SUMMARY - ALAMSA
History
The history of Alamsa is based around the constant pantheonic wars of three major groups: the Olanshians (patrons of humans, dwarves, and halflings), the Draconics(patrons of elves and gnomes), and the Harranthics (patrons of orcs and goblins). These gods once also supported the giants, dragons, and abberants, but turned from them when the Champions ceased to properly worship the gods.
Languages
There are, in total, eight languages in Alamsa. Common is the
base language spoken by humans, dwarves, and halflings. Giant is the ancient
language spoken by the giants, and is that in which most ancient human texts
are written. Low Draconic is the base language spoken by elves and gnomes.
High Draconic is the language that ancient elven texts are written in, and
is the native language of the dragons. Orcish is the language spoken by orcs
and goblins. Abberant was the language spoken by beholders, sphinxes, rakshasas,
and athacs. It is also that language that ancient monstrous scripts are written
in. Celestial is the language spoken by the servants of the gods, and Infernal
is the language spoken by demons and devils.
Realms and Currencies
The Olanshian Kingdoms
There are nine Olanshian kingdoms, each ruled by a dragonkin dynasty, made
up of between eight and fifteen dragonkin members, of the kingdom's dominant
races. They sit on a council, and have managed to avoid war with each other
for the past 600 years. All nine use the Olanshan Currency Standard, developed
400 years ago, and have mixed populations of humans, halflings, and dwarves,
with very small numbers of elves and gnomes, and next to no orcs or goblins.
Copper Penny - equivalent of 10 cents today (1 cp in the book)
Silver Mark - 10 pennies ($1) (1 sp in the book)
Gold Crown - 10 Marks ($10) (1 gp in the book)
Gold Sovereign - 10 Crowns ($100) (1 pp in the book)
The nine kingdoms follow the same general laws, but have certain special ones, and varying degrees of taxation and benifits. Slavery is legal, as a punishment for moderate crimes such as theft, and only nobles can own them. The official language of the nine kingdoms is Common.
The Nine Kingdoms of Olanshia
Cerorsha - primarily human, ruled by King Siranam II, located in the eastern
part of Olanshia
Sashsin - primarily human, currently without ruler, located in the south-eastern
part of Olanshia
Aston - primarily human, ruled by Queen Aerin V, located in the southern part
of Olanshia
Charsean - primarily human, ruled by King Iselos IV, located in the southwestern
part of Olanshia
Osnir - primarily halfling, ruled by King Perim VI, located in the western
part of Olanshia
Nasur - primarily halfling, ruled by Queen Sareth III, located in the northwestern
part of Olanshia
Kelir - primarily dwarven, ruled by King Rorin III, located in the northern
part of Olanshia
Vestir - primarily dwarven, ruled by Queen Aelin IV, located in the northeastern
part of Olanshia
Taln - primarily dwarven, ruled by King Kamli V, located in the centre of
Olanshia
The Draconic Kingdoms
East of Olanshia lie the Draconic kingdoms. These kingdoms
are almost overwhelmingly populated by elves and gnomes. There are five Draconic
kingdoms, each of which is around the same size as the average Olanshian kingdom.
They are ruled by elven and gnomish dragonkin, with groupings close to twice
the size of the Olanshian dynasties. The official language of the Draconic
kingdoms is Low Draconic.
Draconic currencies all have the same value, due to a series of trade agreements.
It is as follows:
Wooden Penny - Two of these is worth one copper penny, Olanshan
Bronze Farthing - Each bronze farthing is worth 20 wooden pennies (same as
a silver mark)
Iron Regal - Each iron regal is worth 25 bronze farthings (same as 2.5 gold
crowns)
Platinum Talons - Each talon is worth 20 regals (same as 5 soverigns)
The Draconic Kingdoms
Eluvniel - primarily elven, ruled by Queen Cilith II, in the western part
of Draconia
Gaedrilith - primarily elven, ruled by King Parandel IV, in the central part
of Draconia
Rilmalia - primarily elven, ruled by King Surion III, in the southern part
of Draconia
Thririnth - primarily gnomish, ruled by Queen Merinashni IV, in the eastern
part of Draconia
Isundra - primarily gnomish, ruled by King Delaradienthas VI, in the northern
part of Draconia
The Wildlands
There are wildlands squeezed into a large number of areas - small ones between Draconic and/or Olanshian kingdoms, and large ones around the borders. The tribes are ruled by whatever orcs, goblins, or magical creatures can seize control. There are no alliances, common currencies, or stable constants between the tribes, except that they are mostly populated by orcs and goblins, and they usually speak Orcish.
