Shakhan September 2000 Book A
Shakhan September 2000 Book A
Telostic
Book "A
"A":
Introduction / Game Setting
By
Marcus and Karen Shields
Telostic Corporation 2000
! Shakhàn 2000: Introduction / Game Setting "
1. What is Shakhàn?.....................................................................................................................................................................1
1.1. Shakhàn Version 4.1 (2000) Release Notes.............................................................................................................1
1.2. Game Setting and Rationale .....................................................................................................................................1
1.3. Audience of the Game .............................................................................................................................................2
1.4. Rule Omissions (Mea Culpa) ....................................................................................................................................2
1.5. Rules "For Future Release" / Updates ......................................................................................................................2
1.6. Nomenclature............................................................................................................................................................2
1.6.1. Non-English Nomenclature ......................................................................................................................2
1.7. Editor's Notes ............................................................................................................................................................2
2. Basic Game Concepts..............................................................................................................................................................5
2.1. Object of the Game ...................................................................................................................................................5
2.2. Characters.................................................................................................................................................................5
2.3. The Referee ..............................................................................................................................................................5
2.4. Scenarios and Campaigns ........................................................................................................................................5
2.5. Roles of Player Characters .......................................................................................................................................5
2.6. Playing in Character..................................................................................................................................................5
2.7. Actions Allowed to Characters ..................................................................................................................................6
2.8. Using Dice to Resolve Actions ..................................................................................................................................6
2.8.1. "Roll It Now, Check Modifiers Later" ........................................................................................................6
2.9. How To Perform Actions ...........................................................................................................................................6
2.10. Multiple-Character Actions ......................................................................................................................................7
2.11. DMod Penalties .......................................................................................................................................................7
2.12. Untrained Action Penalty.........................................................................................................................................8
2.13. The Frustration Factor.............................................................................................................................................8
2.14. "Levels" and Game Quantifications........................................................................................................................8
3. How to Manage the Game.......................................................................................................................................................8
3.1. Adventure Parties.....................................................................................................................................................8
3.2. Balancing Risk and Reward .....................................................................................................................................8
3.3. Guidelines For Referee Procedure ..........................................................................................................................9
3.4. Time Management ...................................................................................................................................................9
3.5. Regulating the Flow of Play......................................................................................................................................9
3.5.1. The Decision-making Interval .................................................................................................................9
3.5.2. Turn Duration by Game Context .............................................................................................................10
3.6. Game Scale .............................................................................................................................................................10
4. Physical and Historical Setting ...............................................................................................................................................11
4.1. Telostic's Solar System .............................................................................................................................................12
4.2. The Planet Telostic ...................................................................................................................................................12
4.2.1. Continents................................................................................................................................................13
4.2.1.1. Ushù'l......................................................................................................................................13
4.2.1.2. Rhàavna .................................................................................................................................13
4.2.1.3. Ulschéshòsh ...........................................................................................................................13
4.2.1.4. Dsshàmìkah............................................................................................................................13
4.2.1.5. Brhà'nàikh...............................................................................................................................14
4.2.1.6. Hayakimmèl............................................................................................................................14
4.2.1.7. Qyl'Bòlyn.................................................................................................................................14
4.2.1.8. The Kolochìm Archipelago .....................................................................................................14
4.3. The History of Telostic...............................................................................................................................................14
4.3.1. The "Forgotten Times" .............................................................................................................................15
4.4. The Known History of Ushù'l .....................................................................................................................................18
4.4.1. The Khùl-Algrenàthi'i................................................................................................................................18
4.4.2. The First Age (The Unknown Years)........................................................................................................18
4.4.2.1. The Ebon Empire....................................................................................................................19
4.4.2.2. Ancient Màhag........................................................................................................................19
4.4.2.3. The Post-Mahàgi Empire First Age.........................................................................................20
4.4.3. The Second Age (The Times of Mysteries)..............................................................................................20
4.4.3.1. Amplaë ...................................................................................................................................20
4.4.3.2. The Oshànt KhùlShamashèl...................................................................................................21
4.4.3.3. Heshìga ..................................................................................................................................21
4.4.4. The Third Age (The "Quiet Years") ..........................................................................................................21
4.4.4.1. Ascòrcan.................................................................................................................................21
4.4.4.2. The Third Age in the South.....................................................................................................22
4.4.4.3. Mesho .....................................................................................................................................22
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! Shakhàn 2000: Introduction / Game Setting "
4.4.4.4. Sherdonèl .............................................................................................................................. 22
4.4.4.5. Cantien and Trìllia.................................................................................................................. 22
4.4.5. The Fourth Age ....................................................................................................................................... 22
4.4.6. The Fifth Age (The Epoch Of the Six Empires) ....................................................................................... 23
4.5. Historic Dates and Events ........................................................................................................................................ 24
4.5.1. Historical Chronicle of Northern Ushù'l ................................................................................................... 24
4.5.2. Recent History of the Rocto-Ardae Empire ............................................................................................. 31
4.5.2.1. The Fourth Civil War (183-101) ............................................................................................. 31
4.5.2.2. The Gav'Osché Dynasty (101 BU - 108 AU).......................................................................... 31
4.5.2.3. Galàadr I (101-91) "The Good Rod" ...................................................................................... 31
4.5.2.4. Galàadr II (91-70) "Adventurer" ............................................................................................. 31
4.5.2.5. Galàadr III (70-15) "Mighty Father of the Realm"................................................................... 32
4.5.2.6. Galàadr IV (15-1) "Whose Gaze Chastens" .......................................................................... 32
4.5.2.7. Galàadr V (1 BU - 1 AU) "Watcher-Friend"............................................................................ 32
4.5.2.8. Galàadr VI (1-20 AU) "The Weasel" ...................................................................................... 33
4.5.2.9. Galàadr-Ban-Ata (Galàadr VII) (20-49) "King of Mighty Times"............................................. 33
4.5.2.10. Gàiina I (49-88) "The Glorious"............................................................................................ 34
4.5.2.11. Gàliai I (88-91) "The Fated" ................................................................................................. 34
4.5.2.12. Gàliai II (91-102) "Silverhair" ............................................................................................... 34
4.5.2.13. Gàliai III (102- ) "Crone of the West" ................................................................................... 35
4.6. The Lands of Northern Ushù'l................................................................................................................................... 36
4.6.1. Topology, Vegetation and Climate .......................................................................................................... 36
4.6.2. Social and Technological Development .................................................................................................. 36
4.6.3. The Racial and Species Balance ............................................................................................................ 36
4.6.4. Ethnic Groups and Cultures .................................................................................................................... 37
4.6.5. Seasons and the Calendar ..................................................................................................................... 38
4.6.6. Common Foods and Livestock ............................................................................................................... 39
4.6.7. Clans and Family Life ............................................................................................................................. 39
4.6.8. Marriage Customs................................................................................................................................... 39
4.6.9. Succession and Inheritance.................................................................................................................... 40
4.6.10. Social Classes ...................................................................................................................................... 40
4.6.11. The Townsman Class ........................................................................................................................... 41
4.6.12. The Guilds............................................................................................................................................. 41
4.6.13. The Priestly Class ................................................................................................................................. 42
4.6.14. Personal Dress and Appearance .......................................................................................................... 42
4.6.15. Monetary Systems ................................................................................................................................ 43
4.6.16. The Economy ........................................................................................................................................ 43
4.6.17. Theories of Governance........................................................................................................................ 43
4.7. States of Northern Ushù'l ......................................................................................................................................... 43
4.7.1. Roctien.................................................................................................................................................... 43
4.7.1.1. Regions of Roctien ................................................................................................................ 44
4.7.1.2. Rivers of Roctien ................................................................................................................... 45
4.7.2. Javertien ................................................................................................................................................. 45
4.7.3. East Roctien............................................................................................................................................ 46
4.7.4. Disunited Ardtien..................................................................................................................................... 47
4.7.4.1. Prin'Ql .................................................................................................................................... 47
4.7.4.2. Khàpitas................................................................................................................................. 47
4.7.4.3. Ontars .................................................................................................................................... 48
4.7.4.4. Ascòrcan................................................................................................................................ 48
4.8. Appendix - The Telostician Star System .................................................................................................................. 50
4.8.1. The Terrestrial System (comparison)...................................................................................................... 50
4.8.2. The Telostician System (suns and planets closest to them) ................................................................... 50
4.8.3. Telostic and its moons ............................................................................................................................ 50
4.8.4. Planets further from Day Sun than Telostic ............................................................................................ 50
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! Shakhàn 2000: Introduction / Basic Concepts "
1. What is Shakhàn?
T
his is the fifth widely published edition of Shakhàn, (shakk-HAHN), a
fantasy role-playing game which is the culmination of over twenty years'
intermittent to frenzied effort.
For the last 24 years Shakhàn has been a part-time pastime; if you read the rules
that follow carefully, you will discover of me, as I have of myself, some of my
personal views, philosophy of life and (I hope) creativeness. Various incarnations
of the game have been played by friends and acquaintances for its entire
development period... indeed, a few of my friends (you know who you are) have
had one particular adventure going on for ten "real" years' time, and I fully expect
their "real" children to be old enough to join them by the time this mission is
completed.
As for my wife Karen and I, well, we've joined the club with the birth of our baby Arlìnga Castle
daughter Vìrya Chéline on November 27, 1998. A new little soul now has two big
worlds to explore: Earth and Telostic! reasonably be expected. Hopefully this will be sufficient to keep the game
* Rocto-CathSìnnian: "the world" interesting.
1.1. Shakhàn Version 4.1 (2000) Release 1.2. Game Setting and Rationale
Notes Shakhàn is set in the cold northern regions of the imaginary world of Telostic, a
world in which many of those things known to be fables in the "real" world such as
Those who purchased the 1996 to 1998 editions of Shakhàn (up to Version 3.0) magic, supernatural monsters, deities, enchanted swords and the like really do
may be interested to know what has changed with the 2000* Version 4.1 release. exist. The setting of the Shakhàn game environment is largely pre-industrial – that
Generally, only a little has been added to the standard sections of this edition is, the level of most Telostician societies is equivalent to those on Earth just after
compared to the 1998 and mid-1999 ones – with one very significant exception. the collapse of the Roman Empire – but (see Book "G") there are hints of earlier,
An overview of the changes and additions is given below: greater civilisations with a much more highly developed level of technology.
•.......Shakhàn now includes a new book (Book "G") which details the Khùl- Unlike many other fantasy role-playing games, the main "purpose" of the rules
Algrenàthi'i or "Watchers". Inasmuch as the Watchers have always been an detailed below is to regulate adventures in cities or other populated regions, as
integral part of the Shakhàn fantasy environment – albeit, a poorly opposed to "dungeons" or the Underworld as it is known on Telostic. Personally, I
documented one – the 2000 edition of the game answers some of the find the intrigues of city adventures more interesting and challenging than slaying
questions submitted by many readers and players. endless hordes of monsters; there are, indeed, many dangerous and exciting
Underworld regions on the planet, but hopefully they will not have to be the focus
•.......This version – unlike all others up to this point – has been reformatted so as of the most diverting adventures. Telostic is also, relatively speaking, a "magic-
to be compatible with the Adobe Acrobat Portable Document Format (.PDF). limited" alternate reality, in the sense that supernatural powers, entities and
events are quite few and far between. This is partly just to keep the game setting
The .PDF format has become the de facto standard for exchange, display manageable for the Referee, but also because I feel that fantasy environments
and printing of presentation-quality documents both over the Internet and with overly easy access to magic usually become self-parodies: e.g., it must be
from CD-ROM, primarily because a document in this format retains the rather difficult for the king to recruit tax collectors, if every tenth peasant farmer
exact look and feel of the original no matter what platform (PC, Mac, Unix, has learned how to use the "Lightning Bolt" spell!
whatever) you use to run Adobe's free Acrobat Reader application and
review a .PDF document with. (Note: The flavour of .PDF used for Shakhàn Telostic is almost entirely the product of my own imagination, but I freely
is version 4.0, so if your version of the Acrobat Reader is earlier than this acknowledge my intellectual debt to many sources of popular fantasy and science
you will have to go to www.adobe.com and get an update. Please make fiction literature, in particular the Empire of the Petal Throne® series of games and
sure to uninstall any older versions of Acrobat prior to doing this – if books by M.A.R. Barker. EPT, in its day, was vastly superior to Dungeons and
Dragons®, the most popular role-playing game, and it deserved a better fate than
you don't, you may disable Acrobat altogether! More details are available
it received in the marketplace. Part of the original reason for Shakhàn is the fact
from Adobe, on this matter.)
that D&D has serious logical problems as a simulation, although it's admittedly
•.......A few minor errors and omissions in the 1999 version's rules, charts and fast and fun to play. Like many other enthusiasts I thought, and still think, I could
tables have been corrected. do better. I say this knowing full well that D&D has a complete stranglehold on the
FRP industry; parts of Shakhàn are compatible with D&D, others are not, but if
•.......There are a few new spells. you are looking for "another D&D scenario" I advise you to look elsewhere.
* It should be noted that there was not, and now never will be, a "1997 edition" of I have tried very hard to make everything within and about Shakhàn completely
Shakhàn, as we were not able to publish one due to family and other original, but given the nature of the subject, it is possible that one or more aspects
commitments in the fall of 1997. of Shakhàn may have a superficial similarity to other FRP games. This is
particularly true of titles and personal names; there are only so many ways to
One other comment is appropriate, regarding the publication schedule for construct a fantasy name in a way that will be pronounceable to North American
Shakhàn. Although further refinements will be made to the game each year for the readers, and there is always the chance that one's own creations will overlap
foreseeable future, in general these will be limited in scope… which, in the past, those of others in the field. Both the reader, and the author(s) of any such game or
has caused the author to receive comments (mostly via e-mail) to the effect that, other type of intellectual property, should be aware that any such resemblance is
"you mean you had a whole year to add material to it, and this is all we get?" not intentional and is purely coincidental.
Leaving aside the obvious point that Shakhàn is completely free, at least if you
avail yourself of it by downloading it from the Internet, Shakhàn enthusiasts should
keep in mind that the author has many, many other personal responsibilities (not
least of which is doing his fair share of raising a baby daughter!) that must take
priority over enhancing both the basic rules set as well as over creating Shakhàn
scenarios and other playing aids. For the time being, minor rule fixes plus
occasional enhancements and (perhaps) one new scenario a year, are all that can
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! Shakhàn 2000: Introduction / Basic Concepts "
1.3. Audience of the Game • .......You can write us via "snail mail" (e.g. Canada Post); our address is Telostic
Corporation, 7 Homer Square, Brampton, Ontario, Canada, L6S 1X9. (The
Shakhàn is basically an adult game; that is, it is meant to be played and enjoyed phone number is 905-791-6852 or 905-458-0879).
by people of mature social skills and an open outlook on life. What this means,
specifically, is that the game contains references to certain topics, for example • .......Please note that until further notice, "The Planet Telostic" BBS, which was,
demonology, violent combat, homosexuality, the rituals of the Temple of perverse in earlier days, the main conduit of information on Shakhàn, has now been
Væran/Vìrya Kikiri or drug use, that some parents might find inappropriate for discontinued. Basically, the BBS has been superseded by our Website, so
children. (There are also a few "anatomically correct" illustrations of various if you're interested in the most recent information, try the Web.
creatures and other possibly controversial items.)
• .......A good place to visit for announcements about Shakhàn, as well as many
The issue here is that if a game like Shakhàn is to accurately represent "real life", other similar games, is the Usenet newsgroup rec.games.frp and
it has to accurately depict things about the real world that some readers may find rec.games.frp.announce.
unpleasant. The larger point is, if this disturbs you, you have a problem with how
the world really works; it's futile to "shoot the messenger" for describing the truth 1.6. Nomenclature
as he or she sees it.
In phrasing the rules found hereunder I have been as judicious as possible in the
I am strongly opposed to censorship of any type, so I have not limited the material use of pronouns; due to the nature of the English language, however, in some
I have included in the rules; nor have I made any hard and fast decisions on how cases the male pronoun has been used to refer to aspects of the game that are, in
old a person wishing to participate must be to be allowed to play, as I believe that reality, "gender-neutral". In such situations, please consider that the phrase "his"
maturity is a personal factor and cannot accurately be judged by chronological may equally mean "hers" or "its". I have also tried as much as possible to make
age. If you were to force me to make a quick decision on this, I would make the consistent variant spellings of Telostician words and rules of capitalization (e.g.
minimum age for participation 14 to 16, but this really has more to do with the "Referee" as opposed to "referee", "Energy Points" as opposed to "Energy
likelihood of persons of this age understanding good manners than it does with points"), but it is possible that a few mistakes have still eluded me – for this, I beg
having to "protect" them from the game's imaginary universe. the reader's indulgence.
In this context, it is the responsibility of the player and/or his or her family to 1.6.1. Non-English Nomenclature
decide upon the suitability of Shakhàn for minors. I rely upon the judgment of the
players, and other responsible parties, to use common sense in this area. I am not The preponderance of the text you will see below uses conventional English
in the least interested in fielding complaints from religious fanatics about how "I terminology, but to preserve the atmosphere of Shakhàn I have, where it has
caught my kid playing that perverted game of yours" – if that's the case, however seemed appropriate, employed words and phrases as would actually used on
much I might feel sorry for your child, it's up to you (not me) to regulate his or her "real" Telostic (this is particularly true of honorific titles, proper names and other
reading material. similar terms).
and Ultimately, most adult simulation enthusiasts (e.g., "wargamers") realize that
playing a game of this size and complexity is a sharing process, involving quite a
bc880@freenet.toronto.on.ca. significant expenditure of effort both on the part of the person who designed it
(me) and those who are participating in it (you).
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For my own part, it has been a pleasure to have been able to create something
that, Fates willing, will allow my friends to compete with one another in a friendly
setting and have something to talk about other than the weather, sports and
politics (at least the non-Telostician kind). Hopefully, each one of you reading
these rules will find your own equally valid reasons to participate in Shakhàn and
enjoy yourself in doing so.
Permission is hereby given for all works of Shakhàn to be made freely available
for non-commercial transmission on the Internet and via other electronic
publication means, provided that this copyright notice is retained and that the party
making Shakhàn available immediately notifies Telostic Corporation of the
location from which the materials have been made available.
For purposes of personal use and play testing, authorization is hereby given to
players to reproduce limited copies of game materials.
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Supplementary material of this type will be forthcoming from the authors of
2. Basic Game Concepts Shakhàn, but will for the most part be limited to the broad sweep of history, e.g.
wars, changes to map boundaries, explanations of the history and culture of
Telostic, etc.. For this reason, Referees are advised to keep their own changes to
S
hakhàn is a "fantasy role-playing game". A role-playing game is unlike
conventional board games in that, except on those infrequent occasions such large-scale events to a minimum to preserve compatibility with other
when combat must be resolved, it has no set playing surface or playing Referees participating in the game.
pieces. Instead, the players, up to five or six is usually the maximum, and
the Referee sit themselves in any comfortable position and play the game by Although it might seem at first glance that the Referee's lot is "all work and no
telling each other the actions their fantasy characters will attempt. play", experience has shown that many people prefer being a Referee over being
an player both for the variety the position holds and the sense of power one gets
2.1. Object of the Game from being "the master of the world". Of course, there can only be one Referee,
though there may be as many as five or six players participating in one
Role-playing games have another important difference from regular games: they adventuring session.
are, essentially, "open-ended", with no ending point where everyone knows the
It is not a good idea to rotate the job of Referee amongst the players, as in such a
game is over. With this in mind, there are two related objectives to the game, one
case all secrets that would normally be kept by a full-time Referee are likely to
for the player and one for his or her character:
become public knowledge.
• .......The objective for the player is to enjoy himself or herself in the company of
other players and the Referee, to plot strategy, discover new things about 2.4. Scenarios and Campaigns
the world of Telostic, and so on. The appeal of role-playing games lies in the
fact that, subject to the rules and common sense, a player can vicariously While there are theoretically as many ways to play a game such as Shakhàn as
engage in exciting and dangerous activities, slaying a dragon, for example, there are players and Referees, two are recommended here.
impossible in real life. The player only "loses", in this sense, when and if he • ...... The first is called a "scenario": this is a setting designed for quick play,
or she becomes bored with role-playing. usually with the players assuming the roles of characters the Referee has
• .......The objective of the character being managed by the player is more especially designed for use in the setting. A scenario usually has a clear
straightforward. Since in order to participate, a player must "live" through his beginning and a clear end, i.e. running from the time play starts until the
or her character, it follows that the main objective of the game is to have that time it ends, either because everybody had to go home for the night, or the
character remain alive. (As the reader shall see, in some parts of Telostic players" characters achieved their goal, whatever it was, or the players'
this can be easier said than done!) On a more broad scale, players will characters were killed.
naturally want their characters to become powerful, rich and possibly • ...... The second is called a "campaign": this much longer and more involved
famous in Telostic's societies. undertaking is the preferred way of playing Shakhàn. In a campaign, each
player usually establishes one character that becomes his or her own until
2.2. Characters the character dies in the game or the player is no longer interested in the
A "character", in the sense meant in this book, is any imaginary person or game. The game itself, meanwhile, may have carried on completely without
reference to any individual player, depending upon his or her importance to
sapient entity living in the imaginary world of Telostic. Those characters
events of the world.
established and managed by the players are called "player characters". These
are each real player's persona, through which he or she interacts with the other Most players find campaigns the most interesting way to play role-playing games
players' characters and, frequently, nonplayer characters encountered in the such as Shakhàn, since a campaign is essentially a direct reproduction of life;
course of play. whatever. good or evil, smart or stupid, a player wants to do can be attempted.
Whether or not it works, of course, is another matter!
Players are expected to keep legible records of the many statistics their
characters will generate. A clipboard, a pencil and some graph paper, plus a
2.5. Roles of Player Characters
calculator if available, will prove helpful to do this.
It is an explicitly stated assumption of Shakhàn that those characters being
2.3. The Referee controlled by the players are "special", in the same sense that the main characters
in a novel or movie are different from the supporting characters: the players'
The Referee is not a player but is none the less in close touch with what is going
characters, should they decide to use it, have the ability to change the course of
on in the game, since it is his or her responsibility to govern play, guided by these
history, become powerful and famous, and so on. E.g., there is something in their
rules. The Referee has several responsibilities:
psychological makeup that allows them to take that extra chance that is often the
• .......The Referee must arbitrate the success or failure of actions attempted by difference between success and failure, that separates the leaders from the
the players. Rules for how to do this are given below. In the cause of good masses. This is why they are allowed to attempt the daring and unusual actions
sportsmanship, a Referee's decisions are final with respect to whether an that, when done in the right circumstances, makes role-playing an enjoyable
action succeeds or may be attempted at all. pastime.
• .......The Referee controls those game statistics that the players are not explicitly It is for the same reason that in designing Shakhàn, we have used a degree of
designated to keep, e.g. he is responsible for keeping track of game time, poetic license in deciding the outside limits of what actions may reasonably be
keeps records of where different monsters are in the Underworld, provides undertaken by characters in general and player characters in particular.
updates in local political and social trends for the players, and so on. In
For example, given enough time and training, and maybe a magic sword or two, a
many of these areas, the Referee will create and use information that he or
normal human warrior on Telostic should have little trouble single-handedly
she should not share with the players. This is perfectly normal and is
dispatching a large carnivore, for example a bear or a tiger. In the "real" world,
intended to provide an element of suspense to the game. Players who are
such an undertaking would be almost suicidal for anyone no matter how well
allowed to know all the secrets of the game will lose much of its flavour, in
armed and armoured. Similarly, the chances given in the rules of a character
much the same way that one loses interest in a novel whose last chapter is
rising in society, finding magical items, etc., have been vastly inflated over what
read before the rest of the book.
they would have to be to maintain a stable society. We hope that both the players
• .......The Referee plays the parts of nonplayer characters that the players meet in and Referee will understand this concept as long as it is used in moderation.
the course of their adventures. This may include everything from playing the
part of a beggar in the street to acting that of a god or even an intelligent 2.6. Playing in Character
magic sword.
It is very important for both the players and the Referee to realize that Telostician
• .......The Referee is, to a degree, responsible for designing such background societies are not the same as Earth's ancient Rome, medieval Europe, or
material, for example a new part of the Underworld, a new spell found on a whatever: the players will not be able to get full enjoyment from the game until
long-lost scroll, etc., as the players may need from time to time to maintain they try to think and act the way a "real" character on the world of Telostic would.
interest in the game.
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For example, upon occasion the opportunity to ransack the unguarded temple of • ......2D4 means "two four-sided dice" (possible outcomes of 2 to 8);
an opposed religion may present itself to player characters. In theory, it might be
perfectly possible to gain some loot by stealing chalice cups, scraping jewels off • ......1D6 means "one six-sided die" (possible outcomes of 1 to 6);
the altars, and so on. In practice, the deep respect every Telostician youth is
taught for the sanctity of places of worship, even those of other religions, would
• ......3D10 means "three ten-sided dice" (possible outcomes of 3 to 30);
make such an undertaking extremely unlikely, and suggesting it might make the • ......1D6+1D8 means "one six-sided die, added to one eight-sided die" (possible
person involving it something of a "black sheep". outcomes of 2 to 14);
Similarly, a well-armed fighter might be able to kill a drunken rival who is shouting • ......3D6+3 means "one six-sided die, with three added to the result of its roll"
insults at him in a tavern, but all "civilized" warriors would eschew mortal combat (possible outcomes 6 to 21).
in favour of some rough but non-lethal fisticuffs. This is not just due to highly
developed sensibilities, but also due to the fact that murder is usually severely Roll results of less than one (01) or more than one hundred (00) on percentage
punished in order that society avoid chaos in the streets and bars. dice are normally treated as "01" or "100" respectively, unless there are outcomes
on the chart or table in question that can only be reached by such unusual scores.
Suppose a player whose character is a serf begins formulating plans to travel far For example, it is necessary to roll above "100" to have a chance to happen upon
away and masquerade as a long-lost noble, or wants to start a revolution to certain rare magical items, while it is necessary to roll below "01" to happen upon
establish a democracy. There is nothing in theory to prevent a player from certain deadly Underworld traps.
attempting either of these actions, but the question is, could a peasant ignorant of
political philosophy conceive of such rash behavior? Or, what if a player wants his 2.8.1. "Roll It Now, Check Modifiers Later"
blacksmith character to try his hand at inventing firearms?
Referees and players new to Shakhàn will notice that because the game system
Given the very long and stable nature of Telostic's societies and economies, there stresses accuracy, a considerable amount of dice rolling occurs for the simulation
has to be a valid reason why someone has not already made such a of certain actions, particularly Melee Combat. To lessen the impact of this on
technological discovery. E.g., the very fact that Telostician societies are agrarian playability, the following general rule should be followed:
and pre industrial in orientation presupposes that anyone out to reinvent the
trappings of 20th century life on Earth is going to have a very tough row to hoe. When a dice check must be made for a game action (for example a percentage
dice roll "to hit" on the Missile Fire Resolution Table"), roll the dice first without
There is enough room in the game setting to allow for daring and "fantastic" worrying about modifiers; calculate in modifying factors only if the "raw" dice
actions, without allowing players to do things that their characters would never result is close enough to possibly have an effect. In other words, do not waste
ordinarily think of attempting. time calculating factors that may have little or no effect on the ultimate outcome of
whatever is at issue.
2.7. Actions Allowed to Characters
For example, suppose that the basic number a character needs "to hit" is "30", but
Provided that his fantasy character is not under the direct physical or mental that there are several modifiers that may raise or lower this number by minor
control of another character in the game (for example if a "charm" or "mind amounts. Have the player or Referee roll the dice first; if the result is "60" or
control" magic spell was being used), a player is free to specify just about any kind greater, there is little point in looking up all the modifiers, as they are unlikely to
of action he wants to the Referee, subject to common sense as follows. affect the outcome by enough to make a difference. If the result is reasonably
close to "30", then there is a reason to check, since it might affect the outcome.
• ...... A player can only specify actions that his character could conceivably
undertake. Thus, he might say, "my character will now go up to the bar and This system has been used successfully both in Shakhàn and in several other
order a drink", but he could not say, "my character will blink his eyes and role-playing games; its use on a consistent basis will significantly increase the
magically create a pot of gold" unless his character had previously somehow speed and enjoyability of play.
gained the magical ability to effect the latter action.
2.9. How To Perform Actions
• ...... A player may not indicate his character will attempt actions for which the
character has no conceivable cultural or mental motivation. This means, for The rules found immediately hereunder govern virtually all the game
example, that a player could not specify that his character will launch a mechanics of Shakhàn; they should be read, and understood, by both
totally unprovoked attack on a stranger in a bar, unless there is something in the players and the Referee prior to the start of play.
the player character's background (mental illness, an evil religion pledged to
violence, etc.) that would make him or her prone to such actions.
In many cases, when a player indicates his or her character in Shakhàn will
For this same reason, it is suggested that the Referee adopt a conservative attempt to perform an action that the character cannot reasonably be expected to
attitude towards the question of player characters giving items to each other be successful in automatically, the chance the character will actually have of
without an equal trade; e.g., it is important to remember that from their points of performing the action will usually be based on one or more of the character's
view, player characters usually have no special reason to be forthcoming with requisite scores plus other factors, as described below.
each other even though the players running them may have.
Example
2.8. Using Dice to Resolve Actions If a character finds himself in jail and wants to escape by bending the bars of the
cell apart, the chance of being successful will be based on the character's
In many cases, there will be a chance that a character might be able to perform an Strength requisite score.
action, but at the same time the chance will be less than 100 per cent. If this
occurs, it is up to the Referee to determine whether or not the attempt succeeded, As a general rule, the basic chance a character has of performing these actions is
by performing a roll of the dice. found by multiplying the relevant requisite score by 2 to 4 (giving what is termed
the "base chance"), then factoring any modifiers that apply by multiplying the base
Most commonly, the Referee will use what are known as "percentage" dice, chance by a Difficulty Modifier, hereafter referred to as a "DMod".
hereafter referred to as "pc" dice. These are special multifaceted dice available at
game and novelty stores; two are rolled together, the result on the first showing A DMod is a number, usually an integer but occasionally a fraction, which, when
the tens digit and the result on the second showing the ones result. Thus, if the factored into the calculations shown below, modifies the relative chance of
first die rolled a "5" and the second rolled a "9", the end result would be success a character has in performing the task. The formula is as follows:
interpreted by the Referee as a "59".
Other types of polyhedral dice are used upon occasion to resolve variable
chances of success. The convention has arisen that these are referred to by the
"D" naming system, in which a number indicating how many dice are to be rolled
is followed by the letter "D", followed by the number of sides the die has, followed
by any modifications the rules might call for to be made to the result of the dice
roll.
For example:
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* Note: A few specific types of actions, for example "Pickpocketing", have a more
Requisite Score(s) complicated set of interpretations of success and failure; for details on these see
(averaged if necessary) of character attempting action the rule sections involved.
(Base Chance)
Aid is factored in as follows: the characteristic of the first aiding character is added
Difficulty Modifier (DMod) to that of the "original" character, before the Success Threshold is calculated. One
times or plus half the characteristic score of the second aiding character is added to the total,
one quarter of that of the third character, and so on.
Skill Modifier(s) Note that in most cases the participation of multiple actors will preclude the use of
of character attempting action Skill Modifiers (since the Skill Modifier of one character cannot be used on another
(if not already factored in) character), so it may prove more advantageous to have a single highly skilled
character attempt an action rather than having a gang of amateurs "get in each
equals
other's way". Also, there are many actions that have special limits on the number
Success Threshold of characters that can assist in them. For example, usually only two or three
characters can attempt to force a normal sized door due to the amount of surface
(what the character must roll equal to or under on the percentage dice,
space the door has.
to be successful in doing whatever he or she is attempting)
No matter what the Success Threshold of a given action turns out to be, there is
In most cases, skill or situational modifiers are factored in prior to the base chance almost always a small chance that something will go wrong at the last minute.
being multiplied by the Difficulty Modifier; there are a few exceptions to this This chance is equal to five (5) per cent, minus the DMod of the action being
principle, however. When the Referee rolls the dice, success or failure is usually* attempted.* Thus, if an action has a Success Threshold of "100" (e.g., any
assessed as follows: conceivable dice roll would normally succeed) and the DMod of the action is "1.5",
there is an unavoidable 3.5 per cent chance that a mishap will occur. Fractions
• .......If the dice roll is equal to or under the Success Threshold, the task is are rounded up to the nearest whole number.
successfully completed (the lock opens, the rider gets in the saddle without
falling off, etc.). A rough guide as to the relative DMods of different actions players will commonly
attempt is given in the next section.
• .......If the dice roll is higher than but less than twice the Success Threshold, the
attempt is a failure (the lock fails to open, the rider misses the saddle but is Note
none the worse for wear, etc.).
This means, in practice, that actions with a DMod of 5 or greater have no
• .......If the dice roll is greater than twice the Success Threshold, a serious failure minimum chance of failure.
has occurred and the character attempting the action may have harmed
him/her/itself in some way. (E.g., the lock sets off a hidden booby trap, the 2.11. DMod Penalties
rider falls on his head, etc..) In these cases, the Referee will usually perform
a second dice roll to assess how severe any damage might be, according to Where an "inverse DMod penalty" is noted below, it is applied in this manner: An
the type of action being attempted. inverse penalty is one in which as the severity of the trait causing the penalty
increases, the chance the character has of successfully completing the action
Example decreases.
Ràmulmon the thief is hiding from the authorities after being surprised in the act of DMod related penalties have two varieties:
burglary, and from the first story window behind which he is crouching he sees a
horse loosely tied to a nearby post. The player controlling Ràmulmon indicates to • ...... Multipliers, where the Success Threshold in question is multiplied by the
the Referee that his character will attempt to slide down the sloped roof of the inverse penalty, e.g. Success Threshold of 87 x inverse penalty of 0.9 = 78.3
building's front lobby, then jump into the saddle. Success Threshold, and
The relevant characteristic in this case is Ràmulmon's Agility score, and taking • ...... Subtractions, where the Success Threshold has the inverse penalty
into account the relatively gentle slope of the front roof and the short distance from subtracted from it, e.g. Success Threshold of 87 x inverse penalty of 0.9 =
it to the saddle, the Referee assigns a DMod of 4 to the action as it fall within the 86.1 Success Threshold.
category of a "Leap Downward".
In most cases, if the penalty so caused reduces the Success Threshold to 0, then
Ràmulmon's Agility score is 15 and the Referee, in a lenient mood, allows him to the action will always fail.
apply his "Wallclimbing" skill (currently rated at 1.2) to the equation. However;
there is a 10m. distance between the character and the horse which subtracts "1" Example
for each metre Ràmulmon has to travel (see Agility below). The Success
Inebriation (drunkenness) causes an inverse DMod multiplier penalty equal to 0.1
Threshold can be calculated as "62" {[(15 Agility) x (4 DMod)] x (1.2 SMod)} - (10
for each 10 per cent inebriated the character is, so if the character is 10 per cent
for 10m. distance).
inebriated, he will multiply the Success Threshold he or she would otherwise have
Therefore: of completing whatever action he undertakes while "drunk" by 0.9; if the same
character's level of inebriation increases to 20 per cent, he will suffer a 0.8
• .......If the Referee rolls equal to or under 62 on the percentage dice, Ràmulmon multiplier applied against his or her Success Threshold.
lands successfully in the saddle.
An "Proportional DMod benefit" is applied exactly as is a penalty as described
• .......If the Referee rolls over 62 but under 124 (the latter result being impossible above, except that each "step", the character's chances of completing the action
in this case), Ràmulmon misses the horse and the saddle but has somehow increase rather than decrease.
ended up on the ground with only his pride hurt. (Or, at the discretion of the
Referee, if the dice roll is just over 60, perhaps he ends up on the horse Sometimes, an action will incur more than one inverse DMod penalty or benefit
facing backwards...) multiplier. When this happens, consider that the differences between each
multiplier and "1" are first added together and then their sum is applied to the
• .......If there was some way a result of more than 124 was produced by the dice original chance (e.g., do not multiply one penalty by another).
roll, there would be the possibility that Ràmulmon had sustained a serious
injury in impacting with the ground.
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Example Some Levels are only applicable in divisions running from zero to one hundred,
while others have no real upper limit. Usually, a low rating indicates minimal
A character has a basic Success Threshold of striking a bullseye with a jar of paint presence of whatever is being measured (e.g., the noise is very soft, the plate isn't
of "50". He incurs a DMod penalty multiplier of "0.9" because of poor lighting and very durable, the magic-user is a rank novice), while a high rating indicates
one of "0.7" because of high winds; however, he has plenty of time to aim, so the strength or advanced ability (e.g., the noise is deafening, the plate is as hard as
Referee grants a "1.2" beneficial multiplier. The final chance of success is diamond, the magic-user is a legendary wizard, etc.). Due to the varied natures of
calculated as follows: the many game entities that are quantified by Level, Rank or Magnitude, there is
no one common scale against which the Levels of differing items can be
• ...... Starting with the penalty factors, the difference between "0.9" and "1" is
compared; for example, a character with a magic-user Profession Level of "10" is
"0.1"; the difference between "0.7" and "1" is "0.3". The cumulative
really quite a senior wizard, while (say) a chair with a composition factor (a Level
difference to the player's disfavour is thus "0.4".
used to denote tensile strength, durability, etc.) of "10" is likely to break the first
• ...... For the time spent aiming benefit, the difference between "1.2" and "1" is time someone sits in it.
"0.2" to the player's favour.
In many cases, the Level a player or object in the game will have in one area will
• ...... The net difference between those factors to and against the player's favour be directly related to, or will be derived from, one or more Levels he or it has in
is "0.2" [(0.1 + 0.3) - 0.2]. another area. For example, a magic-user's Energy Point Reserve is related to his
or her Psychic Ability score and by his or her magic-user Profession Level.
• ...... The difference between "1" and "0.2" is "0.8"; therefore, the player multiplies
his 50 basic Success Threshold by 0.8, ending with a final net chance of It is important for both the players and the referee to remember that Levels are
success of "40". merely a game convention to facilitate play, and do not exist on the "real" world of
Telostic. Thus, it would make as little sense for one character on Telostic to say to
2.12. Untrained Action Penalty another, "what's your magic-user Profession Level" as it would for a doctor in real
life to say to another, "what's your doctor Level". In certain cases, particularly with
A character with no training whatsoever in a skill normally needed to attempt an the more highly stratified occupations such as those of magic-users and the
action, can still attempt do so, but at a substantial penalty. In such cases, the clergy, it is true that the formal titles characters on Telostic use to address each
regular DMod is multiplied by 0.25; e.g., an action whose DMod would normally be other do correspond closely to the Levels established in these rules, but this is for
"1.0" would thus have a DMod of "0.25", if attempted by an untrained character. historical reasons and convenience only.
Since the base chance of performing the action is always multiplied by the DMod,
it can be seen that this will have the effect of making the action less likely to 3. How to Manage the Game
succeed.
