crocodiles and snakes call home, making it a prime spot for
adventurous hunters, though not to adventurous as the true beasts are out to the north.

Sav’inah Plains
The long golden grasslands that many Feline tribes hail from. Lions, elephants, giraffs
and all assorts of creatures, predators and pray, call home. Many call this place the
Grasses of Dreams, as many of the Feline tribes here produce Star Sugar from the roots
of the grass and brew it under the light of the cool night stars. Star Sugar is a crystalized
form of sugar that is far sweater and gives the user a “high” when consumed. The Felines
have a higher tolerance of this substance, but other races not so much which makes it a
valued narcotic traded in the black markets.

Fort Juzar (Village)

Fort Juzar used to be a very large and impregnatable fort, more of like a castle. With ages
long past now it has crumbled into a shamble of what it once was. Many take refuge in it
now and it acts as a runaway for outlaws that flee from the south of crimes committed.

Passage of Gems
The Passage of Gems is a large river that is filled with gems and precious stone on its
bank and floor. This area is considered a sacred place by the Yuan-Ti and they don’t
allow and mining or extracting of these gems. The tribes of snake people that live here
are dangerous and don’t expect anyone to wonder in their lands by “accident”. The river
is located within a valley with Yuan-Ti villages and settlements along the edge and on
top.

Ji’zir Desert
Survival of the fittest, that’s the only rule out here. This is a harsh and dry land, with
threshers and sand worms prowling around, so step with caution. Many tribes of Grogan
clans and Cathay Felines tribes fight it out here against the predators and each other.
Many ruins of attempted civilization lay buried in the sands. It is a land rich with ancient
treasures and magic artifacts of old, but many dangers lie in wait to try and kill you just
plainly for food at almost every turn. This land is known for producing and hardening
some of the most feared warlords in Alramel’s history with figures such as Ungar the
Grogan Warlord and Dro’zay the Feline Prowler of the Sands

Dez’ifar (Coastal War Camp)

A somewhat organized camp of tribal warriors and clans. A small village type of area that
is dictated by a Grogan Warlord who demands tribute by those that seek safety and
refuge from the desert. Many who are not fit enough to survive the desert seek this place
out for some sort of home, but only to be exposed to the ruling hand of Urag, the Horned
Behemoth.

Urdack (Grogan Shaman Trials Temple)


Urdack is the one and only place a Grogan can go to attempt the Trials to become a
shaman. Part of the Trial itself is to trek through the desert and make their pilgrimage to
the Temple. It has its own caretakers of Female Grogan Shamans, which are known as
the Priests of Urdack.

The King’s Port (Port Town)

The King’s Port is not in fact a king’s port. Also known as Thieves Bay, this is somewhat
of a sanctuary for pirates and bandits. It is a makeshift harbor built by the outlaws of
Alramel, and due to it being so far north, the south don’t bother marching up to arrest or
find these bandits and criminals. There is however a code and leadership in this small
port town.

King’s Oasis

This used to be a temple dedicated to a long forgotten leader who called himself The
Gold King. It has been so long ago it is unknown to who this really was or what they did.
It is also the largest oasis on the continent.

Dunes of Du’kar
Du’kar being the native word of suffering or undying, this land is known to have a curse
on it. The land is surrounded skeletons and corpses buried by sand dunes. Very few travel
through this area to get to the Salted Paths, but with great risk. Survivors come back with
stories of the dead rising and having to hide in ruins, fight through red eyed corpses or
simply run as fast as you can. Tread carefully here, as the living beasts and dreadful heat
here are the least of your problems.

Dunadar Keep (Ruined Wizard School)

Dunadar Keep is thought to be the cause of the curse that plagues Dunes of Du’kar. It
used to be one of the only Arcane schools on the continent and story goes that a lesson
went horribly wrong and released a wave of cursed energy that is now the Curse of
Wandering that resides in the Dunes.

Salted Paths
The Salted Paths are famous for its rich deposits of salt that have their flavor somewhat
enhanced by the arid and dry cracking ground from where it comes from. Aspiring spice
traders come here seeking to find some of this precious salt as its very rare to find it
anywhere else, which means a large profit can be made. Not only is the salt here used for
expensive foods but it also has its uses in magical rituals. The process of extracting the
salt from the barren land is not an easy one and requires adamantine tools to even break
through its dry and rock solid crust.

