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A
VICTORIA RULES (modified 1st-edition) D&D CAMPAIGN
DM:
Keith Piddington
PLAYERS
(in order of appearance):
Chad,
Holden, Bryony, Alan, Micha, Sarah, Maureen, Jason C, Erin, Dave
S, Mitch, Rob
Founded
in March 2008
The world this game takes place on - usually known as Akrayna
- is in many mundane ways much like Earth in terms of size, gravity,
weather, and so forth; orbiting a single sun-like star once every
360 days - give or take. There are two known moons: Stabos,
the larger, farther, slower one which goes through its phases on
an 80-day cycle; and Fieros, which is closer, smaller, and
has a cycle of a mere 20 days. Note that these two moons orbit
the world in opposite directions from each other - Stabos behaves
much the same as our Earth's moon and moves through the sky in the
same direction as the sun, while Fieros appears to go backward;
rising in the west and setting in the east.
The Elvish-designed standard calendar used in the game has 9 months,
each of 40 days (two complete cycles of Fieros), with each year
beginning on the day after winter solstice. The months in order
are: Hriva, Tuila, Laire, Yavia, Quelle, Coira, Auril, Eolna, and
Flaige. Note that while various other cultures have different names
for the months, the Elvish standard of a 9-month year (as opposed
to 18, or 4½ if Stabos were to be used as a basis) has become almost
universally adopted.
The game begins and is centered in what is left of the once-great
empire of Decast, roughly
based on classical Greece. While tales and records tell of an empire
that held everything between the Godswall and the Axenos Sea a mere
few centuries ago, Decast today is little more than a collection
of often-squabbling city-states separated by ever-growing areas
of wilderness and danger, held together only by a common language,
history, and pantheon. The ruler of Praetos, once the empire's
capital, still holds and claims the title Emperor though few outside
Praetos' lands give it any heed; in fact mention of the Praetean
"Empire" in other cities is likely only to draw a scornful
laugh.
The two largest city-states are Praetos in the north of Decast and
Spieadeia in the south. Xania lies just east of Praetos and is
in loose alliance with it; Karnos fills much the same role in relation
to Spieadeia. Kapos, further to the east, is almost completely
independent and much more warlike, while perhaps the most peaceful
part of Decast is Kailos, a loose confederation including most of
the many islands off the coast. There are many more tiny fiefdoms
in the land, quasi-independent and often ruled by some petty warlord
until overthrown or defeated; and much of the mountainous central
region of Decast is now ruled by none, having been lost to monsters
and apathy.
Despite the bickering, the large cities maintain land and sea trade
with each other, and maritime trade with other towns and realms
across the sea. Overland foreign trade with Decast is negligible;
such routes to the north and south as once existed have long since
been blocked by Elves, who don't trade with Humans; or monsters,
who don't trade with anyone. The larger cities are, despite the
empire's decline, still centres of great wealth and learning.
In general, from a once-lawful background Decast has become a mostly
chaotic and divided society where people tend to look out for themselves
where they can, and all the while predators of all sorts nibble
away at its edges. Any class of adventurer can function here, even
including Paladins (though they might find themselves a bit overwhelmed
at times!).
Racially, Decast itself is almost entirely Human, with smatterings
of Tegrashi (Part-Orc) and Telaure (Part-Elf) mixed in. Barbarians
are slowly becoming more common in a few areas - though "foreigners",
they are often considered more desireable than non-Humans by the
conservative locals. A few Dwarves and fewer Hobbits can be found
in the major coastal towns; as can Elves though in many places they
find themselves somewhat less than welcome. Gnomes are almost unheard
of in these parts.
To the north and south there is generally much more racial integration;
except that the Elves tend to disallow anyone else from entering
their lands - and as these lands are expanding more or less rapidly
in many areas this is tending to force some non-Elven societies
into closer contact with each other than they might have otherwise
preferred.
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