S
hakhàn contains a rich variety of mechanical and background rules and
2.13. The Frustration Factor information. However, a few general comments should be made as to how
the Referee should manage the flow of play, so that he or she can see the
Given enough time and effort, many tasks that might seem beyond the reach of an "forest" of an enjoyable game as opposed to the "trees" of individual rules.
ordinary character can be performed by anybody in Shakhàn. While this is not a
negative feature in itself, there have to be some realistic limits (c.f., "Playing in 3.1. Adventure Parties
Character") on how many separate times a fantasy character can attempt an
action without becoming bored or frustrated. Experience has shown that in the The optimum number of "real" players who can be comfortably accommodated for
absence of such a limitation, players can seriously unbalance the game by simply a gaming session with a single Referee is up to him or her to decide. Experience
repeating an action with a low chance of success over and over again, until they has shown, however, that for most Referees, the maximum number is between
finally "get lucky". Unless superseded by a more specific rule, therefore, the three and six players. If the number of players is too small, it may be a waste of
following limits apply to this factor: the Referee's time to run the game; if the group is too large, the Referee may not
be able to give each player a reasonable amount of time and attention. If the
• ...... [DMods 5 to 10]: A player may attempt simple, unskilled actions (thread a adventure party is very experienced, well-organized and -disciplined, a well-
needle, tie one's shoes) a number of times each hour equal to his or her prepared Referee may accommodate a couple more players, as he or she deems
Willpower requisite score (see below). appropriate.
• ...... [DMods 3 to 4.99]: A player may attempt ordinary actions (bargain in the While there is, in theory, nothing in Shakhàn that would make it impossible for
market square, engage in prayers, set snares and traps in the woods) a children to participate as players, the game is basically adult-oriented and was not
number of times each day equal to his or her Willpower score. intended for children below the age of about 13 to 15. This is partly because of
subject material included dealing with controversial topics (for example sexual
• ...... [DMods 1 to 2.99]: Complicated actions (picking locks, translating a difficult practices or the use of drugs), but is mainly because in the experience of the
foreign language) may be attempted once per day for each two Willpower author, children below about 13 years of age rarely have a developed enough
points a character has. attention span- to say nothing of basic interpersonal manners – to avoid disrupting
• ...... [DMods 0.5 to 0.99]: Very involved and/or skilled work (disarm a booby a group of adult players. If children are to be allowed to play Shakhàn, it is strongly
trap, commune with one's deity, mix up a batch of a known magic elixir) may recommended that they do so in groups of no more than four, under direct adult
only be attempted once per day for each five Willpower points. supervision.
• ...... [DMods 0.01 to 0.49]: The most dangerous and unusual actions a player 3.2. Balancing Risk and Reward
could undertake (summon a Demon Lord, invent a new magical spell or
potion, enchant a sword or wand) can be attempted but once each game Shakhàn, like most other role-playing games, can quickly become boring if
week no matter how many Willpower points a character may have. personal or professional advancement is inordinately easy; this, indeed, has
traditionally been so notable a problem that the role-playing industry has even
Note that especially in the latter cases, the practical problem of amassing the evolved a term for it, the "Monty Haul" syndrome (named after the emcee of a
necessary materials and circumstances will limit repetitive actions by itself. The popular TV game show where contestants gained valuable prizes with no effort or
Referee is given authority to decide when to invoke these rules and when not to. A skill).
strict interpretation need not be applied, unless there is evidence that the players
are abusing their privileges. The Referee and players should both take note of the fact that Telostic is,
relatively speaking, a rather magic- and cash- poor environment: it should be
2.14. "Levels" and Game Quantifications difficult for players to gain moderately powerful magical abilities or moderate
amounts of money, and should be a real accomplishment to become a powerful
In Shakhàn, most major factors that affect the resolution of game actions are priest, wizard, etc., or to become rich. This restriction is partly because "that's just
assigned a "Level", "Magnitude" or "Rank", running from zero upwards. These how it is on Telostic", but also because of the need to keep a degree of challenge
three terms are roughly equivalent in game parlance; a "Magnitude" commonly in the game. Conversely, do not make character survival inappropriately unlikely–
quantifies energy or force, while "Rank" usually refers to social status or skill-using players will not want to participate in a game where their characters are regularly
ability. killed with no chance of escape (the "Whoops, You're Dead" syndrome).
Balancing these two contradictory imperatives is probably the most important, and
difficult, task of a Referee.
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Since many aspects of Shakhàn (for example, the Critical Damage system of 10 pm to 5 Sleep (8 hours*)
Melee Combat) emphasize realism over giving characters an unrealistic chance of am:
avoiding harm, as Referee you should warn new or inexperienced players if they
are about to try something that could be dangerous or fatal. As players become 5 am to 6 am: Waking up, having breakfast, etc. (1 hour)
more familiar with the nature of the game and its system of risks and rewards, you 7 am to 12 Adventuring (in wilderness/Underworld) or exercise or
can gradually intervene less often, and let the players survive or die according to noon: learning of a skill (urban) (5 hours)
their own wits. Control over a character's destiny is, after all, one of the most
12 noon to 1 Lunch (1 hour)
interesting aspects of a role-playing game from the point of view of a player.
pm:
3.3. Guidelines For Referee Procedure 1 pm to 6 pm: Adventuring (in wilderness/Underworld) or exercise or
learning of a skill on an intensive or "crash course" basis
The primary responsibilities of the Referee are to, in consultation with the rules, (otherwise relaxation) (urban) (5 hours)
tell the players what is happening to their fantasy characters, and to act out the
6 pm to 7 pm: Dinner (1 hour)
personalities of non-player characters who are encountered during play. The latter
responsibility requires considerable attention to details and, above all else, 7pm to 10 Relaxation (drinking in a tavern or around the campfire, for
imagination. Try to envision yourself as the character in whose voice you are pm: example) (3 hours)
speaking and act and react in keeping with this imaginary character's personality
and motives. Many Referees (including the author) have a tendency to play all The most important factor to note here is that a character will normally have only
non-player characters alike; this should be avoided if possible, as it lessens the five (5) hours per day to learn or exercise a skill; this may be extended to ten (10)
believability of the fantasy setting. hours per day if he or she has decided to drop almost everything else and
concentrate on so doing. A player who wants his or her character to exceed this
As Referee, you will inevitably encounter situations– for example, a player is hired limit in the absence of some significant motivating factor (being executed if a job is
for an unusual mission not listed in the rules, and wishes to know his or her pay not completed, for example) should be forced to pass a check at Willpower x 3
rate– which were not anticipated and for which there are no hard and fast rules. At DMod each day.
other times, you will encounter rules or random check outcomes which do not
seem to "fit" or which seem unfair (a frequently encountered example of the latter A secondary factor related to time is where a single Referee has two or more
is a situation where a player character dies or is severely injured, due to a freak adventure parties playing in his or her campaign, and one of these, possibly
dice roll that the player managing the character could do little or nothing to avoid). because it participates in the game more efficiently or frequently, becomes further
Do not be afraid to innovate, in such circumstances; doing so is, after all, the main advanced in game time than the other(s). In this case, the Referee should make it
responsibility of a Referee. While you should execute the rules faithfully in most clear to the more advanced party that it is not to share foreknowledge of events
cases, you are not a slave to them and can over-rule them if necessary; always that "haven't happened yet" with the less advanced party. A good rule to enforce
remember that the rules are not an end in and of themselves, as goal of the game to avoid this situation is to suspend play with the more advanced party, once it
is for the players to enjoy themselves. gets more than a game month ahead of the least advanced other party. This rule
may be "bent" under special circumstances, for example where an adventure
At the same time, do not give in to the pleadings of players where doing so seems party is on a long voyage using a time scale (see below) that differs significantly
inappropriate– for example, a character takes an action which gains him or her from those of other parties, but if it is violated too often the characters of the less
100 Experience Points, and then the player managing the character argues that advanced parties may begin to get an unfair advantage over others.
the action should have been worth 200. If you are not firm and do not stand by
your rulings, the more aggressive and assertive players will gain unfair * Note that a day on Telostic has 25 hours.
advantages over the more reasonable ones– and the game may well degenerate
into unbelievability as characters become rich and powerful without any real effort. 3.5. Regulating the Flow of Play
For most demands made by players, common sense is the best rule of thumb–
ask yourself "just how likely could he or she get away with this as a 'real' person Although the details of the game mechanics of Shakhàn may be structured
on Earth", and if the answer is "not likely", err on the side of caution and do not let howsoever the Referee deems fit, the rules, charts and tables given below are
the players bully or cajole you into changing your mind. based on certain assumptions as to how the game will be "acted out". It is,
therefore, probably a good idea to adopt these to provide a common point of
A very important aspect of this is recording what decision was taken, so that it can reference.
be referred to and used as a precedent later. Few things can upset and annoy
players more than inconsistency in how the Referee makes and enforces his or 3.5.1. The Decision-making Interval
her ad hoc rule judgments, especially where these have an influence on an
The basic measure of time, character actions and game progress in Shakhàn is
important issue such as life or death or professional advancement.
the "turn", sometimes referred to as a "time scale". A "turn" is here defined as a
As a general rule, players should not be able to infer information to which their unit of real time (usually from one to five minutes, unless the Referee has to
characters would not have access, by observing how the Referee goes about his describe something complicated to the players, or the latter have to do something
or her "real-life" duties of consulting charts and tables and so on. In particular, complex), during which the players indicate to the Referee what their characters
players should not be allowed to see the results of dice rolling conducted by the will attempt to do within the context of the game. The term "context" denotes the
Referee, except perhaps in critical situations (for example a check for Divine adventure party's current surroundings, e.g. whether it is traveling through the
Intervention) where a player needs to see for him or herself the outcome of an streets of a city, exploring the wilderness, delving into the Underworld, or
important check. whatever.
3.4. Time Management A concept related to that of a turn is the "decision-making interval". This
represents the amount of real time, as tracked by the Referee using his or her
One of the duties of the Referee is to maintain the mundane aspects of the game wristwatch, that the "real" players of the adventure party may spend in conference
setting, for example local rumours, weather conditions and so on. By far the most with each other while deciding what actions the party as a whole will undertake.
important of these is keeping track of game time (e.g., time as passes on the The decision-making interval is a reflection of the fact that many actions in
imaginary world of Telostic, as opposed to "real" time spent between the Referee Shakhàn happen with little or no advance notice, in circumstances where
and players actually playing the game). A calendar and daily time record have collective decision-making is difficult or impossible. It is completely unrealistic– to
been appended to this rules section to expedite this requirement. say nothing of destructive of game balance– to allow players to have their
adventure party act like perfectly coordinated, pre-programmed automatons who
Many of the limitations and rules in Shakhàn have been crafted with the always pick the optimum strategy and tactics to deal with each situation. The
assumption that characters have a finite amount of waking, active time in which to Referee need not always hold the players to a literal interpretation of this rule, but
attempt actions. If the passage of game time is not carefully recorded, not only should instead make it clear (for example at the start of a Melee Combat
can these rules become inoperative, but the game can become illogical and Resolution) that it is about to be invoked, and then should deal strictly with
confusing to play. Furthermore, the pace of daily life on Telostic is more leisurely violations.
than would be the case on 20th-Century Earth; this is partly due to crude methods
of time-keeping, but is mainly because of cultural differences. A good rule of
thumb to follow, here, is to force players (except, of course, in extraordinary
circumstances such as while being hunted by the posse, in the Underworld, etc.)
to adhere to the following schedule:
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A player-character who cannot or will not clearly state his or her action intentions
to the Referee within the specified decision-making interval loses his or her
ability to do so for the current turn. The character's actions, in these cases,
should be determined by the Referee randomly, as follows using 1D20: (1 to 8)–
character vacillates and stands around aimlessly (except where this would be
clearly hazardous to his or her life); (9 to 19)– the character takes some action
(hiding in the corner, for example) other than the one the player intended; (20)–
the character takes the action the player (in the opinion of the Referee) intended
that he or she would take.
The designated party leader (only) may, at the discretion of the Referee, be
awarded double the normal decision-making interval time allowance, in case he or
she has to stipulate intended actions for non-player characters who might be part
of the adventure party. This option should be agreed upon prior to the start of
each session of play, to avoid disagreements.
The amount of game time (e.g., time as would be noted passing within the
imaginary setting of Telostic) made up by each turn differs according to the
context in which the player character adventure party finds itself. This both reflects
the relatively different chances of notable events and is a compromise to avoid
needless dice rolling and make the game playable. The game-time intervals of
turns in different contexts are as follows:
• ...... Melee (in Melee or Missile Combat) : One turn equals one Melee Round (5
game seconds). In this context, the decision-making interval is ten (10)
seconds of real time. (Exception: See "Communication During Combat" in
the Combat rules section.)
• .......Remote / Daily : (while traveling in the wilderness or on a long trip) : One
turn equals one game day (25 game hours). The decision-making interval
• ...... Close-Quarters / Underworld (e.g. in a tavern, a merchant's shop, the for this, and all subsequent categories, is ten (10) minutes of real time. One
Underworld, etc.) : One turn equals 5 game minutes. (This and the next check is made for a possible random event each turn while on a trip; the
variety are the two categories which should be used most frequently in chance of a random event occurring is twenty (20) per cent (plus 5 for each
Shakhàn.) The decision-making interval is thirty (30) seconds of real time. Danger Level of the area, if in a wild, remote or dangerous area such as
By default, one check is made for a possible random event each three (3) swamps or mountains). If a random event is indicated, the Referee performs
turns (15 game minutes) while at close quarters or in the Underworld; the a check on the Wilderness Random Event Table to determine its type and
default chance of a random event occurring is twenty (20) per cent (plus 5 effects.
for each Danger Level of the area, if in the Underworld or other dangerous
area). If a random event is indicated, the Referee performs a check on the
• .......Semi-Strategic / Weekly* : (while on a very long trip) : One turn equals one
game week (5 game days).
appropriate Random Event Table (in the Adventures rules section) to
determine its type and effects. • .......Strategic / Monthly* : (see note below) : One turn equals one game month
(50 game days).
• ...... City (while traveling through the streets of a city or other habitation) : One
turn equals 10 game minutes. The decision-making interval is thirty (30) • .......Pre-Game : (normally used only when determining the life history of a
seconds of real time. One check is made for a possible random event each character prior to the time it is first taken over by a player) : One turn equals
two (2) turns (20 game minutes) while in the city; the chance of a random five game years.
event occurring is twenty (20) per cent (plus 5 for each Danger Level of the
area, if in a rough area such as the "bad side of town"). If a random event is * Note: The "Semi-Strategic" and "Strategic" turn/time scales should rarely be
indicated, the Referee performs a check on the City Random Event Table to used in Shakhàn and are primarily included for compatibility with the strategic
determine its type and effects. "wargame" companion to this game, entitled Strategic Telostician Campaign.
• ...... Local / Hourly : (while outside a city but within 20 kilometres of it) : One turn 3.6. Game Scale
equals one game hour (50 game minutes). The decision-making interval is
five (5) minutes of real time. One check is made for a possible random Although a Referee is free to use any system of denoting sizes and distances that
event each two (2) turns (two game hours) while in local surroundings; the he or she feels comfortable with, a brief comment should be made on the default
chance of a random event occurring is ten (10) per cent (plus 5 for each assumptions of game scale used in the maps and other playing aids that have
Danger Level of the area, if in a dangerous area such as one dominated by been provided with Shakhàn. A square or hexagon, as used to delineate
the "evil" Temples). If a random event is indicated, the Referee performs a distances on a map, has the following sizes according to the entity it depicts:
check on the Wilderness Random Event Table to determine its type and
effects. A map of the Underworld 1 square/hex = 5 metres
or a building interior
A city map 1 square/hex = 100 metres
A regional or wilderness 1 square/hex = 20 kilometres (Note: This map
map scale is also the approximate scale used for
Strategic Telostician Campaign.)
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4. Physical and Historical Setting Individual Referees and players are, of course, welcome to develop their own
game settings elsewhere on Telostic, and, indeed, there is actually plenty of
unexplored and "undeveloped" territory within or close to Roctien that can be used
S
hakàn has as its "scenario", in the sense of being the geographical region
and historical time-period in which game actions take place, one relatively by a less adventurous Referee. It is probably best, however, for those new to the
small part of the planet. This is the continent of Ushù'l between the Mùya game to stick to the Rocto-Ardae setting at first, if only to take advantage of the
Ulàkh (emWEE-ah oo-LAHK-eh, Ocean of Cold Swells) around the 45th background material presented below in this book.
north parallel to just south of the Nàrhon Oblé at approximately 25 degrees north
latitude, and, in particular, the great Rocto-Ardae Empire of the Golden Falcon in
the centre of the continent to the north of the Nòlan Oblé. The current date is (by
Rocto-Ardae reckoning) 104 AU; the significance of this will be explained below.
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4.1. Telostic's Solar System Even if accounted for separately, the energies radiated by the Day and Night Suns
exceed those provided by Earth's sun. It follows, therefore, that for planets circling
The Telostician solar system consists of fifteen major planets and their associated these stars to be habitable, the relevant orbits must be further from the centre and
thirty-nine moons, all revolving around a widely-separated double star system. As this is the case. Exact details as to the characteristics of the planets of the
might be expected, the mechanics of such a configuration are very complex, yet Telostician star system are given in an appendix at the end of this section.
the system is remarkably (impossibly?) stable and, from the point of view of an
observer on Telostic, at least, there are no extremes of environment caused by 4.2. The Planet Telostic
orbital eccentricities. There are also an unusual number of habitable planets in
this system, many more so than the laws of probability would suggest. Compared to Earth, Telostic is slightly smaller, by about 255 km. equatorial
diameter, and somewhat further from its star, by about 15,617 thousand
Indeed, several of the major celestial bodies in this part of the galaxy seem to be kilometres; its mass and surface gravity, however, is approximately equal to that
under the influence of unknown forces that cause them to violate rules of orbital of Earth due to a slightly heavier crust and core.
mechanics and the conservation of momentum, as if some sort of "unseen hand"
were directing their every movement through the void. The simple folk would, of Relatively speaking, Telostic has a rather cold climate compared to that of Earth,
course, be content to attribute this to the powers of the Gods (a view that might be partly because of its greater orbital distance but also because its oceans comprise
close to the truth), but it poses an almost insurmountable problem for serious a lesser percentage of its surface area, about 55 per cent compared to Earth's 70
astronomers, whose equations simply do not "add up". The reasons for this, and per cent. The lesser moderating effects of oceans on Telostic contributes to
other similar anomalies, remain mysterious. greater extremes of temperature between climatic regions. Although some areas
along the equator can reach summer temperatures of 40-45° C., both poles have
The centre of the Telostician system is a K0 series star with a mass 1.85 times been known to drop to less than -29° C. in the depths of winter, and winter
that of Earth's sun and an absolute luminosity of 1.11, which inhabitants of temperatures at 50 degrees north or south latitude are commonly in the 15-20° C.
Telostic call "The Day Sun"; it is this star that provides the bulk of the energy that range. Tides and currents in the planet's oceans are more violent and complex
powers the planet's climate. The Day Sun is orbited, on a highly inclined and than those of Earth because of the greater temperature variation and because
elliptical pattern, by "The Night Sun", a class B9 blue-white dwarf with an absolute Telostic is orbited by five moons, three of which are of substantial size and two of
magnitude of 0.92. While the details of this relationship are irrelevant here, one of which possess breathable atmospheres.
its side-effects plays a very important part on Telostic. Every 253 Telostician
years, the orbit of the Night Sun positions it so that for about one month, it Another factor that intensifies climatic variance is that Telostic's orbit around the
provides brilliant light (of about a third the brightness of the Day Sun) during what Day Sun is significantly more elliptical than that of some of the other habitable
would normally be nighttime. The appearance of the Night Sun is calculable by the planets. This latter feature has a special effect on ocean travel, as it has given rise
methods available to contemporary astronomy, and its coming is observed as a to exceptionally violent storms where masses of cold and hot air and water collide;
religious event everywhere on the planet. consequently, it is a brave navigator indeed who will attempt crossing wide
expanses of any of the oceans.
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4.2.1. Continents One further comment is in order about Ushù'l, having to do with its relative affinity
to the supernatural or psychic (to the unlettered, "magical") powers. In general,
There are five major continental land masses, plus two subcontinental-sized and most of Ushù'l is a moderately "easy", "fertile" place for users of the Hidden Arts,
many smaller islands on Telostic. These do not have any universally-accepted in the sense that an accomplished sorcerer or priest can avail him or herself of
names because there are only a very few intelligent sapients on the planet who supernatural energies when depleted. There are exceptions to this within the
are aware of their existence and locations, but for purposes of explanation, the continent, where acts of magic are either impossible, for example in most of the
names given by the Guild of the Amyé-Lé-Sàachak (the Sages) of Roctien (see central jungle belt, or in the extreme west south of the Tchàlan Oblé, or are
below) will be used here to describe them. unusually easy, for example on the Isle of Sherdonèl, in East Roctien, in
Sithhàlaso south of the Nòlan Oblé and in central Sunggulàya. Generally, Ushù'l is
4.2.1.1. Ushù'l neither the most nor the least hospitable area of Telostic as far as the powers of
This great continent, the largest on Telostic, dominates the western hemisphere, the Other Planes are concerned.
extending from approximately 60 degrees south latitude to about 45 degrees More brief comments will be made on the other continents of Telostic, partly in
north. It is oriented on a north-south axis and includes a very wide variety of order to allow the Referee the opportunity to use them to develop his or her
climates, ranging from almost uninhabitable subpolar regions in the extreme south unique environments, but also because even the most learned sages of Roctien
to tropics around the equator. Ushù'l (oo-SHOO 'el) is divided into four main know almost nothing about them.
areas, two of which contain advanced civilizations, by its three major mountain
ranges, named from north to south the Nòlan Oblé (noh-LANN AW-blay), the 4.2.1.2. Rhàavna
Tchàlan Oblé (teh CHALL-ann AW-blay) and the Vhàman Oblé (vHAMM-ann AW-
blay). This continent, situated almost entirely on an east-west axis south of the equator
between 10 and 60 degrees south latitude, is second only to Ushù'l in land area.
In terms of vegetation, Ushù'l displays considerable diversity. The areas most Rhàavna (rAV-nah) has only one major desert and is heavily forested over much
suited to agriculture are those north of the Nòlan Oblé, those around the 40th of the rest of its land mass, due to its relatively consistent surface relief which
south parallel in the east and the temperate areas to the south and west of the encourages rainfall to be spread uniformly even in the distant interior. Despite its
Vhàman Oblé. There is an almost impenetrable belt of dense, insect-ridden size, Rhàavna is thinly inhabited, particularly in its eastern parts, because much of
tropical jungle extending to about 10 degrees north and south latitude on either its otherwise arable land lies too close to the southern polar regions to support
side of the equator, which bisects Ushù'l just south of the Tchàlan Oblé; to the cultivation. Also, its central wilds are thought to be the home of many unusual and
north and south of the tropics a traveler finds vast expanses of semiarid steppes, dangerous beasts, a feature that has not encouraged exploration.
giving way to desert in some places. One of these, a geological curiosity called the
"Sulfurous Wastes of Xù" found to the west of the secondary but still formidable As one goes west, however, a few primitive cultures are found, until finally in the
mountains of the Nàrhon Oblé (narr-HAWN AW-blay) around the 25th north extreme west there appear many small sapient states in the tropical and
parallel, is probably the most inhospitable place on the planet– nothing, not even subtropical zones around the southern shores of the Mùya Rhèlya (emWEE-ah
the most primitive forms of life, can exist there for long. erAYll-yah, Azure Ocean) and the eastern shores of the South Mùya Vsbòa
(emWEE-ah vess-BOW-ah, Master of Oceans). Although these have attained
These features, plus the hazardous nature of sea travel, have served to effectively quite an advanced level of civilization, in some ways more so than the states of
isolate the two inhabited regions of Ushù'l from each other for several thousand northern Ushù'l, they are much less unified than the Empires found in some of the
years. As one of the two areas is the setting for the civilizations of this book, it is other continents.
useful to give more detail to the extent of what would be known by the sages of
the Amyé-Lé-Sàachak about it and its counterpart in the south. There are, in fact, A notable feature of the sapient cultures of Rhàavna, again in contrast to most of
many more minor enclaves of sapient habitation on Ushù'l than can be remarked those of Ushù'l, is their tendency to be dominated or populated exclusively by one
upon here, but those found below constitute the most important ones. species type; in this area of the world, the humans, Hàmyé, Bènli, Arda and others
rule kingdoms made up only of their own kind, and do not grant citizenship or
The northern civilizations found on Ushù'l are all located between the 25th and even residency to foreign races. This may in some way be related to the fact that
45th north parallels. In the cold-temperate belt north of the Nòlan Oblé are, from the populated western parts of Rhàavna are the only known parts of the continent
west to east, the Empires of Javertien, Roctien and East Roctien; south of the that allow the easy exercise of ultra-dimensional power; its western areas, in
mountains in the east-central part of the continent one finds the Meshonian particular the forested interior plateau, are "barren" as far as magic is concerned.
Imperium, while the enigmatic and mysterious Realm of Sherdonèl exists on a
large island in an inland sea almost equidistant from the oceans. The Nàrhon
Oblé mark the southernmost extent of organized sapient life north of the equator,
as around them extend the current Empires of Cantien and Trillia, along with the 4.2.1.3. Ulschéshòsh
"extinct" Empire of Hà'alàam.
The third-largest Telostician continent is the cold, forbidding land of Ulschéshòsh
Although they are all theoretically part of the same trading and population system, (OOL-sheh-shay-shohsh), found to the north and east of Ushù'l between 60 and
there are nevertheless great cultural and political differences between these 80 degrees north latitude. Due to its subpolar location, most of this region lies
Empires. In particular, the peoples found north of the Nòlan Oblé know very little perpetually in the grip of an icy winter, with a stretch of boreal forest and tundra
about anything to the south of them; however, the reverse is not the case– the existing only on its southern shores facing Ushù'l and the North Mùya Vsbòa. It is
learned elites of great Làvy-Tvòn in Cantien are aware of events in the northern bordered on the north by the usually-frozen Mùya Ylasùy (emWEE-ah ee-lass-
Empires, even if they are unable to influence them. WEE, Ocean of Icy Crags), which separates it from the Lands of Yog-Rothe that
encircle the north pole. According to legend, the latter realm is one of the
The second inhabited region in Ushù'l, situated north of the Vhàman Oblé occasional dwelling places of the evil goddess of ice and the frosty wastes– the
approximately between 30 and 57 degrees south latitude, contains only two major legend, understandably, has never been tested...
Empires: Tmy'Imx (tehmai ELLmex) and Sunggulàya (soon-gool-AI-ah). Very little
is known about these lands or their inhabitants in the north, save that the former is Ulschéshòsh is a cruel land, inhabited currently by a few hardy nomadic tribes of
apparently some sort of a republic or democracy, and that the latter is a theocracy sapient hunters and gatherers, plus other, more sinister (?) creatures who may be
ruled by a hereditary coterie of priests of an indeterminate religion. Both Tmy'Imx related to the long-extinct civilizations whose abandoned cities, now under ice, dot
and Sunggulàya, as near as can be determined, seem to be spread out over a the interior. There is evidence that at least one point in the distant past, Telostic's
considerably larger land area than would be the case for an Empire in the north. climate was appreciably warmer than it is today, and Ulschéshòsh's dead cultures,
This may be because of lower agricultural productivity, or, perhaps, more room to along with similar ones found in the southern polar areas, probably date from that
expand without transgressing on another's borders. period. It is not widely known whether or not Ulschéshòsh is a magically "weak" or
"strong" area, although practitioners of the Hidden Arts tell of much power leaking
between the stones of its many ruins.
4.2.1.4. Dsshàmìkah
For the most part this continent, the fourth-largest on the planet, is located on a
north-south axis north of the equator, with only perhaps a quarter of it to the south.
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Dsshàmìkah (deh-sha-MY-kah) boasts a relatively hospitable climate and much 4.2.1.7. Qyl'Bòlyn
arable land; these two features have caused it to be perhaps the most densely-
populated region of Telostic, with nine sizable Empires, including three inhabited This island subcontinent resides exclusively in the southern hemisphere between
exclusively by sapient species found nowhere else, constantly competing with 40 and 60 degrees south latitude, to the west of Rhàavna and to the south of
each other for land and power. Very little is known of these lands elsewhere, save Dsshàmìkah and Hayakimmèl. Little is known of Qyl'Bòlyn (keel BOH-linn), other
that one of the Empires, that of the Scorpòiish, seems to have played a role in the than that much of it, in particular its northern region, seems to be habitable and
story of Hà'alàam of Ushù'l (see below). Most of the northern part of the continent that it possesses a fairly high mountain range near its eastern seacoast; this lack
is wooded, with deciduous forests predominating as one travels south to of information is perhaps attributable to the rough subpolar seas that surround
approximately the 40 degrees north parallel, where (except for in the eastern most of its landmass, making maritime exploration a risky adventure. These
mountains, where the wooded areas extend further south) the tree line ends. The waters have, furthermore, a bad reputation for harboring sea monsters and other
north-central parts of Dsshàmìkah are mostly level, fertile plains well suited for pelagic hazards. Another possible reason the area has remained untravelled is
cultivation; these continue almost to the equator, where the relief becomes that the continent's environment is rumoured to contain various unique diseases,
somewhat greater and where subtropical jungles dominate. most of which are apparently quickly fatal to unprotected explorers.
Dsshàmìkah, with the possible exception of two of the regions described below, The types and ranges of civilizations, if any, inhabiting Qyl'Bòlyn are unknown to
contains some of the most magically powerful areas on Telostic. This has the outside world, as are its relative proclivities to the use of supernatural and
undoubtedly contributed to the enlightened and advanced status of civilization in magical energies.
parts of the continent, which in some areas has no peer anywhere else on the
planet. Apart from their preoccupation with each other, it is an open question why 4.2.1.8. The Kolochìm Archipelago
the cultures of Dsshàmìkah do not venture forth to explore and conquer new Not strictly a continent but containing enough area to be noted here, this island
lands; it is, indeed, almost as if someone, or something, is actively preventing system (similar in some ways to Indonesia on Earth) begins just south of
them (?) from doing so. Hayakimmèl near the equator and extends from there to approximately the 30th
4.2.1.5. Brhà'nàikh south parallel. Although the archipelago includes eleven islands of appreciable
size, there are also thousands of smaller ones, mostly volcanic in origin; there are
This landmass, situated entirely between 38 and 70 degrees north latitude, is the many active calderas in the chain, all covered in dense jungles and miasmal
reputed home of the Brhà, a generic term encompassing several sapient species, swamps. The temperature is uniformly hot, humid and oppressive, with frequent
all implacably hostile for unknown reasons to the other intelligent races found on tropical storms and more rainfall than any other area on Telostic.
Telostic. In temperature, Brhà'nàikh (berr-HA nAI-keh) is thought to be
Many of the comments made about Hayakimmèl also pertain here; the islands of
considerably warmer than its northern location would otherwise suggest, but its
the Kolochìm (koh-loh-CHEEM) system are presently sparsely populated by
topography and interior ground cover, as well as any civilizations that might exist
primitive and rather xenophobic tribes-creatures, who win a subsistence living by
there, remain a mystery to the outside world. Very few of those foolish enough to
gathering vegetation and by hunting the region's often-dangerous wild beasts.
set foot on its shores have ever been heard from again, and those who have
There is one exception to this pattern: the southeastern extremity of the Isle of
escaped are usually reluctant to try their luck a second time.
Ethéné closest to eastern Rhàavna is home to three fairly populous sapient
Brhà'nàikh is known to have mighty sources of other-planar power, but their kingdoms, who are, however, socially and culturally oriented more towards
location and details, like most other things about the continent, are indeterminate. political and economic affairs on the latter continent.
4.2.1.6. Hayakimmèl The archipelago is notable for its many now-overgrown dead cities and ruin
complexes, and, as is the case with parts of Hayakimmèl, some of these are so
Subcontinental in size, this island extends from the equator to about the 25th well-endowed with other-planar power that at times the jungles themselves seem
parallel in the north and to about the 10th parallel in the south. Hayakimmèl (HAI- animated with magical energy.
ya kee-MELL) is heavily wooded in all areas, with belts of tropical and subtropical
jungle spreading out from the equator roughly 5 degrees in either direction; these 4.3. The History of Telostic
are known to be inhabited by strange and dangerous beasts, clouds of insects and
perceptive observer, in considering some of the data, particularly that
A
savage sapient tribes. Another navigational hazard is the propensity of the waters
around the subcontinent to generate rapidly-appearing hurricanes. pertaining to ancient historical events or events in areas other than Ushù'l,
in the sections that follow, will note that much detail is either incompletely
There are fragmentary records that suggest that Hayakimmèl was, at one point in explained or is absent altogether. This is as it should be, as the sages of
the far past, one of the centres of civilization on Telostic, and may, in some way, the Amyé-Lé-Sàachak are ignorant of much of Telostic's history and
have been related to one of the polar cultures (?). All that remains now are geography for reasons which may be inferred from the information below.
extensive ruins at the north and south extremities of the island that seemingly
"radiate" magical energy, an indication of how favourable the area is for those who Note: The following information is secret and is not to be revealed to any
know the Ancient Crafts. player, since it is unknown even to the most senior scholars of Telostic; it is
included for the use of the Referee only. It is also important to note that the
prehistory given below can be modified at will, by a given Referee; it is,
indeed, only one "interpretation" of Telostic's background.
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4.3.1. The "Forgotten Times" These folk traditions were of considerable interest to the spacefaring races when
they first arrived on Telostic, and latter-day sapientopologists even coined a catch-
It is the conceit of Humankind that Man (and Woman) is the pinnacle of phrase for the beliefs: "The Cult of the Evil Past". By the time that contact was first
evolutionary development. Whether or not this belief is true within the context of initiated with the other races Hàmyé and Arda society had become quite secular,
Earth, it is definitely not true on the interstellar scale– many, many intelligent and the Gods and Demons were not universally accepted as even being real, so
civilizations have risen, dominated their respective environments for a time, and these traditions were treated as merely a noteworthy part of indigenous culture. As
then vanished forever. subsequent events were to show, this assumption was very wrong.
At least 100,000 Earth years ago*, Telostic was a marginally Earthlike planet near Some of the other planets in Telostic's solar system, as well as on other nearby
the centre of the Milky Way galaxy. Like most such planets in the galaxy, it had star systems, had independently evolved sapient races, for example the Arfò on
been visited from time to time by long-forgotten spacefaring races, time-travelers the planet Actain. None of these had yet developed into advanced technological
and those capable of interdimensional voyages– but finding little of interest, these societies, although a couple had progressed to about the level of early 20th-
left few traces of their comings and goings other than inscrutable inscriptions in century Earth. Elsewhere, there appeared to be nothing but animals with, at best,
the ruins which dot the planet. semi-human intelligence.
Telostic, however was inhabited– by entities of pure thought, spirit and energy Mankind and the Brhà had been intermittently at war for three hundred or more
unlike any other life-form that mankind and the other spacefaring races had yet years by the time Telostic and its system were discovered. Although considerable
encountered. The Gods (Rocto-Ardae Khùlshamàshii, kOOL sham ASH shee) enmity existed between the two races, there was at first not much interstellar
and Demons, for want of a better word, were perhaps the oldest** intelligence combat in the Telostician system, because the ancient Brhà could not tolerate an
indigenous to the Telostician star system. They may have evolved on a planet atmosphere thick with oxygen and nitrogen. The Brhà settled on the planet Actain,
other than Telostic (Aeosh, possibly) into the forms they then held, from lesser whose environment was more to their liking, and enslaved the native Arfò, while
beings similar to humans even further ago, but this is just conjecture. humanity and some of its allies settled on Telostic.
At least some of the Gods and Demons seem to have been capable of space There was little of substance to fight over, so battles were short and infrequent.
travel, but why they did not use this ability to leave Telostic's star system and Furthermore, the unwritten code of conduct that had developed over centuries of
travel elsewhere is unknown. Perhaps they simply had no desire to do so, or interstellar warfare prohibited the use of weapons of mass destruction. A city
perhaps they in fact did, but travelled to regions of the universe that were never might be badly damaged by laser bursts from an orbiting spacecraft, for example,
visited by the mortal species. Although possessing great powers over matter and but it could not be destroyed completely by a fusion bomb, lest there be nothing
energy compared to individuals of the spacefaring races, the Gods and Demons left for the victor to conquer. Exceptions to these principles did exist to stain the
were relatively few in number and, having freed themselves from the confines of history of the human-Brhàic war, but they were fortunately rare.
mortal flesh as we know it, had no common frame of reference with which to
communicate with mortal beings. On Telostic itself, the primitive Arda and Hàmyé (in particular the latter– the
diminutive Hàmyé had proven very good at adapting to high technology), at first
looked in awe at the "newcomers", but quickly adapted to the much more
advanced way of life. Still other well known spacefaring races, among them the
About 50,000 Earth years prior to the present (in Telostician time), the space
Bènli, the Lhàashàa-àdyé, the Ca'ùna and the Granàyu, settled other planets in
fleets of mankind, the Brhà (burr-HAH, a dangerous and highly aggressive
the Telostician system, some overtly, some covertly. Some of the non-human
nonhumanoid species, actually an alliance of similar races, from the opposite arm
species that had developed, or acquired, faster than light space flight were allied
of the Milky Way relative to that of Earth) and certain other species reached the
with humanity, finding the Brhà's erratic and short-tempered style impossible to do
Telostic star system. The details of who actually arrived first in Telostic's region of
business with. Most were neutral in the war, but a very few [the Nràfug, (enn-
space are now lost in the mists of history, although some evidence suggests that
RAW-fugg) for example] were at least nominally allied with the Brhà.
the Brhà arrived somewhat later than most of the other races.
It should be noted that the species listed above, as well as those known to the
By this time, a sizable part of the Milky Way Galaxy had been explored and
inhabitants not only of northern Ushù'l and indeed the rest of modern Telostic,
colonized owing to the advent of faster than light travel some thousand years
comprise only a small subset of the number that actually populated Telostic and
prior. However, Telostic's system was far off the most commonly-traveled trade
its nearby star systems; the names and characteristics of most of these other
routes; even at top speed, it was more than twenty-eight years' travel distant from
intelligent species are now lost to history. Undoubtedly many races perished as a
Earth. Its proximity to the galactic core's dangerous radiation, and strange,
direct or indirect consequence of the events that were to follow (see below), but
unexplainable navigational errors encountered when spacecraft approached the
many others may still exist in some isolated enclave or on some far-off planet.
solar system's outer limits, made travel in the region hazardous. Telostic's system
was, therefore, one of the last systems to be explored, and visits were few and far This state of affairs, for the most part quiet with a few eruptions of violence as
between. humanity and the Brhà engaged in occasional raids on each other's settlements,
lasted some two hundred years after the original exploration of the system.
To early spacefarers, Telostic must have appeared almost uninhabited, because it
Mankind, the Brhà and the others examined the ancient ruins on their respective
seemed populated only by two sapient species, the four-legged Arda, native to
planets, wondered who or what had left them, and paid little attention to persistent
Ushù'l and the smaller Hàmyé, another four-legged species found on Dsshàmika.
reports of "hauntings" and other supernatural events as they gradually built up
These two closely related races, both apparently indigenous to Telostic, inhabited
cities and transportation systems. An equilibrium of sorts had been reached, or so
only a small portion of the planet and numbered but ten to twenty million creatures
it seemed. Then all contact with the star systems outside Telostic stopped.
in total.