Northern Coast
One of the very few places on the continent with green woodland trees. A large druid
enchanted stream runs through here. The stream here has been known to give a mild high
when consumed, the most common way is to make a small cut and let the water into your
bloodstream. And with the fruits that grow here to combine it with the water give a real
peaceful feeling to the user. Many druids come here to learn more about the woods and
many live along the coast to fish for food and build underwater huts.

Alafah Woods
The Alafah Woods is named after the type of jungle tree that grows there. The Alafah
tree is a very rare plant in the world of Lunitar. Its uses range from magical ingredients,
crafted fine furniture for the rich and unbreakable wooden shields. Many merchants wish
to gather wood from here to sell as a profit, but with it being in the northern part of the
continent it makes it costly and difficult. Its coast makes it impossible to dock a ship due
to its jagged rocked surface and heavy waves. The jungle is home to a few Feline tribes
that are in occasional conflict with the Yuan-Ti that live here as well.

Ameedperch
Ameedperch is a woodland filled with a unique kind of people. Halflings are known to be
financial wizards, however, in Ameedperch they are somewhat feral tribes. Along with
the wood elves that live here, they are in constant warfare with each other. Some dwarves
come to these woods are descend into a somewhat childish mindset and start camp fires
and dance! Many strange things happen in these woods, many say it’s a curse, some say
that its presence seems so fabulous you can’t resist and few mention its dream state
effect, whatever that means.

Northern Wastes
The Realm of Horses is a less common alias of the wastes. This semi grass and mud filled
land has the largest amount of horses, making it a valued area for horse merchants and
cavalry dragoons consider this place sacred. Reason why they consider this place a
wasteland is because 90% of it is sand and mud.
Mountains of Dracis
Known by the natives as the Peak of Dragons, many dragons call these mountains home.
It is home to a snow tundra, woodland forests and high mountains, all assorts of dragons
live here. There are few dragon worshiping tribes that live here and in constant conflict
with each other in the name of their dragon patrons.

No Man’s Land
Desert, mud land that drakes and other large predators call their domain, Very few make
a journey here if ever. Only reason one would make the trip is to mine the Obsidian
deposits along the ranges of hills and caves.

Jek’Niz
A strange tribe of raiders live on this small island. They occasionally sail with their small
long ship type boats over to the main continent and pillage the small villages that they
can.

Races of Alramel
Alramel is home to many and diverse people, most of them however are
not native of the land. The main attraction of immigrating to Alramel
business and opportunity for a new life.
Dwarves
Dwarves have a weird place on Alramel. Most come here either for mercenary work or
working with the mines. A custom that has sprouted out of the generations of newly
Alramelian dwarves is that they shave their heads and bodies, only keeping the beard of
course. Being the most experienced in mining in Lunitar, some say that they are owed the
success of the south’s gold mines.

Elves
As with most races that live in Alramel, they have immigrated for business and a new
start on life. Alramel does have its own unique origin of elves known as the Sand Elf.
They primarily live nomadic lives like many of the other tribal races of the deserts.
Choosing Sand Elf Subrace: +1 Con Score, 35ft movement, Resistance Cantrip, proficiency with daggers, shortbows
and scimitars.

Drow
Drow are the same as they are on the other major continents, living in the underdark and
taking slaves of the other races. Very rarely coming to the surface and are not the most
welcome by most.

Gnomes
Very few gnomes live on Alramel due to the fact that there aren’t that many magical
schools or areas for them to utilize their skills. Many do come however just to experience
different scenery as they get bored with their natural surroundings.

Halfings
Being a land of wealth and many opportunities to make money, the Halfings feel right at
home, minus the heat. Starting many businesses and getting involved with the trade of
resources the Halflings are able to make a small fortune with their natural money
managing skills.

Grogan
The Grogan were born and breed on Alramel. Being natives they are accustomed to its
harsh and unforgiving lifestyle. Living in clans and taking work as mercenaries or bandits
it is advised to not headbutt them. IT WILL HURT A LOT.

Felines
Also born natives of the continent, they don’t mind the heat as much for being cat like
creatures. They live in nomadic and hunter tribes all along the desert and savannahs.
Some taking a life of crime and other getting involved with trade and business, with some
mercenary work as well.

Yuan-Ti
Being cold blooded intelligent creatures they love the warm desert heat of Alramel.
Living in different “broods” they call it, most live in old temples and forgotten ruins or
along rivers and an oasis. They are not “outcasted” or “looked down on” by the city
dwellers as some Yuan-Ti call the cities their home, but they are not exactly treated the
best either.
Humans
There are many different cultures and types of humans depending where in Alramel you
go. One key feature that is the same throughout all that originate from Alramel is their
taste for spicy food and colorful clothing. Many wearing robes of purples and blues and
decorating their armor with feathers or furs. Fashion on Alramel is something the humans
that come from here a vital virtue of life.