The Gods
The Olanshian Pantheon
1. Asania, Goddess of Love (Neutral Good) - connected to marriage, growth,
nature, and birth
Domains: Healing, Animal, and Plant. Favoured Weapon: Sickle
2. Hauri, Goddess of Fear (Neutral Evil) - connected to night, darkness, and
undeath
Domains: Evil, Chaos, and Death. Favoured Weapon: Flail
3. Teswen, Goddess of Sorrow (Neutral Neutral) - connected to death, misfortune,
and autumn
Domains: Death, Travel, and Destruction. Favoured Weapon: Scythe
4. Trildan, God of Guilt (Lawful Neutral) - connected to penitence, justice,
and secrets
Domains: Knowledge, Strength, and Trickery. Favoured Weapon: Warhammer
5. Raloth, God of Hate (Chaotic Evil)- connected to destruction, disease,
and vengeance
Domains: Destruction, Evil, and War. Favoured Weapon: Greataxe
6. Galassi, Goddess of Joy (Chaotic Good)- connected to luck, art, day, and
summer
Domains: Luck, Good, and Sun. Favoured Weapon: Rapier
7. Sian, God of Hope(Lawful Good) - connected to creation, spring, air, and
children
Domains: Protection, Good, and Air. Favoured Weapon: Longsword
8. Malikor, God of Anger (Chaotic Neutral)- connected to war, fire, and strength
Domains: Fire, Strength, and War. Favoured Weapon: Greatsword
9. Braedia, Godess of Calm(True Neutral) - connected to peace, truth, magic,
and earth
Domains: Earth, Law, and Magic. Favoured Weapon: Quarterstaff
10.Gleiron, God of Greed (Lawful Evil)- connected to envy, wealth, and water
Domains: Knowledge, Trickery, and Water. Favoured Weapon: Longsword
The Draconic Pantheon
1. Torm, God of Earth (Lawful Neutral) - patron of smiths, metal, the
earth, and the summer
Domains: Earth, Law, and Protection. Favoured Weapon: Mace
2. Sarai, Goddess of Fire (Neutral Evil) - patron of violence, anger, hatred,
and flame
Domains: Fire, Destruction, and War. Favoured Weapon: Greataxe.
3. Logan, God of Air (Chaotic Neutral) - patron of gamblers, fools, weather,
and wind
Domains: Air, Luck, and Trickery. Favoured Weapon: Rapier
4. Herani, Goddess of Water (Lawful Good) - patron of harvests, the woods,
love, and spring
Domains: Water, Plant, and Healing. Favoured Weapon: Longsword
5. Cyni, Goddess of Ice (Lawful Evil) - patron of evil, night, sleep and the
winter
Domains: Death, Trickery, and Evil. Favoured Weapon: Spear
6. Porth, God of Acid (Chaotic Evil) - patron of death, decay, disease, and
the autumn
Domains: Destruction, Death, and Chaos. Favoured Weapon: Scythe
7. Treye, Goddess of Lightning (Chaotic Good)- patron of music, travel, day,
and time
Domains: Sun, Travel, and Protection. Favoured Weapon: Longsword
8. Saar, God of Smoke (Neutral Good) - patron of truth, hope, animals and
the ocean
Domains: Animal, Knowledge, and Good. Favoured Weapon: Gauntlet
9. Tiann, Goddess of Magic (Neutral Neutral) - patron of elves, gnomes, magic,
and knowledge
Domains: Healing, Knowledge, and Magic. Favoured Weapon: Quarterstaff
The Harranthic Pantheon
1. Gruuk, God of Strength (Chaotic Evil)- patron of athachs, warriors, and
flame
Domains: Strength*, War, and Destruction. Favoured Weapon: Greataxe
2. Saliid, Goddess of Knowledge (Neutral Neutral)- patron of sphinxes, knowledge
and water
Domains: Knowledge*, Travel, and Protection. Favoured Weapon: Quarterstaff.
3. Kark, God of Hosts (Lawful Evil)- patron of orcs, goblins and earth
Domains: Healing, Protection, and Evil. Favoured Weapon: Shortsword
4. Sirus, God of Cunning (Neutral Evil) - patron of mind flayers, air, and
theft
Domains: Knowledge, Air, and Trickery. Favoured Weapon: Sling
5. Tarava, Goddess of Magic (Neutral Evil)- patron of beholders, magic, and
day
Domains: Magic*, Sun, and Evil. Favoured Weapon: Morningstar
6. Khisi, Goddess of Deception (Chaotic Evil)- patron of rakshasas, night,
and luck
Domains: Trickery*, Luck, and Chaos. Favoured Weapon: Rapier
7. Bheli, God of Death (Lawful Evil) - patron of the undead, death, and disease
Domains: Death*, Destruction, and Law. Favoured Weapon: Longsword.
* - Clerics of this god must take this domain as one of their chosen two.