Neither humanity, nor the Brhà, nor any of the other sapient races then
Despite having intelligence roughly on a par with mankind, the Arda and Hàmyé
established in the Telostician star system, was ever able to determine why the
had not yet evolved civilizations past about the level of ancient Earth's
supply ships from their respective home worlds stopped coming. There were hints
Renaissance. They had, for example, built several large cities and had engaged in
of a victory for one side or another, or perhaps the entry of a terrible new mutual
tentative attempts at wind- and steam-driven sea travel, but had not yet invented
enemy into the war, but no hard evidence. Spacecraft capable of interstellar travel
components of an industrial society such as the combustion engine or the
were dispatched in search of information, but these disappeared without a trace.
telegraph. A few nation-states of the Hàmyé were somewhat ahead of the Arda in
terms of civilization, but even they had not yet progressed past the pre-cybernetic The cause of Telostic's isolation was, in fact, an interdiction on contact with the
age. entire star system, imposed jointly by humanity and the Brhà after the Gods and
Demons of Telostic had intervened to stop a battle between the two species' star
Although most documentary evidence of this is obviously now lost, it appears that
fleets in interstellar space, some two light-years past the planet Zùlon.
while the Hàmyé and Arda were aware of the presence of "entities greater than
them" on and around Telostic, the Gods and Demons did not figure prominently in
their religious systems in the sense of being objects of worship. Quite the
opposite, in fact: the legends of the Hàmyé and Arda spoke of being "liberated"
from gigantic and totally malign supernatural beings by a protective monotheistic
deity of some sort in ancient times.
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Although enemies, both humanity and the Brhà perceived that the Gods of The first inhabitants of Telostic and its sister planets fought desperately to expel
Telostic were a force beyond their mutual understanding, best left to its own the "invading" deities, then struggled with one another over many issues,
devices. Humanity and its allies, and the Brhà and their allies, knew of dead especially whether to allow the continued existence of the mortal races. Those
civilizations whose encounters with superior beings had resulted, millennia ago, in wishing to allow the mortals to live and evolve seem to have won – but how
the total destruction of the "lesser" species. It was, of course, a pity that the permanent their victory was, remains to be seen. Telostic's Gods and Demons
settlements in the Telostician system would have to be abandoned to their fate, also found themselves transformed by the cataclysm; they were considerably
whatever that might be – but Telostic's system was expendable, and this was more powerful than before, and were better able to communicate with the lesser
preferable to the possibility of angering beings such as the Gods and Demons, races. However, most of the Gods had somehow been ejected into a number of
whose motives were unknown but whose powers were undeniable. The interdict parallel dimensions, which placed severe limits on the circumstances under which
covered all space twenty light-years or less from Telostic's main sun, and it was their powers could be used, and they now had the newly-arrived "alien" deities to
respected not only by the two warring races but by the others as well. contend with.
As a sidenote, it is interesting to observe that in setting the boundary of the After what had just transpired, most of the Telostician system's eldest inhabitants
interdiction zone, the spacefaring races included not only the Telostician system actually wanted to have as little as possible to do with the mortal races. Some of
but also several other, marginally explored star systems – a few of which were these great beings, as well as a very few of the alien deities that the original Gods
known to include habitable planets – that were close enough to have been had not been able to wholly expel from Telostic's dimension, though, gained a
reached even by spacecraft without normal deep-space travel capabilities. A few taste for intervention in mortal affairs: these are the entities now termed "Gods" or
desperate, one-way attempts seem to have been made to travel to the nearby "Demons" on Telostic.
systems after the interdict and cataclysm (see below), but the ultimate outcomes
of these voyages are now unknown. Another interesting facet of this period in Meanwhile, the perhaps ten per cent of the original spacefaring colonists of the
Telostic's history is that the adherents of certain modern-day religions claim that Telostician system who had survived the disaster, emerged to gaze on an
some of the "lights in the night sky" – corresponding to the locations of some of environment radically different from the one they had come to know. Radiation, or
the nearer star systems within the interdiction zone – are the dwelling-places of some other similar force, had changed the physical characteristics of a few of the
one or more of the Gods and/or Demons. original spacefaring races. For example, the Brhà were now able to tolerate
human-style atmospheres (although not, it seems, some of the diseases found in
Eventually, the Brhà on Actain (or was it human forces from Telostic?) devised a them), while other races were diminished or wiped out altogether. The Brhà found
plan to determine what had caused the break-off of communications with the that their new abilities came at a steep price, as they had been done serious
outside star systems. Several of the remaining Brhàic spacecraft capable of genetic damage by the cataclysm; their reproductive rate fell drastically and only
interstellar travel were equipped with the most deadly weapons available and were the most stringent and ingenious measures ensured their survival as a species.
ordered to fly in ever-widening circular orbits from Actain itself; anyone, or
anything, disputing their transit was to be blasted from the sky, rules of warfare Furthermore, there were now a number of previously unknown intelligent species
notwithstanding. in Telostic's solar system, the result of the opening of the interdimensional "gates"
mentioned above. All but a small fraction of the latter found themselves as
What happened next can only be guessed at. Apparently, the Brhàic space fleet trapped in the Telostician system as were its original mortal explorers, because for
encountered either one or more of the Gods, or one of the interdiction fleets, and some unknown reason, most of the interdimensional nexus points allowing
became embroiled in a battle. Something– perhaps one of the forbidden "planet- ingress to Telostic and the other planets made egress difficult or impossible.
wrecking" anti-matter bombs that the Brhà were rumoured to have retained a Some of the new races could not find habitable places to live and therefore quickly
stockpile of– ? caused an outer-space explosion of catastrophic force. Huge solar became extinct, but many settled on one or more of the planets in Telostic's
flares erupted from both the Day and Night Suns; several planets were smashed system, resigned to whatever future fate had in store for them.
into pieces and the orbits of most of the others were seriously disturbed. The
atmospheres and biospheres of most of the planets were suddenly changed by The few remaining spaceworthy starships that were dispatched to get help either
massive bursts of radiation, and the civilized portions of the inhabited planets disappeared altogether, or reported being repelled by a totally impenetrable "force
were almost completely devastated; the very spatio-temporal continuum seemed field" enveloping the entire solar system. The Brhà, being one of the only races
to buckle and warp. Strangely, explosions, earthquakes and other upheavals with an appreciable number of operative spacecraft of any type, used most of
continued for some time after the initial shock wave from the detonation should them on an invasion of Telostic, as most of Actain had become uninhabitable to
have subsided. The surface of Telostic was affected as were the other planets– them after the detonation. Most of the Brhàic fleet, carrying not only the Brhà
whole continents sank below the waves, new ones were pushed up and themselves but the forefathers of modern Telostic's Arfò as footservants, crash-
earthquakes, volcanoes and other geological disasters of unprecedented landed on the continent now known as Brhà'nàikh, but it was a one-way mission
magnitude struck the planet. and the Brhàic interstellar space fleet soon became useless. Being unaccustomed
to the microbes that were omnipresent in Telostic's atmosphere, however, most of
The force of the explosion was such that the space fleets enforcing the interdiction the invading Brhà died soon afterwards of diseases, and this problem troubles
zone reported, life in the Telostician system must have been extinguished– but the them up to the present day.
interdict remained to err on the side of caution. Whatever caused such destruction
would be left alone until man, the Brhà and the others could address it as an The physical infrastructure of the highly specialized technological societies of the
equal. This was, perhaps, a case of force majeure, as now the outside galaxy's Telostician system was in ruins, with little chance of complete repair. Although
inhabitants discovered that someone, or something, was impenetrably barring their natural resources had been largely unexploited, Telostic and its sister planets
their access to the Telostician system. Space-probes and other devices sent and moons had never been a major centre of interstellar manufacturing, and
towards Telostic either disappeared or were instantly transported to the other side almost all of the industrial centres that might have made it possible to fully re-
of the interdiction zone, yet Telostic's two suns, planets and other heavenly bodies establish civilization had been destroyed. In spite of all these difficulties, after a
were still clearly visible. short period needed to assess the damage, the intelligent mortal races of the
Telostician system did manage to restore a semblance of the civilization from
which they had just been cut off. While interstellar space flight was now nearly
impossible, some traffic between the various planets and moons of the Telostician
In fact, it had only been by the efforts of the surviving Gods and Demons – and system was restored, interplanetary trade of a modest sort was resumed, and
also of the greatest of the Khùl-Algrenàthi'i (see Book "G") – that anything at all gradually, the lights of the great cities came back on, albeit at a fraction of their
remained of Telostic and its star system. At first striving mightily, and mostly former glory.
successfully, to stabilize the Telostician star system against the aftereffects of the
explosion, the Gods, Demons and Watchers discovered that the shock of the
blast on the fabric of space and time had opened rifts or "portals" to several
previously unknown dimensions and universes. Some of the latter were inhabited
by sapient entities, and for a brief time after the explosion until the Gods and
Demons were able to limit access, Telostic's planets were again visited by an
influx of immigrant beings. Most of the newly-arriving creatures were more or less
on a par with mankind and the Brhà, but a few of the invaders were mighty, alien
and hostile entities% on a par with the Gods and Demons themselves.
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For a period of perhaps three to five centuries, the societies of the Telostician By the time the spacefaring races had reached Telostic, the relatively simple
system existed as a kind of self-contained "mini-cosmos", with travel outside the industrial techniques that could, perhaps, have lifted the planet back to the level of
interdiction zone mysteriously barred and unbreachable even by the best late 20th-century Earth, had been long forgotten and abandoned in favour of far
technologies man and the other races could devise.% %% Expeditions were more advanced post-cybernetic technologies. Unfortunately, the post-cybernetic
dispatched to some of the nearer star systems within the interdiction zone; some economy relied upon highly specialized supplies and materials, and these were
of these may even have found habitable planets and started colonies, but the precisely what was now unavailable. As complex technology gradually became
distances were too great to make regular travel practical with the types of more and more unreliable, the societies on Telostic and most of the other
spacecraft that could now be constructed, so gradually contact with the other inhabited planets regressed; one by one, the cities were abandoned, the power-
systems was lost. Within Telostic's own solar system, the conflict between generating stations were allowed to run down, the starships were grounded
humanity and the Brhà was still theoretically in effect, but both sides had much because interest had been lost in communicating with other worlds, and the high
more serious problems to confront than each other, and the conflict slowly technology that had caused the cataclysm became thought of as "evil".
degenerated into a kind of "cold war".
More as a result of hopelessness than of lack of ingenuity, mankind and all the
Why this second mini-flowering of the technological civilizations of Telostic's star other races began to slip back into barbarism in the pursuit of survival. Pockets of
system eventually withered and died is a mystery. One possible explanation is the resistance to an agrarian way of life became identified with the evils of a
exhaustion of certain rare elements needed as fuel for space propulsion; another technology that had brought great suffering. One by one they disappeared,
is hopelessness at being cut off from the rest of the galaxy, while yet a third sometimes by violence but more often by disillusionment, as even the most
involves the slow degradation of planetary environments caused by increasing modest attempts at re-establishing industry foundered due to critical shortages of
populations. Among all these theories, however, one in particular stands out. raw materials and of "low-tech" engineering skills. This process did not happen at
a uniform pace over the entire planetary system, and a few die-hard believers in
Somehow, in a process that slowly waxed over the centuries, the dimension in the old ways left their prized technologies running "on auto-pilot", as they cast a
which Telostic and its sister worlds were located started to drift between last, sad glance at the sophisticated civilization they were leaving. Some of these
"realities". In the universe in which Telostic and Earth evolved civilizations, the machines still function after all the eons that have passed, although Telostic's
laws of cause and effect favored technology over paranormal, or "magical" modern inhabitants have long since lost the ability to understand and take
abilities. In other universes, the opposite was the case. Possibly as a lingering advantage of them, of course.
aftereffect of the explosion, the Telostician system began to drift from the former
into the latter. This may or may not have been entirely caused by the Gods, The sense of futility at re-establishing progress, moreover, changed gradually over
Demons or other supernatural beings, but they do not appear to have attempted to the long years to a sense of fear and dread. Human establishments moved further
stop it, if doing so was in fact within their powers. and further away from the shadowy towers of the ruined cities, until, after centuries
or maybe millennia, the past had, save for a tiny handful of unrepentant scholars
and for word of mouth legends, been forgotten entirely. A new Dark Ages, perhaps
ten or twenty thousand years, fell over the Telostician system.
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Yet, it is said, throughout this time and the millennia to follow, a tiny handful of Note: Although most of the Watchers who found themselves outside the
semi-immortals, endowed with near-godlike powers, has attempted to keep the interdiction zone at the time of the Cataclysm, would have – at least for a time –
knowledge of Telostic's past, and the hope of its future, alive. These are the been individually able to resist the Web of Reticuluum, survival in such forlorn
Watchers (see Book "G"). surroundings would have been an unhappy prospect. It appears that for this
reason, virtually all of the Khùl-Algrenàthi'i who had the means, chose to throw
[*] The setting of Shakhàn in terms of contemporary human history may thus be their lot in with humanity and are now far outside the galaxy. This was indeed
considered to be far in the future, relative to 20th-Century Earth time scales. It fortunate for humans and their kindred species, because it was only by the self-
should, however, be borne in mind that the cataclysm may well have disrupted the sacrificing efforts of certain great Khùl-Algrenàthi'i, in titanic battles now lost to
normal space-time continuum; so where the Telostician time/space dimension is, recorded memory, that the Web was held at bay long enough for the space-arks to
compared to that of 20th-Century Earth, is unknown. One theory, advanced by an make a clean getaway. Those few Watchers who were unlucky enough to be
early post-Cataclysm scholar named Tytus-Mènkos-Chorò, was based on stranded within the Milky Way are now either dead or, perhaps, are sleeping in the
observations of relative stellar positions; this held that Telostic's dimension had special state of suspended animation that these great beings are known to
been thrown back by more than 200,000 years into the past. Since travel outside exercise.
the restricted zone proved impossible, it was equally impossible to prove or
disprove this theory, and in any event such hypotheses are far beyond the 4.4. The Known History of Ushù'l
scientific abilities of "modern" Telostic's scholars. ecorded history on Ushù'l, at least insofar as certain partly deciphered
[**] This is open to debate. A few teams of pre-Cataclysm Bènli and Hàmyé
archaeologists working in Ulschéshòsh and southern Rhàavna claimed to have
R languages are concerned, extends some 10,000 years into the past,
although obviously the actual dating of such recondite and crumbling relics
is highly suspect. There are hints, particularly on the Isle of Sherdonèl and
discovered remnants of at least two different indigenous, technological societies
in the timeworn ruins of an unknown civilization to the southwest of the Vhàman
from the distant prehistory of Telostic (over 75,000 and 340,000 Earth years prior
Oblé, of still older sapient cultures on the continent – but as yet, none have gained
to the then-current times, respectively). The little available evidence suggested
any meaningful insights as to their histories or inhabitants.
that some kind of destructive war, perhaps a thermonuclear holocaust, had
destroyed the more recent of these two civilizations; the cause of the earlier one's Some, particularly the more erudite savants of the Temple of Vìrya Nìa, Patroness
downfall was never clearly ascertained. of Knowledge and Philosophy, have concluded from this that at one time, Telostic
had attained a level of technological and intellectual development that it now has
Fossilised body remains found at the sites of the 75,000 year-old civilization
only a small fraction of. Unfortunately, no-one knows what creatures may have
showed a distant relationship with the then-current Hàmyé and Arda, but there
been the owners of this civilization, but it is thought that their identity, and
were no identifiable skeletons at all found around the older civilization's ruins – so
evidence of their fate, may be recorded in the ice-buried cities of frozen
what manner of creatures built and inhabited it was never determined.
Ulschéshòsh. Based on admittedly fragmentary evidence, one faction of the
Interestingly, in the case of the more recent of the two lost civilizations, pre-
Temple of Nìa has formed the theory that the "Departure of the Ancients", as it is
Cataclysm archaeologists uncovered fragmentary depictions of battles between
known, was in some way forced by the Gods that are now worshipped by the
armies of quadripedal humanoids (akin to the Hàmyé or some other similar
common folk. This is only one way of accounting for why such an advanced
species) and two gigantic, alien beings: one, a multi-limbed, ebon-black creature
culture would disappear, but it does fit nicely into mythology and religious
reminiscent of the "Ancient One of Nightmares" (see Book "D"), the other, a
teachings.
finned, fire-breathing, dinosaur-like monstrosity. (The latter two entities are,
incidentally, only the most frequently-depicted such beings, but there appear to The handful of explorers who have survived expeditions to and from the dead
also have been others – for example a winged, multi-headed horror similar in cities of lost eons have, in most cases, remarked upon evidence of some event, or
some ways to the Ràan Tsìyah of ancient Ushù'l legend – perhaps these were series of events, of scorching energy and great violence having left its mark on the
Demons? But if so, how did they appear on Telostic prior to the Cataclysm?) mute ruins. It may not have been the Gods Themselves who in fact did this, but
Evidently, the inhabitants of this early culture lost the struggle, if this was, indeed, They, along with a few other divine or supernatural entities, are the only known
what caused their eventual downfall. agency that could easily effect such a catastrophe. In any event, it certainly seems
that at some point in its distant past, Telostic was much less oriented than it is
All of this research ended with the Cataclysm, of course, and if any of the
today towards "magic", as the untrained have come to regard the exercise of
archaeological sites involved survived that catastrophe, they have not been visited
psychic and supra-phenomenal mental powers, and more oriented towards
for many thousands of years.
advanced technology.
%] These are now referred to in the religious theories of Ushù'l as the "Removed
[%
There is also a rather sinister twist to this theory that has gained popularity with
Ones".
many of the Temples – that Telostic's ancient technological civilizations were
%%] Though this was of course not known, even a successful attempt to escape
[% somehow "imposed upon" or "intruded into" what had previously been the
from the interdiction zone would have been to no avail. Some five hundred and unsullied realm the Gods had enjoyed since time immemorial on the planet's
fifty Earth years after the explosion, the human, Brhàic, Khlìng, Ròm, Khàrdas and surface. If true, such arrogance on the part of mankind and, by implication, at least
almost all other star empires outside of Telostic's systems were infected and later some of the other sapient races, would clearly justify the punishment the Gods
annihilated by the Web of Reticuluum, a parasitic species whose intelligence was might have inflicted upon Their swaggering and foolish mortal subjects. All of this
in some ways greater than, but of a completely alien and incompatible nature to, is, of course, only speculation – but "however distorted be the viewing-glass, the
that of the other races. With the possible exception of the Khùl-Algrenàthi'i, the light of Truth yet is discernible to those of reason", as is said by the learned of the
nomadic, predatory Fanged Howlers are thought to have been the only semi- Amyé-Lé-Sàachak...
humanoid species to have withstood the Web's two thousand year onslaught –
A peculiar feature of history, as it is perceived by most students of the subject, is
and then only because of their vicious fighting abilities, small numbers and elusive
its division into "Ages", some spanning many thousands of years and some
habits. A small number of human space-ark ships are thought to have escaped
including but a few. The Ages are apparently meant to explain why some periods
this disaster, fleeing the Milky Way for other galaxies; the fate of the Brhà, or the
of history have witnessed many powerful acts of sorcery and the ascendancy of
other intelligent creatures for that matter, is unknown. As far as Telostic itself and
certain of the Gods, while others have been relatively magic-poor and dominated
its sister planets are concerned, the Gods and Demons may have simply deceived
by other deities.
the Web into thinking the Telostician system was uninhabited, or perhaps they
protected the star system from the Web by preventing contact with the outside star 4.4.1. The Khùl-Algrenàthi'i
empires after the "infection" began.
The Age system also plays a part in the complicated and obscure legends of the
Since the Web of Reticuluum is a non-technological intelligence (despite this, it Khùl-Algrenàthi'i (kool-ahlgrenAHthee-ee)1 or "They Who Watch the Many
has a limited ability to use technology invented by others), any spacecraft that Planes", in the Telostician context. The Watchers are a group of nearly immortal,
could now somehow contrive to leave the Telostician system would encounter a semi-divine sapient beings, most (but apparently not all) possessing an Aablùshyé
terribly dark, silent, cold and lonely galaxy full of time-worn ruins, some containing (aw-ah BLOOsh yay) or "Pendant2 of Ruling in Glory Over Reality", supposedly,
the Web's dormant but still lethal spore-pods. The only spacefaring species that some sort of extremely powerful magical or technological artifact. For more
would ever be encountered (and the chances of this would be remote) is the information on the Khùl-Algrenàthi'i, please consult Book "G".
Fanged Howlers, and they would be just as likely to regard a human or Brhà as a
trophy as they would be to befriend the latter. 4.4.2. The First Age (The Unknown Years)
The First Age of Ushù'l's history includes dates and events which are now lost in
the mists of time. Much of what is said to have happened during this period is,
obviously, highly speculative, and may be mere legend or conjecture.
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During the First Age, and indeed most of history prior to about 3000 BU, the After at least 400 years of uninterrupted rule (and possibly more than that – the
climate of Ushù'l north of the equator (in particular regions north of the Nòlan records are unclear) the descendants of Thàelia saw her theocratic civilization
Oblé) appears to have been significantly colder and somewhat wetter than is now crumble into obscurity, but not before the passionate followers of Hé and the other
the case. During this period much of Màhag, for example, was more habitable deities had fled devastated Sherdonèl in all directions, spreading their respective
than it is now, while conversely civilization lagged in the northern regions as the gospels to the rest of the sapient population of Ushù'l. What these prophets had in
growing season was too short to sustain a large population. Temperatures seem common was the realization that their aims, radically different though they were,
to have started to increase, and precipitation to decrease, around the 30th century could only be accomplished through the establishment of civilization and the
BU, although this trend may now be tapering off. codification of knowledge. It is not known with any certainty how many of the
modern religions had their origins in the downfall of the Ebon Empire, nor if all
The First Age is said to have ended approximately with the fall of the Ancient who did thus originate have been accounted for.
Mahàgi Empire.
4.4.2.2. Ancient Màhag
4.4.2.1. The Ebon Empire
It was to be about one thousand years after the Ebon Empire that the next
Some ten thousand years ago, by modern reckoning, a female child (possibly significant example of civilization was to arise, this time in the fertile savannas of
more than one child– it appears that historians may have confused two or more what is now the centre of the Great Mahàgi Desert. In these times, it is thought,
different persons in the figure called "Thàelia"), possessing certain extremely the Mahàgi region was mostly verdant and fertile, in contrast to its now-barren
unusual mental powers, was born to an impoverished rural family in what is now wastes.
the island of Sherdonèl in the Great Sòtbarann Sea.
The earliest records in northern Ushù'l tell of a great empire which dominated
From the start, the girl displayed psychic abilities which, by the age of ten, had her what is now the Great Inland Desert of Màhag to the south and west of the Nòlan
left alone in the wilderness to die. Ten years later, the girl returned to her tribe fully Oblé and that empire's gradual rise to splendor over the span of some twelve
grown, announcing herself to be the prophet of a deity she identified as Vìrya Hé, hundred years. Màhag was known for many-turreted, graceful cities, mostly now
Mistress of Ebon Night (perhaps an archaic version of the modern Rocto-Ardae buried forever beneath the desert alluvium and stern frontier fortifications and
Vìrya Hé-Enriath, although this is uncertain – and there are aspects of the walls; remnants of some of these can still be seen, particularly in the foundations
teachings of this ancient religion that are dramatically different from those of the of many buildings of the modern Meshonian Imperium.
modern Temple of mighty Vìrya Hé-Enriath; for example, it seems to have been
opposed to human sacrifice, and bears more resemblance to certain modern Inspired by the ambiguous and ascetic teachings of a religion similar to that of the
faiths of the Rocto-Ardae Khùl-Mhazàshii than to the Khùl-Nolgùn). When modern deity Væran On (Master of Nothingness, Principle of Grey on Grey), there
challenged by the tribal chief, she turned the latter to stone with a wave of her arose a crusading nomadic chieftain named Azi'ìr, who in the space of less than
hand, a feat which she was to repeat with fearsome effect several times in the fifteen years, had crushed his enemies and established the first dynasty of the
future. great Mahàgi Empire. During Azi'ìr's own life, the Mahàgi Empire expanded in
every direction, and it established a "golden age" of literature and science. The
The priestess, later to be known as Thàelia the Great, established herself as the earliest written records that are available in any quantity were written in the
undisputed ruler of most of southern Sherdonèl, before her death around the age Archaic version of the Mahàgi script, and date to about the middle part of Azi'ìr's
of forty-seven. Thàelia's age at death is one of the few facts about her that is life. Before the great Emperor had died, he had built cities with towers in the
known with any certainty – which is difficult to reconcile with other records that honour of his god that seemed to reach to the sky, the beginnings of a road
speak of her having been born around 10000 BU, nearly four hundred years system that partly survives today, and, most importantly, a stable society based on
earlier. Perhaps the name "Thàelia" was used in a dynastic sense and referred to organized trade and the rule of law.
an entire line of priestesses, rather than just to one person.
It may have been a coincidence that the early Mahàgi Empire was blessed by a
Far more important for historical purposes, however, was the establishment of the succession of capable rulers, the first of which was Azi'ìr's own son, Anvar. During
cult of Hé as the official religion of Thàelia's "empire". During the dynasty she Anvar's rule, and continuing for some four hundred years afterwards, the Mahàgi
founded, the religion began to keep the first written records of day to day events Empire expanded until it was checked by the evil realm of the Black Plains
that are known to modern scholars. Unfortunately, few of these remain, but (evidently a force to be reckoned with, even at this early date– although who, or
amongst those that are available, there is noted an event of great importance. In what, was in control of the Black Plains, is now unknown) in the far west and by
the seventh year of the reign of the one of Thàelia's descendants, thought by barbarian tribes in the far east. The latter eventually proved to be so serious a
modern historians to have been around 9550 BU, a junior priestess of the church problem that one of the later Mahàgi Emperors, Omhr XIII, laid the foundations of
of Hé, whose name is now lost, is known to have been tortured and executed for the Great Wall that now separates the Meshonian Empire from the wilds of the
claiming to have made contact with another deity. This being, giving its name as Wàsch.
Nìnia (neen-YAH), is believed to have been an ancient form of Nanyë (nan-YAY-
eh), Vìrya of the Shining Blaze of Glory. All during the period of expansion, and during the nearly thousand years of stable
civilization which were to follow, the Mahàgi Empire attained heights of culture and
According to the story, the priestess had, furthermore, mentioned the existence of science which had not been seen since the original downfall of mankind, and
several other deities, ultra-powerful creatures of spirit and energy engaged in the which have seldom been seen since. Masterpieces of poetry and music became
struggle for the control of mankind's souls. Although these revelations were commonplace amongst the fare of the elite, and even the commoners shared in
initially suppressed, they eventually leaked out of the upper levels of the church the spoils: the tribute that Màhag exacted from its far-flung provinces kept taxes
and engendered a religious schism which, after a prolonged period of bloody civil low and food supplies plentiful. The motions of the planets and stars were
war, brought down the Ebon Empire. Fragmentary evidence remains that during analyzed, and a complicated, yet apparently accurate, system of astrology was
certain of these conflicts, some of the deities Themselves, or more likely Their derived from them. A measure of religious tolerance was also present, for,
servitors, may have intervened directly in the fighting, particularly during the last although the worship of Azi'ìr's own deity was the most popular faith, the diversity
phase which saw destructive forces unleashed that rendered large areas of of the Empire demanded the accommodation of those religions not obviously
Sherdonèl uninhabitable. hostile to the goals of the state.
Two things, however, are clear: Some of the deities mentioned by the luckless In the later years of the Empire, during the reign of Hâq-Shéhùr IX, that another
junior priestess seem to have been removed from Telostic's dimension by the event of cardinal importance happened. For thousands of years, men and the
fighting. Of those that survived and who appear later, there appears to have been other sapient races had realized that they could draw upon the mystical powers of
agreed upon some sort of a resolution or pact to forebear from intervening directly the deities and thus perform feats of "magic". In order to do this, however, almost
on Telostic's plane. This is by no means a hard and fast rule, as those foolish complete personal and mental devotion to the deity concerned was necessary.
enough to anger the deities will learn to their sorrow, but generally, the Gods and
Goddesses have apparently made up their minds to confront each other only
under conditions removed from human ken.
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One day, a man of strange comportment and appearance appeared, seemingly During this period, there also came to pass many subtle, yet significant, socio-
from nowhere, at the court of the Emperor, and requested an audience with Hâq- economic changes which were to influenced the later course of Telostician history.
Shéhùr. The request was denied, but as the court guards came to take the visitor Unlike many other aspects of the old Mahàgi Empire, its system of trade and
away for the summary execution meted out to intruders, he pointed his index commerce did not die with Màhag. In spite of myriad dangers encountered on the
finger at them and loosed a lethal flash of lightning. Instantly the guards were long trade routes between centres of population, merchants plied their businesses
reduced to charred heaps of dust, as were the next sixteen sent out to replace with increasing vigor. By roughly 6500 BU, land trade routes reached from north of
them. The stranger again requested an audience, which was this time hastily the Nòlan Oblé all the way to Hà'alàam in the south, and from Màchtily in the far
arranged, at which the fascinated Emperor watched the man perform magical west to Elìkar-Sànto in the east. In a more sinister development, the shadow of
feats which were not only far more powerful than anything his priests had been the Black Plains, controlled by a now-unknown power, lengthened in the west and
able to accomplish, but which were also of a type and flexibility unlike anything eventually claimed all the original lands of the Mahàgi Empire.
previously known.
4.4.3. The Second Age (The Times of Mysteries)
Legends go on to say that this "magic-user" introduced himself as a Watcher, the
leader of a group of sapients who, with the aid of certain semi-demonic entities The passing of the ancient Mahàgi Empire was followed by a five hundred year
and ancient devices, had learned how to use "magic" completely of their own period now referred to as "The Age of Mysteries", also known as the "Second
accord. His offer of service, supposedly needed by Màhag against a threat now Age".
lost to the pages of history for a good fee was, understandably, quickly accepted.
The Second Age is most widely known as the Times of Mysteries due to the
Thus was the mysterious and powerful Great Brotherhood of the Antratschèldor-
influence of the God Ya-Epré, Væran of Astrology and the Mystic Arts. According
haii first revealed to the world.
to legend, some of the events which transpired during this period are held to have
The reasons for the downfall of the Mahàgi Empire are still not clearly understood been set in motion by mighty Ya-Epré in an effort to mold the world of the future in
and are the subject of considerable debate in modern times. There are, of course, His own image, one which "will find a place for all enemies in mutual annihilation"
some factors which are relatively easy to identify. By about 7656 BU the Empire (?). During the Second Age, many of the legendary feats performed by the great
had overextended itself, particularly in its campaigns north of the Nòlan Oblé; the magicians and warriors of antiquity occurred. Among these, modern scholars
cream of the Mahàgi army was annihilated at what is now Vàli-Pas around 7650 count the stories of:
BU, and nature also played a part, destroying the Empire's agricultural base
beginning about 7233 BU. Although these events were stressful to Màhag, they • ......Equìrah, a mighty sorcerer of what is now Mesho who constructed the first of
were nothing that had not been overcome previously. Furthermore, and unlike the Three Towers of the Vortexes that still stand, mute and crumbling, in
many future Empires, there is no evidence to suggest that Màhag's later Emperors that land today (no-one knows who built the other two);
and Empresses were significantly less capable or virtuous than their • ......Qlànu-Lé'Hnàyu, Blue Son of Black Night, a member of the Khùl-Algrenàthi'i
predecessors. Gradually, the Empire contracted and cut its losses in the more who is said to have contested and vanquished a Demon to rescue his
remote of its territories and protectorates, and in so doing was able to resist its betrothed;
eventual fall for another hundred and fifty or so years.
• ......the patron of thieves, Bréhru, who stole the fabled Twenty Shimmering
The end of the Empire was presaged by the wholesale rout Màhag suffered at the Crowns from an now-unknown deity;
hands of Hà'alàamite tribesmen at Trasvùu in about 7063 BU, but it was not until
the devastating plagues suffered by the urban centres of the Empire later in that • ......the conjurer Gnétrùtha and how he was forced to inflict those of his lineage
year that the desert began to close over the cities' tall, curved minarets. It has with a unique curse, in order to gain immortality for himself;
often been alleged, but never conclusively proved, that these plagues were the
result of a curse or other supernatural attack – a charge that is certainly borne out and countless others.
by their exceptionally unpleasant symptoms. According to the few accounts that
The veracity of these tales is, of course, open to question, but it certainly seems
have survived the millennia, victims seemed to develop wounds which resembled
that during this epoch Telostic was much more in the grip of magical power than it
the bites made by savage animals; death would invariably follow within a day or
is today.
two of the appearance of these manifestations.
Another interesting series of events that allegedly occurred in the Times of
Almost immediately the Mahàgi cities fell silent and were shunned as places of
Mysteries is the "finding" of many of the Pendants of Ruling in Glory Over Reality
evil and death. Within a hundred years, the Empire crumbled to nothingness. The
by beings now known as the Khùl-Algrenàthi'i; it is said that the Age saw three
ruins of some of the Mahàgi cities still exist, now nearly covered by the sands of
ordinary sapients become Watchers by discovering, quite by accident, Còs
the trackless wastes of the modern Great Mahàgi Desert and haunted, it is said,
Nchòsti ("Invisible Pendant"), Còs Njwma ("Pendant of Orange") and Còs
by the spirits of those who died in the plagues and possibly also by those that
Oradwàuy ("Pendant of the Deep Sea Blue") in the years from 6074 to 5656 BU.
inflicted them.
The Second Age was, in historical terms, a fairly brief period, but it produced
4.4.2.3. The Post-Mahàgi Empire First Age
many notable and spectacular events up until it declined around the 5th Old (e.g.
In the approximately 1500 years that separated the last years of the Mahàgi BU) millennium.
Empire from the first of its next great successor, there arose a number of petty
4.4.3.1. Amplaë
kingdoms and minor Empires throughout the known world, some even appearing
north of the Nòlan Oblé as roaming clerics finally began to make headway in Written descriptions now available of the legends of the Age of Mysteries were
bringing civilization to the barbarians. Too numerous to describe individually, almost all recorded by scholars of the Empire of Amplaë, a small state located just
mention should be made of two of these states. south of the central Nòlan Oblé that perished in the "Fourth Cataclysm", a series
of disastrous seismic events, in 5617 BU. Amplaë was unusual in that it was
The Kingdom of Elìkar-Sànto, a medium-sized nation located at the far northern
apparently dominated by magic-users and other dabblers in the supernatural. In
end of the Wàsch, is notable for its development of sea travel. Voyages of the
particular, it is in this Empire that the first certain evidence is found of worship on
violent and unpredictable Telostician oceans had been abandoned since the
Ushù'l of modern forms of the Gods, mighty interdimensional beings of inscrutable
original downfall, but it now seems fairly certain that during the zenith of its
motivation whose fortunately infrequent interventions on Telostic's plane require
development, Elìkar-Sànto was able to establish maritime trade as far south as
respect and devotion by the lesser races. There is substantial reason to believe
Ròned Hadìn. It also may have sent at least one expedition to Dsshàmika or
that mankind's first contact with these same powerful entities predated the Empire
another of the unknown continents across the great eastern ocean. Another
of Amplaë by thousands of years, but no firm proof of this now remains.
historically notable state which flourished during this interregnum was the
"Heavenly Confederation of the Ever-Flowing Zin-Yìra", whose importance lies in Amplaë was the seat of a religion obsessed with astrology and fortune telling. The
the fact that it is the basis of the mighty Cantienese culture which would arise deity most involved in this is thought by many historians to have been an ancient
much later. representation of the modern Rocto-Ardae Væran Ya-Epré, Master of Magic and
the Planes.
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4.4.3.2. The Oshànt KhùlShamashèl The latter description does not, as might be inferred, denote real tranquillity, as
the known world encountered its expected share of wars, natural disasters and so
It is said that the greatest priest of Amplaë, Fzù-ai-Agròn-é-Asé-Agràia-òn- on. Rather, this period experienced a gradual but severe reduction in the
Ma'Tkòrpu XXII, wrote a complete and accurate account of all the events that effectiveness of "magic", particularly when compared to the previous Age of
would befall Telostic "until the mighty Gods and those whose power is craft shall Mysteries. Why this occurred is not clear, but the accessibility of power from the
meet in the final struggle" (?). This tome is, unfortunately, now lost, but fragments Planes Beyond is known to have waxed and waned over the centuries, and the
of it can be seen in the Third Archive of the Vasadràya Collection in the Imperial Third Age appears to have been one of the least magically-influenced periods in
Museum in Sanite, Mesho. A companion work to the above, also allegedly the history of Ushù'l.
recorded by Ma'Tkòrpu, deals with the details of the Gods Themselves.
The Third Age was not dominated by a small number of great empires as had
Much more of this, the Oshànt KhùlShamashèl ("Holy Book of Our Divine been the Age of Mysteries and Ancient Màhag. Instead, it was a period that saw
Masters"), has survived to the present day, albeit in somewhat corrupted and the slow spread of civilization from the areas between the Nàrhon and Nòlan Oblé
abridged form. It is said to have originally comprised 256 folios of 24 verses each; to outlying regions. This was hastened by the caravans of the Vhàl-V'àvna (or,
of these, most modern versions contain no more than 180 folios with a few secret "Ancient and Fraternal Society of Commerce"). The existence of this association,
copies including up to 216). which today has considerable political and economic power in almost all the
modern states, was formally declared in the city of Gemba Amplaë in 5043 BU in
The Oshànt KhùlShamashèl identifies 18 major deities and numerous lesser the Hàl-Bé-Miykàli ("Code of Honourable Profit").
supernatural beings, grouping Them in various categories according to Their
philosophies and the order in which They came into being in the universe. How The Vhàl-V'àvna in theory represents all who gain their daily bread from trade,
Ma'Tkòrpu, or whoever assisted him in writing the Holy Book, gained insight into particularly if carried out by means of travel. It has some of the characteristics both
these matters is not known, although curiously credit for having discovered many of a trade guild and a secret society, and is almost unique in being a non-
obscure details is given to "the wise bearer of the Crystal Pendant"(?). governmental, non-religious organization with an ability to exercise power and
influence across the borders of states and empires. (The only other groups that
4.4.3.3. Heshìga have anywhere near this type of power are the Brotherhoods of the
Another Second Age culture worthy of note is that of the Heshìgan (heh-SHEE- Antratschèldor-haii and the priesthoods, and the former at least tend to remain
gann) Empire, which dominated an area in extreme north-west Ushù'l now sunk aloof from the affairs of state.) The Vhàl-V'àvna is also one of the oldest agencies
beneath the cold waters of the Bight of Heshìga on the Mùya Ssòlh (Ocean of of civilization on Ushù'l, and although knowledge of this time is now lost, its early
Tempests). history may predate even that of the Third Age.