Factions, Societies, Groups, Leaders and Guilds


The Masters of Jafar (Leaders)
The Masters of Jafar are somewhat like an elected council that act as the city’s
leadership. Each member being responsible for their own aspect of the city or its
interests. With there being 7 members total.

Master of Development – works with all the builders guilds in the city and oversees all
the small and major construction developments.

Master of Arcana – keeps a close eye on the use of magic and magical items in the city
and informs the rest of the council of events or incidents of the non-mundane matter.

Master of Law – enforces the laws of Jafar, serving as a High Judge on grand matters of
the court of law. Keeps a vigil eye over the city’s prison, The Golden Chain.

Master of Commerce – works with all major merchant guilds and large independent
merchants. They maintain a healthy economy within the city as well as keep good trade
relations with other cities.

Master of Information – oversees outsider diplomacy and maintains a well-developed


network of spies and agents. They are to find any and all secrets.

Master of Defense – is head of the Vanguards of Golden Sand and works closely with the
Master of Law. In times of peace the military is left in the care of this Master.

Master of War – a temporary position only filled during a time of war, usually with
another city state. The council elects a Master of War during the time and all military
decisions start with them.

Androphis, Sorcerer King of Jeddah (Leader)


Androphis is an Archmage that came into power by proclaiming himself to the position
of king through his cunning actions and diplomatic sabotage. This Elven Sorcerer is
known to have his patience were thin on those that defy his rule, sending them to the
gallows without trial. Nonetheless he keeps the trading port of Jeddah functioning.

A’rizer, the Silver Purse (Leader)


A’rizer is a fat feline merchant that bought his way into office over Azir. With his
siblings being great warriors and tacticians they managed gain the respect of the Silver
Watch, allowing A’rizer to ease their loyalty towards him with coin. Eventually the
Silver Watch assassinated the previous governor of Azir and put the new “Merchant
King” on the chair of ruling, or so the story goes.

Urag, the Horned Behemoth (Leader)


The dictating Warlord of Dez’ifar is a ruthless and bloody Grogan. Calling himself the
Horned Behemoth due to his size of 8ft and 1200lbs, he is big for a Grogan, and the pair
of Thresher teeth he has mounted onto his shoulders to look like horns. He beat the
previous dictator of this refugee camp in a 10 to 1 fight. Killing all of the previous ruler’s
captains and the ruler himself with nothing but his fists. He now has the previous rulers
head mounted on a spike by his chair of power that he uses as a foot rest.

The Blood League (Society)


The Blood League is an illegal gladiator league. Many of the rich nobles and merchants
that spectate the battles bet money on them in hopes of making a profit. Due to most of
the gladiators being kidnapped or abducted, they are forced to fight against their will for
these wealthy betting men. In the League there are three options for a fighter, one is to
fight and die in the ring, two is to fight and become a well-paid but still be forced to fight,
or three is to take part in the Grand Blood-Bath and earn your freedom. There are many
of these illegal and secret gladiator rings all over the southern part of Alramel, each
having their own Blood Champion who reigns as top dog in the ring.

The Magister Academy of Magic (Guild)


The Arcane Academy is the only current place on Alramel where magic can be learned
by aspiring wizards. With access to old tomes and texts imported from Doctum, this
makes the Library heavily guarded by the Vanguards and only the Magisters of the
Academy may access these areas. With acceptance into the Academy comes with lots of
paper work and back ground checking. Not only is it a tedious task of logistics, but also
one must show promise in the field of magic to be accepted.

The Reavers (Group)


The Reavers are the largest and most organized bandit gang in southern Alramel. They
are notorious for robbing trade caravans and transports, by land and sea. The Reavers
have no single leader but many, making hunting down the bandits difficult as they don’t
all think the same. The most common marking they leave behind is corpses mounted on
jagged spikes with their eyes and bottom jaws ripped out. Finding one of their hideouts is
no simple task either as the path leading to them is usually booby-trapped and confusing.

The Gangs (Factions)


There are way too many gangs through the big three in Alramel. Each having their own
goals and levels of influence.

The Blood Pact (Bloody Dagger) – Are the largest gang within Jeddah, with most of their
activates involving violence such as brutalizing, beating, decapitating, disintegrating,
incinerating, mutilation and the list goes on. They get paid to send messages to people or
even just to cause trouble.

