House Rules & Other Information

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GreyWolfVT
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House Rules & Other Information

#1 Post by GreyWolfVT »

Roller ID # 630

Optional Thyatian Class:

The Rake
One type of character found among Thyatians is the rake a thief-like swashbuckler. This class developed among the people of the Pearl Islands, whose culture is very opposed to theft; but which encourages the trickery, agility and cleverness of thieves. Rakes have all thief abilities except Pick Pockets and Backstabbing. Player characters can be rakes, if the DM approves. Across the centuries, the rake class has spread across the Empire. It is particularly popular among noble or senatorial families, whose members are above petty thievery and (literal) backstabbing as a matter of honor. (Grand scale thievery, corruption and treachery are still, paradoxically, perfectly permissible to some of these people such as Maximitus Chrystatarius.) A rake character, is created exactly like a thief but with no Pick Pockets or Backstabbing skill. Instead, the rake gets a + 1 bonus to his Charisma (18 maximum) and will be generally recognized by NPCs as a "gentleman" (or lady).

A rake with initiative can dodge (D) one melee attack by rolling his "Hide in Shadows" percentage. If he declares no attacks, he can try to dodge each incoming melee attack in the round. Ranged spells, area effect attacks, and missiles cannot be dodged, and the maximum chance to dodge never exceeds 90%. Rakes earn experience, gain levels, wear armor and carry arms, and so on exactly like thieves. However, they do not belong to Thieves' Guilds (thieves do not consider them to be in their profession). Many rakes are Lawful. A rake cannot later become a thief, nor may a thief become a rake. When the choice is made, it's for life. The rake class is a good choice for players who want their heroes to be lightly-armed swashbuckling types.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: House Rules & Other Information

#2 Post by GreyWolfVT »

Thyatis

Built where the Mesonian River flows into the Sea of Dawn, Thyatis City is the center of the Empire—its greatest city, most powerful port and trade center, and seat of its navy and trading fleet. The wealthy quarters of Thyatis have been constructed with soaring stone walls, broad streets of concrete, huge public works and buildings, the magnificent Coliseum, and lavish villas. At the center of Thyatis is The Heart, a great merchant district where goods from throughout the Known World are bought and sold.

In the poorer districts there are huge tenement areas, with city block after city block of three-to five-story tenement dwellings, known as insulae (singular: insula). Here people live crowded together, and there is much filth, disease, and occasional violence. Other problems in the insula districts are fires and even the collapse of poorly-constructed buildings. Unemployment is high, but people can hang on because the government provides free bread for all.

The most popular entertainment in Thyatis is the games, held in the Coliseum. Admission to the games is free; they are paid for by wealthy patrons, such as merchants, victorious generals, senators, and even the Emperor himself. The free "bread and circuses" are one of the main reasons the bulk of the Thyatian population remains peaceful, despite their often abysmal living conditions.

People of Thyatis

As can be expected in any cosmopolitan metropolis, people of virtually every race in the Known World are to be found in Thyatis. The majority are Thyatian, followed by peoples subject to the Empire (Pearl Islanders, Ochaleans, Hinterlanders, Alasiyans from Tel Akbir, and Alphatians from the Isle of Dawn). There are persons from other nations, in Thyatis for business or pleasure.

Money (Currency of Thyatis)

The Empire of Thyatis mints four coins: The platinum Emperor (worth 5 gp), the gold Lucin (equal to 1 gp), the silver Asterius (equal to 1 sp) and the copper Denarius (equal to 1 cp). Coins of electrum are not minted by the Empire. Everyone is supposed to use Imperial currency in Thyatis City; moneychangers will trade for other currency at a cost of 5-10% of the coins' value. However, many merchants are willing to accept equal value in genuine foreign currency, since so many foreigners come through and spend their wealth here.

Gambling: All sorts of gambling are both legal and popular. The favorite form of gambling, naturally, is betting on the Arena.