Heshìga, a state founded and dominated by the Arda and Hàmyé, is remembered Aside from its effects on trade, the Vhàl-V'àvna left another mark on history during
partly for its advanced arts and sciences, second in development, it is thought, the Quiet Years, namely the construction of the first of the great "Ways" (the term
only to ancient Màhag. It is also known because its few surviving records tell of is similar to the Latin via or French voie) that now link most of Ushù'l's major
wars its armies fought with the dark forces of the "Black Plains". empires. These flagstone and macadam highways [Rocto-Ardae "muysùikh"
(mwee-SWEE-keh)], usually about 18 metres wide and raised two to three metres
In these now-crumbling scrolls and tablets, the scribes of Heshìga describe the from ground level, were originally devised to provide a reliable surface to support
rise of "a noxious peril which feeds on the antithesis of souls (?), whose shadow the wheels wagons drawn by the common Fefìtsma-beast (a yaklike herbivore, too
darkens even the bright-illumined desert" and the desperate thousand-year slow to ride into battle but good at tasks of heavy burden). In later years, they were
struggle of their Empire to drive it back from whence it came. As near as can be expanded to include regular waystops where traveling caravans could find
deduced from the fragmentary evidence now available, the "Black Plains" were an provisions and a measure of protection from bandits. Unfortunately, fragmentation
isolated area of south-west Màhag totally enclosed by the tangled forests of the of political authority had made the latter an intermittent affair at the best of times.
Solih Nohìr (Woods of Shadow), one of several regions associated even today
with evil spirits and other dangerous supernatural entities. It is a mystery how this Most of the Ways were laid down along trade routes already well-traveled by
area could have raised an army of any appreciable size, considering that it is a caravan-merchants, while others were pushed forward to connect isolated pockets
shunned, barren wasteland where one finds only grotesquely misshapen trees and of civilization. Interestingly, a few Ways seem to have been made to go in
malodorous, disease-ridden water. Either the Black Plains must have had quite a directions containing no organized sapient habitations at all. If one explores the
different environment in years gone by, or some other agency must have ruins of one of these today, it is often possible to find evidence that the road was
mustered its war-legions. apparently built on top of a much older thoroughfare made partly of some metallic
substance. These routes have a bad reputation, however, and some of them are
Heshìga appears to have been only partly successful in its own battles against its thought cursed. The amount of manpower, capital and time it must have taken to
enemy, but a rescue force it sent to the aid of the desperately outnumbered army construct even the lesser Ways, several of which, at least during their most
of ParaMesho (a minor kingdom) was instrumental in aiding the ParaMeshonians advanced state around 3413 BU, extended thousands of kilometres from one end
in a miraculous rout and dispersal of the Dark Forces at the Battle of the Scarlet- to another, can well be imagined. It now seems strange that an organization such
Hued Tower outside the city of Tangrìtta in 5567 BU. According to modern as the Vhàl-V'àvna, with no overt coercive authority could have accomplished
reckoning, this event marked the ending of the Ages of Mysteries, although it was such a feat. How and why this was possible remains lost to history, but it is
not the last time history would hear of the Forces of Shadow. noteworthy that several of the kingdoms through whose lands the Ways were built
seem to have been unusually cooperative in the venture, even to the point of
The Heshìgan Empire itself lasted longer than the Second Age, enjoying a long conscripting subjects to labour on their construction and upkeep.
period of peace and prosperity after the vanquishment of the Black Plains; it
remained intact, if somewhat aloof from the rest of the civilized world, until sinking Later in the Third Age (around 2492 BU), membership in the Vhàl-V'àvna was
beneath the waves in 4627 BU. It is thought that Heshìga's eventual demise was suddenly made punishable by death in many contemporary states. This has lead
in some way connected with a series of wars it later fought against the Brhà, who to speculation that some sort of a plot on the part of the Guild's leadership to
are thought to have invaded from Brhà'nàikh around 5194 BU during the reign of control political leaders had been uncovered. The ban against the Vhàl-V'àvna is
Empress Khràidai Aima'a VII. This event is notable as the first known report of still in effect in some empires, but it is now rarely observed.
these fearsome and merciless creatures having arrived in Ushù'l.
The Quiet Years lasted over three thousand long years, and during this period, the
The word "Brhà" is known in almost every language and refers to several races of sapient races almost ceased to believe in the powers of the outer planes; many of
intelligent and dangerous sapient creatures that are ferociously hostile to (as far the events of the two previous Ages came to be regarded as fables and
as is known) all the races that coexist with each other on Ushù'l. The Brhà are, mythology. Many kingdoms and empires rose and fell during the Third Age; the
fortunately, quite rare in most of the populated parts of the continent, and they details of most of these, while interesting, must be omitted here for reasons of
seem to be fatally vulnerable to various diseases that cause the other species only space. A few cultures and events of this period, however, bear commenting on.
minor discomfort.
4.4.4.1. Ascòrcan
4.4.4. The Third Age (The "Quiet Years")
It is during the Third Age that history first records the existence of a significant
The period lasting from the Battle of the Tower to the rise of the First Meshonian political unit north of the Nòlan Oblé, the city-state of Ascòrcan in the foothills of
Imperium is called the "Third Age" or the "Quiet Years". the mountains to the southwest of what is now Roctien.
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Ascòrcan is thought to have originated as a trading post established by Amplaë Although there is much cultivable land and a favourable climate for many leagues
around 5765 BU during the Second Age, but it languished in obscurity under a past the Mesho region's borders, the states that developed in the Vòlcar Valley,
series of satraps and minor kings until the ascension of Rcrshédab VI in 4620 BU. including modern Mesho itself, had surprisingly little competition from or contact
Something of an adventurer, Rcrshédab is said to have gained the throne after with other Empires. They therefore evolved unique patterns of development during
returning from an Underworld labyrinth with a device of great power, using it to the Third Age; in particular, several places, for example the Nlànu-Rax-Uwéhm or
slay his rivals, along with half his own clan, at a feast. This item may have been a "Hills of Hiding", where legend has it the Hàmyé of Mesho escaped persecution by
Pendant, or an artifice of technology– it is unfortunately now lost, probably buried a long-forgotten king, became populated entirely by individual nonhuman races
in the ruins of the old Ascorcànian High Palace some ten kilometres from the whose descendants are still dominant locally.
present site of Ascòrcan city.
4.4.4.4. Sherdonèl
Rcrshédab and his successors, devout followers of a deity believed to have been
an archaic representation of Væran Rssa-Urutàngk (Shadowed Master of War Little is known of the past of Sherdonèl, other than that the island was populated
and Destruction), subsequently launched a crusade to exterminate tribesmen and had seen several empires rise and fall, prior to 3638 BU. In this year,
harassing trade on the Way from Ascòrcan city to the Dondré-Halo Pass in the references begin to appear to a ruler calling himself "Nàuclop-Hèmem". This
central Nòlan Oblé. His armies not only won a series of bloody but complete leader (it is not clear whether he was an Emperor in the modern sense, or merely
victories, but also were able to extend Ascòrcan's fiefdoms far to the north and some other kind of political figure) is said to have controlled a culture called the
east. Progress in the west was checked by the nascent Ardaë Imperium, however "Third Empire", gaining fame by a decree, still widely observed on the Shrouded
(see below). Isle, that all citizens past the age of majority should shave their heads bald.
Ascòrcan's rise to dominance over the rest of the surrounding region was slow, The next recordings are more certain: Canto-Trìllian histories tell of hundreds of
due primarily to low population density: at this point, most of what is now Roctien, years of intermittent wars between a variety of Empires on Sherdonèl and those of
though fertile and well suited to cultivation, was still forested and had to be cleared the Cantienese mainland. In particular, Sherdonèl battled the ancient Empire of
to be farmed. By 3816 BU under Trhùlob XX it had, with the aid of the Vhàl- Ròned Hadìn, whose high-walled capital was even then one of the two largest
V'àvna, extended the Dondré-Halo Way as far north as the Bight of Roctien, cities in the known world along with teeming Làvy-Tvòn, from the years 3049 to
founding the port city of Hànriot. 2035 BU. Through all of this time, Sherdonèl was unusual for a Third Age
civilization in that it clung to its dalliance with the supernatural, remaining a land of
Although it cannot be said to have made any notable advances in the physical or mighty wizards and inexplicable occurrences. This may account for why it was not
mystical arts and sciences, the Ascorcànian Empire (so proclaimed by Ulémetash overrun by the numerically vastly superior Cantienese armies, even after having
I in 3735 BU) was to prove one of history's longer-lived and more successful lost control of the Mìra Sòtbhé (Bondless Southern Sea).
states, as it dominated all the lands of the north from the Mìra (Sea) Mgòria in the
west to almost as far east as the foothills of the Jmòjae Oblé in the extreme east 4.4.4.5. Cantien and Trìllia
for some 1248 years.
It is believed that Cantien and its western neighbor Trìllia were highly advanced
During its early reign, Ascòrcan was essentially unopposed except for isolated empires as long ago as in the Second Age, but definite proof of this exists solely
pockets of bandits and barbarians, but in the 32nd century BU (the exact dates in the museums of the modern empires of the region. The legends of the
are unclear) its armies made contact and soon clashed with another Empire Watchers mention the area, and another well-known semi-apocryphal event of
devoted to a deity of the Khùl-Nolgùn, that of Bvhé-ym-Dlgò pledged to the ancient Cantien has to do with the "Falling of the Heavens".
worship of the Crusher of Feeble Wills (probably the modern Væran H'òngg-hélé,
Principle of Brutality and Hatred). The inevitable wars between Ascòrcan and Around 5576 BU, it is claimed, "the Gods flung half the sky onto the earth, that it
Bvhé-ym-Dlgò raged for centuries, resulting in the eventual decline of both might bear witness to Their ineffable powers". Something impressive did
Empires as fanatics pledged to the cruel military codes of the Khùl-Nolgùn staged undoubtedly happen at this time, for the stelae of an otherwise unattested ruler
atrocities from west to east. These "Wars of the Shaded Banners" are historically called "Mù-Cho V" of Làvy-Tvòn record that a junior priest of "The One of
noteworthy in that they mark the first evidence of the emergence of the human Conflagrations" (?), while exploring in the Bàsican Forest to the far southeast, had
ethnic groups that now dominate modern Roctien. come across a huge crater which was initially mistaken for a volcano. Its centre
contained a strange, cylindrical metal object which, when entered, revealed the
Unlike its enemy, however, Ascòrcan did not disappear as a political entity after bodies of vaguely humanoid creatures in very unusual clothing. The "Pillar of the
being exhausted by the long wars in the thick forests of eastern Roctien, although Crater", as it came to be known, was avoided after this period, since the priest
in 2485 BU its ruler Etlhédab III was forced to allow the secession of the western and his exploring companions fell victim to a strange wasting illness shortly after
provinces of Ontars and Khàpitas, the Empire's last external holding. While their voyage, as did all those who subsequently visited the area...
conquered and reconquered several times in the years to come, Ascòrcan to this
day retains its own culture and political independence. 4.4.5. The Fourth Age
For reasons of space and brevity, a few words on the states of the Third Age For Future Release. The Fourth Age saw the rise of several of the modern
south of the Nòlan Oblé must suffice here. Empires, and in terms of northern Ushù'l, those of first Ardtien and then Roctien.
Ardtien, or the "Ardaë Imperium", was established around 4000 BU in what is
4.4.4.2. The Third Age in the South know the "Land of the Guardian Kings", and is notable for having been one of the
relatively few successful states to have been created and ruled by a non-human
Since the downfall of the Mahàgi and Amplaë Empires, three main centres of species: in this case the Vss-Arda or "Scarlet-Arda" of the lands bordering on the
civilization established themselves south of the great mountain range separating Mìra Mgòria. The Ardaë Imperium ruled this region for over 1900 years until it
them from Javertien, Roctien and the other northern areas; these are (north to finally collapsed into disunity about 2100 years prior to current times, but unlike
south) Mesho, Sherdonèl and Cantien-Trìllia. There is substantial evidence to many other Empires it did not, for the most part, attempt to expand much past its
suggest that all three of these regions were settled and "cultured" much earlier original borders, being checked by Ascòrcan in the east and various warlike
than the start of the Quiet Years, but the exact details of this are not well known principalities in the west. The modern Roctiennae Imperium itself, meanwhile, is
north of the mountains. actually a relatively young Empire, having been founded by the semi-legendary
Dégas I (c. 2015?- c. 1965? BU) about 2000 years prior to the present.
4.4.4.3. Mesho
More information on the Fourth Age will be provided in an upcoming addenum to
Mesho claims to be descended directly from ancient Màhag, but it seems more Shakhàn; however, interested readers are advised to consult the Rulers of
likely it is the offspring of two now-dead states of some importance in the lands Roctien document which is available from the Shakhàn World Wide Website, as
around the fertile lowlands of the mighty River Vòlcar. These are the Parétapylian this includes detailed descriptions of historical events from the founding of the
Empire, which ruled the area from around 4366 to 3900 BU [there are many ruins Rocto-Ardae Imperium to the present date.
created during this state's reign, among them the Great Wall of Parétàpys V ("the
Eternal") that stretches all the way from Lake Mesho to the Fàmil Oblé], and the
later and less important Parameshonian Empire centered on Lake Mesho that
existed from 2863 to about 2333 BU.
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4.4.6. The Fifth Age (The Epoch Of the Six Empires) Though many of these regimes rose to power in times before the Fifth Age, it was
only during this period that all were able to establish themselves in some
This era, the last before the pivotal Great Council of the Watchers in Arconia (the semblance of the forms they hold today. This was accomplished, as one might
event which marks for the Amyé-Lé-Sàachak the transitional point between the expect, by much devastating warfare as the Empires strove to expand and
Old and New reckonings of time), represents the period during which most of the eliminate local opposition. While these conflicts did cause a great deal of suffering
great Empires ruling the civilized portions of Ushù'l rose to their present glory. (the long-fought war between East and west Roctien being perhaps the best
During the Fifth Age, the influence of Ascòrcan and Ardtien was finally supplanted example of this), they were never able to seriously set back the advance of
by that of the First Rocto-Ardae Imperium. Further south, the Meshonian Empire civilization. Despite the greater concentration of power of the Emperors, the
continued its Fourth Age expansion against little serious opposition, while in the various Guilds and fraternal societies common to all Empires continued to grow
extreme south history was witness to the rebirth of Làvy-Tvòn and Trìllia as an and prosper.
independent power counterpoised against the cultures of Sherdonèl and Cantien,
the latter of these being the heir to the former conquests of Ròned Hadin.
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(c. 9693 BU) Thàelia the Great founds the Ebon Empire on the island of
Sherdonèl. The Empire becomes the first centre of real civilization seen on the
continent of Ushù'l for many thousands of years and is the first time in history the
existence of one of the modern Gods is revealed.
(c. 9500 BU) The Revelation of the Immortal Host leads to the Second
Cataclysm which destroys the Ebon Empire, and, it is thought, much of the rest of
the populated parts of Ushù'l, since tradition holds that during this period the
mighty Gods Themselves fought each other while dwelling on the face of Telostic.
The survivors of the destruction are, however, able to escape into the wilderness
and spread the word of knowledge to the rest of the sentient races.
(c. 9000 BU) According to legend, at about this time the god Nù U Dèshtl, thought
to be an ancient representation of either Za-R'hàak or Hnélo-Tràniss, gives the gift
of writing and civilization to the peoples of the continent of Dsshàmìkah. This is
notable in that it is one of the very few events recorded in the histories of Ushù'l
that concern another continent.
(c. 8666 BU) Traditional birthdate of Azi'ìr I and the founding of the Old Mahàgi
Perhaps more than any other period of time since the end of the Times of Empire along with the first decipherable written records.
Mysteries, the Fifth Age marked the return of the supernatural as a major force
upon the course of history. For the most part, this was manifested in the (8526 BU) The reign of Omhr XIII sees the Ancient Mahàgi Empire at its height.
reawakening of the powers belonging and allied to the Khùl-Nolgùn in East The building of what later comes to be known as the Great Wall of Mesho is
Roctien and the Black Plains, but it also showed itself in "legendary" events begun during Omhr's reign.
performed by wizards and adventurers of the epoch. For some reason, mankind
(c. 8333 BU) The influence of a deity now thought to be an ancient representation
and its sapient associates proved extremely successful during the Fifth Age at
of the dreaded Nameless One is felt for the first time in the Black Plains in
unearthing and utilizing the powerful magical relics of bygone times. The most
southwestern Màhag. During this same period, both Motnat'tà and Sagòst legends
important example of this was the finding of the later Pendants, but many other
claim, the two races were settled "from the lights in the sky", arriving in their
less noted artifacts were also recovered.
present homelands of Mòtnat-Guéa and Sithalàsso to check the spread of the
The re-emergence of the supernormal, in particular, the actions of the Watchers dark force inhabiting the Black Plains.
and the stirrings in the Towers of the Vortexes, is thought by some to be in
(7696 BU) Amplaë is first settled on the Edict of Sàdr VII of Màhag.
accordance with predictions made by the Temple of Ya-Epré during the Second
Age– but it may simply be due to better record keeping. In any case, many of the (7484 BU) The first of the Elders of the Antratschèldor-haii performs for Hâq-
mysterious events of the Fifth Age have influenced mankind's present political and Shéhùr IX of Màhag and thus is revealed to the world. It is thought that the Users
religious orientation, and some are thought to still be unfolding in modern times. of the Hidden Arts originated much earlier; however, this is the first recorded event
of their presence.
4.5. Historic Dates and Events
(7149 BU) The Mahàgi army suffers its first major defeat in thousands of years at
A
partial chronology of the most notable events and dates which make up the hands of Roctiennae barbarians at what is now the city of Vàli-Pas. The event
the history of sapient civilization, as it is currently understood by the wisest presages the decline and fall of the Empire as a whole.
of the Amyé-Lé-Sàachak of Telostic, is given below. The reader will, of
course, note that the chronology leaves out many less important dates (7063 BU) Màhag is routed by Hà'alàamite tribesmen at the disastrous Battle of
and events, in the interests of brevity. In particular, the intricately involved and Trasvùu, in which the Hà'alàamites are aided by the Demons Keetla-Hìlxa and
often obscurely motivated influences of the Gods and their mortal and immortal Uyashté-é. Later in the same year, the Third Cataclysm occurs as the great cities
followers have been edited to minimum. Also, the events noted pertain almost of Màhag are attacked by the Curse of the Bite of the Invisible Ones.
exclusively to happenings on, or near, the northern parts of the continent of Ushù'l;
undoubtedly the scholars of at least some of the other inhabited continents of the (7029 BU) The lands of Màhag are abandoned by sapient civilization, marking the
planet have their own histories, but these are outside the scope of the chronicle. final downfall of the Ancient Mahàgi Empire.
For the sake of clarity, all dates have been expressed in Unification Reckoning as (c. 6333 BU) Rise and height of the Hà'alàamite culture of the south-east.
either Before ("BU") or After ("AU") the semi-legendary Second Union of the (6153 BU) Anglarth Shao'-Tòa the Red Eyed, Chieftain of Dràlka, returns from a
Watchers in the town of Arconia in northeastern Màhag. This is, of course, despite raid into Hà'alàam and gives the news of the Flight of the Hà'alàamites.
the fact that the establishment of Unification Reckoning is, relatively, a "recent"
invention. Many dates in the chronicle are of necessity uncertain, particularly those (6074 BU) Còs Nchòsti, the "Invisible Pendant", is found by Yi-Sah Wà Pé Mi'ì in
pertaining to events before the rise of the Ancient Empire of Màhag. Before this what later becomes known of as Rahax in southern Cantien. Pe-Mi'ì later
period, scholars have found it very difficult to cross-reference the fragmentary disappears under mysterious circumstances, but the event marks the first known
records they possess with known sources of translation and dating, this problem appearance of one of the Pendants of the Watchers.
being exacerbated by the dearth of knowledge about the meaning of scripts and
languages which pre-date those of the Ancient Mahàgi Empire. (c. 6033 BU) A great sorcerer thought to have been named Equìrah constructs the
first of the Towers of the Vortexes in the lands between the rivers Tàkkar and
4.5.1. Historical Chronicle of Northern Ushù'l Mèshar in Mesho. Equìrah establishes a kingdom in the area which lasts only a
few short years, but in that time makes contact with a deity later identified as
(c. 25000 BU) Traditional date of the rising up of Man and the other sapient mighty Bssìro, Incandescent Master of the Consuming Flame.
species from the Void. According to some legends, the Brhà and mankind were
the two sister races of the dawning of intelligent life on Telostic, and for a time Some time after the reported death of Equìrah in 5956 BU, a second Tower is
dwelt together in peace. raised within sight of the first, but details of its purpose, owner, and construction
remain hidden.
(c. 23000 BU) The First Cataclysm: The outbreak of war between the Brhà and
the other races on Telostic leaves the face of the planet in ruins, as only the hand (5891 BU) Birthdate of Qlànu-Lé'Hnàyu, Blue Son of Black Night. Qlànu-
of the immortal Gods is able to prevent its total destruction. The legendary Lé'Hnàyu, a mercenary general and warrior hero, founds the Empire of Amplaë in
Leaving of the First Ones to the Skies occurs during this period. the city of Gemba Amplaë several years after its sack by evil bandits in 5881 BU;
he also is the subject of many legends and folk tales. According to many accounts
(c. 22600-c. 10300 BU) Civilization on Telostic regresses into barbarism as the he was a member of the lesser branch of the Watchers, the Khùl-Algrenàthi'i
old ways are lost and forgotten. Srelkh.
(c. 10000 BU) Traditional birthdate of Thàelia the Great, the first High Priestess It is told that during his life, Qlànu-Lé'Hnàyu fought and defeated the Great Demon
and eldest prophet of the goddess Hé. (Note: Either this date must be much too Hhènglah, Wielder of the Mace of Brown and Vòrin of the Sixth Plane of
early or Thàelia must have lived to a fantastically old age, as records exist of her Existence, and that he travelled to the Insensate Realm of Zòbgnàra in order to
having been publicly identified over four hundred years later.) return his wife Alaisha Le Hnyu from the rest of the departed.
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Qlanu is said to have been buried in the Ebon Block of Hna-Amplaë underneath This Empire, thought to have been founded originally by the Arda and Hàmyé,
the capital city of the Amplaë Empire, and the tomb has in spite of numerous inherited much of the culture of ancient Màhag and became famous for the
robbery attempts remained inviolate to the present day. heights it attained in the area of science and technology. Indeed, of all the post-
First Cataclysm cultures, Heshìga is seems to have come closest to
(5883 BU) After many hundreds of years of gradual migration from IstArdia, the understanding the basics of the technology once achieved on Telostic. Disaster
Ardaic lands of Stéàmm and Nahzé unite to form the kingdom of Sadlù. Although struck in 4627 BU, when, at the height of its expansion as far east as the Arth
Sadlù never expands past the area encircled by the Mònt Oblé, its existence is Oblé, the Empire was rent by several titanic earthquakes and submerged beneath
important in the sense that it forms the location of the first publicly noted Council the seas.
of the Antratschèldor-haii; at the Council, legends say, the Fathers of the
Chàngalà were expelled from the Brotherhoods. The area of the central Heshìgan Empire now lies thousands of metres below the
surface of the Gulf of Heshìga, a cold and stormy sea washing on the shores of
Some time late in the same year (5817 BU), the world undergoes a series of Ushù'l at the Eonàa Desert.
devastating earthquakes, tsunami, and hurricanes, and these are thought to have
had a connection with the actions of the Fathers of the Chàngalà after the Council. (5639 BU) Birthdate of Fzù-ai-Agròn-é-Asé-Agràia-òn-Ma'Tkòrpu XXII, later to
become the eldest mortal cleric of Ya-Epré of his age and the greatest astrologer
(c. 5866 BU) The Lepré race, a reptilian sapient species present since the rise of and soothsayer of the entire Second Age. Ma'Tkòrpu XXII developed the most
civilisation in the First Age, begins to be affected by a strange disease which complete set of predictions of the future ever designed. Although most of these
eliminates almost all. Those Lepré left unaffected are mutated, and gain many are apparently now lost, fragments are said to remain in the Third Archive of the
unusual psychic and magical powers. Vasadràya Collection in the Royal Museum in Sanite.
(5846 BU) The adventurer Bréhru discovers the Labyrinth of Meph-El, an On his deathbed in 5567 BU, Ma'Tkòrpu announced the end of the Times of
underground complex of immense size thought to have been a remnant of Mysteries, and this announcement has generally been taken as authoritative.
civilisation from pre– First Cataclysm times. The Labyrinth is inhabited by
Nhàathis the Flaming One, thought to have been a cult god of the semi-demonic (5617 BU) The Fourth Cataclysm: A series of disastrous seismic events
Enhu'ùv, from whom Bréhru steals the Twenty Shimmering Crowns; in the (earthquakes, volcanic eruptions, tsunami, etc.) sweep the length and breadth of
ensuing pursuit, both deity and mortal become removed from sapient knowledge. the inhabited world.
One legend holds that Nhàathis follows his prey still in Planes unknown, and the
outlines of the two can be seen in a constellation in the northern winter night sky. These catastrophes cause the downfall of the Amplaë Empire, and cause the
sinking of the land bridge between South and North Ulschéshòsh; further south,
(c. 5766 BU) The first signs of civilisation north of the Nòlan Oblé for thousands of they cause horrific fires in Làvy-Tvòn, levelling the city, and reveal the Xàmbar and
years emerge with the founding of the city of Ascòrcan in southwestern Roctien. Depèneg Depressions as the Underworld subsides. Though hundreds of
Originally a trading post established by Amplaë, Ascòrcan is soon taken over by thousands of lives are lost in the Fourth Cataclysm, the destruction is not
the devotees of a deity calling itself Rssa-Urùg; this forms the first publicly noted complete in the sense that civilisation is not eliminated.
revelation of the existence of the "evil" God of War.
The doctrines of some Temples, in particular, those of Ro'sènnpâdr and Nanyë,
(c. 5710 BU) The Tower of Kòloc is built south of the Sòmit Oblé, rising to tower contain legends to the effect that the Cataclysm was caused by a clash between
over what is now known as the Pai-Nyògg-Shkàa or "Haunted Plain". A legend several of the evil deities and mighty Væran On (Master of Nothingness and
connected with the gigantic structure, standing, as far as can accurately be lnsensate Grey), but these have never been substantiated.
measured, more than fourteen hundred metres above the ground, tells of its
manufacture by the Great Demon Dojìru for the arch-wizard Gnétrùtha. According (5612 BU) The third Tower of the Vortexes appears in the Mèshar-Tàkkar
to the legend, Gnétrùtha pledged the souls of all of his lineage up to and including interfluve in southern Mesho. Details as to its construction and purpose remain
the first of his line to come into the command of the Demon in exchange for the unknown, due to the disappearance of all those who venture too close to it, but in
building of the Tower. It is thought by some that certain of the noble families of the 5604 BU the barbarian chieftain Tùpor-bolh ut Djàku claims to have overheard the
modern Meshonian Empire may be descended from Gnétrùtha, a fact sure to name "Gnétrùtha" in an adventure in an Underworld labyrinth nearby. Tùpor dies
prove unsettling to any new Emperor... soon afterwards as a result of a strange disease, and his body disappears
mysteriously.
Though at least the lower and more accessible parts of the Tower are now in
considerable disrepair, it is greatly feared and is avoided by all but the most brave (5580 BU) Còs Oradwàuy, the "Sea Blue Pendant", is found by Vònkhai ai Vlùkor
or foolish of adventurers. é Dròthia on Villoc of Lòdua-Naai, a town in Mesho walled in 5656 BU by
Zslemech XVIII of Amplaë. Unlike previous Watchers, Vònkhai does not lead an
(5672 BU) A searing blast of fire and light annihilates all life in the mountain ringed extraordinary life for most of the time she possesses the Pendant; instead, she
land of Minor Sslùmdah in the Nòlan Oblé, inhabited at the time by a state keeps the fact of its possession secret. In 5570 BU, she disappears on a mission
founded by a curious offshoot of the Antratschèldor-haii, called the Nochal- to aid a friend reported lost near the Tower of Kòloc.
sheamh, devoted to performing feats of magic with technological devices. The
area becomes poisoned and instantly lethal for over a thousand years, and (c. 5575-c. 4660 BU) Population in the areas north of the Nòlan Oblé, particularly
remains a lifeless salt flat even to the present day. It is still dangerous to travel in the Ardtien and Roctien areas, grows substantially due to the slow spread of
through Minor Sslùmdah, as travellers entering the region often develop civilisation and the clearing of the forests which cover much of the land. The
mysterious wasting illnesses some time after leaving it. growth is augmented by migration from the lands bordering the Great Inland
Desert as the sands from the barren wastes encroach upon the Mahàgi farmlands
The disaster was immortalised in the epic poem "Aaerùtha Sha'mtékla ("The north of the Tàkkar River.
Million Laments of Ten Thousand Souls"), composed by the Amplaë poetess
Tdrùpya ai Bhràshchem é Khulàiéya òn Mnàsho in 5564 BU. (5573 BU) A great drought strikes Cantien. Thousands die of starvation in and
around the Aillàlla Fields.
(5640 BU) Còs Nwùma, the "Orange Pendant", is found by Orhon Sermilé Brìles
Toròmé Eròpop du Pvàhchep of the town of Weltor on the island of Sherdonèl. (5571 BU) The War and Battle of the Tower: A dark force, thought to be in some
Orhon travels to Cantien, where he briefly (5636-5633 BU) becomes the ruler of way connected with the Temple of It of No Name, arises in the Black Plains and
the city of Kee'Ha, renaming it Làvy-Tvòn before disappearing and heading north sends its armies ravaging across the land. The "Black Legions", as they are
to the then small city of Hòcis in what is now Mesho. called, consist mainly of bizarrely mutated L'aqu-àlu, Hnàhhu and undead
creatures, and after a trek directly through the Great Inland Desert they reach the
After a little more than a year in Hòcis, Orhon encounters Khnohorod ai Braschem populated farmlands of Amplaë and Mesho.
e Nhrava on Dperumu, holder of Còs Jjònci (the "Green Pendant") and the two
disappear, not to be seen again until the Great Union in Arconia thousands of After laying waste to most of Amplaë, the Black Legions travel southeast and
years later. establish a base at Tràlsvil, reinfecting the city with the darkness earlier destroyed
by the Amplaë Empire; from here, they slowly gather force and plague the
(c. 5633-4627 BU) Rise of the Heshìgan Empire in the far west of the continent. surrounding lands for nine years.
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In 5567 BU, a huge Black army sets out to ravage Mesho, but it is met at the city (3913 BU) The city of Thélésban in what is now Roctien is founded by the Vhàl-
of Tangrìtta by a hodgepodge army of ParaMeshonian regulars, local militia V'àvna and the Temple of the Spring Flood (Hadda-Làtonn).
conscripts, and foreign mercenaries. The battle is fought within a mile of the
Scarlet Hued Tower (the First of the Three Towers of the Vortexes), from which at (3852 BU) Mt. Owàra in southwestern Javertien erupts, accompanied by several
the height of combat a deadly bolt of lightning issues, striking the Black general major earthquakes; in spite of the amount of damage caused to the surrounding
dead. area, including a major forest fire in the Hòiat Forest, relatively light human
casualties are inflicted.
This, the Battle of the Tower, is traditionally considered to mark the end of the
Second Age. (3836-3816 BU) With the aid of the Ascorcànian city-empire, the Vhàl-V'àvna
extend the Dondré-Halo Way north along the Lower River of the Sentinel as far
(5389 BU) A Roctiennae fisherman, one Nfézu Bshah-Rargòfu by name, finds north as the port city of Hànriot. There are, however, frequent clashes between
what he describes as "a pretty necklace" in his nets while doing his daily work in the two authorities as to the delegation of taxing and patrolling powers.
what later becomes known as the Bight of Roctien. The "necklace", thought by
modern scholars to have been one of the Pendants of the Watchers, remains a (3801 BU) The Schism of the Castle of the Heavens: Due to a doctrinal dispute,
family heirloom for over two hundred years and then is taken by a great-grandson the exact nature of which has still not been made completely clear to the public,
of Rargòfu's in 5266 BU. Its history after this point is not known. the Temples of Ro'sènnpâdr and Nanyë sever relations with each other. This
situation of mutual hostility remains unchanged for over two hundred years, lasting
(c. 4981 BU) At about this time, the existence of the Skròno race in the Sòmit until the Great Conclave of Lòdua-Nàai in 3548 BU, and it occasionally erupts into
Oblé becomes known to civilisation. open violence (cf. the "Red Courtyard Massacre" perpetrated by Nanyèlish
fanatics in 3677 BU at Arconia). While it continues, the influence of the Khùl-
(c. 4866 BU) Said to have been imported from a mythical Empire across the Estsé Nolgùn waxes.
Mag-Schlòsch (Great Eastern Ocean), the habit of "snorting" the drug S'bràa
becomes widespread in the civilised world. (3792 BU) The Javvré warrior Aèhon-dur-Lléhu slays the great Chàngalà
"Oiràmicar" in front of the Aìgon Caves in the Aiagione Oblé, and according to
(4842 BU) The Union at Vané: It is rumoured that in this year, the Watchers and rumour gains a huge treasure in so doing.
their attendants held a meeting in the small town of Vané between the Great
Devod Trench and the western Nòlan Oblé. The subject of the Union, and its (3786 BU) The cities of Khàpitas and Ontars in Ardtien are settled by Ascòrcan,
conclusions (if any) are unknown, as is the identity of those Watchers who may on the edict of Scravìb XXX. During the excavations effected for the construction
have attended. of the latter city, a é'èsh- (foretelling)-stone slab dating apparently from the Times
of Mysteries is uncovered, and from it the prophecy is read that the settling of
(4627 BU) The Doom of Heshìga: The noble and cultured Heshìgan Empire is Ontars will eventually be the downfall of Ascòrcan, as "the dominion of the rule of
sunk beneath the waves by a seismic disaster of epic proportions in the power freely given shall overcome that of the Dark of the Foot of the Great
thirty-fourth year of the reign of Eshtga'àl LXI, its survivors migrating to the north Mountains".
and east.
Some scholars have opined that this omen was fulfilled in the absorbtion of
(4621 BU) Rcrshédab V of Ascòrcan embarks on a military campaign against Ascòrcan by the Ardae Empire in 2410 BU, but others believe that its meaning is
barbarians and bandits in the heavily wooded parts of the Conjunction Lands, so deeper than this and that it has yet to come about in full. The stone, so far as is
named due to the meeting of the brown soils of modern Javertien and the black known, is thought to still be in the possession of Ascòrcan, residing somewhere
soils of modern Roctien in the area. Though the campaign is on the whole a inside the vaults of the Fortress of Shedàn III.
failure, it is notable in that at its height Ascòrcan, now and independent
city-empire, establishes the great modern city of Vòina as a military base at the (c. 3710-3702 BU) The Ravages of the Brhà: The Brhà emerge from the forests
Lower Asca-Karathé-Amrétha river interfluve. of almost all of the known world to engage in a eight-year campaign of destruction
and massacre. The only areas which escape serious damage during this period
(4488-4484 BU) Alg-chom thà-pàvnu of Ulschéshòsh drives the Brhà out of what are Sherdonèl and for some unknown reason East Roctien and the Black Plains.
is now East Roctien with the aid of a small mercenary army and the Temple of the In the rest of the civilised world many thousands are slaughtered by the
Renouncement of Warmth, thought to have been an archaic representation of the implacable Brhà: Arconia and Elìkar-Sànto are burnt to the ground along with
deity Yog-Ròthe. He crowns himself Wrk-khò ("Vanquisher of the Beasts") I, and most of their inhabitants, while Ascòrcan, En-Parétàpys, Maurdocadia, Làvy-Tvòn
founds the city of Bvhé-ym-Dlgò (modern Mvù) at the site of the final battle of the and Ròned Hadìn almost suffer the same fate. By the end of the infestation,
campaign. humankind and its sapient allies begin to cause the Brhà several notable reverses
on the battlefield (in particular, the Battle of Ahélae Plain north of the Maurdoc
(c. 4400 BU) At about this time armourers and metalworkers in the city of Ròned
Hills in 3703 BU), but the invasion seems to wane more due to the effects of
Hadìn relearn the lost art of working guhàdar into useable items, primarily
certain diseases not previously known to affect the creatures.
weapons and armour. The metal remains an extremely scarce commodity,
however, and almost all of its sources originate from the melting down of artifacts As a direct result of the depredations of these years, the populations of the
passed down from antiquity. As a consequence, guhàdar tends to be used less as unaffected areas increase considerably.
a metal of construction in its own right than as a "stiffener" used to alloy other
metals, particularly bronze which remains the main material of which arms and (3680 BU) The Vhàl-V'àvna found the city of Arlìnga on the bluff in the eastern
armour are made. Arrènian Plain of Ardtien.
(4262 BU) Heshìgan refugees found the city of Smt-Amtigùé in what is now (3667 BU) The Battle of the Nèvan Marsh: Ascorcànian expansion northward
Javertien. under Rcrshédab-vhai LXV checked by the Swamp-Hàmyé of the Son-Gba'à
Tribe.
(4176 BU) Birth of KcPhéla IV ("Mistress of the Fifteen Black Acts") of Ascòrcan.
(3413 BU) The Vhàl-V'àvna complete the last of the Ways built during the Third
(c. 4066-c. 3466 BU) The population of the areas north of the Nòlan Oblé, Age. These are the Brùnlan/Mesho-Amplaë Way linking Amplaë and Mesho, the
particularly in Ardtien and Roctien, increases dramatically as the Vhàl-V'àvna start Pez-Ackhàd Way East linking Mesho and Elìkar-Sànto and the great Ariti-Javvré
to clear parts of the great forests covering the land and establish trading posts on Way linking western Roctien and Javertien as far west as Smt-Amtigùé. Although
the banks of the great rivers found there. the workmanship on these later Ways is not up to the standard set by the earlier
ones, it is still sufficient to greatly facilitate travel and trade– even if allowance is
(4009 BU) The island of Euròra in the seas north of Ardtien is settled by a race of
made for the danger, increasing in magnitude near the end of the Third Age, of
thick-haired, short Ca'ùna. From whence the Ca'ùna came is not recorded, but
banditry and the multiplicity of road tolls to be met as the traveller passes through
legends of the Temple of the Raging Deeps (Wròb-Riàhyal) tell of them being
the boundaries of the many different kingdoms controlling sections of the Way
"cast up from beneath the waves, in fulfilment of the bargain Vòrin Rheméstau
being traversed.
made with the One of the Coldest Depths" (?)
(3386 BU) The Battle of Chekh: An army from the city-state of Bvhé-ym-Dlgò
(3975 BU) Birth of Nmécharàron-na-FzuTaryehazz in the small fishing town of
under Wrk-Lashàruu IV crushes a barbarian L'aqu-àlu army on the shores of the
Pùsnis in what is now Roctien. Nmécharàron is to become the greatest poet and
Gulf of Nèth. The outcome of the battle assures Bvhé-ym-Dlgò titular control of all
playwright of the Third Age, and his works of "Mclìngu Zayàyi'ìma" ("the Fallen
the lands between the River D'Uryogg (then known as the River Ym-Harkàshuu)
House of Amplaë") and "Réharùmen Kel-Laglàsza" ("the Comedy of the
and the Thìth Oblé, but the thinly-populated nature of the area prompts Wrk-
Emperor's Secret") have survived and are popular today.
Lashàruu to extend actual control only as far as the south bank of the River Vhà,
then known as the River Lkà-Ltìmuu.