The Golden Grin (Devious Smiling Sun) – Are the southern portion of the continents
biggest narcotics producer as well as professional fences. Not afraid to get their hands
dirty either, dealing with extortion and staged fights.

The Cracked Fists (Black Stone Gauntlet) – Brutes of all kinds, whether you need
someone taken care of or need a place taken down. Arson, break-ins, murder are just
some of the services or rather pass times they provide.

The Eyes of Gulosh (Large Green Vein Eye) – Secrets and blackmail is the game these
ladies and gentlemen play. Stirring up false rumors, stealing valued documents and
creating new identities is some of what this gang provides to the highest bidder.

The House of Kings (Society)


Alramel’s largest organized crime syndicate. Made up of multiple crime families that
form one large mafia type of organization. They have a foothold in every major city on
the continent. No manner of large scale criminal plans such as heists or political
assassination by their members or the other gangs makes it past their ears. Most if not all
the small and large gangs and crime syndicates pay tribute or “tax” to these Kings.
The Black Hand (Guild)
The Black Hand is a brotherhood of trained assassins that see it as more of a religion than
a profession. With most of their members being born into the order, it is very rare for
them to accept outsiders. They are responsible for some of the greatest assassinations in
recent history on Alramel. They have their signature black and red leathers with a dark
Black Hand print on the chest for night time stealthing kills, alongside their mounted
wrist blades.

The Crow’s Foot (Guild)


The only real free-lance group that does not involve themselves with the House of Kings
or the smaller gangs is the Crow’s Foot. The largest and oldest “Thieves Guild” on the
continent. A shadow of what they were 50 years ago due to the death of their “Master
Thief”, they still have a large presence in southern Alramel. They have small secret
sanctuaries all over the large cities and along their outskirts.

Champions of the Sun (Guild)


The Champions of the Sun is one of the largest and most expensive mercenary companies
on the continent. Having built a reputation as honorable and professional bodyguards and
escorts, as well as war time soldiers. The majority are elves, felines and humans, wielding
their signature Golden shield and Golden Spear.

Thresher Born Grunts (Guild)


The rival company of mercenaries to the Champions of the Sun. They are more direct and
imposing than their rivals. Many wearing black and red leather and plate armor, wielding
hammers and axes. The majority of the company is Felines, Dwarves and Grogan.

Church of the Ten (Faction)


The Church of the Ten is not one but 10 churches of the New Pantheon combined to form
a single church. They have shrines all over southern Alramel, to worship each of the new
gods.

Many more…
There are many other companies, guilds and factions on Alramel that work as trading
companies, merchant guilds, gangs, bandits, pirates, mercenary groups and many more.
The ones mentioned above are just some of the most popular and well known.
The Dangers of the Desert
There are many dangers that one will come across when journeying
through the sands and yellow grass of Alramel. These are just some of
the most dangerous and feared of creatures, as well as the events that
may as well be your last.
Bandits and Pirates
There are many who go against the somewhat loose order of Alramel and take a life of “I
do what I want” approach. There are many groups of bandits and outlaws that will hijack
or simply kill you on the travelling road for simply the fun of it, or if you are sailing
along the coast to be boarded by a bored or loot enraged ship of pirates.

The very people of Alramel that you think you trust will stab you in the back or sell you
out if there is mention of profit and fortune in for them. Be careful who you make friends
with.

Threshers
Threshers are the largest predators of Alramel, swimming through the sand dunes and
burrowing just beneath the sand’s surface. They are massive serpent/worm like creatures
capable of incredible speed. They are one of the most feared and respected predators of
the sands.

Hydras
The Hydras of Alramel have heads like that of a cobra rather than a drake. They are
guardians of temples as well as wondering predators. There are many stories of
champions attempting to slay this ancient and primal beast, many failing and few
succeeding.

Dragons
The most common of dragons on Alramel are the blue, brass and bronze dragons. Many
are worshipped by tribes that see them as gods or patrons while others hunt as predators
and raid these small villages and tribes.

River Serpents
If it’s not the heat trying to kill you, it’s the creatures that live in the water. With large
snake like creatures that live in the major rivers and lakes, they see anything as food.
Often fishermen are made the fish food by these varies large River Serpents.

The Wondering Dead


In some places, the things that were already killed are trying to kill you. With there being
many curse plagued upon people or lands, undead of all sorts might come out and strike
at you.

The Very Land Itself


There are many sorts of sandstorms and environmental hazards that are out to get
everyone. In times like this it’s best to seek shelter and only come out when it’s quiet.

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