Challenges and Duels

When one Thyatian is offended by another, he typically challenges the other to a duel. The challenged party may dictate the terms of the duel—how many parties, which weapons, where and when, whether it's to first blood or the death and then the challenger may reaffirm his challenge or withdraw it. Naturally, duels between popular or well-known people attract crowds, unless they are fought in absolute secrecy. Duels are fought between hated rivals, people who just want to find out who is the better fighter, military officers who disagree on some matter, people who bump into one another on the street and choose not to apologize, people with long-standing grudges, etc. Most are to first blood, but quite a few are to the death, or result in death even if they're not supposed to. If carried out properly, a duel is perfectly legal, and even encouraged by some magistrates as a means of settling disputes. If not done properly, it may be considered murder (see below).

Crime and Punishment

Characters sometime run afoul of the law; therefore, it may be useful to briefly summarize the Thyatian legal code and the punishments it suggests. Criminal charges are classified as lesser or greater, and crimes in each category are divided by intent.

Lesser charges include:
Assault; Disturbing the Public Peace; Flight to Avoid Arrest; Flight from Owner (a charge brought against slaves); Lying to An Official; Petty Theft (up to 100 gp value); Vagrancy; Weapon-Carrying violations; and other lesser crimes.

Greater charges include: Grand Theft; Murder; Mutiny; Perjury; Tax Evasion; Treason; and the like.

Suggested punishments according to intent are as follows:

Accident/Unknowing. Lesser: None; or fine 1-6 lucins. Greater: None; or fine 10-100 lucins; or 1 week imprisonment.

Good Intentions. Lesser: None; fine 1-6 lucins; or 5 lashes with a whip. Greater: Fine 10-100 lucins; or 1 week imprisonment.

Error in Judgment. Lesser: Fine 2-12 lucins; or 5-10 lashes. Greater: Fine 50-500 lucins plus 1 month hard labor; nobles' titles and dominions may be stripped at judge's discretion.

Temporary Madness. Lesser: 1-6 months probation under supervision of a court cleric; plus either fine 3-18 lucins or 5-20 lashes. Greater: Fine 50-500 lucins, plus incarceration until court clerics are certain the madness will not recur.

Self-Interest/Unsociability. Lesser: 1 week imprisonment; plus either fine 3-18 lucins or 5-20 lashes. Greater: Borydos (prison island) for 5-10 years; or death.

Chronic Self-Interest/Unsociability. Lesser: 1 month hard labor, fine 3-18 gp, and 5-20 lashes. Greater: Life sentence to Borydos Island; or stripped to Slave status; or death—property impounded by Empire in all cases.

Inhumanity. Lesser: A year on Borydos Island. Greater: Stripped to slave status, property impounded by the Empire, and death.

Whippings are performed in public. Where property was lost or damaged, the defendant must also repay the loss. When a defendant cannot pay a fine, he must take either the corporal punishment or incarceration sentences.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: House Rules & Other Information

#3 Post by GreyWolfVT »

More about Thyatis:
"Mainland" Thyatis, which includes several islands, has 3,200,000 inhabitants and consists of the following dominions:

Actius a small southeastern island County known for its shipbuilding and sea elven community.

Biazzan a trading city in a mountain pass in northwestern Thyatis, home of a respected university.

Borydos an eastern island used as an imperial prison.

Buhrohur a mountain Barony inhabited by dwarves, in northern Thyatis.

Carytion a lush eastern island used as a luxury retreat by Thyatis' wealthy.

Halathius a mountain County in northern Thyatis renowned for its gold mines.

Hattias a County covering a large island directly south of Thyatis City, across Vanya's Girdle, known for its population of militant, often racially jingoistic, Thyatians.

Kantrium a small Duchy in eastern Thyatis.

Kerendas a large, populous Duchy known for its horse breeding and for training the best cavalry in the Empire.

Lucinius a county on a peninsula east of Thyatis City, known for its shipbuilding and maritime skills.

Machetos a small Duchy in western Thyatis, bordering Karameikos.

Mositius an island Duchy in eastern Thyatis, known for tourism and the magical mists that often cover the island.

Retebius a Duchy in eastern Thyatis renowned for training Thyatis' aerial cavalry.