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(3364 BU) The existence of the Pass of Pez-Ackhàd, a treacherous but (3221-3193 BU) Wars of the Shaded Banners: The city-empires of Ascòrcan
nonetheless relatively easily traversable mountain pass in the eastern Nòlan Oblé, and Bvhé-ym-Dlgò, both attempting to expand in the rapidly developing central
is discovered by a Mahàgi caravan-merchant driven off the Chèshia-ta-Kàri by Roctiennae area, clash repeatedly over a period of some twenty-eight years. The
bandits. Although it is not known at the time, and even today is not known to the Wars, so named due to the sponsorship of each of the two city-empires by a
public, the Pass of Pez-Ackhàd lies within a very short distance of the famed different deity of the Khùl-Nolgùn (Rsa-Urutangk in the case of Ascòrcan and
Rìnggar Vaults. H'òngg-hélé, then being worshipped in its Shaker of the Feeble aspect, in the
case of Bvhé-ym-Dlgò), are an intermittent affair marked by many temporary
(3337 BU) The city of Bàrria on the Isle of Barrònem north of the Bight of Roctien truces and ceasefires, and cause much more damage to the contested regions
is thought to have first been settled by fishermen from northern Roctien. than they do to either belligerent.
(c. 3333-c. 3296 BU) The Years of Fire: Due, it is thought, to the alignment the There are, however, several ghastly massacres recorded, most of which are
Sun of the Day and the Sun of the Night in an unfavourable House, the perpetrated by the forces of Ascòrcan, one notable exception being the liquidation
temperature in the known world and possibly elsewhere as well increases of the Ascorcànian Eighth Army after the Battle of the Issànian Forest in 3221 BU,
dramatically, as both suns regularly appear during daytime hours. This occurrence a feature of conflicts dominated by the military codes of the Khùl-Nolgùn.
causes droughts and ruined crops in all areas as the heat from the sky relentlessly Eventually, following its defeat by the army of Olmùshedan X at Asòrus Bridge in
pours down; strangely, however, many coastal areas are flooded as the level of 3193 BU, Bvhé-ym-Dlgò is forced to concede Ascòrcan rulership of Roctien west
the oceans climbs for some reason. of the Jmòjae Oblé, but native resistance in these areas to its oppressive taxation
policies leads to the contraction of Ascorcànian control to the lands west of the
During this period, the southern parts of Cantien become so hot as to be almost
River of the Sentinel.
uninhabitable and there are reports of enormous fires raging in the Bàsican
Forests, while the more northerly regions such as Roctien and Javertien Historically, the Wars of the Shaded Banners prove noteworthy in that they mark
conversely become more suited for settlement. As a consequence there is a the high point of Ascorcànian military prowess, and in that they provide the first
migration northwards on a vast scale. Although the Years of Fire cause much recorded evidence of the emergence of the West-Roctiennae peoples as distinct
suffering, the effects of the heat prove to be containable and in any event the ethnic groups, particularly the Moròshi centred around Hailònia and the Hànrioti
period lasts for a relatively short amount of time. on the south coast of the Bight of Roctien.
As a result of the Years, a schism develops in the Temple of the Incandescent (3211 BU) As part of a rearmament programme, Bvhé-ym-Dlgò founds the Legion
Flame (Bssìro) when the world is not consumed according to the Millenarian of the Walls of Darkness. The event is notable in that this Legion, the oldest in the
doctrine of the Temple's ruling Dssé-Bsà ("Flame of the Day Thrice Seen Ten") known world, still exists today in the modern East Roctiennae Empire under the
sect, and the split thus caused is not resolved for at least four hundred years (the name of the Legion of the Ebon Wall of Mvù.
exact date of the religion's reunification is, like many other facts concerning the
Temple of the Flame, known to outsiders in approximation only...) (3200 BU) The Elders of the Amyé-Lé-Sàachak make official the use of the
Saalmàic ("Craft-Written") script for the records of the Guild. From this point on,
(c. 3311 BU) Hlòn weaponsmiths dwelling under the western Nòlan Oblé (?) forge virtually all the material composed by or for the Guild of the Scholars and Sages is
the Great Blades Makùkh ("Fang of the Dragon") and Chemhàil ("Foe-Sunderer"). written in this script, with the possible exception of that using languages whose
It is thought that these weapons are made at the request of an unknown hero of phonetics are completely incompatible. Although it has undergone certain minor
the Temple of Ro'sènnpâdr, in fulfilment of a quest to eliminate the One of the changes in stroke-form and accent-classification (mainly, the addition of several
Three Chords of Death (?). new letters signifying phonemes later encountered), the Saalmàic script is still
used as the official character set of the Amyé-Lé-Sàachak.
(3299 BU) The Battle of the Reddened Bay (also known as the Battle of the Alio
Landing): The Arda of the barbarian Ag-Arren tribe are repulsed by the Ca'ùna of (c. 3072 BU) Gold is discovered in the eastern Uàva Oblé in Javertien, leading to
Crìstov Bay as they attempt to cross the Lower Matàr-Nath River in northern the settlement of Aml-Sentain in 9201 BU.
Javertien. The battle is notable in that it marks the first recorded use of mounted
combat since the fall of the Amplaë Empire. (c. 3049 BU) At about this time, the influence of the Temple of Tiryé-Habéla
begins to supplant that of the Temple of Rssa-Urutàngk in the court of
(3290 BU) The famous master sage Dròthia-àih-Rhòré-é-Alé-Tu-Hnàkla-òn- Olmùshedan XXIV of Ascòrcan. It should, for the sake of clarity, be noted that
Vjampìha publishes the first conclusive work on the languages and scripts of the during the Third Age the Goddess Tiryé-Habéla revealed herself to the world in
Brhà, the Tu-ù Dèrha héBrhàn Zé-é Leìha "Thoughts of One Scholar On the Brhà the Aspect of the Shaper of Time, and not in Her present Aspect of the Mistress of
(and his) Prose". This is still considered one of the most authoritative tomes on Fine Martial-Arts Personified.
the subject, although it leaves many questions unanswered and suffers from
difficulties of translation. There is evidence that Brhàic languages and scripts (c. 3040 BU) The tomb of Lklìss IV of Ascòrcan is completed in the eastern Nòlan
have, like those of other races, evolved and changed over the centuries, so those Oblé, just north of Major Sslùmdah.
parts of the book which may once have been correct will probably be of little use
with modern Brhàic written messages. (c. 3006 BU) The Hlòn of the western Nòlan Oblé (?) forge the Great Blade
Zràiesshé ("Nemesis of Purple Vengeance"), allegedly under the orders of the
There are thought to be no more than six copies of this book in existence Temple of Za-R'hàak.
nowadays, one of which is known to be located in the Treasury of the Tower of the
Golden Falcon in the city of Ouut-Nèwar, capital of the Rocto-Ardae Empire. (c. 2966-c. 2813 BU) Ulschéshòsh barbarians contest and finally suppress a
major uprising by the Brhà. The fighting is particularly bloody on Ulsché-occupied
(3280 BU) Birth of Yàssvill I ("the Lord of the Gallant"), founder of the Order of islands in the Great Sea Inlet.
the Padrulàilh. The Order, formed in Yàssvill's kingdom of Sanite-Nmrèz in 3269
BU, preaches strict adherence to the teachings of the Temple of Ro'sènnpâdr and (2918 BU) The Battle of Airé: A tribe of barbarian Shelèggi / L'aqu-àlu and Ri'ìm /
is open only to male warriors who renounce all worldly desires and travel Hnàhhu defeats the army of the Javvré Protector of the Western Reach, and lays
constantly, seeking to rid the world of "evil", meaning, in most cases, Temples claim to the western half of Arbasàyanae. The barbarian army is lead by one Chu-
and/or followers of the Khùl-Nolgùn. The success of this idea inspires many Ultho the Mighty, a L'aqu-àlu chieftain said by eyewitness accounts to have been
similar religious fighting sects even amongst some of the less "martial" Temples: more than ten metres tall(!).
cf. The Order of the Tides of Doom of the Temple of Hadda-Làtonn and the
(2904 BU) The Union Under the Earth: In this year, the Watchers are thought to
Brotherhood of Supernatural Valour of the Temple of Ya-Epré, and it outlasts
have held a meeting in the lowest parts of the Great Depèneg Depression in
Yàssvill himself who is poisoned by the hirelings of a rival noble clan in 3258 BU.
Hà'alàam. Although one report states that the subject of the meeting was the
(3252 BU) Swèrto of Jao'é begins his fourteen-year campaign to bring the Word of prevention of the "bringing to earth" of a war then being fought between two
the Eternal Moon to Uàva. By 3238 BU, he has converted almost half the (unnamed, though modern scholars believe one to have been the deity now
population of the island to the worship of the Temple of Tshé-Ailh'é, an archaic known as Nanyë) Gods, this is difficult to accept. Also, it is claimed that eight (?)
form of the modern Temple of J'Ralrishé-Slé. of the Watchers were present at the time. Another source speaks of the efforts of
the Watchers to "control" (?) the immortal Gods; however, the ideograph used
may mean "communicate with" rather than "control", when used in this context.
Of the many exploration parties which have subsequently set off to survey the site
of the Union, none have returned, but the members of these parties may yet not
be dead (?)
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(2880 BU) The Temple of Tshé-Ailh'é on Uàva outlaws the worship of all other
religions on that island and all others of the western Group, thus establishing the
first theocratic state ever controlled by a Temple belonging to the Khùl-Mhazàshii.
The rule of the Priests of Tshé-Ailh'é is to last some 276 years, until it is
overthrown by a force of Ulschéshòsh barbarian raiders in the Great Sack of 2604
BU.
(2875 BU) The Fiefdoms of Ascòrcan are redistributed on the edict of Emperor
Colùth XV, causing a minor, and unsuccessful, rebellion.
(2791 BU) The Old version of the Thélésdellian script is adopted as official on the
edict of Orùshedab VIII of Ascòrcan. Although supplanted by its Thalla-
Thélésdellian derivative in Ascòrcan itself in the second millennium BU, the Old
Thélésdellian script remains in ceremonial use in most Roctiennae areas west of
the River of the Sentinel today.
(2782 BU) The city of Asòrus in extreme eastern Roctien is divided into four
quarters, each of which is controlled by one of the city's ruling noble clans. Since
two of these, the Rhnàk and Ta-Vònca clans (respectively) allow the
establishment of Temples devoted to the Khùl-Nolgùn and to the Khùl-Tlassù in
the quarters they control, day-to-day life during the period of the rule of the four
quarters is often marked by religious riots and religiously-inspired murders. The
rule of Asòrus by the oligarchy of the clans proves a long one, however, and lasts
until the city is destroyed by fire in 2207 BU.
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(2486 BU) Ontars and Khàpitas secede from Ascòrcan in protest of a new tax (2256 BU) The famous West Roctiennae playwright Rhémos-Nem Nhàkra-
placed upon the sale of liquor, Ssòl-Hléia, and other stimulants and depressants. Kuryésva of the city-state of Asòrus completes his masterwork, the "Nlàdo Var-Ma
Despite the best efforts of the Ascorcànian army under Etlhédab III to suppress Mànpkun Achatdràmma" ("House of the Seven Kings Clan"). The play, said to
the insurrection, losses prove so great as to make the re-establishment of control have been partially based on certain prophecies dating from the Second Age
effectively impossible, and in 2485 BU, Ascòrcan withdraws its claim to the two pertaining to the lineage of Rocto-Ardae nobility, is popular in west Roctien today
city-states. As a result, Etlhédab's Gmmàhlsi clan is overthrown in a plot thought amongst the ruling and upper classes.
to have been organized by the Temple of Rssa-Urutàngk, and control of Ontars
and Khàpitas passes into the hands of the Mh-Lklàa (Republican) Party. (c. 2263 BU) At about this time, some sources say, the power or perhaps
knowledge of many of the Brotherhoods of the Antratschèldor-haii increases
(2467 BU) The city-state of Khréalu (modern Ga'Bryàal) begins to clear the forests substantially in some way. Historians differ as to the nature and significance of this
in eastern West Roctien, and in so doing lays down the East Way. Though little event: from the available evidence, it would seem that around this time the users
more than a dirt path at the time, the Way is later developed into a viable trade of the Hidden Arts came across an ancient tome revealing the features of a
route. number of new magical spells and incantations. The power so derived is
apparently shared by all of the Brotherhoods, though certain of these gain more by
(c. 2466 BU) The Labyrinth of Aèlla in the middle part of the Tùrkar Oblé is it than others.
discovered by an as-yet unknown adventurer.
(2231 BU) Several volcanic peaks in the part of the Nòlan Oblé to the west of the
(2455-2454 BU) Barbarians from Ulschéshòsh stage a series of raids into East Dondré-Halo Pass erupt and spew ash over much of northern Màhag. The event
Roctien. During one of these forays, they loot and burn the city of Akhlà. is thought to be connected with the actions of the Third Watcher against the
Dweller Under the Crimson-Topped Mountain (?).
(2440 BU) The Battle of the Ghènschan Bridge: Ascorcànian troops under Rahàia
II repel an invasion force sent by Khàpitas to claim the lands between Vòina and (2199 BU) The Battle of Mys Drùmya: Javvré forces under Kar-Eòforn VIII,
the Upper Karathé Rivers. The battle is a decisive victory for Ascòrcan, and Protector of the West, defeat the L'aqu-àlu and Hnàhhu of western Arbasàyanae
highlights Rahàia's place as one of the few female rulers in Ascorcànian history to in an engagement that prevents barbarianism from overrunning all of Javertien.
successfully lead an army into battle. Kar-Eòforn is carried off the field of battle dead, but later (2175 BU) he is seen in
the Dondré-Halo Pass in mortal combat with the Dragon Ssìarah; some take this
(2410 BU) Birth of Szaìai-in-Rìnba-en-Eùddyé-yashù-Milha-Wzéha, first of the
as proof of his status as the ninth of the Watchers (?), but others maintain that it is
Amyé-Lé-Sàachak to complete a definitive study of the known world's religions
merely the result of the application of certain powerful incantations of the
and cults. In this work, the Chla Ma-Hi'ìra, Vhémhi, Chlòch Ta-Vìllha Za-à AhélMa
Brotherhood of the Fàanel-Féléodji to him prior to the joining of combat.
Mhagàalga'a ("Religions of the World, Their Sects and the Dark Secrets
Thereof"), the author makes the first notes pertaining to the changing aspects of (2198 BU) The Arlìngan autocracy is overthrown with the help of the Empire of
the deities. Mgòrian Citizens. The move is watched with apprehension in Ascòrcan, but there
is little that city-state can do to prevent it.
Thought by modern scholars to have in some way been able to draw on the secret
internal records of some of the Temples of the Khùl-Mhazàshii (Szaìai was born (2196 BU) A series of violent earthquakes shake the extreme eastern Nòlan Oblé,
into the priestly class devoted to the Temple of Unending Grey), the work is still causing serious damage to southern East Roctien. Some time after this, several
used as a sourcebook today even though its contents are known to be out of date. settlements to the north and south of the eastern Nòlan Oblé are attacked and
There are thought to be no more than four copies of the Chla Ma-Hi'ìira in badly damaged by one or more huge Demons freed by the earthquake; for about
existence nowadays, one for sure located in the Fifth Archive of the Vasadràya the next five years these creatures fight each other in the lands of the Wàsch,
Collection in the Royal Palace in Sanite, Mesho. causing much devastation. After about 2165 BU these mighty creatures are not
heard of, but what happened to them is lost to history.
(2399 BU) A military coup lead by nationalist elements of the civil guard takes
control of Arlìnga. The putsch is secretly aided by the Ascorcànian secret police (2189 BU) The Battle of Tsré: An attempt by the forces of the city-state of
(the "Black Arm"), in the hope of being able to turn Arlìnga against Ontars and Khu'Ram (modern Càth-Sin) to occupy certain lightly populated areas west of the
Khàpitas. River of the Sentinel is bloodily repulsed by Ascorcànian forces under
Chemrùshedab II. The outcome of this engagement, in which the Ascorcànian
(2394 BU) The Brhà stage a series of small-scale attacks on Pùsnis and the
army is outnumbered three to one (the main body of the Ascorcànian forces being
surrounding area.
tied up guarding against the Empire of Mgòrian Citizens in the east), wins
(2293 BU) The correct form of the Archaic (or Old) form of the Javvré script is Chemrùshedab the reputation of one of the greatest military tacticians of his
encoded by a convention of the Amyé-Lé-Sàachak and the Vhàl-V'àvna held in nation's early history.
the city of Smt-Amtigùé. Prior to this time, most written records in Javertien have
(2177 BU) An é'èsh-stone whose message deals with how a deity removed from
been kept in a variety of local and imported scripts, or in an unofficial "Common
sapient knowledge before the coming of the Ancient Mahàgi Empire is to
Javvré" codification which is in fact a loosely adopted variant of the Thélésdellian
reappear, is unearthed from the Labyrinth of Meph-El. Shortly after the stone
script.
arrives in Ascòrcan, the city is enveloped in a strange, dense fog, during which the
Although in years to come many irregular letters are added to the Old Javvré list, it relic mysteriously disappears. A legend later to become popular explains this as
remains in general use into modern times until replaced by the New version of the the "two great servitors of cold Yog-Ròthe and blood-encaked Rssa-Urutàngk,
Common Javvré script in 968 BU. come to recover the key to the Prison of the Fearsome One of the Endless
Labyrinth" (?). According to this legend, the é'èsh-stone has now found its way
(2278 BU) Birth of Ekensédab VI ("Blood-Drinker") of Ascòrcan, said to have back to Meph-El, and resides somewhere in the lower reaches of the Labyrinth's
secretly worshipped the One of No Name or some other "forbidden" religion. dark passages.
(2274 BU) A coup lead by the Mh-Lklàa of Ontars overthrows the Pùsnian Dynasty (c. 2166 BU) Early versions of the crossbow are used in the Arrènian Plains in
of Gyard-Yss. The new rulers of the city-state, after perfunctory consultations, skirmishes between Arlìnga and pirates from Nàsryu. Although the newly-invented
amalgamate Gyard-Yss with Ontars and Khàpitas under the name of the "Empire weapon quickly becomes popular in most of the areas north of the Nòlan Oblé, its
of Mgòrian Citizens". This move causes great alarm in Ascòrcan, which use remains rare south of the mountains due to the availability of the superior
(understandably) sees the new nation as a dangerous military threat. However, Mahàgi longbow.
the formidable barrier of the Upper Karathé River makes a quick pre-emptive
strike impossible and the Ascorcànian Emperor Esènsédab V is forced to look on (2158 BU) The Upper Karathé overflows its banks, flooding much of Vòina and
with impotence at the rise of the western menace. Primarily made up of individuals the Conjunction Lands.
of the Arda race, the Empire of Mgòrian Citizens is unusual in that it is more or
(2157 BU) The leaders of the Empire of Mgòrian Citizens extend the franchise to
less democratic in its political makeup, and it lays the foundation for the later
townsmen of the lower classes.
Ardae Empire of the Fourth Age.
(c. 2150 BU) The Tower of the Yellow Eye is built on a mountain peak in the
(2267 BU) A comet appears in the sky during the summer of this year. The event
centre of the Isle of Nàsryu. Its owner and inhabitants are unknown, but the Tower
is widely believed to have been the cause of several disastrous earthquakes in
remains in fairly good repair during most of the rest of the Third Age. It is avoided
Hà'alàam as well as a severe crop failure in central West Roctien. Elsewhere, it is
by the pirates and barbarians who make the island their home.
said to have foretold the deaths of Emperors Nlauclop-Ki'ìrh II of Sherdonèl and of
Di-Msé VIII of Ròned Hadin. The coming of the comet lends credibility to the
Amyé-Lé-Sàachak of Làvy-Tvòn, who predicted its arrival fifteen years earlier.
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(2144 BU) The city-state Khré-Emlu in eastern west Roctien begins to pave the (2081 BU) The city of Aèrus in northeastern West Roctien is settled by expatriates
East Way. This project, accomplished with the brutal exploitation of many from Asòrus and Khré-Ehlu. As the terminus of the paved part of the East Way,
conscript slaves and serfs, earns Khré-Emlu the sobriquet "Builder of Ways Aèrus prospers economically, and it soon becomes a centre of trade with the
Paved With Men's Bones". fishing villages which populate the northern seacoast of West Roctien.
(c. 2140 BU) The psychedelic qualities of the drug Unchga-Ié are discovered in (c. 2072 BU) The Dragon Tar-Ancléöe makes its first appearance in the Dondré-
northern Ardtien. The drug, synthesised from a berry which grows only on the Halo Pass, terrorising traffic traversing the Nòlan Oblé and reducing
coast of the great northern sea, is soon established as one of the main communications between north and south to a trickle. The fearsome creature
commercial exports of the Arrènian Plains. continues its depredations until 2034 BU, when it is slain by the Sagòst after
attempting to ravage Sithalàsso. According to legend, its hoard included Còs
(2130 BU) The Colosseum at Smt-Amtigùé in Javertien is completed. It soon Rhòdlu ("Pendant of Granite") and this artifact was recovered by its vanquishers.
becomes famed as a staging area for gladiatorial combats and attracts the
participation of many barbarian warriors whose tribes inhabit the Hòiat Forest. (c. 2066 BU) The Great Blade Oiràmh ("Cleaver of Protections") is forged by an
unknown group of master artificers. It is thought, though not proven, that the Blade
(c. 2117 BU) An evil force begins to find its way into the russet sands of the is one of the few never created by the Hlòn.
Depression of Red Teardrops in East Roctien. This is not recognised for many
years after the event, however. (2067 BU) On the edict of Chemrùshedab-Urlùh XIV, the Ascorcànian Empire
adopts as official the Bjr'Bhéan ("Star-Set") calendar. The revised calendar,
(2106 BU) Birth of Slàhk-Foh XX ("the Titanic"), L'aqu-àlu King of western having eight months of sixty-three days each, proves highly popular north of the
Arbasàyanae, said to have stood eleven and one-half metres tall during his prime. Nòlan Oblé and within the next seven hundred years becomes almost universally
accepted in Roctien, Ardtien and Javertien.
(2100 BU) Erkarn XVI, Protector of the West, is crippled by a partially-successful
assassination attempt carried out by the Ssòchar-al-Alàmanarck allegedly on the Its popularity south of the mountains is less widespread, with most of the
orders of Clan Tola'O, whose leader is a rival for the post of Protector. The move civilisations to the south preferring to continue with the Bjr-Epréhul ("Servant of
causes a schism amongst the semi-independent fiefs of Javertien, as the west's the Stars of Destiny") calendar established by the Temple of Ya-Epré during the
city-states align themselves with Tola'O or Erkarn's own Clan Smtà'Athéa. Second Age. The new calendar is to remain in large-scale use in the northern
regions until the downfall of the Ardae Empire (1013 BU), when it is replaced by a
(c. 2100 BU) An unknown group of master artificers (possibly, but not necessarily,
variety of locally designed imitations.
the Hlòn of the Nòlan Oblé) creates the Great Blade Nhondùuuro ("Black
Gloombringer") for the Temple of Rssa-Urutàngk, which at about the same time (2055 BU) An attempted uprising by the Mh-Lklàa in Ascòrcan is put down with
creates the Society of the Black Mace (a religious fighting order set up to combat brutal harshness by Chemrùshedab-Urlùh XIV. The severe response to the
the power of the Padrulàilh). insurrection leads to the breakoff of diplomatic relations between Ascòrcan and
the Empire of Mgòrian Citizens. In the same year, membership in the Mh-Lklàa is
(2094 BU) The Second Battle of the Ghènschan Bridge: Ascorcànian forces under
outlawed by the Padrulàilh in Arconia, and public worship of the Khùl-Nolgùn is
Chemrùushedab-Urluh XI repulse a poorly-organised raid by the Empire of
declared a capital crime.
Mgòrian Citizens into the eastern half of the Conjunction Lands.
(2044 BU) The famous Javvré playwright Eléthia-vun-Salkòh composes her
(2089-2063 BU) The First Javvré Civil War: Tensions within the highly polarised
masterwork Amméa Chel-Javvréhuman Mita Era Lathìla-Dhrùva ("A Tale of the
fief structure of the civilised parts of Javertien explode in a bloody internecine
Sad War Amongst the Families of Javertien"), one of the first literary works of note
conflict lasting some twenty-six years.
to be written in the Old Javvré script.
The war, which devastates much of eastern Javertien and sends many refugees
(2040 BU) An artificially engineered food shortage brought about by renegade
streaming eastward into the Empire of Mgòrian Citizens, sees the forces allied to
factions of the Vhàl-V'àvna causes much hardship in Ontars and Khàpitas. The
Clan Tola'O and to Smta-Athéa clash at the Battles of the Sholian Canal, Nnània,
event further strains relations between the Empire of Mgòrian Citizens and
the Kabvàian Hills and the East Bank of the Aférar River. In the main, these
Ascòrcan, whose forces are widely but incorrectly assumed in the affected areas
clashes prove inconclusive, but the drain in manpower they inflict affects the more
of having been behind the plot. Those actually responsible are thought to have
lightly-populated clans allied to Tola'O more seriously than those allied to Smta-
secretly been tortured to death by the guild police of the Vhàl-V'àvna somewhere
Athéa.
around 2038 BU.
In 2073 BU, the forces of Smta-Athéa are badly beaten at the Battle of Ivador, but
(c. 2036 BU) Ròaon ("Holder of the Symbol of Demise") (?) establishes him/itself
the victory turns out to be a Pyrrhic one for Sarrdù-kur-Oszor (the head of Clan
as the ruler of the nearly-deserted (by living beings, at least) Depression of Red
Tola'O) whose army is forced to double-march to the east to head off an invasion
Teardrops in East Roctien. In so doing, he is forced to face and defeat the locally
from the Empire of Mgòrian Citizens.
powerful Temple of H'òngg-Hélé; this he accomplishes readily with the aid of That
In 2072 BU, after crushing the Mgòrian forces at the Battle of the Gyardian Marsh, Which Brings Death From the Snows (?). Ròaon's victory goes almost unnoted in
the army of Tola'O marches west, pillaging as it goes until it reaches and besieges the rest of the civilised world.
Smt-Amtigùé. The city holds out for nine months, but collapses in 2071 BU after
(2036 BU) A disastrous earthquake, one of the most powerful and destructive in
the failure of a Smta-Athéan relief force to break the siege. During the sack of
recorded history apart from those encountered during the Fourth Cataclysm,
Smt-Amtigùé, the city is burnt to the ground and sees every second one of its
strikes the northern subcontinent as far west as the terminus of the Aiagòné Oblé
male citizens above the age of ten put to the sword on the express orders of
and as far east as the Jmòjae Oblé. The tremors kill thousands and inflict severe
Sarrdù.
damage to virtually every city within the affected area; particularly hard hit is
Demoralised by the loss of their capital city, the clans allied to Smta-Athéa sue for central west Roctien which is near the epicentre of the disturbance. Although
peace one by one, although the war is not officially declared over until the final heavy damage is inflicted on both Empires, the quake proves in the long run more
surrender of Erkarn XVII of Smta-Athéa after his defeat in the Battle of the Hylpian of a handicap to Ascòrcan than to the Empire of Mgòrian Citizens, as the former's
Plain in 2063 BU. smaller population base is strained to the limit in paying for repairs. This is,
however, at first partly offset by the death of the entire Mgòrian Senate, caught in
As a result of the First Javvré Civil War, Sarrdù takes the title of Protector of the session at the height of the upheavals and crushed beneath the collapsing Green
West, but his reign proves a short one as he dies of the Spotted Death in 2060 BU Palace (its traditional meeting place in the centre of the city of Ontars).
and is incapable of consolidating power into his own offices and away from those
of other Javvré noble clans. (c. 2033 BU) The Great Blade Fvvòron ("Icicle of Silver") is crafted by the Hlòn of
the Nòlan Oblé, allegedly for the Temple of Tiryé-Habéla. This is uncertain, since
(2085 BU) The Battle of the Brown Mountain: An army allied to the Temple of it does not match the Aspect taken by this Goddess during the Third Age.
H'òngg-hélé in southern East Roctien defeats a force of L'aqu-àlu and Hnàhhu
barbarians. The outcome of the battle results in the spreading of the power of the (2017 BU) Chemrùshedab-Urlùh XVI ("Overthrower of the Black") of Ascòrcan
Temple of the Black Cudgel over much of East Roctien. outlaws the Temple of Rssa-Urutàngk and several other Temples of the Khùl-
Nolgùn, substituting in their place the worship of Tiryé-Habéla as the official
(c. 2083 BU) A group of master artificers, almost certainly the Hlòn of the Nòlan religion of the Empire. The move prompts an immediate rebellion which is
Oblé, fashions the Great Blade Nhònzenai ("Dark Crystal") for the Temple of crushed with the customary severity, the Emperor having previously co-opted the
Rssa-Urutàngk. support of the army by promises of an attack on the independent kingdoms of
west Roctien.
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After this point, the Temples of the Khùl-Nolgùn go "underground" in Ascòrcan, The accusation was hotly rejected and was followed, in late Phèrn-Rôya of the
although their influence continues to be great. same year, by the fracturing of the Imperial army and the declaration of the Fourth
Civil War. Although this internecine warfare placed Roctien in a position of almost
(2000-1995 BU) The War of the Western Bank: Under severe pressure from the total vulnerability to an attack by the Shadowed Empire, for reasons that are still
armed forces and well past the prime of his life, Chemrùshedab-Urlùh XVI being debated none ever came; consequently the Fourth Civil War was to drag
launches a campaign of military aggression in west Roctien aimed at gaining on, with intermittent truces as the clans jockeyed for position, for over eighty long
control of the area for Ascòrcan. While initially successful, the plan ultimately turns years until the year 101 BU.
into a disastrous failure as the natives refuse to stage conventional battles and
bleed Chemrùshedab's army of occupation white through guerilla warfare. The 4.5.2.2. The Gav'Osché Dynasty (101 BU - 108 AU)
Ascorcànian army, resorting more and more to the use of terror to control the
conquered territories (at the height of the campaign, extending over most of the In 101 BU, Clan Gav'Osché, an ancient family claiming descent both from Dégas
populated lands to the west and south of the meetingplace of the River of the III and the early Temples of Ro'sènnpâdr and Tiryé-Hàbela via the Codex of Noble
Sentinel and the River Nèva), eventually take effective control over the Empire. Houses, ascended to the Throne of the Falcon after the chaos of the Fourth Civil
War. Although this clan had never previously controlled the throne, it had
In 1999 BU, members of a disgruntled army faction murder the Emperor and his frequently maintained members within the highest circles of power, and had the
entire family at a banquet. The subsequent ruler, Uhltekib I, is little more than a decided advantage of not being tainted with the misdeeds of previous Emperors
puppet of the armed forces, but after his assassination by the Ssòchar-al- or Empresses. Under other circumstances, the other great families would probably
Alàmanarck in 1996 BU (thought by modern scholars to have been partially have violently protested this deviation from rulership tradition; unfortunately, few of
funded by the Empire of Mgòrian Citizens) while touring the city of Vàli-Pas, even the other clans were in much of a position to do so, as almost all their qualified
the most diehard cliques in the military establishment become convinced that the candidates had been killed or incapacitated in the Civil War.
occupation is not worth the cost.
With the possible exception of the latest Empress, Gàliai III, all of the recent rulers
The Ascorcànian forces thus pull out of their erstwhile possessions in 1995 BU. Clan Gav'Osché has given the Imperium have proved wise and capable, albeit
Their departure is widely regarded as the beginning of the downfall of Ascòrcan as with considerably different personal characteristics.
a major power and it gives much encouragement to the designs of the Mh-Lklàa in
the vacated areas. 4.5.2.3. Galàadr I (101-91)
(101-91) "The Good Rod"
(c. 2000 BU) An é'èsh-stone apparently containing a message pertaining to the An Emperor whose ascension is considered to have ushered in the "modern" era
locations of several "lost" Pendants (of these, it is thought that three have been of Rocto-Ardae history, Galàadr, already past his prime upon coming to power,
discovered in later times) is washed up (?) on the shores of the Strait of Fysa in unfortunately ruled only ten years before his death of the Chròdr-na-Ondra in late
modern Roctien after a storm. The stone is said to have passed through Aèrus, 91 BU.
and then much later (c. 900 BU) to have been formed into what is now the
foundation of the Tower of the Golden Falcon in modern Ouut-Nèwar. Whether it During his reign the Imperium was quiet, having exhausted itself of fighting in the
still resides there is unknown, but an account of its finding and early travels is long Fourth Civil War. Although by now the Shadowed Empire was emerging from
available at the Guild of the Amyé-Lé-Sàachak in Aèrus. its self-imposed isolation and a few skirmishes were fought between the Army of
the Falcon and the Army of Shadows, East Roctien did not yet have either the
(1996 BU) An attempted coup by the Padrulàilh in the Empire of Mgòrian Citizens wherewithal or the inclination to launch a major offensive.
is foiled at the last moment, allegedly with the aid of certain Temples of the Khùl-
Mhazàshii. The event leads to the suppression of the Temples of Ro'sènnpâdr Galàadr's actions were largely confined to restoration of the economy after the
and Nanyë in the Empire and to a purge of the army of Padrulàilhe fellow war, a task of which he accomplished much during his short tenure. By about 92
travellers. BU the Empire, with the notable exception of the southeastern fiefs, was again
mostly prosperous.
(1460 BU) Aiilé III of Roctien is slain in the Issànian Forest by the Dragon
Nssùmah. He is succeeded by his half-cousin Aiilé IV, a dissolute lover of high An unusual feature of the reign of this Emperor and of his successor Galàadr II, is
living thought to have secretly been a follower of the Temple of the Rotted One. the number of rumours and legends of the doings of the Watchers, "wizards",
"demons" and other similar beings that arose in the roughly 75 years after about
4.5.2. Recent History of the Rocto-Ardae Empire 100 BU. Most of these stories are unverifiable because they are set south of the
Nòlan Oblé, and several legends are similar to tales of the Second Age. It
The Referee can find below a synopsis of recent events in the Empire of the certainly does seem, however, that during this period supernatural events of some
Golden Falcon, the political state which now rules Roctien. Roctien's past history, kind were much more common than they had been for many years before.
of course, goes much further back than the ascent of Clan Gav'Osché, but the
events prior to the "Fourth Civil War" are For Future Release and will be detailed 4.5.2.4. Galàadr II (91
(91-70)
-70) "Adventurer"
in a future supplement to Shakhàn.
An intelligent and resourceful Emperor who proved a dangerous foe to his many
4.5.2.1. The Fourth Civil War (183
(183-101)
-101) rivals, Galàadr II was the second in the line of competent rulers placed on the
Throne of the Falcon by Clan Gav'Osché. A half-brother of Galàadr I, he was a
As a result of the unfortunate death of Nlàzur XI, the elders of Clan Convra relatively young 40 years of age when the former Emperor died in 91 BU.
publicly accused both the Temple of Ro'sènnpâdr and the leaders of the three
other most powerful clans of having deliberately administered a lethal dose of
Adàja to the late Emperor.
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Little is known about Galàadr's early life; it is said that he was a proficient user of During Galàadr's time in power, the upper ranks of the Imperial bureaucracy were
both religious and non-religious "magic" (?), but later renounced membership in staffed exclusively with ministers loyal to Clan Gav'Osché, but the lower ranks of
the Antratschèldor-haii, if he had in fact ever belonged to the Brotherhoods of the the civil service were run almost completely on the "merit system" and there were
Hidden Arts. As a young man he is reported to have had many adventures, in few administrative problems. Economically, the Imperium sometimes groaned
particular two trips to Ulschéshosh, where he lived for a time in one of the hardy under the weight of the taxes that Galàadr's efficient tax-collectors gathered with
barbarian tribes of the Thìth Oblé that form the northern border of the Shadowed great diligence, but Roctien was prosperous and could generally afford what was
Empire. After this, he is thought to have carried out several dangerous missions assessed of it.
for the Imperial secret police, including a few expeditions to the Underworld.
The Imperial army was allocated a modest expansion program to meet the threat
Galàadr's first major challenge upon coming to power was a large-scale attack of the Shadowed Empire, but there was little real warfare other than the Battle of
launched by the Shadowed Empire in 89 BU. This offensive, unusual in that it was the Eastern Vàryagh in the autumn of 50 BU, in which the Imperial XVIIIrd Army
opened by an amphibious assault against Fiefs Rùsa, Rìha and Pàra-Rusa, repelled an East Roctiennae surprise attack on Màsilov with heavy casualties.
caused a number of bloody battles in northeastern Roctien, but was stopped at
the Siege of Aerus in 87 BU. The East Roctiennae navy, meanwhile, was largely Although no stranger to orgies and other pleasures of his office, Galàadr was not
destroyed by the actions of the brilliant Imperial Admiral Khràinos-Tsò-Myr-Rìhi a fool or wastrel and he had a keen talent for both politics and administration. He
and Galàadr himself, at the Battle of the Red Iceberg later in the same year. After was also quite willing to use both the army and the Talons of the Falcon, as the
this point, the war on the eastern front degenerated into its familiar pattern of Rocto-Ardae secret police were known, to stamp out dissent and rebellion, but
small-scale battles and hit-and-run attacks. fortunately this was not needed frequently. One exception was the aftermath of the
execution of his second wife Lady Taràsha-Myr-Tsò-Kepshira for treason in 64
Galàadr's problems were not over, however; the Padrulàilh, with the tacit support BU; some three quarters of the noble court of Fief Kèp-Kèp were either
of the Temples of both Ro'sènnpâdr and Nanyë, sensed a vacuum of power in imprisoned, banished or executed, allegedly for complicity in the plot.
Oùut-Nèwar and attempted a coup on the same day (50 Jàx) as the Battle of the
Red Iceberg. Conditions were confused in the capital for about two weeks after Despite such occasional displays of harshness to rivals, the common folk of the
this treachery, but just as the Padrulàilh was about to consolidate its control over Empire regarded Galàadr with considerable respect and affection, since most of
the army and the government, Galàadr and his Guards Cavalry Corps suddenly his actions towards the lower classes, even those in the remote parts of the
appeared and crashed the gates. (How the Emperor was able to show up at Imperium, were openhanded and indulgent. His death of complications of obesity
exactly the wrong time for the Padrulàilh has never been explained. It has been and old age in early 15 BU was therefore met with much sadness in all of Roctien.
suggested that Galàadr used some of his old magical abilities to perform this
4.5.2.6. Galàadr IV (15-1)
(15-1) "Whose Gaze Chastens"
miraculous appearance, but it seems just as likely that the conspirators thought
his army was still tied up against the East Roctiennae hundreds of kilometers Upon the death of Galàadr III there transpired a four-month period of instability, as
away, so they did not take the precautions they otherwise would have.) the various political and religious factions in Oùut-Nèwar identified with the former
Emperor's three living wives maneuvered for power. The faction associated with
Upon seeing the Emperor, most of the Legions that had supported the coup again
Galàadr III's second wife, Lady Chaitàla of Thélésban, and, importantly, with some
pledged their loyalty to Galàadr and the uprising dissipated, with most of its
of the religions of the Khùl-Mhazàshii, finally gained the upper hand in Uhrack of
leaders riding in haste for sanctuary in western Javertien.
