THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Hegemony
While the Hegemony and the Commonwealth are officially at
peace, it is a much more complex relationship.
The sides fought a major war with one another 20 years ago. The war coalesced several, previously
unfriendly nations into the Commonwealth after the invasion. While the Prophecy Empire was never directly
attacked, the disintegration of their invasion force and sudden death of much
of their leadership, broke the empire back up into the unallied, minor clan
holdings from which it sprang. Only
recently, have they formed something close to a national government, the
Hegemony.
Being neighbors, though mostly geographically separated by
inhospitable terrain, the nations are continuing trade partners. Frictions are usually, and correctly,
attributed to the Hegemony’s very weak central government and the rebellious
actions of individual clan states. While
there is some low-level conflict over the “Dark Continent ” colony, the possible riches in the Southland have rekindled some
serious animosity.
Hegemony business concerns and efforts at exporting workers
and mercenaries have mostly been blocked by the colonial government, naturally
suspicious of the Commonwealth’s old enemy.
Besides, they’ve already established a relationship with the much
friendlier Oriental Empire. Individual
clan states have taken to sponsoring pirates and in-land adventurers to raid in
and around the colony in a more aggressive action. (This effort has actually gotten away from
them at sea and ended up helping to create the Crossbones pirate nation.)
There is always a persistent fear that events on the home
continent may ignite open warfare in the Southland, and vice versa. At any given moment, the hot-blooded clans of
the Hegemony might unite again, given the excuse. The nations of the Commonwealth haven’t
forgotten being invaded and many of them still want payback for it. That trigger could happen because of events
in the far away Southland.
The Kalbarri Portal
Seven Sisters Myth: The last remaining Sisters found
a Wizard with a magic gate. He warned
them that he could not control their destination in times such as these. The Sisters were desperate. He took the treasures that they had
accumulated (gold, diamonds, and Philosopher’s Stone) and gave them transit
through the gate. One at a time, they
disappeared through it, but all of them went to different, far off places. The Sisters were finally safe, but they
weren’t together anymore.
The Kalbarri Portal may actually pre-date the Wizard-King’s
empire. It may be another source for
their immense arcane knowledge, as it can connect with the other-worldly/other
dimensional/other periods of time. Of
course, one has to be high-master of magic to command the object to function
correctly. More likely, a lesser wizard
might activate the Portal, but the destination will be completely unknown. It can, and will, activate by itself or by the
command of a user on the other side.
Anything can come out of the Portal under those circumstances.
The Portal is known in the Commonwealth colony of Perth , but they do not have the resources to fully
examine it. Though it radiates strong
magic, colonial authorities elsewhere have had little interest in it. The sparseness of the land and the presence
of two dangerous insect colonies (Giant Ants at the Pinnacles and Giant Locust swarms near the Portal) have dampened
any exploratory enthusiasm.
Hegemony raiders, however, use this area as a gathering
point, being an easy-to-spot landmark.
Having experience with locusts and giant ants in their homeland, they’re
actually able to use them as a screen for their activities. They also revere the object, but given the
Hegemony’s traditional aversion to magic, they do not have sufficient skills to
activate it, except by accident.
While devout fanatics, the raiders are masters of
hit-and-run tactics on caravans and small settlements and forts. They take whatever treasure they can carry
and captured supplies, destroying anything they can’t take with them.
Hegemony Raiders
+1 Str, +1 Con, +2 Dex, +2 Wis
HD 2 (d8), Hp 9, AC 14 (Leather)
Fort +4, Ref +5, Will +2
Melee: 2 attacks/rd Scimitar +3/+2 to hit 1d8+1
Ranged: 2 attacks/rd Short Bow +4/+3 to hit 1d6
Charge: Spear +3 to hit 1d8+1, max dam + Stun, breaks
spear
Mounted Archery Skill
Hegemony Raider
Captain
+2 Str, +1 Con, +2 Dex, +3 Wis
HD 5 (d8), Hp 25, AC 14 (Leather)
Fort +5, Ref +6, Will +4
Melee: 2 attacks/rd Scimitar +7/+4 to hit 1d8+2
Ranged: 2 attacks/rd Short Bow +7/+4 to hit 1d6
Charge: Spear +7 to hit 1d8+2, max dam + Stun, breaks
spear
Mounted Archery Skill
Camel
HD 3+6, Hp 19, AC 13 (Natural)
Fort +5, Ref +6, Will +1
Melee: Bite +0 to hit 1d4+2 (Camels don’t bite when
carrying a rider, only when being handled by someone they don’t know)
Camels are known for their ability to travel long distances
without food or water.
Carrying Capacity: A light load for a camel is up to
300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A
camel can drag 4,500 pounds.
Horses have proven to be impractical in western Southland
for extended field operations. The
Commonwealth has used oxen as the primary beasts of burden and relied on
well-known watering holes and outposts.
The Hegemony raiders have brought in camels for their operations, which
allows them a wide range of deployment without the need for constant resupply.
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