Sclaras a small island in southeastern Thyatis, carved into 250 160-acre (0.65 km2) estates, each held by a powerful Thyatian archmage.

Tel Akbir eastern Duchy inhabited by Alaysians, known for their light cavalry skills.

Terentias island in western Thyatis known for their seafaring and swashbuckling ways. High proportion of elven inhabitants.

Thyatis, the Duchy of - dominion held directly by the Emperor, most densely populated realm in the Empire and a center of war and trade "for a thousand years, and may be for a thousand more" per Dawn of the Emperors.

Thyatis City - largest city in Mystara, situated on Vanya's Girdle and along the Mesonian River, north of the island of Hattias, in the center of the Dutchy of Thyatis. The Empire's "Heart" and Mystara's Rome or Constantinople. Note that the inhabitants don't refer to it as "Thyatis City", they simply call it "Thyatis".

Vyalia a woodland County in western Thyatis inhabited by the Vyalia Elves. Known as the home of the Foresters, a fighting order of wizard-warriors.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: House Rules & Other Information

#4 Post by GreyWolfVT »

Thyatis Religion:
The Thyatian official religion is cantered around the worship of the Trias (Ixion, Valerias and Tarastia). It deals with the Immortals in a very pragmatic way, sort of 'contractual way'. The exact formula by which they call it is the 'do ut des' (give in order to receive). Their rites are nearly all in form of contracts, with whom they offer sacrifices or prayers to the Immortals in order to have benefits in exchange. Most of the traditional religion, though, is just tradition: a wide range of rites of prehistoric origin, that seem to descend form the shamanistic beliefs of pre-Davanian migrations, are still present in it, and have never been abandoned, even when considered out-of-date by the clerics themselves. Many of these traditional rites are not performed by the specific clerics, but are political duties.

The Thyatian official religion is cantered upon a common activity that involves the majority of the citizens. It is not important whether the citizens' personal opinions differ or not from the official religion: Thyatians have a great tolerance of all cults, except the ones that can pose a major treat to the stability of the nation (see 'Dark Worship in Thyatis'), but they are also very attached to their traditions, among whom is the religion. This can explain, along with the fact that many of the 'official' religious rituals are very formal activities, why some of them are conducted or controlled directly by the State.

the TRIAS: Solarios, Valerias, Tarastia

Even outside the official ceremonies, these are in fact the three Immortals most widely worshiped and recognised in Thyatis, along with Vanya. Solarios, the Sun and War Prince, known as Ixion in other countries, is the patron of the Thyatian nation. Especially in the last years, his cult, that was seriously dwindling due to the decadence of the Empire, has grown much stronger: embodying the symbol of Light against Night, of Life against Entropy, many Thyatians have begun to listen again to his teachings. Solarios' dogma in Thyatis is anyway much lighter than in other countries; the stern lawfulness of the Immortal has less importance than his aspects of protector of the military, of civilisation (an aspect that the Thyatian culture, proud of their civilising ideals) and of diplomats (being his lawfulness and the concept of keeping one's word). Clerics of Solarios have also changed their original ways following to the losing of followers of the overly serious priesthood of Khoronus. Valerias, patroness of romance, although revered by lovers all over the Empire, has a much wider influence than the one with whom she is associated to in other countries: she is the Girdler of Weapons, the patroness of many women fighters, and of artists. Tarastia is another Immortal widely worshipped in the Army, but she is officially the one called upon by judges before a process, and in court a witness must swear by her name before he is questioned. [there must be a simpler way to say it in English, but I can't come up to anything, now -G.]. She is another Immortal worshipped by women fighters and adventurers.

There is only a common Church for the three Immortals: the Sacred Order of Thyatis, that is distinctly divided in three groups, one for each Immortal. All the ceremonies, even the ones attended upon by the Emperor or by other politicians, must be attended by three high ranking clerics, members of the three groups. The groups are the Sun Fighters (Ixion), the Wearers (Valerias) and the Justicars (Tarastia). [for Valerias and Ixion's priests, better names may be found- G.]