15 BU, and proclaimed the eldest of her six children, Lord Melàrchko, as Emperor
From this point until the end of his reign in 70 BU, Galàadr was content to Galàadr IV.
methodically purge the army of dissident elements and to curtail the power of the
It is said that Melàrchko may not in fact have been Galàadr III's real offspring–
Temples. He had considerable success in both these endeavours, although
Lady Chaitàla is thought to have had several lovers during her marriage to the
because of the threat from East Roctien and because some of his favorite
former Emperor, although, if this is true, Chaitàla wisely kept the names and
generals were followers of this deity, he was not able to completely eliminate the
details a closely guarded secret.
political and secular influence of the Temple of Ro'sènnpâdr in the army and
society. In many ways Galàadr IV was almost the exact opposite of his putative father. A
spare, almost humorless figure with a dislike of public ceremony and a strong
It was during this period that Roctien's current orientation in favour of the Khùl-
ascetic streak, he rarely appeared in public, and for much of his reign rumours
Mhazàshii over the Khùl-Tlassù was largely formed. Of the Temples of the Khùl-
circulated that the Emperor was either ill or uninterested in managing the
Tlassù other than that of Væran Ro'sènnpâdr, few except that of Vìrya Fèftian-Ithé
government. This was untrue; while Galàadr certainly did spend much of his time
had much real power, and the followers of the Gentle Vìrya of Harvests were
on personal tasks that have not yet been revealed, he was, in fact, preoccupied
disinclined to intervene much in the affairs of state. The Temple of great Tiryé-
with a careful balancing act in rewarding the many other offspring of Galàadr III
Hàbela, conversely, gained strength especially in the army, and the Temples of
with posts in the bureaucracy and army. These moves did not endear him to the
avaricious Ba'altschavùu, lewd Kikiri and watery Hadda-Latonn all also became
generals of the High Command Council, but there was little the army commanders
more popular throughout the Imperium.
could do about it. Since their defeat roughly 40 years earlier, the leaders of the
Galàadr is said to have died in the winter of 70 BU of old wounds, but it now Shadowed Empire had not made a major venture outside their borders, and thus
seems that he was instead the victim of a curse of eternal sleep inflicted by the Army of the Falcon had little to do other than maintaining law and order within
unknown enemies; his animate but comatose body was encased in a specially the Imperium.
sealed tomb deep underneath Oùut-Nèwar, where it still sleeps in an ageless
Otherwise, his reign is remembered as having been considerably less enjoyable
trance today. An interesting side-note to this is that even though the Shadowed
than was that of his predecessor, especially for the common folk, as the Emperor
Empire controlled Oùut-Nèwar from about 55 to 75 AU, it either made no attempt
ended Galàadr III's practice of tax relief for the indigent and many of the former
to disturb Galàadr's tomb, or was unable to do so. Considering the supernatural
Emperor's publicly-funded festivals. The laws were applied fairly, however, and by
powers available to the Empire of Shadows, if the latter is the case Galàadr's
around 3 BU Roctien's state coffers were fuller than at any time in recent memory.
tomb must be protected by mighty enchantments or guardians indeed.
Near the end of Galàadr IV's time in power, there are hints of increasing
4.5.2.5. Galàadr III (70-15)
(70-15) "Mighty Father of the
subversion of an "unearthly" (?) nature emanating from the Empire of Shadows,
Realm" and in the fifteenth year of Galàadr's reign the Emperor and much of his personal
A stout, Jovial figure famous for his love of food and revelry, this Emperor ruled staff secretly and suddenly left Oùut-Nèwar for a "meeting of the great leaders of
successfully for many long years. He is also remembered for a turbulent personal all the world to discuss the menace", supposedly held somewhere in or south of
life, having married and divorced five times during his reign; by the time of his the central Nòlan Oblé. He appears not to have returned from this trip, although
death, the Imperial Court at Oùut-Nèwar counted among it three of Galàadr's accounts differ as to exactly what fate befell him and his entourage. One story tells
surviving wives (he had one executed on suspicion, apparently justified, of her of him having abdicated in favour of the latter Galàadr V at this meeting; whether
having been planning to poison him on behalf of Clan Kèpsha) and seventeen or not this is true, in Jàx of 1 BU Clan Gav'Osché declared him lost and
acknowledged children. (Polygamy has been legal in Roctien throughout its announced his replacement by a high noble from one of clan Gav'Osché's
history, but it is frowned upon by some religions and is uncommon in the upper secondary branches, who took the name Galàadr V.
classes: most Emperors and Empresses have had only one "official" consort.)
4.5.2.7. Galàadr V (1 BU - 1 AU) "Watcher-Friend"
A mysterious figure despite the relative recency of his reign, this Emperor was
apparently a child of Galàadr III's third wife Sataisha and was a priest or user of
the Hidden Arts by vocation. The Edict of Arcane Prohibition, while seemingly
applicable here, was made moot by the brevity of Galàadr's time in power.
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A tall, gaunt man already well past middle age with a flowing silver beard, Galàadr Galàadr's problem was that he needed to eliminate the "Piper of the Poor", but
V was only seen in public twice prior to the Year of the Unification, during his reign this had to be done in a way that would divide, rather than inflame, Sùkhros'
from Jàx of 1 BU to Khèpp of 1 AU. followers. Shortly after the initial rebellion, the Emperor had determined, via
contacts established by the Imperial secret police, that both the Mh-Lklàa and the
In Bègj of the Year of Unification (0 BU/AU), he traveled south of the Nòlan Oblé Vhàl-V'àvna were privately disturbed by the success of the Society of the
to Arconia, close by which the Grand Council of the Watchers allegedly took Sharpened Stick. This was for practical, rather than doctrinal reasons. The two
place. He was not seen again in Roctien, although control of the Throne of the former groups might have been happy to see problems being caused for the
Falcon was not officially ceded to his cousin Gàlimaar-Myr-Tsò-Gav'Osché until a upper classes, but they were even more unhappy by these difficulties having been
year later. Clan Gav'Osché tried to keep his disappearance a secret from the caused by a movement from their own ranks, over which they had little, if any,
population, and did so for about two months, after which rumours of a vacuum in control.
the seat of power began to circulate.
To prove his good faith, Galàadr allowed an elder of rival Clan Convra to captain
Few records exist of Galàadr's actions or policies while he was Emperor. Either the boat carrying Sùkhros out to the barge, but shortly after reaching mid-stream,
little was written down, which would be quite unusual considering that extensive a tragic "accident" occurred as the "Piper's" boat suddenly capsized and sank;
histories have been kept for other recent Emperors, or someone or something has Sùkhros' body was never found, a testament to the efficiency of the assassins
deliberately attempted to obscure them in Galàadr's case. controlled by the Mh-Lklàa and Vhàl-V'àvna. Under other circumstances, such
treachery would undoubtedly have enraged the rebellion's followers and spread
4.5.2.8. Galàadr VI (1-20 AU) "The Weasel"
the unrest yet further. Now, however, the second phase of the Emperor's plan
The former Gàlimaar-Myr-Tsò-Gav'Osché and one of the youngest offspring of the came into effect. Galàadr, professing disgust at the murder, staged a highly public
latter Galàadr III's first wife, Lady Kasàiida of Cath-Sin, this Emperor took the series of show trials "proving" the culpability of Clan Convra in the affair, while the
throne in early 1 AU after the disappearance of Galàadr V a year earlier. Mh-Lklàa staged several counter-uprisings in the cities controlled by the Society of
Gàlimaar's ascension took place in a climate of increasing tension, as Clan the Sharpened Stick. These actions not only confused and divided the loyalties of
Gav'Osché began to fear a move on the part of one or more of the other titled the now-decapitated Society's followers, but also allowed Galàadr to handily rid
clans to advance a candidate for Emperor. Short, lumpish and with an unusually himself of many senior members of his most powerful rival clan. Finally, in late 2
high-pitched voice, Galàadr was an unimpressive physical figure in his late forties AU, by prior arrangement, the Mh-Lklàa ended its rebellions, urging the urban
upon coming to the throne. He was, however, highly intelligent, and in particular poor to "cease and regroup, that our children may one day live out our dreams".
was very good at political intrigue, with a ruthless streak where his own interests One by one, the rebellious cities surrendered, but the Imperial army, acting on
and those of Clan Gav'Osché were concerned. strict orders from the Emperor, did not engage in mass reprisals (except, notably,
These skills proved useful at defusing a major crisis that occurred very early in his in Ssata, which was retaken by the IIIrd Corps dominated by the Padrulàilh: as
reign, as the Imperium's internal discipline had begun to dissipate during the punishment, the IIIrd Corps was exiled to border duty in Fief Thelesdura until the
interregnum after Galàadr V's final trip. Galàadr had scarcely held power for a full great war some twenty-seven years later). This did not mean that Galàadr took the
year, when there was a sudden mass uprising of the urban lower classes called remaining threat lightly, as over the next five years, he had the Talons of the
the "Society of the Sharpened Stick", ostensibly led by one Sùkhros-Nhàkra- Falcon assassinate or kidnap and imprison over thirty of the Society's second-tier
Nhàloh-Haiiyan, the self-styled "Piper of the Poor". The rebellion was similar in leaders– taking care, of course, not to harm anyone whose safety was requested
some ways to the "Cult of the Prophet" that had been the undoing of Benhana by the Mh-Lklàa.
XXV some seven hundred years earlier, except that it was secular, rather than By the middle of the next year, central Roctien had almost reverted to complete
sectarian, in nature, and that it was much more effectively handled. stability. The uprising's most long-lasting effect was that from this point to the end
Sùkhros, a demagogue with a near-hypnotic ability to arouse crowds, was of of his reign, Galàadr had to allow the Mh-Lklàa and Vhàl-V'àvna almost complete
unclear parentage, having arrived in Roctien in the port of Pusnis some five years immunity from the oppression they had come to expect from the Imperial police
prior to Galàadr's ascension. Some histories tell of him having been a renegade forces, although they wisely did not test this tolerance too far.
member of the Antratschèldor-haii, others claim he was a defrocked priest, while The next fifteen years of Galàadr VI's reign were outwardly peaceful and quiet, as
the most credible have him as the leader of an espionage ring funded by the the Emperor methodically played the noble families of Oùut-Nèwar off against one
Shadowed Empire. Whatever the truth to his early history, by 2 AU he had another, all the while increasing Clan Gav'Osché's control over the secret police
organized a large-scale underground movement devoted to the overthrow of the and army. His skills at economic management were a poor second to his political
noble classes, in favour of what he termed "the loving tyranny of the simple folk". abilities, a fact that became evident in the drought of 11-12 AU. However, Galàadr
What Sùkhros may have meant by this slogan is still the subject of debate, but had the luxury of a large financial surplus left by his two immediate predecessors,
based on his later actions, he most likely simply meant to install himself as and he used this when needed to purchase grain for the most badly affected
dictator of the Imperium. While Sùkhros' own charismatic presence was vital to regions. Other than for a border incident with Prin'Ql in 9 AU and several
the movement's control over its adherents, there are hints that "something else" campaigns conducted against bandits in the Pass of Dondré Halo around 14 AU,
was in fact funding and guiding the Society's actions. Conspiracy theories there was little military activity during Galàadr's time on the throne, as the
regarding this persist to the present day; some of the most popular candidates are Shadowed Empire remained in seclusion. Near the end of the second decade AU,
the Mh-Lklàa, the Vhàl-V'àvna or one of the many underground religious cults however, rumours started to circulate of ominous plans being made east of the
found in the central Imperium. The truth of this is impossible to determine, but Jmòjae Oblé. Preoccupied as he was with internal security, there was little the
notably, during the crisis Galàadr was, at one point or another, able to gain the Emperor chose to do about this, although he kept Roctien's eastern defenses
assistance of both the Mh-Lklàa and the Vhàl-V'àvna against the Society. It strong– too strong, perhaps, as later historians have criticized his tactic of
certainly seems unlikely that these groups would knowingly aid in the elimination positioning too many of the Imperium's best units far to the east, where they were
of a movement which they had started or supported. vulnerable to being outflanked or overrun.
In early Otchéyàyn of 2 AU, a series of destructive riots, theoretically caused by Despite Galàadr's low personal attractiveness, he was never short of consorts
the execution of a beggar convicted of insulting the Wéznu of Fief Convràssa (but, (both "legal" and otherwise), and upon his death of the Chròdr-na-Ondra, to which
in all likelihood, carefully planned in advance), broke out in Ruhbats'Aland, the males of Clan Gav'Osché seem to be vulnerable, in late 20 AU he left behind
Cònverson, Pùsnis, Zeikàz, Arthega and Ssàta. Notably, it had little following two wives and eight legitimate children. One of these, Lord Enshènethu, was to
further east than the western border of Fief Dumòrok. Initially, the army tried to put ascend to the throne and become one of the most famous of modern Roctien's
down the uprising, but the scale of the revolt defied all attempts to suppress it by leaders.
conventional means. On Galàadr's orders, the army then withdrew from the
4.5.2.9. Galàadr-Ban-Ata (Galàadr VII) (20-49)
(20-49) "King
affected cities, in which chaos and a total breakdown of law and order reigned for
approximately the next two months. of Mighty Times"
In S-Tsèrack of 2 AU, the Emperor offered to meet Sùkhros-Nhàkra-Nhàloh- Remembered primarily as a great military leader whose fortunes did not leave
Haiiyan in a neutral location, specifically on a barge anchored in the midst of the much time for attention to domestic affairs, this Emperor, the first son of Galàadr
lower River of the Sentinel, to discuss the situation. In Oùut-Nèwar, itself already VI, ascended the Throne of the Falcon in 20 AU upon the death of his father. A
showing signs of an incipient revolt, the noble classes and also Clan Gav'Osché short but massively-built man with penetrating blue eyes, he spent most of his
were shocked at this apparent pliability, but in fact, all was going according to a youth as a foot-soldier in the Imperial army; by his twentieth birthday, he had
plan Galàadr had decided upon. already won fame for bravery fighting bandits in the central Nòlan Oblé.
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In the summer of 28 AU the central Empire suffered a major crop failure causing In the Battle of Glorious Revenge (49-50 Phèrn-Rôya 76 AU), the siege of Vòina
much discontent. (It has since been suggested that the failure may, in fact, have was broken and the East Roctiennae army shattered, by a large relief force sent
been the result of a curse inflicted by the priests of sinister Baab-B'bògg; whatever from Javertien. This was the result of Gaaiina's earlier assistance to Protector Orh
the cause, it virtually wiped out grain production to the east of the River of the III of Javertien, who, with the help of the Temple of Ro'sènnpâdr, overthrew the
Sentinel.) Galàadr-Ban-Ata, having inherited his father's disinterest in economics, usurper Dòrn-Ra in the Javvré Restoration (6 Vhùnuhrack/Rhine 73 AU). It is said
did what he could to lessen the impact of this natural disaster by expending the that the relief force numbered among it six or more of the fabled Watchers, but
remnants of the Imperium's reserve coinage, but by this time so little remained this has never been decisively proven. For the first time in recent memory,
that he was able to only partially mitigate the suffering of the peasantry. This Roctien's ability to use "magic" on the field of battle exceeded that of its eastern
problem, serious though it seemed, was of minor importance compared to what enemy. From 77 to 80 AU, the Imperial armies, their morale restored, retook Oùut-
was next to come. Nèwar and the western fiefs in the Clearing of the Sacred West campaign,
followed by mostly successful battles in the eastern fiefs, culminating with the
Having left orders not to be disturbed from the vacation he was taking at the time retaking of Kèprica after a seven-month siege in 81 AU.
in the Irvine Oblé, Galàadr was not promptly warned of large troop movements in
East Roctien. These were the portent of (29th Bègj 29 AU) the Second War of Central Roctien had been laid waste by the war, and Gàiina called a halt to the
Black and White Scythes (29-35 AU), started by a massive East Roctiennae offensive in late 82 AU with the Shadowed Empire mostly, but not completely,
attack on the Imperial army's positions in the west Jmòjae Oblé. The Imperial driven out of west Roctien. From 83 to 88 AU she concentrated on rebuilding the
forces, most of which were surprised in static positions and which were instantly Imperium's devastated cities and infrastructure, a task which she accomplished
isolated from the command structure, fell back in disarray and lost most of these much of prior to her death. On another note, Gàiina's reign is remembered for the
regions, excepting Fief Gava-Vsboa, which fortunately held as an island of the appearance of great Vìrya Fèftian-Ithé Herself in Ascòrcan City in Bègj of 86 BU;
Imperium in the sea of the Empire of Shadows. the spot on which the Goddess is said to have walked is now surrounded by a
large temple to Her honour.
By Vhùnuhrack of the same year, the Dark forces had thrown the Imperial army
back to south of the river Omvra'amion in the north, and past Morok Fief in the Gàiina I took ill and died on 1 Jàx 88 AU of an old and mysterious wound suffered
east. In 30 AU, Roctien suffered serious defeats in the battles of South Kne'e (13 in magical combat during the Battle of Glorious Revenge. Her passing was met
Bègj) and Za-Hyla (45 Khèpp). In S-Tsèrack, the treachery of Lord Tuto-Tsò-Myr with great grief among the citizenry, which had come to regard her almost as a
Gosha'al was revealed, as that Wéznu convinced his ancestral homelands of deity. Gàiina's body was laid to rest in a huge tomb in the mountains northeast of
Fiefs Vàryagh, Rom, Snios and Kne'e to join the enemy. In the Battle of the Gates Vòina; however, perhaps due to the legends of her association with the Watchers,
of Thélésban (20-25 of Jàx 33 AU), Galàadr-Ban-Ata himself was badly wounded rumours persist that she has risen and joined her divine comrades (?).
and was left with a noticeable limp whenever he walked.
4.5.2.11. Gàliai I (88-91)
(88-91) "The Fated"
Apart from Galàadr's own abilities, it was another natural disaster that was to turn
the tide of the war in Roctien's favour. The Great Plague of the Daabàtha-Rqnùha The eldest heir of the lesser branch of Clan Gav'Osché and a warrior-priestess
struck most of Roctien and East Roctien from Otchéyàyn to Phèrn-Rôya of 34 AU, devoted to valiant Vìrya Tiryé-Hàbela, Gàliai assumed leadership of the Empire
causing turmoil in East Roctien that weakened its ability to pursue the war. upon the death of her cousin Gàiina in 88 AU. Although an intelligent and
Galàadr-Ban-Ata ordered an attack in early 35 AU, and at first encountered heavy resourceful ruler who showed considerable promise, she preferred the life of a
resistance but triumphed in the Battle of Eastern Ekras on the 40th of Khèpp 35 warrior to that of Empress and her reign was a short one.
AU. From Nahadjarone to Lhòrentayn of 35 AU, Galàadr-Ban-Ata's armies
Gàliai was slain in 91 AU at the Battle of the North Bank after her Glorious Legion
marched through and pillaged the western parts of East Roctien. Galàadr
of the Queen of Battles (XVIInd Imperial Heavy Infantry), which was then
appointed his nephew and favorite heir, Galàadr-Ben, as regent of the new
garrisoning the city of Paslatz in Fief Phònsé, was surprised by a much larger
eastern possessions. This unfortunate viceroy was later (11 Otchéyàyn 37 AU)
raiding force sent by the Shadowed Empire. The Glorious Legion, as is the
found dead in bed, evidently poisoned by his local High Chancellor, one Gohten-
custom of formations pledged to mighty Tiryé-Hàbela, fought to the death and was
Myr-Tsò-Gaufelh, who disappeared soon afterwards. Many stories have
almost completely eliminated as a result of this battle, but Paslatz was held long
subsequently appeared as to how this occurred [one even suggests that "Gohten"
enough for an Imperial relief force to arrive and win a great victory over the East
was the dread Vòrin Roaon in disguise(!)], but the loss greatly saddened Galàadr
Roctiennae. Before she fell, Gàliai herself and her three shield-maidens are said
and he became a virtual recluse for the next ten years.
to have almost single-handedly held the north entrance to the Bridge of the Fast-
In late 48 AU, Roctien was treacherously attacked by the Kingdom of Khàpitas. Flowing Amion for almost a whole hour, against enormous odds and sinister
Galàadr reacted forcefully to this threat and shattered the best of the Khapitasi magical opponents.
army in the Battle of the Green River Trail (44 Phèrn-Rôya 49 AU), but the price
After her body was recovered, Gàliai was laid to rest in a great white tomb outside
was dear as the Emperor himself was fatally wounded. His passing brought to the
the Temple of Tiryé-Hàbela in Oùut-Nèwar. The anniversary of the Battle of the
throne one of the greatest of Roctien's rulers (see below).
North Bank (6 Uhrack) is celebrated today in some parts of the Empire as a
4.5.2.10. Gàiina I (49
(49-88)
-88) "The Glorious" religious holiday by adherents of Vìrya Tiryé-Hàbela.
The first daughter of Galàadr-Ban-Ata, Gaaiina I is fondly remembered as one of 4.5.2.12. Gàliai II (91
(91-102)
-102) "Silverhair"
the Imperium's most heroic and long-reigning leaders. Despite a lack of formal
Another female Empress and the younger sister of Gàliai I, Gàliai II was notable
military and economic training, she was victorious in some of the most desperate
for her physical attractiveness, especially tresses of long, silver-grey hair. She
wars ever experienced. A junior priestess devoted to a demigod of mighty
ascended to the Throne of the Falcon at the age of 22, upon the death of the latter
Ro'sènnpâdr, she was renowned for her striking physical beauty– in particular,
Empress in the Battle of the North Bank.
light reddish-brown and white hair, unusual for a human female of Roctien;
emulating Gàiina's appearance is fashionable in Oùut-Nèwar even today. Although theoretically pledged to the Temple of Tiryé-Hàbela and thus to the Khùl-
Mhazàshii as was her elder sister, Gàliai formed a close relationship with the
In spite of the Codification of Divine Separateness, Gàiina was forced to assume
Temple of Væran Ro'sènnpâdr and concluded an alliance, the terms of which
the Throne in 49 AU at the age of 16 after the untimely death of her father in
have never been made public, between the two martial religions in 93 AU. The
Phèrn-Rôya of that year. She was immediately forced to preside over an Imperium
alliance allowed her to re-initiate the campaign to liberate the eastern fiefs that
in crisis, as in 50 AU the Shadowed Empire, using, it is said, the aid of demons
Gàiina I had postponed some ten years earlier, and early in her reign the
and other sinister supernatural allies, attacked and inflicted several disastrous
Shadowed Empire was finally thrown out of Roctien at the Third Battle of the
defeats on the Imperial army. By 52 AU the Imperial capital had to be moved to
Gates of Asòrus (11-14 Otchéyàyn 94 AU).
Vòina as Roctien had lost all of the territory to the east of the Lower River of the
Sentinel.
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Gàliai was content to stop at the traditional border between east and west Roctien 4.5.2.13. Gàliai III (102-
(102- ) "Crone of the West"
at the Bridge of the Dark Horizon on the Lower Asòrus River, however, and
although from 94 AU to the end of her reign there were occasional battles with the Gàliai III, the sister of Gàliai II, was 62 years old and in poor health when first she
Shadowed Empire, there was nothing of the scale or gravity encountered a few took over the Throne of the Golden Falcon, upon her younger sister's death near
years earlier. the end of 102 AU. Gàliai had never intended to become Empress– she did not
consider herself fit for the position, and had intended to live out her life as a nun-
In the west, Gàliai launched the Campaign of Bright-Burning Retribution against sage devoted to Vìrya Nìa – but the untimely death of Gàliai II and the lack of a
Ontars and Khàpitas after the Mh-Lklàa overthrew Turthor IX of Khàpitas in more suitable heir on the part of her Clan forced her to take the Throne. She has
Uhrack of 101 AU. This lead to clashes with Ascòrcan which feared the never married, although there have been rumours of trysts with some of the elders
Imperium's hegemony, but the crisis was defused by the Treaty of the West, which of Clan Gav'Osché, in particular Lord Telètho who is a distant cousin.
formalized Roctiennae and Ascorcanian spheres of influence in the western
border areas in 102 AU. The economy is in relatively good shape and the centuries-old struggle with the
Shadowed Empire of East Roctien continues, with the military situation in a
Gàliai II passed from memory in Uhrack, 102 AU, after Oùut-Nèwar was struck by stalemate. In this, the pattern of many years of war past is repeated, as superior
a brief but virulent plague of the dread Daabàtha-Rqnùha, which killed her along Rocto-Ardae generalship and particularly Legion morale offset greater numbers of
with several thousand of the city's inhabitants. Although her name is remembered East Roctiennae troops. Aside from occasional border disputes with Ascòrcan and
with reverence in Roctien, a less positive aspect of Gàliai's reign is the growth in Prin'Ql, there is no appreciable military threat from the west, which leaves the
factional and regional tensions caused by her necessary preoccupation with Imperial army largely able to devote its resources to holding the Empire of
military affairs on the eastern front. Had Gàliai II lived longer, she might have been Shadows at bay.
able to reign in the powerful Wéznu and noble clans, but these centrifugal
tendencies are now causing the Imperium severe problems.
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On the political front, Lord Ràan (King) Chargo-Myr-Psak-Keptyassi, is a well- 4.6.2. Social and Technological Development
known public figure as the Wéznu of Fief Kep-Kep, and is known to have serious
reservations about Gàliai III's handling of the Imperium. He has narrowly escaped In terms of overall socio-economic development, all of Ushù'l's northern empires
assassination attempts that are widely believed to have been initiated by Clan and, for that matter, most of the southern ones as well, would rank somewhat
Gav'Osché. Many of the other great clans are known to harbor designs on the above that of Earth's Roman Empire, However, their political structures vary
throne, but so far they have been kept in check by the Imperium's efficient secret significantly from that of Earth's historic empires. Roctien and Javertien, for
police, the "Talons of the Falcon". The Temples, meanwhile, are mostly example, are much more "feudal" in outlook than ancient Rome, Greece, China or
preoccupied with internal matters, although a few of them have lately been again Egypt were, and East Roctien is a theocratic / necromantic dictatorship quite
campaigning for the imposition of a theocracy of the Khùl-Tlassù. This agitation unlike anything ever found on Earth.
does not appear to be having much of an effect, judging from the attitudes in the
streets and in the army. Technologically, the northern empires are roughly equivalent to the highest level
of development achieved on Earth prior to the Renaissance, although the way in
Other than for these factors, the Imperium is relatively quiet at this point in Gàliai's which science and technology have evolved has been considerably different due
reign. But, perhaps soon the Gods of War will again resume their march... or to Telostic's history and the presence of "magic". The fine arts, inter-state
maybe the gentle hand of Vìrya Féftian-Ithé, Mother of the Peasants, will impose commerce, astronomy and astrology, alchemy, metallurgy, archaeology,
many more years of placidity and good harvests. In any event, it is a good time for linguistics, "magical" and psychic ability and certain types of communications are
exploring the exciting world of northern Ushù'l on a personal scale... and, who all much better developed in (say) Roctien than they were in the Roman Empire.
knows? A bold character may change the course of history! Let the adventure However, compared to ancient Earth, many other types of economic technology
begin! have fared poorly, at least in northern Ushù'l: included in this category would be
seafaring, mechanical artifice, engineering, long-distance transportation, physics,
mathematics, anatomy, biology, non-religious philosophy, political theory and,
4.6. The Lands of Northern Ushù'l perhaps most importantly, the "scientific method".
T
elostic has many populated areas suitable as the setting for a game such
as Shakhàn. However, for purposes of practicality only one region, "magic": effects that could be attained on Earth only by means of technology, are
specifically that of the cold-temperate region north of the Nòlan Oblé frequently available on Telostic simply by performing the appropriate magical
mountains on the Ushù'l continent, has been selected. Individual Referees incantation. Furthermore, the techniques needed for acquisition and transmission
are, of course, allowed (and encouraged) to develop campaigns in other regions, of magical knowledge are profoundly different from, and frequently antagonistic
so long as they are aware that as supplemental material is made available on with, those needed to develop and transmit technological or scientific knowledge.
other areas, such "home brew" campaigns will become divergent from the official "Magic" is, by definition, not subject to scientific study; its exercise requires innate
"reality" of Telostic. psychic abilities that vary tremendously from individual to individual, and its effects
sometimes violate physical laws (such as creating food or water, or even an
There are three great empires and the fragments of a fourth north of the Nòlan animate being, out of "nothing", for example). All of this means that Telostician
Oblé, which forms the southern border of each: these are, in roughly descending proponents of scientific thinking, as it is known on Earth, must compete with a
order of size and military strength, proven and effective, but non-rational, way of "getting things done". Not
surprisingly, their success has been very limited.
• ...... Roctien,
Most of Telostic's societies, themselves carrying the burden of tens of thousands
• ...... Javertien, of years of evolution, discourage speculation and "free-thinking", and are as
• ...... East Roctien and backward-looking as were Earth's empires forward-looking; there is a subtle but
real sense of inferiority felt by almost all modern inhabitants of the northern
• ...... the remains of Ardtien. empires, when comparing themselves to their ancestors. The few scholars on
Telostic who are interested in knowledge for knowledge's sake, most often devote
Brief comments will be made about each empire and region, but first a few themselves to archaeology or other disciplines that can reveal information on
general characteristics will be noted. Telostic's past. Very seldom will one attempt the type of scientific inquiry of a
Leonardo da Vinci or even an Archimedes– so great were the supposed
4.6.1. Topology, Vegetation and Climate achievements of Telostic's past inhabitants, that it usually appears more profitable
to uncover their works than to invent one's own.
The area covered by the northern empires extends about three thousand
kilometres (roughly the distance from Paris to Moscow) from the western parts of 4.6.3. The Racial and Species Balance
Javertien to East Roctien's eastern frontier; the distance from the foothills of the
Nòlan Oblé in the south to the northern seashore varies from place to place, but Humans make up from 60 to 80 per cent of the sapient population of those parts
averages about five to seven hundred kilometres. of northern Ushù'l that are the subject of Shakhàn. The reason for this is unclear;
possibly, it is the result of historical factors such as migration, or it may be due to
Topographically, the terrain is diverse, with most land area made up by gently biological considerations such as a faster birthrate or greater average number of
rolling plains, but ranges of moderately high mountains exist between East and offspring.
west Roctien, between Roctien and Ardtien, between northern and southern
Ardtien, and also in extreme western Javertien. An important terrain characteristic Human families in Roctien, Ardtien, Javertien and East Roctien are larger than
is that much of the most arable, and therefore heavily populated, land is close to those of most other intelligent inhabitants of the area. Of the nonhuman species,
the banks of the great rivers that exist in all regions. the Bènli, Arda and Lhààshàà-àdyé (in that order) rank behind humanity in terms
both of average family and overall population size. The other sapient races
Unlike many other parts of Telostic, there are no real deserts in this region. Most represent only a small fraction of the population of northern Ushù'l, no more than
of the land, particularly that near or in the mountains, is heavily forested with fifteen per cent at most. Perhaps because of this, all of the known Emperors and
Ushù'l's deciduous Dadòga (dad-OH-gah) and Ismàiah (EES-mAI-ah) trees, Empresses of Roctien, and those of most of the surrounding regions, have come
although numerous species of conifers also exist, especially in the colder and from the human and Bènli races – although the Arda and Lhààshàà-àdyé are also
more alpine areas. Even in relatively "civilized" areas like central Roctien or fairly well represented in the noble classes.
Javertien, no more than about 60 per cent of the land has been completely
cleared, and this per centage drops dramatically in outlying areas and in the
wilderness.
The climate of northern Ushù'l is characterized by long (typically lasting about four
to four and a half months of Telostic's ten-month year) and sometimes bitterly cold
winters, warm, pleasant summers and a short autumn and springtime. In the
wintertime, temperatures in the coldest areas can reach as low as -40° C., while
summer highs rarely exceed 33° C.. Aside from occasional cyclical droughts,
rainfall is usually adequate to sustain life and agriculture.
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In this context, comment should be made on the subject of intra-species
tolerance. Paradoxically, considering the sometimes high levels of tension
between humans (and near-humans) of northern Ushù'l's various ethnic groups,
there is comparatively little distrust between sapients of the more "common"
intelligent races. For example, a Bènli or Arda citizen belonging to (say) the
Central Roctiennae ethnic group will usually consider himself or herself a Central
Roctiennae first and a Bènli or Arda per se second. For this reason, there are few
species-based barriers to the social advancement of the common races; indeed,
beings of the Bènli, Arda, Lhààshàà-àdyé and, less frequently, Hàmyé or Ca'ùna,
species are found in the upper levels of society roughly in proportion to their
numbers in the population at large. Three races, the Apnié, Ri'ìm/Hnàhhu and
Shélèggi/L'àqu-àlu, are somewhat less accepted: because of unusual
physiological characteristics, while not subject to any official legal sanction, they
are distrusted by most other sapients and tend to be quietly passed over or
ignored when candidates for a promotion or high position. This is normally of little
consequence, because all these three types of creatures are found only in small
numbers where other sapients congregate.
This relative tolerance does not, however, extend to many of the "unusual"
intelligent species that occasionally travel through northern Ushù'l. Some races,
for example the insectoid Arfò and Motnat'tà, the froglike Agàk, the arboreal
Skròno and Granàyu and the reptilian Nika'Khàdra (known as Ttòlta in the north)
and Hoyoté-Gò, though not actually persecuted unless they travel completely
unescorted, are so rare in the northern empires that they are sometimes feared by
the ignorant, or may even be imprisoned for display as "strange monsters from
afar". Meanwhile, the presence of the other-dimensional Lepré and Sagòst and
the dragon-like Chàngalà is prohibited in civilised regions– these creatures are
vulnerable both to legal oppression and possible murder by the mob, which
believes (with some justification) that the Lepré, Sagòst and Chàngalà frequently
engage in unpredictable and destructive actions. The shape-changing capability of
the Chàngalà gives this race some ability to evade these strictures, but
nonetheless a Chàngalà living anywhere close to a settlement of the more
common sapients is forced to lead a furtive and largely solitary existence.
Finally, the fearsome Enhù'ùv, the sinister "undead" Mêm-Uhùryo and, of course,
the Brhà, are subject to immediate pursuit and destruction in almost all of northern
Ushù'l. The one partial exception to this is East Roctien, where it is whispered,
there are areas in which a few of the less malevolent of the Mêm-Uhùryo are
allowed to survive, although even here these frightful beings do not go out of their
way to advertise their presence.
There is no single "Rocto-Ardae culture" in the same sense as there is for (say)
the Meshonian or Javvré Empires, due to Roctien's physical size and ethnic
diversity. It is therefore relevant to comment on the sizes and customs of the
different human population groups that make up the Empire and their often-
strained relationships with each other. A diminutive Hàmyé of the western Roctien region
The largest ethnic group in Roctien is the Great Roctiennae, a Rocto-CathSìnnian The main opposition to Great Roctiennae power in historical times from inside the
speaking people concentrated around the west side of the fertile Sentinel River Empire's reaches has come from the Central Roctiennae ethnic group, an
Lowlands and the capital at Oùut-Nèwar, though there exists a secondary Aerùsian dialect-speaking population centred around the city of Kèprica in Fief
concentration of respectable size centred around the southeastern city of Kep-Kep. Shorter and more rounded of feature than their western counterparts,
Ga'Bryàl. The high-cheekboned Great Roctiennae are smug in their historical the Central Roctiennae comprise what is probably the second largest ethnic group
dominance of high positions in the Empire, going back all the way to its founding in Roctien, with honourable mention to the Aerùsians. They are more spread out
more than two thousands years ago under the storied Dégas I. They can also than the Great Roctiennae, and this has usually prevented them from working
boast that the current Empress, Gàliai III ("the Crone of the West") is counted together in a unified manner for political purposes. The most notable leader to
among their numbers. For all of this, however, the power of the Great Roctiennae come from this ethnic group in modern times is the redoubtable Chargo-Myr-Psàk-
decreases rapidly in the eastern portions of the Imperium, where they are only a Keptyàssi, the current Wéznu of Fief Kep-Kep.
small minority of the local population, and their grip on power is often resented in
Even more dispersed geographically are the Aerùsians, speaking the tongue of
these regions.
the great northeastern city of Aerùs in Fief Pàra-Rùsa. The humans and Bènli of
There is also one other Rocto-CathSìnnian speaking ethnic group whose this group are on average even more squat of form than are the Central
presence should be noted. This is the West Roctiennae, confined in a cul-de-sac Roctiennae, and indeed have been said to have been more closely related to the
formed by the west side of the River of the Sentinel and the north side of River peoples of the western parts of the Shadowed Empire of East Roctien than to any
Neva, with the port city of Pùsnis as its capital. In most respects culturally similar of the other "western" groups. Perhaps the most eminent of the leaders of the
to their Great Roctiennae cousins, the West Roctiennae have frequently Aerùsians is the great warrior and Sadòrzu (General) Ketàiso-Tsò-Tsò-Arihenhh,
supported the claims of their southern kindred to the Throne of the Falcon, Wéznu of the trading city of Aerùs and of Fief Riha; Ketàiso and his warlike
although they have themselves had several ruling dynasties. clansmen, the Sons of Clan Rìhi, have valiantly defended the Imperium against
many threats from the east. About Roctien's many smaller ethnic groups, only a
The Hanriòtis, a seafaring people populating not only the southeastern shores of few brief comments need be made.
the Bight of Roctien but also much of the large Isle of Bàrria (BARR-ee-ah) north
of the Bight, speak their own language but are otherwise much like the Great On the extreme west near the border with the minor kingdoms of disunified
Roctiennae in custom and dress, if a bit more conservative and set in their ways Ardtien, lie the regions of the Ariti-Voinians and Ascòrcanians. These are tall,
on average. Their current leader, the Wéznu Dartho-Myr-Tsò-Hehra'm of Fief spare peoples, speaking dialects of the Ascòrcanian language family that are
Hannasàli, is thought to have supported Gàliai III's rule over the Empire, and has closely related to each other but only loosely related to Rocto-CathSìnnian. These
gained much control over the actions of the Imperial Navy as a result. Recently, groups have in modern times only rarely posed difficulties to those seated on the
this paid off in the move of the naval headquarters from Pùsnis to Hanriòt, a move Throne of the Falcon, but this has recently been belied by the actions of Shédan
that did not please Wéznu Nato-Tsò-Tsò-Hehra'm of Pùsnis and Fief Rap-Pùmu. III, "Emperor" of Ascòrcan.
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Elsewhere, in the central Empire there exist the small cultures of the Moròshis, the As might be expected, this system has had the side-effect that from time to time,
East-Moròshis and the Jeglùrsis; of these, the first two speak a heavily inflected additions and subtractions to the lengths of the months of the year will cause, for
version of Rocto-CathSìnnian, while the latter, isolated in a small pocket just to example, a month normally associated with the spring to in fact fall into the
the east of the city of Ròlon (ROW-lawn), speaks a dialect of the Thélésbanné autumn or summer. This is fortunately rare, and is avoided wherever possible by
language also popular with the Central Roctiennae of the area. None of these the Amyé-Lé-Sàachak a'Ié Zhumàra (ahm-YAY-lay-SAA-chak ah-eeYAY-djoo-
groups are overly fond of rule from Oùut-Nèwar, but their populations are small MAR-ahh), in other words, the astrologers of the Sages" Guild. Indeed, the
compared to those of the Great and Central Roctiennae, so the smaller ethnic accuracy of this form of calendar, descended almost unchanged since the Times
groups have generally had to accept the dictates of the central government. of Mysteries of the Third Age, has been so good as to lead some to suggest that
an unseen presence (the Gods, probably) is deliberately regularizing the planetary
orbit.
