Amareth (Zyanya Supplement)
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When most people think of the Amareth Empire, they see a single nation, united as a superpower. Nothing could be further from the truth. The individual nations squabble with and declare war on each other constantly, and scarcely a year passes without at least one nation dealing with civil unrest. Still, the people of Amareth are certain of one thing. They are the only truly civilized humans in the whole of the land, and the only ones not fooled by daemons masquerading as gods. As such, they have a responsibility to bring enlightenment to the rest of the world, whether through diplomacy, or, if necessary, by the sword. Theirs is the largest and most influential region in the world, with colonies in almost every other region. They are the most powerful militarily, the true power on the oceans, and with the alliance with the elves, count some of the most powerful mages among their numbers. Their technology level is rivaled only by that of the gnomes.
Bit - 0.01 Lira - 0.05 Guilder - 0.1 Florin - 0.25 Nickel - 0.5 Forint - 1 Franc - 2.5 Sterling - 5 Crown - 10 Markka - 25 Soverign - 100
The upper classes have a high standard of living and believe the economy is great. Food is always available, and trade is good. Serfs and peasants on the other hand, often live hand to mouth. Peasants are considered ‘freemen’, where serfs require permission to do things like travel more than a mile from their homes or even to wed. Serfs are little more than slaves. The peasants are taxed, and failure to pay the taxes results in going to prison. For this reason, many peasants are willing to join the military, to escape the taxes.
The people of Amareth are pale-skinned with a variety of hair and eye colors (though those of Letizia and Cipriano run towards jet black hair). They are of average height. Serfs and peasants dress simply in homespun garb. The dress of the nobility runs to the downright gaudy, often multiple layers of intricate clothing. For some of the nobles, what they pay for a gown could feed a family of peasants for years.
Serfs are tied to a noble family. They work the estates of the nobility and in return are given a ‘share’ of the crops and shelter. How generous this arrangement is depends upon the noble. Serfs require permission from their noble to wed or to leave the estates, though their freedom can be purchased for 50 gold. Children born to a serf are automatically serfs, even if their parents are later freed.
Peasants / Freemen
Peasants are still under the rule of the nobility and must pay taxes, but have more freedom than a serf. A peasant can always join the military, or even become a merchant (and perhaps purchase patents of nobility) if they get extremely lucky.
Merchants are usually rich peasants or poor nobles. They are not to be confused with simple shopkeeps. The merchant caste are those who trade between nations or even regions, and thus have more rights than simple peasants.
The nobility are often law unto themselves, subject only to the king.
The Amareth region follows the god Samad. They consider all other gods to be either aspects of Samad, or daemons posing as gods. Worship of other gods is forbidden, and punishable by jail, enslavement, or even death by torture. In fact, doing any magic without the blessing of the church (which can be revoked) is grounds for arrest or execution. Just the accusation can result in a person’s death. Druids are only barely tolerated, and the locals can turn on them easily. The dirty secret of Amareth is that the old one known as Usezel, formerly the patron of evil, still exists and can still grant spells. In fact, the victory of Samad over all the remaining old ones actually increased his power by allowing him to take over any domain that Samad did not possess. Usezel is Chaotic Evil but can be worshiped by any of evil or neutral alignment. Though the heads of the various nations are technically secular, no one takes the throne without the blessing of the church of Samad, and excommunication by the church would likely cost a ruler his throne. Excommunication of a noble is cause for the king to strip the noble of his estates and title, often ending in banishment or execution. Local priests are often the authority in smaller villages and towns.
Samad is the god of everything, of good, of creation, etc…. Though he is Lawful Good, he can be worshiped by any alignment.
Core: Air, Animal, Destruction, Earth, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, Water Spell Compendium: Balance, Cavern, Celerity, Charm, Cold, Community, Competition, Courage, Craft, Creation, Deathbound, Domination, Dream, Family, Fate, Force, Glory, Illusion, Inquisition, Liberation, Mentalism, Metal, Mind, Moon, Mysticism, Nobility, Ocean, Oracle, Pact, Planning, Portal, Pride, Purification, Renewal, Retribution, Rune, Spell, Storm, Summoner, Time, Trade, Windstorm, Wealth, Wrath, Arborea-1, Arborea-2, BCelestia-1, Celestia-2, Elysium-1, Elysium-2, Limbo-1, Limbo-2, Mechanus-1, Mechanus-2, Races of Destiny:City, Destiny Races of the Wild:Sky Frostburn: Cold*, Winter Sandstorm:Nobility*, Repose, Rune*, Sand, Summer Stormwrack:Ocean*, Seafolk, Storm Heroes of Horror:Dream Lords of Madness:Force*, Mind* Book of Exalted Deeds:Celestial, Community*, Endurance, Fey, Glory*, Herald, Joy, Pleasure, Wrath
Order of the Old
Holy Order of the Silver Lance
Sisters of Mercy
Holy Order of the Shining Light
Order of the Chalice
Order of the Broken Staff
In the World
The Amareth recognize that Shieldmeet is the center of commerce and diplomacy. They believe that whoever controls Shieldmeet controls the world, and intend that to be them. They have the strongest voice on the council with four lords. In addition, they have the most merchants and taverns in the city, and at least 20% of the population of Shieldmeet comes from Amareth.
The Amareth Empire is currently at war with the Sclavini region, though the war is not going particularly well due to the actual landscape of the region (to get to most of Sclavini, one has to go through the Black Forest, which is infested with daemon-spawn). There is ongoing conflict with the Righnach region, but it’s believed to be under control. There is some minor conflict with the Orishaand Vasant regions and the Amareth trade colonies therein, but no actual warfare. There is rivalry between Basira and Amareth going back ages, but currently the two nations are playing peaceably with each other. Amareth has a very strong ally in the elven nations, and has been cementing a good relationship with the gnomes and dwarves lately. They have some doings in Itotia, but were recently turned back by daemon-allied barbarians and are reconsidering their plans.
Character Creation Info
Common Camptalk (spoken by soldiers more as a code than a language)
Renosalael (dead language)
Hanitul (dead language)
Esenar (dead language, writings in this tongue are to be burned, owning them can be an offense punishable by death)
Many Amareth, especially priests and nobles, also speak Elvish.
Persuasive, Able Learner, Heroic Destiny, Luck of Heroes, Border Watch, Born Follower, Great Fervor, Landless Nobility, Mercenary Background, Noble Soul, Rapscallion, Well Read, Arcane Schooling, Bullheaded, Discipline, Foe Hunter, Militia, Nobody’s Fool, Theocrat, Education, Charming, Stubborn, Courage
BattleAxe, Cat-o-nine-tails, Club, Crossbow (heavy/light), Dagger, Dart, Flail, Flail – Heavy, Flail – Dire, Fullblade, Gauntlet – Spiked, Glaive, Greatbow, Greatsword, Guisarme, Halberd, Hammer – Light, Hammer – Lucerne, Longbow, Longbow – Composite, Longsword, Lance, Mace – Heavy/Light/Dire, Mancatcher, Maul, Morningstar, Net, Pick – Heavy/Light/Dire, Quarterstaff, Ranseur, Rapier, Sap, Scourge, Scythe, Spiked Shield, Shortbow, Shortbow – Composite, Sickle, Sling, Spear, Spearthrower, Spiked Armor, Sword – Bastard, Sword – Short, Trident, Warhammer, Whip