Religious figures

Rex Sacrorum:

The Rex Sacrorum ("King of all Holy") is the supreme chief of the Sacred Order of Thyatis. He is a high level cleric that by tradition must leave all his political titles when attaining this status. Thyatian legends say that once in a long forgotten past a Rex Sacrorum tried to rebel against an Emperor (the exact name of the Emperor always changes accordingly to the sage that tells this story, but the Rex Sacrorum is always of Hattian origin...) trying to use his religious power to seize the throne, and since the Rex Sacrorum was banned from any political position. He conducts personally the most important ceremonies of the land, among them the Crowning.

Flamines (sing. Flamen):

The Flamines are the three chiefs of the sub-orders of the Sacred Order. The Flamen Solaris is the High Priest of Solarios (Ixion); the Flaminia Valeriana is the High Priestess of Valerias, and the Flamen Tarastianus is the High Priest/Priestess of Tarastia. It can be guessed that Ixion is always served by a male flamen, Valerias by a female, while Tarastia allows both genders, but more often it is a Priestess who leads her order.

Pontifices (sing. Pontifex):

The Pontifices are 12 priests, chosen among all the clerics, divinators and sages of the land. 6 are designed by the Sacred Order, while 6 are elected for life by the population of the Mainland. Among them is also present the Emperor, the 13th Pontifex, that bears the symbolic title of Pontifex Maximus ("Greatest Pontifex"). They can be of all faiths. They have the duty of taking care of the religious situation in Thyatis, suggesting to the Senate new religious measures and controlling religious activities in the land. They have no real power, and all their acts must be approved by the Senate, but they are in fact seldom contradicted. With the title, they obtain a seat at the Senate, but they lose it if they resign from the position. They also take care of the Ceremony of Evocatio (see later)

Divinators

There are 24 peoples that are involved in divination ceremonies: 6 are hereditary members of the Aristocracy; 6 are elected each four years by the citizens of the Mainland Thyatis; these twelve members, if not clerics or divinators, play only a representative role; the other 12 are carefully chosen members of the Sacred Order of Thyatis, and generally retain their position until the Church decides to dispose differently of them. The 24 members are then divided in two groups of twelve: the first one, called Council of Augures, makes the preparatory rituals before very important ceremonies (like the Crowning of a New Emperor), and makes all common divination ceremonies. The second group, called Council of Haruspices, have two duties: 1) they act as collectors of strange events, that are scrupulously recorded and archived in the House of Haruspices, they study them and assign adventurers or scholars missions relatively to them; 2) they give the Annual Prophecy basing on the events of the past years and on the Ceremony of Prophecy (see below).

Other original Thyatian Immortals

Other Immortals of Thyatian origin, venerated by the people at least since the beginning of the first millennium, are Khoronus, whose cult has gradually declined over the centuries due to its politics of non-involvement specially in military situations, Vanya, who is a very popular Immortal still, and Aesculapius (known in other countries as Chardastes). Thyatis also have a small church that worship some of the Greater Titans.

two important ceremonies

The Ritual of "Evocatio"

This important ritual is celebrated each time the first temple to a foreign deity is built within the mainland Thyatian territory. It is an adoption by the Thyatians of another foreign Immortal between their own, and has been done a lot of times in the last centuries, a testimony of the Thyatians open mind on religious matters and their love for exotic cultures. The Immortals "adopted" with this ceremony until now are: Halav, Diulanna, Odin, Thor, Korotiku, Asterius. It is noticeable that Koryis, although venerated in Ochalea, has NEVER managed to obtain an "Evocatio" in Thyatis!

The Ceremony of Prophecy

This important ceremony is conducted by the Haruspices, and leads to the formulation of the "Annual Prophecy". Before this ceremony, the Haruspices examine all the strange events that occurred in the country and the main events of the Old World, then they read carefully through their annual reports collected in the House of Haruspices (see above), and in the end they pray to the Immortals for guidance. After that, they sacrifice a black goat and a black bull publicly in the temple of Solarios. Depending on how the sacrifices went (if there were problems, it's obviously a bad thing; other negative events include the passing of birds from right to left before the sacrifice, the appearance of a black dog before the temple etc.), and on the previous studies, the Haruspices consults the "Sybillini", a mystical book of prophecies that is believed written in 2 AC, and formulate the Annual Prophecy, normally in form of a piece of poetry. Often, the Haruspices themselves are not sure on what the Prophecy exactly means.