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In some parts of the Empire, temperatures can go as low as 40° below zero The word "clan" actually has two different translations in the Rocto-CathSìnnian
Celsius in the depths of winter, but temperatures of between minus and plus 20° language. One, vùla (VOO-lah), means literally, "family" or "close relatives", in
are more common. Although the Bight of Roctien most often stays ice-free even in other words one's father, mother, siblings, grandparents and, depending on the
such conditions, its straits and many of the great inland rivers are often solidly region, aunts, uncles and cousins. The other, vulàssa (voo-LASS-ahh), means
frozen. This feature has proved sorely tempting to many ambitious generals in the "group of relatives" or "lineage group" in a more general sense. This includes
past, since it allows their armies to cross rivers that in the spring, summer or cousins twice removed, members of an ethnic, linguistic or cultural group with
autumn would provide their enemies a safe refuge. The problem is, of course, that which one holds kinship or allegiance, or even occasionally one's neighbours of
should an unexpected thaw come, the advancing army can be stranded in hostile the local Vesnesha (vayz-NAY-shah), one's prefecture or township if it is a tightly-
territory, with no supply route and nowhere to retreat. knit community made up by only one ethnic group. A citizen, particularly in the
upper classes where political marriages are common, may thus actually belong
* A simplified version of the Telostician calendar is appended to the Adventure only to one vùla, but may have debts or allegiances to several vulàssa.
rules section, for time tracking and keeping purposes. Regardless of this, clan ties are far and away the most important social influence
in Roctien.
4.6.6. Common Foods and Livestock
From the time a new Rocto-Ardae citizen is born, he or she will spend at least one
About one out of every three farmers of northern Ushù'l is able to keep poultry, day, known as the Mrarùsha Vùlska (mraROO-shah VOOL-skaa) or "Day of
usually the reptile-like Mngàshaa (menn-GASH-ahh) beast, a toothed bird that Togetherness" of rest each two weeks, more frequently in winter when there is
lays one to three leathery eggs once each two weeks, or perhaps one to five head less work to be done in the fields, in the large hut his clan keeps for this occasion
of livestock. The most common livestock animals are the Edùhh-beast that is and for other clan business such as storage of records and or heirlooms, if any.
used both for meat and for clothing furs, or, more frequently, the Fefìtsma (fef- During such visits, there is, of course, the usual gossip of local events and
EET-smah) beast, a yaklike herbivore, often used as a beast of burden, whose horseplay by children, with a few side-trips to the clan-huts of other families, since
females yield about a two litres of rich, creamy milk each five days. in most regions clan-huts are usually located together in one spot to facilitate
visiting. There follows general talk and greetings, but the high point of the day
Vegetable and grain crops used as staples vary widely throughout the Imperium
comes in the early evening. When dusk approaches, there is first a communal
according to climatic and soil conditions. Fé'ì (fay-EE), a hardy wheat-like cereal
dinner to which each household contributes what it can spare and at which all
used to make unleavened Charhéah (char-HAY-ahh) bread, predominates in the
clan-members are welcome– a practice which has, in the past, done much to
drier inland and upland regions, while elsewhere vegetable crops such as squash,
lessen the effects of hunger in years of bad harvests.
maize and black-green Charéppa (char-AY-pah) root are more popular. Roctien
also has several species of flowering trees whose fruit are both eaten in season Upon the end of the meal follows a benediction, given by a priest if possible and
and preserved for future use. by the clan elder if none is available, to the glory of whichever of the deities the
clan follows, most often Vìrya Fèftian-Ithé (FAYf-tee-ahn EEthay), the Generous
Where possible, diets are often supplemented by catches of the slow-moving
Mother of Fertility and Harvests, but occasionally mighty Tiryé-Habéla (TEER-yay
Hadòikh (hadd-OY-keh) fish, a catfish-like piscean that can be speared by a
ha-BAY-lah), Goddess of War and patron deity of the Imperium and the Empress
trained fisherman. Unfortunately, the use of many freshwater streams and rivers is
herself. Obviously, there are many other gods and goddesses worshipped by
reserved for those of high station, except during the "Holiday of the Fullest
specific clans, but the two noted above are the most popular in most parts of
Flowing", sacred to the god Hadda-Làtonn in the late spring. In coastal regions, of
Roctien.
course, fish of many kinds form the main dish at most meals, but even here
(except to an extent in the relatively sheltered Bight of Roctien), dangerous sea After suitable prayers, all gather around for the "main event". This is the telling of
conditions in the winter months forces reliance on other foods. sagas and legends, often sung or chanted in poetic verse, by the clan-elders. The
subjects of these legends vary from time to time, but they usually have to do with
Indeed, as one Rocto-Ardae saying goes, "he who eats loudly in the summer shall
ancestors, great events of the past or religious themes or parables. These
starve quietly in the winter". Thus, most peasants strive to store their summer
sessions frequently extend late into the wee hours of the morning, long after the
root-cellars with what little they can spare in the summer and autumn to tide them
young have fallen asleep in the arms of their parents, and they give all present a
over the lean winter months. These meagre reserves often do not prove sufficient,
sense of belonging, of being a necessary and valuable part of the overall scheme
and in such cases are sometimes supplemented by disbursements from the local
of things. This is perhaps to be expected, if one considers that even many
Wéznu's granaries at a very low price. Or, even if the Lord Duke's silos are
peasant clans can trace their ancestries back over two thousand years, to the
exhausted, peasants can obtain food for survival from the independent grain
times before the great Dégas I and the founding of the modern Imperium.
merchants of the Vhàl-Vàvna, at whatever price the market will bear.
More impressive still is the fact that most lineage records exist only in oral
As is the case with most other features of peasant life, standards of building
tradition, since most citizens of Roctien cannot read or write. A position of great
construction are simple with minimal consideration given to comfort or privacy.
respect is thus the Vulàmh Damàiah (VOOl-ammh dam-AIAh) or "Family
The materials used to build farmers" huts vary from area to area. Coarse-grained
Speaker", the elder who has memorised and who can recite the names of all
Dadòga (dad-OH-gahh) wood is preferred in heavily forested areas (mostly
those of his line, as far back as communal memory allows.
mountain uplands and foothills, though sizeable stands exist just to the west of
Ròlon in the Issànian Forest in central Roctien), while reinforced clay brick with Clan allegiances are strongest in the lower and upper classes and weakest in the
wooden supports is the standard elsewhere. Most Roctiennae lower-class townsman class, the urbanised environment tending to weaken bonds with the
dwellings are circular in design, with, if size permits, a central living area ancestral clans based in the countryside, and in the priestly class, in which
surrounded by several outer rooms. Because of cold temperatures in the winter, allegiances to the Temple concerned are often placed above those to the family.
windows are usually small or are omitted altogether, and are sealed from the In outlying areas, however, particularly the heavily wooded foothills of the Nòlan
outside environment by thick mats specially treated to resist moisture. Ground- Oblé, the loyalties of the natives to their vùla are so strong as to make rule from
level floors are normally made of Dadòga-wood planks, raised about a third of a afar difficult or impossible, as many Imperial tax collectors have discovered when
metre from ground level. This is necessary so as not to be in direct contact with attempting to repossess belongings from an impecunious clan member.
the cold earth in the winter; chairs and stools are rarely used within the house, the
inhabitants preferring instead to sit cross-legged on the floor when eating or 4.6.8. Marriage Customs
performing other social activities.
Despite the closeness of clan ties, most marriages are arranged with eligible
In one or two regions, notably Fiefs Màv-Mevùra (mavv-may-VOO-rah) and parties from neighbouring families of similar religious and ethnic orientation, the
Gvànotang (guh-VAN-oh-TANG) in the east-central highlands, a fair number of exception to this being the upper class, where political marriages with almost
habitations are built in "dugouts" burrowed into the earth, but the practise is not anyone are common. Families are quite large, numbering from four to twelve
very widespread, partly due to the danger of flooding, but also because the depending on the species involved, being largest with human and Bènli pairings
underground is associated with certain illegal "evil" religions. and smallest among the Lhààshàà-àdyé. Newly-wed couples usually stay with the
male spouse's parents until at least one, preferably two, male children are born.
4.6.7. Clans and Family Life
It is relevant to note, in this context, that cross-species matings are uncommon in
The life of a peasant of northern Ushù'l and, indeed, of most others not of noble Roctien, being discouraged both by social custom and by some Imperial laws. The
birth, revolves around his or her clan. one exception to this is found in human-Bènli households as these are the only
intra-species couplings legally allowed, as well as the only ones that can reliably
produce offspring. There are a very few matings between humans, or Bènli, and
Lhààshàà-àdyé; although these are technically illegal they are usually not
persecuted, but they are rare because it appears to be nearly impossible for them
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to have children. Sexual relationships between humans and other sapient races, The lowest stratum of Rocto-Ardae society is not the peasantry. Rather, it is made
for example the Ca'ùna, Arda or Ri'ìm, are always sterile and are subject to severe up of society's "failures"– the unfortunate flotsam and jetsam, exiled from peasant
social and legal sanctions in most parts of Roctien. or other clans for various reasons, that have gravitated to the miserable existence
of the urban slum environment. Usually identified by the middle name Ròn,
4.6.9. Succession and Inheritance individuals of this "urban scum" class make their livings, such as they may be, by
a combination of begging, crime and occasionally prostitution or other antisocial
Most cultures north of the Nòlan Oblé are patrilineal; bloodlines, and inheritances, activities. From time to time, such outcastes are able to rise to the upper levels of
accrue in their entirety to the eldest surviving male heir of the deceased. Tradition the many Rocto-Ardae criminal societies, but generally their lives are nasty,
dictates that such an inheritor must provide for the care of his mother, his sisters brutish and short. In any case, they are not representative of the circumstances of
and his brothers, in that order; grandparents actually rank ahead of the mother, bulk of the Imperium's population.
but are sometimes taken care of by the clanhead. There is, however, no specific
legal obligation to do this. The bulk of the population is made up by the peasantry, the hard-working plebian
class that supports Roctien's primarily agrarian economy. Of the approximately
Because land holdings, the most reliable symbol of social standing in the Empire, five million people and other sapients living in the Empire from its western border
fall intact to the eldest heir, estates are usually not divided into unproductively regions to the frontier with the Shadowed Empire, roughly forty-seven per cent, or
small sections upon the owner's demise. On the other hand, it is undeniable that somewhat over two million, are rural peasants living more than ten kilometres
since other heirs may receive nothing, there are sometimes bitter internecine from a major city. A large portion (about seventy per cent) of those living closer to
feuds in Rocto-Ardae families when an elder dies and even a few murders, or in urbanized regions are also peasant farmers. These sturdy folk live their lives
especially in the middle and upper classes where there is proportionately more to out quietly from generation to generation, passing unnoticed through the annals of
gain or lose. history; however, since they make up the largest part of the Imperium's society,
4.6.10. Social Classes comment should be made about their lifestyles and customs.
The rurally-oriented, agrarian economies of the empires of northern Ushù'l have The average Rocto-Ardae rural peasant is not a slave and cannot be bought or
produced a highly stratified society in each of the northern empires, to a greater or sold, but he does not own title to the land he tills from one hour past dawn in the
lesser degree: Javertien is most so, Roctien and East Roctien somewhat less so, morning to one hour before dusk in the evening. That right, and many others, is
while in Ardtien conditions vary from kingdom to kingdom. Most of the population the privilege of the land-owner, most often the Wéznu of the fief in question, but
consists of rural tenant peasant farmers, who are "free" in the sense that they sometimes a lesser noble or even a local "gentleman". The amount of freedom
cannot be bought or sold as can be a slave, but who do not own the land on which granted the peasantry varies considerably within the Imperium, being greatest in
they grow subsistence crops. Usually, land used for farming is rented from a local the forested regions in the foothills of the Nòlan Oblé and weakest in the central
noble family, but occasionally, particularly in East Roctien, it is leased directly from lowlands.
the Imperial state. The peasant is, in fact, bound to the land: he (or she– females are frequently
In this context, it is relevant to note a feature of personal nomenclature in the employed in the fields alongside their mates) is in most jurisdictions legally
Roctien/Ardtien area, including Ascòrcan and most of East Roctien. Because of required to till the lands in which he was born, unless he can afford to buy them
how Rocto-Ardae names are constructed, a citizen's approximate social class can from the land-owner, an almost impossible task since the land-owner is not
easily be determined by the components of his or her name, if the individual in required to sell, even in the unlikely event that the peasant can scrape enough
question cares to be truthful in giving this information. The first word in a name is money together for a reasonable offer. Despite this, there are ways in which an
the person's "given" name which identifies him or her uniquely; the second and enterprising commoner can arrange to escape his or her station on the farm. The
third names correspond to the social standings of the person's father and mother right to leave the Tséyà-Roctimé (tsay-YAH roktee-MAY, "obligation of the
respectively, while the fourth and last name is that of his or her clan or family. The provider") must automatically be granted if an individual is accepted into the
social identifier words are as follows, in ascending order of hierarchy: priesthood of a legally recognized religion, and if one is lucky enough to be
admitted into a legally recognized guild, or the Army, the right to sue for escape in
Lower-Class Identifiers front of an Imperial judge, usually with the help of the legal staff of the institution
involved, is gained. Of course, it can be quite difficult to be admitted into a guild or
• ...... Ròn (RAWN) ("the humble", e.g. a slave or outcaste) the Army in the first place, but that is another story...
• ...... Lòn (LAWN) ("son of the provider", e.g. a peasant or serf) The standard of living of a peasant varies, as one might expect, according to
overall economic and agricultural conditions, but it is usually sufficient to assure
Townsman-Class Identifiers an adequate, if spartan, existence. This presupposes that the Empire is not
• ...... Nhàkra (nhAHKrah) ("the crafted", e.g. a townsman or worker) undergoing one of the terrible plagues or famines that have periodically caused
great hardship. The most recent of these, the so-called "Autumn of the Stillborn
• ...... Nhalòh (nhal-OHH) ("the gainful", e.g. a merchant or shopkeeper) Calf" of 97 AU, resulted in the death of about fifteen per cent of the population in
the fertile Sentinel River Lowlands, as a result of a disastrous livestock disease.
• ...... Haddà (had-DAH) ("the swell-rider", e.g. a sailor or fisherman) Cash income, mostly derived from sales of specialty crops such as the mildly
narcotic Pré-Sngàra (pray-singARRah) leaf, is limited to between 50 and 100
• ...... Tar-Al (tarr-ALL) ("the warlike", e.g. a warrior or soldier) copper pieces, of which about twenty-five per cent is usually taken by government
Priestly-Class Identifiers taxes per year. Little of this income need be spend on food, most of which is
grown and consumed on intensively cultivated "free" plots for the peasant's own
• ...... Psàk (pssAHK) ("the reverent", e.g. a priest or cleric) use. As is often the case with highly class-structured societies, these "free"
gardens have been estimated to produce almost thirty per cent of the food Roctien
Upper-Class Identifiers consumes, even though they comprise at most about five per cent of the arable
land.
• ...... Fàrand (FAHR-ahnd) ("the gentle", e.g. a minor noble or landholder)
Among the 20 to 40 per cent of the population not devoted to the rural agrarian
• ...... Tsò (tssOHH) ("the highborn", e.g. a noble or major landholder)
economy, one finds several smaller social classes with various levels of influence.
• ...... Na-Télà (nahh-TAYlahh) ("the excellent", e.g. a high noble) There is no "middle class" in northern Ushù'l, but there is a sizable class of urban
shopkeepers and artisans, mostly organized into guilds and trade organizations
• ...... Myr (MEER) or Mzùr (emmZOOR) ("the mighty", e.g. upper nobility or a according to their areas of specialization: glassblower, liveryman, blacksmith,
member of the royal family) innkeeper, etc.. The urban bourgeoisie of northern Ushù'l leads a precarious
existence because its economic power is sometimes seen by the upper classes
In most parts of the Empire it is not technically illegal to exaggerate one's social as a threat to their hold on society, while the rural peasantry resents its higher
background by giving a false identifier, but doing so is considered rude and standard of living and disdainful attitude towards "our poor cousins in the country".
uncultured and it is rarely attempted. Of course, misrepresenting oneself as a
noble is a serious crime carrying very stiff penalties; anyone doing so had better
have a good disguise, or a quick means of escape if discovered!
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All of the northern empires have a priestly class made up of clerics from the This snobbery has, undoubtedly, done much to further the cause of the Mh-Lklàa
officially tolerated religions, and while the priestly class represents a small (muhh-lakLAHH, or Republican Party, a pseudo-democratic underground group of
absolute number of citizens, it usually has disproportionate levels of influence in townsmen that advocates dangerous ideas such as voting privileges for those of
society; indeed, in East Roctien, the strength of the sinister religions of the Khùl- wealth as well as those of gentle birth) in the ranks of the townsmen class.
Nolgùn (khool-knowll-GUNN, "Those of the Dark") is such that the state is in fact Unfortunately, savage repression by the nobility and unquestioning, stolid
a theocracy. As one travels west, however, the religions tend to have less power, conservatism on the part of the rural peasantry, has made the task of the
to the point where in western Javertien they have little real influence on either Republicans of Roctien a largely futile and dangerous one over the long run.
social or political affairs.
4.6.12. The Guilds
Real political power in northern Ushù'l actually rests with the upper, or "noble",
social classes, comprising perhaps up to five per cent of the population in Roctien The guilds are almost exclusively urban and townsman-class in orientation, and,
and less elsewhere. The power of the nobility varies from region to region. In except for the branch of the Vhàl-Vàvna representing caravan-merchants, whose
Javertien, the "Protector of the Western Realm", as the ruler of the Javvré state is business and therefore power is concentrated on questions of roads and trade
known, is little more than the most powerful feudal lord, with the loyalty of the routes, their operations and influence have little to do with the life of the bulk of the
other noble fiefdoms always suspect, particularly where matters of taxation or rural population. From time to time, the grain-merchants of the Vhàl-Vàvna do
commerce are concerned. In Ardtien, the noble families are typically less powerful, extensive business with the peasant class, but this is the exception rather than the
since they command much smaller fiefdoms, while Roctien has oscillated rule since it is usually confined to times of famine. Indeed, the upper classes
throughout history between periods of strong, almost dictatorial, central Imperial usually strive at all costs to contain the power of the guilds in the cities, where
government and periods of Javvré-style noble oligarchies. East Roctien forms a management is more easily performed; the reason should be obvious, but in
partial exception to this: the hierarchies of the main three dark religions are, in particular the nobility is determined to check the spread of the Mh-Lklàa.
effect, the nobility of this state, although a substantial conventional upper class is
The power of the guilds is much less in Roctien than in some other parts of the
still present.
known world, particularly Ampläe and western Mahag, in which the absence of
Regardless of the distribution of power between the noble or religious factions, strong state authority has produced city-states virtually run by the guilds and their
however, all of the northern empires except Ardtien maintain standing armies and proxies. On the whole, however, the guilds are relatively stronger in the Imperium
police forces loyal to the overall leader and to the central government (as opposed than in East Roctien or Javertien; throughout Roctien, nobles must pay attention
to a particular family or fiefdom), have a basically uniform code of laws and to the wishes of the elders of the trades and professions, but the degree of guild
personal conduct, and consider themselves a single, unified state. power varies considerably, being strongest in those areas that are populated by
the Great Roctiennae and in the west, and weakest in the eastern and outlying
4.6.11. The Townsman Class fiefs.
The first social class one encounters in Roctien moving up from the "peasant" and Most of all, the upper classes must heed the word of Lord Jrèsho-Nhalòh-Fàrand-
"urban scum" classes, is the townsman or merchant class, comprising perhaps Rengamàrri, Highest Elder of the Vhàl-Vàvna, whose interdict upon trade with a
fifteen per cent of society as a whole. The per centage is higher, as one might disfavoured noble can often mean economic disaster. As might be expected, the
expect, in the cities; the countryside contains almost exclusively the very rich and relationship between Lord Jrèsho and the Divine Empress is a delicate one, with
the very poor with little in between. both parties apprehensive about each other's motives and actions. At the
moment, neither the Lord Elder nor Gàliai can afford to provoke a clash due to
This level of society is primarily made up by those who work for a wage in the preoccupations with problems elsewhere, but there is no guarantee of amicable
great cities of the Empire, but it is in fact a very heterogeneous grouping, also relations in the long run.
including those not of noble birth serving in (or retired from) the Imperial army,
skilled craftsmen, fishermen owning their own boats, transient merchants Rocto-Ardae history contains examples of many persecutions and much civil strife
operating travelling caravans, actors and other entertainers, "soldiers of fortune" when past Emperors and Empresses have come to loggerheads with the Elders
and many others. Whatever respect a member of the townsman class might have of the Guilds. The issue is complicated by the known affinity of many of the Vhàl-
in society is largely a function of his or her wealth and fame, since the class as a Vàvna for the Mh-Lklàa and for trade relations with the hostile Shadowed Empire;
whole does not provide a stable role-model for life as would be the case for a serf conversely, the support, both political and financial, of the Merchants" Guild is
or a nobleman. highly valued by much of the upper nobility, including several clans currently
supporting the Empress that are known to have rival claims on the Throne of the
For this reason, it would be a mistake to characterize the townsman class as a Falcon.
clearly defined level of society. It is, rather, a place for individuals who are going,
or who hope to go, from one of the other levels of society to yet another; usually The structures of the guilds and trade organizations vary due to the broad range of
this is upward mobility, but there are a few failed nobles or other "black sheep" occupations they deal with, but some general comments pertaining to all of them
planning to regain their former status. are nevertheless possible. Most guilds have an overall organizational system that
includes all the cities of the Imperium, and all similar businesses within each city;
At the other end of the scale, there is a large number of lower-class townsmen, thus, for example, all bakers operating in the city of Zeikàz are directly responsible
usually serfs who have found some way to escape the Tséyà-Roctimé, toiling to the Bakers" Guild of Zeikàz, which is in turn responsible to the Guild's Elder
away under the supervision of some master in the illusory hope of bettering Council, which, from its current seat in Oùut-Nèwar, oversees all bakers in
themselves still further. Finally, there are in terms of social status, though not Roctien.
really a "class" in the normal sense of the word, in the townsman stratum, those
professions that are largely outside the mainstream of society, but which are at the The degree to which each guild "polices" the activities of its members, and of
same time strong enough to at least partially resist the authority of the state: these others, is not uniform and differs from product to product. Rules are most strict in
are the Knowers of the Hidden Arts or Antratschèldor-haii, the Knowers of Many highly skilled trades such as gem-cutting, and loosest in the more ordinary
Wisdoms or Amyé-Lé-Sàachak and even some "underground" organizations such occupations such as fishmongering or the sale of general goods. Except in a few
as the Thieves" Guild of the Pyazé-em-Hhèmhh-em-Ggòmlg or the sinister Guild rare cases, there are few standards as to the quality or workmanship of goods
of the Poisoned Blade or Ssòchar-al-Alàmanarck. produced by guild-members ("let the buyer beware"), but all guilds are zealous in
persecuting those who unduly cut prices or, worse, who open for business without
As with most civilisations on Telostic, power in Roctien is mostly derived from land a license and without paying guild dues. Most of the really serious enforcement of
ownership, particularly ownership of land suitable for farming, and from rulership guild regulations is left to the operatives of the Vhàl-Vàvna, to which all the other
over one's fellows. For this reason, and because of the ferocious resistance of the organizations are ultimately responsible. A traveller would be well advised to seek
nobility to "social climbing", successful members of the townsman class in the out the advice of the Merchants" Guild, before attempting to set up a business,
Empire often become embittered by the invisible barriers erected by the upper since unauthorised entrepreneurs have been known to suffer many "accidents",
classes against those who, however wealthy, attempt to rise to the top levels of including sometimes the loss of life and limb, for "bucking the system"!
the social hierarchy. Indeed, a well-to-do merchant who already owns substantial
plots of land may even find himself prohibited by the local Wéznu from obtaining Meetings of guild Elder Councils are normally held biannually, immediately before
any more, so as to keep the merchant from acquiring a title and perhaps later spring planting and immediately after the fall harvest, but may be called on one
becoming a political or economic threat. months" notice if an issue requiring prompt actions arises.
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Entry into a guild is usually restricted to the offspring of someone already holding On the whole, modern Roctien is not as heavily dominated by the Temples as are
membership, although exceptions are sometimes made to those offering sufficient some other states, or as it itself once was– certainly Ascòrcan, and possibly the
"inducements" to the official record-keepers, or upon the (rare) edict of the Elders, predecessors of modern Roctien, seem to have been partly founded by some of
the local Wéznu or the Empress herself. Most citizens believe, incorrectly, that this the "evil" faiths. Religion is, however, an important part of all societies and in this
practise is designed by the guild Elders to make membership strictly hereditary. In the Empire of the Falcon is no exception. Just how much social status one derives
fact, the restriction is more a construct of the upper classes and of the Imperial from being a priest depends upon how popular the religion is, and how high up in
state, than it is of the guilds themselves; the goal of the nobility, in this case, is its temple organization one stands. For some religions, a High Priest can be one
both to discourage immigration into the already crowded cities and to restrict the of the most powerful individuals in the Imperium. A good example of this is Her
power of the guilds by curtailing the size of their membership. August Holiness the S'Ohr (ess-ORE or Elder Matriarch) Lady Gàitha-Psàk-Psàk-
Tssàisso, head of the official state religion of mighty Tiryé-Habéla. For others, for
The enforcement of this rule, as one might expect, varies considerably, and an example an acolyte of one of the many illegal faiths, it can be almost as good as
enterprising newcomer may indeed find one or two guilds willing to "look the other one's life to be discovered.
way" and add a new name to the membership lists– for a small fee, of course.
This is especially true of the Vhàl-V'gésha (vhal-veh-GAY-shah) or "Adventurers" 4.6.14. Personal Dress and Appearance
Guild", a loose association of mercenaries, soldiers of fortune and other
freebooters famous for accepting into its ranks almost anyone not a publicly Standards of personal clothing and jewelry vary to an extent between persons of
recognized criminal. As might be expected, this guild is unpopular with the Wéznu different ethnic groups; costumes and decoration tend to be more elaborate in the
of many provinces, and its offices do not exist in all cities. Imperium's western regions, in particular those west of the River of the Sentinel.
However, all standards of dress are most heavily influenced by climatic
Dues are paid each month and range from one to fifteen per cent of gross considerations. Roctien has a rather cold climate, with temperatures almost
revenues. A portion of this is, however, automatically put into an escrow account always well below freezing in the three winter months and with relatively cool
in the individual merchant's name in the Palace of the Realm. The money so summers, especially near the seacoasts and mountains. Therefore, most of the
derived is held in trust as insurance for creditors, in case the business in question Imperium's citizens take no chances with exposure or frostbite in their unheated
collapses. Any non-apprentice member of a guild is, in theory, entitled to cast a huts and other residences, preferring to stay well "bundled-up".
vote on guild policy at either of the Elder Councils of the year, but in practise, the
expense of travelling and accommodation usually restrict this privilege to the rich Ordinary members of society, males and females alike, usually wear hooded
and powerful. robes of specially-prepared skins taken from the Edùhh-beast, a piglike animal
with soft, downy fur, adding extra layers and undergarments in cold weather. A
4.6.13. The Priestly Class Roctiennae citizen of any importance will also have a combination harness and
belt made of Edùhh-leather laminate, often decorated to show personal identity
The priestly class of the Empire, made up by the many priests, clerics, temple and social status, upon which will be hung a small purse for carrying money and
soldiers and religious functionaries of Roctien's twenty-four known religions (both perhaps a larger pouch for miscellaneous personal items or a wineskin.
"legal" and "underground"), is the other social group whose status falls between
that of the peasantry and the nobility. In theory, only the upper classes and the military are allowed to openly carry
weapons in most "civilised" areas of the Empire, but in practice, a traveller will
often encounter individuals of all stations in society who have secreted an item for
self-defence somewhere on their persons, usually a version of the Heèla-dagger
favoured by the great Thieves" Guild of the Pyazé-em-Hhèmhh-em-Ggòmlg. The
penalty for getting caught at this without a good excuse is confiscation of the
weapon and twenty lashes; however, this sanction is rarely imposed unless one is
apprehended using the weapon in the act of a crime or in combat within city limits,
in which cases much more severe punishments can be meted out if blood is
drawn.
This custom is not enforced by law in most parts of Roctien, save by the Temples
and Guilds themselves, but it is a common one. Not all specialist characters, of
course, advertise their occupations in this way– for example a priest of one of the
many "underground" religions, or a member of the Thieves" Guild, would normally
disguise his or her occupation and would appear the same as any normal citizen
of their own race and social class.
Most humans in the Roctien area have a whitish-tan skin colour, somewhat lighter
in shade than is commonly the case in regions south of the Nòlan Oblé; hair is
usually reddish-brown and straight, eyes are normally brown or black and are set
on elongated facial features. (These characteristics are also typical of the Bènli of
Crude woodsmens' axe-head from Fief Ròm Roctien and Ardtien.) As always, there are many exceptions to this rule. As one
travels further west, the lighter are skin shades and hair colours, with a much
higher proportion of blue and grey eyes. Even so, very few Rocto-Ardae humans
are blondes in the true sense, certainly many fewer than would be the case in
western Ardtien or Javertien.
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Prevailing standards of personal beauty have changed dramatically in northern A variety of laws designed to give rulers more complete control over the economy,
Ushù'l throughout the centuries, but the following characteristics are considered discourage use of the Déa in most of the northern empires (for example, taxes in
desirable in modern Roctien. Males wear their hair to about collar-height and Roctien and East Roctien must be paid in the "native" Ogròn rather than in Déa),
rarely go clean-shaven, although beards are usually kept neat and relatively close but it is still widely accepted in person-to-person transactions. This may partly be
to the cheek; an alternative style has the hair somewhat longer and kept together due to the fact that the metallurgical purity of the Déa is strictly enforced by the
in a braid by a copper or bronze clasp. Hairstyles are longer and considerably Vhàl-Vàvna, who hold a monopoly on its minting; attempts to enrich oneself by
more elaborate on females, particularly in the western regions, and a thin waistline debasing this coin have usually resulted in the injury or "disappearance" of the
is thought desirable in the west as well. In the lands to the east of Kèprica, by guilty parties, at least those of them who have been caught by the Vhàl-Vàvna's
contrast, a more "generous" figure is the goal of human and Bènli females, since it guild police. Counterfeiting money of any kind is, of course, a capital crime in all
is taken as a sign of good health and reproductive fertility. three of the great empires of northern Ushù'l.
Of the nonhuman races, variations are too many to be noted here, except to 4.6.16. The Economy
remark on the presence of the Scarlet-Arda of the western border regions around
Vòina and Khàpitas: this subspecies of the Arda race, the descendants of the Javertien, the remnants of Ardtien, Roctien and East Roctien all have primarily
now-dead Ardae Empire, exhibits a bright red body colour unlike that found on agrarian economies, with 60 to 80 per cent of all inhabitants involved in some way
Arda anywhere else in the known parts of Ushù'l. or another in growing or handling foodstuffs.
4.6.15. Monetary Systems Although there is much arable land north of the Nòlan Oblé and it is intensively
cultivated, the growing season is rather short and farming methods remain
There are three commonly accepted systems of currency in northern Ushù'l, one primitive. There are no modern fertilizers, so farmers rely on the ancient methods
for Javertien, one for regions east of eastern Javertien and western Ardtien, and a of animal manure and crop rotation to keep soils fertile. The economies of all the
third used as a "fall-back" when one of the two main systems cannot be agreed northern empires are therefore dominated by the vital need to produce and store
upon. It should be noted that the vast majority of the population will never see enough grain [Fé'ì (fay-EE), a wheatlike cereal, is the most common ingredient in
even one of the higher denominations of coinage; most transactions everywhere the average diet] to feed the ever-burgeoning population, as well as to leave
except in the Temples and in the upper classes are usually conducted in the adequate reserves to last through the long, cold winters typical of the area. Crop
lowest, least valuable type of currency. Indeed, a person who attempts to failures, or manmade disasters such as warfare in food-growing regions, usually
purchase items with a very valuable coin may attract undesirable attention from result in famines with terrible loss of life due to starvation.
thieves, and is sure to have his currency checked for authenticity and proper metal
weights. Another factor to consider is that there is no concept of "currency 4.6.17. Theories of Governance
markets" in northern Ushù'l: a traveller with a large portion of his or her wealth
While many different forms of government have existed throughout the history of
invested in coinage from one region, may find himself or herself completely
the region [one modern state in central Ardtien, Ontars (AWN-tarz) is, nominally at
penurious upon arriving in a region using a different system.
least, a "republic", although its real internal power structure is much the same as
In such cases, a moneylender, or a temple devoted to Vòrin Szò'ò'chèhn must be its neighbors], in none of the three major empires does the rulership of the elite
located so that one's funds can be converted into the local currency. rely upon the consent of the governed masses. The noble families and Emperors
Unfortunately, these institutions are notorious for their lack of ethical business of Javertien, Ardtien and Roctien, and the priesthoods of East Roctien, rule at
practices and they may charge a foreigner a transaction fee of as much as twenty- least partly with brute force: there are no votes or elections, rebellions are put
five per cent, although five to ten per cent is more common. For this reason, many down harshly and there is little or no leave granted to publicly criticize the actions
travellers and others who must frequently sell goods outside familiar territory of one's leaders.
prefer to keep their funds in Déa (DAY-ahh) (see below).
It should not, however, be thought that the average citizens of the northern
The Javvré system, encountered in Javertien itself and in a few of the states of empires regard themselves as "oppressed", except perhaps when, during a
western Ardtien and Arbasàyanae, uses the M'antarà (emm-ann-tar-AH), a very famine or religious persecution for example, living conditions become too tenuous.
small coin made out of almost pure gold, as its official standard of exchange. One Despite the most diligent efforts of the Mh-Lklàa (meh-likLAAH, "Republican
M'antarà equals three silver-gold alloy Hochtàa (hoh-cheh-TAA), 1750 silver- Party"), political awareness in northern Ushù'l (and most other regions of Telostic
copper alloy Kéùna (kay-OO-nah), or 3500 copper Essében (AY-say-benn). There for that matter) is at a very low level; most inhabitants, rural peasants in particular,
are also two other Javvré coins which, though still officially part of the monetary are inclined to accept their lot as having been pre-ordained by the Gods, by fate,
system, are so highly denominated as to be almost never used in normal or whatever.
transactions: these are the gold-gùhadar alloy Saaràt (szahr-AHTT), which is
While political theories such as democracy, and economic theories such as
worth five M'antarà, and the pure gùhadar Aachròa (ahh-chah-ROW-ah), worth
capitalism, do exist, they are understood by only a very small fraction of society.
fifty (!) M'antarà.
Even then, they are usually thought of in the same frame of mind as would be
As might be expected, actual use of the M'antarà is quite rare in monetary abstract theories of mathematics, religion or cosmology– an interesting intellectual
transactions, and the de facto standard of exchange is the Kéùna. For purposes of exercise, but of little use in the "real world"!
comparison, one M'antarà equals approximately one hundred Déa.
4.7. States of Northern Ushù'l
The Rocto-Ardae system predominates elsewhere north of the Nòlan Oblé; this
has the Ogròn (oh-GROW-en), a medium-sized coin of one part copper to four 4.7.1. Roctien
parts silver alloy, as its standard of currency. One Ogròn equals ten copper-silver
R
alloy Afhìvé (ahf-HEE-vay) or one hundred copper Samà (samm-AHH); higher- octien is the largest, wealthiest and most powerful state north of the
denominated coins include the silver Yagàr (yagg-ARR), which is worth two mountains, stretching from its perpetually strife-beset border in the east
Ogròn, and the silver-gold alloy Anogròn (ahn-oh-GROW-en), worth ten Ogròn. As with East Roctien in the Jmòjae (jeh-MOE-jai) Oblé, to the Mùya Ulàkh on
in Javertien, the coin actually used in most fiscal transactions is the less valuable the north, to its borders with the disunited kingdoms of Ardtien and
Afhìvé, although unlike the M'antarà in Javertien the Ogròn is used for some Ascòrcan in the west. It has much arable land, particularly surrounding the five
affairs. As of the last fixing, one Ogròn was officially worth approximately one-half great rivers that delineate its interior regions, and as of the last census (100 AU)
of a Déa. controlled a population of around three million inhabitants.
Because of the complexity of these, and previous, regional currency systems, a While undoubtedly the strongest northern empire, Roctien has oscillated
"universal" standard of coinage was invented thousands of years ago by the throughout history between strong Imperial governments and weaker coalition
caravan-merchants of the Vhàl-Vàvna: this is the pure silver Déa, a small, regimes crafted by its powerful noble families, a tendency which has weakened it
irregularly-inscribed coin that forms the basis of exchange when another coin in constant wars with East Roctien. Its current leader is Mzùra (emZOOrah,
cannot be agreed upon. "Empress") Gàliai (gAHll-yai) III "the Crone", latest the line of succession of the
great Gav'Osché (gav-OHss-chay) clan, dating back several hundred years.
There are no serious military problems for Roctien on its northern and southern
borders. This is because in the south, the forbidding peaks of the Central Nòlan
Oblé effectively bar large-scale troop movements, while in the north, the frigid and
stormy waters of the Mùya Ulàkh prevent all but a few intrepid pirates and
adventurers from threatening the Empire's northern provinces. Furthermore, even
were the Nòlan Oblé not there to block the marching of armies, the closest unified
empire to Roctien in the south is that of Mesho, a thousand kilometres away.
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Strategically, Roctien is the pre-eminent military power north of the Nòlan Oblé. One of the largest regions of Roctien is likewise bordered on the north by the sea,
The skills and courage of the better Legions of the Army of the Golden Falcon are only in the case of these "Northern Provinces" the seacoast faces not the
known throughout the northern regions, and often in the past this reputation alone relatively sheltered Bight of Roctien but the cold and violent northern oceans
has won "bloodless victories" for the Rocto-Ardae. The Imperium is not without its themselves.
rivals, however, and it is relevant to comment on some of these here.
The coasts of the Northern Provinces, running from the Straits of Fysa (fAI-sah) in
4.7.1.1. Regions of Roctien the west to Asòrus in the far east and delimited by River Omvra'Amion in the
south, are therefore probably among the coldest parts of the Imperium in the
Since from time immemorial the military affairs of Rocto-Ardae kings and depths of winter. In further contrast to the Realm of the NorthWest, the land
Emperors have been influenced by the lay of the land, it is important to note the bordering the sea drops off rapidly, resulting in high and rocky cliffs with few
layout of the relevant geographic features of the Imperium. natural coves or places of shelter. These extreme temperatures have not
discouraged the short, dark Aerùsian and Central Roctiennae inhabitants of the
To generalize, Roctien is perhaps best described as a land of plains and rolling
Northern Provinces from attempting to till its lands, but yields are relatively smaller
hills bordered on three sides by mountain ranges of widely varying impassability. It
than those found further south, not only because of the cold, but also due to
is comparatively much less heavily forested and of more regular elevation than is
poorer soils.