The Church of Thyatis
Organisation: Lose organisation comprised of cults to the individual immortals of the Thyatian Pantheon. Recognises the Emperor as a spiritual head of the Faith.

Faith: The Thyatian Faith

Pantheon: The Thyatian Pantheon. Also, worship of foreign immortals, integrated into the Thyatian Faith is tolerated. Immortals from the Antalian, Traladaran and Ochalean pantheons are especially popular.

Ethos: The Faith defines certain actions as sins, which unless repented for hinders the souls passing into Paradise. Such souls are trapped on Limbo, or worse, captured by the Demons of Hell.

View of Deities: Deities are known as Immortals. The Faith contains myths about mortals joining the ranks of the immortals. The Immortals are divided into Immortals of Life and Immortals of Death (Demons). Foreign immortals are not believed to be false, and many are integrated into the Thyatian Faith.

Social Role: Membership in a cult provides a social network for the members, and the cult aids its members performing rites of passage, marriage and burials. Also, acts of charity is encouraged towards cult members, but not particularly so towards members of other cults or religions.

Relation with other Churches: Friendly attitude towards the Churches of Karameikos and Darokin. The Church of Thyatis has a sense of superiority towards these, and even more so towards other Churches/Faiths which it sees as misunderstood worship, whereas the Church of Thyatis can provide the correct/civilised way of worship.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: House Rules & Other Information

#5 Post by GreyWolfVT »

sorry for any repeated information here but this is from one of the sites about areas of Mystara about Thyatis.

The Empire of Thyatis

“We’re not conquering the world, we’re civilizing it!”- Thyatian Legionnaire stationed in the Hinterlands

The Land
The Empire of Thyatis is composed of several nations, separated by the Sea of Dread and Sea of Dawn, the core of the nation is the Thyatian mainland where the capital, Thyatis (pop. 500 000) - the biggest city of the Known World, lies. The region is known for its warm and hospitable climate, and its good farming land, where corn and wine are produced in abundance, and horses and cattle are raised. Directly to the south of the mainland lays the Isle of Hattias where the Hattians, relatives to the Thyatians, live. To the southeast of Hattias are Ochalea and the Pearl Islands, while to the east is the Isle of Dawn, traditional fighting ground between the Thyatians, who hold its western part, and their eternal enemies, the Alphatians. Recently, the Thyatians have occupied the Hinterlands, a heavily forested area on the northern tip of Davania, the southern continent. Some native Hinterlanders conduct guerrilla action against the invaders.

History
The Empire of Thyatis is probably the most important and influential nation of the Known World, and one of the most ancient, too. Thyatis’ history dates back to 2 BC, when Lucinius Trenzantenbium overthrew the Alphatian invaders that had occupied the lands of Thyatis, Ochalea and the Pearl Islands. The three nations declared independence, and after a victorious war were reunited by General Zendrolion in the form of an Empire, which soon annexed the western half of the Isle of Dawn.

In its centuries of existence, the borders of the Empire have changed much; at various times, the Empire has occupied several nations of the Known World, like Ierendi, southern Ylaruam, Traladara (now Karameikos). Thyatians have influenced directly Glantri’s history, as Lord Alexander Glantri, founder of the nation, was himself a Thyatian. Recently, a group of Hattians known as the Heldannic Knights have left the Empire to conquer the lands of Heldann, to the north. Thyatians have been fighting with Alphatia for about a millennia for possession of the Isle of Dawn. Thyatis has imposed their traditions and language on the Known World’s nations, that still resort to Thyatis for their common tongue and calendar.

The People
Thyatis is mostly home to humans of the Thyatian stock tending to have a light olive skin tone, with hair ranging from light to dark brown and are of medium height. The Thyatians see fighting ability and efficiency as the founding values of the Empire, and believe in the superiority of their civilisation, although they also think that they enrich their culture by absorbing the traits of the conquered cultures. The Hattians belong to the same racial stock, but believe exactly the opposite: that they are the greatest race ever to be, and other races are of little worth – to avoid decadence they believe that the Thyatian Empire should follow the Hattian traditionalist ways.

Thyatians are a treacherous race. They give a tremendous importance to politics and power, and to reach an end they resort to any means. It is common knowledge that Thyatians easily break promises if this can help them to achieve a goal. As it is often the case with generalisations, this is an exaggeration, but it’s a matter of fact that the Empire builds itself, and finds the roots of its decadence, in the mixture of efficiency and corruption that is generated by the obsessive pragmatism of its people.

There are also other human races in the Empire: the Pearl Islands are settled by the Nuari, a black-skinned people that believe in the values of self-development; Ochaleans are descendants of pacifist Alphatians and are of coppery skin tone. They believe in non-violence, disrespect magic users and can be rather sexist; Hinterlanders are of fair skin tone and of light brown, blonde or red hair and are very warlike. Moreover, on the Thyatian half of the Isle of Dawn there are several people of Alphatian origin, and in the cities of Tel-Akbir and Biazzan, on mainland Thyatis, more than half of the population is of Alasiyan origin.

In addition to the humans, dwarves and elves have their own personal dominions on the Mainland: respectively in the Barony of Buhrohur, a rich mining land, and in the County of Vyalia, where an elite fighting organisation of humans known as the Foresters was formed under the patronage of the elves and their Immortal protector Ilsundal.

Government and Religion
Religion plays an important role in the Thyatian way of life; however, like many aspects of their lives it is a mixture of formal acts and of a do ut des attitude: Thyatians see religion as a contract of mutual benefit between the worshipper and the divinity. Among the most important Immortals are Vanya, Patroness of Conquerors; Tarastia, Patroness of Justice; Korotiku, patron of the Nuari; Koryis, worshipped in Ochalea but mostly sneered at by Thyatians because of its pacifism; Protius, whose importance is directly linked to that of the sea in Thyatian life; Diulanna, patroness of the Hinterlanders and many others.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: House Rules & Other Information

#6 Post by GreyWolfVT »

Rulers
Ruler: Emperor Thincol Torion I
Government: Monarchy
Area: 62,300 sq. mi. (161,350 sq. km.), plus 797,678 sq. mi. (2,065,985 sq. km.) of overseas colonies (973,143 sq. mi. (2,520,440 sq. km.) if Heldun is included).
Population: 3,030,400 of various races (95% human, 3% elven, 2% other), plus 878,400 in overseas colonies (1,003,400 if Heldun is included).
Capital: Thyatis City
Languages: Thyatian (official), Elvish (Vyalia dialect), various local tongues spoken in subject territories
Coinage: Thyatian Standard: emperor (pp), lucin (gp), justiciar (ep), asterius (sp), denarius (cp)

Towns and Areas
Though the Known World’s Empire of Thyatis is small – not much larger than its neighbors its power is great, and its influence profound. The ancient Empire rules several large territories overseas. See the sections on Ochalea and the Pearl Islands, the Isle of Dawn, and Davania for details about the Empire’s wider holdings.

The peninsular Duchy of Tel Akbir (150,000, D./Sheik Tarik ben Nadir) is heavily populated by Alasiyans - kin to the people of the Emirates. The locals are loyal to the Empire, but Ylaruam wishes to reclaim its lost territory.

The Barony of Biazzan (30,000, B. Babrak Biazzan) is a rich valley dominion that sits in a precarious position near the Emirates’ border.

The Duchies of Kantrium (100,000) and Retebius (200,000, D. Callastian and Mitasula Retebius) occupy a fertile Gulf strip of farm and cattle-land. The latter is home of the Retebius Air Fleet.