Javertien or East Roctien, and indeed contains more easily farmable land than
either of those two Empires. Regionally, the Imperium is usually divided into six There is greater topographical relief here than in the above two regions; although
main areas. by and large the land is still easily traversible, it rises in elevation in Réléònid (ray-
lay-OH-nid), south Còa'àsté (koh-ah ASSTay) and Phonsé (fon-SAY) provinces to
The most fertile and heavily populated area, the "Central Heartland", is centered
form respectively the West and East Jmòjae Oblé Outcrops. These are true
around the middle to lower reaches of the River of the Sentinel, although its mountains, though much lower than those of the main parts of the Jmòjae and
borders extend to the River Omvra'Amion in the north, to the province of Fàsta Nòlan Oblé, and have become well-known to travelers as the hiding places of
(FASST-ah) in the east, to the province of Thélésdùra (Thel-ess-DOO-rah) in the bandits preying on traffic on the Rai'Inéa-Asòrus road. Another feature to be
south and as far as the province of Brèltr-El (ber-el-ter AYL) to the immediate west avoided is the Phònsan Marsh, a large swamp found between Phonsé and Pàra-
of Oùut-Nèwar. Rusa (PARah roosah) provinces.
The topography of the Central Heartland is, as one might expect, almost uniformly As might be deduced from the presence of the city of Aèrus in their domain, the
flat with an occasional outcrop of low hills or a small stand of woods. Most of the Northern Provinces conduct business almost exclusively in the Aerùsian
remaining woodlands in this region are protected by Imperial edict against use as language, although in their western parts Rocto-CathSìnnian is a common
fuel or construction supplies and are kept as hunting grounds for the highly alternative.
placed. While food crops can be grown almost anywhere in this area, the land is
most productive in the river floodplains from Oùut-Nèwar in the west to about The region in Roctien closest to the Jmòjae Oblé is called "The Eastern
Hailònia (haiLOWnee-ah) in the east, past which topsoil becomes progressively Highland", almost uniformly comprised of the mountains and their associated
thinner. foothills.
This region is economically far and away the most important in Roctien and its The Eastern Highland is traditionally held to include all lands east of the Central
loss spells certain loss of the throne for rulers, yet it is difficult to defend due to its Heartland and west of the indistinct mountain border with East Roctien; its
size and divided ethnic loyalties. For this reason, the Imperium has chosen to southern and northern boundaries are marked by the upstream reaches of River
place its largest permanent military bases at strategic locations in the Heartland Ga'Bryàl and by the Càeo Hills respectively.
where, using the great paved roads for which Roctien is famous, its Legions can
be quickly moved to meet an invasion from any quarter. The usual stationings of This area is rather less important militarily than its proximity to East Roctien would
the Legions are well enough known that, should one be moved in the absence of suggest, inasmuch as the Jmòjae Oblé forms an effective barrier against large-
a clear military need, rumours are sure to arise as to the Emperor's level of trust in scale invasions, if not infiltration and the occasional small-scale skirmish between
the Wéznu of the province being "visited". The largest single concentration of border patrols. Only the most foolhardy of generals would attempt to take a fully-
Legions has thus been kept in recent times in and around the city of Kèprica, equipped army over the rugged terrain of the central Jmòjae mountains, to say
where its capabilities serve the dual purpose of covering the eastern border and of nothing of the problem of providing a secure supply line if any survived the trip.
keeping watch on the activities of Lord Chàrgo. For this reason, most invasions from or towards East Roctien have in the past
come through the narrow Dònrai (DAWN-rai) Gap between the Jmòjae Oblé and
Most inhabitants of the Central Heartland can speak Rocto-CathSìnnian to some the Gulf of Nèth.
degree, but local dialects remain entrenched with many ethnic subgroups,
particularly those conversing in Thélésbanné (thell-ess-BAN-NAY) in the south- Nevertheless, the Eastern Highland is usually well patrolled by the Imperium's
central regions. Physical features typical of humans of the Heartland include high legions, particularly in those provinces traversed by the East Road and its many
cheekbones, light or reddish-brown hair and an occasional set of blue or grey fortified way stations; bandits abound in the more remote reaches of the mountain
eyes. barrier, and the Empire has a political interest in "showing the flag", reassuring the
border provinces that their special defense needs have not gone unnoticed.
The second most productive region of the Imperium is known as the "Realm of
the NorthWest"; this encompasses all the lands from the border with Prin'Ql in Except in its westernmost parts, the land in this region is not suited for farming
the west to the lower River of the Sentinel in the east, bounded by the Straits of and yields are meager, a problem made more challenging by very low winter
Sòn (TsAWnn) in the north and the River Nèva in the south. temperatures and a short growing season. The economy in the Eastern Highland
is therefore structured somewhat differently than is commonly the case elsewhere
The Realm of the NorthWest is physically perhaps the flattest and most regular in Roctien: the base of income is almost evenly split between agriculture and other
part of the Empire, having very few stands of trees or indeed features of any sort. activities, particularly forestry. As a consequence of this, more of the population is
Much of the Realm is just above sea level and there are frequent floods in the made up by freedmen, giving rise to a less stratified social structure. This, and the
spring in the Sentinel River lowlands. Mostly populated by the West Roctiennae, fact that the Imperium is dominated by the ethnically different Great Roctiennae,
this area includes some excellent farmland, particularly around the Mouths of the has caused resentment and rebellion when the mighty of Oùut-Nèwar have
Sentinel, but supports fewer rural settlements than one might otherwise expect. attempted to impose their authority on the independent-minded easterners.
This is partly explained by the importance of fishing to the local economy, the
northern seacoast being dotted by many small ports. Winter comes later here than Those living in the Eastern Highland are mostly Central Roctiennae and Aerùsian
most other parts of Roctien owing to the proximity of the sea, but conversely in ethnic background; the local languages is a dialect of Aerùsian, almost 'pure' in
breezes from the northern oceans tend to make summers cooler than in inland the northern parts of the Highland but containing progressively more words
areas. borrowed from Rocto-CathSìnnian as one goes further south.
Linguistically, those inhabiting this area are much like those of the Central Somewhat further south, also on the Imperium's eastern border but below the
Heartland, except that towards the seacoast the Hanriòti (hanREEohtee) River Ga'Bryàl, lie the "Southeast Provinces". [These are traditionally taken to be
language predominates. In appearance, the West Roctiennae peoples of the the provinces of Vàryagh (VAYRyagh), Ròm (RHAWmm), Kné-E (nay-AY) and
Realm of the NorthWest are similar to their central cousins, except that they are Snìos (SNEEohz).] The topography of this area is very similar to that of the
somewhat taller and lighter of complexion. Eastern Highland, albeit even more rugged and somewhat more heavily forested.
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The Southeast Provinces are regarded as a backwater by most of the rest of the Even to those who do not normally worship Væran Hadda-Làtonn, this river has
Imperium, because of their relative isolation and the sparsity of their population. almost sacred status, since its waters serve to transport the bulk of heavy goods
The local economy is mainly based on forestry as opposed to farming, due to sent from one part of the Empire to another and yield bountiful harvests of
rocky and very unproductive soils. Partly because of this isolation, this region is Hadòikh-fish. Strategically, the River of the Sentinel has another important
probably the least closely-integrated one of the Empire, and it has a long history of attribute: it is the only economically important river to have an outlet to the sea
rebellion and poor relations with Oùut-Nèwar. This is partly because the Southeast (the Bight of Roctien) and is the only one never to completely freeze, even in the
Provinces have never figured highly in power politics within Roctien and tend to be depths of winter.
overlooked in military campaigns as not worth the use of an army. They thus are
rarely "pacified" in the normal sense of the word and regular local Imperial The River of the Star, which starts as a stream in the southern heights of the
garrison is a small one that does little to enforce central authority. Jmòjae Oblé in the far east, joining the River of the Sentinel at the city of Ssàta
just north of Cònverson Lake. This river first becomes navigable in Naslù (nah-
The language spoken in the Southeast Provinces is a mixture of Rocto- SLOO) province in the east after having flowed about a third of its length;
CathSìnnian and Aerùsian in almost equal quantities incomprehensible to all but a however, the heaviest traffic occurs between the ports of Thélésban and Ssàta
native speaker. It is used by natives mostly of Central Roctiennae stock, who are where the depth and breadth is more appropriate to large vessels.
physically among the shortest and most hirsute of the Empire. A common joke in
Roctien is that human females of the Southeast Provinces are really short male It is said the River of the Star was named by Væran Hadda-Làtonn, who
Apnié– needless to say, it is wise not to repeat this witticism while traveling empowered that when looking due southeast from the highest towers of the
through the area! Imperial Redoubt at Oùut-Nèwar, radiant Ha'zlà (HA-slah) (the brightest star in the
Roctiennae spring sky), shines directly over the reaches of the River on the 6th of
The last of the major regions of the Imperium is that of the "Realm of Vòina", i.e. Jàx each year, marking the Festival of the Flood. Other explanations about the
those provinces southwest and west of the Irvìné Oblé (erVEEnay awBLAY) name do exist, but this one is the most widely accepted.
[usually assumed to include Vomùva (vawmOOvah), Telàvoson (tel-lah-VOH-
sawn), Aritùi (arr-it-TOOey), Hzùlonz (hezOOlawnz), Eràib (eeRAIb) and Another great waterway is River Ga'Bryàl, another tributary of, and second in size
(geographically at least) the satellite state of Ascòrcan (AzKORkann)]. The soils of only to, the River of the Sentinel. This river begins its course high in the southern
the area are generally fertile, particularly those near the River Nòfa-Karathé and Jmòjae Oblé about fifty kilometres north of the source of the Star, and follows a
the region is densely populated, particularly along the Road of Old Ardtien that roughly parallel course to empty into the River of the Sentinel at the city of Arthèga
serves as the primary thoroughfare between Roctien and Javertien. (ARtheegah).
The economy generally follows the same agricultural patterns as elsewhere in the River Ga'Bryàl irrigates some of the richest farmlands of the Imperium, and its
Imperium, except that the presence of the Road makes trade somewhat more lower reaches between Hailònia and Arthèga are generally considered the
important than is the case elsewhere. Another difference is that the revenues of geopolitical centre of Roctien. Like the River of the Star, this river becomes
some of the provinces in the Realms of Vòina are augmented to an unusual navigable in Naslù province; unlike its southern counterpart, there is extensive
degree by mining; this is especially true of Ascòrcan, rumoured to be exploiting riverine traffic for almost all its remaining length. This is in part because of the
several very rich gemstone deposits in the foothills of the Nòlan Oblé. greater number of cities located on or close to River Ga'Bryàl, in part because it
offers more direct access to the lower reaches of the River of the Sentinel and
This is an ethnically diverse area. Its eastern parts are made up primarily of hence the sea.
Rocto-CathSìnnian-speaking Great Roctiennae, but as one goes west the
composition rapidly changes, first to the Ariti-Ascorcànians speaking various River Omvra'Amion (OMMvrah-AHmee-onn), flowing northwest from the peaks of
Ascorcànian dialects, then to the Voinians centered around the former Imperial the Northwest Outcrop of the Jmòjae Oblé in Gvànotang province, through the
capital near the western border with Ontars and Khàpitas. For the most part, the North Lìngra Gap into the North Lake, thence into the Bight of Roctien at the port
humans of these regions are taller, thinner and of lighter hair and eye colour than city of Rai'Inéa (rAI-inAYah). This is the northernmost of the great rivers and is
those found elsewhere in the Imperium. The western part of the Realm of Vòina navigable only for a relatively short distance west of the North Lake. It is thus of
also has an ethnic feature unique in the Imperium in the presence of the negligible importance economically, but is notable in that it forms the traditional
nonhuman Arda as the dominant racial group; around Vòina, for example, the (and strategic) boundary between Roctien's North Coast provinces and those of
Arda outnumber humans by a ratio of almost two to one. the central farmlands.
4.7.1.2. Rivers of Roctien Although narrow for most of its course, River Omvra'Amion is swift and
treacherous enough, flowing for the most part through deep gorges, to provide a
The terrain of the "civilized' part of Roctien is intersected by eight great rivers, difficult barrier to cross with an army, to say nothing of establishing a cross-river
which have had a significant impact on the history of the entire region. These are, supply line. Practically speaking, its course tends to channel attacks launched
from west to east: southwards from the North Coast through the eastern Càeo (KAI-oh) Hills, e.g. to
the east of River Omvra'Amion's source. The upper reaches of this river are
River Nòfa-Karathé (NO-fah karaTHAY), flowing south to north from the central favored in much the same way as are those of River Ba'àk by the faithful of Væran
Nòlan Oblé through the wooded lowlands of the Conversion Lands to merge Hadda-Làtonn, and similar religious ceremonies can occasionally be found in
northeast of Khàpitas with River Nèva (see below). This river is considered the them in the springtime.
traditional boundary between Roctien and Ardtien and is safely navigable for
about half its length, south of the city of Vòina. River Caèri (KAI-ree) is the last of the strategically important rivers of Roctien, a
fast-flowing mountain river originating in the central Jmòjae Oblé, traveling almost
River Nèva (NAYvah), flowing west to east and considered the southern border of due north to the Gulf of Nèth (NAYth) that connects East Roctien with the northern
the lands of the West Roctiennae. This is a broad and slow-moving river for most seas.
of its length, but traffic must beware of the miasmal Sòn (SAWan) Marsh just
downstream of the Nèva-Karathé confluence; this area is widely known as a place Large ships can use River Caèri only for a very short distance downstream of the
of sandbars, disease and worse(?) during the summer months. city of Asòrus, and even this meager capacity is little used due to the paucity of
sea traffic on the Gulf of Nèth. Unlike the Bight of Roctien, the Gulf is not
River Ba'àk is the smallest of the great rivers, flowing north from the high crags of sheltered from the wild gales of the northern high seas and is consequently unsafe
the Nòlan Oblé to Cònverson (KAWNver-sawn) Lake. Although too wide to be to sail upon even in the summer months; during winter, icebergs and enormous
easily crossed, River Ba'ak is too treacherous and fast-flowing to be of much use storms make such travel little short of suicidal.
for transportation. Its upper reaches are, however, of note as a favored spring
ceremony place for priests devoted to Væran Hadda-Làtonn, White-Foamed The main significance of River Caèri is political in that it marks the historical
Master of the Flowing Flood. boundary between the Realms of West and East Roctien, although it does form a
barrier of sorts against invasions from either direction. This pales in comparison,
The River of the Sentinel, into which most others flow and that which marks the however, with the much more effective barrier formed by the Jmòjae Oblé itself.
border between West and Central Roctien. This mighty river, like River Ba'àk,
starts its course high in the Nòlan Oblé, flowing south to north from the great 4.7.2. Javertien
mountains into Cònverson Lake; north of this point, the River of the Sentinel
broadens and deepens until (after having been joined by the River of the Star and The westernmost of the great northern states is that of Javertien, a semi-feudal
then the River Ga'Bryàl) its lower reaches are over four kilometres wide. empire famous for the horsemanship of its army and the relative stability of its
system of government. The Javvré Empire, as it is known, extends from poorly-
defined western frontiers with the wild lands of Heshìga, to the northern sea, to its
border with the "Land of the Guardian Kings" and disunited Ardtien in the east.
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Javertien's strategic position is in some ways unique, because other than for This state is dominated by a "Trinity" of the dark Temples of the Khùl-Nolgùn. The
internal disputes between its powerful noble clans, it has no strong rival in its area exact structure of this political system is, obviously, not fully understood outside
of Ushù'l. The nearest state large enough to be a serious military threat is Roctien, the Shadowed Empire, but this much is known: the followers of savage Væran
which is beset by its own problems and which is several hundred kilometres Rssà-Urutàngk dominate the East Roctiennae army, those of cruel Væran Hnélo-
distant at its nearest point. The disunited minor kingdoms and principalities of Tràniss control the civil administration, while the clerics of sinister and mighty
Ardtien are sometimes the cause of border disputes, but the leaders of these Vìrya Hé-Enriath seem to have a parallel role to those of brutal Væran Hnélo-
states are normally too intelligent to pick a fight with the much larger Javvré Tràniss but are rarely seen in any public capacity. The strictures of "evil' religious
Empire. Other than dealing with occasional pirate raids on Javertien's northern law dominate almost every aspect of daily life for the citizens of this harsh land.
seacoast and with barbarian incursions from the western wilderness, therefore, Most of the religions of the Khùl-Nolgùn are openly worshipped, and it is rumoured
the Javvré military can usually concern itself purely with internal security duties. that even a few temples of the dreaded Nameless One are allowed to exist, albeit
well out of open view.
4.7.3. East Roctien
Officially, a "Council of the Trinity", made up by representatives of the three
Roctien's most dangerous external threat comes from the sinister Empire of East aforementioned faiths of the Khùl-Nolgùn, rules East Roctien. However, the
Roctien, also known as "the Realm of the East" or "the Shadowed Empire", Shadowed Empire's real, though unacknowledged, leader, is mysterious Vòrin
separated from its western counterpart by the thickly-wooded heights of the Ròaon (ROWA-honn).
Jmòjae Oblé. The borders of the eastern empire are marked in the west by the
Jmòjae Oblé, in the south by the East Nòlan Oblé, in the north by the Gulf of Nèth Ròaon is the subject of much fearful speculation both within and without his realm.
(an offshoot of the Mùya Ulàkh), and in the east by the peaks of the Thìth No-one (at least no-one willing to speak) knows the details of the Vòrin's life or
(THEEth) Oblé. Unlike the Empire of the Golden Falcon, East Roctien maintains even what his (its?) age may be, although it is generally agreed that he has been
two capital cities, a religious centre at Yìl (yee-ILL) in the barren "Depression of the driving force of the attacks East Roctien has been waging on the west since
Red Teardrops" and a secular one at Zzòk (esZOHK) further to the west. the Second War of Black and White Scythes of 29-35 AU. If this is true, it means
that Vòrin Ròaon is now at least one hundred years old, but he is rumoured to be
Only the western border with Roctien is the scene of large-scale military action "still in his prime" (?). One theory suggests that Ròaon is a renegade member of
because there are no other organized states in the area, though some troops the Khùl-Algrenàthi'i or "Watchers"; this would explain his longevity, and even a
must be stationed to the east to prevent raids by the barbarians of Ulschéshòsh single one of these beings would be more than powerful enough to wreak havoc
(OOLshay-showsh). While smaller and less heavily populated, East Roctien is over entire kingdoms, but if this guess is correct, it would not explain why the other
almost a match for Roctien militarily because its army can be almost exclusively Watchers have not been able to stop him from interfering in mortal politics.
assigned against the latter empire.
The fiefs of Roctien, showing the Imperium from the Conjunction Lands in the west to the Jmòjae Oblé in the east
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Further clouding the picture is that fragmentary historical records from thousands The northernmost of these, the "Green Empire of Prin'Ql", is a semi-independent
of years ago are known to contain references to an East Roctiennae leader, satellite state of the Empire, presided over by King Hjèssab II. The Green
thought to have been a priest or necromancer of some sort, called "Ròaon". There Empire's northern boundary is marked by the seacoast of the Mùya Ulàkh, while it
are also legends of an evil, semi-supernatural figure named "Ròaon" from ancient borders with Javertien in the west and Roctien in the east. Ethnically, the Ygìnsis
Màhag in the lands to the far southwest of the Nòlan Oblé, but these tales are that make up the largest part of the Prin'qlé population are closest to the Wròibi
from an age even further removed from the present than the accounts noted peoples that live around the Lower Matàr-Nath River in eastern Javertien; the
above. common tongue spoken in Prin'Ql is therefore Arrènian, a language quite unlike
most found in Roctien.
Common sense dictates that these beings (who, legends claim, fought against Prin'Ql maintains its own borders and army and collects its own taxes, but is
and were eventually defeated by the Khùl-Algrenàthi'i or "Watchers") cannot in dependent upon the Rocto-Ardae navy for seaward protection. For this reason,
any way be related to anyone still alive today. and because it has in the past granted Imperial legions the right of free passage,
Prin'Ql is not much esteemed among nations, and there exists in its few cities a
Whatever the truth, the very mention of Ròaon's name strikes fear into the resentful nationalist faction plotting Hjèssab's overthrow. Rumours have it that the
common folk of both East Roctien and the Empire of the Golden Falcon. The King's efforts to stamp out this insurrection have been aided by Empress Gàliai's
Vòrin is, furthermore, never seen in public so his real form and habits are almost secret police, but these are denied by both Prin'Ql and Roctien.
completely unknown – yet, his existence and power is very much in evidence,
particularly when his rulership is challenged by the foolish. 4.7.4.2. Khàpitas
4.7.4. Disunited Ardtien Somewhat further south running along the Empire's western border the traveler
will find the "Radiescent Empire of Khàpitas" (KAPetASS), an autocracy in a
4.7.4.1. Prin'Ql perpetual state of near-chaos due to the destabilizing influence of the Mh-Lklàa
(see below) and to repeated invasions by its neighbors, in particular Ascòrcan,
Roctien's western reaches border on several relatively weak and politically which professes historical claims on much of Khàpitas' territory.
disorganized "Empires", more accurately described as rump-kingdoms.
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This state has had a chequered history in the recent past, having been the scene What is unique about this situation is that except in time of war, Ontars has no
of a bloody civil war from 2 Uhrack 101 AU (when the then-Emperor, Tùrthor IX, "king" or "ruler" in the commonly accepted sense of the word, a practice which has
was deposed by a coup engineered by the Mh-Lklàa and supported by the often bedeviled foreign heads of state as they have found no single person with
renegade democratic state of Ontars) to 9 Jàx of 102 AU when a local noble was, whom to negotiate treaties or threaten hostilities. Indeed, in some respects,
with the help of the Roctiennae and Ascorcànian armies, crowned Tùrthor X and particularly criminal law and the maintenance of public order, Ontars gives the
restored to the Khapitàsi throne. The reasons behind these events are very outward appearance of being even more chaotic and disorganized than Khàpitas.
complex, but to simplify, elements of the Mh-Lklàa, striving to extend their This is deceptive– a traveler who gains the displeasure of the Vhàl-V'àvna, or of
influence eastward, took advantage of an artificial famine staged by the Vhàl- one of the many powerful bandit clans that are based in this state, will find out
V'àvna to depose the elder Tùrthor. The resulting Republican regime alarmed the very soon that some laws, even if unwritten, are enforced here!
Empire and the other surrounding states by its mere existence, but even more so
by its harboring of dissident groups from Roctien and by its open countenancing of As has previously been mentioned, the hand of the Ontiàrsi government is widely
smuggling and avoidance of Imperial taxes. believed to have been behind the coup of 2 Uhrack 101 AU that overthrew
Khàpitas' Tùrthor IX, plunging Khàpitas and indeed most of central Ardtien into
At this point, Khàpitas was simultaneously invaded by both Roctien and Ascòrcan; war. During the war, Ontars was invaded and pillaged by both the Empire and
the Khapitàsi-Republican armies disintegrated and it appeared the nation would Ascòrcan and was utterly defeated on the battlefield; however, it was not
be absorbed by its two main opponents, but on the 28th of S-Tsèrack 102 AU permanently occupied. There were several reasons that this transpired. Foremost
Ascorcànian and Rocto-Ardae troops clashed at the Battle of the West Bank of among these were the Rocto-Ascorcànian Treaty of the West and the
the Karathé River over rival claims to Khapitàsi territory. War between Ascòrcan preoccupation of both Ascòrcan and the Empire with the situation in Khàpitas, but
and the Empire was averted later in 102 AU by the Treaty of the West, in which it is rumoured that the Vhàl-V'àvna brought pressure to bear upon Shedàn III of
both invading powers agreed to withdraw and leave Tùrthor X in power as a client Ascòrcan to withdraw. It is certainly true that Ontars has proved a difficult state for
leader. conquering Empires to hold, over the years; it has seen several spectacular
peasant revolts while under occupation, and constant guerrilla warfare has usually
A factor favoring the decision to de-escalate was the possibility of intervention by persuaded great powers that it is not worth the effort.
the Javvré Empire, which was not happy with the possibility that it would find
Roctiennae troops closer to its borders after the latter had crushed Khàpitas as a One reason for this fierce resistance is the area's unique ethnic composition. The
buffer state. So far, this strategy has apparently worked (Tùrthor is still on the majority of the population in central Ardtien is not human but made up of the four-
throne), but his power within his realm is scant and there is not much law and legged Vs-Arda (vssARDA, the "Scarlet-Arda"). These sapients, and the Ontiàrsi
order in Khàpitas. The smuggling in particular has continued almost unabated, humans who make up much of the remainder of the peasantry, speak a highly-
even if it is carried out undercover. inflected dialect of the Arrènian language unintelligible to all save themselves and
the Ygìnsis.
The Khapitàsi army is the laughingstock of the northern world, being barely able to
enforce Tùrthor's authority over the numerous tribes of bandits that inhabit the Most members of the middle and, such as they may be, upper classes,
forests and swamps along the River Nòfa, but the kingdom's borders have not conversely, speak a wide variety of Javvré- and Rocto-CathSìnnian- related
been encroached upon recently due to the Treaty of the West. Whether this taboo tongues, the most popular being a dialect of Khàpitas-Voinian. This riot of tongues
will remain with time, remains to be seen. and races has made the Ontars region difficult for invaders to administer. As scant
bureaucratic infrastructure is already in place, it can be almost impossible to do an
Ethnically, the Khapitàsis are most closely related to the Ascorcànians, although accurate census and collect adequate taxes without taking everything and causing
they speak Khàpitas-Vòinian, a language more closely related to Rocto- starvation – which, it must be noted, some conquerors, particularly the
CathSìnnian than the tongues of Ascòrcan and its ilk. Ascorcànians, have proved quite willing to do.
4.7.4.3. Ontars The current foreign policy situation finds Ontars in a period of relative calm.
Relations with its neighbors remain (as always) strained but correct, with the
Another western kingdom the Rocto-Ardae Imperium must deal with is the possible exception of Khàpitas: partly as a result of fear of the Mh-Lklàa, and
renegade state of the Republic of Ontars (onTARSS). This entity, which lies partly under pressure from Ascòrcan and the Empire, Tùrthor X closed the border
immediately to the west of Khàpitas along the heavily traveled Road of Old Ardtien and broke off diplomatic relations on 2 Nahadjarònyé 104 AU. As far as the Rocto-
connecting Roctien and Ardtien, is a pariah amongst the nations of the north due Ardae Imperium is concerned, Ontars represents a political nuisance but does
to its unique form of government: a loosely-organized plutocracy openly serve to cause dissension among the Empire's western neighbors, thus keeping
dominated by the Mh-Lklàa (Muhh LaklAH, the "Party of Merit", e.g. the them from uniting to gain at the Imperium's expense. It is thought, however, that
Republican Party). senior factions of the Imperial army, particularly those associated with the
Ontars is thus despised less because of its military power (minimal, though threat Padrulàilh, are offended that a 'democratic' state is allowed to exist and proclaim
enough to Khàpitas) than because of the example it represents, namely that of a its opposition to the heaven-sent social order.
viable alternative to aristocratic or feudal rule; as such, it is a state constantly So far, these groups have not been able to convince the Empress to violate the
under suspicion of fomenting rebellion and unrest in its more "conventional" Treaty of the West and "put things right" in Ontars, especially since the troops are
neighbor states. These are: Khàpitas to the immediate east and Prin'Ql to the needed more on the eastern front, but whether a future Emperor or Empress will
north across the Aìagoné Oblé, Gyard'Yss ("Land of the Guardian Kings") to the prove so restrained remains to be seen.
west along the Road of Old Ardtien, and The Kingdom of Mgor to the south across
the Northern Inland Sea. 4.7.4.4. Ascòrcan
It is certainly true that the ideology of the Mh-Lklàa, and by extension that of the The relationship Roctien holds with its one remaining border state, that of
republic as a whole, is hostile to the states that surround it, but the need to survive Ascòrcan, Realm of Shedàn III, is a complicated one.
has tended to over-rule military or subversive adventurism in the past. In part, this
is due to the uniqueness of the Ontiarsi political structure. Perhaps the most "independent" of the smaller kingdoms, Ascòrcan's history and
sense of self-identity goes back thousands of years. Indeed, some scholars
In theory, Ontars is ruled by a body called the Mh-Guuyà-L'Mh'à (the "Party of All maintain that its history is longer than that of the Imperium itself, and some hold
Parties", i.e. the Supreme State Council), a sort of legislative assembly with five further that the founders of old Ascòrcan were responsible for establishing
hundred permanent members (a hundred each for the peasantry, the Guilds, the civilization north of the Nòlan Oblé. Politically, Ascòrcan is in theory structured
Temples, the aristocracy, and a hundred elected by popular vote. There is also an much like Roctien itself, with his Radiance Emperor Shedàn III having ruled
"inner sanctum" made up of one speaker appointed by each group to represent continuously since 1 Phèrn-Rôya 40 AU; in practice, the state is more of a
them in the day to day implementation of policies established by the Council. In kingdom than an empire, with much more power concentrated in the royal court
practice, the state is controlled by the money and, if need be, secret police and and much less independence on the part of the nobility.
mercenary warriors, of the Vhàl-V'àvna, who see to it that the excesses of
democracy (in particular, that part of it concerned with the peasantry) do not "get
out of hand".
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Militarily, Ascòrcan is of course no match for Roctien, should the Golden Empire The heir apparent is Crown Prince Orldlis, recently returned after a long and
devote sufficient resources to the former's defeat on the field of battle; yet, for mysterious departure. Orldlis' leanings are not publicly known, not only because of
various reasons, and in spite of frequent proposals from the less temperate in the his absence from the scene but because he is rumoured to be more interested in
Supreme War Council of the Golden Falcon, this has failed to transpire. While lavish entertainment, often of an indecent nature, than the affairs of state. The
clearly a secondary power, given good generalship Ascòrcan and its army are situation is complicated by the presence of Kakàrku (kahKARkoo, "Lord High
large and proficient enough to cause the Imperium problems; furthermore, the Chancellor") Lord Claudys-Tsò-Tso-V'Lampen, Shedàn's most trusted adviser,
walls and defenses of its capital city Hella Ascorcanara (hel-LAH AzkorkanARah, rumoured gaining power and influence as the Emperor ages. An unusual
"City of Ascòrcan") have been extensively rebuilt since the disastrous fire of 47 character in many respects, V'Lampen has only recently assumed the post of
Vhùnuhrack 95 AU, and would be difficult to take without a long siege that would Kakàrku, but his Bènli heritage and phenomenal intelligence have already
tie down a large portion of Roctien's valuable sapper Legions. attracted attention and not a little resentment and fear.
That the two states have avoided a showdown in the recent past is undoubtedly As has previously been noted, Ascòrcan's foreign policy has mostly been directed
partly due to the skill of Ascòrcan's venerable High Ambassador Lord Nézo-Psèl- by attempts to claim territoria irredentia in Khàpitas and Ontars, but so far this has
Tsò-Plèn to the Court of the Falcon, but also due to the Imperium's pressing had little success due to the opposition of the Imperium and the historic enmity
military commitments elsewhere, particularly on the eastern border. between the native peoples of those lands and Ascorcanians. More recently,
rumours have arisen of a drastic increase in the size of Shedàn's army and even
Another consideration that has dissuaded the Imperium from attempting to return of possible moves on one or more of the Empire's southern provinces, most likely
Ascòrcan to the status of a fief is that hostilities would close, or at least interrupt Aritùi (ar-it-TOOEY) or Telàvoson (tel-AH-voson) due to linguistic affinities. This,
trade on, the economically important Road of Old Ardtien leading to Javertien in of course, would probably mean open war with the Imperium and is thus thought
the west and on the mountain passes of the Dondré-Hàlo Way, the only major improbable while Shedàn, known as a man of his word, still lives.
trade route connecting Roctien with the exotic and little-known world south of the
Nòlan Oblé. For its part, Ascòrcan is understandably reluctant to push the Empire How Ascòrcan will finance this military expansion remains to be seen, as does the
too far, and does face the separate military problem of controlling bandits based in question of how to deal with the great Roctiennae fortification of the Western
the foothills of the Nòlan Oblé and Nòfa River Lowlands. Redoubt at Vòina (VOY-nah). This great edifice was constructed many centuries
ago, but was doubled in size and strength in a panic during the Second War of
In his younger years, Shedàn established a reputation as a skillful player on the Black and White Scythes (28-94 AU), when it was needed as the temporary
international scene and as an at least competent domestic ruler, but his faculties Imperial capital after Oùut-Nèwar was occupied by the East Roctiennae.
(both mental and physical) are thought to be on the wane. How relations with the
Rocto-Ardae Imperium will be affected when his last candle is burnt is difficult to Other rumours have hinted at possible alliances between Ascòrcan and
tell, due to political intrigues within the Ascorcànian court too complex to detail unspecified powers hostile to Roctien, but these are little more than conjecture at
here. the present time.
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Planet Name Equatorial Environment Orbital Distance Apparent Colour Apparent Visual Astrological / Magical
Diameter Magnitude Influence
Sol (the Sun) 1,332,669 G2 star (n/a) yellow -26.7 ---
Mercury 4,466 airless 43,991 grey -1.8 ---
Venus 11,719 heat/pressure 104,185 yellow -4.4 love
Earth 12,193 HABITABLE 145,462 blue (n/a) ---
the Moon 3,326 airless (n/a) grey -11.2 ---
Mars 6,375 H! (air/cold) 238,330 red -2.8 war
Jupiter 133,826 gas giant 780,333 yellow -2.5 leadership
Pluto 5,390 airless 7,084,000 yellow 12.7 ---
Planet Name Equatorial Environment Orbital Distance Apparent Colour Apparent Visual Astrological / Magical
Diameter Magnitude Influence
The Day Sun 43,466,285 K0 star (n/a) orange-white -25.5 light, knowledge
The Night Sun 958,223 B9 star (n/a) blue-white - 9.7* magic, mystery, dreams
Tèien-ai 4,620 airless, heat 62,380 grey - 2.1 (unknown)
Té'en 5,231 lethal atmos. 88,570 brown - 2.2 fertility, birth
Finèfh 9,754 H! (heat) 101,140 sand - 5.0 (unknown)
Accèlerom 20,729 H! (heat) 112,996 ochre - 5.3 strength, male
Nété'n 9,876 HABITABLE 125,756 blue - 3.7 joy, success
Can'n 8,838 HABITABLE 140,898 dark - 2.4 Karenn-R'Lache, green,
animals
Planet Name Equatorial Environment Orbital Distance Apparent Colour Apparent Visual Astrological / Magical
Diameter Magnitude Influence
Telostic 11,938 HABITABLE 161,179 blue- green (n/a) ---
Moon of Shadìra 1,192 (H!) thin air (n/a) silver-grey -5.6 J'ralrishe-Sle, the wilds
"Silvery Lady" 756 airless (n/a) silver -0.5 love, the female
Hejèthro 6,441 HABITABLE (n/a) olive-green -12.8 Kikiri, sexuality
Uòlnm 503 airless (n/a) slate-grey -1.3 On, time, mystery
Jchvèz 2,365 lethal atmos. (n/a) violet 5.8 Hé-Enriath., insanity
Planet Name Equatorial Environment Orbital Distance Apparent Colour Apparent Visual Astrological / Magical
Diameter Magnitude Influence
Actain 6,003 H! (air/cold) 180,845 red -1.7 conflict, war
Banàli 5,977 H! (air/cold) 207,120 orange-red 1.7 Bssiro, action
Aeosh 22,049 H! (cold) 233,963 yellow -2.6 fate, change
Sé'lé 10,430 frozen 299,612 white -2.0 problems, trials
Gazéa 140,552 gas giant 407,344 blue-green -2.4 leaders, ideas, decisions
Adhi 41,272 gas giant 1,970,002 green 6.2 B'aab-Bbogg, diseases
Byzad 50,245 gas giant 5,394,722 deep blue 9.5 oceans, depths
Zùlon 4,010 airless 8,693,257 dark grey 13.1 death, the Underworld
* This apparent magnitude refers to the normal brightness of the Night Sun; when at he closest point of its 253-year orbit, the Night Sun has a magnitude of -22.5.
• ...... An entry of "H!" for a planet or moon's environment indicates that the body in question is partly habitable, or has habitable regions, but has other areas (or seasons)
in which the 'normal' Telostician humanoid species would survive only with extreme difficulty.
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• .......Under "Influences", a remark is made on what astrological factor of a person's life is deemed to be affected by the position of the body in question, when he or she is
born; where a proper name appears in this column, it indicates the name of the Rocto-Ardae deity associated with the object.
• .......All distances are given in kilometres (thousands of kilometres for orbital distance); "Magnitude" refers to the apparent visual magnitude, e.g., the brightness, of the
object when seen from Earth or Telostic. As the number increases, the harder a heavenly body is to see- the limit for a normal unaided human eye being
approximately magnitude 6.
• .......The characteristics of moons are listed for Earth and Telostic – those of the other planets, while interesting, must be omitted here for reasons of space.
•.......A political / fief map of the Rocto-Ardae Imperium, covering the regions between the eastern borders of Ardtien and the western borders of the Shadowed Empire;
•.......A political / fief map of the Shadowed Empire and the eastern Nòlan Oblé;
•.......A political / fief map of the Javvré Empire and the far western regions;
•.......An overhead street-plan map of the city of Ròlon in the central Rocto-Ardae Imperium (it is here that an adventure party should begin play, unless the Referee wants
to take it upon him or herself to create a street-plan map of another settlement); and
•.......A colour hex / terrain map (hexagon scale approximately 20 kilometres from hexside to hexside) of Roctien; this is essentially identical to that used by Strategic
Telostician Campaign and should be used when an adventure party wants to explore the wilderness.
A key to the map of Ròlon is given below; the Referee is free to change or add to it as he or she sees fit.
1.......The Fattened Bird public-house; prices– moderate; quality– good; a popular inn among central Roctien's merchant classes.
3.......The Jeweled Harness high-class house of prostitution; prices– high; quality– high; this establishment has a close relationship with the local Temple of Kikiri (building
06) and is very discreet behind its high walls (although there are many secret entrances); its basements are also reputed to be a hangout for the local Thieves' Guild.
5.......Sanctuary of the Antratschèldor-haii, jointly run by the Mahkàilh and the Chélé-Avàii. Appears from the outside to be a merchant's villa.
12.....The Green Tankard public-house; prices– low; quality– low; this is the most well-frequented bar of the lower classes of Ròlon.
13.....Armoury; prices– moderate to high; quality– average to good; purchase of certain types of edged weapons here (and at other armouries in Ròlon) requires a
certificate from the state.
14.....Hall of Imperial Justice; this is the local courthouse and is the main seat of the local bureaucracy, concerning itself with land titles, permits, taxation and so on. It has
an extensive system of jail cells underneath; public executions are handled in Highborn Square.
15.....Villa of the Mayor of Ròlon. The Wéznu (Duke) of Fief Rolòni stays here when he is not at his huge country estate, some three kilometres to the north.
16.....The Gardens of Fief Rolòni; this area is a very nicely-kept botanical garden, and is well-patrolled; it also houses a barracks of soldiers who guard the Mayor's villa
(building 15).
17.....Compound of the Imperial Army; houses senior military staff and has a large jail underground.
18.....The Imperial Granaries; kept here to ensure a supply of food if the city is besieged (although, this has not happened in this part of Roctien for many years);
unauthorized tresspass in this area is a serious offense and it is well patrolled.
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05
02
Lakhàn
Maròth
Square Ksòihn Avenue
Square
01
01 04
03
07
06
The
Roadway
Five-Ways
Square
12
11 08 09
10
14
Wéznu's Quarter
Highborn
Square
15
13
19
16
18
17
Ròlon
South
Militar y
Yards
A City in the
Central Imperium