Brigands trouble the gold mines of the County of Halathius (20,000). Raiding is so common that it is illegal to camp outside of recognized settlements

The “Shield of the East,” the County of Lucinius (120,000), is responsible for the imperial navy. It was previously a part of Empire’s political center.

The Duchy of Thyatis (1,500,000).

The Duchy of Kerendas (600,000, D. Maldinius Kerendas) produces prized horses and trains the imperial cavalry.

The Barony of Buhrohur (15,000, 100% dwarvish, B. Gilla Blyskarats) was established by dwarves who built the original imperial palace.

The County of Actius (10,000, C. Geraldan Actavius) seeks to become a trading center on the eastern shipping lanes. 10% of the capital is made up of Minrothaddan water-elves.

The Duchy of Machetos (30,000, D. Callastian Jowdynites) was once a wealthly land under the Karameikos family, but its mineral resources have diminished over the last 30 years.

County Vyalia (20,000 25% elves, C. Yldysyl Greenheight) occupies the eastern Dymrak Forest, but Vyalia elves can be found in secretive groups on the Karameikan side of the border. Since joining the Empire, the county trains foresters for the imperial armed forces.

The island County of Hattias (350,000, C. Heinrich Oesterhaus) is the largest territory in mainland Thyatis, but it is also one of the poorest and least well-regarded. As a result of a 4th Century rebellion, Hattias was reduced from a duchy, and no defensive structures are permitted. The reputation continues to suffer from groups of disaffected Hattians who engage in racial crimes. Vineyards and shepherds’ flocks are common in the hills.

Like nearby Hattias, the Duchy of Mositius (15,000. D. Triella Tien-Tang) produces strong vineyards. Mt. Mositius emits strange mood-altering mists that have been harnessed for tourism.

Ownership of the Grand Duchy of Terentias (25,000, 40% elvish, A. Derentarius) is disputed by Minrothad. Local pirates and traders ply their skills against both nations.

The Protectorate of Borydos (500 soldiers, 4,500 prisoners) became the Empires main prison colony after the loss of Ierendi. Sea monsters fill the waters.

Luxury villas fill the Protectorate of Carytion (5,000), while smaller Sclaras (5,000; 3000 slaves) is gridded off in approximately 250 quarter square-miles estates that go to wizards of distinguished service to the Empire.

Lands between the Trevonian and Mesonian Rivers and the hills and mountains north of Kerendas, are currently under direct imperial authority and are available for future dominions.

Thyatis City: Thyatis City is the Empire – representatives of every territory can be seen here. Mansions of the wealthy sit apart from miles upon miles of lowerclass workshops and tenements, and runaways fill the streets. The capital (600,000) is the largest city in the Known World.

Biazzan: This city (12,500) is famed for the University of Biazzan. Fort Nicos protects it from Ylari raiders and humanoids.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: House Rules & Other Information

#7 Post by GreyWolfVT »

Foreign Relations
Thyatis is on good terms with Karameikos, Darokin, and Ostland. It has favorable relations with the Heldannic Order, Helskir, and Glantri, while détente exists between Thyatis and Alphatia. Dealings with the Emirates of Ylaruam are stressful, with the latter claiming Tel Akbir and raiders hitting Biazzan. There is an on-going war in Davania against the Hinterlanders.

Thyatian Military Ranks Domestic (Marshal) Strategos (General) (Drungary in navy) Hypostrategos (Lieutenant General) Chartulary (Brigadier) Praefect (Colonel) (Vicarius in Auxiliaries) Praetor (Lieutenant Colonel) Tribune (Major) (Legatarius in Auxiliaries) Centarch (Captain) Mandator (Lieutenant) (Protocarabi in the navy) Ducinator (1 per 20 troops; Master Sergeant) Decarch (1 per 10 troops; Sergeant) Pentarch (1 per 10 troops; Corporal) Strator (soldier or Private) (Carabisor in the navy, as "Marine")

Ranks of Mandator and above are commissioned officers. Ranks below that are NCOs. Note there are variations within the above, so that a given rank within one unit might be considered somewhat senior to the identical rank in a different unit (for example, Centarchs in guard units have precedence over Centarchs in regular forces, and Imperial officers have seniority over officers in colonial/Auxiliary forces). There are also variant names for several of the ranks other than those given, but sticking with the above for simplicity might be wise. But if you want to add some additional complexity, the below information might be helpful. For one example, all RAF air cavalrymen qualify as "officers," receiving a rank of "Protomandator" upon receiving their commission, which qualifies as something akin to a "Warrant Officer", though they can proceed up the ranks through Mandator, Centarch, etc. There are also Senior Decarchs, senior Ducinators, etc in each unit, the latter being a sort of "Sergeant Major" ranking. "Senior" is usually designated with "Proto" (the "new" method) or "Primus" (the "old" title) - note, however, that Mandators outrank Protomandators.

Privates (Strators) are also known by their unit type or troop type (for example, members of the Tagmata of the Excubitors are known as Excubiti, Cataphracts are heavy cavalrymen, a Trapezetos is a light cavalryman, a Scoutatos is a heavy infantryman, and a Psilos is a light infantryman). Officers and NCOs can thus be referred to as, for example, a "Pentarch of Trapezetoi" or "Centarch of the Scholae", which also creates a rough hierarchy, depending upon precedence of troop type or esteem of the unit in question (Scholae, for example, are the premiere unit of the Empire, ranking behind only the Hetaereia Augustiana and the Sacred Guard). The commander of the Empire's main mercenary force (the Antalian Guard) has the rank of Akolouthos rather than Strategos or Domestic, his deputy is known as a Domestic, but ranks in precedence with a Hypostrategos (Lieutenant General) rather than Marshal (though he is the most senior among the Hypostrategoi). Referring to a Carabisor as a Strator is usually a good way to start one of those staples of RPGs, the bar-room brawn.

Hypostrategoi are deputies of Strategoi, for example. Domestics are only found in a few units, and mainly replace Strategoi in those units.

Chartularies are pretty uncommon, actually. Tribunes serve as deputy commanders of Cohorts, under either Praetors or Praefects (never both in any one unit). In other words, in actual practice the rank system is even more bizarre and unfathomable than it looks: it isn't really exactly like that found in modern armies; the "chain of command" is clear, but the various ranks are used differentially and not uniformly.

A Pentarch is a commander of 5 troops in a squad of 10, the Decarch is the squad leader - he acts, in effect as the Pentarch in the other half of the squad.

By the way, for those the "five" and "ten" include themselves - so in any squad you get 1 Decarch, 1 Pentarch, and 8 Soldiers. In effect, the Decarch is the "Squad Leader" and the Pentarch is his "deputy".

Personalities

Emperor Thincol I Torion: Thincol the Brave is a self-made man, born Thrainkell Torson in Oceansend. He joined the ranks of Thyatis’s gladiators and was a crowd favorite at the time of the Alphatian Spike. Thincol rallied his fellow gladiators and soldiers to defeat the attack and rescue the late emperor’s daughter, whom he married before crowning himself Emperor. Since then, he has secured his rule and set about rebuilding the strength of the Empire.

Demetrion Karagenteropolous: Demtrion is the emperor’s court magist. He is a fundamentally honest man who seeks to dampen the more self-serving and ignoble plots that emerge from the court. He often magically disguises himself to hire unattached adventurers to achieve his ends.

Anaxibius: Anaxibius is the greatest gladiator of the day, maintaining an air of chivalry, honor and heroism that feeds the public’s adoration. He is conducting a torrid affair with the Emperor’s oldest daughter, Stefania, and works to bribe the Senate to make him heir to Machetos.

Thyarius Palykratidius: Thyarius is a cleric of Vanya and Commandant of the cavalry officer training school at West Reach in Kerendas
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: House Rules & Other Information

#8 Post by GreyWolfVT »

Character Death: in this game I'm going to use my standard house rule you are not dead at 0 or below HP. You are unconscious at 0 HP and lose 1 HP per round if wounds are not bound or healed by another character. You don't die until you reach -10 HP. If you die you can create a new character and the DM will find a way to incorporate you back into the game where possible.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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